fix: remove stuff removed from Radiance's birb

This commit is contained in:
Kazhnuz Klappsthul 2022-07-28 17:31:33 +02:00
parent 5178ee0020
commit a315fcebb5
12 changed files with 0 additions and 1810 deletions

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local Color = Object:extend()
Color.BLACK = Color(0,0,0)
Color.WHITE = Color(1,1,1)
function Color:new(r, g, b, a)
end
return Color

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-- modules/gamesystem :: a simple save system, based on the Deserialization feature
--[[
Copyright © 2021 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local GameSystem = require("birb.classes.serializable.serializer"):extend()
function GameSystem:new(varToSerialize, slotNumber)
self.slot = -1
self.slotNumber = slotNumber or 1
self.version = core.conf.gameversion or "N/A"
self.gametime = 0
varToSerialize = varToSerialize or {}
GameSystem.super.new(self, varToSerialize)
end
function GameSystem:reload()
self:read(self.slot)
end
function GameSystem:read(save_id)
self.slot = save_id
if (self.slot > 0) then
self:deserialize(self:getSaveName())
end
end
function GameSystem:deleteCurrentSave()
if (self.slot > 0) then
self:delete(self:getSaveName())
self.metadata:remove(self.slot)
end
end
function GameSystem:write()
if (self.slot > 0) then
self:serialize(self:getSaveName())
self.metadata:update()
end
end
function GameSystem:getSaveName(saveslot)
local saveslot = saveslot or self.slot
return "save" .. saveslot .. ".save"
end
function GameSystem:resetSaves()
for i = 1, self.slotNumber do
self:delete(self:getSaveName(i))
end
end
function GameSystem:update(dt)
self.gametime = self.gametime + dt
end
function GameSystem:getTime()
return utils.time.getFields(self.gametime)
end
function GameSystem:getTimeString()
return utils.time.toString(self.gametime)
end
function GameSystem:printTime()
core.debug:print(self:getTimeString())
end
return GameSystem

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local GuiScreen = Object:extend()
local ElementList = require "birb.modules.gui.mixins.elements"
local ScreenList = require "birb.modules.gui.mixins.screens"
GuiScreen:implement(ScreenList)
GuiScreen:implement(ElementList)
local TweenManager = require "birb.classes.time"
local elementDataStruct = require "birb.structures.elementData"
function GuiScreen:new(name, controller)
self:initWrapper()
self.controller = controller or self.gui
self.name = name
self.isVisible = false
self.transforms = {}
self.tweens = TweenManager(self)
self:reset()
self:registerElements()
self.controller:addScreen(name, self)
end
function GuiScreen:initWrapper()
local scene = core.scenemanager:getScene()
self.scene = scene
self.gui = scene.gui
self.assets = scene.assets
end
function GuiScreen:update(dt)
self.tweens:update(dt)
for _, screen in pairs(self.screens) do
if (screen ~= nil) then
screen:update(dt)
end
end
end
function GuiScreen:show()
if (not self.isVisible) then
self.isVisible = true
if (self.transforms["show"] ~= nil) then
self:playTransform("show")
end
end
end
function GuiScreen:hide()
if (self.isVisible) then
if (self.transforms["hide"] ~= nil) then
local time = self:playTransform("hide")
print(time)
self.tweens:newFunc(time, "hide", function ()
self.isVisible = false
end)
end
end
end
function GuiScreen:addTransform(name, transform)
self.transforms[name] = transform
end
function GuiScreen:playTransform(name, delay)
return self.gui:transform(self.transforms[name], delay)
end
function GuiScreen:reset()
self:initElements()
self:initScreens()
end
function GuiScreen:registerElements()
local elementList = self:createElements()
for _, rawElement in ipairs(elementList) do
if (rawElement.is ~= nil) then
self:addElement(rawElement.name, rawElement)
rawElement.screen = self
else
local elemData = utils.table.parse(rawElement, elementDataStruct, 3)
local element = elemData.element
self:addElement(element.name, element)
if (elemData.focus == true) then
element:getFocus()
end
if (elemData.delay > 0) then
element.isVisible = false
element:newSwitch(elemData.delay, {"isVisible"})
end
if (elemData.depth ~= nil) then
element.depth = elemData.depth
end
if (elemData.keypress ~= nil) then
element:setKeyPressAction(elemData.keypress)
end
element.screen = self
end
end
end
function GuiScreen:createElements()
-- Empty function
end
return GuiScreen

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-- flowbox :: flexible box menu, that handle in grid the widgets
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local cwd = (...):gsub('%.flowbox$', '') .. "."
