Initial menu system by claude
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68
luprex/lua/menu.lua
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68
luprex/lua/menu.lua
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----------------------------------------------------------------
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--
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-- To add a menu to an object (such as a Brick Oven), you will
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-- be adding a function 'lookmenu' to the appropriate class,
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-- like this:
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--
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-- function brickoven.lookmenu(add)
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-- add("Light Oven", function () ... end)
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-- add("Add Fuel", function () ... end)
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-- end
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--
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-- This function will get called twice: once in a 'probe' when
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-- Unreal wants to know what menu items exist, and a second time
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-- in an 'invoke' to find the right closure. The 'add' function
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-- which is passed in can therefore be one of two functions.
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--
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-- In probe mode, the goal is to build up an array that looks
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-- like this:
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--
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-- {"Light Oven", "Add Fuel"}
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--
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-- So therefore, in probe mode, the 'add' function is a closure
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-- that adds the label to the array.
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--
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-- In invoke mode, the goal is to find the right closure. So
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-- therefore, in invoke mode, the 'add' function is a closure
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-- that compares the label to the menu item which was already
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-- selected. If there's a match, it records the closure.
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--
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----------------------------------------------------------------
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makeclass('engio')
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function engio.getmenu()
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local class = tangible.getclass(place)
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-- if the tangible doesn't have a 'lookmenu' function, do nothing
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if class == nil or class.lookmenu == nil then
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return {}
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end
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local items = {}
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local add = function(label, closure)
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table.insert(items, label)
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end
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class.lookmenu(add)
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return items
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end
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function engio.pressmenu(label)
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local class = tangible.getclass(place)
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-- if the tangible doesn't have a 'lookmenu' function, do nothing
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if class == nil or class.lookmenu == nil then
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return
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end
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local result = nil
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local add = function(lbl, closure)
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if (lbl == label) then
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result = closure
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end
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end
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class.lookmenu(add)
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if result ~= nil then
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result()
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end
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end
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