0c3f4a10f0
It'll make it way more easy to use and maintain compared to the old "parent/children" system, and will be more flexible.
190 lines
4.6 KiB
Lua
190 lines
4.6 KiB
Lua
local cwd = (...):gsub('%.grid$', '') .. "."
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local Menu = require(cwd .. "parent")
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local GridBox = Menu:extend()
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local menuutils = require(cwd .. "widgets.utils")
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function GridBox:new(menusystem, name, x, y, w, h, colNumber, lineNumber)
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self.view = {}
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self.view.slotNumber = colNumber * lineNumber
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self.view.colNumber = colNumber
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self.view.lineNumber = lineNumber
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self.view.firstSlot = 1
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GridBox.super.new(self, menusystem, name, x, y, w, h)
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self.h = lineNumber * self.widget.h -- On fait en sorte que la hauteur
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self.w = colNumber * self.widget.w -- et la largeur
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-- soit un multiple du nombre de slot et de leur dimensions
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self.cursor = {}
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self.cursor.x = 0
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self.cursor.y = 0
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-- La gridbox possède la particularité de pouvoir fusioner des slots, on fait
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-- donc une liste de slots disponibles, qui serviront par la suite.
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self.slots = {}
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end
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function GridBox:addSlot(widgetID, x, y, w, h)
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local slot = {}
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slot.x = x
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slot.y = y
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slot.w = w
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slot.h = h
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slot.widgetID = widgetID
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table.insert(self.slots, slot)
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end
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function GridBox:updateWidgetSize()
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self.widget.h = math.floor( self.h / self.view.lineNumber )
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self.widget.w = math.floor( self.w / self.view.colNumber )
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end
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function GridBox:getWidgetSize(id)
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local slot = self:getWidgetSlot(id)
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if slot == 0 then
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return 1, 1
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else
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return self.widget.w * self.slots[slot].w, self.widget.h * self.slots[slot].h
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end
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end
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function GridBox:getSlotHitbox(slot)
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local x, y, w, h
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x = self.slots[slot].x * self.widget.w
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y = self.slots[slot].y * self.widget.h
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w = self.slots[slot].w * self.widget.w
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h = self.slots[slot].h * self.widget.h
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return x, y, w, h
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end
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function GridBox:getWidgetID(slot)
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local widgetID
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if self.slots[slot] ~= nil then
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widgetID = self.slots[slot].widgetID
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else
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widgetID = 0
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end
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return widgetID
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end
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function GridBox:haveWidget(slot)
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local id = self:getWidgetID(slot)
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return self.widget.list[id] ~= nil
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end
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function GridBox:getWidgetSlot(widgetID)
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local slot = 0
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for i,v in ipairs(self.slots) do
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if (self.slots[i].widgetID == widgetID) then
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slot = i
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end
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end
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return slot
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end
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function GridBox:getWidgetAtPoint(x, y)
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local x = x or 0
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local y = y or 0
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local widgetID = nil
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for i,v in ipairs(self.slots) do
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local xx, yy, ww, hh = self:getSlotHitbox(i)
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print(i, xx, yy, ww, hh, x, y)
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if (x >= xx) and (y >= yy) and (x < xx + ww) and (y < yy + hh) then
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widgetID = v.widgetID
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end
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end
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return widgetID
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end
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function GridBox:update(dt)
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self.view.firstSlot = 1
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end
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function GridBox:keyreleased(key, code)
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slotID = self:getWidgetSlot(self.widget.selected)
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local col, line = self.cursor.x, self.cursor.y
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if key == 'left' then
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--self:moveCol(-1)
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--self:moveCursor(col - 1, line)
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end
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if key == 'right' then
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--self:moveCol(1)
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--self:moveCursor(col + 1, line)
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end
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if key == 'up' then
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--self:moveCursor(col, line - 1)
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end
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if key == 'down' then
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--self:moveCursor(col, line + 1)
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end
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if key == "A" and self.widget.selected <= #self.widget.list then
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self.widget.list[self.widget.selected]:action()
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end
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end
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function GridBox:mousemoved(x, y)
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local widgetID = self:getWidgetAtPoint(x, y)
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if widgetID ~= nil then
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self.widget.selected = widgetID
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self:getFocus()
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end
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if self.widget.selected < 1 then
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self.widget.selected = 1
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end
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if self.widget.selected > #self.widget.list then
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self.widget.selected = #self.widget.list
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end
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end
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function GridBox:mousepressed(x, y, button, isTouch)
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local widgetID = self:getWidgetAtPoint(x, y)
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if widgetID ~= nil then
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self.widget.selected = widgetID
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self:getFocus()
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if #self.widget.list > 0 and self.widget.selected > 1 and self.widget.selected <= #self.widget.list then
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self.widget.list[self.widget.selected]:action()
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end
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end
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end
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function GridBox:draw()
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for i,v in ipairs(self.slots) do
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if self:haveWidget(i) then
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local widgetx = self.x + (v.x * self.widget.w)
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local widgety = self.y + (v.y * self.widget.h)
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if self.widget.selected == v.widgetID and self:haveFocus() == true then
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self.widget.list[v.widgetID]:drawSelected(widgetx, widgety)
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else
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self.widget.list[v.widgetID]:draw(widgetx, widgety)
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end
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end
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end
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end
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function GridBox:drawCursor()
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self:updateView()
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if (self.widget.selected >= 1 and self.widget.selected <= #self.widget.list) then
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local slot = self:getWidgetSlot(self.widget.selected)
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local w, h = self:getWidgetSize(slot)
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local x = self.slots[slot].x * self.widget.w
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local y = self.slots[slot].y * self.widget.h
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menuutils.drawCursor(self.x + x, self.y + y, w, h)
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end
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end
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return GridBox
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