chore(cbs/menu): refactor the menu system to make adding widget simpler

This commit is contained in:
Kazhnuz 2019-08-31 14:09:48 +02:00
parent 7927146864
commit d39440fa29

View file

@ -4,10 +4,11 @@ local Widget = require "core.modules.menusystem.widgets"
local MenuConstructor = Object:extend()
local CharacterMenu = ListBox:extend()
local CharMenuWidget = Widget.Text:extend()
local SubMenuWidget = CharMenuWidget:extend()
local BackMenuWidget = CharMenuWidget:extend()
local SkillWidget = Widget.Text:extend()
local BattleWidget = Widget.Text:extend()
local ActionWidget = BattleWidget:extend()
local SubMenuWidget = BattleWidget:extend()
local BackMenuWidget = BattleWidget:extend()
local SkillWidget = BattleWidget:extend()
local MENUPOS_X1, MENUPOS_X2, MENUPOS_Y = 32, 32, 110
local MENU_WIDTH, MENU_ITEM_HEIGHT = 112, 17
@ -32,12 +33,12 @@ end
function MenuConstructor:buildBaseMenu(character)
CharacterMenu(self.controller, "BaseMenu", MENUPOS_X1 - 16, MENUPOS_Y)
CharMenuWidget(self.controller, "BaseMenu", "attack", "", character)
SubMenuWidget(self.controller, "BaseMenu", "skills", "SkillMenu", character)
SubMenuWidget(self.controller, "BaseMenu", "objects", "ObjectMenu", character)
CharMenuWidget(self.controller, "BaseMenu", "defend", "", character)
CharMenuWidget(self.controller, "BaseMenu", "flee", "", character)
BackMenuWidget(self.controller, "BaseMenu", "back", character)
ActionWidget(character, "BaseMenu", "attack")
SubMenuWidget(character, "BaseMenu", "skills", "SkillMenu")
SubMenuWidget(character, "BaseMenu", "objects", "ObjectMenu")
ActionWidget(character, "BaseMenu", "defend")
ActionWidget(character, "BaseMenu", "flee")
BackMenuWidget(character, "BaseMenu")
self.controller.menusystem.menus["BaseMenu"]:setCancelWidget()
end
@ -50,9 +51,9 @@ function MenuConstructor:buildSkillMenu(character)
CharacterMenu(self.controller, "SkillMenu", MENUPOS_X1 - 16, MENUPOS_Y)
local list = game.characters:getSkillList(character.charid)
for k, skill in pairs(list) do
SkillWidget(self.controller, "SkillMenu", skill.name, "", character)
SkillWidget(character, "SkillMenu", skill.name, "")
end
SubMenuWidget(self.controller, "SkillMenu", "back", "BaseMenu", character)
SubMenuWidget(character, "SkillMenu", "back", "BaseMenu")
self.controller.menusystem.menus["SkillMenu"]:setCancelWidget()
end
@ -66,16 +67,16 @@ function MenuConstructor:buildObjectMenu(character)
CharacterMenu(self.controller, "OtherMenu", MENUPOS_X1 - 16, MENUPOS_Y)
SubMenuWidget(self.controller, "ObjectMenu", "heal", "MedMenu", character)
SubMenuWidget(self.controller, "ObjectMenu", "rings", "RingMenu", character)
SubMenuWidget(self.controller, "ObjectMenu", "wisps", "WispMenu", character)
SubMenuWidget(self.controller, "ObjectMenu", "other", "OtherMenu", character)
SubMenuWidget(character, "ObjectMenu", "heal", "MedMenu")
SubMenuWidget(character, "ObjectMenu", "rings", "RingMenu")
SubMenuWidget(character, "ObjectMenu", "wisps", "WispMenu")
SubMenuWidget(character, "ObjectMenu", "other", "OtherMenu")
SubMenuWidget(self.controller, "ObjectMenu", "back", "BaseMenu", character)
SubMenuWidget(self.controller, "MedMenu", "back", "ObjectMenu", character)
SubMenuWidget(self.controller, "RingMenu", "back", "ObjectMenu", character)
SubMenuWidget(self.controller, "WispMenu", "back", "ObjectMenu", character)
SubMenuWidget(self.controller, "OtherMenu", "back", "ObjectMenu", character)
SubMenuWidget(character, "ObjectMenu", "back", "BaseMenu")
SubMenuWidget(character, "MedMenu", "back", "ObjectMenu")
SubMenuWidget(character, "RingMenu", "back", "ObjectMenu")
SubMenuWidget(character, "WispMenu", "back", "ObjectMenu")
SubMenuWidget(character, "OtherMenu", "back", "ObjectMenu")
self.controller.menusystem.menus["ObjectMenu"]:setCancelWidget()
@ -125,35 +126,68 @@ end
-- WIDGETS
-- All widgets used by the Characters menus
function CharMenuWidget:new(scene, menu_name, label1, label2, character)
self.character = character
-- Basic Battle Widget
-- The base used by all battle widgets
function BattleWidget:new(character, menu_name, label1, label2, translationdata)
local menu = self:getControllers(character, menu_name)
local translationdata = translationdata or "battle"
local label1 = label1 or ""
local label2 = label2 or ""