local Menu = require(cwd .. "parent")
local FlowBox = Menu:extend()
local menuutils = require(cwd .. "widgets.utils")
-- INIT FUNCTIONS
-- Initialize and configure the flowbox
function FlowBox:new(menusystem, name, x, y, w, h, slots_hor, slots_vert)
self.view = {}
self.view.slotNumber = slots_hor * slots_vert
self.view.lineNumber = slots_vert
self.view.colNumber = slots_hor
self.view.firstSlot = 1
FlowBox.super.new(self, menusystem, name, x, y, w, h)
self.widget.h = math.floor( self.h / slots_vert )
self.widget.w = math.floor( self.w / slots_hor )
self.h = slots_vert * self.widget.h -- On fait en sorte que la hauteur
self.w = slots_hor * self.widget.w -- et la largeur
-- soit un multiple du nombre de slot et de leur dimensions
end
-- UPDATE FUNCTIONS
-- Update the menu and its view
function FlowBox:updateWidgetSize()
self.widget.h = math.floor( self.h / self.view.lineNumber )
self.widget.w = math.floor( self.w / self.view.colNumber )
end
function FlowBox:update(dt)
self:updateView()
self:updateSelectedWidget(dt)
end
function FlowBox:updateView()
local col, line = self:getCoord(self.widget.selected)
local begincol, beginline = self:getCoord(self.view.firstSlot)
if line < beginline then
beginline = line
end
if line > beginline + self.view.lineNumber - 1 then
beginline = line - self.view.lineNumber + 1
end
if beginline < 0 then
beginline = 0
end
self.view.firstSlot = beginline * self.view.colNumber + 1
end
-- INFO FUNCTIONS
-- Get informations
function FlowBox:getCoord(id_selected)
id_selected = id_selected - 1 -- On simplifie les calcul en prenant 0 comme départ
local line, col
line = math.floor(id_selected / self.view.colNumber)
col = id_selected - (line * self.view.colNumber)
return col, line
end
-- CURSOR FUNCTIONS
-- Handle the cursor in a 2D menu
function FlowBox:moveCursor(new_col, new_line)
local col, line = self:getCoord(self.widget.selected)
local lastcol, lastline = self:getCoord(#self.widget.list)
if new_line < 0 then
new_line = lastline
end
if new_line > lastline then
new_line = 0
end
if (new_line == lastline) then
if new_col < 0 then
new_col = lastcol
end
if new_col > lastcol then
if (line == lastline) then
new_col = 0
else
new_col = lastcol
end
end
else
if new_col < 0 then
new_col = self.view.colNumber - 1
end
if new_col == self.view.colNumber then
new_col = 0
end
end
self.widget.selected = (new_line * self.view.colNumber) + new_col + 1
end
-- KEYS FUNCTIONS
-- Handle the keyboard/controller inputs
function FlowBox:keyreleased(key, code)
local col, line = self:getCoord(self.widget.selected)
if key == 'left' then
self:moveCursor(col - 1, line)
end
if key == 'right' then
self:moveCursor(col + 1, line)
end
if key == 'up' then
self:moveCursor(col, line - 1)
end
if key == 'down' then
self:moveCursor(col, line + 1)
end
if key == "A" then
if (self.widget.selected >= 1 and self.widget.selected <= #self.widget.list) then
self.widget.list[self.widget.selected]:action("key")
end
end
end
-- MOUSE FUNCTIONS
-- Handle the mouse/touch pointer
function FlowBox:mousemoved(x, y)
local col, line = self:getCoord(self.widget.selected)
local begincol, beginline = self:getCoord(self.view.firstSlot)
local newcol, newline, widget_selected
newline = beginline + math.floor(y / self.widget.h)
newcol = math.floor(x / self.widget.w)
widget_selected = (newline * self.view.colNumber) + newcol + 1
if widget_selected >= 1 and widget_selected <= #self.widget.list then
self.widget.selected = widget_selected
self:getFocus()
end
end
function FlowBox:mousepressed(x, y, button, isTouch)
local col, line = self:getCoord(self.widget.selected)
local begincol, beginline = self:getCoord(self.view.firstSlot)
local newline, newcol, widget_selected
newline = beginline + math.floor(y / self.widget.h)
newcol = math.floor(x / self.widget.w)
widget_selected = (newline * self.view.colNumber) + newcol + 1
if widget_selected >= 1 and widget_selected <= #self.widget.list then
self.widget.selected = widget_selected
self:getFocus()
self.widget.list[self.widget.selected]:action("pointer")
end
end
-- DRAW FUNCTIONS
-- Draw the menu and its content
function FlowBox:draw()
self:updateView()
local widgety = self.y
local widgetx = self.x
for i,v in ipairs(self.widget.list) do
if (i >= self.view.firstSlot) and (i < self.view.firstSlot + self.view.slotNumber) then
v:draw(widgetx, widgety, self.widget.w, self.widget.h)
if self.widget.selected == i and self:haveFocus() == true then
v:drawSelected(widgetx, widgety, self.widget.w, self.widget.h)
else
v:draw(widgetx, widgety, self.widget.w, self.widget.h)
end
widgetx = widgetx + self.widget.w
if widgetx == (self.x + self.w) then
widgetx = self.x
widgety = widgety + self.widget.h
end
end
end
end
function FlowBox:drawCursor()
self:updateView()
local begincol, beginline = self:getCoord(self.view.firstSlot)
if (self.widget.selected >= 1 and self.widget.selected <= #self.widget.list) then
local w, h = self:getWidgetSize()
local col, line = self:getCoord(self.widget.selected)
local x = (col) * h
local y = (line - beginline) * h
menuutils.drawCursor(self.x + x, self.y + y, w, h)
end
end
return FlowBox

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-- grid :: a menu with arbitrary widget placement and size on a grid.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local cwd = (...):gsub('%.grid$', '') .. "."
