core/menusystem: use a more logical naming scheme for variables in grids

This commit is contained in:
Kazhnuz 2019-02-13 18:25:41 +01:00
parent ce5b4ea20b
commit 8c53f69663

View file

@ -3,14 +3,14 @@ local Menu = require(cwd .. "parent")
local GridBox = Menu:extend() local GridBox = Menu:extend()
function GridBox:new(menusystem, name, x, y, w, h, slots_hor, slots_vert) function GridBox:new(menusystem, name, x, y, w, h, colNumber, lineNumber)
self.slots = slots_hor * slots_vert self.view.slotNumber = colNumber * lineNumber
self.slots_hor = slots_hor self.view.colNumber = colNumber
self.slots_vert = slots_vert self.view.colNumber = lineNumber
GridBox.super.new(self, menusystem, name, x, y, w, h) GridBox.super.new(self, menusystem, name, x, y, w, h)
self.begin = 1 self.begin = 1
self.h = slots_vert * self.widget.h -- On fait en sorte que la hauteur self.h = lineNumber * self.widget.h -- On fait en sorte que la hauteur
self.w = slots_hor * self.widget.w -- et la largeur self.w = colNumber * self.widget.w -- et la largeur
-- soit un multiple du nombre de slot et de leur dimensions -- soit un multiple du nombre de slot et de leur dimensions
self.cursor = {} self.cursor = {}
self.cursor.x = 0 self.cursor.x = 0
@ -18,36 +18,36 @@ function GridBox:new(menusystem, name, x, y, w, h, slots_hor, slots_vert)
-- La gridbox possède la particularité de pouvoir fusioner des slots, on fait -- La gridbox possède la particularité de pouvoir fusioner des slots, on fait
-- donc une liste de slots disponibles, qui serviront par la suite. -- donc une liste de slots disponibles, qui serviront par la suite.
self.listSlot = {} self.slots = {}
for i= 1, self.slots do for i= 1, self.view.slotNumber do
self.listSlot[i] = {} self.slots[i] = {}
self.listSlot[i].sizeH = 1 self.slots[i].height = 1
self.listSlot[i].sizeW = 1 self.slots[i].width = 1
self.listSlot[i].isChild = 0 self.slots[i].isChild = 0
self.listSlot[i].widgetID = i self.slots[i].widgetID = i
end end
end end
function GridBox:updateWidgetSize() function GridBox:updateWidgetSize()
self.widget.h = math.floor( self.h / self.slots_vert ) self.widget.h = math.floor( self.h / self.view.colNumber )
self.widget.w = math.floor( self.w / self.slots_hor ) self.widget.w = math.floor( self.w / self.view.colNumber )
end end
function GridBox:update(dt) function GridBox:update(dt)
self.begin = 1 self.begin = 1
local slotID = self:getSlotbyCoord(self.cursor.x, self.cursor.y) local slotID = self:getSlotbyCoord(self.cursor.x, self.cursor.y)
if self.listSlot[slotID].isChild > 0 then if self.slots[slotID].isChild > 0 then
slotID = self.listSlot[slotID].isChild slotID = self.slots[slotID].isChild
end end
self.widget.selected = self.listSlot[slotID].widgetID self.widget.selected = self.slots[slotID].widgetID
self.cursor.x, self.cursor.y = self:getCoord(slotID) self.cursor.x, self.cursor.y = self:getCoord(slotID)
end end
function GridBox:regenSlots() function GridBox:regenSlots()
local widgetID = 1 local widgetID = 1
for i,v in ipairs(self.listSlot) do for i,v in ipairs(self.slots) do
if v.isChild == 0 and (widgetID <= #self.widget.list) then if v.isChild == 0 and (widgetID <= #self.widget.list) then
self.listSlot[i].widgetID = widgetID self.slots[i].widgetID = widgetID
widgetID = widgetID + 1 widgetID = widgetID + 1
end end
end end
@ -55,41 +55,41 @@ end
function GridBox:addCol(slotID) function GridBox:addCol(slotID)
local col, line = self:getCoord(slotID) local col, line = self:getCoord(slotID)
if (col + self.listSlot[slotID].sizeW + 1) <= self.slots_hor then if (col + self.slots[slotID].width + 1) <= self.view.colNumber then
slotChild = slotID + self.listSlot[slotID].sizeW slotChild = slotID + self.slots[slotID].width
for i = 1, self.listSlot[slotID].sizeH do for i = 1, self.slots[slotID].height do
self.listSlot[slotChild + ((i-1)* self.slots_hor)].isChild = slotID self.slots[slotChild + ((i-1)* self.view.colNumber)].isChild = slotID
end end
self.listSlot[slotID].sizeW = self.listSlot[slotID].sizeW + 1 self.slots[slotID].width = self.slots[slotID].width + 1
end end
end end
function GridBox:addLine(slotID) function GridBox:addLine(slotID)
local col, line = self:getCoord(slotID) local col, line = self:getCoord(slotID)
