116 lines
3.6 KiB
Lua
116 lines
3.6 KiB
Lua
-- scenes/options :: a basic example of how to handle gamecore options in a menu
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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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 Scene = require "gamecore.modules.scenes"
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local OptionsMenu = Scene:extend()
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local ListBox = require "gamecore.modules.menusystem.listbox"
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local Widgets = require "examples.menus.options.widgets"
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function OptionsMenu:new()
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OptionsMenu.super.new(self)
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self.assets:addImageFont("medium", "examples/mainmenu/assets/medium")
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self.assets:setMusic("examples/menus/options/assets/music.ogg")
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self.assets:playMusic()
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self:addMenu("main", true)
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self:addSubMenu("video", "video")
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self:addSubMenu("audio", "audio")
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self:addSubMenu("langs", "langs")
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self:addSubMenu("inputs", "inputs")
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Widgets.Resolution(self, "video")
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Widgets.Switch(self, "video", "fullscreen")
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Widgets.Switch(self, "video", "borders")
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Widgets.Switch(self, "video", "vsync")
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self:addPlayerMenus()
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self:setLanguageMenu()
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Widgets.Exit(self, "main")
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self.menusystem:switchMenu("main")
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self.keyDetector = {}
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self.keyDetector.widget = nil
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end
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-- MENU FUNCTION
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-- Functions that serve the handling of menus
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function OptionsMenu:addMenu(name, nobackbutton)
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local screenHeight, screenWidth = core.screen:getDimensions()
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local w, h = 424/2, 240 - 48
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local x, y = w / 2, 24
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ListBox(self.menusystem, name, x, y, w, h, 8)
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end
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function OptionsMenu:addSubMenu(name, fullname)
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self:addMenu(name)
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Widgets.SubMenu(self, "main", name, fullname)
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Widgets.SubMenu(self, name, "main", "back", 1, "<")
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end
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function OptionsMenu:addPlayerMenus()
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for i,v in ipairs(core.input.data) do
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local menu = "player" .. i
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self:addMenu(menu)
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Widgets.PlayerSubMenu(self, "inputs", i)
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for k,w in pairs(v.keys) do
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-- FIXME: make sure that you can use the order you want for the keys list
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-- instead of a random one
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Widgets.Key(self, i, k)
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end
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Widgets.SubMenu(self, menu, "inputs", "back", 1, "<")
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end
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end
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function OptionsMenu:addScene(submenu, scene, fullname)
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Widgets.Dummy(self, submenu, fullname)
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end
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function OptionsMenu:setLanguageMenu()
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for i,v in ipairs(core.lang.data.available) do
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Widgets.Lang(self, "langs", v)
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end
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end
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function OptionsMenu:changeKey(widget)
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self.keyDetector.isActive = true
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self.keyDetector.widget = widget
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end
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function OptionsMenu:keypressed( key )
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if (self.keyDetector.isActive) then
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self.keyDetector.widget:receiveKey( key )
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self.menusystem:activate()
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self.keyDetector.isActive = false
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end
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end
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function OptionsMenu:draw()
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love.graphics.setColor(.3, .1, .4, 1)
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love.graphics.rectangle("fill", 0, 0, 424, 240)
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end
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return OptionsMenu
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