-- ubiquitousse.scene local time = require((...):match("^(.-ubiquitousse)%.")..".time") --- Returns the file path of the given module name. local function getPath(modname) local filepath = "" for path in package.path:gmatch("[^;]+") do path = path:gsub("%?", (modname:gsub("%.", "/"))) local f = io.open(path) if f then f:close() filepath = path break end end return filepath end -- FIXME: http://hump.readthedocs.io/en/latest/gamestate.html -- FIXME: call order --- Scene management. -- You can use use scenes to seperate the different states of your game: for example, a menu scene and a game scene. -- This module is fully implemented in Ubiquitousse and is mostly a "recommended way" of organising an Ubiquitousse-based game. -- However, you don't have to use this if you don't want to. ubiquitousse.scene handles all the differents Ubiquitousse-states and -- make them scene-independent, for example by creating a scene-specific TimerRegistry (TimedFunctions that are keept accross -- states are generally a bad idea). Theses scene-specific states should be created and available in the table returned by -- ubiquitousse.scene.new. -- Currently, the implementation always execute a scene's file before setting it as current, but this may change in 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 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 -- the scene is entered, but all the other scene initialization should be done in the enter callback, since it won't be executed on -- each enter otherwise. -- The expected code-organisation is: -- * each scene is in a file, identified by its module name (same identifier used by Lua's require) -- * each scene file create a new scene table using ubiquitousse.scene.new and returns it at the end of the file -- Order of callbacks: -- * all scene exit callbacks are called before changing the stack or the current scene (ie, ubiquitousse.scene.current and the -- last stack element is the scene in which the exit or suspend function was called) -- * all scene enter callbacks are called before changing the stack or the current scene (ie, ubiquitousse.scene.current and the -- last stack element is the previous scene which was just exited, and not the new scene) local scene scene = { --- The current scene table. -- @impl ubiquitousse current = nil, --- The scene stack: list of scene, from the farest one to the nearest. -- @impl ubiquitousse stack = {}, --- A prefix for scene modules names -- @impl ubiquitousse prefix = "", --- Creates and returns a new Scene object. -- @impl ubiquitousse new = function() return { time = time.new(), -- Scene-specific TimerRegistry. enter = function(...) end, -- Called when entering a scene. exit = function() end, -- Called when exiting a scene, and not expecting to come back (scene may be unloaded). suspend = function() end, -- Called when suspending a scene, and expecting to come back (scene won't be unloaded). resume = function() end, -- Called when resuming a suspended scene (after calling suspend). update = function(dt, ...) end, -- Called on each ubiquitousse.event.update on the current scene. draw = function(...) end -- Called on each ubiquitousse.event.draw on the current scene. } end, --- Switch to a new scene. -- The current scene exit function will be called, the new scene will be loaded, -- the current scene will then be replaced by the new one, and then the enter callback is called. -- @tparam string scenePath the new scene module name -- @param ... arguments to pass to the scene's enter function -- @impl ubiquitousse switch = function(scenePath, ...) if scene.current then scene.current.exit() end scene.current = dofile(getPath(scene.prefix..scenePath)) local i = #scene.stack scene.stack[math.max(i, 1)] = scene.current scene.current.enter(...) end, --- Push a new scene to the scene stack. -- Similar to ubiquitousse.scene.switch, except suspend is called on the current scene instead of exit, -- and the current scene is not replaced: when the new scene call ubiquitousse.scene.pop, the old scene -- will be reused. -- @tparam string scenePath the new scene module name -- @param ... arguments to pass to the scene's enter function -- @impl ubiquitousse push = function(scenePath, ...) if scene.current then scene.current.suspend() end scene.current = dofile(getPath(scene.prefix..scenePath)) table.insert(scene.stack, scene.current) scene.current.enter(...) end, --- Pop the current scene from the scene stack. -- The current scene exit function will be called, then the previous scene resume function will be called. -- Then the current scene will be removed from the stack, and the previous scene will be set as the current scene. -- @impl ubiquitousse pop = function() if scene.current then scene.current.exit() end local previous = scene.stack[#scene.stack-1] scene.current = previous if previous then previous.resume() end table.remove(scene.stack) end, --- Update the current scene. -- Should be called in ubiquitousse.event.update. -- @tparam number dt the delta-time (milisecond) -- @param ... arguments to pass to the scene's update function after dt -- @impl ubiquitousse update = function(dt, ...) if scene.current then scene.current.time.update(dt) scene.current.update(dt, ...) end end, --- Draw the current scene. -- Should be called in ubiquitousse.event.draw. -- @param ... arguments to pass to the scene's draw function -- @impl ubiquitousse draw = function(...) if scene.current then scene.current.draw(...) end end } return scene