local Menu = require(cwd .. "parent")
local GridBox = Menu:extend()
local menuutils = require(cwd .. "widgets.utils")
-- INIT FUNCTIONS
-- Initialize and configure the menu
function GridBox:new(menusystem, name, x, y, w, h, colNumber, lineNumber)
self.view = {}
self.view.slotNumber = colNumber * lineNumber
self.view.colNumber = colNumber
self.view.lineNumber = lineNumber
self.view.firstSlot = 1
GridBox.super.new(self, menusystem, name, x, y, w, h)
self.h = lineNumber * self.widget.h -- On fait en sorte que la hauteur
self.w = colNumber * self.widget.w -- et la largeur
-- soit un multiple du nombre de slot et de leur dimensions
self.cursor = {}
self.cursor.x = 0
self.cursor.y = 0
-- La gridbox possède la particularité de pouvoir fusioner des slots, on fait
-- donc une liste de slots disponibles, qui serviront par la suite.
self.slots = {}
end
function GridBox:addSlot(widgetID, x, y, w, h)
local slot = {}
slot.x = x
slot.y = y
slot.w = w
slot.h = h
slot.widgetID = widgetID
table.insert(self.slots, slot)
end
function GridBox:updateWidgetSize()
self.widget.h = math.floor( self.h / self.view.lineNumber )
self.widget.w = math.floor( self.w / self.view.colNumber )
end
-- INFO FUNCTIONS
-- Get the info of the widgets
function GridBox:getWidgetSize(id)
local slot = self:getWidgetSlot(id)
if slot == 0 then
return 1, 1
else
return self.widget.w * self.slots[slot].w, self.widget.h * self.slots[slot].h
end
end
function GridBox:getSlotHitbox(slot)
local x, y, w, h
x = self.slots[slot].x * self.widget.w
y = self.slots[slot].y * self.widget.h
w = self.slots[slot].w * self.widget.w
h = self.slots[slot].h * self.widget.h
return x, y, w, h
end
function GridBox:getSlotCenter(slot)
local x, y, w, h = self:getSlotHitbox(slot)
return x + (w/2), y + (h/2)
end
function GridBox:getWidgetID(slot)
local widgetID
if self.slots[slot] ~= nil then
widgetID = self.slots[slot].widgetID
else
widgetID = 0
end
return widgetID
end
function GridBox:haveWidget(slot)
local id = self:getWidgetID(slot)
return self.widget.list[id] ~= nil
end
function GridBox:getWidgetSlot(widgetID)
local slot = 0
for i,v in ipairs(self.slots) do
if (self.slots[i].widgetID == widgetID) then
slot = i
end
end
return slot
end
function GridBox:getWidgetAtPoint(x, y)
local x = x or 0
local y = y or 0
local widgetID = nil
for i,v in ipairs(self.slots) do
local xx, yy, ww, hh = self:getSlotHitbox(i)
if (x >= xx) and (y >= yy) and (x < xx + ww) and (y < yy + hh) then
widgetID = v.widgetID
end
end
return widgetID
end
-- UPDATE FUNCTIONS
-- Update the Grid and its view
function GridBox:update(dt)
self.view.firstSlot = 1
self:updateSelectedWidget(dt)
end
-- KEYS FUNCTIONS
-- Handle the keyboard/manette functions
function GridBox:keyreleased(key, code)
local slotID = self:getWidgetSlot(self.widget.selected)
local col, line = self.cursor.x, self.cursor.y
if key == 'left' then
self:moveCol(-1)
end
if key == 'right' then
self:moveCol(1)
end
if key == 'up' then
self:moveLine(-1)
end
if key == 'down' then
self:moveLine(1)
end
if key == "A" and self.widget.selected <= #self.widget.list then
self.widget.list[self.widget.selected]:action("key")
end
end
function GridBox:moveCol(direction)
local orig_x, orig_y = self:getSlotCenter(self.widget.selected)
local distance = self.w -- on met directement à la distance max possible le système
local nearastWidget = 0
for i,v in ipairs(self.slots) do
local xx, yy = self:getSlotCenter(i)
-- On commence par vérifier si le slot est bien positionné par rapport au
-- widget de base
if utils.math.sign(xx - orig_x) == direction then
if utils.math.pointDistance(orig_x, orig_y, xx, yy) < distance then
distance = utils.math.pointDistance(orig_x, orig_y, xx, yy)
nearastWidget = v.widgetID
end
end
end
if nearastWidget ~= 0 then
self.widget.selected = nearastWidget
end
end
function GridBox:moveLine(direction)
local orig_x, orig_y = self:getSlotCenter(self.widget.selected)
local distance = self.h -- on met directement à la distance max possible le système
local nearastWidget = 0
for i,v in ipairs(self.slots) do
local xx, yy = self:getSlotCenter(i)
-- On commence par vérifier si le slot est bien positionné par rapport au
-- widget de base
if utils.math.sign(yy - orig_y) == direction then
if utils.math.pointDistance(orig_x, orig_y, xx, yy) < distance then
distance = utils.math.pointDistance(orig_x, orig_y, xx, yy)
nearastWidget = v.widgetID
end
end
end
if nearastWidget ~= 0 then
self.widget.selected = nearastWidget
end
end
-- MOUSE FUNCTIONS
-- Handle the mouse and activate the widgets with it
function GridBox:mousemoved(x, y)
local widgetID = self:getWidgetAtPoint(x, y)
if widgetID ~= nil then
self.widget.selected = widgetID
self:getFocus()
end
if self.widget.selected < 1 then
self.widget.selected = 1
end
if self.widget.selected > #self.widget.list then
