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https://github.com/britzl/monarch.git
synced 2025-06-27 10:27:49 +02:00
Allow data to be passed when showing or going back
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149c50221c
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09e2478378
@ -181,6 +181,69 @@ nodes {
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text_leading: 1.0
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text_tracking: 0.0
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}
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nodes {
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position {
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x: 320.0
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y: 1050.0
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z: 0.0
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w: 1.0
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}
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rotation {
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x: 0.0
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y: 0.0
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z: 0.0
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w: 1.0
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}
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scale {
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x: 1.0
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y: 1.0
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z: 1.0
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w: 1.0
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}
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size {
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x: 200.0
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y: 100.0
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z: 0.0
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w: 1.0
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}
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color {
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x: 1.0
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y: 1.0
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z: 1.0
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w: 1.0
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}
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type: TYPE_TEXT
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blend_mode: BLEND_MODE_ALPHA
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text: "<text>"
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font: "example"
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id: "level"
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xanchor: XANCHOR_NONE
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yanchor: YANCHOR_NONE
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pivot: PIVOT_CENTER
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outline {
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x: 1.0
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y: 1.0
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z: 1.0
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w: 1.0
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}
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shadow {
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x: 1.0
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y: 1.0
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z: 1.0
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w: 1.0
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}
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adjust_mode: ADJUST_MODE_FIT
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line_break: false
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parent: "root"
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layer: ""
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inherit_alpha: true
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alpha: 1.0
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outline_alpha: 1.0
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shadow_alpha: 1.0
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template_node_child: false
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text_leading: 1.0
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text_tracking: 0.0
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}
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material: "/builtins/materials/gui.material"
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adjust_reference: ADJUST_REFERENCE_PARENT
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max_nodes: 512
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@ -4,6 +4,9 @@ local transitions = require "monarch.transitions.gui"
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function init(self)
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msg.post(".", "acquire_input_focus")
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local data = monarch.data(hash("game"))
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gui.set_text(gui.get_node("level"), tostring(data.level))
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self.transition = transitions.create(gui.get_node("root"))
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.show_in(transitions.slide_in_right, gui.EASING_OUTQUAD, 0.6, 0)
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.show_out(transitions.slide_out_left, gui.EASING_INQUAD, 0.6, 0)
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@ -14,7 +17,7 @@ end
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function on_input(self, action_id, action)
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if action_id == hash("touch") and action.released then
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if gui.pick_node(gui.get_node("win_button"), action.x, action.y) then
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monarch.show(hash("menu"), { clear = true }, function()
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monarch.show(hash("menu"), { clear = true }, nil, function()
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print("showing menu done")
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end)
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end
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@ -14,7 +14,7 @@ end
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function on_input(self, action_id, action)
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if action_id == hash("touch") and action.released then
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if gui.pick_node(gui.get_node("startgame_button"), action.x, action.y) then
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monarch.show(hash("popup"), nil, function()
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monarch.show(hash("popup"), nil, nil, function()
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print("showing popup done")
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end)
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end
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@ -18,7 +18,7 @@ function on_input(self, action_id, action)
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if action_id == hash("touch") and action.released then
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if gui.pick_node(self.ok, action.x, action.y) then
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print("ok")
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monarch.show(hash("pregame"), nil, function()
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monarch.show(hash("pregame"), nil, nil, function()
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print("pregame show done")
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end)
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elseif gui.pick_node(self.cancel, action.x, action.y) then
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@ -17,7 +17,7 @@ function on_input(self, action_id, action)
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if action_id == hash("touch") and action.released then
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if gui.pick_node(self.play, action.x, action.y) then
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print("play")
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monarch.show(hash("game"), nil, function()
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monarch.show(hash("game"), nil, { level = 1 }, function()
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print("showing game done")
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end)
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elseif gui.pick_node(self.back, action.x, action.y) then
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@ -116,16 +116,27 @@ local function back_out(screen, cb)
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end
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--- Get data associated with a screen
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-- @param id Id of the screen to get data for
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-- @return Data associated with the screen
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function M.data(id)
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assert(id, "You must provide a screen id")
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assert(screens[id], ("There is no screen registered with id %s"):format(tostring(id)))
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return screens[id].data
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end
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--- Show a new screen
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-- @param id Id of the screen to show
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-- @param options Table with options when showing the screen (can be nil). Valid values:
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-- * clear - Set to true if the stack should be cleared down to an existing instance of the screen
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-- @param data Optional data to set on the screen. Can be retrieved by the data() function
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-- @ param cb Optional callback to invoke when screen is shown
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function M.show(id, options, cb)
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function M.show(id, options, data, cb)
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assert(id, "You must provide a screen id")
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assert(screens[id], ("There is no screen registered with id %s"):format(tostring(id)))
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local screen = screens[id]
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screen.data = data
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-- manipulate the current top
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-- close popup if needed
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@ -163,13 +174,17 @@ end
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-- Go back to the previous screen in the stack
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-- @param data Optional data to set for the previous screen
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-- @param cb Optional callback to invoke when the previous screen is visible again
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function M.back(cb)
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function M.back(data, cb)
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local screen = table.remove(stack)
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if screen then
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back_out(screen, cb)
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local top = stack[#stack]
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if top then
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if data then
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screen.data = data
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end
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back_in(top, screen)
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end
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elseif cb then
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