bootleg/bootleg.love/core/modules/menusystem/init.lua

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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
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