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lovr-ui

An immediate mode VR GUI library for LÖVR

( For a retained mode UI library check out chui ) lovr-ui How to use:

  • Put the ui folder inside your project and require it: UI = require "ui/ui"
  • Initialize the library by calling UI.Init() on lovr.load()
  • Handle controller input by calling UI.InputInfo() on lovr.update()
  • Everything inside NewFrame()/RenderFrame() is your GUI

Input:

  • Change the dominant hand by pushing the corresponding trigger button.
  • Scroll in ListBox with the Y-axis of the analog stick.
  • Text entry is done by an on-screen keyboard (appears when a TextBox has focus).
  • If additional keyboard languages are provided, cycling between them is done by holding grip and pressing the trigger on the space key.
  • Enter an exact value in a slider by holding down grip and pressing trigger.
  • Move windows by pointing at them and holding the grip button.
  • Enable/Disable interaction with the GUI by pressing the Left Thumbstick down (user configurable).

Widgets:

  • Button
  • ImageButton
  • TextBox
  • ListBox
  • SliderInt
  • SliderFloat
  • Label
  • CheckBox
  • RadioButton
  • TabBar
  • Dummy
  • ProgressBar
  • WhiteBoard
  • Modal window
  • Separator

UI.Button(text, width, height)

Argument Type Description
text string button's text
width [opt] number button width in pixels
height [opt] number button height in pixels

Returns: boolean, true when clicked.
NOTE: if no width and/or height are provided, the button size will be auto-calculated based on text. Otherwise, it will be set to width X height (with the text centered) or ignored if that size doesn't fit the text.


UI.ImageButton(img_filename, width, height, text)

Argument Type Description
img_filename string image filename
width number image width in pixels
height number image height in pixels
text [opt] string optional text

Returns: boolean , true when clicked.


UI.WhiteBoard(name, width, height)

Argument Type Description
name string whiteboard ID
width number width in pixels
height number height in pixels

Returns: Pass, boolean, boolean, boolean, boolean, number, number, [1] Pass object, [2] clicked, [3] down, [4] released, [5] hovered, [6] X, [7] Y
NOTE: General purpose widget for custom drawing/interaction. The returned Pass can be used to do regular LÖVR draw-commands
like plane, circle, text, etc. X and Y are the local 2D coordinates of the pointer (0,0 is top,left)


UI.TextBox(name, num_visible_chars, buffer)

Argument Type Description
name string textbox ID
num_visible_chars number number of visible characters
buffer string user provided text buffer

Returns: boolean, boolean, number, string , [1] got focus, [2] buffer changed, [3] ID, [4] modified buffer.
NOTE: When clicked, an on-screen keyboard will pop-up for text entry. Enter closes the keyboard. To modify the original buffer assign the 4th return value back to the original buffer variable. The ID returned can be passed in the helper function UI.SetTextBoxText to set the desired text after validation. (example in main.lua)


UI.ListBox(name, num_visible_rows, num_visible_chars, collection, selected)

Argument Type Description
name string listbox ID
num_visible_rows number number of visible rows
num_visible_chars number number of visible characters on each row
collection table table of strings
selected [opt] number or string selected item index (in case it's a string, selects the 1st occurence of the item that matches the string)

Returns: boolean, number, [1] true when clicked, [2] the selected item index


UI.SliderInt(text, v, v_min, v_max, width)

Argument Type Description
text string slider text
v number initial value
v_min number minimum value
v_max number maximum value
width [opt] number total width in pixels of the slider, including it's text

Returns: boolean, number, [1] true when released, [2] the current value
NOTE: Use this idiom to assign back to the provided number variable: slider_released, slider_val = UI.SliderInt("My slider", slider_val, 0, 100) If width is provided, it will be taken into account only if it exceeds the width of text, otherwise it will be ignored.


UI.SliderFloat(text, v, v_min, v_max, width, num_decimals)

Argument Type Description
text string slider text
v number initial value
v_min number minimum value
v_max number maximum value
width [opt] number total width in pixels of the slider, including it's text
num_decimals [opt] number number of decimals to display

Returns: boolean, number, [1] true when released, [2] the current value
NOTE: Use this idiom to assign back to the provided number variable: slider_released, slider_val = UI.SliderFloat("My slider", slider_val, 0, 100) If width is provided, it will be taken into account only if it exceeds the width of text, otherwise it will be ignored. If no num_decimals is provided, it defaults to 2.


UI.Label(text)

Argument Type Description
text string label text
compact [opt] boolean ignore vertical margins

Returns: nothing


UI.ProgressBar(progress, width)

Argument Type Description
progress number progress percentage
width [opt] number width in pixels

Returns: nothing
NOTE: Default width is 300 pixels


UI.Separator()

Argument Type Description
none

Returns: nothing
NOTE: Horizontal Separator


UI.CheckBox(text, checked)

Argument Type Description
text string checkbox text
checked boolean state

Returns: boolean, true when clicked
NOTE: To set the state use this idiom: if UI.CheckBox("My checkbox", my_state) then my_state = not my_state end


UI.RadioButton(text, checked)

Argument Type Description
text string radiobutton text
checked boolean state

Returns: boolean, true when clicked
NOTE: To set the state on a group of RadioButtons use this idiom: if UI.RadioButton("Radio1", rb_group_idx == 1) then rb_group_idx = 1 end if UI.RadioButton("Radio2", rb_group_idx == 2) then rb_group_idx = 2 end -- etc...


