209 lines
4.6 KiB
Lua
209 lines
4.6 KiB
Lua
-- scenes.lua :: the scene object, that aim to give a better control to the engine
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-- to the different scene, without having to call too much boilerplate
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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('%.scenes$', '') .. "."
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local Scene = Object:extend()
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local Assets = require(cwd .. "assets")
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local MenuSystem = require(cwd .. "menusystem")
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-- INIT FUNCTIONS
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-- Initialize and configure the scene
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function Scene:new()
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self.mouse = {}
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self.mouse.x, self.mouse.y = core.screen:getMousePosition()
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self.assets = Assets()
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self.menusystem = MenuSystem(self)
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self.sources = core.input:getSources()
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self.inputLocked = true
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self.inputLockedTimer = 2
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self.dialog = nil
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self:initWorld()
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self:register()
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end
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function Scene:register()
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core.scenemanager:setScene(self)
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end
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function Scene:clear()
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-- TODO: send automatic cleanups to the different elements of the scene
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end
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function Scene:restored()
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end
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-- UPDATE FUNCTIONS
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-- Handle stuff that happens every steps
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function Scene:updateStart(dt)
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end
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function Scene:update(dt)
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-- Empty function, is just here to avoid crash
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end
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function Scene:updateEnd(dt)
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end
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function Scene:updateWorld(dt)
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if ((self.world ~= nil) and (self.world.isActive) and (self.dialog == nil)) then
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self.world:update(dt)
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end
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end
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function Scene:updateDialog(dt)
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if (self.dialog ~= nil) then
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self.dialog:update(dt)
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end
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end
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function Scene:updateMenus(dt)
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if (self.menusystem ~= nil) then
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self.menusystem:update(dt)
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if (core.screen:isActive() and (self.dialog == nil)) then
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self.menusystem:keycheck()
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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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-- Make the scene support the pointer
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function Scene:mousemoved(x, y, dx, dy)
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-- Empty function, is just here to avoid crash
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end
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function Scene:mousepressed( x, y, button, istouch )
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-- Empty function, is just here to avoid crash
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end
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-- WORLD FUNCTIONS
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-- Basic functions to manage the world
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function Scene:initWorld()
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self.world = nil
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end
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function Scene:registerWorld(world)
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self.world = world
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end
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-- KEYBOARD FUNCTIONS
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-- Add send keys functions to the scene
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function Scene:keypressed( key, scancode, isrepeat )
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end
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function Scene:keyreleased( key )
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end
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-- DRAW FUNCTIONS
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-- Draw the scene and its content
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function Scene:drawStart()
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end
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function Scene:draw()
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end
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function Scene:drawEnd()
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end
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function Scene:drawOverTransition()
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end
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function Scene:drawWorld(dt)
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if (self.world ~= nil) then
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self.world:draw()
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end
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end
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function Scene:drawDialog(dt)
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if (self.dialog ~= nil) then
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self.dialog:draw()
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end
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end
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function Scene:drawMenus()
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if (self.menusystem ~= nil) then
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self.menusystem:draw()
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end
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end
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-- INPUT FUNCTIONS
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-- Handle inputs from keyboard/controllers
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function Scene:setKeys()
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if (self.inputLocked) then
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self.inputLockedTimer = self.inputLockedTimer - 1
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if (self.inputLockedTimer <= 0 ) then
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self.inputLocked = false
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end
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self.menusystem.keys = self:getKeys(1)
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else
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self.sources = core.input.sources
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self.menusystem.keys = self:getKeys(1)
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end
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end
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function Scene:getKeys(sourceid)
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if sourceid == nil then
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core.debug:warning("scene", "no sourceid detected, will default to 1")
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end
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local sourceid = sourceid or 1
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if (self.inputLocked) then
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core.debug:print("scene", "inputs are currently locked")
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return core.input.fakekeys
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else
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return self.sources[sourceid].keys
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end
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end
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function Scene:flushKeys()
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core.input:flushKeys()
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self.sources = core.input:getSources()
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self.inputLockedTimer = 2
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self.inputLocked = true
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end
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return Scene
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