self.widget.selected = #self.widget.list
end
end
function GridBox:mousepressed(x, y, button, isTouch)
local widgetID = self:getWidgetAtPoint(x, y)
if widgetID ~= nil then
self.widget.selected = widgetID
self:getFocus()
if #self.widget.list > 0 and self.widget.selected > 1 and self.widget.selected <= #self.widget.list then
self.widget.list[self.widget.selected]:action("pointer")
end
end
end
-- DRAW FUNCTIONS
-- Draw the menu and its content
function GridBox:draw()
for i,v in ipairs(self.slots) do
if self:haveWidget(i) then
local widgetx = self.x + (v.x * self.widget.w)
local widgety = self.y + (v.y * self.widget.h)
if self.widget.selected == v.widgetID and self:haveFocus() == true then
self.widget.list[v.widgetID]:drawSelected(widgetx, widgety)
else
self.widget.list[v.widgetID]:draw(widgetx, widgety)
end
end
end
end
function GridBox:drawCursor()
self:updateView()
if (self.widget.selected >= 1 and self.widget.selected <= #self.widget.list) then
local slot = self:getWidgetSlot(self.widget.selected)
local w, h = self:getWidgetSize(slot)
local x = self.slots[slot].x * self.widget.w
local y = self.slots[slot].y * self.widget.h
menuutils.drawCursor(self.x + x, self.y + y, w, h)
end
end
return GridBox

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-- hlistbox : add an horizontal list of widgets.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local cwd = (...):gsub('%.hlistbox$', '') .. "."
local Menu = require(cwd .. "parent")
local HListBox = Menu:extend()
local menuutils = require(cwd .. "widgets.utils")
-- INIT FUNCTIONS
-- Initialize and configure functions.
function HListBox:new(menusystem, name, x, y, w, h, slotNumber)
self.view = {}
self.view.slotNumber = slotNumber
self.view.firstSlot = 1
HListBox.super.new(self, menusystem, name, x, y, w, h)
self.w = slotNumber * self.widget.w -- On fait en sorte que la hauteur
-- soit un multiple du nombre de slot et de leur hauteur
end
-- UPDATE FUNCTIONS
-- Update the menu every step.
function HListBox:updateWidgetSize()
self.widget.h = self.h
self.widget.w = math.floor( self.w / self.view.slotNumber )
end
function HListBox:update(dt)
self:updateView()
self:updateSelectedWidget(dt)
end
function HListBox:updateView()
if self.widget.selected < self.view.firstSlot then
self.view.firstSlot = self.widget.selected
end
if self.widget.selected > self.view.firstSlot + self.view.slotNumber - 1 then
self.view.firstSlot = self.widget.selected - self.view.slotNumber + 1
end
if self.view.firstSlot < 1 then
self.view.firstSlot = 1
end
end
-- KEYBOARD FUNCTIONS
-- Handle key check.
function HListBox:keyreleased(key, code)
if key == 'left' then
self:moveCursor(self.widget.selected - 1)
end
if key == 'right' then
self:moveCursor(self.widget.selected + 1)
end
if key == "A" then
if (self.widget.selected >= 1 and self.widget.selected <= #self.widget.list) then
self.widget.list[self.widget.selected]:action("key")
end
end
if key == "B" then
if (self.widget.cancel >= 1 and self.widget.cancel <= #self.widget.list) then
self.widget.list[self.widget.cancel]:action("key")
end
end
end
-- MOUSE FUNCTIONS
-- Click and stuff like that.
function HListBox:mousemoved(x, y)
local widget_selected = self.view.firstSlot + math.floor(x / self.widget.w)
if widget_selected >= 1 and widget_selected <= #self.widget.list then
self.widget.selected = widget_selected
self:getFocus()
end
end
function HListBox:mousepressed(x, y, button, isTouch)
local widget_selected = self.view.firstSlot + math.floor(x / self.widget.w)
if widget_selected >= 1 and widget_selected <= #self.widget.list then
self.widget.selected = widget_selected
self:getFocus()
if #self.widget.list > 0 then
self.widget.list[self.widget.selected]:action("pointer")
end
end
end
-- DRAW FUNCTIONS
-- Draw the menu and its content
function HListBox:draw()
self:updateView()
local widgetx = self.x
for i,v in ipairs(self.widget.list) do
if (i >= self.view.firstSlot) and (i < self.view.firstSlot + self.view.slotNumber) then
v:draw(widgetx, self.y, self.widget.w, self.h)
if self.widget.selected == i and self:haveFocus() == true then
v:drawSelected(widgetx, self.y, self.widget.w, self.h)
else
v:draw(widgetx, self.y, self.widget.w, self.h)
end
widgetx = widgetx + self.widget.w
end
end
end
function HListBox:drawCursor()
self:updateView()
if (self.widget.selected >= 1 and self.widget.selected <= #self.widget.list) then
local w, h = self:getWidgetSize()
local x = (self.widget.selected - self.view.firstSlot) * w
menuutils.drawCursor(self.x + x,self.y, w, h)
end
end
return HListBox

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-- menusystem :: the controller of the menu system. This object handle the
-- different menu objects
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local cwd = (...):gsub('%.init$', '') .. "."
