chore(cbs/menu): refactor the menu system to make adding widget simpler
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7927146864
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d39440fa29
1 changed files with 174 additions and 114 deletions
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@ -4,10 +4,11 @@ local Widget = require "core.modules.menusystem.widgets"
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local MenuConstructor = Object:extend()
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local CharacterMenu = ListBox:extend()
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local CharMenuWidget = Widget.Text:extend()
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local SubMenuWidget = CharMenuWidget:extend()
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local BackMenuWidget = CharMenuWidget:extend()
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local SkillWidget = Widget.Text:extend()
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local BattleWidget = Widget.Text:extend()
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local ActionWidget = BattleWidget:extend()
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local SubMenuWidget = BattleWidget:extend()
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local BackMenuWidget = BattleWidget:extend()
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local SkillWidget = BattleWidget:extend()
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local MENUPOS_X1, MENUPOS_X2, MENUPOS_Y = 32, 32, 110
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local MENU_WIDTH, MENU_ITEM_HEIGHT = 112, 17
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@ -32,12 +33,12 @@ end
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function MenuConstructor:buildBaseMenu(character)
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CharacterMenu(self.controller, "BaseMenu", MENUPOS_X1 - 16, MENUPOS_Y)
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CharMenuWidget(self.controller, "BaseMenu", "attack", "", character)
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SubMenuWidget(self.controller, "BaseMenu", "skills", "SkillMenu", character)
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SubMenuWidget(self.controller, "BaseMenu", "objects", "ObjectMenu", character)
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CharMenuWidget(self.controller, "BaseMenu", "defend", "", character)
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CharMenuWidget(self.controller, "BaseMenu", "flee", "", character)
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BackMenuWidget(self.controller, "BaseMenu", "back", character)
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ActionWidget(character, "BaseMenu", "attack")
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SubMenuWidget(character, "BaseMenu", "skills", "SkillMenu")
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SubMenuWidget(character, "BaseMenu", "objects", "ObjectMenu")
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ActionWidget(character, "BaseMenu", "defend")
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ActionWidget(character, "BaseMenu", "flee")
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BackMenuWidget(character, "BaseMenu")
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self.controller.menusystem.menus["BaseMenu"]:setCancelWidget()
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end
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@ -50,9 +51,9 @@ function MenuConstructor:buildSkillMenu(character)
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CharacterMenu(self.controller, "SkillMenu", MENUPOS_X1 - 16, MENUPOS_Y)
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local list = game.characters:getSkillList(character.charid)
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for k, skill in pairs(list) do
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SkillWidget(self.controller, "SkillMenu", skill.name, "", character)
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SkillWidget(character, "SkillMenu", skill.name, "")
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end
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SubMenuWidget(self.controller, "SkillMenu", "back", "BaseMenu", character)
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SubMenuWidget(character, "SkillMenu", "back", "BaseMenu")
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self.controller.menusystem.menus["SkillMenu"]:setCancelWidget()
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end
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@ -66,16 +67,16 @@ function MenuConstructor:buildObjectMenu(character)
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CharacterMenu(self.controller, "OtherMenu", MENUPOS_X1 - 16, MENUPOS_Y)
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SubMenuWidget(self.controller, "ObjectMenu", "heal", "MedMenu", character)
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SubMenuWidget(self.controller, "ObjectMenu", "rings", "RingMenu", character)
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SubMenuWidget(self.controller, "ObjectMenu", "wisps", "WispMenu", character)
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SubMenuWidget(self.controller, "ObjectMenu", "other", "OtherMenu", character)
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SubMenuWidget(character, "ObjectMenu", "heal", "MedMenu")
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SubMenuWidget(character, "ObjectMenu", "rings", "RingMenu")
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SubMenuWidget(character, "ObjectMenu", "wisps", "WispMenu")
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SubMenuWidget(character, "ObjectMenu", "other", "OtherMenu")
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SubMenuWidget(self.controller, "ObjectMenu", "back", "BaseMenu", character)
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SubMenuWidget(self.controller, "MedMenu", "back", "ObjectMenu", character)
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SubMenuWidget(self.controller, "RingMenu", "back", "ObjectMenu", character)
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SubMenuWidget(self.controller, "WispMenu", "back", "ObjectMenu", character)
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SubMenuWidget(self.controller, "OtherMenu", "back", "ObjectMenu", character)
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SubMenuWidget(character, "ObjectMenu", "back", "BaseMenu")
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SubMenuWidget(character, "MedMenu", "back", "ObjectMenu")
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SubMenuWidget(character, "RingMenu", "back", "ObjectMenu")
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SubMenuWidget(character, "WispMenu", "back", "ObjectMenu")
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SubMenuWidget(character, "OtherMenu", "back", "ObjectMenu")
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self.controller.menusystem.menus["ObjectMenu"]:setCancelWidget()
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@ -125,35 +126,68 @@ end
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-- WIDGETS
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-- All widgets used by the Characters menus
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function CharMenuWidget:new(scene, menu_name, label1, label2, character)
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self.character = character
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-- Basic Battle Widget
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-- The base used by all battle widgets
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function BattleWidget:new(character, menu_name, label1, label2, translationdata)
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local menu = self:getControllers(character, menu_name)
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local translationdata = translationdata or "battle"
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local label1 = label1 or ""
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local label2 = label2 or ""
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label1 = core.lang:translate(translationdata, label1)
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local font = self.assets.fonts["small"]
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BattleWidget.super.new(self, menu, font, label1)
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self.label2 = label2
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end
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function BattleWidget:getControllers(character, menu_name)
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self.character = character or core.debug:error("cbs/widget", "character must not be nil")
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self.scene = self.character.scene
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self.assets = self.character.assets
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self.menusystem = self.scene.menusystem
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self.menuname = menu_name
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self.scene = scene
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self.actionType = label1
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local menu = scene.menusystem.menus[menu_name] or error("menu " ..menu_name .. " doesn't exist")
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local font = scene.assets.fonts["small"]
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CharMenuWidget.super.new(self, menu, font, core.lang:translate("battle", label1))
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self.label2 = label2 or ""
