ButtonMonster class

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Revision as of 18:37, 26 November 2023 by MoKaLux (talk | contribs) (Created page with "__TOC__ This button class is useful to build buttons which you can navigate using the mouse and the keyboard. It is optimised for menus and in game. '''Note: needs Gideros...")
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This button class is useful to build buttons which you can navigate using the mouse and the keyboard. It is optimised for menus and in game.

Note: needs Gideros luashader Library

ButtonMonster Class

--[[
-- ButtonMonster
-- A Button class with:
-- a Pixel, Image 9patch, Text, Tooltip,
-- Up state, Down state, Disabled state,
-- Hover, Sfx, Mouse and Keyboard navigation!
v 0.2.0: 2023-11-20 terminator, should be fine in games too now
v 0.1.0: 2021-06-01 total recall, this class has become a Monster! best used in menus but who knows?
v 0.0.1: 2020-03-28 init (based on the initial generic Gideros Button class)
]]

-- Shader, please adapt the path!
--!NEEDS:../luashader/luashader.lua

function vshaderpixelslot(vVertex, vColor, vTexCoord) : Shader
	local vertex = hF4(vVertex, 0.0, 1.0)
	fTexCoord = vTexCoord
	return vMatrix*vertex
end
function fshaderpixelslot() : Shader
	local frag = texture2D(fTexture, fTexCoord) -- 0, not focused
	if slot == 2.0 then frag = texture2D(fTexture3, fTexCoord) -- 2, disabled
	elseif slot == 1.0 then frag = texture2D(fTexture2, fTexCoord) -- 1, focused
	end
	return lF4(fColor*fColor.a)*frag -- alpha
end

local shaderpixelslot=Shader.lua(vshaderpixelslot, fshaderpixelslot, 0,
	{
	{name="vMatrix", type=Shader.CMATRIX, sys=Shader.SYS_WVP, vertex=true},
	{name="fColor", type=Shader.CFLOAT4, sys=Shader.SYS_COLOR, vertex=false}, -- 1st color slot
	{name="fColor2", type=Shader.CFLOAT4, sys=Shader.SYS_COLOR, vertex=false}, -- 2nd color slot
	{name="fColor3", type=Shader.CFLOAT4, sys=Shader.SYS_COLOR, vertex=false}, -- 3rd color slot
	{name="fTexture", type=Shader.CTEXTURE, vertex=false},
	{name="fTexture2", type=Shader.CTEXTURE, vertex=false},
	{name="fTexture3", type=Shader.CTEXTURE, vertex=false},
	{name="slot", type=Shader.CFLOAT, vertex=false},
	},
	{
	{name="vVertex", type=Shader.DFLOAT, mult=2, slot=0, offset=0},
	{name="vColor", type=Shader.DUBYTE, mult=4, slot=1, offset=0},
	{name="vTexCoord", type=Shader.DFLOAT, mult=2, slot=2, offset=0},
	},
	{
	{name="fTexCoord", type=Shader.CFLOAT2},
	}
)

-- Class
ButtonMonster = Core.class(Sprite)