local MenuSystem = Object:extend()
-- Load the differents menu object to get an easy access
MenuSystem.Parent = require(cwd .. "parent")
MenuSystem.ListBox = require(cwd .. "listbox")
MenuSystem.FlowBox = require(cwd .. "flowbox")
MenuSystem.Grid = require(cwd .. "grid")
-- load widgets object
MenuSystem.Widget = require(cwd .. "widgets")
-- INIT FUNCTIONS
-- Initialize and configure the menu controller
function MenuSystem:new(scene)
self.scene = scene
self.menus = {}
self.focusedMenu = ""
self.isActive = true
self.lockWorld = false
self.lockAssets = false
end
function MenuSystem:reset()
self.menus = {}
end
-- ACTIVATION FUNCTIONS
-- Activate and deactivate the whole menusystem
function MenuSystem:activate()
self.isActive = true
if (self.lockWorld) then
if (self.scene.world ~= nil) then
self.scene.world:setActivity(false)
end
end
if (self.lockAssets) then
if (self.scene.assets ~= nil) then
self.scene.assets:setActivity(false)
end
end
end
function MenuSystem:deactivate()
self.isActive = false
if (self.lockWorld) then
if (self.scene.world ~= nil) then
self.scene.world:setActivity(true)
end
end
if (self.lockAssets) then
if (self.scene.assets ~= nil) then
self.scene.assets:setActivity(true)
end
end
end
function MenuSystem:getActiveState()
return self.isActive
end
function MenuSystem:lockWorldWhenActive(state)
self.lockWorld = state
end
function MenuSystem:lockAssetsWhenActive(state)
self.lockAssets = state
end
-- MENUS FUNCTIONS
-- Controle the menus of the menusystem
function MenuSystem:addMenu(name, menu)
self.menus[name] = menu
end
function MenuSystem:menuExist(name)
return (self.menus[name] ~= nil)
end
function MenuSystem:switchMenu(menu)
for k,v in pairs(self.menus) do
if k == menu then
v:getFocus()
v:setVisibility(true)
v:setActivity(true)
else
v:setVisibility(false)
v:setActivity(false)
end
end
end
function MenuSystem:lockMenu(menu, lock)
local lock = lock or true
if self:menuExist(menu) then
self.menus[menu]:lock(lock)
end
end
function MenuSystem:lockMenuVisibility(menu, lock)
local lock = lock or true
if self:menuExist(menu) then
self.menus[menu]:lockVisibility(lock)
end
end
function MenuSystem:setMenuActivity(menu, activity)
local activity = activity or true
if self:menuExist(menu) then
self.menus[menu]:setActivity(activity)
if activity == true then
-- if we make the menu active, he have to be visible too
self.menus[menu]:setVisibility(true)
end
end
end
function MenuSystem:setMenuVisibility(menu, visibility)
local visibility = visibility or true
if self:menuExist(menu) then
self.menus[menu]:setVisibility(visibility)
end
end
function MenuSystem:setAllMenuVisibility(visibility)
for k,v in pairs(self.menus) do
v:setVisibility(visibility)
end
end
function MenuSystem:setAllMenuActivity(activity)
for k,v in pairs(self.menus) do
v.isActive = activity
end
end
function MenuSystem:removeDestroyedMenus()
-- On retire les entitées marquées comme supprimées
for k,v in pairs(self.menus) do
if (v.isDestroyed == true) then
self.menus[k] = nil
end
end
end
-- SOUND FUNCTIONS
-- Add sounds to every menus
function MenuSystem:setSoundFromSceneAssets(soundname)
for k,v in pairs(self.menus) do
v:setSoundFromSceneAssets(soundname)
end
end
function MenuSystem:setSound(soundasset)
for k,v in pairs(self.menus) do
v:setSound(soundasset)
end
end
-- UPDATE FUNCTIONS
-- Update the menus of the menusystem
function MenuSystem:update(dt)
if (self.isActive) then
self:removeDestroyedMenus()
for k,v in pairs(self.menus) do
v:update(dt)
v:updateWidgets(dt)
end
end
end
function MenuSystem:keycheck()
if (self.isActive) then
if self.menus[self.focusedMenu] ~= nil then
-- Only check buttons if the current focused menu is actually active
if self.menus[self.focusedMenu].isActive then
for k,v in pairs(self.keys) do
if self.keys[k].isPressed then
self.menus[self.focusedMenu]:keyreleased(k)
end
end
end
end
end
end
-- MOUSE FUNCTIONS
-- Send mouse inputs to the menu
function MenuSystem:mousemoved(x, y, dx, dy)
if (self.isActive) then
for k,v in pairs(self.menus) do
if v.isActive then
if (x > v.x) and (x < v.x + v.w) and (y > v.y) and (y < v.y + v.h) then
v:mousemoved(x - v.x, y - v.y)
break;
end
end
end
end
end
function MenuSystem:mousepressed( x, y, button, istouch )
if (self.isActive) then
for k,v in pairs(self.menus) do
if v.isActive then
if (x > v.x) and (x < v.x + v.w) and (y > v.y) and (y < v.y + v.h) then
v:mousepressed(x - v.x, y - v.y, button, istouch )
break;
end
end
end
end
end
-- DRAW FUNCTIONS
-- All functions to draw the menus of the menusystem
function MenuSystem:getDrawList()
local drawList = {}
for k,v in pairs(self.menus) do
local drawObject = {}
drawObject.name = k
drawObject.depth = v.depth
table.insert(drawList, drawObject)
end
table.sort(drawList, function(a,b) return a.depth > b.depth end)
return drawList
end
function MenuSystem:draw(dt)
if (self.isActive) then
-- Draw all the menus
self.drawList = self:getDrawList()
for i,v in ipairs(self.drawList) do
local v2 = self.menus[v.name]
if (v2.isVisible) then
v2:draw(dt)
end
end
if self.menus[self.focusedMenu] ~= nil then
if (self.menus[self.focusedMenu].isVisible) then
self.menus[self.focusedMenu]:drawCursor()
end
end
end
end
return MenuSystem

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@ -1,147 +0,0 @@
-- listbox : add a vertical list of widgets.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local cwd = (...):gsub('%.listbox$', '') .. "."
