Added intergration loveManager

Adds multi.intergrations.loveManager,lua
Created an example file for you to look at
This commit is contained in:
2017-06-24 22:46:44 -04:00
parent f34b200979
commit cf22651949
161 changed files with 22984 additions and 16 deletions
@@ -0,0 +1,15 @@
function gui:Clickable()
local x,y,w,h=love.graphics.getScissor()
local mx=love.mouse.getX()
local my=love.mouse.getY()
if _GuiPro.HasStencel then
local obj=_GuiPro.StencelHolder
if self:isDescendant(obj) then
return math.sqrt((mx-obj.x)^2+(my-obj.y)^2)<=(obj.offset.size.x or 0)
end
end
if not(x) then
return true
end
return not(mx>x+w or mx<x or my>y+h or my<y)
end
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,5 @@
function DrawThings(items)
for i=1,#items do
items[i]:draw()
end
end
@@ -0,0 +1,85 @@
function gui:OnClicked(func)
table.insert(self.funcs,func)
end
function gui:OnReleased(func)
table.insert(self.funcs2,func)
end
function gui:OnEnter(func)
table.insert(self.funcs3,func)
end
function gui:OnExit(func)
table.insert(self.funcs4,func)
end
function gui:OnUpdate(func)
table.insert(self.funcs5,func)
end
function gui:OnDragStart(func)
table.insert(self.func8,func)
end
function gui:OnDragging(func)
table.insert(self.func6,func)
end
function gui:OnDragEnd(func)
table.insert(self.func7,func)
end
function gui:WhileHovering(func)
table.insert(self.func9,func)
end
function gui:OnMouseMoved(func)
table.insert(self.func10,func)
end
function gui:getChildren()
return self.Children
end
function gui:LClicked()
return self.lclicked
end
function gui:RClicked()
return self.rclicked
end
function gui:MClicked()
return self.mclicked
end
function gui:Clicked()
return (self.lclicked or self.rclicked)
end
function gui:Hovering()
return self.hovering
end
function gui:FreeConnections()
self.funcs={function(b,self) if b=="l" then self.LRE=true end end,function(b,self) if b=="r" then self.RRE=true end end,function(b,self) if b=="m" then self.MRE=true end end}
self.funcs2={function(b,self) if b=="l" then self.LRE=false end end,function(b,self) if b=="r" then self.RRE=false end end,function(b,self) if b=="m" then self.MRE=false end end}
self.funcs3={function(self) self.HE=true end}
self.funcs4={function(self) self.HE=false end}
self.funcs5={function(self) self.x=(self.Parent.width*self.scale.pos.x)+self.offset.pos.x+self.Parent.x self.y=(self.Parent.height*self.scale.pos.y)+self.offset.pos.y+self.Parent.y self.width=(self.Parent.width*self.scale.size.x)+self.offset.size.x self.height=(self.Parent.height*self.scale.size.y)+self.offset.size.y end}
end
function gui:LClick()
for i=1,#self.funcs do
self.funcs[i]("l",self)
end
end
function gui:RClick()
for i=1,#self.funcs do
self.funcs[i]("r",self)
end
end
function gui:MClick()
for i=1,#self.funcs do
self.funcs[i]("m",self)
end
end
function gui:LRelease()
for i=1,#self.funcs2 do
self.funcs2[i]("l",self)
end
end
function gui:RRelease()
for i=1,#self.funcs2 do
self.funcs2[i]("r",self)
end
end
function gui:MRelease()
for i=1,#self.funcs2 do
self.funcs2[i]("m",self)
end
end
@@ -0,0 +1,46 @@
function UpdateThings(items)
for i=#items,1,-1 do
if items[i]:LClicked() then
for g=1,#items[i].funcs do
items[i].funcs[g]("l",items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
end
elseif items[i]:RClicked() then
for g=1,#items[i].funcs do
items[i].funcs[g]("r",items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
end
elseif items[i]:MClicked() then
for g=1,#items[i].funcs do
items[i].funcs[g]("m",items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
end
end
if not(items[i]:LClicked()) and items[i].LRE then
for g=1,#items[i].funcs2 do
items[i].funcs2[g]("l",items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
end
elseif not(items[i]:RClicked()) and items[i].RRE then
for g=1,#items[i].funcs2 do
items[i].funcs2[g]("r",items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
end
elseif not(items[i]:MClicked()) and items[i].MRE then
for g=1,#items[i].funcs2 do
