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--[[–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
Prepare
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––]]
--
-- Metamethods: Panel
--
local RemoveHandle = FindMetaTable( 'Panel' ).Remove
--
-- Globals, Utilities
--
local Assert = assert
local isnumber = isnumber
local isstring = isstring
local strfind = string.find
local substrof = string.sub
local strgsub = string.gsub
local Format = string.format
local strfill do
local strlen = string.len
function strfill( str, what, pos, needed )
if ( not strfind( str, what ) ) then
return substrof( str, 1, pos ) .. needed .. substrof( str, pos + strlen( needed ) )
end
return str
end
end
--
-- HTML wrap for SVGs
--
local SVG_TEMPLATE = [[
<html>
<head>
<style>
body {
margin: 0;
padding: 0;
overflow: hidden;
}
</style>
</head>
<body>
%s
</body>
</html>
]]
--[[–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
Initialize
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––]]
svg = svg or {
GamemodeLoaded = false
}
local Registry = {}
local Queue = util.Stack()
--[[–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
GetRegistry
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––]]
function svg.GetRegistry()
return Registry
end
--[[–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
CreateOrUpdateSVGHandle
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––]]
local function CreateOrUpdateSVGHandle( id, w, h, strSVG )
local pHandle = Registry[ id ]
if ( not pHandle ) then
pHandle = vgui.Create( 'DHTML' )
pHandle:SetVisible( false )
Registry[ id ] = pHandle
end
pHandle:SetSize( w, h )
pHandle:SetHTML( Format( SVG_TEMPLATE, strSVG ) )
end
--[[–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
NewQueuedSVG
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––]]
local CQueuedSVG = {}
do
CQueuedSVG.__index = CQueuedSVG
function CQueuedSVG:Init( id, w, h, strSVG )
self.ID = id
self.w = w
self.h = h
self.SVG = strSVG
end
function CQueuedSVG:Unpack()
return self.ID, self.w, self.h, self.SVG
end
end
local function NewQueuedSVG( id, w, h, strSVG )
local pQueuedSVG = {}
setmetatable( pQueuedSVG, CQueuedSVG )
pQueuedSVG:Init( id, w, h, strSVG )
return pQueuedSVG
end
--[[–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
Generate
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––]]
function svg.Generate( id, w, h, strSVG )
--
-- Pinch of assertions
--
Assert( isnumber( w ), 'invalid width' )
Assert( isnumber( h ), 'invalid height' )
Assert( isstring( strSVG ), 'invalid svg' )
local open = strfind( strSVG, '<svg%s(.-)>' )
local _, close = strfind( strSVG, '</svg>%s*$' )
Assert( ( open and close ) ~= nil, 'invalid svg' )
--
-- Adjust
--
strSVG = substrof( strSVG, open, close )
strSVG = strfill( strSVG, 'width="(.-)"', 5, 'width="" ' )
strSVG = strfill( strSVG, 'height="(.-)"', 5, 'height="" ' )
strSVG = strgsub( strSVG, 'width="(.-)"', 'width="' .. w .. '"' )
strSVG = strgsub( strSVG, 'height="(.-)"', 'height="' .. h .. '"' )
--
-- Generate
--
if ( svg.GamemodeLoaded ) then
CreateOrUpdateSVGHandle( id, w, h, strSVG )
else
local pQueuedSVG = NewQueuedSVG( id, w, h, strSVG )
Queue:Push( pQueuedSVG )
end
return function( ... )
svg.Draw( id, ... )
end
end
--[[–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
Load
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––]]
function svg.Load( id, w, h, path )
local strSVG = file.Read( path, 'DATA' )
Assert( strSVG ~= nil, 'invalid path' )
return svg.Generate( id, w, h, strSVG )
end
--[[–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
AsyncLoad
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––]]
function svg.AsyncLoad( id, w, h, path )
file.AsyncRead( path, 'DATA', function( _, _, status, strSVG )
Assert( status == FSASYNC_OK, Format( 'Something went wrong. Status: %i', status ) )
svg.Generate( id, w, h, strSVG )
end )
return function( ... )
svg.Draw( id, ... )
end
end
--[[–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
LoadURL
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––]]
function svg.LoadURL( id, w, h, url )
Assert( string.GetExtensionFromFilename( url ) == 'svg', 'invalid svg' )
http.Fetch( url, function( strSVG )
svg.Generate( id, w, h, strSVG )
end, function( err )
error( err )
svg.Unload( id )
end )
return function( ... )
svg.Draw( id, ... )
end
end
--[[–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
Draw
@color:
If set to true, it will create material with color support for SVG.