if (line + self.listSlot[slotID].sizeH + 1) <= self.slots_vert then if (line + self.slots[slotID].height + 1) <= self.view.colNumber then
slotChild = slotID + (self.listSlot[slotID].sizeH * self.slots_hor) slotChild = slotID + (self.slots[slotID].height * self.view.colNumber)
for i = 1, self.listSlot[slotID].sizeW do for i = 1, self.slots[slotID].width do
self.listSlot[slotChild + (i-1)].isChild = slotID self.slots[slotChild + (i-1)].isChild = slotID
end end
self.listSlot[slotID].sizeH = self.listSlot[slotID].sizeH + 1 self.slots[slotID].height = self.slots[slotID].height + 1
end end
end end
function GridBox:getCoord(id_selected) function GridBox:getCoord(id_selected)
id_selected = id_selected - 1 -- On simplifie les calcul en prenant 0 comme départ id_selected = id_selected - 1 -- On simplifie les calcul en prenant 0 comme départ
local line, col local line, col
line = math.floor(id_selected / self.slots_hor) line = math.floor(id_selected / self.view.colNumber)
col = id_selected - (line * self.slots_hor) col = id_selected - (line * self.view.colNumber)
return col, line return col, line
end end
function GridBox:getSlotbyCoord(col, line) function GridBox:getSlotbyCoord(col, line)
return (line * self.slots_hor) + col + 1 return (line * self.view.colNumber) + col + 1
end end
function GridBox:getSlot(widgetID) function GridBox:getSlot(widgetID)
local slotID local slotID
for i,v in ipairs(self.listSlot) do for i,v in ipairs(self.slots) do
if v.widgetID == widgetID then if v.widgetID == widgetID then
return i return i
end end
@ -103,25 +103,25 @@ function GridBox:moveCursor(newcol, newline)
self.cursor.x, self.cursor.y = newcol, newline self.cursor.x, self.cursor.y = newcol, newline
while self.cursor.y < 0 do while self.cursor.y < 0 do
self.cursor.y = self.cursor.y + self.slots_vert self.cursor.y = self.cursor.y + self.view.colNumber
end end
while self.cursor.x < 0 do while self.cursor.x < 0 do
self.cursor.x = self.cursor.x + self.slots_hor self.cursor.x = self.cursor.x + self.view.colNumber
end end
while self.cursor.y >= self.slots_vert do while self.cursor.y >= self.view.colNumber do
self.cursor.y = self.cursor.y - self.slots_vert self.cursor.y = self.cursor.y - self.view.colNumber
end end
while self.cursor.x >= self.slots_hor do while self.cursor.x >= self.view.colNumber do
self.cursor.x = self.cursor.x - self.slots_hor self.cursor.x = self.cursor.x - self.view.colNumber
end end
previousSlot = self:getSlotbyCoord(col, line) previousSlot = self:getSlotbyCoord(col, line)
newSlot = self:getSlotbyCoord(self.cursor.x, self.cursor.y) newSlot = self:getSlotbyCoord(self.cursor.x, self.cursor.y)
if (self.listSlot[newSlot].isChild > 0) or (self.listSlot[newSlot].widgetID > #self.widget.list) then if (self.slots[newSlot].isChild > 0) or (self.slots[newSlot].widgetID > #self.widget.list) then
if (self.listSlot[newSlot].isChild == previousSlot) or (self.listSlot[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) self:moveCursor(self.cursor.x + relcol, self.cursor.y + relline)
end end
end end
@ -182,15 +182,15 @@ function GridBox:mousepressed(x, y, button, isTouch)
newline = beginline + math.floor(y / self.widget.h) newline = beginline + math.floor(y / self.widget.h)
newcol = math.floor(x / self.widget.w) newcol = math.floor(x / self.widget.w)
newselect = (newline * self.slots_hor) + newcol + 1 newselect = (newline * self.view.colNumber) + newcol + 1
if self.listSlot[newselect].isChild > 0 then if self.slots[newselect].isChild > 0 then
slotID = self.listSlot[newselect].isChild slotID = self.slots[newselect].isChild
else else
slotID = newselect slotID = newselect
end end
self.widget.selected = self.listSlot[slotID].widgetID 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 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() self.widget.list[self.widget.selected]:action()
@ -202,7 +202,7 @@ function GridBox:draw()
local widgetx = self.x local widgetx = self.x
self:regenSlots() -- On reget les slots au cas où :p self:regenSlots() -- On reget les slots au cas où :p
for i,v in ipairs(self.listSlot) do for i,v in ipairs(self.slots) do
if (v.isChild == 0) and (v.widgetID <= #self.widget.list) then 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) --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 if self.widget.selected == v.widgetID and self:haveFocus() == true then