292 lines
6.3 KiB
Lua
292 lines
6.3 KiB
Lua
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-- parent.lua : The parent of the functions.
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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 Menu = Object:extend()
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local function updateWidgetByOrder(a, b)
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if a.order ~= b.order then
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return a.order < b.order
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else
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return a.creationID < b.creationID
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end
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end
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-- INIT FUNCTIONS
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-- Initialize and configure functions.
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function Menu:new(menusystem, name, x, y, w, h)
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self.menusystem = menusystem
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self.name = name
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self.x = x
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self.y = y
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self.w = w
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self.h = h
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self.widget = {}
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self.widget.list = {}
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self.widget.selected = 0
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self.widget.selectedPrevious = 0
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self.widget.cancel = 0
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self:updateWidgetSize()
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self.isDestroyed = false
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self.isVisible = true
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self.isActive = true
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self.isLocked = false
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self.isAlwaysVisible = false
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self.depth = 0
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self:resetSound()
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self:register()
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end
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function Menu:setDepth(depth)
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self.depth = depth or 0
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end
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function Menu:setVisibility(visibility)
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if self.isLocked == false and self.isAlwaysVisible == false then
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-- if the menu is locked (thus is always active), it should also
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-- be always visible.
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self.isVisible = visibility
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else
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self.isVisible = true
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end
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end
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function Menu:setActivity(activity)
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if self.isLocked == false then
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self.isActive = activity
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else
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self.isActive = true
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end
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end
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function Menu:lock(lock)
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self.isLocked = lock
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end
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function Menu:lockVisibility(lock)
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self.isAlwaysVisible = lock
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end
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function Menu:getFocus()
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self.menusystem.focusedMenu = self.name
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end
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function Menu:haveFocus()
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return (self.menusystem.focusedMenu == self.name)
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end
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function Menu:register()
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self.menusystem:addMenu(self.name, self)
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end
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function Menu:setCancelWidget(id)
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self.widget.cancel = #self.widget.list
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end
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function Menu:updateWidgetSize()
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self.widget.h = 0
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self.widget.w = 0
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end
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function Menu:getWidgetSize(id)
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return self.widget.w, self.widget.h
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end
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function Menu:getWidgetNumber()
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return #self.widget.list
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end
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-- ACTION FUNCTIONS
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-- Send actions to the widgets
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function Menu:cancelAction()
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if (self.widget.cancel ~= 0) then
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self.widget.list[self.widget.cancel]:action("key")
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end
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end
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function Menu:clear()
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self.widget.list = {}
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self.widget.cancel = 0
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end
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function Menu:resize(x,y,w,h)
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self.x = x
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self.y = y
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self.w = w
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self.h = h
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self:updateWidgetSize()
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end
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function Menu:destroy()
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self.destroyed = true
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end
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function Menu:updateWidgetsOrder()
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table.sort(self.widget.list, updateWidgetByOrder)
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end
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-- UPDATE FUNCTIONS
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-- Update the menu every game update
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function Menu:update(dt)
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-- Cette fonction ne contient rien par défaut
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end
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-- DRAW FUNCTIONS
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-- Draw the menu and its content
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function Menu:draw()
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-- nothing here
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end
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function Menu:drawCursor()
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-- nothing here
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end
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function Menu:drawCanvas()
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end
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-- KEYBOARD FUNCTIONS
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-- Handle key press
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function Menu:keyreleased(key)
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-- Cette fonction ne contient rien par défaut
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end
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-- MOUSE FUNCTIONS
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-- Handle pointers (clic/touch)
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function Menu:mousemoved(x, y)
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-- Cette fonction ne contient rien par défaut
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end
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function Menu:mousepressed( x, y, button, istouch )
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-- Cette fonction ne contient rien par défaut
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end
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-- WIDGET FUNCTIONS
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-- Handle widgets of the functions
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function Menu:addWidget(newwidget)
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if #self.widget.list == 0 then
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self.widget.selected = 1
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end
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table.insert(self.widget.list, newwidget)
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self:updateWidgetsID()
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self:updateWidgetsOrder()
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end
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function Menu:updateWidgets(dt)
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self:removeDestroyedWidgets()
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for i,v in ipairs(self.widget.list) do
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v.id = i
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v:update(dt)
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end
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end
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function Menu:updateWidgetsID()
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for i,v in ipairs(self.widget.list) do
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v.id = i
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end
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end
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function Menu:removeDestroyedWidgets() -- On retire les widgets marquées comme supprimées
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for i,v in ipairs(self.widget.list) do
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if (v.destroyed == true) then
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table.remove(self.widget.list, i)
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end
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end
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end
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-- CURSOR FUNCTIONS
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-- Set or move the cursor of the menu
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function Menu:setCursor(cursorid)
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self.widget.selected = cursorid --math.max(1, math.min(cursorid, #self.widget.list))
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end
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function Menu:moveCursor(new_selected)
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self:playNavigationSound()
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if new_selected < 1 then
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self.widget.selected = #self.widget.list + new_selected
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else
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if new_selected > #self.widget.list then
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self.widget.selected = new_selected - #self.widget.list
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else
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self.widget.selected = new_selected
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end
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end
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end
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-- SOUND FUNCTION
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-- Handle SFX
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function Menu:resetSound()
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self.sound = {}
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self.sound.active = false
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self.sound.asset = nil
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end
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function Menu:setSoundFromSceneAssets(name)
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self:setSound(self.menusystem.scene.assets.sfx[name])
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end
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function Menu:setSound(soundasset)
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self.sound.active = true
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self.sound.asset = soundasset
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end
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function Menu:playNavigationSound()
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if self.sound.active == true then
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love.audio.stop( self.sound.asset )
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self.sound.asset:setVolume(core.options.data.audio.sfx / 100)
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love.audio.play( self.sound.asset )
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end
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end
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-- VIEW FUNCTIONS
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-- Handle the view of the menu
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function Menu:resetView()
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-- ne sert à rien ici, c'est juste pour éviter des crash
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end
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function Menu:updateView()
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-- ne sert à rien ici, c'est juste pour éviter des crash
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end
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function Menu:moveView()
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-- ne sert à rien ici, c'est juste pour éviter des crash
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end
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return Menu
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