modules/menusystem: more code cleanup
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3 changed files with 45 additions and 36 deletions
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@ -45,14 +45,14 @@ function FlowBox:new(menusystem, name, x, y, w, h, slots_hor, slots_vert)
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-- soit un multiple du nombre de slot et de leur dimensions
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end
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-- UPDATE FUNCTIONS
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-- Update the menu and its view
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function FlowBox:updateWidgetSize()
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self.widget.h = math.floor( self.h / self.view.lineNumber )
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self.widget.w = math.floor( self.w / self.view.colNumber )
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end
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-- UPDATE FUNCTIONS
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-- Update the menu and its view
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function FlowBox:update(dt)
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self:updateView()
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end
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@ -76,6 +76,9 @@ function FlowBox:updateView()
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self.view.firstSlot = beginline * self.view.colNumber + 1
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end
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-- INFO FUNCTIONS
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-- Get informations
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function FlowBox:getCoord(id_selected)
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id_selected = id_selected - 1 -- On simplifie les calcul en prenant 0 comme départ
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local line, col
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@ -84,6 +87,9 @@ function FlowBox:getCoord(id_selected)
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return col, line
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end
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-- CURSOR FUNCTIONS
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-- Handle the cursor in a 2D menu
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function FlowBox:moveCursor(new_col, new_line)
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local col, line = self:getCoord(self.widget.selected)
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local lastcol, lastline = self:getCoord(#self.widget.list)
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@ -122,6 +128,9 @@ function FlowBox:moveCursor(new_col, new_line)
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self.widget.selected = (new_line * self.view.colNumber) + new_col + 1
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end
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-- KEYS FUNCTIONS
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-- Handle the keyboard/controller inputs
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function FlowBox:keyreleased(key, code)
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local col, line = self:getCoord(self.widget.selected)
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if key == 'left' then
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@ -147,6 +156,9 @@ function FlowBox:keyreleased(key, code)
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end
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end
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-- MOUSE FUNCTIONS
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-- Handle the mouse/touch pointer
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function FlowBox:mousemoved(x, y)
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local col, line = self:getCoord(self.widget.selected)
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local begincol, beginline = self:getCoord(self.view.firstSlot)
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@ -36,9 +36,6 @@ MenuSystem.TextMenu = require(cwd .. "textmenu")
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-- load widgets object
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MenuSystem.Widget = require(cwd .. "widgets")
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--local VirtualPad = require "modules.virtualpad"
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-- INIT FUNCTIONS
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-- Initialize and configure the menu controller
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@ -62,29 +59,6 @@ function MenuSystem:menuExist(name)
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return (self.menus[name] ~= nil)
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end
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-- UPDATE FUNCTIONS
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-- Update the menus of the menusystem
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function MenuSystem:update(dt)
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self:removeDestroyedMenus()
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for k,v in pairs(self.menus) do
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v:update(dt)
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v:updateWidgets(dt)
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end
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if self.menus[self.focusedMenu] ~= nil then
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-- Only check buttons if the current focused menu is actually active
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if self.menus[self.focusedMenu].isActive then
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for k,v in pairs(self.keys) do
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if self.keys[k].isPressed then
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self.menus[self.focusedMenu]:keyreleased(k)
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end
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end
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end
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end
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end
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function MenuSystem:switchMenu(menu)
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for k,v in pairs(self.menus) do
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if k == menu then
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@ -151,6 +125,29 @@ function MenuSystem:removeDestroyedMenus()
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end
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end
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-- UPDATE FUNCTIONS
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-- Update the menus of the menusystem
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function MenuSystem:update(dt)
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self:removeDestroyedMenus()
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for k,v in pairs(self.menus) do
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v:update(dt)
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v:updateWidgets(dt)
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end
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if self.menus[self.focusedMenu] ~= nil then
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-- Only check buttons if the current focused menu is actually active
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if self.menus[self.focusedMenu].isActive then
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for k,v in pairs(self.keys) do
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if self.keys[k].isPressed then
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self.menus[self.focusedMenu]:keyreleased(k)
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end
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end
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end
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end
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end
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function MenuSystem:keyreleased(key, code)
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-- TODO:depreciated function
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end
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@ -121,13 +121,6 @@ function Menu:cancelAction()
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end
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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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end
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function Menu:clear()
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self.widget.list = {}
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self.widget.cancel = 0
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@ -146,6 +139,13 @@ function Menu:destroy()
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self.destroyed = true
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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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end
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-- DRAW FUNCTIONS
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-- Draw the menu and its content
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