function ButtonMonster:init(xparams, xselector, xttlayer)
	-- user params
	self.params = xparams or {}
	-- add keyboard navigation?
	self.selector = xselector or nil -- button id selector
	self.btns = nil -- assign this value directly from your code (you assign it a list of buttons)
	-- add a layer for the tooltip?
	self.tooltiplayer = xttlayer or nil
	-- button params
	self.params.autoscale = xparams.autoscale or (xparams.autoscale == nil) -- bool (default = true)
	self.params.btnscalexup = xparams.btnscalexup or 1 -- number
	self.params.btnscaleyup = xparams.btnscaleyup or self.params.btnscalexup -- number
	self.params.btnscalexdown = xparams.btnscalexdown or self.params.btnscalexup -- number
	self.params.btnscaleydown = xparams.btnscaleydown or self.params.btnscaleyup -- number
	self.params.btnalphaup = xparams.btnalphaup or 1 -- number
	self.params.btnalphadown = xparams.btnalphadown or self.params.btnalphaup -- number
	-- pixel?
	self.params.pixelcolorup = xparams.pixelcolorup or 0xffffff -- color
	self.params.pixelcolordown = xparams.pixelcolordown or self.params.pixelcolorup -- color
	self.params.pixelcolordisabled = xparams.pixelcolordisabled or 0x555555 -- color
	self.params.pixelimgup = xparams.pixelimgup or nil -- img Up Texture
	self.params.pixelimgdown = xparams.pixelimgdown or self.params.pixelimgup -- img Down Texture
	self.params.pixelimgdisabled = xparams.pixelimgdisabled or self.params.pixelimgup -- img Disabled Texture
	self.params.pixelalphaup = xparams.pixelalphaup or 1 -- number
	self.params.pixelalphadown = xparams.pixelalphadown or self.params.pixelalphaup -- number
	self.params.pixelscalexup = xparams.pixelscalexup or 1 -- number
	self.params.pixelscaleyup = xparams.pixelscaleyup or self.params.pixelscalexup -- number
	self.params.pixelscalexdown = xparams.pixelscalexdown or self.params.pixelscalexup -- number
	self.params.pixelscaleydown = xparams.pixelscaleydown or self.params.pixelscaleyup -- number
	self.params.pixelwidth = xparams.pixelwidth or 8*3 -- number (autoscale = x padding else width)
	self.params.pixelheight = xparams.pixelheight or self.params.pixelwidth -- number (autoscale = y padding else height)
	self.params.ninepatch = xparams.ninepatch or 8 -- 0, number
	-- text?
	self.params.text = xparams.text or nil -- string
	self.params.ttf = xparams.ttf or nil -- ttf font
	self.params.textcolorup = xparams.textcolorup or 0x0 -- color
	self.params.textcolordown = xparams.textcolordown or self.params.textcolorup -- color
	self.params.textcolordisabled = xparams.textcolordisabled or 0x777777 -- color
	self.params.textalphaup = xparams.textalphaup or 1 -- number
	self.params.textalphadown = xparams.textalphaup or self.params.textalphaup -- number
	self.params.textscalexup = xparams.textscalexup or 1 -- number
	self.params.textscaleyup = xparams.textscaleyup or self.params.textscalexup -- number
	self.params.textscalexdown = xparams.textscalexdown or self.params.textscalexup -- number
	self.params.textscaleydown = xparams.textscaleydown or self.params.textscaleyup -- number
	-- tool tip?
	self.params.tooltiptext = xparams.tooltiptext or nil -- string
	self.params.tooltipttf = xparams.tooltipttf or nil -- ttf font
	self.params.tooltiptextcolor = xparams.tooltiptextcolor or 0x0 -- color
	self.params.tooltiptextscale = xparams.tooltiptextscale or 1 -- number
	self.params.tooltipoffsetx = xparams.tooltipoffsetx or 0 -- number
	self.params.tooltipoffsety = xparams.tooltipoffsety or 0 -- self.params.tooltipoffsetx -- number
	-- audio?
	self.params.sound = xparams.sound or nil -- sound fx
	self.params.volume = xparams.volume or nil -- sound volume
	-- warnings, errors?
	if self.params.pixelalphaup <= 0 then self.params.pixelalphaup = 0.01 end -- alpha <= 0 breaks shader!
	if self.params.pixelalphadown <= 0 then self.params.pixelalphadown = 0.01 end -- alpha <= 0 breaks shader!
	-- button sprite holder
	self.sprite = Sprite.new()
	self:addChild(self.sprite)
	-- let's go!
	self:setButton()
	-- update visual state
	self:updateVisualState()
	self.hovered = nil
	self.disabled = nil
	self.ismouse = true
	-- event listeners
	self:addEventListener(Event.MOUSE_DOWN, self.onMouseDown, self)
	self:addEventListener(Event.MOUSE_UP, self.onMouseUp, self)
	self:addEventListener(Event.MOUSE_HOVER, self.onMouseHover, self)
end