label1 = core.lang:translate(translationdata, label1)
local font = self.assets.fonts["small"]
BattleWidget.super.new(self, menu, font, label1)
self.label2 = label2
end
function BattleWidget:getControllers(character, menu_name)
self.character = character or core.debug:error("cbs/widget", "character must not be nil")
self.scene = self.character.scene
self.assets = self.character.assets
self.menusystem = self.scene.menusystem
self.menuname = menu_name
self.scene = scene
self.actionType = label1
local menu = scene.menusystem.menus[menu_name] or error("menu " ..menu_name .. " doesn't exist")
local font = scene.assets.fonts["small"]
CharMenuWidget.super.new(self, menu, font, core.lang:translate("battle", label1))
self.label2 = label2 or ""
self.isSelected = false
local menu = self.menusystem.menus[menu_name] or error("menu " ..menu_name .. " doesn't exist")
return menu
end
function CharMenuWidget:update(dt)
CharMenuWidget.super.update(self, dt)
-- Internal functions
function BattleWidget:update(dt)
BattleWidget.super.update(self, dt)
end
function CharMenuWidget:selectAction()
self.isSelected = true
if self.actionType == "attack" then
self.scene.world:resetActiveGrid()
self.scene.world:setEffectGrid(self.character.x + self.character.direction, self.character.y, "point", 1, 1)
function BattleWidget:selectAction()
self:setActiveGrid()
self:setEffectGrid()
end
function BattleWidget:setActiveGrid()
if (self:haveActiveGrid()) then
local ox, oy, shape, size, idk = self:getActiveGrid()
self.scene.world:setActiveGrid(ox, oy, shape, size, idk)
else
self.scene.world:resetActiveGrid()
end
end
function BattleWidget:setEffectGrid()
if (self:haveEffectGrid()) then
local ox, oy, shape, size, idk = self:getEffectGrid()
self.scene.world:setEffectGrid(ox, oy, shape, size, idk)
else
self.scene.world:resetEffectGrid()
end
end
function CharMenuWidget:drawCanvas()
function BattleWidget:drawCanvas()
local h
local asset = love.graphics.newImage("assets/gui/attacklist.png")
love.graphics.draw(asset, 0, (self.height - 13) / 2)
@ -166,18 +200,63 @@ function CharMenuWidget:drawCanvas()
self.font:print(self.label2, self.width - 9, h, "right")
end
function CharMenuWidget:action()
function BattleWidget:action()
self.scene.world:resetActiveGrid()
self.scene.world:resetEffectGrid()
self.character:receiveSignal(self.actionType)
self:sendCharacterData()
self.scene:flushKeys()
self.scene.menusystem:reset()
end
-- Submenu Widget
-- External functions
function SubMenuWidget:new(scene, menu_name, label, newmenu, character)
SubMenuWidget.super.new(self, scene, menu_name, label, "", character)
function BattleWidget:haveActiveGrid()
return false
end
function BattleWidget:getActiveGrid()
return 0, 0, "point", 0, 0
end
function BattleWidget:haveEffectGrid()
return false
end
function BattleWidget:getEffectGrid()
return 0, 0, "point", 0, 0
end
function BattleWidget:sendCharacterData()
self.character:receiveSignal()
end
-- ActionWidget
-- The basic action widget
function ActionWidget:new(character, menu_name, action)
self.actionType = action or ""
ActionWidget.super.new(self, character, menu_name, action, "")
end
function ActionWidget:haveEffectGrid()
return (self.actionType == "attack")
end
function ActionWidget:getEffectGrid()
return self.character.x + self.character.direction, self.character.y, "point", 1, 1
end
function ActionWidget:sendCharacterData()
self.character:receiveSignal(self.actionType)
end
-- SubMenuWidget
-- A simple widget to change menu
function SubMenuWidget:new(character, menu_name, label, newmenu)
SubMenuWidget.super.new(self, character, menu_name, label, "")
self.newmenu = newmenu or "BaseMenu"
end
@ -185,107 +264,88 @@ function SubMenuWidget:action()
self.scene.menusystem:switchMenu(self.newmenu)
end
-- Back Widget
-- BackMenuWidget
-- Quit the menu
function BackMenuWidget:new(scene, menu_name, label, character)
BackMenuWidget.super.new(self, scene, menu_name, "back", "", character)
function BackMenuWidget:new(character, menu_name)
BackMenuWidget.super.new(self, character, menu_name, "back", "")
end
function BackMenuWidget:action()
self.scene.world:resetActiveGrid()
self.scene.world:resetEffectGrid()
function BackMenuWidget:sendCharacterData()
self.character:receiveBackSignal()
self.scene:flushKeys()
self.scene.menusystem:reset()
