chore: create a generic guiElement
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3 changed files with 154 additions and 116 deletions
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@ -199,9 +199,7 @@ function MenuSystem:update(dt)
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if (self.isActive) then
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self:removeDestroyedMenus()
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for _, guiElement in pairs(self.menus) do
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guiElement:update(dt)
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--TODO: move this inside the menu
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guiElement:updateWidgets(dt)
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guiElement:updateElement(dt)
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end
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if self.menus[self.focusedMenu] ~= nil then
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@ -274,13 +272,7 @@ function MenuSystem:draw(dt)
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for _, drawObject in ipairs(self.drawList) do
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local guiElement = self.menus[drawObject.name]
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if (guiElement.isVisible) then
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guiElement:draw(dt)
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end
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end
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if self.menus[self.focusedMenu] ~= nil then
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if (self.menus[self.focusedMenu].isVisible) then
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self.menus[self.focusedMenu]:drawCursor()
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guiElement:drawElement(dt)
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end
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end
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end
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@ -21,9 +21,9 @@
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local Rect = require "birb.objects.2D.rect"
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local GuiElement = require "birb.modules.menusystem.parent"
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local Menu = Rect:extend()
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local Menu = GuiElement:extend()
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local function updateWidgetByOrder(a, b)
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if a.order ~= b.order then
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@ -37,10 +37,8 @@ end
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-- Initialize and configure functions.
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function Menu:new(menusystem, name, x, y, w, h)
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self.menusystem = menusystem
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self.name = name
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Menu.super.new(self, x, y, w, h)
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Menu.super.new(self, name, x, y, w, h)
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self.menusystem = self:getGui()
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self.widget = {}
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self.widget.list = {}
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@ -49,76 +47,7 @@ function Menu:new(menusystem, name, x, y, w, h)
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self.widget.cancel = 0
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self:updateWidgetSize()
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self.isDestroyed = false
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self.isVisible = true
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self.isActive = true
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self.isLocked = false
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self.isAlwaysVisible = false
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self.depth = 0
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self:resetSound()
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self:register()
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end
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function Menu:setDepth(depth)
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self.depth = depth or 0
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end
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function Menu:setVisibility(visibility)
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if self.isLocked == false and self.isAlwaysVisible == false then
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-- if the menu is locked (thus is always active), it should also
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-- be always visible.
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self.isVisible = visibility
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else
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self.isVisible = true
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end
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end
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function Menu:setActivity(activity)
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if self.isLocked == false then
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self.isActive = activity
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else
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self.isActive = true
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end
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end
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function Menu:lock(lock)
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self.isLocked = lock
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end
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function Menu:lockVisibility(lock)
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self.isAlwaysVisible = lock
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end
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function Menu:getFocus()
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self.menusystem.focusedMenu = self.name
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end
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function Menu:haveFocus()
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return (self.menusystem.focusedMenu == self.name)
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end
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function Menu:register()
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self.menusystem:addMenu(self.name, self)
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end
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function Menu:setCancelWidget(id)
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self.widget.cancel = #self.widget.list
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end
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function Menu:updateWidgetSize()
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self.widget.h = 0
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self.widget.w = 0
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end
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function Menu:getWidgetSize(id)
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return self.widget.w, self.widget.h
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end
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function Menu:getWidgetNumber()
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return #self.widget.list
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end
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-- ACTION FUNCTIONS
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@ -141,26 +70,21 @@ function Menu:resize(x,y,w,h)
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self:updateWidgetSize()
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end
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function Menu:destroy()
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self.destroyed = true
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end
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function Menu:updateWidgetsOrder()
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table.sort(self.widget.list, updateWidgetByOrder)
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end
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-- UPDATE FUNCTIONS
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-- Update the menu every game update
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function Menu:update(dt)
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-- Cette fonction ne contient rien par défaut
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function Menu:updateElement(dt)
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self:update(dt)
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self:updateWidgets(dt)
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end
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-- DRAW FUNCTIONS
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-- Draw the menu and its content
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function Menu:draw()
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-- nothing here
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function Menu:drawElement()
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self:draw()
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if (self:haveFocus()) then
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self:drawCursor()
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end
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end
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function Menu:drawCursor()
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@ -171,24 +95,6 @@ function Menu:drawCanvas()
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end
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-- KEYBOARD FUNCTIONS
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-- Handle key press
