local ParentMenu = require "game.modules.menus.parents.menu" local Widget = require "core.modules.menusystem.widgets" local list = {} list.ListMenu = ParentMenu:extend() list.CenteredWidget = Widget.Text:extend() list.DualTextWidget = list.CenteredWidget:extend() list.SubMenuWidget = list.DualTextWidget:extend() local MENU_ITEM_HEIGHT = 17 -- ListMenu function list.ListMenu:new(scene, name, x, y, w, itemNumber, isBoxed) self.scene = scene self.name = name local h = itemNumber * MENU_ITEM_HEIGHT list.ListMenu.super.new(self, scene, name, x, y, w, h, itemNumber) self.cursorTexture = love.graphics.newImage("assets/gui/cursor-menulist.png") self.cursorTransition = 0 self.parent = "" self.submenus = {} self.itemNumber = itemNumber self.isBoxed = isBoxed if (self.isBoxed) then self.box = gui.newTextBox("assets/gui/dialogbox.png", w+16, h+16) end end function list.ListMenu:addSubMenu(name, nicerName) print("adding submenu", name, "to", self.name) local submenu = self:clone(name) submenu:setAsSubmenu(self.name) self:addSubMenuWidget(name, nicerName) table.insert(self.submenus, name) end function list.ListMenu:addSubMenuWidget(newmenu, name) list.SubMenuWidget(self.scene, self.name, newmenu, name) end function list.ListMenu:finalize() print("finalizing", self.name) if (self.parent ~= "") then self:addSubMenuWidget(self.parent, "Back") self:setCancelWidget() end for i,name in ipairs(self.submenus) do if (self.menusystem.menus[name] ~= nil) then self.menusystem.menus[name]:finalize() end end end function list.ListMenu:clone(name) return list.ListMenu(self.scene, name, self.x, self.y, self.w, self.itemNumber) end function list.ListMenu:getSubmenuWidget() return nil end function list.ListMenu:setAsSubmenu(parent) self.parent = parent end function list.ListMenu:update(dt) list.ListMenu.super.update(self, dt) self:updateCursorPosition(dt) end function list.ListMenu:updateCursorPosition(dt) local relativecursor = self.widget.selected - self.view.firstSlot local transition = self.cursorTransition - relativecursor if math.abs(transition) < 0.1 then self.cursorTransition = relativecursor else local speed = dt*45 local movement = ((relativecursor) - (self.cursorTransition)) self.cursorTransition = (self.cursorTransition) + movement * speed end end function list.ListMenu:drawCursor() local x, y = self:getCursorPosition() love.graphics.draw(self.cursorTexture, x, y) end function list.ListMenu:getCursorPosition() local addition = MENU_ITEM_HEIGHT local x = self.x + 4 local y = self.y + ((self.cursorTransition) * addition) return x, y end function list.ListMenu:draw() if (self.isBoxed) then end 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.w, self.widget.h) if self.widget.selected == i and self:haveFocus() == true then v:drawSelected(widgetx, widgety, self.w, self.widget.h) else v:draw(widgetx, widgety, self.w, self.widget.h) end widgetx, widgety = self:getNextPosition(widgetx, widgety, self.widget.h) end end end function list.ListMenu:getNextPosition(x, y, h) return x, y+h end -- Widgets -- Tout les widgets pour la liste de base -- Widget centré function list.CenteredWidget:new(scene, menu_name, label) local font = scene.assets.fonts["small"] font:setFilter("shadow") self.scene = scene local widgetMenu = scene.menusystem.menus[menu_name] list.CenteredWidget.super.new(self, widgetMenu, font, label) end function list.CenteredWidget:drawCanvas() local h = math.floor(self.height / 2) - (self.font:getHeight() / 2) self.font:draw(self.label, self.width / 2, h, -1, "center") end -- Widget avec deux bouts de textes function list.DualTextWidget:new(scene, menu_name, label, label2) self.label2 = label2 list.DualTextWidget.super.new(self, scene, menu_name, label) end function list.DualTextWidget:drawCanvas() local h = math.floor(self.height / 2) - (self.font:getHeight() / 2) self.font:draw(self.label, 0, h, -1, "left") self.font:draw(self.label2, self.width, h, -1, "right") end -- Widget de sous-menu function list.SubMenuWidget:new(scene, menu_name, newmenu, label) local label2 = "" if (label ~= "Back") then label2 = ">" end list.SubMenuWidget.super.new(self, scene, menu_name, label, label2) self.newmenu = newmenu end function list.SubMenuWidget:action() self.scene.menusystem:switchMenu(self.newmenu) self.scene.menusystem.menus[self.newmenu]:activationAction() end return list