core: update core to latest version from imperium-porcorum

This commit is contained in:
Kazhnuz 2019-03-10 12:55:16 +01:00
parent 4878d6ffa6
commit f10ad01c15
18 changed files with 1282 additions and 36 deletions

View file

@ -28,23 +28,8 @@ function InputManager:new(controller)
self.controller = controller self.controller = controller
self.data = self.controller.options.data.input[1] self.data = self.controller.options.data.input[1]
self.keys = {} self.keys = self:getKeyList()
for k,v in pairs(self.data.keys) do self.fakekeys = self:getKeyList()
self.keys[k] = {}
self.keys[k].isDown = false
self.keys[k].isPressed = false
self.keys[k].isReleased = false
self.keys[k].test = "ok"
end
self.fakekeys = {}
for k,v in pairs(self.data.keys) do
self.fakekeys[k] = {}
self.fakekeys[k].isDown = false
self.fakekeys[k].isPressed = false
self.fakekeys[k].isReleased = false
self.fakekeys[k].test = "ok"
end
end end
function InputManager:isDown(padkey) function InputManager:isDown(padkey)
@ -61,6 +46,19 @@ function InputManager:isDown(padkey)
return isdown return isdown
end end
function InputManager:getKeyList()
local keys = {}
for k,v in pairs(self.data.keys) do
keys[k] = {}
keys[k].isDown = false
keys[k].isPressed = false
keys[k].isReleased = false
keys[k].test = "ok"
end
return keys
end
function InputManager:translateAction(key) function InputManager:translateAction(key)
--TODO:depreciated function --TODO:depreciated function
local padkey = "" local padkey = ""
@ -78,6 +76,17 @@ function InputManager:getKey(padkey)
return key return key
end end
function InputManager:flushKeys()
self.keys = {}
for k,v in pairs(self.data.keys) do
self.keys[k] = {}
self.keys[k].isDown = false
self.keys[k].isPressed = false
self.keys[k].isReleased = false
self.keys[k].test = "ok"
end
end
function InputManager:update(dt) function InputManager:update(dt)
for k,v in pairs(self.keys) do for k,v in pairs(self.keys) do
local isDown = self:isDown(k) local isDown = self:isDown(k)

View file

@ -61,20 +61,34 @@ function Animator:update(dt)
end end
end end
function Animator:getAnimationDuration(animation)
return (self.animationData.endAt - self.animationData.startAt) / self.animationData.speed
end
function Animator:getFrame() function Animator:getFrame()
return self.frame return self.frame
end end
function Animator:animationExist(name)
return (self.sprite.data.animations[self.currentAnimation] ~= nil)
end
function Animator:draw(x, y, r, sx, sy, ox, oy, kx, ky) function Animator:draw(x, y, r, sx, sy, ox, oy, kx, ky)
self.sprite:drawFrame(self.frame, x, y, r, sx, sy, ox, oy, kx, ky) self.sprite:drawFrame(self.frame, x, y, r, sx, sy, ox, oy, kx, ky)
end end
function Animator:changeAnimation(name, restart) function Animator:changeAnimation(name, restart)
-- Force restart if animation name is different
if (self.currentAnimation ~= name) then
restart = true
else
restart = restart or false
end
self.currentAnimation = name self.currentAnimation = name
self.animationData = self.sprite.data.animations[self.currentAnimation] self.animationData = self.sprite.data.animations[self.currentAnimation]
local restart = restart or true
if (restart) then if (restart == true) then
self.frame = self.animationData.startAt self.frame = self.animationData.startAt
self.frameTimer = 0 self.frameTimer = 0
end end

View file

@ -29,9 +29,10 @@ function Background:new(filepath)
self.batch = love.graphics.newSpriteBatch(self.image , 1000 ) self.batch = love.graphics.newSpriteBatch(self.image , 1000 )
self.width, self.height = self.image:getDimensions() self.width, self.height = self.image:getDimensions()
screenwidth, screenheight = core.screen:getDimensions()
local w = math.floor(424 / self.width) * self.width + 1 local w = math.floor(screenwidth / self.width) * self.width + 1
local h = math.floor(240 / self.height) * self.height + 1 local h = math.floor(screenheight / self.height) * self.height + 1
for i=-1, w do for i=-1, w do
for j=-1, h do for j=-1, h do

View file

@ -107,9 +107,9 @@ function Font:print(text, x, y, align, r, sx, sy, ox, oy, kx, ky)
self:set() self:set()
if (self.spacing.active) then if (self.spacing.active) then
utils.draw.printWithSpacing(text, self.spacing.size, align, x, y, r, sx, sy, ox, oy, kx, ky) utils.graphics.printWithSpacing(text, x, y, self.spacing.size, align, r, sx, sy, ox, oy, kx, ky)
else else
utils.draw.print(text, align, x, y, r, sx, sy, ox, oy, kx, ky) utils.graphics.print(text, x, y, align, r, sx, sy, ox, oy, kx, ky)
end end
end end
@ -138,7 +138,7 @@ end
function Font:applyFilterShadow(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky) function Font:applyFilterShadow(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky)
love.graphics.setColor(0, 0, 0, 1) love.graphics.setColor(0, 0, 0, 1)
self:printf(text, x+1, y+1, limit, align, align, r, sx, sy, ox, oy, kx, ky) self:printf(text, x+1, y+1, limit, align, align, r, sx, sy, ox, oy, kx, ky)
utils.draw.resetColor() utils.graphics.resetColor()
end end
function Font:applyFilterBorder(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky) function Font:applyFilterBorder(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky)
@ -155,7 +155,7 @@ function Font:applyFilterBorder(text, x, y, limit, align, r, sx, sy, ox, oy, kx,
self:printf(text, x , y+1, limit, align, r, sx, sy, ox, oy, kx, ky) self:printf(text, x , y+1, limit, align, r, sx, sy, ox, oy, kx, ky)
self:printf(text, x+1, y+1, limit, align, r, sx, sy, ox, oy, kx, ky) self:printf(text, x+1, y+1, limit, align, r, sx, sy, ox, oy, kx, ky)
utils.draw.resetColor() utils.graphics.resetColor()
end end
function Font:applyFilterDoubleBorder(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky) function Font:applyFilterDoubleBorder(text, x, y, limit, align, r, sx, sy, ox, oy, kx, ky)
@ -172,7 +172,7 @@ function Font:applyFilterDoubleBorder(text, x, y, limit, align, r, sx, sy, ox, o
self:printf(text, x , y+2, limit, align, r, sx, sy, ox, oy, kx, ky) self:printf(text, x , y+2, limit, align, r, sx, sy, ox, oy, kx, ky)
self:printf(text, x+2, y+2, limit, align, r, sx, sy, ox, oy, kx, ky) self:printf(text, x+2, y+2, limit, align, r, sx, sy, ox, oy, kx, ky)
utils.draw.resetColor() utils.graphics.resetColor()
end end
return Font return Font