items[i].funcs2[g]("m",items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
end
end
if items[i]:Hovering() and items[i].HE==false then
for g=1,#items[i].funcs3 do
items[i].funcs3[g](items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
end
elseif not(items[i]:Hovering()) and items[i].HE==true then
for g=1,#items[i].funcs4 do
items[i].funcs4[g](items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
end
elseif items[i]:Hovering() then
for g=1,#items[i].func9 do
items[i].func9[g](items[i],love.mouse.getX()-items[i].x,love.mouse.getY()-items[i].y)
end
end
for g=1,#items[i].funcs5 do
items[i].funcs5[g](items[i])
end
end
end
@@ -0,0 +1,25 @@
function GetAllChildren(Object)
local Stuff = {}
function Seek(Items)
for i=1,#Items do
if Items[i].Visible==true then
table.insert(Stuff,Items[i])
local NItems = Items[i]:getChildren()
if NItems ~= nil then
Seek(NItems)
end
end
end
end
local Objs = Object:getChildren()
for i=1,#Objs do
if Objs[i].Visible==true then
table.insert(Stuff,Objs[i])
local Items = Objs[i]:getChildren()
if Items ~= nil then
Seek(Items)
end
end
end
return Stuff
end
@@ -0,0 +1,21 @@
function GetAllChildren2(Object)
local Stuff = {}
function Seek(Items)
for i=1,#Items do
table.insert(Stuff,Items[i])
local NItems = Items[i]:getChildren()
if NItems ~= nil then
Seek(NItems)
end
end
end
local Objs = Object:getChildren()
for i=1,#Objs do
table.insert(Stuff,Objs[i])
local Items = Objs[i]:getChildren()
if Items ~= nil then
Seek(Items)
end
end
return Stuff
end
@@ -0,0 +1,14 @@
function gui:eventable()
if self.important then
return true
end
if _GuiPro.Hierarchy then
if _GuiPro.TopHovered~=nil then
return self:isDescendant(_GuiPro.TopHovered) or _GuiPro.TopHovered==self
else
return true
end
else
return true
end
end
@@ -0,0 +1,3 @@
function gui:full()
self:SetDualDim(nil,nil,nil,nil,nil,nil,1,1)
end
@@ -0,0 +1,238 @@
function gui.enableAutoWindowScaling(b)
_GuiPro.DPI_ENABLED=b or true
_defaultfont=love.graphics.newFont(12*love.window.getPixelScale())
end
function filter(name, x, y, w, h, sx ,sy ,sw ,sh)
if type(name)~="string" then
sh=sw
sw=sy
sy=sx
sx=h
h=w
w=y
y=x
x=name
end
return x,y,w,h,sx,sy,sw,sh
end
function gui:newBase(tp,name, x, y, w, h, sx ,sy ,sw ,sh)
_GuiPro.count=_GuiPro.count+1
local c = {}
setmetatable(c, gui)
if self==gui then
c.Parent=_GuiPro
else
c.Parent=self
end
c.segments=nil
c.ry=nil
c.rx=nil
c.DPI=1
if _GuiPro.DPI_ENABLED then
c.DPI=love.window.getPixelScale()
x, y, w, h=c.DPI*x,c.DPI*y,c.DPI*w,c.DPI*h
end
c.centerFontY=true
c.FormFactor="rectangle"
c.Type=tp
c.Active=true
c.form="rectangle"
c.Draggable=false
c.Name=name or "Gui"..tp
c:SetName(name)
c.BorderSize=1
c.BorderColor={0,0,0}
c.BorderVisibility=1
c.VIS=true
c.Visible=true
c.oV=true
c.Children={}
c.hovering=false
c.rclicked=false
c.lclicked=false
c.mclicked=false
c.clicked=false
c.Visibility=1
c.ClipDescendants=false
c.TextWrap=true
c.scale={}
c.scale.size={}
c.scale.size.x=sw or 0
c.scale.size.y=sh or 0
c.offset={}
c.offset.size={}
c.offset.size.x=w or 0
c.offset.size.y=h or 0
c.scale.pos={}
c.scale.pos.x=sx or 0
c.scale.pos.y=sy or 0
c.offset.pos={}
c.offset.pos.x=x or 0
c.offset.pos.y=y or 0
c.width = 0
c.height = 0
c.LRE=false
c.RRE=false
c.MRE=false
c.Color = {255, 255, 255}
function c:setRoundness(rx,ry,segments)
self.segments=segments
self.ry=ry
self.rx=rx
end
function c.stfunc()
love.graphics.rectangle("fill", c.x, c.y, c.width, c.height,c.rx,c.ry,c.segments)
end
function c:hasRoundness()
return (self.ry or self.rx)
end
c.funcs={function(b,self)
if b=="l" then
self.LRE=true
end
end,
function(b,self)
if b=="r" then
self.RRE=true
end
end,
function(b,self)
if b=="m" then
self.MRE=true
end
end}
c.funcs2={function(b,self)
if b=="l" then
self.LRE=false
end
end,
function(b,self)
if b=="r" then
self.RRE=false
end
end,
function(b,self)
if b=="m" then
self.MRE=false
end
end}
c.HE=false
c.funcs3={function(self)
self.HE=true
end}
c.funcs4={function(self)