local Menu = require(cwd .. "parent")
local ListBox = Menu:extend()
local menuutils = require(cwd .. "widgets.utils")
-- INIT FUNCTIONS
-- Initialize and configure functions.
function ListBox:new(menusystem, name, x, y, w, h, slotNumber)
self.view = {}
self.view.slotNumber = slotNumber
self.view.firstSlot = 1
ListBox.super.new(self, menusystem, name, x, y, w, h)
self.h = slotNumber * self.widget.h -- On fait en sorte que la hauteur
-- soit un multiple du nombre de slot et de leur hauteur
end
-- UPDATE FUNCTIONS
-- Update the menu every step.
function ListBox:updateWidgetSize()
self.widget.h = math.floor( self.h / self.view.slotNumber )
self.widget.w = self.w
end
function ListBox:update(dt)
self:updateView()
self:updateSelectedWidget(dt)
end
function ListBox:updateView()
if self.widget.selected < self.view.firstSlot then
self.view.firstSlot = self.widget.selected
end
if self.widget.selected > self.view.firstSlot + self.view.slotNumber - 1 then
self.view.firstSlot = self.widget.selected - self.view.slotNumber + 1
end
if self.view.firstSlot < 1 then
self.view.firstSlot = 1
end
end
-- KEYBOARD FUNCTIONS
-- Handle input from keyboard/controllers.
function ListBox:keyreleased(key, code)
if key == 'up' then
self:moveCursor(self.widget.selected - 1)
end
if key == 'down' then
self:moveCursor(self.widget.selected + 1)
end
if key == "A" then
if (self.widget.selected >= 1 and self.widget.selected <= #self.widget.list) then
self.widget.list[self.widget.selected]:action("key")
end
end
if key == "B" then
self:cancelAction()
end
end
-- MOUSE FUNCTIONS
-- Handle input from pointers.
function ListBox:mousemoved(x, y)
local widget_selected = self.view.firstSlot + math.floor(y / self.widget.h)
if widget_selected >= 1 and widget_selected <= #self.widget.list then
self.widget.selected = widget_selected
self:getFocus()
end
end
function ListBox:mousepressed(x, y, button, isTouch)
local widget_selected = self.view.firstSlot + math.floor(y / self.widget.h)
if widget_selected >= 1 and widget_selected <= #self.widget.list then
self.widget.selected = widget_selected
self:getFocus()
if #self.widget.list > 0 then
self.widget.list[self.widget.selected]:action("pointer")
end
end
end
-- DRAW FUNCTIONS
-- draw the menu and the rest of content.
function ListBox:draw()
self:updateView()
local widgety = self.y
for i,v in ipairs(self.widget.list) do
if (i >= self.view.firstSlot) and (i < self.view.firstSlot + self.view.slotNumber) then
if self.widget.selected == i and self:haveFocus() == true then
v:drawSelected(self.x, widgety, self.w, self.widget.h)
else
utils.graphics.resetColor()
v:draw(self.x, widgety, self.w, self.widget.h)
end
widgety = widgety + self.widget.h
end
end
end
function ListBox:drawCursor()
self:updateView()
if (self.widget.selected >= 1 and self.widget.selected <= #self.widget.list) then
local w, h = self:getWidgetSize()
local y = (self.widget.selected - self.view.firstSlot) * h
menuutils.drawCursor(self.x,self.y + y, w, h)
end
end
return ListBox

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@ -1,302 +0,0 @@
-- parent.lua : The parent of the functions.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Menu = Object:extend()
local function updateWidgetByOrder(a, b)
if a.order ~= b.order then
return a.order < b.order
else
return a.creationID < b.creationID
end
end
-- INIT FUNCTIONS
-- Initialize and configure functions.
