Files
FoC-GameManager/Data/Scripts/Miscellaneous/GameManager/TutorialTextManager.lua
2026-03-10 19:14:24 -05:00

170 lines
5.1 KiB
Lua

require("GameManager/TutorialTextView")
---Manages multiple named tutorial text views, rendering only the active view.
---
---Views hold their own state independently. Only the current view is rendered
---to the screen. Switching views clears the screen and renders the new view's
---current state.
---
---@class TutorialTextManager
---@field Views table<string, TutorialTextView> All registered views by name.
---@field CurrentViewName string|nil The name of the currently active view.
TutorialTextManager = {}
TutorialTextManager.__index = TutorialTextManager
---Creates a new Tutorial Text Manager.
---@return TutorialTextManager
function TutorialTextManager:New()
local self = setmetatable({}, TutorialTextManager)
self.Views = {}
self.CurrentViewName = nil
return self
end
---Registers a new view. If a view with the given name already exists it is returned as-is.
---@param name string The view name.
---@return TutorialTextView
function TutorialTextManager:AddView(name)
if not self.Views[name] then
self.Views[name] = TutorialTextView:New(name)
end
return self.Views[name]
end
---Registers an existing view instance (e.g. a TutorialTextFeed).
---If a view with the same name already exists it is returned as-is.
---@param view TutorialTextView The view to register.
---@return TutorialTextView
function TutorialTextManager:RegisterView(view)
if not self.Views[view.Name] then
self.Views[view.Name] = view
end
return self.Views[view.Name]
end
---Returns a registered view by name, or nil if it does not exist.
---@param name string The view name.
---@return TutorialTextView|nil
function TutorialTextManager:GetView(name)
return self.Views[name]
end
---Switches the active view. Clears the screen then renders the new view's current state.
---@param name string The view name to activate.
function TutorialTextManager:SetCurrentView(name)
if self.CurrentViewName == name then
return
end
local oldView = self.Views[self.CurrentViewName]
if oldView then
oldView.IsActive = false
end
self:_ClearScreen()
self.CurrentViewName = name
local newView = self.Views[name]
if newView then
newView.IsActive = true
self:_RenderView(newView)
end
end
---Sets or updates a text entry in a view.
---If the view is currently active the change is immediately rendered to the screen.
---@param viewName string The view to update.
---@param key string The unique key for this entry.
---@param text string The display text.
---@param duration number|nil Duration in seconds, defaults to -1 (infinite).
---@param color ColorStruct|nil The text color, defaults to white.
function TutorialTextManager:UpdateEntry(viewName, key, text, duration, color)
local view = self.Views[viewName]
if not view then
return
end
view:SetEntry(key, text, duration, color)
if self.CurrentViewName == viewName then
local entry = view.Entries[key]
Add_Tutorial_Text(entry.Key, entry.Text, entry.Duration,
entry.Color.R, entry.Color.G, entry.Color.B, entry.Color.A)
end
end
---Removes a text entry from a view.
---If the view is currently active the entry is immediately removed from the screen.
---@param viewName string The view to update.
---@param key string The key to remove.
function TutorialTextManager:RemoveEntry(viewName, key)
local view = self.Views[viewName]
if not view then
return
end
view:RemoveEntry(key)
if self.CurrentViewName == viewName then
Remove_Tutorial_Text(key)
end
end
---Clears all entries from a view.
---If the view is currently active all entries are immediately removed from the screen.
---@param viewName string The view to clear.
function TutorialTextManager:ClearView(viewName)
local view = self.Views[viewName]
if not view then
return
end
if self.CurrentViewName == viewName then
self:_ClearScreen()
end
view:Clear()
end
---Removes all views and clears the screen.
function TutorialTextManager:Reset()
self:_ClearScreen()
self.Views = {}
self.CurrentViewName = nil
end
---Renders all entries of a view to the screen.
---@param view TutorialTextView
function TutorialTextManager:_RenderView(view)
for _, entry in pairs(view.Entries) do
Add_Tutorial_Text(entry.Key, entry.Text, entry.Duration,
entry.Color.R, entry.Color.G, entry.Color.B, entry.Color.A)
end
end
---Removes all entries of the current view from the screen.
function TutorialTextManager:_ClearScreen()
if not self.CurrentViewName then
return
end
local view = self.Views[self.CurrentViewName]
if not view then
return
end
for key in pairs(view.Entries) do
Remove_Tutorial_Text(key)
end
end
function TutorialTextManager:Debug()
local count = 0
for _ in pairs(self.Views) do count = count + 1 end
return string.format("TutorialTextManager (views: %d, current: '%s')",
count, self.CurrentViewName or "none")
end