--- ubiquitousse.scene -- Optional dependencies: ubiquitousse.timer (to provide each scene a timer registry) -- Optional dependencies: ubiquitousse.signal (to bind to update and draw signal in signal.event) local loaded, signal = pcall(require, (...):match("^(.-)scene").."signal") if not loaded then signal = nil end local loaded, timer = pcall(require, (...):match("^(.-)scene").."timer") if not loaded then timer = nil end --- 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. -- The expected code-organisation is: -- * each scene is in a file, identified by its module name (scenes will be loaded using require("modulename")) -- * 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 change callbacks are called after setting scene.current to the new scene but before changing scene.stack -- * all scene exit/suspend callbacks are called before scene enter/resume callbacks local scene scene = { --- The current scene table. current = nil, --- Shortcut for scene.current.timer. timer = nil, --- Shortcut for scene.current.signal. signal = nil, --- The scene stack: list of scene, from the farest one to the nearest. stack = {}, --- A prefix for scene modules names. -- Will search in the "scene" directory by default. Redefine it to fit your own ridiculous filesystem. prefix = "scene.", --- Creates and returns a new Scene object. -- @tparam[opt="unamed"] string name the new scene name new = function(name) return { name = name or "unamed", -- The scene name. timer = timer and timer.new(), -- Scene-specific TimerRegistry, if uqt.time is available. signal = signal and signal.new(), -- Scene-specific SignalRegistry, if uqt.signal is available. enter = function(self, ...) end, -- Called when entering a scene. exit = function(self) end, -- Called when exiting a scene, and not expecting to come back (scene may be unloaded). suspend = function(self) end, -- Called when suspending a scene, and expecting to come back (scene won't be unloaded). resume = function(self) end, -- Called when resuming a suspended scene (after calling suspend). update = function(self, dt, ...) end, -- Called on each update on the current scene. draw = function(self, ...) end -- Called on each draw on the current scene. } end, --- Switch to a new scene. -- The new scene will be required() and the current scene will be replaced by the new one, -- then the previous scene exit function will be called, then the enter callback is called on the new scence. -- Then the stack is changed to replace the old scene with the new one. -- @tparam string/table scenePath the new scene module name, or the scene table directly -- @param ... arguments to pass to the scene's enter function switch = function(scenePath, ...) local previous = scene.current scene.current = type(scenePath) == "string" and require(scene.prefix..scenePath) or scenePath scene.timer = scene.current.timer scene.signal = scene.current.signal scene.current.name = scene.current.name or tostring(scenePath) if previous then previous:exit() if timer then previous.timer:clear() end end scene.current:enter(...) scene.stack[math.max(#scene.stack, 1)] = scene.current 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/table scenePath the new scene module name, or the scene table directly -- @param ... arguments to pass to the scene's enter function push = function(scenePath, ...) local previous = scene.current scene.current = type(scenePath) == "string" and require(scene.prefix..scenePath) or scenePath scene.timer = scene.current.timer scene.signal = scene.current.signal scene.current.name = scene.current.name or tostring(scenePath) if previous then previous:suspend() end scene.current:enter(...) table.insert(scene.stack, scene.current) end, --- Pop the current scene from the scene stack. -- The previous scene will be set as the current scene, then the current scene exit function will be called, -- then the previous scene resume function will be called, and then the current scene will be removed from the stack. pop = function() local previous = scene.current scene.current = scene.stack[#scene.stack-1] scene.timer = scene.current and scene.current.timer or nil scene.signal = scene.current and scene.current.signal or nil if previous then previous:exit() if timer then previous.timer:clear() end end if scene.current then scene.current:resume() end table.remove(scene.stack) end, --- Pop all scenes. popAll = function() while scene.current do scene.pop() end end, --- Update the current scene. -- Should be called at every game update. If ubiquitousse.signal is available, will be bound to the "update" signal in signal.event. -- @tparam number dt the delta-time (milisecond) -- @param ... arguments to pass to the scene's update function after dt update = function(dt, ...) if scene.current then if timer then scene.current.timer:update(dt) end scene.current:update(dt, ...) end end, --- Draw the current scene. -- Should be called every time the game is draw. If ubiquitousse.signal is available, will be bound to the "draw" signal in signal.event. -- @param ... arguments to pass to the scene's draw function draw = function(...) if scene.current then scene.current:draw(...) end end } -- Bind signals if signal then signal.event:bind("update", scene.update) signal.event:bind("draw", scene.draw) end return scene