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--- `Selector`
-- Element for selecting variable from list.
Selector = require "not.Element":extends()
Selector.DEFAULT_DELAY = 2
Selector.SHAPE_PORTRAIT = 1
Selector.SHAPE_PANORAMA = 2
function Selector:new (list, group, parent)
Selector.__super.new(self, parent)
self.atlas, self.quads = parent:getSheet()
self.group = group
self.list = list
self.delay = Selector.DEFAULT_DELAY
self.shape = Selector.SHAPE_PORTRAIT
self.focused = false
self.lock = false
self.index = 1
end
-- TODO: See `not/Element@getSize`.
function Selector:getSize ()
if self.shape == Selector.SHAPE_PORTRAIT then
return 32, 32
end
if self.shape == Selector.SHAPE_PANORAMA then
return 80, 42
end
end
--- Makes sure that n is in <1, total> range.
local
function limit (n, total)
if n > total then
return limit(n - total, total)
end
if n < 1 then
return limit(n + total, total)
end
return n
end
--- Chooses item with an index.
-- @param index selected item's index
-- @return old index
function Selector:setIndex (index)
local old = self.index
self.index = limit(index, #self.list)
return old
end
function Selector:rollRandom (exclude)
local exclude = exclude or {}
local index = love.math.random(1, #self.list)
local elgible = true
for _,i in ipairs(exclude) do
if index == i then
elgible = false
break
end
end
if not elgible or not self:isUnique(self.list[index]) then
table.insert(exclude, index)
return self:rollRandom(exclude)
end
return index
end
--- Returns selected item's value.
-- @return item selected from the list
function Selector:getSelected ()
return self.list[self.index]
end
--- Checks if selection is locked and returns item's value.
-- @return item selected from the list if Selector is locked, nil otherwise
function Selector:getLocked ()
if self.lock then
return self:getSelected()
end
end
--- Checks if Selected value is unique in group's scope.
-- @param index optional parameter to fill in place of currently selected item
-- @return boolean answering question
function Selector:isUnique (item)
local item = item or self:getSelected()
if self.group then
local locked = self.group:callEachBut(self, "getLocked")
for _,value in pairs(locked) do
if value == item then
return false
end
end
end
return true
end
function Selector:getText ()
return tostring(self:getSelected())
end
function Selector:getIcon ()
if self.icons then
return self.icons[self.index]
end
end
function Selector:focus ()
self.focused = true
return true
end
function Selector:blur ()
self.focused = false
end
-- TODO: Temporary function to determine quad to use. Will be obsolete when BoxElement will be done. See also `not/Element@getSize`.
function Selector:getShapeString ()
if self.shape == Selector.SHAPE_PORTRAIT then
return "portrait"
end
if self.shape == Selector.SHAPE_PANORAMA then
return "panorama"
end
end
function Selector:draw (scale)
local x, y = self:getPosition()
local w, h = self:getSize()
local boxType = "normal"
if self:getLocked() then
boxType = "active"
end
love.graphics.setColor(255, 255, 255, 255)
if not self:isUnique() then
love.graphics.setColor(120, 120, 120, 255)
end
love.graphics.draw(self.atlas, self.quads[self:getShapeString()][boxType], x*scale, y*scale, 0, scale, scale)
-- TODO: That is one way to draw icon for selected value. Find better one. See: `config/menus/host`.
local icon = self:getIcon()
if icon then
love.graphics.draw(icon, (x+2)*scale, (y+3)*scale, 0, scale, scale)
end
love.graphics.setColor(255, 255, 255, 255)
if self.focused then
local dy = (h-6)/2
local al, ar = self.quads.arrow_r, self.quads.arrow_l
if self.lock then
al, ar = ar, al
end
love.graphics.draw(self.atlas, ar, (x+0-2-math.floor(self.delay))*scale, (y+dy)*scale, 0, scale, scale)
love.graphics.draw(self.atlas, al, (x+w-4+math.floor(self.delay))*scale, (y+dy)*scale, 0, scale, scale)
end
love.graphics.setFont(Font)
love.graphics.printf(self:getText(), (x-w)*scale, (y+h+1)*scale, w*3, "center", 0, scale, scale)
end
function Selector:update (dt)
self.delay = self.delay + dt
if self.delay > Selector.DEFAULT_DELAY then
self.delay = self.delay - Selector.DEFAULT_DELAY
end
end
function Selector:controlpressed (set, action, key)
if set and self.focused then
local handler = self[action]
if handler then
handler(self)
end
end
end
function Selector:left ()
if not self.lock then
self:setIndex(self.index - 1)
end
end
function Selector:right ()
if not self.lock then
self:setIndex(self.index + 1)
end
end
function Selector:attack ()
self.lock = true
end
-- Selector doesn't actually jump, haha, I tricked you!
function Selector:jump ()
self.lock = false
end
return Selector
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