summaryrefslogtreecommitdiffhomepage
path: root/not/Selector.lua
blob: ef787788897525197ce51c01fb51e7a537a5df46 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
require "not.Element"

--- `Selector`
-- 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 = Element:extends()

Selector.width = 0
Selector.height = 0
Selector.margin = 0
Selector.focused = false
Selector.global = false
Selector.delay = 2
Selector.first = false
Selector.list = --[[]]nil
Selector.sets = --[[]]nil
Selector.locks = --[[]]nil
Selector.selections = --[[]]nil
Selector.shape = "portrait"
Selector.sprite = --[[]]nil
Selector.quads = --[[]]nil
Selector.icons_i = --[[]]nil
Selector.icons_q = --[[]]nil

-- Constructor
function Selector:new (parent)
	Selector.__super.new(self, parent)
	self.sprite, self.quads = parent:getSheet()
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

-- 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
-- TODO: Add action to perform when key is pressed and selector is locked in e.g. to move into character selection from map selection.
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

return Selector