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scenes.lua
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394 lines (350 loc) · 10.7 KB
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-- Scenes for Solar2D by ponywolf
-- define module
local M = {}
-- local
local list = {}
local stage = display.getCurrentStage()
-- public
-- scene has it's own stage
M.stage = display.newGroup()
stage:insert(M.stage)
-- scene has an always on top overlay group
M.overlay = display.newGroup()
M.overlay._isRenderer = true
stage:insert(M.overlay)
-- modal screen dim
local function dim(percent, modal)
local instance = display.newRect(
display.contentCenterX,
display.contentCenterY,
display.actualContentWidth * 2,
display.actualContentHeight * 2)
instance:setFillColor(0,0,0,1)
instance.alpha = percent or 0.5
instance.isHitTestable = true
if modal then
local function disable()
return instance.parent and instance.parent.isVisible
end
instance:addEventListener("touch", disable)
instance:addEventListener("tap", disable)
end
return instance
end
-- fade to black
local function fadeOut(onComplete, time, delay)
local color = { 0, 0, 0, 1 }
local instance = display.newRect(
display.contentCenterX,
display.contentCenterY,
display.actualContentWidth * 2,
display.actualContentHeight * 2)
instance:setFillColor(unpack(color))
instance.alpha = 0
local function destroy()
if onComplete then onComplete() end
display.remove(instance)
end
transition.to(instance, {alpha = 1, time = time or 500, delay = delay or 0, transition = easing.outQuad, onComplete=destroy})
return instance
end
-- fade from black
local function fadeIn(onComplete, time, delay)
local color = { 0, 0, 0, 1 }
local instance = display.newRect(
display.contentCenterX,
display.contentCenterY,
display.actualContentWidth,
display.actualContentHeight)
instance:setFillColor(unpack(color))
instance.alpha = 1
local function destroy()
if onComplete then onComplete() end
display.remove(instance)
end
transition.to(instance, {alpha = 0, time = time or 500, delay = delay or 1, transition = easing.outQuad, onComplete=destroy})
return instance
end
local function irisOut(onComplete, time, delay)
local color = { 0, 0, 0, 1 }
local x,y = display.contentCenterX, display.contentCenterY
local wide = display.actualContentHeight > display.actualContentWidth and display.actualContentHeight or display.actualContentWidth
local r = 128
local scale = wide/r + 0.15
local instance = display.newCircle(x,y,r)
instance:setStrokeColor(unpack(color))
instance:setFillColor(0,0,0,0)
instance.strokeWidth = 0
instance.xScale, instance.yScale = scale, scale
instance:setFillColor(0,0,0,0)
instance.alpha = 1
local function destroy()
if onComplete then onComplete() end
display.remove(instance)
end
transition.to(instance, {strokeWidth = 255, time = time or 500, delay = delay or 0, transition = easing.outQuad, onCancel = destroy, onComplete=destroy})
return instance
end
local function irisIn(onComplete, time, delay)
local color = { 0, 0, 0, 1 }
local x,y = display.contentCenterX, display.contentCenterY
local wide = display.actualContentHeight > display.actualContentWidth and display.actualContentHeight or display.actualContentWidth
local r = 128
local scale = wide/r + 0.15
local instance = display.newCircle(x,y,r)
instance:setStrokeColor(unpack(color))
instance:setFillColor(0,0,0,0)
instance.strokeWidth = 255
instance.xScale, instance.yScale = scale, scale
instance.alpha = 1
local function destroy()
if onComplete then onComplete() end
display.remove(instance)
end
transition.to(instance, {strokeWidth = 0, time = time or 500, delay = delay or 0, transition = easing.inQuad, onCancel = destroy, onComplete=destroy})
return instance
end
function M.list()
print("Scene list")
print("==========")
for k,_ in pairs(list) do
print ("Scene:",k)
end
print("==========")
end
function M.new(template, options)
local scene = require(template)
options = options or {}
local name = options.name or scene.name or template
M.current = scene
-- does the scene already exist?
if list[name] then
M.remove(name, options)
end
-- does the scene exist?
if not scene then
print ("ERROR: Scene does not exist", template)
return false
end
-- create scene's view
scene.view = display.newGroup()
local function hasView()
return (scene.view and scene.view.numChildren)
end
scene.view.isVisible = false
-- send resize event
local function resize(event)
if hasView() and scene.resize then
scene:resize(event)
end
end
Runtime:addEventListener("resize", resize)
-- send enterFrame event
local function enterFrame(event)
if hasView() and scene.enterFrame then
scene:enterFrame(event)
end
if scene._modal and scene._modal.toBack then
scene._modal:toBack()
end
end
Runtime:addEventListener("enterFrame", enterFrame)
-- if we're modal give us a dim
if options.modal then
scene._modal = dim(options.dim, true)
scene.view:insert(scene._modal)
scene._modal:toBack()
end
-- send finalize event
function scene.view:finalize(event)
Runtime:removeEventListener("resize", resize)
Runtime:removeEventListener("enterFrame", enterFrame)
if scene.finalize then
scene:finalize(event)
end
end
scene.view:addEventListener("finalize")
-- add scene to list
scene.name = name
list[name] = scene
scene.template = template
-- send create event
if scene.create then
scene:create({options = options})
end
return scene
end
function M.find(name)
M.list()
local scene = list[name]
if not scene then
print ("ERROR: Scene does not exist", name)
return false
end
return scene
end
function M.show(name, options)
local scene = list[name]
options = options or {}
local onComplete = options.onComplete
M.current = scene
-- does the scene exist?