self.HE=false
end}
c.funcs5={}
c.tid={}
c.touchcount=0
c.x=(c.Parent.width*c.scale.pos.x)+c.offset.pos.x+c.Parent.x
c.y=(c.Parent.height*c.scale.pos.y)+c.offset.pos.y+c.Parent.y
c.width=(c.Parent.width*c.scale.size.x)+c.offset.size.x
c.height=(c.Parent.height*c.scale.size.y)+c.offset.size.y
c.func6={}
c.func7={function() _GuiPro.DragItem={} end}
c.func8={function(self) _GuiPro.DragItem=self end}
c.func9={}
c.func10={}
function c:ImageRule()
if self.Image then
local sx=self.width/self.ImageWidth
local sy=self.height/self.ImageHeigth
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.ImageVisibility*255)
if self.width~=self.ImageWidth and self.height~=self.ImageHeigth then
love.graphics.draw(self.Image,self.x,self.y,math.rad(self.rotation),sx,sy)
else
love.graphics.draw(self.Image,self.Quad,self.x,self.y,math.rad(self.rotation),sx,sy)
end
end
end
function c:VideoRule()
if self.Video then
local sx=self.width/self.VideoWidth
local sy=self.height/self.VideoHeigth
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.VideoVisibility*255)
if self.width~=self.VideoWidth and self.height~=self.VideoHeigth then
love.graphics.draw(self.Video,self.x,self.y,math.rad(self.rotation),sx,sy)
else
love.graphics.draw(self.Video,self.Quad,self.x,self.y,math.rad(self.rotation),sx,sy)
end
end
end
function c:repeatImage(b,b2)
if b then
self.Image:setWrap(b,b2 or "repeat")
function self:ImageRule()
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.ImageVisibility*255)
love.graphics.draw(self.Image,self.Quad,self.x,self.y,math.rad(self.rotation))
end
else
sx=self.width/self.ImageWidth
sy=self.height/self.ImageHeigth
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.ImageVisibility*255)
love.graphics.draw(self.Image,self.Quad,self.x,self.y,math.rad(self.rotation),sx,sy)
end
end
function c:Mutate(t)
for i,v in pairs(t) do
_GuiPro.self=self
if type(i)=="number" then
loadstring("_GuiPro.self:"..v)()
else
self[i]=v
end
end
return self
end
c:WhileHovering(function(self)
self.omx=self.nmx
self.omy=self.nmy
self.nmx=love.mouse.getX()
self.nmy=love.mouse.getY()
if self.omx~=self.nmx or self.omy~=self.nmy then
for i=1,#self.func10 do
if self and self.nmx and self.nmy and self.omx and self.omy then
self.func10[i](self,self.nmx,self.nmy,self.omx,self.omy)
end
end
end
if self.WasBeingDragged==true and love.mouse.isDown(self.dragbut or "m")==false and self.Type~="TextImageButtonFrameDrag" then
for i=1,#self.func7 do
self.func7[i](self,(love.mouse.getX())-self.width/2,(love.mouse.getY())-self.height/2)
end
end
if _GuiPro.hasDrag==false and love.mouse.isDown(self.dragbut or "m") then
for i=1,#self.func8 do
self.func8[i](self,(love.mouse.getX())-self.width/2,(love.mouse.getY())-self.height/2)
end
end
if self.IsBeingDragged==true then
_GuiPro.hasDrag=true
self.WasBeingDragged=true
elseif self.WasBeingDragged==true and self.IsBeingDragged==false then
self.WasBeingDragged=false
_GuiPro.hasDrag=false
end
if self.Draggable==true and love.mouse.isDown(self.dragbut or "m") and _GuiPro.hasDrag==false then
for i=1,#self.func6 do
self.func6[i](self,(love.mouse.getX())-self.width/2,(love.mouse.getY())-self.height/2)
end
_GuiPro.hasDrag=true
if self.FormFactor:lower()=="circle" or self.FormFactor:lower()=="c" or self.FormFactor:lower()=="cir" then
self.IsBeingDragged=true
x=(love.mouse.getX()-self.x)
y=(love.mouse.getY()-self.y)
self:Move(x,y)
elseif self.FormFactor:lower()=="rectangle" or self.FormFactor:lower()=="r" or self.FormFactor:lower()=="rect" then
self.IsBeingDragged=true
x=(love.mouse.getX()-self.x)-self.width/2
y=(love.mouse.getY()-self.y)-self.height/2
self:Move(x,y)
end
else
self.IsBeingDragged=false
end
end)
table.insert(c.Parent.Children,c)
return c
end
@@ -0,0 +1,7 @@
_GuiPro.mousedownfunc=love.mouse.isDown
function love.mouse.isDown(b)
if not(b) then
return false
end
return _GuiPro.mousedownfunc(({["l"]=1,["r"]=2,["m"]=3})[b] or b)
end
@@ -0,0 +1,204 @@
--[[WORKING ON
doubleTap - UnFinished!