function Menu:new(menusystem, name, x, y, w, h)
self.menusystem = menusystem
self.name = name
self.x = x
self.y = y
self.w = w
self.h = h
self.widget = {}
self.widget.list = {}
self.widget.selected = 0
self.widget.selectedPrevious = 0
self.widget.cancel = 0
self:updateWidgetSize()
self.isDestroyed = false
self.isVisible = true
self.isActive = true
self.isLocked = false
self.isAlwaysVisible = false
self.depth = 0
self:resetSound()
self:register()
end
function Menu:setDepth(depth)
self.depth = depth or 0
end
function Menu:setVisibility(visibility)
if self.isLocked == false and self.isAlwaysVisible == false then
-- if the menu is locked (thus is always active), it should also
-- be always visible.
self.isVisible = visibility
else
self.isVisible = true
end
end
function Menu:setActivity(activity)
if self.isLocked == false then
self.isActive = activity
else
self.isActive = true
end
end
function Menu:lock(lock)
self.isLocked = lock
end
function Menu:lockVisibility(lock)
self.isAlwaysVisible = lock
end
function Menu:getFocus()
self.menusystem.focusedMenu = self.name
end
function Menu:haveFocus()
return (self.menusystem.focusedMenu == self.name)
end
function Menu:register()
self.menusystem:addMenu(self.name, self)
end
function Menu:setCancelWidget(id)
self.widget.cancel = #self.widget.list
end
function Menu:updateWidgetSize()
self.widget.h = 0
self.widget.w = 0
end
function Menu:getWidgetSize(id)
return self.widget.w, self.widget.h
end
function Menu:getWidgetNumber()
return #self.widget.list
end
-- ACTION FUNCTIONS
-- Send actions to the widgets
function Menu:cancelAction()
if (self.widget.cancel >= 1 and self.widget.cancel <= #self.widget.list) then
self.widget.list[self.widget.cancel]:action("key")
end
end
function Menu:clear()
self.widget.list = {}
self.widget.cancel = 0
end
function Menu:resize(x,y,w,h)
self.x = x
self.y = y
self.w = w
self.h = h
self:updateWidgetSize()
end
function Menu:destroy()
self.isDestroyed = true
end
function Menu:updateWidgetsOrder()
table.sort(self.widget.list, updateWidgetByOrder)
end
-- UPDATE FUNCTIONS
-- Update the menu every game update
function Menu:update(dt)
-- Cette fonction ne contient rien par défaut
self:updateSelectedWidget(dt)
end
function Menu:updateSelectedWidget(dt)
if (self.widget.selected ~= self.widget.previous) and (self.isActive) then
if (self.widget.list[self.widget.selected] ~= nil) then
self.widget.list[self.widget.selected]:selectAction()
self.widget.previous = self.widget.selected
end
end
if (self.widget.list[self.widget.selected] ~= nil) then
self.widget.list[self.widget.selected]:updateSelected(dt)
end
end
-- DRAW FUNCTIONS
-- Draw the menu and its content
function Menu:draw()
-- nothing here
end
function Menu:drawCursor()
-- nothing here
end
function Menu:drawCanvas()
end
-- KEYBOARD FUNCTIONS
-- Handle key press
function Menu:keyreleased(key)
-- Cette fonction ne contient rien par défaut
end
-- MOUSE FUNCTIONS
-- Handle pointers (clic/touch)
function Menu:mousemoved(x, y)
-- Cette fonction ne contient rien par défaut
end
function Menu:mousepressed( x, y, button, istouch )
-- Cette fonction ne contient rien par défaut
end
-- WIDGET FUNCTIONS
-- Handle widgets of the functions
function Menu:addWidget(newwidget)
if #self.widget.list == 0 then
self.widget.selected = 1
end
table.insert(self.widget.list, newwidget)
self:updateWidgetsID()
self:updateWidgetsOrder()
end
function Menu:updateWidgets(dt)
self:removeDestroyedWidgets()
for i,v in ipairs(self.widget.list) do
v.id = i
v:update(dt)
end
end
function Menu:updateWidgetsID()
for i,v in ipairs(self.widget.list) do
v.id = i
end
end
function Menu:removeDestroyedWidgets() -- On retire les widgets marquées comme supprimées
for i,v in ipairs(self.widget.list) do
if (v.destroyed == true) then
table.remove(self.widget.list, i)
end
end
end
-- CURSOR FUNCTIONS
-- Set or move the cursor of the menu
function Menu:setCursor(cursorid)
self.widget.selected = cursorid --math.max(1, math.min(cursorid, #self.widget.list))
end
function Menu:moveCursor(new_selected)
self:playNavigationSound()
if new_selected < 1 then
self.widget.selected = #self.widget.list + new_selected
else
if new_selected > #self.widget.list then
self.widget.selected = new_selected - #self.widget.list
else
self.widget.selected = new_selected
end
end
end
-- SOUND FUNCTION
-- Handle SFX
function Menu:resetSound()
self.sound = {}
self.sound.active = false
self.sound.asset = nil
end
function Menu:setSoundFromSceneAssets(name)
self:setSound(self.menusystem.scene.assets.sfx[name])
end
