-- 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.currentScene = nil self.storage = {} end function SceneManager:setScene(scene) self.currentScene = scene 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) 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 -- 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