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self.isSelected = false
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local menu = self.menusystem.menus[menu_name] or error("menu " ..menu_name .. " doesn't exist")
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return menu
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end
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function CharMenuWidget:update(dt)
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CharMenuWidget.super.update(self, dt)
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-- Internal functions
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function BattleWidget:update(dt)
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BattleWidget.super.update(self, dt)
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end
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function CharMenuWidget:selectAction()
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self.isSelected = true
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if self.actionType == "attack" then
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self.scene.world:resetActiveGrid()
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self.scene.world:setEffectGrid(self.character.x + self.character.direction, self.character.y, "point", 1, 1)
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function BattleWidget:selectAction()
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self:setActiveGrid()
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self:setEffectGrid()
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end
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function BattleWidget:setActiveGrid()
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if (self:haveActiveGrid()) then
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local ox, oy, shape, size, idk = self:getActiveGrid()
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self.scene.world:setActiveGrid(ox, oy, shape, size, idk)
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else
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self.scene.world:resetActiveGrid()
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end
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end
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function BattleWidget:setEffectGrid()
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if (self:haveEffectGrid()) then
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local ox, oy, shape, size, idk = self:getEffectGrid()
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self.scene.world:setEffectGrid(ox, oy, shape, size, idk)
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else
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self.scene.world:resetEffectGrid()
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end
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end
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function CharMenuWidget:drawCanvas()
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function BattleWidget:drawCanvas()
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local h
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local asset = love.graphics.newImage("assets/gui/attacklist.png")
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love.graphics.draw(asset, 0, (self.height - 13) / 2)
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@ -166,18 +200,63 @@ function CharMenuWidget:drawCanvas()
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self.font:print(self.label2, self.width - 9, h, "right")
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end
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function CharMenuWidget:action()
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function BattleWidget:action()
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self.scene.world:resetActiveGrid()
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self.scene.world:resetEffectGrid()
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self.character:receiveSignal(self.actionType)
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self:sendCharacterData()
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self.scene:flushKeys()
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self.scene.menusystem:reset()
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end
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-- Submenu Widget
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-- External functions
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function SubMenuWidget:new(scene, menu_name, label, newmenu, character)
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SubMenuWidget.super.new(self, scene, menu_name, label, "", character)
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function BattleWidget:haveActiveGrid()
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return false
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end
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function BattleWidget:getActiveGrid()
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return 0, 0, "point", 0, 0
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end
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function BattleWidget:haveEffectGrid()
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return false
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end
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function BattleWidget:getEffectGrid()
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return 0, 0, "point", 0, 0
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end
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function BattleWidget:sendCharacterData()
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self.character:receiveSignal()
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end
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-- ActionWidget
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-- The basic action widget
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function ActionWidget:new(character, menu_name, action)
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self.actionType = action or ""
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ActionWidget.super.new(self, character, menu_name, action, "")
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end
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function ActionWidget:haveEffectGrid()
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return (self.actionType == "attack")
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end
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function ActionWidget:getEffectGrid()
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return self.character.x + self.character.direction, self.character.y, "point", 1, 1
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end
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function ActionWidget:sendCharacterData()
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self.character:receiveSignal(self.actionType)
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end
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-- SubMenuWidget
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-- A simple widget to change menu
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function SubMenuWidget:new(character, menu_name, label, newmenu)
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SubMenuWidget.super.new(self, character, menu_name, label, "")
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self.newmenu = newmenu or "BaseMenu"
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end
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@ -185,107 +264,88 @@ function SubMenuWidget:action()
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self.scene.menusystem:switchMenu(self.newmenu)
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end
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-- Back Widget
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-- BackMenuWidget
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-- Quit the menu
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function BackMenuWidget:new(scene, menu_name, label, character)
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BackMenuWidget.super.new(self, scene, menu_name, "back", "", character)
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function BackMenuWidget:new(character, menu_name)
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BackMenuWidget.super.new(self, character, menu_name, "back", "")
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end
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function BackMenuWidget:action()
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self.scene.world:resetActiveGrid()
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self.scene.world:resetEffectGrid()
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function BackMenuWidget:sendCharacterData()
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self.character:receiveBackSignal()
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self.scene:flushKeys()
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self.scene.menusystem:reset()
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end
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-- SkillWidget
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-- A widget to handle skills
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function SkillWidget:new(scene, menu_name, label1, label2, character)
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self.character = character
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self.menuname = menu_name
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self.scene = scene