It's not that expensive and if you don't need color support just omit this argument.
@r, g, b, a:
Same principle as with surface.SetDrawColor
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––]]
local Draw do
--
-- Metatables
--
local Panel = FindMetaTable( 'Panel' )
local IMaterial = FindMetaTable( 'IMaterial' )
--
-- Metamethods: Panel, IMaterial
--
local UpdateHTMLTexture = Panel.UpdateHTMLTexture
local GetHTMLMaterial = Panel.GetHTMLMaterial
local WidthOf = IMaterial.Width
local HeightOf = IMaterial.Height
local NameOf = IMaterial.GetName
--
-- Utilities, Globals
--
local SetupMaterial do
local MatParameters_t = {
[ '$translucent' ] = 1;
[ '$vertexalpha' ] = 1;
[ '$vertexcolor' ] = 1
}
local strmatch = string.match
local CreateMaterial = CreateMaterial
function SetupMaterial( id, name, w, h )
MatParameters_t[ '$basetexture' ] = name
local UniqueName = Format( '%s_%s_%d_%d', id, strmatch( name, '%d+' ), w, h )
return CreateMaterial(
UniqueName,
'UnlitGeneric',
MatParameters_t
)
end
end
local SetDrawColor = surface.SetDrawColor
local SetMaterial = surface.SetMaterial
local DrawTexturedRect = surface.DrawTexturedRect
local IsColor = IsColor
function Draw( id, x, y, color, r, g, b, a )
--
-- Retrieve the handle
--
local pHandle = Registry[ id ]
if ( not pHandle ) then
return
end
--
-- Prepare the material
--
UpdateHTMLTexture( pHandle )
local pMaterial = GetHTMLMaterial( pHandle )
if ( not pMaterial ) then
return
end
local w = WidthOf( pMaterial )
local h = HeightOf( pMaterial )
--
-- Manage the color
--
if ( color == true ) then
pMaterial = SetupMaterial( id, NameOf( pMaterial ), w, h )
if ( IsColor( r ) ) then
color = r
SetDrawColor( color.r, color.g, color.b, color.a )
else
SetDrawColor( r, g, b, a )
end
else
SetDrawColor( 255, 255, 255 )
end
--
-- Draw
--
SetMaterial( pMaterial )
DrawTexturedRect( x, y, w, h )
end
end
function svg.Draw( id, x, y, color, r, g, b, a )
Draw( id, x, y, color, r, g, b, a )
end
--[[–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
PurgeAll
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––]]
function svg.PurgeAll()
local Registry = Registry
for id, pHandle in pairs( Registry ) do
RemoveHandle( pHandle )
Registry[ id ] = nil
end
end
--[[–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
Unload
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––]]
function svg.Unload( id )
local Registry = Registry
local pHandle = Registry[ id ]
if ( pHandle ) then
RemoveHandle( pHandle )
Registry[ id ] = nil
end
end
--[[–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
Queue for pre-generating SVGs on startup
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––]]
hook.Add( 'OnGamemodeLoaded', 'PregenerateSVG', function()
svg.GamemodeLoaded = true
if ( Queue:Size() == 0 ) then
Queue = nil
return
end
::ProcessQueue::
local pQueuedSVG = Queue:Pop()
CreateOrUpdateSVGHandle( pQueuedSVG:Unpack() )
pQueuedSVG = nil
if ( Queue:Size() > 0 ) then
goto ProcessQueue
end
Queue = nil
end )