sonic-bluestreak/sonic-boost.love/core/modules/menusystem/grid.lua

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Lua
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local cwd = (...):gsub('%.grid$', '') .. "."
local Menu = require(cwd .. "parent")
local GridBox = Menu:extend()
function GridBox:new(menusystem, name, x, y, w, h, colNumber, lineNumber)
self.view.slotNumber = colNumber * lineNumber
self.view.colNumber = colNumber
self.view.colNumber = lineNumber
GridBox.super.new(self, menusystem, name, x, y, w, h)
self.begin = 1
self.h = lineNumber * self.widget.h -- On fait en sorte que la hauteur
self.w = colNumber * self.widget.w -- 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.slots = {}
for i= 1, self.view.slotNumber do
self.slots[i] = {}
self.slots[i].height = 1
self.slots[i].width = 1
self.slots[i].isChild = 0
self.slots[i].widgetID = i
end
end
function GridBox:updateWidgetSize()
self.widget.h = math.floor( self.h / self.view.colNumber )
self.widget.w = math.floor( self.w / self.view.colNumber )
end
function GridBox:getWidgetSize(id)
local slot = self:getWidgetSlot(id)
return self.slots[slot].width, self.slots[slot].height
end
function GridBox:getWidgetSlot(widgetID)
local slot = 0
for i,v in ipairs(self.slots) do
if (self.slots[i].widgetID == widgetID) then
slot = i
end
end
return slot
end
function GridBox:update(dt)
self.begin = 1
local slotID = self:getSlotbyCoord(self.cursor.x, self.cursor.y)
if self.slots[slotID].isChild > 0 then
slotID = self.slots[slotID].isChild
end
self.widget.selected = self.slots[slotID].widgetID
self.cursor.x, self.cursor.y = self:getCoord(slotID)
end
function GridBox:regenSlots()
local widgetID = 1
for i,v in ipairs(self.slots) do
if v.isChild == 0 and (widgetID <= #self.widget.list) then
self.slots[i].widgetID = widgetID
widgetID = widgetID + 1
end
end
end
function GridBox:addCol(slotID)
local col, line = self:getCoord(slotID)
if (col + self.slots[slotID].width + 1) <= self.view.colNumber then
slotChild = slotID + self.slots[slotID].width
for i = 1, self.slots[slotID].height do
self.slots[slotChild + ((i-1)* self.view.colNumber)].isChild = slotID
end
self.slots[slotID].width = self.slots[slotID].width + 1
end
end
function GridBox:addLine(slotID)
local col, line = self:getCoord(slotID)
if (line + self.slots[slotID].height + 1) <= self.view.colNumber then
slotChild = slotID + (self.slots[slotID].height * self.view.colNumber)
for i = 1, self.slots[slotID].width do
self.slots[slotChild + (i-1)].isChild = slotID
end
self.slots[slotID].height = self.slots[slotID].height + 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.view.colNumber)
col = id_selected - (line * self.view.colNumber)
return col, line
end
function GridBox:getSlotbyCoord(col, line)
return (line * self.view.colNumber) + col + 1
end
function GridBox:getSlot(widgetID)
local slotID
for i,v in ipairs(self.slots) 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.view.colNumber
end
while self.cursor.x < 0 do
self.cursor.x = self.cursor.x + self.view.colNumber
end
while self.cursor.y >= self.view.colNumber do
self.cursor.y = self.cursor.y - self.view.colNumber
end
while self.cursor.x >= self.view.colNumber do
self.cursor.x = self.cursor.x - self.view.colNumber
end
previousSlot = self:getSlotbyCoord(col, line)
newSlot = self:getSlotbyCoord(self.cursor.x, self.cursor.y)
if (self.slots[newSlot].isChild > 0) or (self.slots[newSlot].widgetID > #self.widget.list) then
if (self.slots[newSlot].isChild == previousSlot) or (self.slots[newSlot].widgetID > #self.widget.list) then
self:moveCursor(self.cursor.x + relcol, self.cursor.y + relline)
end
end
end
function GridBox:keyreleased(key, code)
slotID = self:getSlot(self.widget.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.widget.selected <= #self.widget.list then
self.widget.list[self.widget.selected]:action()
end
end
function GridBox:mousemoved(x, y)
local col, line = self:getCoord(self.widget.selected)
local begincol, beginline = self:getCoord(self.begin)
local newcol, newline
local newselect, slotID
newline = beginline + math.floor(y / self.widget.h)
newcol = math.floor(x / self.widget.w)
self.cursor.x = newcol
self.cursor.y = newline
if self.widget.selected < 1 then
self.widget.selected = 1
end
if self.widget.selected > #self.widget.list then
self.widget.selected = #self.widget.list
end
end
function GridBox:mousepressed(x, y, button, isTouch)
local col, line = self:getCoord(self.widget.selected)
local begincol, beginline = self:getCoord(self.begin)
local newcol, newline
local newselect, slotID
newline = beginline + math.floor(y / self.widget.h)
newcol = math.floor(x / self.widget.w)
newselect = (newline * self.view.colNumber) + newcol + 1
if self.slots[newselect].isChild > 0 then
slotID = self.slots[newselect].isChild
else
slotID = newselect
end
self.widget.selected = self.slots[slotID].widgetID
if #self.widget.list > 0 and self.widget.selected > 1 and self.widget.selected <= #self.widget.list then
self.widget.list[self.widget.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.slots) do
if (v.isChild == 0) and (v.widgetID <= #self.widget.list) then
--self.widget.list[v.widgetID]:draw(widgetx, widgety, self.widget.w * v.sizeW, self.widget.h * v.sizeH)
if self.widget.selected == v.widgetID and self:haveFocus() == true then
self.widget.list[v.widgetID]:drawSelected(widgetx, widgety, self.widget.w * v.sizeW, self.widget.h * v.sizeH)
else
self.widget.list[v.widgetID]:draw(widgetx, widgety, self.widget.w * v.sizeW, self.widget.h * v.sizeH)
end
end
if (v.isChild > 0) and false then
love.graphics.setColor(255,255,255,128)
love.graphics.rectangle("fill", widgetx, widgety, self.widget.w, self.widget.h)
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.widget.w, self.widget.h)
end
--love.graphics.setColor(0,0,0,10)
--love.graphics.rectangle("line", widgetx, widgety, self.widget.w, self.widget.h)
widgetx = widgetx + self.widget.w
if widgetx == (self.x + self.w) then
widgetx = self.x
widgety = widgety + self.widget.h
end
end
end
return GridBox