forked from Azurency/Civ6-UIFiles
-
Notifications
You must be signed in to change notification settings - Fork 1
/
PopupManager.lua
131 lines (117 loc) · 4.9 KB
/
PopupManager.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
-- Copyright 2019, Firaxis Games
-- Manager for (exclusive) popups that may request the engine to hold processing
-- until the player proceeds.
include("InputSupport");
ExclusivePopupManager =
{
-- ===========================================================================
-- MEMBERS
-- ===========================================================================
m_name = "";
m_pContext = nil;
m_eventID = 0;
m_priority = 0;
-- ===========================================================================
-- CTOR
-- ===========================================================================
new = function(self, name)
local o = {};
setmetatable(o, self);
self.__index = self;
if name==nil or name=="" then
name = "UnsetName";
local stack = where();
UI.DataAssert("Attempt to create a PopupManager but no name passed in! stack:"..stack);
end
o.m_name = name; -- A name could be derived via the context's GetID() at lock time, but requiring an explicit name helps track down bugs.
return o;
end,
-- ===========================================================================
-- Performs engine lock for a series of popups to be shown.
-- pContext The context to popup.
-- priority What popup priority to put the popup on the queue.
-- kParameters (optional) Popup paramters.
-- RETURNS true if lock was obtained
-- ===========================================================================
Lock = function( self, pContext:table, priority:number, kParameters:table )
if self.m_eventID ~= 0 then
UI.DataAssert("Attempt to re-lock '"..self.m_name.."' but it's already locked. This should only happen once per batch.");
return false;
end
if pContext == nil then
UI.DataAssert("Attempt to lock '"..self.m_name.."' but a nil context table was passed in.");
return false;
end
self.m_pContext = pContext;
self.m_priority = priority;
self.m_eventID = UI.ReferenceCurrentEvent();
print("PopupManager.LOCK '"..self.m_name.."', id: "..tostring(self.m_eventID)..", priority:"..tostring(self.m_priority));
if self.m_eventID == 0 then
UI.DataAssert("Attempt to lock '"..self.m_name.."' but no locking event was returned from engine.");
return false;
end
Input.PushActiveContext( InputContext.Reveal );
if self.m_priority == nil then self.m_priority = PopupPriority.Current; end
UIManager:QueuePopup( self.m_pContext, self.m_priority, kParameters);
return true;
end,
-- ===========================================================================
-- Releases only the sequence lock. This is used by popups that want to
-- transfer to using another event in the event queue
-- ===========================================================================
ReleaseSequenceLock = function( self )
if self.m_eventID ~= 0 then
UI.ReleaseEventID( self.m_eventID ); -- Release engine hold.
end
end,
-- ===========================================================================
-- Get a the sequence lock from the current event.
-- ===========================================================================
AcquireSequenceLock = function( self )
if self.m_eventID ~= 0 then
UI.ReleaseEventID( self.m_eventID ); -- Release engine hold.
end
self.m_eventID = UI.ReferenceCurrentEvent();
end,
-- ===========================================================================
Unlock = function( self )
if self.m_eventID == 0 then
UI.DataAssert("Attempt to Unlock '"..self.m_name.."' but it's already unlocked!");
if self.m_pContext:IsHidden() then -- Only leave early if this is already hidden.
return;
end
end
print("PopupManager.Unlock '"..self.m_name.."', id: "..tostring(self.m_eventID)..", priority:"..tostring(self.m_priority));
UIManager:DequeuePopup( self.m_pContext );
Input.PopContext();
UI.ReleaseEventID( self.m_eventID ); -- Release engine hold.
self.m_eventID = 0;
self.m_pContext = nil;
end,
-- ===========================================================================
IsLocked = function(self)
return (self.m_eventID ~= 0);
end,
-- ===========================================================================
-- Serialize out (save)
-- RETURNS: A table representing this object's internal state (minus Context)
-- ===========================================================================
ToTable = function(self)
return {
m_name = m_name,
m_eventID = m_eventID,
m_priority = m_priority
}
end,
-- ===========================================================================
-- Serialize in (restore)
-- Context cannot be saved across the save, for if this is a hot reload then
-- the old context is gone, and so it needs to be passed in.
-- ===========================================================================
FromTable = function( self, kSerial:table, pContext:table )
self.m_pContext = pContext;
self.m_name = kSerial.m_name;
self.m_eventID = kSerial.m_eventID;
self.m_priority = kSerial.m_priority;
end
}