sonic-radiance/sonic-radiance.love/birb/modules/gui/init.lua

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-- modules/gui :: a simple gui system, that manage all overhead elements of the game.
--[[
Copyright © 2021 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 Gui = Object:extend()
local ElementList = require "birb.modules.gui.mixins.elements"
local ScreenList = require "birb.modules.gui.mixins.screens"
Gui:implement(ScreenList)
Gui:implement(ElementList)
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local TransformDataStruct = require "birb.structures.tween"
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function Gui:new(scene)
self.scene = scene
self:reset()
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self.sfx = {}
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end
function Gui:reset()
self:initElements()
self:initScreens()
end
function Gui:update(dt)
for _, element in pairs(self.elements) do
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if (element ~= nil) then
element:updateElement(dt)
end
end
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for _, screen in pairs(self.screens) do
if (screen ~= nil) then
screen:update(dt)
end
end
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end
-- TWEEN FUNCTIONS
-- Handle tweening
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function Gui:transform(data, delay)
delay = delay or 0
local time = 0
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for _, rawTransform in ipairs(data) do
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local newTime = self:transformOne(rawTransform, delay)
time = math.max(time, newTime)
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end
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return time
end
function Gui:playScreenTransform(screenname, name, delay)
return self.screens[screenname]:playTransform(name, delay)
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end
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function Gui:transformOne(rawTransform, delay)
delay = delay or 0
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local struct = TransformDataStruct[rawTransform[2]]
assert(struct ~= nil, "Structure " .. rawTransform[1] .. " doesn't exists ")
local transform = utils.table.parse(rawTransform, struct, 0)
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local time = transform.start + delay
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if transform.type == "tween" then
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self:newTween(transform.name, time, transform.duration, transform.target, transform.easing)
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elseif transform.type == "movement" then
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self:newMovement(transform.name, time, transform.duration, transform.x, transform.y, transform.easing)
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elseif transform.type == "switch" then
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self:newSwitch(transform.name, time, transform.bools)
elseif transform.type == "delayFocus" then
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self:delayFocus(transform.name, time)
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end
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if (transform.duration ~= nil) then
time = time + transform.duration
end
return time
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end
function Gui:newTween(element, start, duration, target, easing)
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assert(self.elements[element] ~= nil, element .. " does not exists")
self.elements[element]:newTween(start, duration, target, easing)
end
function Gui:newMovement(element, start, duration, x, y, easing)
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assert(self.elements[element] ~= nil, element .. " does not exists")
self.elements[element]:newMovement(start, duration, x, y, easing)
end
function Gui:newSwitch(element, start, bools)
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assert(self.elements[element] ~= nil, element .. " does not exists")
self.elements[element]:newSwitch(start, bools)
end
function Gui:delayFocus(element, start)
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assert(self.elements[element] ~= nil, element .. " does not exists")
self.elements[element]:delayFocus(start)
end
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function Gui:hideScreen(screenname)
self.screens[screenname]:hide()
end
function Gui:showScreen(screenname)
self.screens[screenname]:show()
end
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-- SOUND FUNCTIONS
-- Handle SFX
function Gui:addSFX(guiName, sfxName)
self.sfx[guiName] = sfxName
end
function Gui:playSFX(type)
local sfxName = self.sfx[type]
if (sfxName ~= nil) then
local sfx = self.scene.assets.sfx[sfxName]
if (sfx ~= nil) then
sfx:play()
end
end
end
-- KEYBOARD FUNCTIONS
-- Handle keyboard
function Gui:keycheck(keys)
local haveFocus = self:haveFocus()
if (haveFocus) then
local elem = self:getFocusedElement()
for key,_ in pairs(keys) do
if keys[key].isPressed then
elem:keypressed(key)
end
end
end
return haveFocus
end
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-- DRAW FUNCTIONS
-- Draw the menu and its content
function Gui:drawTop()
for _, element in ipairs(self:getVisibleElement(true)) do
element:drawElement()
end
end
function Gui:drawBottom()
for _, element in ipairs(self:getVisibleElement(false)) do
element:drawElement()
end
end
return Gui