sonic-radiance/sonic-radiance.love/scenes/debug/commons/menu.lua
2021-04-05 14:20:25 +02:00

76 lines
2.1 KiB
Lua

local menu = {}
local RadianceListMenu = require "game.modules.menus.fancy"
local Widget = require "core.modules.menusystem.widgets"
local defTransitions = require "core.modules.transitions"
menu.MainMenu = RadianceListMenu.FancyMenu:extend()
menu.DebugMenu = RadianceListMenu.FancyMenu:extend()
menu.SceneWidget = RadianceListMenu.BaseWidget:extend()
local CONST = {}
CONST.MENU = {}
CONST.MENU.X = 16
CONST.MENU.Y = 48
CONST.MENU.W = 424/2
CONST.MENU.ITEM_NUMBER = 8
-- Basic menu structure
function menu.MainMenu:new(scene, name)
local x, y = CONST.MENU.X, CONST.MENU.Y
local w = CONST.MENU.W / 1.5
local itemNumber = CONST.MENU.ITEM_NUMBER
menu.MainMenu.super.new(self, scene, name, x, y, w, itemNumber, false)
end
function menu.DebugMenu:new(scene, name)
local x, y = CONST.MENU.X, CONST.MENU.Y
local w = CONST.MENU.W
local itemNumber = CONST.MENU.ITEM_NUMBER
menu.DebugMenu.super.new(self, scene, name, x, y, w, itemNumber, false)
end
function menu.DebugMenu:setPanel(panel, panelArgument)
self.panel = panel
self.panelArgument = panelArgument
end
function menu.DebugMenu:activationAction()
if (self.panel ~= nil) then
self.scene.panel = self.panel(self.panelArgument)
end
end
function menu.DebugMenu:clone(name)
return menu.DebugMenu(self.scene, name)
end
function menu.DebugMenu:draw()
love.graphics.setColor(0, 0, 0, 0.5)
love.graphics.rectangle("fill", self.x, self.y, self.w, self.h)
utils.graphics.resetColor()
menu.DebugMenu.super.draw(self)
end
-- SceneWidget
function menu.SceneWidget:new(scene, menuName, newScene, newSceneName, sceneArgument)
menu.SceneWidget.super.new(self, scene, menuName, newSceneName, "")
self.newScene = newScene
self.sceneArgument = sceneArgument
end
function menu.SceneWidget:action()
self.scene:flushKeys()
if (self.sceneArgument ~= nil) then
core.screen:startTransition(defTransitions.default, defTransitions.default,
function() self.newScene(self.sceneArgument) end,
0, 0)
else
core.screen:startTransition(defTransitions.default, defTransitions.default,
function() self.newScene() end,
0, 0)
end
end
return menu