79 lines
3.0 KiB
Lua
79 lines
3.0 KiB
Lua
function GameWindow.draw()
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local currentScreenData = Context.screens[Context.current_screen]
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UI.draw_top_bar(currentScreenData.name)
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if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
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local available_desitions = {}
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for _, desition_id in ipairs(currentScreenData.decisions) do
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local desition_obj = DesitionManager.get(desition_id)
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if desition_obj and desition_obj.condition() then -- Check condition directly
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table.insert(available_desitions, desition_obj)
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end
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end
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-- If no available desitions, display nothing or a message
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if #available_desitions > 0 then
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UI.draw_desition_selector(available_desitions, Context.selected_desition_index)
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end
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end
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end
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function GameWindow.update()
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if Input.menu_back() then
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Context.active_window = WINDOW_MENU
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MenuWindow.refresh_menu_items()
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return
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end
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-- Handle screen changing using up/down
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if Input.up() then
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Context.current_screen = Context.current_screen - 1
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if Context.current_screen < 1 then
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Context.current_screen = #Context.screens
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end
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Context.selected_desition_index = 1 -- Reset selected decision on screen change
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elseif Input.down() then
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Context.current_screen = Context.current_screen + 1
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if Context.current_screen > #Context.screens then
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Context.current_screen = 1
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end
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Context.selected_desition_index = 1 -- Reset selected decision on screen change
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end
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local currentScreenData = Context.screens[Context.current_screen]
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if currentScreenData and currentScreenData.decisions and #currentScreenData.decisions > 0 then
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local available_desitions = {}
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for _, desition_id in ipairs(currentScreenData.decisions) do
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local desition_obj = DesitionManager.get(desition_id)
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if desition_obj and desition_obj.condition() then -- Check condition directly
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table.insert(available_desitions, desition_obj)
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end
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end
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-- If no available desitions, we can't update or execute
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if #available_desitions == 0 then return end
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-- Update selected decision using left/right inputs
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local new_selected_desition_index = UI.update_desition_selector(
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available_desitions,
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Context.selected_desition_index
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)
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-- Only update Context if the selection actually changed to avoid unnecessary re-assignment
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if new_selected_desition_index ~= Context.selected_desition_index then
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Context.selected_desition_index = new_selected_desition_index
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end
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-- Execute selected decision on Input.select()
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if Input.select() then
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local selected_desition = available_desitions[Context.selected_desition_index]
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if selected_desition and selected_desition.handle then -- Call handle directly
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Audio.sfx_select() -- Play sound for selection
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selected_desition.handle()
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end
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end
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end
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end
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function GameWindow.set_state(new_state)
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Context.active_window = new_state
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-- Add any state-specific initialization/cleanup here later if needed
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end |