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path: root/not/Selector.lua
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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

--- 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.
-- @return boolean answering question
function Selector:isUnique ()
	if self.group then
		local locked = self.group:callEachBut(self, "getLocked")
		for _,value in pairs(locked) do
			if value == self:getSelected() then
				return false
			end
		end
	end
	return true
end

function Selector:getText ()
	return tostring(self:getSelected())
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`.
	if self.icons_atlas and self.icons_quads then
		love.graphics.draw(self.icons_atlas, self.icons_quads[self.index], (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
		if not self.lock then
			if action == "left" then
				self:setIndex(self.index - 1)
			end
			if action == "right" then
				self:setIndex(self.index + 1)
			end
			-- TODO: Extend functionality on attack action in Selector.
			if action == "attack" then
				self.lock = true
			end
		end

		if action == "jump" then
			self.lock = false
		end
	end
end

return Selector