mirror of
https://github.com/bryanthaboi/gen1recomp.git
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57 lines
1.5 KiB
Lua
57 lines
1.5 KiB
Lua
-- Game state stack. The top state updates; all states draw bottom-up
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-- (so a text box can overlay the overworld, a battle replaces it, etc).
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-- States are tables with optional enter/exit/update/draw/isOpaque.
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local Runtime = require("src.mods.Runtime")
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local StateStack = {}
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function StateStack:init()
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self.states = {}
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end
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-- screen.pushed/popped fire after enter/exit so listeners observe the
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-- settled state; the wants guard keeps the no-listener path allocation-free
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function StateStack:push(state, ...)
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table.insert(self.states, state)
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if state.enter then state:enter(...) end
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if Runtime.wants("screen.pushed") then
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Runtime.emit("screen.pushed", { state = state })
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end
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end
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function StateStack:pop()
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local state = table.remove(self.states)
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if state and state.exit then state:exit() end
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if state and Runtime.wants("screen.popped") then
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Runtime.emit("screen.popped", { state = state })
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end
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return state
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end
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function StateStack:top()
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return self.states[#self.states]
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end
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function StateStack:update(dt)
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local top = self:top()
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if top and top.update then top:update(dt) end
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end
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-- index of the lowest state drawn this frame (highest opaque, else 1)
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function StateStack:visibleBase()
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for i = #self.states, 1, -1 do
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if self.states[i].isOpaque then return i end
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end
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return 1
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end
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function StateStack:draw()
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for i = self:visibleBase(), #self.states do
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if self.states[i].draw then self.states[i]:draw() end
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end
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end
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return StateStack
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