View file

@ -0,0 +1,14 @@
local Font = require "core.modules.assets.fonts"
local ImageFont = Font:extend()
function ImageFont:new(filename, extraspacing)
local data = require(filename)
local extraspacing = extraspacing or data.extraspacing or 1
self.font = love.graphics.newImageFont(filename .. ".png", data.glyphs, extraspacing)
self.filter = ""
self:setColor(1, 1, 1, 1)
self:setSpacing(false, 0)
self.align = "left"
end
return ImageFont

View file

@ -26,6 +26,8 @@ local Assets = Object:extend()
local Sprite = require "core.modules.assets.sprites" local Sprite = require "core.modules.assets.sprites"
local Font = require "core.modules.assets.fonts" local Font = require "core.modules.assets.fonts"
local ImageFont = require "core.modules.assets.imagefonts"
local Tileset = require "core.modules.assets.tileset" local Tileset = require "core.modules.assets.tileset"
local Autotile = require "core.modules.assets.autotile" local Autotile = require "core.modules.assets.autotile"
local Background = require "core.modules.assets.background" local Background = require "core.modules.assets.background"
@ -42,6 +44,8 @@ function Assets:new()
self:clearTileset() self:clearTileset()
self.images = {} self.images = {}
self.isActive = true
end end
function Assets:init() function Assets:init()
@ -68,8 +72,10 @@ function Assets:clear()
end end
function Assets:update(dt) function Assets:update(dt)
if (self.isActive) then
self:animationsUpdate(dt) self:animationsUpdate(dt)
end end
end
-- SFX et Musique -- SFX et Musique
@ -90,14 +96,14 @@ function Assets:setMusic(filename)
if filename ~= nil then if filename ~= nil then
love.audio.stop( ) love.audio.stop( )
self.music = love.audio.newSource(filename, "stream" ) self.music = love.audio.newSource(filename, "stream" )
self.music:setVolume(game.options.data.audio.music / 100) self.music:setVolume(core.options.data.audio.music / 100)
end end
end end
function Assets:playSFX(filename) function Assets:playSFX(filename)
if not (self.sfx[filename] == nil) then if not (self.sfx[filename] == nil) then
self.sfx[filename]:stop() self.sfx[filename]:stop()
self.sfx[filename]:setVolume(game.options.data.audio.sfx / 100) self.sfx[filename]:setVolume(core.options.data.audio.sfx / 100)
love.audio.play( self.sfx[filename] ) love.audio.play( self.sfx[filename] )
end end
end end
@ -160,6 +166,11 @@ function Assets:addFont(key, filename, size)
self.fonts[key] = font self.fonts[key] = font
end end
function Assets:addImageFont(key, filename, extraspacing)
local font = ImageFont(filename, extraspacing)
self.fonts[key] = font
end
function Assets:getFont(filename) function Assets:getFont(filename)
return self.fonts[filename] return self.fonts[filename]
end end

View file

@ -42,6 +42,10 @@ function Sprite:update(dt)
self.animator:update(dt) self.animator:update(dt)
end end
function Sprite:clone()
return Animator(self)
end
function Sprite:setCustomSpeed(customSpeed) function Sprite:setCustomSpeed(customSpeed)
self.animator:setCustomSpeed(customSpeed) self.animator:setCustomSpeed(customSpeed)
end end
@ -54,6 +58,10 @@ function Sprite:changeAnimation(name, restart)
self.animator:changeAnimation(name, restart) self.animator:changeAnimation(name, restart)
end end
function Sprite:animationExist(name)
return self.animator:animationExist(name)
end
function Sprite:drawAnimation(x, y, r, sx, sy, ox, oy, kx, ky) function Sprite:drawAnimation(x, y, r, sx, sy, ox, oy, kx, ky)
self.animator:draw(x, y, r, sx, sy, ox, oy, kx, ky) self.animator:draw(x, y, r, sx, sy, ox, oy, kx, ky)
end end