function Menu:setSound(soundasset)
self.sound.active = true
self.sound.asset = soundasset
end
function Menu:playNavigationSound()
if self.sound.active == true then
self.sound.asset:play()
end
end
-- VIEW FUNCTIONS
-- Handle the view of the menu
function Menu:resetView()
-- ne sert à rien ici, c'est juste pour éviter des crash
end
function Menu:updateView()
-- ne sert à rien ici, c'est juste pour éviter des crash
end
function Menu:moveView()
-- ne sert à rien ici, c'est juste pour éviter des crash
end
return Menu

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@ -1,153 +0,0 @@
-- widgets :: basic widget object
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Widget = {}
local BaseWidget = Object:extend()
local TextWidget = BaseWidget:extend()
-- INIT FUNCTIONS
-- Initialize and configure the widget
function BaseWidget:new(menu)
self.menu = menu
self.destroyed = false
self.selectable = false
self.selection_margin = 0
self.margin = 2
self.canvas = {}
self.canvas.texture = nil
self.canvas.needRedraw = true
self.ox = 0
self.oy = 0
self.order = 0
self:register()
end
function BaseWidget:register()
self.creationID = self.menu:getWidgetNumber()
self.menu:addWidget(self)
end
function BaseWidget:redrawCanvas()
self.width, self.height = self.menu:getWidgetSize(self.id)
local canvas = love.graphics.newCanvas(self.width * 2, self.height * 2)
love.graphics.setCanvas( canvas )
self:drawCanvas()
self.canvas.needRedraw = false
love.graphics.setCanvas( )
local imageData = canvas:newImageData( )
self.canvas.texture = love.graphics.newImage( imageData )
canvas:release( )
imageData:release( )
end
function BaseWidget:invalidateCanvas()
self.canvas.needRedraw = true
end
function BaseWidget:drawCanvas()
self.r = love.math.random(128)/256
self.g = love.math.random(128)/256
self.b = love.math.random(128)/256
love.graphics.setColor(self.r, self.g, self.b, 70)
love.graphics.rectangle("fill", 0, 0, self.width, self.height)
love.graphics.setColor(self.r, self.g, self.b)
love.graphics.rectangle("line", 0, 0, self.width, self.height)
utils.graphics.resetColor()
end
function BaseWidget:selectAction()
-- Do nothing
end
function BaseWidget:updateSelected(dt)
-- Do nothing
end
-- DRAW WIDGETS
-- Draw the widget
function BaseWidget:draw(x, y)
if self.canvas.texture ~= nil then
love.graphics.draw(self.canvas.texture, x - self.ox, y - self.oy)
end
end
function BaseWidget:drawSelected(x,y,w,h)
self:draw(x, y, w, h)
end
-- UPDATE FUNCTIONS
-- Update the widget
function BaseWidget:update(dt)
if (self.canvas.needRedraw) then
self:redrawCanvas()
end
-- N/A
end
-- ACTION FUNCTION
-- Functions to handle actions and selection.
function BaseWidget:action(source)
--self:destroy()
end
function BaseWidget:destroy()
self.destroyed = true
end
-- TEXT WIDGET
-- Simple text widget
function TextWidget:new(menu, font, label, color)
TextWidget.super.new(self, menu)
self.font = font
self.label = label
self.color = color or {1, 1, 1}
end
function TextWidget:drawCanvas()
local w, h
w = math.floor(self.width / 2)
h = math.floor(self.height / 2) - (self.font:getHeight() / 2)
self.font:setColor(self.color[1], self.color[2], self.color[3], 1)
self.font:draw(self.label, w, h, -1, "center")
self.font:setColor(1, 1, 1, 1)
end
-- Add the widget as subvariable to the returned table
Widget.Base = BaseWidget
Widget.Text = TextWidget
return Widget

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@ -1,57 +0,0 @@
-- widgets/utils :: basic utility functions for the widgets
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local menuUtils = {}
function menuUtils.drawCursor(x, y, w, h)
love.graphics.setColor(0,0,0)
love.graphics.rectangle("fill", x, y, 4, 8)
love.graphics.rectangle("fill", x, y, 8, 4)
love.graphics.rectangle("fill", x + w, y, -4, 8)
love.graphics.rectangle("fill", x + w, y, -8, 4)
love.graphics.rectangle("fill", x, y + h, 4, -8)
love.graphics.rectangle("fill", x, y + h, 8, -4)
love.graphics.rectangle("fill", x + w, y + h, -4, -8)
love.graphics.rectangle("fill", x + w, y + h, -8, -4)
love.graphics.setColor(255,255,255)
love.graphics.rectangle("fill", x + 1, y + 1, 2, 6)
love.graphics.rectangle("fill", x + 1, y + 1, 6, 2)
love.graphics.rectangle("fill", x + w - 1, y + 1, -2, 6)
love.graphics.rectangle("fill", x + w - 1, y + 1, -6, 2)
love.graphics.rectangle("fill", x + 1, y + h - 1, 2, -6)
love.graphics.rectangle("fill", x + 1, y + h - 1, 6, -2)
love.graphics.rectangle("fill", x + w - 1, y + h - 1, -2, -6)
love.graphics.rectangle("fill", x + w - 1, y + h - 1, -6, -2)
end
return menuUtils