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function Menu:keyreleased(key)
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-- Cette fonction ne contient rien par défaut
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end
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-- MOUSE FUNCTIONS
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-- Handle pointers (clic/touch)
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function Menu:mousemoved(x, y)
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-- Cette fonction ne contient rien par défaut
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end
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function Menu:mousepressed( x, y, button, istouch )
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-- Cette fonction ne contient rien par défaut
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end
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-- WIDGET FUNCTIONS
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-- Handle widgets of the functions
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@ -209,6 +115,10 @@ function Menu:updateWidgets(dt)
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end
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end
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function Menu:updateWidgetsOrder()
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table.sort(self.widget.list, updateWidgetByOrder)
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end
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function Menu:updateWidgetsID()
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for i,v in ipairs(self.widget.list) do
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v.id = i
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@ -223,6 +133,23 @@ function Menu:removeDestroyedWidgets() -- On retire les widgets marquées comme
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end
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end
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function Menu:setCancelWidget(id)
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self.widget.cancel = #self.widget.list
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end
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function Menu:updateWidgetSize()
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self.widget.h = 0
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self.widget.w = 0
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end
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function Menu:getWidgetSize(id)
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return self.widget.w, self.widget.h
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end
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function Menu:getWidgetNumber()
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return #self.widget.list
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end
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-- CURSOR FUNCTIONS
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-- Set or move the cursor of the menu
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119
birb/modules/menusystem/parent.lua
Normal file
119
birb/modules/menusystem/parent.lua
Normal file
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@ -0,0 +1,119 @@
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local Rect = require "birb.objects.2D.rect"
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local GuiElement = Rect:extend()
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function GuiElement:new(name, x, y, w, h)
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GuiElement.super.new(self, x, y, w, h)
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self.name = name
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self.isDestroyed = false
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self.isVisible = true
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self.isActive = true
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self.isLocked = false
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self.isAlwaysVisible = false
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self.depth = 0
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self:register()
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end
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function GuiElement:getGui()
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local scene = core.scenemanager.currentScene
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return scene.menusystem
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end
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function GuiElement:register()
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local gui = self:getGui()
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gui:addMenu(self.name, self)
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end
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function GuiElement:destroy()
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self.destroyed = true
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end
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-- VISIBILITY/ACTIVITY
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-- Handle drawing and how we interact with
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function GuiElement:setDepth(depth)
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self.depth = depth or 0
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end
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function GuiElement:setVisibility(visibility)
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if self.isLocked == false and self.isAlwaysVisible == false then
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self.isVisible = visibility
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else
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-- if the element is locked (thus is always active), it should also
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-- be always visible.
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self.isVisible = true
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end
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end
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function GuiElement:setActivity(activity)
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if self.isLocked == false then
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self.isActive = activity
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else
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self.isActive = true
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end
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end
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function GuiElement:lock(lock)
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self.isLocked = lock
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end
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function GuiElement:lockVisibility(lock)
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self.isAlwaysVisible = lock
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end
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function GuiElement:getFocus()
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local gui = self:getGui()
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gui.focusedMenu = self.name
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end
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function GuiElement:haveFocus()
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local gui = self:getGui()
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return (gui.focusedMenu == self.name)
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end
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-- UPDATE FUNCTIONS
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-- Update the menu every game update
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-- External update function
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function GuiElement:updateElement(dt)
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self:update(dt)
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end
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-- Internal update function
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function GuiElement:update(dt)
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-- Cette fonction ne contient rien par défaut
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end
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-- DRAW FUNCTIONS
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-- Draw the menu and its content
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function GuiElement:drawElement()
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self:draw()
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end
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function GuiElement:draw()
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-- nothing here
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end
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-- KEYBOARD FUNCTIONS
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-- Handle key press
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function GuiElement:keyreleased(key)
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-- Cette fonction ne contient rien par défaut
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end
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-- MOUSE FUNCTIONS
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-- Handle pointers (clic/touch)
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function GuiElement:mousemoved(x, y)
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-- Cette fonction ne contient rien par défaut
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end
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function GuiElement:mousepressed(x, y, button, istouch)
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-- Cette fonction ne contient rien par défaut
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end
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return GuiElement
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