View file

@ -0,0 +1,186 @@
local cwd = (...):gsub('%.flowbox$', '') .. "."
local Menu = require(cwd .. "parent")
local FlowBox = Menu:extend()
local menuutils = require(cwd .. "widgets.utils")
function FlowBox:new(menusystem, name, x, y, w, h, slots_hor, slots_vert)
self.view = {}
self.view.slotNumber = slots_hor * slots_vert
self.view.lineNumber = slots_vert
self.view.colNumber = slots_hor
self.view.firstSlot = 1
FlowBox.super.new(self, menusystem, name, x, y, w, h)
self.widget.h = math.floor( self.h / slots_vert )
self.widget.w = math.floor( self.w / slots_hor )
self.h = slots_vert * self.widget.h -- On fait en sorte que la hauteur
self.w = slots_hor * self.widget.w -- et la largeur
-- soit un multiple du nombre de slot et de leur dimensions
end
function FlowBox:updateWidgetSize()
self.widget.h = math.floor( self.h / self.view.lineNumber )
self.widget.w = math.floor( self.w / self.view.colNumber )
end
function FlowBox:update(dt)
self:updateView()
end
function FlowBox:updateView()
local col, line = self:getCoord(self.widget.selected)
local begincol, beginline = self:getCoord(self.view.firstSlot)
if line < beginline then
beginline = line
end
if line > beginline + self.view.lineNumber - 1 then
beginline = line - self.view.lineNumber + 1
end
if beginline < 0 then
beginline = 0
end
self.view.firstSlot = beginline * self.view.colNumber + 1
end
function FlowBox:getCoord(id_selected)
id_selected = id_selected - 1 -- On simplifie les calcul en prenant 0 comme départ
local line, col
line = math.floor(id_selected / self.view.colNumber)
col = id_selected - (line * self.view.colNumber)
return col, line
end
function FlowBox:moveCursor(new_col, new_line)
local col, line = self:getCoord(self.widget.selected)
local lastcol, lastline = self:getCoord(#self.widget.list)
if new_line < 0 then
new_line = lastline
end
if new_line > lastline then
new_line = 0
end
if (new_line == lastline) then
if new_col < 0 then
new_col = lastcol
end
if new_col > lastcol then
if (line == lastline) then
new_col = 0
else
new_col = lastcol
end
end
else
if new_col < 0 then
new_col = self.view.colNumber - 1
end
if new_col == self.view.colNumber then
new_col = 0
end
end
self.widget.selected = (new_line * self.view.colNumber) + new_col + 1
end
function FlowBox:keyreleased(key, code)
local col, line = self:getCoord(self.widget.selected)
if key == 'left' then
self:moveCursor(col - 1, line)
end
if key == 'right' then
self:moveCursor(col + 1, line)
end
if key == 'up' then
self:moveCursor(col, line - 1)
end
if key == 'down' then
self:moveCursor(col, line + 1)
end
if key == "A" then
if (self.widget.selected >= 1 and self.widget.selected <= #self.widget.list) then
self.widget.list[self.widget.selected]:action()
end
end
end
function FlowBox:mousemoved(x, y)
local col, line = self:getCoord(self.widget.selected)
local begincol, beginline = self:getCoord(self.view.firstSlot)
local newcol, newline, widget_selected
newline = beginline + math.floor(y / self.widget.h)
newcol = math.floor(x / self.widget.w)
widget_selected = (newline * self.view.colNumber) + newcol + 1
if widget_selected >= 1 and widget_selected <= #self.widget.list then
self.widget.selected = widget_selected
self:getFocus()
end
end
function FlowBox:mousepressed(x, y, button, isTouch)
local col, line = self:getCoord(self.widget.selected)
local begincol, beginline = self:getCoord(self.view.firstSlot)
local newline, newcol, widget_selected
newline = beginline + math.floor(y / self.widget.h)
newcol = math.floor(x / self.widget.w)
widget_selected = (newline * self.view.colNumber) + newcol + 1
if widget_selected >= 1 and widget_selected <= #self.widget.list then
self.widget.selected = widget_selected
self:getFocus()
self.widget.list[self.widget.selected]:action()
end
end
function FlowBox:draw()
self:updateView()
local widgety = self.y
local widgetx = self.x
for i,v in ipairs(self.widget.list) do
if (i >= self.view.firstSlot) and (i < self.view.firstSlot + self.view.slotNumber) then
v:draw(widgetx, widgety, self.widget.w, self.widget.h)
if self.widget.selected == i and self:haveFocus() == true then
v:drawSelected(widgetx, widgety, self.widget.w, self.widget.h)
else
v:draw(widgetx, widgety, self.widget.w, self.widget.h)
end
widgetx = widgetx + self.widget.w
if widgetx == (self.x + self.w) then
widgetx = self.x
widgety = widgety + self.widget.h
end
end
end
end
function FlowBox:drawCursor()
self:updateView()
local begincol, beginline = self:getCoord(self.view.firstSlot)
if (self.widget.selected >= 1 and self.widget.selected <= #self.widget.list) then
local w, h = self:getWidgetSize()
local col, line = self:getCoord(self.widget.selected)
local x = (col) * h
local y = (line - beginline) * h
menuutils.drawCursor(self.x + x, self.y + y, w, h)
end
end
return FlowBox

