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- local imgui = require("imgui")
- local Action = require("node.action")
- local Condition = require("node.condition")
- local function coro_test (action)
- for i=0,100 do
- action.progress = i/100
- coroutine.yield( )
- end
- end
- local function coro_test_longer (action)
- for i=0,400 do
- action.progress = i/400
- coroutine.yield( )
- end
- end
- local array = {
- Action(coroutine.create( coro_test )),
- Action(coroutine.create( coro_test )),
- Action(coroutine.create( coro_test )),
- Condition("and", {Action(coroutine.create( coro_test )), Action(coroutine.create( coro_test_longer ))}),
- Condition("and", {Action(), Action(coroutine.create(function() coroutine.yield() end))}),
- Condition("and", {Action(coroutine.create(function() coroutine.yield() end)), Action(coroutine.create(function() coroutine.yield() end))}),
- Condition("or", {Action(coroutine.create( coro_test )), Action(coroutine.create( coro_test_longer ))}),
- Condition("or", {Action(), Action(coroutine.create(function() coroutine.yield() end))}),
- Condition("or", {Action(coroutine.create(function() coroutine.yield() end)), Action(coroutine.create(function() coroutine.yield() end))})
- }
- for i,node in ipairs(array) do node.id = i end
- local selected_node = nil
- function not_in(v,t)
- for k,e in ipairs(t) do
- if v == e then return false end
- end
- return true
- end
- function draw_array()
- imgui.Begin("Array")
- imgui.BeginChild("", 0,0, true)
- imgui.Columns(2)
- for i,node in ipairs(array) do
- local current_selected_node = node:draw_debug()
- if current_selected_node then
- selected_node = current_selected_node
- end
- end
- imgui.NextColumn()
- if selected_node then
- imgui.Text(selected_node.name)
- imgui.Text(selected_node.id)
- imgui.Text("Is finished "..tostring(selected_node:is_finished()))
- end
- imgui.Button("OK")
- imgui.EndChild()
- imgui.End()
- end
- local iui_state = {
- array={cbk = draw_array, show=true}
- }
- function love.load()
- end
- function love.update(dt)
- imgui.NewFrame()
- for _,node in ipairs(array) do
- node:update(dt)
- if not node:is_finished() then break end
- end
- end
- function love.draw()
- if imgui.BeginMainMenuBar() then
- if imgui.BeginMenu("Test") then
- for k,v in pairs(iui_state) do
- if imgui.MenuItem(k, nil, v.show) then
- iui_state[k].show = not iui_state[k].show
- end
- end
- imgui.EndMenu()
- end
- end
- imgui.EndMainMenuBar()
- for k,v in pairs(iui_state) do
- if v.show then v.cbk() end
- end
- imgui.Render()
- end
- function love.quit()
- imgui.ShutDown()
- end
- --
- -- User inputs
- --
- function love.textinput(t)
- imgui.TextInput(t)
- if not imgui.GetWantCaptureKeyboard() then
- -- Pass event to the game
- end
- end
- function love.keypressed(key)
- imgui.KeyPressed(key)
- if not imgui.GetWantCaptureKeyboard() then
- -- Pass event to the game
- end
- end
- function love.keyreleased(key)
- imgui.KeyReleased(key)
- if not imgui.GetWantCaptureKeyboard() then
- -- Pass event to the game
- end
- end
- function love.mousemoved(x, y)
- imgui.MouseMoved(x, y)
- if not imgui.GetWantCaptureMouse() then
- -- Pass event to the game
- end
- end
- function love.mousepressed(x, y, button)
- imgui.MousePressed(button)
- if not imgui.GetWantCaptureMouse() then
- -- Pass event to the game
- end
- end
- function love.mousereleased(x, y, button)
- imgui.MouseReleased(button)
- if not imgui.GetWantCaptureMouse() then
- -- Pass event to the game
- end
- end
- function love.wheelmoved(x, y)
- imgui.WheelMoved(y)
- if not imgui.GetWantCaptureMouse() then
- -- Pass event to the game
- end
- end
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