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ubiquitousse/scene/scene.lua

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7.5 KiB
Lua

--- Scene management for Lua game development.
--
-- 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
--
-- No mendatory dependency.
-- Optional dependencies:
--
-- * ubiquitousse.timer (to provide each scene a timer registry).
-- * ubiquitousse.signal (to bind to update and draw signal in signal.event).
-- @module scene
-- @usage
-- TODO
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 object.
-- @type Scene
local _ = {
--- The scene name.
-- @ftype string
name = name or "unamed",
--- Scene-specific `timer.TimerRegistry`, if uqt.time is available.
-- @ftype TimerRegistry
-- @ftype nil if uqt.time unavailable
timer = timer and timer.new(),
--- Scene-specific `signal.SignalRegistry`, if uqt.signal is available.
-- @ftype SignalRegistry
-- @ftype nil if uqt.signal unavailable
signal = signal and signal.new(),
--- Called when entering a scene.
-- @param ... additional arguments passed to `scene:switch` or `scene:push`
-- @callback
enter = function(self, ...) end,
--- Called when exiting a scene, and not expecting to come back (scene may be unloaded).
-- @callback
exit = function(self) end,
--- Called when suspending a scene, and expecting to come back (scene won't be unloaded).
-- @callback
suspend = function(self) end,
--- Called when resuming a suspended scene (after calling suspend).
-- @callback
resume = function(self) end,
--- Called on each update on the current scene.
-- @tparam number dt the delta time
-- @param ... additional arguments passed to `scene:update`
-- @callback
update = function(self, dt, ...) end,
--- Called on each draw on the current scene.
-- @param ... additional arguments passed to `scene:draw`
-- @callback
draw = function(self, ...) end
}
--- Module.
-- @section module
local scene
scene = {
--- The current `Scene` object.
-- @ftype Scene
current = nil,
--- Shortcut for scene.current.timer, the current scene `timer.TimerRegistry`.
-- @ftype TimerRegistry
-- @ftype nil if uqt.time unavailable
timer = nil,
--- Shortcut for scene.current.signal, the current scene `timer.SignalRegistry`.
-- @ftype SignalRegistry
-- @ftype nil if uqt.signal unavailable
signal = nil,
--- The scene stack: list of scene, from the farest one to the nearest.
-- @ftype {Scene,...}
stack = {},
--- A prefix for scene modules names.
-- Will search in the "scene" directory by default (`prefix="scene."`). Redefine it to fit your own ridiculous filesystem.
-- @ftype string
prefix = "scene.",
--- Creates and returns a new Scene object.
-- @tparam[opt="unamed"] string name the new scene name
-- @treturn Scene
new = function(name)
return {
name = name or "unamed",
timer = timer and timer.new(),
signal = signal and signal.new(),
enter = function(self, ...) end,
exit = function(self) end,
suspend = function(self) end,
resume = function(self) end,
update = function(self, dt, ...) end,
draw = function(self, ...) end
}
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
-- @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