View file

@ -0,0 +1,235 @@
local cwd = (...):gsub('%.grid$', '') .. "."
local Menu = require(cwd .. "parent")
local GridBox = Menu:extend()
local menuutils = require(cwd .. "widgets.utils")
function GridBox:new(menusystem, name, x, y, w, h, colNumber, lineNumber)
self.view = {}
self.view.slotNumber = colNumber * lineNumber
self.view.colNumber = colNumber
self.view.lineNumber = lineNumber
self.view.firstSlot = 1
GridBox.super.new(self, menusystem, name, x, y, w, h)
self.h = lineNumber * self.widget.h -- On fait en sorte que la hauteur
self.w = colNumber * self.widget.w -- et la largeur
-- soit un multiple du nombre de slot et de leur dimensions
self.cursor = {}
self.cursor.x = 0
self.cursor.y = 0
-- La gridbox possède la particularité de pouvoir fusioner des slots, on fait
-- donc une liste de slots disponibles, qui serviront par la suite.
self.slots = {}
end
function GridBox:addSlot(widgetID, x, y, w, h)
local slot = {}
slot.x = x
slot.y = y
slot.w = w
slot.h = h
slot.widgetID = widgetID
table.insert(self.slots, slot)
end
function GridBox:updateWidgetSize()
self.widget.h = math.floor( self.h / self.view.lineNumber )
self.widget.w = math.floor( self.w / self.view.colNumber )
end
function GridBox:getWidgetSize(id)
local slot = self:getWidgetSlot(id)
if slot == 0 then
return 1, 1
else
return self.widget.w * self.slots[slot].w, self.widget.h * self.slots[slot].h
end
end
function GridBox:getSlotHitbox(slot)
local x, y, w, h
x = self.slots[slot].x * self.widget.w
y = self.slots[slot].y * self.widget.h
w = self.slots[slot].w * self.widget.w
h = self.slots[slot].h * self.widget.h
return x, y, w, h
end
function GridBox:getSlotCenter(slot)
local x, y, w, h = self:getSlotHitbox(slot)
return x + (w/2), y + (h/2)
end
function GridBox:getWidgetID(slot)
local widgetID
if self.slots[slot] ~= nil then
widgetID = self.slots[slot].widgetID
else
widgetID = 0
end
return widgetID
end
function GridBox:haveWidget(slot)
local id = self:getWidgetID(slot)
return self.widget.list[id] ~= nil
end
function GridBox:getWidgetSlot(widgetID)
local slot = 0
for i,v in ipairs(self.slots) do
if (self.slots[i].widgetID == widgetID) then
slot = i
end
end
return slot
end
function GridBox:getWidgetAtPoint(x, y)
local x = x or 0
local y = y or 0
local widgetID = nil
for i,v in ipairs(self.slots) do
local xx, yy, ww, hh = self:getSlotHitbox(i)
if (x >= xx) and (y >= yy) and (x < xx + ww) and (y < yy + hh) then
widgetID = v.widgetID
end
end
return widgetID
end
function GridBox:update(dt)
self.view.firstSlot = 1
end
function GridBox:keyreleased(key, code)
slotID = self:getWidgetSlot(self.widget.selected)
local col, line = self.cursor.x, self.cursor.y
if key == 'left' then
self:moveCol(-1)
end
if key == 'right' then
self:moveCol(1)
end
if key == 'up' then
self:moveLine(-1)
end
if key == 'down' then
self:moveLine(1)
end
if key == "A" and self.widget.selected <= #self.widget.list then
self.widget.list[self.widget.selected]:action()
end
end
function GridBox:moveCol(direction)
local orig_x, orig_y = self:getSlotCenter(self.widget.selected)
local distance = self.w -- on met directement à la distance max possible le système
local nearastWidget = 0
for i,v in ipairs(self.slots) do
local xx, yy = self:getSlotCenter(i)
-- On commence par vérifier si le slot est bien positionné par rapport au
-- widget de base
if utils.math.sign(xx - orig_x) == direction then
if utils.math.pointDistance(orig_x, orig_y, xx, yy) < distance then
distance = utils.math.pointDistance(orig_x, orig_y, xx, yy)
nearestWidget = v.widgetID
end
end
end
if nearestWidget ~= 0 then
self.widget.selected = nearestWidget
end
end
function GridBox:moveLine(direction)
local orig_x, orig_y = self:getSlotCenter(self.widget.selected)
local distance = self.h -- on met directement à la distance max possible le système
local nearastWidget = 0
for i,v in ipairs(self.slots) do
local xx, yy = self:getSlotCenter(i)
-- On commence par vérifier si le slot est bien positionné par rapport au
-- widget de base
if utils.math.sign(yy - orig_y) == direction then
if utils.math.pointDistance(orig_x, orig_y, xx, yy) < distance then
distance = utils.math.pointDistance(orig_x, orig_y, xx, yy)
nearestWidget = v.widgetID
end
end
end
if nearestWidget ~= 0 then
self.widget.selected = nearestWidget
end
end
function GridBox:mousemoved(x, y)
local widgetID = self:getWidgetAtPoint(x, y)
if widgetID ~= nil then
self.widget.selected = widgetID
self:getFocus()
end
if self.widget.selected < 1 then
self.widget.selected = 1
end
if self.widget.selected > #self.widget.list then
self.widget.selected = #self.widget.list
end
end
function GridBox:mousepressed(x, y, button, isTouch)
local widgetID = self:getWidgetAtPoint(x, y)
if widgetID ~= nil then
self.widget.selected = widgetID
self:getFocus()
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()
end
end
end
function GridBox:draw()
for i,v in ipairs(self.slots) do
if self:haveWidget(i) then
local widgetx = self.x + (v.x * self.widget.w)
local widgety = self.y + (v.y * self.widget.h)
if self.widget.selected == v.widgetID and self:haveFocus() == true then
self.widget.list[v.widgetID]:drawSelected(widgetx, widgety)
else
self.widget.list[v.widgetID]:draw(widgetx, widgety)
end
end
end
end
function GridBox:drawCursor()
self:updateView()
if (self.widget.selected >= 1 and self.widget.selected <= #self.widget.list) then
local slot = self:getWidgetSlot(self.widget.selected)
local w, h = self:getWidgetSize(slot)
local x = self.slots[slot].x * self.widget.w
local y = self.slots[slot].y * self.widget.h
menuutils.drawCursor(self.x + x, self.y + y, w, h)
end
end
return GridBox