if not scene then
print ("ERROR: Scene does not exist", name)
return false
end
if scene.resize then
scene:resize()
end
if options.transition == "fade" then
if scene.show then scene:show({phase = "began", options = options}) end
scene.view.isVisible = true
scene.view:toFront()
local function ended()
if scene.toBack then scene:toBack() end
if scene.show then scene:show({phase = "ended", options = options}) end
if onComplete then onComplete() end
end
M.overlay:insert(fadeIn(ended, options.time, options.delay))
M.overlay:toFront()
elseif options.transition == "iris" then
if scene.show then scene:show({phase = "began", options = options}) end
scene.view.isVisible = true
scene.view:toFront()
local function ended()
if scene.show then scene:show({phase = "ended", options = options}) end
if onComplete then onComplete() end
end
M.overlay:insert(irisIn(ended, options.time, options.delay))
M.overlay:toFront()
else -- no transition
if scene.show then scene:show({phase = "began", options = options}) end
scene.view.isVisible = true
scene.view:toFront()
if scene.show then scene:show({phase = "ended", options = options}) end
if onComplete then onComplete() end
end
end
function M.hide(name, options)
local scene = list[name]
options = options or {}
local onComplete = options.onComplete
local recycle = options.recycle
-- does the scene exist?
if not scene then
print ("ERROR: Scene does not exist", name)
return false
end
if options.transition == "fade" then
if scene.hide then scene:hide({phase = "began", options = options}) end
local function ended()
if scene and scene.view then
scene.view:toBack()
scene.view.isVisible = false
end
if scene.hide then scene:hide({phase = "ended", options = options}) end
if onComplete then onComplete() end
if recycle then display.remove(scene) end
end
M.overlay:insert(fadeOut(ended, options.time, options.delay, recycle))
M.overlay:toFront()
elseif options.transition == "iris" then
if scene.hide then scene:hide({phase = "began", options = options}) end
local function ended()
if scene and scene.view then
scene.view:toBack()
scene.view.isVisible = false
end
if scene.hide then scene:hide({phase = "ended", options = options}) end
if onComplete then onComplete() end
if recycle then display.remove(scene) end
end
M.overlay:insert(irisOut(ended, options.time, options.delay))
M.overlay:toFront()
else -- no transition
if scene.hide then scene:hide({phase = "began", options = options}) end
scene.view:toBack()
scene.view.isVisible = false
if scene.hide then scene:hide({phase = "ended", options = options}) end
if onComplete then onComplete() end
if recycle then display.remove(scene) end
end
end
function M.switch(name, options)
local current = M.current and M.current.name
if current then
options = options or {}
local finalComplete = options.onComplete
options.onComplete = function ()
if options.recycle then M.remove(current) end
options.onComplete = finalComplete
M.show(name, options)
end
M.hide(current, options)
else
print ("ERROR: Current scene does not exist")
end
end
function M.remove(name, options)
local scene = list[name]
options = options or {}
-- does the scene exist?
if not scene then
print ("ERROR: Scene does not exist", name)
return false
end
scene.view.isVisible = false
-- optional send a quick destroy before removing the scene
if scene.destroy then
scene:destroy()
end
-- kill all transitions, remove scene's view, should auto kick off finalize()
local function cancelTransition(group)
if group.numChildren then
for i = group.numChildren, 1, -1 do
cancelTransition(group[i])
end
else
transition.cancel(group)
end
end
cancelTransition(scene.view)
display.remove(scene.view)
package.loaded[scene.template] = nil
scene.view = nil
scene = nil
list[name] = nil
if options.collectgarbage then
collectgarbage()
end
end
function M.reload(name)
local current = M.find(name)
local template = current.template
print(current, template)
if name and template then
M.remove(name)
M.new(template)
else
print ("ERROR: Unable to reload", name)
end
end
function M.reboot(name, options)
local scene = list[name]
options = options or {}
-- does the scene exist?
if not scene then
print ("ERROR: Scene does not exist", name)
return false
end
local template = M.find(name) and M.find(name).template
if name and template then
local function reload()
M.remove(name, { collectgarbage = true })
M.new(template)
M.show(name, {transition = options.transition, time = options.time })
end
M.hide(name, {transition = options.transition, time = options.time, onComplete = reload })
end
end
return M