Reworked events to use hooked events
This commit is contained in:
parent
4dba1135bc
commit
1a0e10e3bd
257
gui/init.lua
257
gui/init.lua
@ -1,4 +1,5 @@
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local multi,thread = require("multi"):init()
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local utf8 = require("utf8")
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local multi, thread = require("multi"):init()
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local GLOBAL, THREAD = require("multi.integration.loveManager"):init()
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local color = require("gui.color")
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local gui = {}
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@ -10,7 +11,6 @@ local cursor_hand = love.mouse.getSystemCursor("hand")
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local clips = {}
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local max, min, abs, rad, floor, ceil = math.max, math.min, math.abs, math.rad, math.floor,math.ceil
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local frame, image, text, box, video = 0, 1, 2, 4, 8
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local has_moonshine, moonshine = pcall(require,"moonshine")
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local global_drag
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gui.__index = gui
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@ -18,6 +18,65 @@ gui.MOUSE_PRIMARY = 1
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gui.MOUSE_SECONDARY = 2
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gui.MOUSE_MIDDLE = 3
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-- Connections
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gui.Events = {}
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gui.Events.OnQuit = multi:newConnection()
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gui.Events.OnDirectoryDropped = multi:newConnection()
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gui.Events.OnDisplayRotated = multi:newConnection()
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gui.Events.OnFilesDropped = multi:newConnection()
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gui.Events.OnFocus = multi:newConnection()
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gui.Events.OnMouseFocus = multi:newConnection()
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gui.Events.OnResized = multi:newConnection()
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gui.Events.OnVisible = multi:newConnection()
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gui.Events.OnKeyPressed = multi:newConnection()
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gui.Events.OnKeyReleased = multi:newConnection()
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gui.Events.OnTextEdited = multi:newConnection()
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gui.Events.OnTextInputed = multi:newConnection()
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gui.Events.OnMouseMoved = multi:newConnection()
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gui.Events.OnMousePressed = multi:newConnection()
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gui.Events.OnMouseReleased = multi:newConnection()
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gui.Events.OnWheelMoved = multi:newConnection()
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gui.Events.OnTouchMoved = multi:newConnection()
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gui.Events.OnTouchPressed = multi:newConnection()
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gui.Events.OnTouchReleased = multi:newConnection()
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-- Hooks
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local function Hook(funcname, func)
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if love[funcname] then
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local cache = love[funcname]
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love[funcname] = function(...)
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cache(...)
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func({},...)
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end
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else
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love[funcname] = function(...) func({},...) end
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end
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end
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-- This will run the hooks after everything has loaded
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updater:newTask(function()
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Hook("quit", gui.Events.OnQuit.Fire)
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Hook("directorydropped", gui.Events.OnDirectoryDropped.Fire)
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Hook("displayrotated", gui.Events.OnDisplayRotated.Fire)
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Hook("filedropped", gui.Events.OnFilesDropped.Fire)
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Hook("focus", gui.Events.OnFocus.Fire)
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Hook("mousefocus", gui.Events.OnMouseFocus.Fire)
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Hook("resize", gui.Events.OnResized.Fire)
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Hook("visible", gui.Events.OnVisible.Fire)
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Hook("keypressed", gui.Events.OnKeyPressed.Fire)
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Hook("keyreleased", gui.Events.OnKeyReleased.Fire)
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Hook("textedited", gui.Events.OnTextEdited.Fire)
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Hook("textinput", gui.Events.OnTextInputed.Fire)
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Hook("mousemoved", gui.Events.OnMouseMoved.Fire)
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Hook("mousepressed", gui.Events.OnMousePressed.Fire)
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Hook("mousereleased", gui.Events.OnMouseReleased.Fire)
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Hook("wheelmoved", gui.Events.OnWheelMoved.Fire)
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Hook("touchmoved", gui.Events.OnTouchMoved.Fire)
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Hook("touchpressed", gui.Events.OnTouchPressed.Fire)
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Hook("touchreleased", gui.Events.OnTouchReleased.Fire)
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end)
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-- Utils
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function gui:move(x,y)
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@ -222,9 +281,10 @@ function gui:newBase(typ,x, y, w, h, sx, sy, sw, sh)
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c.rotation = 0
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c.maxMouseButtons = 5
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c.WhilePressing = multi:newConnection()
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c.OnPressed = multi:newConnection()
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c.OnPressedOuter = multi:newConnection()
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c.OnReleased = multi:newConnection()
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c.OnReleasedOuter = multi:newConnection()
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c.OnDragStart = multi:newConnection()
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c.OnDragging = multi:newConnection()
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@ -235,111 +295,53 @@ function gui:newBase(typ,x, y, w, h, sx, sy, sw, sh)
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c.OnMoved = multi:newConnection()
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-- Mouse event thread
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buildBackBetter = function()
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c:newThread(function()
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local dragging = false
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local waiting = {}
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local pressed = {}
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local ox, oy = 0, 0
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local mox, moy = 0, 0
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local entered = false
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local moved = false
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local mx, my
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local movedFunc = thread:newFunction(function(self,ref,mx,my)
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self:Pause()
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thread.hold(function()
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return ref:canPress(mx,my)
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end)
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ref.OnExit(ref,mx,my)
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entered = false
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self:Resume()
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end)
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local releaseFunc = thread:newFunction(function(self, ref, mx, my, i)
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self:Pause()
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thread.hold(function() return not(love.mouse.isDown(i)) end)
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if pressed[i] then
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pressed[i] = false
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waiting[i] = false
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ref.OnReleased:Fire(ref, i, mx, my)
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end
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self:Resume()
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end)
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while true do
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thread.hold(function() -- Only Progress thread if events are subscribed to!