View file

@ -0,0 +1,111 @@
local MenuSystem = Object:extend()
local cwd = (...):gsub('%.init$', '') .. "."
MenuSystem.Parent = require(cwd .. "parent")
MenuSystem.ListBox = require(cwd .. "listbox")
MenuSystem.FlowBox = require(cwd .. "flowbox")
MenuSystem.Grid = require(cwd .. "grid")
MenuSystem.TextMenu = require(cwd .. "textmenu")
MenuSystem.Widget = require(cwd .. "widgets")
--local VirtualPad = require "modules.virtualpad"
function MenuSystem:new()
self.menus = {}
self.focusedMenu = ""
end
function MenuSystem:reset()
self.menus = {}
end
function MenuSystem:addMenu(name, menu)
self.menus[name] = menu
end
function MenuSystem:update(dt)
self:removeDestroyedMenus()
for k,v in pairs(self.menus) do
v:update(dt)
v:updateWidgets(dt)
end
if self.menus[self.focusedMenu] ~= nil then
-- Only check buttons if the current focused menu is actually active
if self.menus[self.focusedMenu].isActive then
for k,v in pairs(self.keys) do
if self.keys[k].isPressed then
self.menus[self.focusedMenu]:keyreleased(k)
end
end
end
end
end
function MenuSystem:setAllMenuVisibility(visibility)
for k,v in pairs(self.menus) do
v.isVisible = visibility
end
end
function MenuSystem:setAllMenuActivity(activity)
for k,v in pairs(self.menus) do
v.isActive = activity
end
end
function MenuSystem:removeDestroyedMenus()
-- On retire les entitées marquées comme supprimées
for k,v in pairs(self.menus) do
if (v.isDestroyed == true) then
self.menus[k] = nil
end
end
end
function MenuSystem:keyreleased(key, code)
-- TODO:depreciated function
end
function MenuSystem:mousemoved(x, y, dx, dy)
for k,v in pairs(self.menus) do
if v.isActive then
if (x > v.x) and (x < v.x + v.w) and (y > v.y) and (y < v.y + v.h) then
v:mousemoved(x - v.x, y - v.y)
break;
end
end
end
end
function MenuSystem:mousepressed( x, y, button, istouch )
for k,v in pairs(self.menus) do
if v.isActive then
if (x > v.x) and (x < v.x + v.w) and (y > v.y) and (y < v.y + v.h) then
v:mousepressed(x - v.x, y - v.y, button, istouch )
break;
end
end
end
end
function MenuSystem:draw(dt) -- On dessine les entitées
for k,v in pairs(self.menus) do
if (v.isVisible) then
v:draw(dt)
end
end
if self.menus[self.focusedMenu] ~= nil then
if (self.menus[self.focusedMenu].isVisible) then
self.menus[self.focusedMenu]:drawCursor()
end
end
end
return MenuSystem

View file

@ -0,0 +1,110 @@
local cwd = (...):gsub('%.listbox$', '') .. "."
local Menu = require(cwd .. "parent")
local menuutils = require(cwd .. "widgets.utils")
local ListBox = Menu:extend()
function ListBox:new(menusystem, name, x, y, w, h, slotNumber)
self.view = {}
self.view.slotNumber = slotNumber
self.view.firstSlot = 1
ListBox.super.new(self, menusystem, name, x, y, w, h)
self.h = slotNumber * self.widget.h -- On fait en sorte que la hauteur
-- soit un multiple du nombre de slot et de leur hauteur
end
function ListBox:updateWidgetSize()
self.widget.h = math.floor( self.h / self.view.slotNumber )
self.widget.w = self.w
end
function ListBox:update(dt)
self:updateView()
end
function ListBox:updateView()
if self.widget.selected < self.view.firstSlot then
self.view.firstSlot = self.widget.selected
end
if self.widget.selected > self.view.firstSlot + self.view.slotNumber - 1 then
self.view.firstSlot = self.widget.selected - self.view.slotNumber + 1
end
if self.view.firstSlot < 1 then
self.view.firstSlot = 1
end
end
function ListBox:keyreleased(key, code)
if key == 'up' then
self:moveCursor(self.widget.selected - 1)
end
if key == 'down' then
self:moveCursor(self.widget.selected + 1)
end
if key == "A" then
if (self.widget.selected >= 1 and self.widget.selected <= #self.widget.list) then
self.widget.list[self.widget.selected]:action()
end
end
if key == "B" then
if (self.widget.cancel >= 1 and self.widget.cancel <= #self.widget.list) then
self.widget.list[self.widget.cancel]:action()
end
end
end
function ListBox:mousemoved(x, y)
local widget_selected = self.view.firstSlot + math.floor(y / self.widget.h)
if widget_selected >= 1 and widget_selected <= #self.widget.list then
self.widget.selected = widget_selected
self:getFocus()
end
end
function ListBox:mousepressed(x, y, button, isTouch)
local widget_selected = self.view.firstSlot + math.floor(y / self.widget.h)
if widget_selected >= 1 and widget_selected <= #self.widget.list then
self.widget.selected = widget_selected
self:getFocus()
if #self.widget.list > 0 then
self.widget.list[self.widget.selected]:action()
end
end
end
function ListBox:draw()
self:updateView()
local widgety = self.y
for i,v in ipairs(self.widget.list) do
if (i >= self.view.firstSlot) and (i < self.view.firstSlot + self.view.slotNumber) then
v:draw(self.x, widgety, self.w, self.widget.h)
if self.widget.selected == i and self:haveFocus() == true then
v:drawSelected(self.x, widgety, self.w, self.widget.h)
else
v:draw(self.x, widgety, self.w, self.widget.h)
end
widgety = widgety + self.widget.h
end
end
end
function ListBox:drawCursor()
self:updateView()
if (self.widget.selected >= 1 and self.widget.selected <= #self.widget.list) then
local w, h = self:getWidgetSize()
local y = (self.widget.selected - self.view.firstSlot) * h
menuutils.drawCursor(self.x,self.y + y, w, h)
end
end
return ListBox

