37d685a7ea
Fixes #88
290 lines
6.9 KiB
Lua
290 lines
6.9 KiB
Lua
-- menusystem :: the controller of the menu system. This object handle the
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-- different menu objects
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local cwd = (...):gsub('%.init$', '') .. "."
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local MenuSystem = Object:extend()
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-- Load the differents menu object to get an easy access
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MenuSystem.Parent = require(cwd .. "parent")
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MenuSystem.ListBox = require(cwd .. "listbox")
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MenuSystem.FlowBox = require(cwd .. "flowbox")
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MenuSystem.Grid = require(cwd .. "grid")
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-- load widgets object
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MenuSystem.Widget = require(cwd .. "widgets")
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-- INIT FUNCTIONS
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-- Initialize and configure the menu controller
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function MenuSystem:new(scene)
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self.scene = scene
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self.menus = {}
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self.focusedMenu = ""
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self.isActive = true
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self.lockWorld = false
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self.lockAssets = false
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end
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function MenuSystem:reset()
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self.menus = {}
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end
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-- ACTIVATION FUNCTIONS
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-- Activate and deactivate the whole menusystem
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function MenuSystem:activate()
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self.isActive = true
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if (self.lockWorld) then
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if (self.scene.world ~= nil) then
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self.scene.world:setActivity(false)
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end
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end
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if (self.lockAssets) then
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if (self.scene.assets ~= nil) then
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self.scene.assets:setActivity(false)
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end
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end
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end
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function MenuSystem:deactivate()
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self.isActive = false
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if (self.lockWorld) then
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if (self.scene.world ~= nil) then
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self.scene.world:setActivity(true)
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end
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end
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if (self.lockAssets) then
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if (self.scene.assets ~= nil) then
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self.scene.assets:setActivity(true)
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end
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end
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end
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function MenuSystem:getActiveState()
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return self.isActive
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end
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function MenuSystem:lockWorldWhenActive(state)
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self.lockWorld = state
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end
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function MenuSystem:lockAssetsWhenActive(state)
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self.lockAssets = state
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end
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-- MENUS FUNCTIONS
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-- Controle the menus of the menusystem
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function MenuSystem:addMenu(name, menu)
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self.menus[name] = menu
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end
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function MenuSystem:menuExist(name)
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return (self.menus[name] ~= nil)
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end
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function MenuSystem:switchMenu(menu)
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for k,v in pairs(self.menus) do
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if k == menu then
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v:getFocus()
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v:setVisibility(true)
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v:setActivity(true)
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else
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v:setVisibility(false)
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v:setActivity(false)
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end
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end
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end
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function MenuSystem:lockMenu(menu, lock)
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local lock = lock or true
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if self:menuExist(menu) then
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self.menus[menu]:lock(lock)
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end
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end
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function MenuSystem:lockMenuVisibility(menu, lock)
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local lock = lock or true
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if self:menuExist(menu) then
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self.menus[menu]:lockVisibility(lock)
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end
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end
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function MenuSystem:setMenuActivity(menu, activity)
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local activity = activity or true
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if self:menuExist(menu) then
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self.menus[menu]:setActivity(activity)
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if activity == true then
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-- if we make the menu active, he have to be visible too
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self.menus[menu]:setVisibility(true)
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end
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end
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end
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function MenuSystem:setMenuVisibility(menu, visibility)
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local visibility = visibility or true
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if self:menuExist(menu) then
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self.menus[menu]:setVisibility(visibility)
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end
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end
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function MenuSystem:setAllMenuVisibility(visibility)
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for k,v in pairs(self.menus) do
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v:setVisibility(visibility)
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end
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end
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function MenuSystem:setAllMenuActivity(activity)
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for k,v in pairs(self.menus) do
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v.isActive = activity
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end
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end
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function MenuSystem:removeDestroyedMenus()
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-- On retire les entitées marquées comme supprimées
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for k,v in pairs(self.menus) do
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if (v.isDestroyed == true) then
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self.menus[k] = nil
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end
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end
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end
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-- SOUND FUNCTIONS
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-- Add sounds to every menus
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function MenuSystem:setSoundFromSceneAssets(soundname)
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for k,v in pairs(self.menus) do
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v:setSoundFromSceneAssets(soundname)
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end
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end
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function MenuSystem:setSound(soundasset)
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for k,v in pairs(self.menus) do
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v:setSound(soundasset)
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end
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end
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-- UPDATE FUNCTIONS
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-- Update the menus of the menusystem
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function MenuSystem:update(dt)
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if (self.isActive) then
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self:removeDestroyedMenus()
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for k,v in pairs(self.menus) do
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v:update(dt)
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v:updateWidgets(dt)
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end
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end
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end
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function MenuSystem:keycheck()
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if (self.isActive) then
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if self.menus[self.focusedMenu] ~= nil then
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-- Only check buttons if the current focused menu is actually active
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if self.menus[self.focusedMenu].isActive then
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for k,v in pairs(self.keys) do
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if self.keys[k].isPressed then
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self.menus[self.focusedMenu]:keyreleased(k)
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end
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end
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end
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end
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end
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end
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-- MOUSE FUNCTIONS
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-- Send mouse inputs to the menu
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function MenuSystem:mousemoved(x, y, dx, dy)
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if (self.isActive) then
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for k,v in pairs(self.menus) do
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if v.isActive then
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if (x > v.x) and (x < v.x + v.w) and (y > v.y) and (y < v.y + v.h) then
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v:mousemoved(x - v.x, y - v.y)
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break;
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end
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end
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end
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end
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end
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function MenuSystem:mousepressed( x, y, button, istouch )
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if (self.isActive) then
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for k,v in pairs(self.menus) do
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if v.isActive then
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if (x > v.x) and (x < v.x + v.w) and (y > v.y) and (y < v.y + v.h) then
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v:mousepressed(x - v.x, y - v.y, button, istouch )
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break;
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end
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end
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end
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end
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end
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-- DRAW FUNCTIONS
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-- All functions to draw the menus of the menusystem
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function MenuSystem:getDrawList()
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local drawList = {}
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for k,v in pairs(self.menus) do
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local drawObject = {}
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drawObject.name = k
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drawObject.depth = v.depth
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table.insert(drawList, drawObject)
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end
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table.sort(drawList, function(a,b) return a.depth > b.depth end)
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return drawList
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end
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function MenuSystem:draw(dt)
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if (self.isActive) then
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-- Draw all the menus
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self.drawList = self:getDrawList()
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for i,v in ipairs(self.drawList) do
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local v2 = self.menus[v.name]
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if (v2.isVisible) then
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v2:draw(dt)
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end
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end
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if self.menus[self.focusedMenu] ~= nil then
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if (self.menus[self.focusedMenu].isVisible) then
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self.menus[self.focusedMenu]:drawCursor()
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end
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end
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end
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end
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return MenuSystem
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