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self.actionType = label1
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function SkillWidget:new(character, menu_name, skill)
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self.skillname = skill
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local label2 = "00"
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local menu = scene.menusystem.menus[menu_name] or error("menu " ..menu_name .. " doesn't exist")
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local font = scene.assets.fonts["small"]
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self.skilldata = game.skills:getSkillData(self.actionType)
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CharMenuWidget.super.new(self, menu, font, core.lang:translate("skills", label1))
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self.skilldata = game.skills:getSkillData(skill)
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if self.skilldata ~= nil then
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self.label2 = self.skilldata.cost or 0
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if self.label2 < 10 then
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self.label2 = "0" .. self.label2
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label2 = self.skilldata.cost or 0
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if label2 < 10 then
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label2 = "0" .. label2
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end
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else
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self.label2 = "n"
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end
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SkillWidget.super.new(self, character, menu_name, self.skillname, "-" .. label2, "skills")
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end
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function SkillWidget:selectAction()
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if self.skilldata ~= nil then
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if self.skilldata.target == nil then
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SkillWidget.super.selectAction(self)
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else
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self.scene.world:resetActiveGrid()
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self.scene.world:resetEffectGrid()
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end
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end
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function SkillWidget:haveActiveGrid()
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return (self.skilldata.target ~= nil)
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end
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function SkillWidget:haveEffectGrid()
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return ((self.skilldata.target == nil) and (self.skilldata.effectArea ~= nil))
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end
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function SkillWidget:getActiveGrid()
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local x = self.character.x + self.skilldata.target[1]
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local y = self.character.y + self.skilldata.target[2]
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local shape = self.skilldata.target[3]
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local size = self.skilldata.target[4]
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local direction = self.character.direction
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return x, y, shape, size, direction
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end
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function SkillWidget:getEffectGrid()
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local x = self.character.x + self.skilldata.effectArea[1]
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local y = self.character.y + self.skilldata.effectArea[2]
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local shape = self.skilldata.effectArea[3]
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local size = self.skilldata.effectArea[4]
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local direction = self.character.direction
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self.scene.world:resetActiveGrid()
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self.scene.world:setEffectGrid(x, y, shape, size, direction)
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else
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local x = self.character.x + self.skilldata.target[1]
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local y = self.character.y + self.skilldata.target[2]
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local shape = self.skilldata.target[3]
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local size = self.skilldata.target[4]
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local direction = self.character.direction
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self.scene.world:setActiveGrid(x, y, shape, size, direction)
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self.scene.world:resetEffectGrid()
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return x, y, shape, size, direction
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end
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else
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self.scene.world:resetActiveGrid()
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self.scene.world:resetEffectGrid()
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end
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end
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function SkillWidget:drawCanvas()
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local h
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local asset = love.graphics.newImage("assets/gui/attacklist.png")
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love.graphics.draw(asset, 0, (self.height - 13) / 2)
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h = math.floor(self.height / 2) - (self.font:getHeight() / 2)
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love.graphics.setColor(0, 0, 0, .8)
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self.font:print(self.label, 17, h, "left")
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self.font:print(self.label2, self.width - 8, h, "right")
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utils.graphics.resetColor()
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self.font:print(self.label, 16, h, "left")
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self.font:print(self.label2, self.width - 9, h, "right")
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end
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function SkillWidget:action()
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self.scene.world:resetActiveGrid()
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self.scene.world:resetEffectGrid()
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function SkillWidget:sendCharacterData()
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if self.skilldata ~= nil then
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if self.skilldata.target == nil then
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self.character:useSkill(self.actionType, self.character.x, self.character.y)
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else
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local x = self.character.x + self.skilldata.target[1]
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local y = self.character.y + self.skilldata.target[2]
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local shape = self.skilldata.target[3]
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local size = self.skilldata.target[4]
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local direction = self.character.direction
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if self:haveActiveGrid() then
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local x, y, shape, size, direction = self:getActiveGrid()
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self.scene.world.cursor:setGridIgnoreActor(x, y, shape, size, direction)
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self.scene.world.cursor:set(self.character.x, self.character.y, "skill", self.actionType)
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self.scene.world.cursor:set(self.character.x, self.character.y, "skill", self.skillname)
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else
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self.character:useSkill(self.skillname, self.character.x, self.character.y)
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end
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else
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core.debug:warning("cbs/menu", "skill " .. self.actionType .. " doesn't exist")
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core.debug:warning("cbs/menu", "skill " .. self.skillname .. " doesn't exist")
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self.character:receiveSignal("none")
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end
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self.scene:flushKeys()
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self.scene.menusystem:reset()
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end
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return MenuConstructor
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