project-witchy/imperium-porcorum.love/modules/menus/grid.lua

228 lines
6.8 KiB
Lua

GridBox = Menu:extend()
function GridBox:new(x,y,w,h,slots_hor,slots_vert)
ListBox.super.new(self, x, y, w, h)
self.slots = slots_hor * slots_vert
self.slots_hor = slots_hor
self.slots_vert = slots_vert
self.begin = 1
self.widgetsH = math.floor( self.h / slots_vert )
self.widgetsW = math.floor( self.w / slots_hor )
self.h = slots_vert * self.widgetsH -- On fait en sorte que la hauteur
self.w = slots_hor * self.widgetsW -- et la largeur
-- soit un multiple du nombre de slot et de leur dimensions
self.cursor = {}
self.cursor.x = 0
self.cursor.y = 0
-- La gridbox possède la particularité de pouvoir fusioner des slots, on fait
-- donc une liste de slots disponibles, qui serviront par la suite.
self.listSlot = {}
for i= 1, self.slots do
self.listSlot[i] = {}
self.listSlot[i].sizeH = 1
self.listSlot[i].sizeW = 1
self.listSlot[i].isSlave = 0
self.listSlot[i].widgetID = i
end
end
function GridBox:update(dt)
self.begin = 1
local slotID = self:getSlotbyCoord(self.cursor.x, self.cursor.y)
if self.listSlot[slotID].isSlave > 0 then
slotID = self.listSlot[slotID].isSlave
end
self.selected = self.listSlot[slotID].widgetID
self.cursor.x, self.cursor.y = self:getCoord(slotID)
end
function GridBox:regenSlots()
local widgetID = 1
for i,v in ipairs(self.listSlot) do
if v.isSlave == 0 and (widgetID <= #self.listWidget) then
self.listSlot[i].widgetID = widgetID
widgetID = widgetID + 1
end
end
end
function GridBox:addCol(slotID)
local col, line = self:getCoord(slotID)
if (col + self.listSlot[slotID].sizeW + 1) <= self.slots_hor then
slotSlave = slotID + self.listSlot[slotID].sizeW
for i = 1, self.listSlot[slotID].sizeH do
self.listSlot[slotSlave + ((i-1)* self.slots_hor)].isSlave = slotID
end
self.listSlot[slotID].sizeW = self.listSlot[slotID].sizeW + 1
end
end
function GridBox:addLine(slotID)
local col, line = self:getCoord(slotID)
if (line + self.listSlot[slotID].sizeH + 1) <= self.slots_vert then
slotSlave = slotID + (self.listSlot[slotID].sizeH * self.slots_hor)
for i = 1, self.listSlot[slotID].sizeW do
self.listSlot[slotSlave + (i-1)].isSlave = slotID
end
self.listSlot[slotID].sizeH = self.listSlot[slotID].sizeH + 1
end
end
function GridBox:getCoord(id_selected)
id_selected = id_selected - 1 -- On simplifie les calcul en prenant 0 comme départ
local line, col
line = math.floor(id_selected / self.slots_hor)
col = id_selected - (line * self.slots_hor)
return col, line
end
function GridBox:getSlotbyCoord(col, line)
return (line * self.slots_hor) + col + 1
end
function GridBox:getSlot(widgetID)
local slotID
for i,v in ipairs(self.listSlot) do
if v.widgetID == widgetID then
return i
end
end
return 0
end
function GridBox:moveCursor(newcol, newline)
local col, line = self.cursor.x, self.cursor.y
local relcol, relline = newcol - col, newline - line
self.cursor.x, self.cursor.y = newcol, newline
while self.cursor.y < 0 do
self.cursor.y = self.cursor.y + self.slots_vert
end
while self.cursor.x < 0 do
self.cursor.x = self.cursor.x + self.slots_hor
end
while self.cursor.y >= self.slots_vert do
self.cursor.y = self.cursor.y - self.slots_vert
end
while self.cursor.x >= self.slots_hor do
self.cursor.x = self.cursor.x - self.slots_hor
