mirror of
https://github.com/Reuh/ubiquitousse.git
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133 lines
5.8 KiB
Lua
133 lines
5.8 KiB
Lua
-- ubiquitousse.scene
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local uqt = require((...):match("^(.-ubiquitousse)%."))
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local m = uqt.module
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--- Returns the file path of the given module name.
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local function getPath(modname)
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local filepath = ""
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for path in package.path:gmatch("[^;]+") do
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path = path:gsub("%?", (modname:gsub("%.", "/")))
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local f = io.open(path)
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if f then f:close() filepath = path break end
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end
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return filepath
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end
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--- Scene management.
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-- You can use use scenes to seperate the different states of your game: for example, a menu scene and a game scene.
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-- This module is fully implemented in Ubiquitousse and is mostly a "recommended way" of organising an Ubiquitousse-based game.
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-- However, you don't have to use this if you don't want to. ubiquitousse.scene handles all the differents Ubiquitousse-states and
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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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-- 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 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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-- * all scene exit/suspend callbacks are called before scene enter/resume callbacks
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local scene
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scene = {
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--- The current scene table.
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-- @impl ubiquitousse
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current = nil,
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--- The scene stack: list of scene, from the farest one to the nearest.
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-- @impl ubiquitousse
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stack = {},
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--- A prefix for scene modules names
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-- @impl ubiquitousse
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prefix = "",
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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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new = function(name)
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return {
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name = name or "unamed", -- The scene name.
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time = m.time and uqt.time.new(), -- Scene-specific TimerRegistry, if uqt.time is enabled.
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enter = function(self, ...) end, -- Called when entering a scene.
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exit = function(self) end, -- Called when exiting a scene, and not expecting to come back (scene may be unloaded).
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suspend = function(self) end, -- Called when suspending a scene, and expecting to come back (scene won't be unloaded).
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resume = function(self) end, -- Called when resuming a suspended scene (after calling suspend).
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update = function(self, dt, ...) end, -- Called on each ubiquitousse.event.update on the current scene.
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draw = function(self, ...) end -- Called on each ubiquitousse.event.draw on the current scene.
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}
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end,
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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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-- 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 scenePath the new scene module name
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-- @param ... arguments to pass to the scene's enter function
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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 = dofile(getPath(scene.prefix..scenePath))
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scene.current.name = scenePath
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if previous then previous:exit() end
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scene.current:enter(...)
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scene.stack[math.max(#scene.stack, 1)] = scene.current
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end,
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--- Push a new scene to the scene stack.
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-- Similar to ubiquitousse.scene.switch, except suspend is called on the current scene instead of exit,
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-- and the current scene is not replaced: when the new scene call ubiquitousse.scene.pop, the old scene
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-- will be reused.
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-- @tparam string scenePath the new scene module name
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-- @param ... arguments to pass to the scene's enter function
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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 = dofile(getPath(scene.prefix..scenePath))
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scene.current.name = scenePath
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if previous then previous:suspend() end
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scene.current:enter(...)
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table.insert(scene.stack, scene.current)
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end,
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--- Pop the current scene from the scene stack.
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-- The previous scene will be set as the current scene, then the current scene exit function will be called,
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-- then the previous scene resume function will be called, and then the current scene will be removed from the stack.
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-- @impl ubiquitousse
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pop = function()
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local previous = scene.current
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scene.current = scene.stack[#scene.stack-1]
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if previous then previous:exit() end
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if scene.current then scene.current:resume() end
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table.remove(scene.stack)
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end,
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--- Update the current scene.
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-- Should be called in ubiquitousse.event.update.
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-- @tparam number dt the delta-time (milisecond)
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-- @param ... arguments to pass to the scene's update function after dt
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-- @impl ubiquitousse
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update = function(dt, ...)
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if scene.current then
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if m.time then scene.current.time.update(dt) end
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scene.current:update(dt, ...)
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end
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end,
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--- Draw the current scene.
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-- Should be called in ubiquitousse.event.draw.
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-- @param ... arguments to pass to the scene's draw function
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-- @impl ubiquitousse
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draw = function(...)
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if scene.current then scene.current:draw(...) end
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end
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}
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return scene
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