-- 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) local TransformDataStruct = require "birb.structures.tween" function Gui:new(scene) self.scene = scene self:reset() self.sfx = {} end function Gui:reset() self:initElements() self:initScreens() end function Gui:update(dt) for _, element in pairs(self.elements) do if (element ~= nil) then element:updateElement(dt) end end for _, screen in pairs(self.screens) do if (screen ~= nil) then screen:update(dt) end end end -- TWEEN FUNCTIONS -- Handle tweening function Gui:transform(data, delay) delay = delay or 0 local time = 0 for _, rawTransform in ipairs(data) do local newTime = self:transformOne(rawTransform, delay) time = math.max(time, newTime) end return time end function Gui:playScreenTransform(screenname, name, delay) return self.screens[screenname]:playTransform(name, delay) end function Gui:transformOne(rawTransform, delay) delay = delay or 0 local struct = TransformDataStruct[rawTransform[2]] assert(struct ~= nil, "Structure " .. rawTransform[1] .. " doesn't exists ") local transform = utils.table.parse(rawTransform, struct, 0) local time = transform.start + delay if transform.type == "tween" then self:newTween(transform.name, time, transform.duration, transform.target, transform.easing) elseif transform.type == "movement" then self:newMovement(transform.name, time, transform.duration, transform.x, transform.y, transform.easing) elseif transform.type == "switch" then self:newSwitch(transform.name, time, transform.bools) elseif transform.type == "delayFocus" then self:delayFocus(transform.name, time) end if (transform.duration ~= nil) then time = time + transform.duration end return time end function Gui:newTween(element, start, duration, target, easing) 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) 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) assert(self.elements[element] ~= nil, element .. " does not exists") self.elements[element]:newSwitch(start, bools) end function Gui:delayFocus(element, start) assert(self.elements[element] ~= nil, element .. " does not exists") self.elements[element]:delayFocus(start) end function Gui:hideScreen(screenname) self.screens[screenname]:hide() end function Gui:showScreen(screenname) self.screens[screenname]:show() end -- 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 -- DRAW FUNCTIONS -- Draw the menu and its content function Gui:redraw() for _, element in pairs(self.elements) do element:redraw() end end 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