UI.TabBar(name, tabs, idx)

Argument Type Description
name string TabBar ID
tabs table a table of strings
idx number initial active tab index

Returns: boolean, number, [1] true when clicked, [2] the selected tab index


UI.Dummy(width, height)

Argument Type Description
width number width
height number height

Returns: nothing
NOTE: This is an invisible widget useful only to "push" other widgets' positions or to leave a desired gap.


UI.Begin(name, transform, is_modal)

Argument Type Description
name string window ID
transform Mat4 window transform
is_modal [opt] boolean is this a modal window

Returns: nothing
NOTE: Starts a new window. Every widget call after this function will belong to this window, until UI.End(main_pass) is called. If this is set as a modal window (by passing true to the last argument) it should always call UI.EndModalWindow before closing it physically. (see example in main.lua)


UI.End(main_pass)

Argument Type Description
main_pass Pass the main Pass object

Returns: nothing
NOTE: Ends the current window.


UI.SameLine()

Argument Type Description
none

Returns: nothing
NOTE: Places the next widget beside the last one, instead of bellow


UI.GetWindowSize(name)

Argument Type Description
name number window ID

Returns: number, number, [1] window width, [2] window height
NOTE: If no window with this ID was found, return type is nil


UI.SetTextBoxText(id, text)

Argument Type Description
id number textbox ID
text string textbox text

Returns: nothing
NOTE: Helper to set the textbox text after validation.


UI.SetInteractionEnabled(enabled)

Argument Type Description
enabled boolean if interaction should be enabled

Returns: nothing
NOTE: Useful if you want to set interaction on/off programmatically, without pressing the toggle button


UI.Init(interaction_toggle_device, interaction_toggle_button, enabled, pointer_rotation)

Argument Type Description
interaction_toggle_device [opt] Device controller
interaction_toggle_button [opt] DeviceButton controller button that toggles interaction on/off
enabled [opt] boolean initial state of interaction
pointer_rotation [opt] number pointer rotation angle (default value is similar to SteamVR/Oculus).

Returns: nothing
NOTE: Should be called on lovr.load(). Defaults are hand/left, thumbstick, true, math.pi / 3 respectively.


UI.InputInfo(emulated_headset, ray_position, ray_orientation)

Argument Type Description
emulated_headset [opt] boolean emulated headset
ray_position [opt] Vec3 ray position
ray_orientation [opt] Quat ray orientation

Returns: nothing
NOTE: Should be called on lovr.update(). To operate in standard "VR mode" do not pass any arguments. The optional arguments could be passed to emulate the headset with mouse and keyboard. When only the 1st argument is passed, data is captured from the emulated headset directly. When the render pass has a different transform than the headset, then the 2 last arguments should be passed too.


UI.NewFrame(main_pass)

Argument Type Description
main_pass Pass the main Pass object

Returns: nothing
NOTE: Should be called on lovr.draw(). Windows and widgets should be called after this function, and a UI.RenderFrame(main_pass) finalizes the whole UI.


UI.RenderFrame(main_pass)

Argument Type Description
main_pass Pass the main Pass object.

Returns: table, ui passes
NOTE: During the frame, lovr-ui records its own passes for drawing the various elements but doesn't submit them. Instead, a table of those passes is returned to the user where they can be scheduled to be submitted along with the default pass (See the example near the end of main.lua).


UI.GetColorNames()

Argument Type Description
none

Returns: table, color names
NOTE: Helper to get the color keys as a table of strings


UI.GetColor(col_name)

Argument Type Description
col_name string color key

Returns: table, color value
NOTE: Helper to get a color value


UI.SetColor(col_name, color)

Argument Type Description
col_name string color key
col_name string color value

Returns: nothing
NOTE: Helper to set a color value. Don't call this every frame because it regenerates the keyboard textures. Use UI.OverrideColor instead.


UI.OverrideColor(col_name, color)

Argument Type Description
col_name string color key
col_name string color value

Returns: nothing
NOTE: Helper to override a color value.


UI.SetColorTheme(theme, copy_from)

Argument Type Description
theme string or table color key or table with overrided keys
copy_from [opt] string theme to copy values from

Returns: nothing
NOTE: Sets a theme to one of the built-in ones ("dark", "light") if the passed argument is a string. Also accepts a table of colors. If the passed table doesn't contain all of the keys, the rest of them will be copied from the built-in theme of the copy_from argument.


UI.CloseModalWindow()

Argument Type Description
none

Returns: nothing
NOTE: Closes a modal window


UI.AddKeyboardPack(lower_case, upper_case, symbols)

Argument Type Description
lower_case table lower case characters
upper_case table upper case characters
symbols table symbol characters

Returns: nothing
NOTE: Provides the ability to add a language pack for the on-screen keyboard. The default pack is Latin. Cycling between packs is done by holding the grip button and pressing the trigger on the space key of the on-screen keyboard.


UI.GetScale()

Argument Type Description
none

Returns: number, ui scale NOTE: Helper to get the ui scale


UI.SetScale(scale)

Argument Type Description
scale number ui scale

Returns: nothing
NOTE: Helper to set the ui scale. Don't call this every frame (it causes textures to be regenerated)


General Info: UI.Begin()/UI.End() defines a window. Widget function calls placed inside this block, are then part of this window. lovr-ui currently uses a row-based auto-layout. That means that there are limits to how widgets are positioned. Widget sizes are mostly character-width based. This is done for simplicity. This library borrows concepts from the outstanding Dear ImGui library and is inspired by microui, trying to be simple and minimal.

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An immediate mode VR GUI library for LÖVR

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