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return c.active and (draggable or c.OnEnter:hasConnections() or c.OnExit:hasConnections() or c.WhilePressing:hasConnections() or c.OnPressed:hasConnections() or c.OnReleased:hasConnections() or c.OnDragStart:hasConnections() or c.OnDragging:hasConnections() or c.OnDragEnd:hasConnections())
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end)
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thread.sleep(.01) -- Limits the potiential speed for events to 1/200. So 200 fps max, to be fair pressing mouse click 200 times by hand in a second is probably not possible
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if not love.mouse.isDown(1,2,3,4,5) then
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dragging = false
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waiting = {}
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pressed = {}
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ox, oy = 0, 0
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entered = false
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mx, my = nil, nil
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global_drag = nil
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end
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local x, y, w, h = c:getAbsolutes()
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mx, my = love.mouse.getPosition()
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--thread.hold(function() return c:canPress(mx,my) end)
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moved = false
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-- mouse moved
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if mx~=mox or my~=moy then
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moved = true
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c.OnMoved:Fire(c, mx - mox, my - moy)
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mox = mx
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moy = my
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end
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-- enter/exit
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if moved and not entered and c:canPress(mx,my) then
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entered = true
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c.OnEnter:Fire(c,mx,my)
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movedFunc(movedFunc, c, mx, my)
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end
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local pressed = false
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-- pressed/released/drag events
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for i=1,c.maxMouseButtons do
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if dragging and i == dragbutton then
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c.OnDragging:Fire(c, mx - ox, my - oy, mx, my)
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ox = mx
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oy = my
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end
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if love.mouse.isDown(i) and c:canPress(mx,my) then
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if not pressed[i] then
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if draggable and love.mouse.isDown(dragbutton) and (not global_drag or global_drag == c) then
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if not dragging and not c:isBeingCovered(mx, my) then
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global_drag = c
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c.OnDragStart:Fire(c, mx, my)
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ox, oy = mx, my
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dragging = true
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c:newThread(function()
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thread.hold(function() return not(love.mouse.isDown(dragbutton)) end)
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gui.Events.OnMouseMoved(function(x, y, dx, dy, istouch)
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if c:canPress(x,y) then
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c.OnMoved:Fire(c,x, y, dx, dy, istouch)
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entered = true
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c.OnEnter:Fire(c, x, y)
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if dragging then
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global_drag = nil
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c.OnDragging:Fire(c, dx, dy, x, y, istouch)
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end
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elseif entered then
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entered = false
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c.OnExit:Fire(c, x, y)
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end
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end)
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gui.Events.OnMouseReleased(function(x, y, button, istouch, presses)
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if c:canPress(x, y) then
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c.OnReleased:Fire(c, x, y, dx, dy, istouch, presses)
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else
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c.OnReleasedOuter:Fire(c, x, y, button, istouch, presses)
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end
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pressed = false
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if dragging and button == dragbutton then
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dragging = false
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c.OnDragEnd:Fire(c, mx, my)
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global_drag = false
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c.OnDragEnd:Fire(c, dx, dy, x, y, istouch, presses)
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end
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end)
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gui.Events.OnMousePressed(function(x, y, button, istouch, presses)
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if c:canPress(x,y) then
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c.OnPressed:Fire(c,x, y, dx, dy, istouch)
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pressed = true
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if draggable and button == dragbutton and not c:isBeingCovered(x, y) and not global_drag then
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dragging = true
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global_drag = true
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c.OnDragStart:Fire(c, dx, dy, x, y, istouch)
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end
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else
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c.OnPressedOuter:Fire(c, x, y, button, istouch, presses)
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end
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c.OnPressed:Fire(c, i, mx, my)
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end
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pressed[i] = true
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-- Only process when the drag button turn is active
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c.WhilePressing:Fire(c, i, mx, my)
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if not waiting[i] then
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waiting[i] = true
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releaseFunc(releaseFunc, c, mx, my, i)
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end
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end
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end
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end
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end).OnError(function(self,err)
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print(err)
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buildBackBetter()
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end)
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end
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buildBackBetter()
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function c:OnUpdate(func) -- Not crazy about this approach, will probably rework this
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if type(self)=="function" then func = self end
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mainupdater(function()
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@ -348,11 +350,12 @@ function gui:newBase(typ,x, y, w, h, sx, sy, sw, sh)
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end
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local function centerthread()
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local centerfunc = function()
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return centerX or centerY -- If the condition is true it acts like a yield
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end
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c:newThread(function()
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while true do
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thread.hold(function()
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return centerX or centerY -- If the condition is true it acts like a yield
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end)
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thread.hold(centerfunc)
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local x, y, w, h = c:getAbsolutes()
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if centerX then
