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--- `Menu`
-- It creates single screen of a menu
-- I do know that model I used here and in `World` loading configuration files is not flawless but I did not want to rewrite `World`s one but wanted to keep things similar at least in project scope.
Menu = require "not.Scene":extends()
Menu.elements = --[[{not.Element}]]nil
Menu.active = 1
Menu.music = --[[not.Music]]nil
Menu.sprite = --[[love.graphics.newImage]]nil
Menu.allowMove = true
Menu.quads = { -- TODO: Could be moved to config file or perhaps QuadManager to manage all quads for animations etc.
button = {
normal = love.graphics.newQuad(0, 0, 58,15, 80,130),
active = love.graphics.newQuad(0, 0, 58,15, 80,130)
},
portrait = {
normal = love.graphics.newQuad( 0, 15, 32,32, 80,130),
active = love.graphics.newQuad(32, 15, 32,32, 80,130)
},
panorama = {
normal = love.graphics.newQuad(0,47, 80,42, 80,130),
active = love.graphics.newQuad(0,88, 80,42, 80,130)
},
arrow_l = love.graphics.newQuad(68, 0, 6, 6, 80,130),
arrow_r = love.graphics.newQuad(74, 0, 6, 6, 80,130),
}
function Menu:new (name)
-- Load statically.
if Menu.sprite == nil then
Menu.sprite = love.graphics.newImage("assets/menu.png")
end
self.elements = {}
self:open(name)
end
function Menu:delete () end
function Menu:open (name)
local name = name or "main"
self.active = Menu.active --Menu.active is initial
self.elements = love.filesystem.load(string.format("config/menus/%s.lua", name))(self, self.elements[1])
-- Common with `next` method.
if not self.elements[self.active]:focus() then
self:next()
end
end
-- Return reference to quads table and menu sprite
function Menu:getSheet ()
return self.sprite, self.quads
end
-- Cycle elements
function Menu:next ()
self.elements[self.active]:blur()
self.active = (self.active%#self.elements)+1
if not self.elements[self.active]:focus() then
self:next()
end
end
function Menu:previous ()
self.elements[self.active]:blur()
if self.active == 1 then
self.active = #self.elements
else
self.active = self.active - 1
end
if not self.elements[self.active]:focus() then
self:previous()
end
end
-- @Override
function Menu:isInputDisabled ()
if self.inputBreakTimer then
return self.inputDisabled or self.inputBreakTimer > 0
end
return self.inputDisabled
end
-- LÖVE2D callbacks
function Menu:update (dt)
for _,element in pairs(self.elements) do
element:update(dt)
end
if self.inputBreakTimer and self.inputBreakTimer > 0 then
self.inputBreakTimer = self.inputBreakTimer - dt
end
end
function Menu:draw ()
local scale = getScale()
local scaler = getRealScale()
love.graphics.setFont(Font)
for _,element in pairs(self.elements) do
element:draw(scale)
end
end
-- Controller callbacks
function Menu:controlpressed (set, action, key)
if self.allowMove then
if action == "down" then
self:next()
end
if action == "up" then
self:previous()
end
end
for _,element in pairs(self.elements) do
element:controlpressed(set, action, key)
end
end
function Menu:controlreleased (set, action, key)
for _,element in pairs(self.elements) do
element:controlreleased(set, action, key)
end
end
return Menu
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