View file

@ -0,0 +1,179 @@
local Menu = Object:extend()
function Menu:new(menusystem, name, x, y, w, h)
self.menusystem = menusystem
self.name = name
self.x = x
self.y = y
self.w = w
self.h = h
self.widget = {}
self.widget.list = {}
self.widget.selected = 0
self.widget.selectedPrevious = 0
self.widget.cancel = 0
self:updateWidgetSize()
self.isDestroyed = false
self.isVisible = true
self.isActive = true
self.sound = {}
self.sound.asset = nil
self.sound.active = false
self:register()
end
function Menu:getFocus()
self.menusystem.focusedMenu = self.name
end
function Menu:haveFocus()
return (self.menusystem.focusedMenu == self.name)
end
function Menu:register()
self.menusystem:addMenu(self.name, self)
end
function Menu:setCancelWidget(id)
self.widget.cancel = #self.widget.list
end
function Menu:updateWidgetSize()
self.widget.h = 0
self.widget.w = 0
end
function Menu:getWidgetSize(id)
return self.widget.w, self.widget.h
end
function Menu:cancelAction()
if (self.widget.cancel ~= 0) then
self.widget.list[self.widget.cancel]:action()
end
end
function Menu:update(dt)
-- Cette fonction ne contient rien par défaut
end
function Menu:clear()
self.widget.list = {}
self.widget.cancel = 0
end
function Menu:resize(x,y,w,h)
self.x = x
self.y = y
self.w = w
self.h = h
self:updateWidgetSize()
end
function Menu:destroy()
self.destroyed = true
end
function Menu:draw()
-- nothing here
end
function Menu:drawCursor()
-- nothing here
end
function Menu:drawCanvas()
end
function Menu:keyreleased(key)
-- Cette fonction ne contient rien par défaut
end
function Menu:mousemoved(x, y)
-- Cette fonction ne contient rien par défaut
end
function Menu:mousepressed( x, y, button, istouch )
-- Cette fonction ne contient rien par défaut
end
function Menu:addWidget(newwidget)
if #self.widget.list == 0 then
self.widget.selected = 1
end
table.insert(self.widget.list, newwidget)
self:updateWidgetsID()
end
function Menu:updateWidgets(dt)
self:removeDestroyedWidgets()
for i,v in ipairs(self.widget.list) do
v.id = i
v:update(dt)
end
end
function Menu:updateWidgetsID()
for i,v in ipairs(self.widget.list) do
v.id = i
end
end
function Menu:removeDestroyedWidgets() -- On retire les widgets marquées comme supprimées
for i,v in ipairs(self.widget.list) do
if (v.destroyed == true) then
table.remove(self.widget.list, i)
end
end
end
function Menu:setCursor(cursorid)
self.widget.selected = cursorid --math.max(1, math.min(cursorid, #self.widget.list))
end
function Menu:moveCursor(new_selected)
self:playSelectSound()
if new_selected < 1 then
self.widget.selected = #self.widget.list + new_selected
else
if new_selected > #self.widget.list then
self.widget.selected = new_selected - #self.widget.list
else
self.widget.selected = new_selected
end
end
end
function Menu:setSound(soundasset)
self.sound.active = true
self.sound.asset = soundasset
end
function Menu:playSelectSound()
if self.sound.active == true then
love.audio.stop( self.sound.asset )
self.sound.asset:setVolume(core.options.data.audio.sfx / 100)
love.audio.play( self.sound.asset )
end
end
function Menu:resetView()
-- ne sert à rien ici, c'est juste pour éviter des crash
end
function Menu:updateView()
-- ne sert à rien ici, c'est juste pour éviter des crash
end
function Menu:moveView()
-- ne sert à rien ici, c'est juste pour éviter des crash
end
return Menu