-- FUNCTIONS
function ButtonMonster:setButton()
	-- text dimensions
	local textwidth, textheight
	if self.params.text then
		self.text = TextField.new(self.params.ttf, self.params.text, self.params.text)
		self.text:setAnchorPoint(0.5, 0.5)
		self.text:setScale(self.params.textscalexup, self.params.textscaleyup)
		self.text:setTextColor(self.params.textcolorup)
		self.text:setAlpha(self.params.textalphaup)
		textwidth, textheight = self.text:getWidth(), self.text:getHeight()
	end
	-- first add pixel
	local pixelimg = false
	if self.params.autoscale and self.params.text then
		self.pixel = Pixel.new(self.params.pixelcolorup, self.params.pixelalphaup,
			textwidth+self.params.pixelwidth, textheight+self.params.pixelheight)
	else
		self.pixel = Pixel.new(self.params.pixelcolorup, self.params.pixelalphaup,
			self.params.pixelwidth, self.params.pixelheight)
	end
	if self.params.pixelimgup then
		self.pixel:setTexture(self.params.pixelimgup, 0)
		pixelimg = true
	end
	if self.params.pixelimgdown then
		self.pixel:setTexture(self.params.pixelimgdown, 1)
		pixelimg = true
	end
	if self.params.pixelimgdisabled then
		self.pixel:setTexture(self.params.pixelimgdisabled, 2)
		pixelimg = true
	end
	self.pixel:setScale(self.params.pixelscalexup, self.params.pixelscaleyup)
	self.pixel:setAnchorPoint(0.5, 0.5)
	if pixelimg then self.pixel:setShader(shaderpixelslot) end
	self.sprite:addChild(self.pixel)
	-- then add text?
	if self.params.text then self.sprite:addChild(self.text) end
	-- finally add tooltip?
	if self.params.tooltiptext then
		self.ttiptext = TextField.new(self.params.tooltipttf, self.params.tooltiptext, self.params.tooltiptext)
		self.ttiptext:setScale(self.params.tooltiptextscale)
		self.ttiptext:setTextColor(self.params.tooltiptextcolor)
		self.ttiptext:setVisible(false)
		if self.tooltiplayer then self.tooltiplayer:addChild(self.ttiptext)
		else self:addChild(self.ttiptext)
		end
	end
end

