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

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-- 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 ~= 0) 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.destroyed = 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
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
love.audio.stop( self.sound.asset )
self.sound.asset:setVolume(core.options.data.audio.sfx / 100)
love.audio.play( self.sound.asset )
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