177 lines
No EOL
5 KiB
Lua
177 lines
No EOL
5 KiB
Lua
-- modules/gui :: a simple gui system, that manage all overhead elements of the game.
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--[[
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Copyright © 2021 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 Gui = Object:extend()
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local ElementList = require "birb.modules.gui.mixins.elements"
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local ScreenList = require "birb.modules.gui.mixins.screens"
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Gui:implement(ScreenList)
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Gui:implement(ElementList)
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local TransformDataStruct = require "birb.structures.tween"
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function Gui:new(scene)
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self.scene = scene
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self:reset()
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self.sfx = {}
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end
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function Gui:reset()
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self:initElements()
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self:initScreens()
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end
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function Gui:update(dt)
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for _, element in pairs(self.elements) do
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if (element ~= nil) then
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element:updateElement(dt)
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end
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end
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for _, screen in pairs(self.screens) do
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if (screen ~= nil) then
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screen:update(dt)
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end
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end
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end
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-- TWEEN FUNCTIONS
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-- Handle tweening
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function Gui:transform(data, delay)
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delay = delay or 0
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local time = 0
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for _, rawTransform in ipairs(data) do
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local newTime = self:transformOne(rawTransform, delay)
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time = math.max(time, newTime)
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end
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return time
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end
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function Gui:playScreenTransform(screenname, name, delay)
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return self.screens[screenname]:playTransform(name, delay)
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end
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function Gui:transformOne(rawTransform, delay)
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delay = delay or 0
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local struct = TransformDataStruct[rawTransform[2]]
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assert(struct ~= nil, "Structure " .. rawTransform[1] .. " doesn't exists ")
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local transform = utils.table.parse(rawTransform, struct, 0)
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local time = transform.start + delay
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if transform.type == "tween" then
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self:newTween(transform.name, time, transform.duration, transform.target, transform.easing)
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elseif transform.type == "movement" then
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self:newMovement(transform.name, time, transform.duration, transform.x, transform.y, transform.easing)
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elseif transform.type == "switch" then
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self:newSwitch(transform.name, time, transform.bools)
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elseif transform.type == "delayFocus" then
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self:delayFocus(transform.name, time)
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end
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if (transform.duration ~= nil) then
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time = time + transform.duration
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end
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return time
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end
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function Gui:newTween(element, start, duration, target, easing)
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assert(self.elements[element] ~= nil, element .. " does not exists")
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self.elements[element]:newTween(start, duration, target, easing)
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end
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function Gui:newMovement(element, start, duration, x, y, easing)
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assert(self.elements[element] ~= nil, element .. " does not exists")
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self.elements[element]:newMovement(start, duration, x, y, easing)
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end
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function Gui:newSwitch(element, start, bools)
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assert(self.elements[element] ~= nil, element .. " does not exists")
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self.elements[element]:newSwitch(start, bools)
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end
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function Gui:delayFocus(element, start)
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assert(self.elements[element] ~= nil, element .. " does not exists")
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self.elements[element]:delayFocus(start)
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end
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function Gui:hideScreen(screenname)
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self.screens[screenname]:hide()
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end
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function Gui:showScreen(screenname)
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self.screens[screenname]:show()
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end
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-- SOUND FUNCTIONS
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-- Handle SFX
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function Gui:addSFX(guiName, sfxName)
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self.sfx[guiName] = sfxName
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end
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function Gui:playSFX(type)
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local sfxName = self.sfx[type]
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if (sfxName ~= nil) then
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local sfx = self.scene.assets.sfx[sfxName]
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if (sfx ~= nil) then
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sfx:play()
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end
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end
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end
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-- KEYBOARD FUNCTIONS
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-- Handle keyboard
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function Gui:keycheck(keys)
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local haveFocus = self:haveFocus()
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if (haveFocus) then
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local elem = self:getFocusedElement()
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for key,_ in pairs(keys) do
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if keys[key].isPressed then
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elem:keypressed(key)
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end
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end
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end
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return haveFocus
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end
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-- DRAW FUNCTIONS
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-- Draw the menu and its content
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function Gui:drawTop()
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for _, element in ipairs(self:getVisibleElement(true)) do
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element:drawElement()
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end
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end
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function Gui:drawBottom()
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for _, element in ipairs(self:getVisibleElement(false)) do
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element:drawElement()
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end
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end
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return Gui |