-- VISUAL STATE
function ButtonMonster:updateVisualState()
	local function visualState(btn, btnscalex, btnscaley, btnalpha, textcolor, textscalex, textscaley,
			pixtexslot, pixelcolor, pixelalpha, pixelscalex, pixelscaley)
		btn:setScale(btnscalex, btnscaley)
		btn:setAlpha(btnalpha)
		if btn.params.text then
			btn.text:setTextColor(textcolor)
			btn.text:setScale(textscalex, textscaley)
		end
		if btn.params.pixelimgup then -- texture
			local r, g, b = (pixelcolor >> 16 & 0xff) / 255, (pixelcolor >> 8 & 0xff) / 255, (pixelcolor & 0xff) / 255
			btn.pixel:setShaderConstant("slot", Shader.CFLOAT, 1, pixtexslot) -- set Pixel texture slot
			btn.pixel:setShaderConstant("fColor", Shader.CFLOAT4, 1, r, g, b, pixelalpha) -- set Pixel color
		else
			btn.pixel:setColor(pixelcolor, pixelalpha)
		end
		btn.pixel:setScale(pixelscalex, pixelscaley)
	end
	local function vtooltip(index, btn) -- keyboard tooltip visuals
--		if btn.ttiptext and not btn.disabled then -- OPTION 1: hides tooltip when button is Disabled
		if btn.ttiptext then -- OPTION 2: shows tooltip even if button is Disabled, you choose!
			if index == btn.currselector then -- button is focused
				if btn.disabled then btn.ttiptext:setText("("..btn.params.tooltiptext..")") -- extra!
				else btn.ttiptext:setText(btn.params.tooltiptext)
				end
				btn.ttiptext:setVisible(true)
			else -- button is not focused
				btn.ttiptext:setVisible(false)
			end
			if not btn.hovered then -- reposition the tooltip when mouse is not hovering
				if btn.tooltiplayer then
					btn.ttiptext:setPosition(
						btn:getX()+btn.params.tooltipoffsetx, btn:getY()+btn.params.tooltipoffsety)
				else
					btn.ttiptext:setPosition(btn:globalToLocal(
						btn:getX()+btn.params.tooltipoffsetx, btn:getY()+btn.params.tooltipoffsety))
				end
			end
		end
	end
	if self.btns then
--		print("KEYBOARD NAVIGATION")
		for k, v in ipairs(self.btns) do
			if v.disabled then -- button is Disabled
				visualState(v, v.params.btnscalexdown, v.params.btnscaleydown, v.params.btnalphadown,
					v.params.textcolordisabled, v.params.textscalexdown, v.params.textscaleydown,
					2.0, v.params.pixelcolordisabled, v.params.pixelalphadown, v.params.pixelscalexdown, v.params.pixelscaleydown)
				vtooltip(k, v)
			elseif k == v.currselector then -- button is focused
				visualState(v, v.params.btnscalexdown, v.params.btnscaleydown, v.params.btnalphadown,
					v.params.textcolordown, v.params.textscalexdown, v.params.textscaleydown,
					1.0, v.params.pixelcolordown, v.params.pixelalphadown, v.params.pixelscalexdown, v.params.pixelscaleydown)
				vtooltip(k, v)
			else -- button is not focused
				visualState(v, v.params.btnscalexup, v.params.btnscaleyup, v.params.btnalphaup,
					v.params.textcolorup, v.params.textscalexup, v.params.textscaleyup,
					0.0, v.params.pixelcolorup, v.params.pixelalphaup, v.params.pixelscalexup, v.params.pixelscaleyup)
				vtooltip(k, v)
			end
		end
	elseif self.ismouse then
--		print("MOUSE NAVIGATION")
		self.ismouse = false
		if self.disabled then -- button is Disabled
			visualState(self, self.params.btnscalexdown, self.params.btnscaleydown, self.params.btnalphadown,
				self.params.textcolordisabled, self.params.textscalexdown, self.params.textscaleydown,
				2.0, self.params.pixelcolordisabled, self.params.pixelalphadown, self.params.pixelscalexdown, self.params.pixelscaleydown)
--			if self.ttiptext and not self.disabled then -- OPTION 1: hides tooltip when button is Disabled
			if self.ttiptext then -- OPTION 2: shows tooltip even if button is Disabled, you choose!
				if self.disabled then self.ttiptext:setText("("..self.params.tooltiptext..")") -- extra!
				else self.ttiptext:setText(self.params.tooltiptext)
				end
				if self.hovered then self.ttiptext:setVisible(true)
				else self.ttiptext:setVisible(false)
				end
			end
		elseif self.hovered then -- button is focused
			visualState(self, self.params.btnscalexdown, self.params.btnscaleydown, self.params.btnalphadown,
				self.params.textcolordown, self.params.textscalexdown, self.params.textscaleydown,
				1.0, self.params.pixelcolordown, self.params.pixelalphadown, self.params.pixelscalexdown, self.params.pixelscaleydown)
			if self.ttiptext then self.ttiptext:setVisible(true) end
		else -- button is not focused
			visualState(self, self.params.btnscalexup, self.params.btnscaleyup, self.params.btnalphaup,
				self.params.textcolorup, self.params.textscalexup, self.params.textscaleyup,
				0.0, self.params.pixelcolorup, self.params.pixelalphaup, self.params.pixelscalexup, self.params.pixelscaleyup)
			if self.ttiptext then self.ttiptext:setVisible(false) end
		end
	end
end

-- disabled
function ButtonMonster:setDisabled(disabled)
	if self.disabled == disabled then return end
	self.disabled = disabled
	self:updateVisualState()
end
function ButtonMonster:getDisabled()
	return self.disabled
end

-- MOUSE LISTENERS
function ButtonMonster:onMouseDown(ev)
	if self.sprite:hitTestPoint(ev.x, ev.y, true) then
		-- you can dispatch mouse click event here
		ev:stopPropagation()
	end
end
function ButtonMonster:onMouseUp(ev)
	if self.sprite:hitTestPoint(ev.x, ev.y, true) then
		local e = Event.new("clicked")
		e.currselector = self.selector -- update button id selector
		e.disabled = self.disabled -- update button disabled
		self:dispatchEvent(e) -- button is clicked, dispatch "clicked" event
		ev:stopPropagation()
	end
end
function ButtonMonster:onMouseHover(ev)
	if self.sprite:hitTestPoint(ev.x, ev.y, true) then -- onenter
		self.hovered = true
		self.ismouse = true
		if self.ttiptext then -- tooltip follows mouse position
			if self.tooltiplayer then
				self.ttiptext:setPosition(
					ev.x + self.params.tooltipoffsetx, ev.y + self.params.tooltipoffsety)
			else
				self.ttiptext:setPosition(self.sprite:globalToLocal(
					ev.x + self.params.tooltipoffsetx, ev.y + self.params.tooltipoffsety))
			end
		end
		-- execute onenter code only once
		self.onenter = not self.onenter
		if not self.onenter then self.moving = true end
		if not self.moving then
			if self.btns then -- update keyboard button id selector
				for k, v in ipairs(self.btns) do v.currselector = self.selector end
			end
			local e = Event.new("hovered") -- button is hovered, dispatch "hovered" event
			e.currselector = self.selector -- update button id selector
			self:dispatchEvent(e)
			self:selectionSfx() -- play sound fx
			-- trick to remove residuals when fast moving mouse
			local timer = Timer.new(100*1, 1) -- number of repetition, the higher the safer
			timer:addEventListener(Event.TIMER, function() self:updateVisualState() end)
			timer:start()
		else
			self.onexit = true
		end
		ev:stopPropagation()
	else -- onexit
		self.hovered = false
		self.onenter = false
		self.moving = false
		if self.onexit then
			-- execute onexit code only once
			self.onexit = false
			self:updateVisualState()
		end
	end
end