end
previousSlot = self:getSlotbyCoord(col, line)
newSlot = self:getSlotbyCoord(self.cursor.x, self.cursor.y)
if (self.listSlot[newSlot].isSlave > 0) or (self.listSlot[newSlot].widgetID > #self.listWidget) then
if (self.listSlot[newSlot].isSlave == previousSlot) or (self.listSlot[newSlot].widgetID > #self.listWidget) then
self:moveCursor(self.cursor.x + relcol, self.cursor.y + relline)
end
end
end
function GridBox:keyreleased(key, code)
slotID = self:getSlot(self.selected)
local col, line = self.cursor.x, self.cursor.y
if key == 'left' then
--self:moveCol(-1)
self:moveCursor(col - 1, line)
end
if key == 'right' then
--self:moveCol(1)
self:moveCursor(col + 1, line)
end
if key == 'up' then
self:moveCursor(col, line - 1)
end
if key == 'down' then
self:moveCursor(col, line + 1)
end
if key == "A" and self.selected <= #self.listWidget then
self.listWidget[self.selected]:action()
end
end
function GridBox:mousemoved(x, y)
local col, line = self:getCoord(self.selected)
local begincol, beginline = self:getCoord(self.begin)
local newcol, newline
local newselect, slotID
newline = beginline + math.floor(y / self.widgetsH)
newcol = math.floor(x / self.widgetsW)
self.cursor.x = newcol
self.cursor.y = newline
if self.selected < 1 then
self.selected = 1
end
if self.selected > #self.listWidget then
self.selected = #self.listWidget
end
end
function GridBox:mousepressed(x, y, button, isTouch)
local col, line = self:getCoord(self.selected)
local begincol, beginline = self:getCoord(self.begin)
local newcol, newline
local newselect, slotID
newline = beginline + math.floor(y / self.widgetsH)
newcol = math.floor(x / self.widgetsW)
newselect = (newline * self.slots_hor) + newcol + 1
if self.listSlot[newselect].isSlave > 0 then
slotID = self.listSlot[newselect].isSlave
else
slotID = newselect
end
self.selected = self.listSlot[slotID].widgetID
if #self.listWidget > 0 and self.selected > 1 and self.selected <= #self.listWidget then
self.listWidget[self.selected]:action()
end
end
function GridBox:draw()
local widgety = self.y
local widgetx = self.x
self:regenSlots() -- On reget les slots au cas où :p
for i,v in ipairs(self.listSlot) do
if (v.isSlave == 0) and (v.widgetID <= #self.listWidget) then
--self.listWidget[v.widgetID]:draw(widgetx, widgety, self.widgetsW * v.sizeW, self.widgetsH * v.sizeH)
if self.selected == v.widgetID and self.focus == true then
self.listWidget[v.widgetID]:drawSelected(widgetx, widgety, self.widgetsW * v.sizeW, self.widgetsH * v.sizeH)
else
self.listWidget[v.widgetID]:draw(widgetx, widgety, self.widgetsW * v.sizeW, self.widgetsH * v.sizeH)
end
end
if (v.isSlave > 0) and false then
love.graphics.setColor(255,255,255,128)
love.graphics.rectangle("fill", widgetx, widgety, self.widgetsW, self.widgetsH)
end
local col, line = self:getCoord(i)
if (col == self.cursor.x) and (line == self.cursor.y) and false then
love.graphics.setColor(255,255,0,128)
love.graphics.rectangle("fill", widgetx, widgety, self.widgetsW, self.widgetsH)
end
--love.graphics.setColor(0,0,0,10)
--love.graphics.rectangle("line", widgetx, widgety, self.widgetsW, self.widgetsH)
widgetx = widgetx + self.widgetsW
if widgetx == (self.x + self.w) then
widgetx = self.x
widgety = widgety + self.widgetsH
end
end
end