touchRendering - Broken
]]
function gui:TClickable(mx,my)
local x,y,w,h=love.graphics.getScissor()
if _GuiPro.HasStencel then
local obj=_GuiPro.StencelHolder
if self:isDescendant(obj) then
return math.sqrt((mx-obj.x)^2+(my-obj.y)^2)<=(obj.offset.size.x or 0)
end
end
if not(x) then
return true
end
return not(mx>x+w or mx<x or my>y+h or my<y)
end
function gui:touchable(t)
local touches = love.touch.getTouches()
local x,y=0,0
for i, id in ipairs(touches) do
if self.id==id then
x, y = love.touch.getPosition(id)
return (x > self.x and x < self.x+self.width and y > self.y and y < self.y+self.height and self:TClickable(x,y) and self:eventable())
end
end
self.id=-1
end
multi:newTask(function() -- A bit of post-loading haha
gui.touchpressed=multi:newConnection()
gui.touchreleased=multi:newConnection()
gui.touchmoved=multi:newConnection()
love.touchpressed=Library.convert(love.touchpressed or function() end)
love.touchreleased=Library.convert(love.touchreleased or function() end)
love.touchmoved=Library.convert(love.touchmoved or function() end)
love.touchpressed:inject(function(id, x, y, dx, dy, pressure) gui.touchpressed:Fire(id, x, y, dx, dy, pressure) return {id, x, y, dx, dy, pressure} end,1)
love.touchreleased:inject(function(id, x, y, dx, dy, pressure) gui.touchreleased:Fire(id, x, y, dx, dy, pressure) return {id, x, y, dx, dy, pressure} end,1)
love.touchmoved:inject(function(id, x, y, dx, dy, pressure) gui.touchmoved:Fire(id, x, y, dx, dy, pressure) return {id, x, y, dx, dy, pressure} end,1)
_GuiPro.TouchReady=true
_GuiPro.TouchRegister={}
gui.touchpressed:connect(function(id, x, y, dx, dy, pressure)
for i,v in pairs(_GuiPro.TouchRegister) do
if #v.tid==0 then
if (x > v.x and x < v.x+v.width and y > v.y and y < v.y+v.height and v:TClickable(x,y) and v:eventable()) then
v:addTID(id)
v.touchcount=1
for i=1,#v.ToFuncP do
v.ToFuncP[i](v,id, x-v.x, y-v.y, dx, dy or 0, pressure or 1)
end
end
elseif not(v:hasTID(id)) then
if (x > v.x and x < v.x+v.width and y > v.y and y < v.y+v.height and v:TClickable(x,y) and v:eventable()) then
v:addTID(id)
v.touchcount=v.touchcount+1
for i=1,#v.ToFuncP do
v.ToFuncP[i](v,id, x-v.x, y-v.y, dx, dy or 0, pressure or 1)
end
end
end
end
end)
gui.touchreleased:connect(function(id, x, y, dx, dy, pressure)
for i,v in pairs(_GuiPro.TouchRegister) do
if v:hasTID(id) then
v:removeTID(id)
for i=1,#v.ToFuncR do
v.ToFuncR[i](v,id, x-v.x, y-v.y, dx, dy or 0, pressure or 1)
end
end
end
end)
gui.touchmoved:connect(function(id, x, y, dx, dy, pressure)
for i,v in pairs(_GuiPro.TouchRegister) do
if v:hasTID(id) and (x > v.x and x < v.x+v.width and y > v.y and y < v.y+v.height and v:TClickable(x,y) and v:eventable()) then
for i=1,#v.ToFuncM do
v.ToFuncM[i](v,id, x-v.x, y-v.y, dx, dy or 0, pressure or 1)
end
elseif v:hasTID(id) and not((x > v.x and x < v.x+v.width and y > v.y and y < v.y+v.height and v:TClickable(x,y) and v:eventable())) then
v:removeTID(id)
for i=1,#v.ToFuncR do
