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Diffstat (limited to 'selector.lua')
-rw-r--r-- | selector.lua | 305 |
1 files changed, 0 insertions, 305 deletions
diff --git a/selector.lua b/selector.lua deleted file mode 100644 index 61401e7..0000000 --- a/selector.lua +++ /dev/null @@ -1,305 +0,0 @@ --- `Selector` (Element) --- Used in Menu for selecting various things from list. Works for each Controller set or globally. ---[[ -How to use `Selector` in `Menu` config file? -selector:new(menu) - :setPosition(x, y) - :setMargin(8) -- each block has marigin on both sides; they do stack - :setSize(32, 32) -- size of single graphics frame - :set("list", require "nautslist") - :set("icons_i", love.graphics.newImage("assets/portraits.png")) - :set("icons_q", require "portraits") - :set("global", false) -- true: single selector; false: selector for each controller set present - :init() -]] - -Selector = { - parent, - x = 0, - y = 0, - width = 0, - height = 0, - margin = 0, - focused = false, - global = false, - delay = 2, - first = false, - list, - sets, - locks, - selections, - shape = "portrait", - sprite, - quads, - icons_i, - icons_q -} - --- Constructor -function Selector:new(parent) - local o = {} - setmetatable(o, self) - self.__index = self - o.parent = parent - o.sprite, o.quads = parent:getSheet() - return o -end - --- Position -function Selector:getPosition() - return self.x, self.y -end -function Selector:setPosition(x,y) - self.x, self.y = x, y - return self -end - --- Size of single block -function Selector:getSize() - return self.width, self.height -end -function Selector:setSize(width, height) - self.width, self.height = width, height - return self -end - --- Spacing between two blocks -function Selector:getMargin() - return self.margin -end -function Selector:setMargin(margin) - self.margin = margin - return self -end - --- General setter for Menu configuration files -function Selector:set(name, func) - if type(name) == "string" and func ~= nil then - self[name] = func - end - return self -end - --- Initialize Selector with current settings. -function Selector:init() - -- Make sure that there is list present - if self.list == nil then - self.list = {} - end - -- Initialize global Selector - if self.global then - self.sets = {} - self.locks = {false} - self.selections = {1} - -- Initialize Selector for Controllers - else - self.sets = Controller.getSets() - self.locks = {} - self.selections = {} - for n=1,#self.sets do - self.locks[n] = false - self.selections[n] = 1 - end - end - return self -end - --- Cycle through list on given number -function Selector:next(n) - local current = self.selections[n] - self:setSelection(n, current + 1) -end -function Selector:previous(n) - local current = self.selections[n] - self:setSelection(n, current - 1) -end - --- Get number associated with a given set -function Selector:checkNumber(set) - if self.global then return 1 end -- For global Selector - for n,check in pairs(self.sets) do - if check == set then return n end - end -end - --- Check if given number is locked -function Selector:isLocked(n) - local n = n or 1 - return self.locks[n] -end - --- Sets value of selection of given number. Returns old. -function Selector:setSelection(n, new) - -- Functception. It sounds like fun but it isn't. - local function limit(new, total) - if new > total then - return limit(new - total, total) - elseif new < 1 then - return limit(total + new, total) - else - return new - end - end - local n = n or 1 - local old = self.selections[n] - self.selections[n] = limit(new, #self.list) - return old -end - --- Get value of selection of given number -function Selector:getSelection(n) - local n = n or 1 - return self.selections[n] -end - --- Get value from list by selection -function Selector:getListValue(i) - return self.list[i] -end - --- Checks if selection of given number is unique within Selector scope. -function Selector:isUnique(n) - local selection = self:getSelection(n) - for fn,v in pairs(self.selections) do - if fn ~= n and self:isLocked(fn) and v == selection then - return false - end - end - return true -end - --- Get list of selections, checks if not locked are allowed. -function Selector:getFullSelection(allowed) - local