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c:setDualDim(-w/2,nil,nil,nil,.5)
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@ -538,18 +541,18 @@ function gui:newImageBase(typ,x, y, w, h, sx, sy, sw, sh)
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drawer:newThread(function()
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thread.yield()
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local img
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if type(i)=="userdata" and i:type() == "Image" then
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if type(i) == "userdata" and i:type() == "Image" then
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img = i
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elseif type(i)=="string" then
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elseif type(i) == "string" then
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img = love.graphics.newImage(i)
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end
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local x, y, w, h = self:getAbsolutes()
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self.imageColor = color.white
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self.imageVisibility = 1
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self.image=img
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self.imageHeigth=img:getHeight()
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self.imageWidth=img:getWidth()
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self.quad=love.graphics.newQuad(0,0,w,h,self.imageWidth,self.imageHeigth)
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self.image = img
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self.imageHeigth = img:getHeight()
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self.imageWidth = img:getWidth()
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self.quad = love.graphics.newQuad(0, 0, w, h, self.imageWidth, self.imageHeigth)
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end).OnError(print)
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end
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return c
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@ -589,6 +592,9 @@ function gui:newVideo(source, x, y, w, h, sx, sy, sw, sh)
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c.video=v
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end
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c.audiosource = c.video:getSource( )
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if c.audiosource then
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c.audioLength = c.audiosource:getDuration()
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end
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c.videoHeigth=c.video:getHeight()
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c.videoWidth=c.video:getWidth()
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c.quad=love.graphics.newQuad(0,0,w,h,c.videoWidth,c.videoHeigth)
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@ -636,18 +642,22 @@ function gui:newVideo(source, x, y, w, h, sx, sy, sw, sh)
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end
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c:newThread(function(self)
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while true do
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thread.hold(function() return self.video:isPlaying() end)
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if self.video:isPlaying() then
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status.color = color.green
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else
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status.color = color.red
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local testCompletion = function() -- More intensive test
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if self.video:tell() == 0 then
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self.OnVideoFinished:Fire(self)
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thread.hold(function()
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return true
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end
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end
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local isplaying = function() -- Less intensive test
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return self.video:isPlaying()
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end)
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end
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while true do
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thread.chain(isplaying, testCompletion)
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end
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end)
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c.videoVisibility = 1
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@ -733,6 +743,7 @@ local draw_handler = function(child)
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love.graphics.setScissor() -- Remove the scissor
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end
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end
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drawer:newLoop(function()
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local children = gui:getAllChildren()
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for i=1,#children do
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@ -757,9 +768,19 @@ gui.children = {}
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gui.dualDim = gui:newDualDim()
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gui.x = 0
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gui.y = 0
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updater:newLoop(function()
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gui.dualDim.offset.size.x, gui.dualDim.offset.size.y = love.graphics.getDimensions()
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gui.w = gui.dualDim.offset.size.x
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gui.h = gui.dualDim.offset.size.y
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gui.Events.OnResized(function(w,h)
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gui.dualDim.offset.size.x = w
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gui.dualDim.offset.size.y = h
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gui.w = w
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gui.h = h
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end)
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-- Init gui size
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w, h = love.graphics.getDimensions()
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gui.dualDim.offset.size.x = w
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gui.dualDim.offset.size.y = h
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gui.w = w
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gui.h = h
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return gui
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2
multi
2
multi
@ -1 +1 @@
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Subproject commit 0d6a9f92ada2e61c64f0f972f06ce075d0c01649
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Subproject commit f5e95b8c9f2eeae180a033e8853797dbcb13f22e
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40
test.lua
40
test.lua
@ -1,40 +0,0 @@
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local function intersecpt(x1,y1,x2,y2,x3,y3,x4,y4)
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-- gives bottom-left point
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-- of intersection rectangle
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local x5 = math.max(x1, x3)
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local y5 = math.max(y1, y3)
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-- gives top-right point
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-- of intersection rectangle
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local x6 = math.min(x2, x4);
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local y6 = math.min(y2, y4);
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-- no intersection
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if x5 > x6 or y5 > y6 then
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return 0,0,0,0 -- Return a no
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end
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-- gives top-left point
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-- of intersection rectangle
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local x7 = x5
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local y7 = y6
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-- gives bottom-right point
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-- of intersection rectangle
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local x8 = x6
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local y8 = y5
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return x7, y7, math.abs(x7-x8), math.abs(y7-y8)
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end
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local function toCoordPoints(x,y,w,h)
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return x,y,x+w,y+h
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end
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function gui:intersecpt(obj)
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local x1,y1,x2,y2 = toCoordPoints(self:getAbsolutes())
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local x3,y3,x4,y4 = toCoordPoints(obj:getAbsolutes())
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return intersecpt(x1,y1,x2,y2,x3,y3,x4,y4)
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end
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