end
-- SkillWidget
-- A widget to handle skills
function SkillWidget:new(scene, menu_name, label1, label2, character)
self.character = character
self.menuname = menu_name
self.scene = scene
self.actionType = label1
function SkillWidget:new(character, menu_name, skill)
self.skillname = skill
local label2 = "00"
local menu = scene.menusystem.menus[menu_name] or error("menu " ..menu_name .. " doesn't exist")
local font = scene.assets.fonts["small"]
self.skilldata = game.skills:getSkillData(self.actionType)
CharMenuWidget.super.new(self, menu, font, core.lang:translate("skills", label1))
self.skilldata = game.skills:getSkillData(skill)
if self.skilldata ~= nil then
self.label2 = self.skilldata.cost or 0
if self.label2 < 10 then
self.label2 = "0" .. self.label2
label2 = self.skilldata.cost or 0
if label2 < 10 then
label2 = "0" .. label2
end
else
self.label2 = "n"
end
SkillWidget.super.new(self, character, menu_name, self.skillname, "-" .. label2, "skills")
end
function SkillWidget:selectAction()
if self.skilldata ~= nil then
if self.skilldata.target == nil then
SkillWidget.super.selectAction(self)
else
self.scene.world:resetActiveGrid()
self.scene.world:resetEffectGrid()
end
end
function SkillWidget:haveActiveGrid()
return (self.skilldata.target ~= nil)
end
function SkillWidget:haveEffectGrid()
return ((self.skilldata.target == nil) and (self.skilldata.effectArea ~= nil))
end
function SkillWidget:getActiveGrid()
local x = self.character.x + self.skilldata.target[1]
local y = self.character.y + self.skilldata.target[2]
local shape = self.skilldata.target[3]
local size = self.skilldata.target[4]
local direction = self.character.direction
return x, y, shape, size, direction
end
function SkillWidget:getEffectGrid()
local x = self.character.x + self.skilldata.effectArea[1]
local y = self.character.y + self.skilldata.effectArea[2]
local shape = self.skilldata.effectArea[3]
local size = self.skilldata.effectArea[4]
local direction = self.character.direction
self.scene.world:resetActiveGrid()
self.scene.world:setEffectGrid(x, y, shape, size, direction)
else
local x = self.character.x + self.skilldata.target[1]
local y = self.character.y + self.skilldata.target[2]
local shape = self.skilldata.target[3]
local size = self.skilldata.target[4]
local direction = self.character.direction
self.scene.world:setActiveGrid(x, y, shape, size, direction)
self.scene.world:resetEffectGrid()
return x, y, shape, size, direction
end
else
self.scene.world:resetActiveGrid()
self.scene.world:resetEffectGrid()
end
end
function SkillWidget:drawCanvas()
local h
local asset = love.graphics.newImage("assets/gui/attacklist.png")
love.graphics.draw(asset, 0, (self.height - 13) / 2)
h = math.floor(self.height / 2) - (self.font:getHeight() / 2)
love.graphics.setColor(0, 0, 0, .8)
self.font:print(self.label, 17, h, "left")
self.font:print(self.label2, self.width - 8, h, "right")
utils.graphics.resetColor()
self.font:print(self.label, 16, h, "left")
self.font:print(self.label2, self.width - 9, h, "right")
end
function SkillWidget:action()
self.scene.world:resetActiveGrid()
self.scene.world:resetEffectGrid()
function SkillWidget:sendCharacterData()
if self.skilldata ~= nil then
if self.skilldata.target == nil then
self.character:useSkill(self.actionType, self.character.x, self.character.y)
else
local x = self.character.x + self.skilldata.target[1]
local y = self.character.y + self.skilldata.target[2]
local shape = self.skilldata.target[3]
local size = self.skilldata.target[4]
local direction = self.character.direction
if self:haveActiveGrid() then
local x, y, shape, size, direction = self:getActiveGrid()
self.scene.world.cursor:setGridIgnoreActor(x, y, shape, size, direction)
self.scene.world.cursor:set(self.character.x, self.character.y, "skill", self.actionType)
self.scene.world.cursor:set(self.character.x, self.character.y, "skill", self.skillname)
else
self.character:useSkill(self.skillname, self.character.x, self.character.y)
end
else
core.debug:warning("cbs/menu", "skill " .. self.actionType .. " doesn't exist")
core.debug:warning("cbs/menu", "skill " .. self.skillname .. " doesn't exist")
self.character:receiveSignal("none")
end
self.scene:flushKeys()
self.scene.menusystem:reset()
end
return MenuConstructor