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layermgr.lua
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--[[
* The MIT License
* Copyright (C) 2012 Derick Dong ([email protected]). All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
FILE: layermgr.lua
DESCRIPTION: Maintains a list of layers
AUTHOR: Derick Dong
VERSION: 0.2
MOAI VERSION: v1.0 r3
CREATED: 4-14-12
]]
local _M = {}
local layers = {}
local visibleLayers = {}
local function Layer()
local t = {}
t.name = ""
t.priority = 0
t.moaiLayer = nil
return t
end
local function refreshRenderTable(layerList)
MOAIRenderMgr.setRenderTable(layerList)
end
local function addLayerToRendering(layer)
local flag = false
for i, v in ipairs(visibleLayers) do
if (layer.priority < v.priority) then
table.insert(visibleLayers, i, layer)
flag = true
break
end
end
if (not flag) then
visibleLayers[#visibleLayers + 1] = layer
end
local moaiLayers = {}
for i, v in ipairs(visibleLayers) do
moaiLayers[#moaiLayers + 1] = v.moaiLayer
end
refreshRenderTable(moaiLayers)
end
function _M.addLayer(name, priority, moaiLayer)
local layer = layers[name]
if (nil == layer) then
layer = Layer()
layers[name] = layer
end
layer.name = name
layer.priority = priority
layer.moaiLayer = moaiLayer
addLayerToRendering(layer)
end
function _M.createLayer(name, priority)
local layer = MOAILayer.new()
_M.addLayer(name, priority, layer)
return layer
end
function _M.getLayer(name)
return layers[name]
end
function _M.showLayer(name)
local layer = layers[name]
if (nil == layer) then return end
for i, v in ipairs(visibleLayers) do
if (v == layer) then return end
end
addLayerToRendering(layer)
end
function _M.hideLayer(name)
local flag = false
for i, v in ipairs(visibleLayers) do
if (v.name == name) then
flag = true
table.remove(visibleLayers, i)
break
end
end
if (false == flag) then return end
refreshRenderTable(visibleLayers)
end
return _M