order inc files to folders
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102
inc/window/window.popup.lua
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102
inc/window/window.popup.lua
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function PopupWindow.set_dialog_node(node_key)
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local npc = Context.dialog.active_entity
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local node = npc.dialog[node_key]
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if not node then
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GameWindow.set_state(WINDOW_GAME)
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return
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end
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Context.dialog.current_node_key = node_key
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Context.dialog.text = node.text
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local menu_items = {}
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if node.options then
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for _, option in ipairs(node.options) do
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table.insert(menu_items, {
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label = option.label,
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action = function()
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PopupWindow.set_dialog_node(option.next_node)
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end
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})
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end
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end
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-- if no options, it's the end of this branch.
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if #menu_items == 0 then
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table.insert(menu_items, {
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label = "Go back",
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action = function() GameWindow.set_state(WINDOW_GAME) end
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})
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end
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Context.dialog.menu_items = menu_items
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Context.dialog.selected_menu_item = 1
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Context.dialog.showing_description = false
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GameWindow.set_state(WINDOW_POPUP)
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end
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function PopupWindow.update()
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if Context.dialog.showing_description then
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if Input.menu_confirm() or Input.menu_back() then
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Context.dialog.showing_description = false
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Context.dialog.text = "" -- Clear the description text
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-- No need to change active_window, as it remains in WINDOW_POPUP or WINDOW_INVENTORY_ACTION
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end
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else
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Context.dialog.selected_menu_item = UI.update_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item)
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if Input.menu_confirm() then
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local selected_item = Context.dialog.menu_items[Context.dialog.selected_menu_item]
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if selected_item and selected_item.action then
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selected_item.action()
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end
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end
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if Input.menu_back() then
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GameWindow.set_state(WINDOW_GAME)
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end
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end
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end
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function PopupWindow.show_menu_dialog(entity, menu_items, dialog_active_window)
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Context.dialog.active_entity = entity
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Context.dialog.text = "" -- Initial dialog text is empty, name is title
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GameWindow.set_state(dialog_active_window or WINDOW_POPUP)
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Context.dialog.showing_description = false
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Context.dialog.menu_items = menu_items
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Context.dialog.selected_menu_item = 1
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end
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function PopupWindow.show_description_dialog(entity, description_text)
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Context.dialog.active_entity = entity
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Context.dialog.text = description_text
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GameWindow.set_state(WINDOW_POPUP)
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Context.dialog.showing_description = true
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-- No menu items needed for description dialog
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end
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function PopupWindow.draw()
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rect(40, 40, 160, 80, Config.colors.black)
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rectb(40, 40, 160, 80, Config.colors.green)
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-- Display the entity's name as the dialog title
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if Context.dialog.active_entity and Context.dialog.active_entity.name then
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print(Context.dialog.active_entity.name, 120 - #Context.dialog.active_entity.name * 2, 45, Config.colors.green)
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end
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-- Display the dialog content (description for "look at", or initial name/dialog for others)
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local wrapped_lines = UI.word_wrap(Context.dialog.text, 25) -- Max 25 chars per line
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local current_y = 55 -- Starting Y position for the first line of content
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for _, line in ipairs(wrapped_lines) do
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print(line, 50, current_y, Config.colors.light_grey)
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current_y = current_y + 8 -- Move to the next line (8 pixels for default font height + padding)
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end
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-- Adjust menu position based on the number of wrapped lines
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if not Context.dialog.showing_description then
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UI.draw_menu(Context.dialog.menu_items, Context.dialog.selected_menu_item, 50, current_y + 2)
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else
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print("[A] Go Back", 50, current_y + 10, Config.colors.green)
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end
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end
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