-- scenes.lua :: the scene object, that aim to give a better control to the engine -- to the different scene, without having to call too much boilerplate --[[ 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 Scene = Object:extend() local Assets = require "framework.scenes.assets" local Gui = require "framework.scenes.gui" -- INIT FUNCTIONS -- Initialize and configure the scene function Scene:new() self.mouse = {} self.mouse.x, self.mouse.y = core.screen:getMousePosition() self.assets = Assets() self.sources = core.input:getSources() self.gui = Gui(self) self.inputLocked = true self.inputLockedTimer = 2 self.dialog = nil self:initWorld() self:register() end function Scene:register() core.scenemanager:setScene(self) end function Scene:clear() -- TODO: send automatic cleanups to the different elements of the scene end function Scene:restored() end -- UPDATE FUNCTIONS -- Handle stuff that happens every steps function Scene:updateScene(dt) self:updateStart(dt) self:setKeys() self.assets:update(dt) self:updateGUI(dt) self:updateWorld(dt) self:update(dt) self:updateEnd(dt) end function Scene:updateStart(dt) end function Scene:update(dt) -- Empty function, is just here to avoid crash end function Scene:updateEnd(dt) end function Scene:updateWorld(dt) if ((self.world ~= nil) and (self.world.isActive) and (self.dialog == nil)) then self.world:update(dt) end end function Scene:updateGUI(dt) if (self.gui ~= nil) then self.gui:update(dt) if (core.screen:isActive()) then self.gui:keycheck(self:getKeys(1)) end end end -- MOUSE FUNCTIONS -- Make the scene support the pointer function Scene:mousemoved(x, y, dx, dy) -- Empty function, is just here to avoid crash end function Scene:mousepressed( x, y, button, istouch ) -- Empty function, is just here to avoid crash end -- WORLD FUNCTIONS -- Basic functions to manage the world function Scene:initWorld() self.world = nil end function Scene:registerWorld(world) self.world = world end -- KEYBOARD FUNCTIONS -- Add send keys functions to the scene function Scene:keypressed( key, scancode, isrepeat ) end function Scene:keyreleased( key ) end -- DRAW FUNCTIONS -- Draw the scene and its content function Scene:redraw() self.gui:redraw() end function Scene:drawScene() self:drawStart() self:drawWorld() self:draw() self.gui:drawBottom() self:drawEnd() core.screen:drawTransition() self.gui:drawTop() self:drawOverTransition() end function Scene:drawStart() end function Scene:draw() end function Scene:drawEnd() end function Scene:drawOverTransition() end function Scene:drawWorld(dt) if (self.world ~= nil) then self.world:draw() end end -- INPUT FUNCTIONS -- Handle inputs from keyboard/controllers function Scene:setKeys() if (self.inputLocked) then self.inputLockedTimer = self.inputLockedTimer - 1 if (self.inputLockedTimer <= 0 ) then self.inputLocked = false end else self.sources = core.input.sources end end function Scene:getKeys(sourceid) if sourceid == nil then core.debug:warning("scene", "no sourceid detected, will default to 1") end local sourceid = sourceid or 1 if (self.inputLocked) then core.debug:print("scene", "inputs are currently locked") return core.input.fakekeys else return self.sources[sourceid].keys end end function Scene:flushKeys() core.input:flushKeys() self.sources = core.input:getSources() self.inputLockedTimer = 2 self.inputLocked = true end return Scene