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Test; luxe; why github app must I commit this twice?
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import luxe.Color; | ||
import luxe.Vector; | ||
import luxe.Input; | ||
import luxe.Text; | ||
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import mint.Control; | ||
import mint.types.Types; | ||
import mint.render.luxe.LuxeMintRender; | ||
import mint.render.luxe.Convert; | ||
import mint.layout.margins.Margins; | ||
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class Main extends luxe.Game { | ||
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var state : luxe.States; | ||
var current : Int = 0; | ||
var count : Int = 0; | ||
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public static var disp : Text; | ||
public static var canvas: mint.Canvas; | ||
public static var rendering: LuxeMintRender; | ||
public static var layout: Margins; | ||
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var canvas_debug : Text; | ||
var debug : Bool = false; | ||
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override function ready() { | ||
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rendering = new LuxeMintRender(); | ||
layout = new Margins(); | ||
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canvas = new mint.Canvas({ | ||
rendering: rendering, | ||
options: { color:new Color(1,1,1,0.3) }, | ||
x: 0, y:0, w: 960, h: 640 | ||
}); | ||
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disp = new Text({ | ||
pos: new Vector(Luxe.screen.w-10, Luxe.screen.h-10), | ||
align: luxe.TextAlign.right, | ||
align_vertical: luxe.TextAlign.bottom, | ||
point_size: 15, | ||
text: 'usage text goes here' | ||
}); | ||
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canvas_debug = new Text({ | ||
text: 'debug: (${Luxe.snow.os} / ${Luxe.snow.platform})', | ||
point_size: 14, | ||
pos: new Vector(950, 10), | ||
align: right, | ||
depth: 999, | ||
color: new Color() | ||
}); | ||
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state = new luxe.States(); | ||
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state.add( new tests.KitchenSink({ name:'state0' }) ); | ||
state.add( new tests.Scrolling({ name:'state1' }) ); | ||
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count = Lambda.count( state._states ); | ||
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state.set( 'state0' ); | ||
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} //ready | ||
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function change(to:String) { | ||
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disp.text = ''; | ||
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canvas.destroy_children(); | ||
state.set(to); | ||
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} //change | ||
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override function config(config:luxe.AppConfig) { | ||
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config.preload.textures.push({ id:'assets/960.png' }); | ||
config.preload.textures.push({ id:'assets/transparency.png' }); | ||
config.preload.textures.push({ id:'assets/mint.box.png' }); | ||
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return config; | ||
} | ||
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override function onrender() { | ||
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canvas.render(); | ||
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if(debug) { | ||
for(c in canvas.children) { | ||
drawc(c); | ||
} | ||
} | ||
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} //onrender | ||
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override function update(dt:Float) { | ||
canvas.update(dt); | ||
} //update | ||
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override function onmousemove(e) { | ||
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canvas.mousemove( Convert.mouse_event(e) ); | ||
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var s = 'debug: (${Luxe.snow.os} / ${Luxe.snow.platform})\n'; | ||
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s += 'canvas nodes: ' + (canvas != null ? '${canvas.nodes}' : 'none'); | ||
s += '\n'; | ||
s += 'canvas depth_seq: ' + (canvas != null ? @:privateAccess canvas.depth_seq + '' : 'none'); | ||
s += '\n'; | ||
s += 'focused: ' + (canvas.focused != null ? canvas.focused.name : 'none'); | ||
s += (canvas.focused != null ? ' / depth: '+canvas.focused.depth : ''); | ||
s += '\n'; | ||
s += 'modal: ' + (canvas.modal != null ? canvas.modal.name : 'none'); | ||
s += '\n'; | ||
s += 'dragged: ' + (canvas.dragged != null ? canvas.dragged.name : 'none'); | ||
s += '\n\n'; | ||
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for(c in canvas.children) { | ||
s += '${c.name}\n'; | ||
} | ||
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canvas_debug.text = s; | ||
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} //onmousemove | ||
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override function onmousewheel(e) { | ||
canvas.mousewheel( Convert.mouse_event(e) ); | ||
} | ||
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override function onmouseup(e) { | ||
canvas.mouseup( Convert.mouse_event(e) ); | ||
} | ||
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override function onmousedown(e) { | ||
canvas.mousedown( Convert.mouse_event(e) ); | ||
} | ||
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override function onkeydown(e:luxe.Input.KeyEvent) { | ||
canvas.keydown( Convert.key_event(e) ); | ||
} | ||
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override function ontextinput(e:luxe.Input.TextEvent) { | ||
canvas.textinput( Convert.text_event(e) ); | ||
} | ||
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override function onkeyup(e:luxe.Input.KeyEvent) { | ||
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if(e.keycode == Key.key_d && e.mod.ctrl) { debug = !debug; trace('debug: $debug'); } | ||
if(e.keycode == Key.key_v && e.mod.ctrl) canvas.visible = !canvas.visible; | ||
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if(e.keycode == Key.key_9) { | ||
current--; | ||
if(current < 0) current = count-1; | ||
change('state$current'); | ||
} | ||
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if(e.keycode == Key.key_0) { | ||
current++; | ||
if(current >= count) current = 0; | ||
change('state$current'); | ||
} | ||
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canvas.keyup( Convert.key_event(e) ); | ||
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if(e.keycode == Key.escape) { | ||
Luxe.shutdown(); | ||
} | ||
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} //onkeyup | ||
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function drawc(control:Control) { | ||
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if(!control.visible) return; | ||
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Luxe.draw.rectangle({ | ||
depth: 1000, | ||
x: control.x, | ||
y: control.y, | ||
w: control.w, | ||
h: control.h, | ||
color: new Color(1,0,0,0.5), | ||
immediate: true | ||
}); | ||
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for(c in control.children) { | ||
drawc(c); | ||
} | ||
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} //drawc | ||
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} //Main | ||
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