View file

@ -0,0 +1,221 @@
local cwd = (...):gsub('%.textmenu$', '') .. "."
local Menu = require(cwd .. "parent")
local TextMenu = Menu:extend()
function TextMenu:new(menusystem, name, x, y, font, slots)
self.slots = slots
TextMenu.super.new(self, menusystem, name, x, y, 0, 0)
self.ox = x
self.oy = y
self.font = font
self.align = "left"
self.begin = 1
self:getBoundingBox()
end
function TextMenu:getBoundingBox()
self:setWidthAuto()
self.widget.h = self.font:getHeight()
self.h = self.widget.h * self.slots
if self.align == "right" then
self.x = self.ox - self.w
elseif self.align == "center" then
self.x = self.ox - self.w / 2
else
self.x = self.ox
end
self.y = self.oy
end
function TextMenu:centerText()
self:setAlign("center")
end
function TextMenu:setAlign(align)
self.align = align
self.font:setAlign("center")
end
function TextMenu:update(dt)
self:getBoundingBox()
if self.widget.selected ~= 0 then
if self.widget.selected < self.begin then
self.begin = self.widget.selected
end
if self.widget.selected > self.begin + self.slots - 1 then
self.begin = self.widget.selected - self.slots + 1
end
end
if self.begin < 1 then
self.begin = 1
end
end
function TextMenu:setWidthAuto()
local width = self.w
for i,v in ipairs(self.widget.list) do
local stringWidth = self.font:getWidth(v.beginlabel .. v.label .. v.endlabel)
width = math.max(stringWidth, width)
end
if width ~= self.w then
self.canvas.needRedraw = true
end
self.w = width
end
function TextMenu:getWidth()
self:setWidthAuto()
return self.w
end
function TextMenu:getHeight()
return self.h
end
function TextMenu:keyreleased(key, code)
if key == 'up' then
self:moveCursor(self.widget.selected - 1)
end
if key == 'down' then
self:moveCursor(self.widget.selected + 1)
end
if key == "A" then
if (self.widget.selected > 0) and (self.widget.selected <= #self.widget.list) then
self.widget.list[self.widget.selected]:action()
end
end
if key == "B" then
self:cancelAction()
end
end
function TextMenu:mousemoved(x, y)
local selectedPrevous = self.widget.selected
self.widget.selected = self.begin + math.floor(y / self.widget.h)
if self.widget.selected < 1 then
self.widget.selected = 1
end
if self.widget.selected > #self.widget.list then
self.widget.selected = #self.widget.list
end
if self.widget.selected ~= selectedPrevious then
self.canvas.needRedraw = true
end
end
function TextMenu:mousepressed(x, y, button, isTouch)
self.widget.selected = self.begin + math.floor(y / self.widget.h)
if self.widget.selected < 1 then
self.widget.selected = 1
end
if self.widget.selected > #self.widget.list then
self.widget.selected = #self.widget.list
end
if #self.widget.list > 0 then
self.widget.list[self.widget.selected]:action()
end
if self.widget.selected ~= selectedPrevious then
self.canvas.needRedraw = true
end
end
function TextMenu:drawCanvas()
print("redraw menu")
self.canvas.texture = love.graphics.newCanvas(self.w, self.h)
love.graphics.setCanvas( self.canvas.texture )
local ox, x
local widgety = 0
local ox = self.w / 2
local x = 0
self.font:set()
for i, v in ipairs(self.widget.list) do
if (i >= self.begin) and (i < self.begin + self.slots) then
self:drawWidget(i, widgety)
widgety = widgety + self.widget.h
end
end
utils.draw.resetColor()
love.graphics.setCanvas( )
end
function TextMenu:drawWidget(widgetID, y)
local widget = self.widget.list[widgetID]
print(widget)
if widget.canvas.needRedraw == true then
self:drawWidgetCanvas(widget)
widget.canvas.needRedraw = false
end
if self.widget.selected == widgetID and self.focus == true then
love.graphics.setColor(1, 1, 0, 1)
else
love.graphics.setColor(1, 1, 1, 1)
end
love.graphics.draw(widget.canvas.texture, 0, y)
end
function TextMenu:drawWidgetCanvas(widget)
widget.canvas.texture = love.graphics.newCanvas(self.w, self.widget.h)
love.graphics.setCanvas( widget.canvas.texture )
self.font:draw(widget.label, math.floor(self.w / 2), 0, -1, self.align)
self.font:draw(widget.beginlabel, math.floor(0), 0, -1, "left")
self.font:draw(widget.endlabel, math.floor(self.w), 0, -1, "right")
love.graphics.setCanvas( self.canvas.texture )
end
function TextMenu:resetView()
self.begin = 1
self.canvas.needRedraw = true
end
function Menu:moveView(begin, absolute)
--local absolute = absolute or true
self.widget.selected = 0
if (absolute) then
self.begin = begin
else
self.begin = self.begin + begin
end
-- ne sert à rien ici, c'est juste pour éviter des crash
self.canvas.needRedraw = true
end
function Menu:getView()
return self.begin
end
function Menu:isViewAtBeggining()
return (self.begin <= 1)
end
function Menu:isViewAtEnd()
return ((self.begin + self.slots) > (#self.widget.list))
end
return TextMenu

View file

@ -0,0 +1,98 @@
local Widget = {}
BaseWidget = Object:extend()
TextWidget = BaseWidget:extend()
function BaseWidget:new(menu)
self.menu = menu
self.destroyed = false
self.selectable = false
self.selection_margin = 0
self.margin = 2
self:register()
self.canvas = {}
self.canvas.texture = nil
self.canvas.needRedraw = true
end
function BaseWidget:register()
self.menu:addWidget(self)
end
function BaseWidget:redrawCanvas()
self.width, self.height = self.menu:getWidgetSize(self.id)
self.canvas.texture = love.graphics.newCanvas(self.width, self.height)
love.graphics.setCanvas( self.canvas.texture )
self:drawCanvas()
self.canvas.needRedraw = false
love.graphics.setCanvas( )
end
function BaseWidget:drawCanvas()
self.r = love.math.random(128)/256
self.g = love.math.random(128)/256
self.b = love.math.random(128)/256
love.graphics.setColor(self.r, self.g, self.b, 70)
love.graphics.rectangle("fill", 0, 0, self.width, self.height)
love.graphics.setColor(self.r, self.g, self.b)
love.graphics.rectangle("line", 0, 0, self.width, self.height)
utils.graphics.resetColor()
end
function BaseWidget:selectAction()
-- Do nothing
end
function BaseWidget:draw(x, y)
if self.canvas.texture ~= nil then
utils.graphics.resetColor()
love.graphics.draw(self.canvas.texture, x, y)
end
end
function BaseWidget:drawSelected(x,y,w,h)
self:draw(x, y, w, h)
end
function BaseWidget:update(dt)
if (self.canvas.needRedraw) then
self:redrawCanvas()
end
-- N/A
end
function BaseWidget:action()
--self:destroy()
end
function BaseWidget:destroy()
self.destroyed = true
end
-- Simple text widget
function TextWidget:new(menu, font, label)
TextWidget.super.new(self, menu)
self.font = font
self.label = label
end
function TextWidget:drawCanvas()
local w, h
w = math.floor(self.width / 2)
h = math.floor(self.height / 2) - (self.font:getHeight() / 2)
self.font:draw(self.label, w, h, -1, "center")
end
Widget.Base = BaseWidget
Widget.Text = TextWidget
return Widget