allowed = allowed - if allowed == nil then allowed = false end - local t = {} - for n,v in pairs(self.selections) do - local name = self:getListValue(self:getSelection(n)) - local locked = self:isLocked(n) - if locked or allowed then - local a = {name} - if self.sets[n] then table.insert(a, self.sets[n]) end - table.insert(t, a) - end - end - return t -end - --- Rolls and returns random selection from list that is not locked. -function Selector:rollRandom(avoids) - -- Me: You should make it simpler. - -- Inner me: Nah, it works. Leave it. - -- Me: Ok, let's leave it as it is. - local avoids = avoids or {} - local total = #self.list - local random = love.math.random(1, total) - local eligible = true - for _,avoid in ipairs(avoids) do - if random == avoid then - eligible = false - break - end - end - if not eligible or self:isLocked(random) then - table.insert(avoids, random) - return self:rollRandom(avoid) - else - return random - end -end - --- Draw single block of Selector -function Selector:drawBlock(n, x, y, scale) - if self.quads == nil or self.sprite == nil then return end - local x, y = x or 0, y or 0 - local name = self:getListValue(self:getSelection(n)) - local locked = self:isLocked(n) - local sprite = self.sprite - local quad = self.quads - local icon = self.icons_i - local iconq = self.icons_q[name] - local w,h = self:getSize() - local unique = self:isUnique(n) - if unique then - love.graphics.setColor(255, 255, 255, 255) - else - love.graphics.setColor(140, 140, 140, 255) - end - if not locked then - love.graphics.draw(sprite, quad[self.shape].normal, x*scale, y*scale, 0, scale, scale) - else - love.graphics.draw(sprite, quad[self.shape].active, x*scale, y*scale, 0, scale, scale) - end - love.graphics.draw(icon, iconq, (x+2)*scale, (y+3)*scale, 0, scale, scale) - if self.focused then - local dy = (h-6)/2 - if not locked then - love.graphics.draw(sprite, quad.arrow_l, (x+0-2-math.floor(self.delay))* scale, (y+dy)*scale, 0, scale, scale) - love.graphics.draw(sprite, quad.arrow_r, (x+w-4+math.floor(self.delay))*scale, (y+dy)*scale, 0, scale, scale) - else - love.graphics.draw(sprite, quad.arrow_r, (x+0-2-math.floor(self.delay))* scale, (y+dy)*scale, 0, scale, scale) - love.graphics.draw(sprite, quad.arrow_l, (x+w-4+math.floor(self.delay))*scale, (y+dy)*scale, 0, scale, scale) - end - end - if (self:getSelection(n) ~= 1 or self.first) then - love.graphics.setFont(Font) - love.graphics.setColor(255, 255, 255, 255) - love.graphics.printf(string.upper(name), (x-w)*scale, (y+h+1)*scale, w*3, "center", 0, scale, scale) - end -end - --- Menu callbacks -function Selector:focus() -- Called when Element gains focus - self.focused = true - return true -end -function Selector:blur() -- Called when Element loses focus - self.focused = false -end - --- LÖVE2D callbacks -function Selector:draw(scale) - local x,y = self:getPosition() - local margin = self:getMargin() - local width = self:getSize() - x = x - #self.selections*0.5*(margin+margin+width) - for n=1,#self.selections do - self:drawBlock(n, x+(margin+width)*(n-1)+margin*n, y, scale) - end -end -function Selector:update(dt) - self.delay = self.delay + dt - if self.delay > Selector.delay then -- Selector.delay is initial - self.delay = self.delay - Selector.delay - end -end - --- Controller callbacks -function Selector:controlpressed(set, action, key) - if set and self.focused then - local n = self:checkNumber(set) - local locked = self:isLocked(n) - if action == "left" and not locked then self:previous(n) end - if action == "right" and not locked then self:next(n) end - if action == "attack" then - local name = self:getListValue(self:getSelection(n)) - if name == "random" then - self:setSelection(n, self:rollRandom({1,2})) -- avoid empty naut - self.locks[n] = true - else - -- If not empty or if first is allowed. Additionaly must be unique selection. - if (self:getSelection(n) ~= 1 or self.first) and self:isUnique(n) then - self.locks[n] = true - end - end - end - if action == "jump" then - if locked then - self.locks[n] = false - end - end - end -end -function Selector:controlreleased(set, action, key) end - -return Selector
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