-- audio
function ButtonMonster:selectionSfx()
	if self.params.sound then
		local snd = self.params.sound
		local curr = os.timer()
		local prev = snd.time
		if curr - prev > snd.delay then
			snd.sound:play():setVolume(self.params.volume)
			snd.time = curr
		end
	end
end

ButtonMonster Demos

Demo 1

-- DEMO 1: keyboard and mouse navigation
-- bg
application:setBackgroundColor(0x00007f)

-- initial button selected
local selector = 1
-- buttons
local btn01 = ButtonMonster.new({pixelcolorup=0xFF0099, pixelcolordown=0xE300FF,}, 1)
local btn02 = ButtonMonster.new({pixelcolorup=0xFF0099, pixelcolordown=0xE300FF,}, 2)
local btn03 = ButtonMonster.new({pixelcolorup=0xFF0099, pixelcolordown=0xE300FF,}, 3)
local btn04 = ButtonMonster.new({pixelcolorup=0xFF0099, pixelcolordown=0xE300FF,}, 4)
-- keyboard navigation
local btns = {}
btns[#btns + 1] = btn01
btns[#btns + 1] = btn02
btns[#btns + 1] = btn03
btns[#btns + 1] = btn04
-- position
btn01:setPosition(16*5, 16*3)
btn02:setPosition(16*5, 16*6)
btn03:setPosition(16*5, 16*9)
btn04:setPosition(16*5, 16*12)
-- order
stage:addChild(btn01)
stage:addChild(btn02)
stage:addChild(btn03)
stage:addChild(btn04)

-- listener function
function clicked(input, btn)
	print(input .. " button " .. btn.currselector .. " clicked")
end
-- listeners
for k, v in ipairs(btns) do
	v:addEventListener("clicked", clicked, "mouse", v)
	v:addEventListener("hovered", function(e) selector = e.currselector end) -- update button id selector
	v.btns = btns -- list of navigatable buttons
end

-- keyboard handler (arrows + ENTER)
stage:addEventListener(Event.KEY_DOWN, function(e)
	if e.keyCode == KeyCode.UP or e.keyCode == KeyCode.LEFT then
		selector -= 1 if selector < 1 then selector = #btns end updateButton()
	elseif e.keyCode == KeyCode.DOWN or e.keyCode == KeyCode.RIGHT then
		selector += 1 if selector > #btns then selector = 1 end updateButton()
	elseif e.keyCode == KeyCode.ENTER then
		clicked("keyboard", btns[selector])
	end
end)
function updateButton()
	for k, v in ipairs(btns) do
		v.currselector = selector
		v:updateVisualState()
		if k == selector then v:selectionSfx() end
	end
end

-- let's go!
updateButton() -- highlight first button

Demo 2

-- DEMO 2
-- a gradient bg
local gradient = Pixel.new(0xffffff, 1, application:getContentWidth(), application:getContentHeight())
gradient:setColor(0x0, 1, 0xaa5500, 1, 15*16)
gradient:setAnchorPoint(0.5, 0.5)

