Reworked events to use hooked events

This commit is contained in:
Ryan Ward 2022-12-21 01:41:05 -05:00
parent 4dba1135bc
commit 1a0e10e3bd
3 changed files with 150 additions and 169 deletions

View File

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

2
multi

@ -1 +1 @@
Subproject commit 0d6a9f92ada2e61c64f0f972f06ce075d0c01649
Subproject commit f5e95b8c9f2eeae180a033e8853797dbcb13f22e

View File

@ -1,40 +0,0 @@
local function intersecpt(x1,y1,x2,y2,x3,y3,x4,y4)
-- gives bottom-left point
-- of intersection rectangle
local x5 = math.max(x1, x3)
local y5 = math.max(y1, y3)
-- gives top-right point
-- of intersection rectangle
local x6 = math.min(x2, x4);
local y6 = math.min(y2, y4);
-- no intersection
if x5 > x6 or y5 > y6 then
return 0,0,0,0 -- Return a no
end
-- gives top-left point
-- of intersection rectangle
local x7 = x5
local y7 = y6
-- gives bottom-right point
-- of intersection rectangle
local x8 = x6
local y8 = y5
return x7, y7, math.abs(x7-x8), math.abs(y7-y8)
end
local function toCoordPoints(x,y,w,h)
return x,y,x+w,y+h
end
function gui:intersecpt(obj)
local x1,y1,x2,y2 = toCoordPoints(self:getAbsolutes())
local x3,y3,x4,y4 = toCoordPoints(obj:getAbsolutes())
return intersecpt(x1,y1,x2,y2,x3,y3,x4,y4)
end