View file

@ -0,0 +1,34 @@
local menuUtils = {}
function menuUtils.drawCursor(x, y, w, h)
love.graphics.setColor(0,0,0)
love.graphics.rectangle("fill", x, y, 4, 8)
love.graphics.rectangle("fill", x, y, 8, 4)
love.graphics.rectangle("fill", x + w, y, -4, 8)
love.graphics.rectangle("fill", x + w, y, -8, 4)
love.graphics.rectangle("fill", x, y + h, 4, -8)
love.graphics.rectangle("fill", x, y + h, 8, -4)
love.graphics.rectangle("fill", x + w, y + h, -4, -8)
love.graphics.rectangle("fill", x + w, y + h, -8, -4)
love.graphics.setColor(255,255,255)
love.graphics.rectangle("fill", x + 1, y + 1, 2, 6)
love.graphics.rectangle("fill", x + 1, y + 1, 6, 2)
love.graphics.rectangle("fill", x + w - 1, y + 1, -2, 6)
love.graphics.rectangle("fill", x + w - 1, y + 1, -6, 2)
love.graphics.rectangle("fill", x + 1, y + h - 1, 2, -6)
love.graphics.rectangle("fill", x + 1, y + h - 1, 6, -2)
love.graphics.rectangle("fill", x + w - 1, y + h - 1, -2, -6)
love.graphics.rectangle("fill", x + w - 1, y + h - 1, -6, -2)
end
return menuUtils

View file

@ -24,12 +24,15 @@
local Scene = Object:extend() local Scene = Object:extend()
local Assets = require "core.modules.assets" local Assets = require "core.modules.assets"
local MenuSystem = require "core.modules.menusystem"
function Scene:new() function Scene:new()
self.mouse = {} self.mouse = {}
self.mouse.x, self.mouse.y = core.screen:getMousePosition() self.mouse.x, self.mouse.y = core.screen:getMousePosition()
self.assets = Assets() self.assets = Assets()
self.menusystem = MenuSystem()
self.keys = core.input:getKeyList()
end end
function Scene:register() function Scene:register()
@ -56,4 +59,9 @@ function Scene:clear()
end end
function Scene:flushKeys()
core.input:flushKeys()
self.keys = core.input.keys
end
return Scene return Scene

View file

@ -34,7 +34,9 @@ function SceneManager:update(dt)
if (self.currentScene ~= nil) then if (self.currentScene ~= nil) then
local keys = self.controller.input.keys local keys = self.controller.input.keys
self.currentScene.keys = keys self.currentScene.keys = keys
self.currentScene.menusystem.keys = keys
self.currentScene.assets:update(dt) self.currentScene.assets:update(dt)
self.currentScene.menusystem:update(dt)
self.currentScene:update(dt) self.currentScene:update(dt)
end end
end end
@ -43,10 +45,12 @@ function SceneManager:mousemoved(x, y, dx, dy)
self.currentScene.mouse.x, self.currentScene.mouse.x,
self.currentScene.mouse.y = x, y self.currentScene.mouse.y = x, y
self.currentScene:mousemoved(x, y, dx, dy) self.currentScene:mousemoved(x, y, dx, dy)
self.currentScene.menusystem:mousemoved(x, y, dx, dy)
end end
function SceneManager:mousepressed( x, y, button, istouch ) function SceneManager:mousepressed( x, y, button, istouch )
self.currentScene:mousepressed( x, y, button, istouch ) self.currentScene:mousepressed( x, y, button, istouch )
self.currentScene.menusystem:mousepressed( x, y, button, istouch )
end end
function SceneManager:clearScene() function SceneManager:clearScene()
@ -57,6 +61,7 @@ function SceneManager:draw()
self.controller.screen:apply() self.controller.screen:apply()
if (self.currentScene ~= nil) then if (self.currentScene ~= nil) then
self.currentScene:draw(dt) self.currentScene:draw(dt)
self.currentScene.menusystem:draw()
end end
self.controller.screen:cease() self.controller.screen:cease()
end end

View file

@ -26,14 +26,12 @@ local ScreenManager = Object:extend()
local CScreen = require "libs.cscreen" local CScreen = require "libs.cscreen"
local SCREEN_HEIGHT = 240
local SCREEN_WIDTH = 424
function ScreenManager:new(controller) function ScreenManager:new(controller)
self.controller = controller self.controller = controller
self.data = self.controller.options.data.video self.data = self.controller.options.data.video
self.width, self.height = love.graphics.getDimensions()
self:applySettings() self:applySettings()
CScreen.init(SCREEN_WIDTH, SCREEN_HEIGHT, true) CScreen.init(self.width, self.height, true)
CScreen.setColor(0, 0, 0, 1) CScreen.setColor(0, 0, 0, 1)
love.graphics.setDefaultFilter( "nearest", "nearest", 1 ) love.graphics.setDefaultFilter( "nearest", "nearest", 1 )
@ -46,7 +44,7 @@ function ScreenManager:applySettings()
flags.vsync = self.data.vsync flags.vsync = self.data.vsync
flags.borderless = (self.data.border == false) flags.borderless = (self.data.border == false)
love.window.setMode(SCREEN_WIDTH * self.data.resolution, SCREEN_HEIGHT * self.data.resolution, flags) love.window.setMode(self.width * self.data.resolution, self.height * self.data.resolution, flags)
love.window.setFullscreen( self.data.fullscreen ) love.window.setFullscreen( self.data.fullscreen )
local width, height = love.window.getMode() local width, height = love.window.getMode()
@ -61,6 +59,10 @@ function ScreenManager:getMousePosition()
return CScreen.project(love.mouse.getX(), love.mouse.getY()) return CScreen.project(love.mouse.getX(), love.mouse.getY())
end end
function ScreenManager:getDimensions()
return self.width, self.height
end
function ScreenManager:apply() function ScreenManager:apply()
CScreen.apply() CScreen.apply()
end end