-- font
local myttf = TTFont.new("fonts/Cabin-Bold-TTF.ttf", 20)
local myttipttf = TTFont.new("fonts/Cabin-Bold-TTF.ttf", 18)
-- textures
local btnuptex = Texture.new("gfx/ui/btn_01_up.png")
local btndowntex = Texture.new("gfx/ui/btn_01_down.png")
local btndisabledtex = Texture.new("gfx/ui/btn_01_disabled.png")
-- buttons tooltip layer
local tooltiplayer = Sprite.new()
-- buttons sound
local btnsound = {sound=Sound.new("audio/Braam - Retro Pulse.wav"), time=0, delay=0.5} -- delay=0.5, 0.05
local volume = 0.3
-- initial button selected
local selector = 1
-- buttons
local btn01 = ButtonMonster.new({
	pixelimgup=btnuptex, pixelimgdown=btndowntex, pixelimgdisabled=btndisabledtex,
	text="btn 1", ttf=myttf,
	tooltiptext="btn1", tooltipttf=myttipttf, tooltiptextcolor=0xaaff00, tooltipoffsetx=8*5,
	sound=btnsound, volume=volume,
}, 1, tooltiplayer)
local btn02 = ButtonMonster.new({
	pixelimgup=btnuptex, pixelimgdown=btndowntex, pixelimgdisabled=btndisabledtex,
	text="btn 2", ttf=myttf,
	tooltiptext="click me!", tooltipttf=myttipttf, tooltiptextcolor=0xaaff00, tooltipoffsetx=8*1, tooltipoffsety=8*3,
	sound=btnsound, volume=volume,
}, 2, tooltiplayer)
local btn03 = ButtonMonster.new({
	pixelimgup=btnuptex, pixelimgdown=btndowntex, pixelimgdisabled=btndisabledtex,
	text="btn 3", ttf=myttf,
	tooltiptext="btn3", tooltipttf=myttipttf, tooltiptextcolor=0xaaff00, tooltipoffsetx=8*5,
	sound=btnsound, volume=volume,
}, 3, tooltiplayer)
local btn04 = ButtonMonster.new({
	autoscale=false,
	pixelwidth=8*3, pixelheight=8*24,
	pixelimgup=btnuptex, pixelimgdown=btndowntex, pixelimgdisabled=btndisabledtex,
	pixelcolordown=0x00ff00,
	text="b\nt\nn\n4", ttf=myttf,
	tooltiptext="btn4", tooltipttf=myttipttf, tooltiptextcolor=0xaaff00, tooltipoffsetx=8*4,
	sound=btnsound, volume=volume,
}, 4, tooltiplayer)
-- keyboard navigation
local btns = {}
btns[#btns + 1] = btn01
btns[#btns + 1] = btn02
btns[#btns + 1] = btn03
btns[#btns + 1] = btn04
-- position
gradient:setPosition(application:getContentWidth()/2, application:getContentHeight()/2)
btn01:setPosition(16*5, 16*3)
btn02:setPosition(16*5, 16*8)
btn03:setPosition(16*5, 16*12.5)
btn04:setPosition(16*12, 16*8)
-- order
stage:addChild(gradient)
stage:addChild(btn01)
stage:addChild(btn02)
stage:addChild(btn03)
stage:addChild(btn04)
stage:addChild(tooltiplayer)

-- shared listener functions
function clicked(input, btn)
	print(input, btn.currselector, btn.disabled)
	if btn.currselector == 2 then btn03:setDisabled(not btn03:getDisabled()) end
end
-- add listeners
for k, v in ipairs(btns) do
	v:addEventListener("clicked", clicked, "mouse", v)
	v:addEventListener("hovered", function(e) selector = e.currselector end) -- update button id selector
	v.btns = btns -- list of navigatable buttons
end

-- keyboard handler
stage:addEventListener(Event.KEY_DOWN, function(e)
	if e.keyCode == KeyCode.UP or e.keyCode == KeyCode.LEFT then
		selector -= 1 if selector < 1 then selector = #btns end updateButton()
	elseif e.keyCode == KeyCode.DOWN or e.keyCode == KeyCode.RIGHT then
		selector += 1 if selector > #btns then selector = 1 end updateButton()
	elseif e.keyCode == KeyCode.ENTER then
		clicked("keyboard", btns[selector])
	end
end)
function updateButton()
	for k, v in ipairs(btns) do
		v.currselector = selector
		v:updateVisualState()
		if k == selector then v:selectionSfx() end
	end
end

-- let's go!
updateButton() -- highlight first button


UI Buttons