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