1
0
Fork 0
mirror of https://github.com/Reuh/ubiquitousse.git synced 2025-10-27 17:19:31 +00:00
ubiquitousse/scene.lua
2016-04-26 14:55:33 +02:00

112 lines
4.4 KiB
Lua

-- abstract.scene
local abstract = require((...):match("^(.-abstract)%."))
local time = abstract.time
--- Returns the file path of the given module name.
local function getPath(modname)
local filepath = ""
for path in package.path:gmatch("[^;]+") do
local path = path:gsub("%?", (modname:gsub("%.", "/")))
local f = io.open(path)
if f then f:close() filepath = path break end
end
return filepath
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 abstract and is mostly a "recommended way" of organising an abstract-based game.
-- However, you don't have to use this if you don't want to. abstract.scene handles all the differents abstract-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
-- abstract.scene.new.
-- 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 abstract.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, abstract.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, abstract.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 abstract
current = nil,
--- The scene stack: list of scene, from the farest one to the nearest.
-- @impl abstract
stack = {},
--- Creates and returns a new Scene object.
-- @impl abstract
new = function()
return {
time = time.new(), -- Scene-specific TimerRegistry.
exit = function() end, -- Called when exiting a scene, and not expecting to come back (scene will 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 abstract.event.update on the current scene.
draw = function() end -- Called on each abstract.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, and then
-- the current scene will then be replaced by the new one.
-- @tparam string scenePath the new scene module name
-- @impl abstract
switch = function(scenePath)
if scene.current then scene.current.exit() end
scene.current = dofile(getPath(scenePath))
local i = #scene.stack
scene.stack[math.max(i, 1)] = scene.current
end,
--- Push a new scene to the scene stack.
-- Similar to abstract.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 abstract.scene.pop, the old scene
-- will be reused.
-- @tparam string scenePath the new scene module name
-- @impl abstract
push = function(scenePath)
if scene.current then scene.current.suspend() end
scene.current = dofile(getPath(scenePath))
table.insert(scene.stack, scene.current)
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 abstract
pop = function()
if scene.current then scene.current.exit() end
local previous = scene.stack[#scene.stack-1]
if previous then previous.resume() end
table.remove(scene.stack)
scene.current = previous
end,
--- Update the current scene.
-- Should be called in abstract.event.update.
-- @tparam number dt the delta-time
-- @impl abstract
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 abstract.event.draw.
-- @impl abstract
draw = function()
if scene.current then scene.current.draw() end
end
}
return scene