bootleg/bootleg.love/core/scenemanager.lua

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-- scene.lua :: a basic scene management system, that work by sending the different
-- core functions to the scene, normally without the scene itself having to manage
-- them.
--[[
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 SceneManager = Object:extend()
-- INIT FUNCTIONS
-- Initialize and configure the scene manager
function SceneManager:new(controller)
self.controller = controller
self.timers = self.controller.modules.Timers(self)
self.currentScene = nil
self.storage = {}
self:initTransitions()
end
function SceneManager:setScene(scene)
if self.transition.isPrepared then
self:startTransition(scene)
else
self.currentScene = scene
self.currentScene.isActive = true
end
end
function SceneManager:storeCurrentScene(name)
self.storage[name] = self.currentScene
end
function SceneManager:setStoredScene(name)
local storedScene = self.storage[name]
if storedScene ~= nil then
self.currentScene = storedScene
self.storage[name] = nil
end
end
function SceneManager:clearStorage()
self.storage = {}
end
function SceneManager:clearScene()
self.currentScene = nil
end
-- UPDATE FUNCTIONS
-- Update the current scene and its subobjects
function SceneManager:update(dt)
self.timers:update(dt)
if (self.currentScene ~= nil) then
self.currentScene:updateStart(dt)
self.currentScene:setKeys()
self.currentScene.assets:update(dt)
self.currentScene.menusystem:update(dt)
self.currentScene:updateWorld(dt)
self.currentScene:update(dt)
self.currentScene:updateEnd(dt)
end
end
-- MOUSE FUNCTIONS
-- Send pointer data to the scene
function SceneManager:mousemoved(x, y, dx, dy)
if (self.currentScene ~= nil) then
self.currentScene.mouse.x,
self.currentScene.mouse.y = x, y
self.currentScene:mousemoved(x, y, dx, dy)
self.currentScene.menusystem:mousemoved(x, y, dx, dy)
end
end
function SceneManager:mousepressed( x, y, button, istouch )
if (self.currentScene ~= nil) then
self.currentScene:mousepressed( x, y, button, istouch )
self.currentScene.menusystem:mousepressed( x, y, button, istouch )
end
end
-- KEYBOARD FUNCTIONS
-- Add send keys functions to the scene
function SceneManager:keypressed( key, scancode, isrepeat )
self.currentScene:keypressed( key, scancode, isrepeat )
end
function SceneManager:keyreleased( key )
self.currentScene:keyreleased( key )
end
-- TRANSITION FUNCTIONS
-- Prepare transitionning to the next scene
function SceneManager:initTransitions()
self.transition = {}
self.transition.easeIn = "inQuad"
self.transition.easeOut = "outQuad"
self.transition.duration = 1
self.transition.nextScene = nil
self.transition.isPrepared = false
end
function SceneManager:prepareTransition(duration, easeIn, easeOut)
self.transition.easeIn = easeIn or self.transition.easeIn
self.transition.easeOut = easeOut or self.transition.easeOut
self.transition.duration = duration or self.transition.duration
self.transition.isPrepared = true
end
function SceneManager:startTransition(nextScene)
self.transition.nextScene = nextScene
self.currentScene:flushKeys(self.transition.duration)
self.currentScene.isActive = false
self.transition.nextScene.isActive = false
core.screen:fadeIn(self.transition.duration / 2.5, self.transition.easeIn)
self.timers:newTimer(self.transition.duration / 2, "fadeOut")
end
function SceneManager:timerResponse(timer)
if timer == "fadeOut" then
self.currentScene = self.transition.nextScene
self.currentScene:flushKeys(self.transition.duration / 2.5)
self.currentScene.isActive = false
core.screen:fadeOut(self.transition.duration / 2.5, self.transition.easeOut)
self.transition.isPrepared = false
self.timers:newTimer(self.transition.duration / 2.5, "activateScene")
elseif timer == 'activateScene' then
self.currentScene.isActive = true
end
end
-- DRAW FUNCTIONS
-- Draw the current scene
function SceneManager:draw()
self.controller.screen:apply()
if (self.currentScene ~= nil) then
self.currentScene:drawStart()
self.currentScene:drawWorld()
self.currentScene:draw()
self.currentScene.menusystem:draw()
self.currentScene:drawEnd()
end
self.controller.screen:cease()
end
return SceneManager