v.ToFuncR[i](v,id, x-v.x, y-v.y, dx, dy or 0, pressure or 1)
end
end
end
end)
end)
-- now that that is done lets set up some more post loading checks
_GuiPro.int=multi:newProcess()
_GuiPro.int:Start()
_GuiPro.int:setJobSpeed(.001)
_GuiPro.EXACT=0
_GuiPro.LAX=.01
_GuiPro.LAZY=.05
-- now lets define the reg function
function gui.Compare(a,b,v,tp)
if tp==">" then
if (a+v>b or a-v>b) then
return true
end
elseif tp=="<" then
if (a+v<b or a-v<b) then
return true
end
elseif tp=="<=" then
if (a+v<=b or a-v<=b) then
return true
end
elseif tp==">=" then
if (a+v>=b or a-v>=b) then
return true
end
elseif tp=="==" then -- this one is gonna be tricky
if (a>=b-v and a<=b+v) or (b>=a-v and b<=a+v) then
return true
end
end
return false
end
function gui:regesterTouch()
local obj=self
obj.ToFuncP={}
obj.ToFuncM={}
obj.ToFuncR={}
obj.To2Func={}
obj.ToDTFunc={}
obj.touchRendering =_GuiPro.EXACT -- exact(0), lax(), #
function obj:removeTID(id)
for i=1,#self.tid do
if self.tid[i]==id then
table.remove(self.tid,i)
self.touchcount=self.touchcount-1
return
end
end
end
function obj:hasTID(id)
for i=1,#self.tid do
if self.tid[i]==id then
return true
end
end
return false
end
obj.txl1=0
obj.tyl1=0
obj.txl2=0
obj.tyl2=0
obj.LS=0
obj:OnUpdate(function(self)
if self.touchcount==2 then
local x1,y1=love.touch.getPosition( self.tid[1] )
local x2,y2=love.touch.getPosition( self.tid[2] )
local CS=math.sqrt((x2-x1)^2+(y2-y1)^2)
if gui.Compare(CS,self.LS,self.touchRendering,">") then
for i=1,#self.To2Func do
self.To2Func[i](self,CS,x1-self.x,y1-self.y,x2-self.x,y2-self.y)
end
elseif gui.Compare(CS,self.LS,self.touchRendering,"<") then
for i=1,#self.To2Func do
self.To2Func[i](self,-CS,x1-self.x,y1-self.y,x2-self.x,y2-self.y)
end
elseif gui.Compare(CS,self.LS,self.touchRendering,"==") then
for i=1,#self.To2Func do
self.To2Func[i](self,0,x1-self.x,y1-self.y,x2-self.x,y2-self.y)
end
end
-- if self.txl1~=x1 or self.txl2~=x2 or self.tyl1~=y1 or self.tyl2~=y2 then
-- for i=1,#self.To2Func do
-- self.To2Func[i](self,0,x1-self.x,y1-self.y,x2-self.x,y2-self.y)
-- end
-- end
self.LS=CS
self.txl1=x1
self.txl2=x2
self.tyl1=y1
self.tyl2=y2
end
end)
function obj:OnDoubleTap(func)
table.insert(self.ToDTFunc,func)
end
function obj:On2TouchMoved(func)
table.insert(self.To2Func,func)
end
function obj:addTID(id)
table.insert(self.tid,id)
end
function obj:OnTouchPressed(func)
table.insert(self.ToFuncP,func) -- event for touches
end
function obj:OnTouchReleased(func) -- event for touches
table.insert(self.ToFuncR,func)
end
function obj:OnTouchMoved(func) -- event for touches
table.insert(self.ToFuncM,func)
end
if _GuiPro.TouchReady then -- my sneaky test
print("Registred: "..tostring(obj))
table.insert(_GuiPro.TouchRegister,obj)
else
print("Attempting to register: "..tostring(obj))
_GuiPro.int:newJob(function() table.insert(_GuiPro.TouchRegister,obj) end) -- a sneaky way to ensure that your object gets registered eventually, even if you call the method before the touch patch was activated.
end
end