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Use require() to load scenes
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parent
15dfb18c65
commit
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2 changed files with 5 additions and 37 deletions
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@ -13,14 +13,8 @@ if not loaded then timer = nil end
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-- make them scene-independent, for example by creating a scene-specific TimerRegistry (TimedFunctions that are keept accross
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-- states are generally a bad idea). Theses scene-specific states should be created and available in the table returned by
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-- ubiquitousse.scene.new.
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-- Currently, the implementation always execute a scene's file before switching to it or adding it to the stack, but this may change in
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-- the future or for some implementations (e.g., on a computer where memory isn't a problem, the scene may be put in a cache). The result
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-- of this is that you can load assets, libraries, etc. outside of the enter callback, so they can be cached and not reloaded each time
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-- the scene is entered, but all the other scene initialization should be done in the enter callback, since it won't be executed on
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-- each enter otherwise.
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-- FIXME: actually more useful to never cache?
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-- The expected code-organisation is:
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-- * each scene is in a file, identified by its module name (same identifier used by Lua's require)
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-- * each scene is in a file, identified by its module name (scenes will be loaded using require("modulename"))
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-- * each scene file create a new scene table using ubiquitousse.scene.new and returns it at the end of the file
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-- Order of callbacks:
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-- * all scene change callbacks are called after setting scene.current to the new scene but before changing scene.stack
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@ -47,31 +41,6 @@ scene = {
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-- @impl ubiquitousse
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prefix = "scene.",
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--- Function which load a scene file.
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-- @impl ubiquitousse
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load = function(sceneModule)
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local scenePath = sceneModule:gsub("%.", "/")
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for path in package.path:gmatch("[^;]+") do
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path = path:gsub("%?", scenePath)
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local f = io.open(path)
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if f then
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f:close()
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return dofile(path)
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end
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end
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if package.loaded["candran"] then -- Candran support
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for path in package.path:gsub("%.lua", ".can"):gmatch("[^;]+") do
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path = path:gsub("%?", scenePath)
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local f = io.open(path)
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if f then
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f:close()
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return package.loaded["candran"].dofile(path)
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end
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end
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end
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error("can't find scene "..tostring(sceneModule))
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end,
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--- Creates and returns a new Scene object.
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-- @tparam[opt="unamed"] string name the new scene name
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-- @impl ubiquitousse
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@ -92,10 +61,9 @@ scene = {
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draw = function(self, ...) end -- Called on each draw on the current scene.
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}
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end,
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-- TODO: handle love.quit / exit all scenes in stack
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--- Switch to a new scene.
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-- The new scene will be loaded and the current scene will be replaced by the new one,
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-- The new scene will be required() and the current scene will be replaced by the new one,
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-- then the previous scene exit function will be called, then the enter callback is called on the new scence.
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-- Then the stack is changed to replace the old scene with the new one.
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-- @tparam string/table scenePath the new scene module name, or the scene table directly
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@ -103,7 +71,7 @@ scene = {
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-- @impl ubiquitousse
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switch = function(scenePath, ...)
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local previous = scene.current
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scene.current = type(scenePath) == "string" and scene.load(scene.prefix..scenePath) or scenePath
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scene.current = type(scenePath) == "string" and require(scene.prefix..scenePath) or scenePath
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scene.timer = scene.current.timer
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scene.signal = scene.current.signal
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scene.current.name = scene.current.name or tostring(scenePath)
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@ -124,7 +92,7 @@ scene = {
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-- @impl ubiquitousse
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push = function(scenePath, ...)
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local previous = scene.current
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scene.current = type(scenePath) == "string" and scene.load(scene.prefix..scenePath) or scenePath
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scene.current = type(scenePath) == "string" and require(scene.prefix..scenePath) or scenePath
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scene.timer = scene.current.timer
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scene.signal = scene.current.signal
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scene.current.name = scene.current.name or tostring(scenePath)
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