43 Commits
Author SHA1 Message Date
server 8b9fe6070b Readme.html (1.8.0)
Html File that is a bit easer to work with
2017-06-28 22:55:49 -04:00
server 7601fc636d Updated to 1.8.0
Added:
SystemThreadedBenchmark
SystemThreadedQueue
Fixed a bunch of bugs in the intergrations and regular multi objects
Fixed Error management in threads
All errors trigger the multi.OnError connection
Module creation support improved
added more examples
added Type to threaded objects
2017-06-28 22:40:04 -04:00
server e7d82d5681 Formatting (1.7.6) 2017-06-26 23:20:46 -04:00
server 38f8234d20 Added some new methods (1.7.6)
More examples
small tweaks
added/modified examples
typos as always
minor bug fixes
some new features, read readme for them
2017-06-26 23:18:38 -04:00
server 1635a1633c Formatting (1.7.5) 2017-06-26 16:08:46 -04:00
server 561a5466e0 Update README.md 2017-06-26 14:46:11 -04:00
server 4761475845 type (1.7.5) 2017-06-26 14:23:47 -04:00
server fd39b09dd3 typos (1.7.5) 2017-06-25 19:48:26 -04:00
server 699744e16b typos (1.7.5) 2017-06-25 19:46:34 -04:00
server 1b9972d1b7 Fixed small bug in lanesManager (1.7.5)
Fixed
2017-06-25 19:44:52 -04:00
server 34853f7fb6 updated examples (1.7.5) 2017-06-25 19:42:45 -04:00
server 361012b23b slight change for module creation (1.7.5)
changed some things for threads
2017-06-25 19:41:55 -04:00
server bf5078f0bc Typos and minor additions (1.7.5)
Added support for more consistant module creator support. Examples to come soon
2017-06-25 19:25:05 -04:00
server cf22651949 Added intergration loveManager
Adds multi.intergrations.loveManager,lua
Created an example file for you to look at
2017-06-24 22:46:44 -04:00
server f34b200979 Fixed a bug in multi.threadinng
still had a reference to require("multi.updater") changed to require("multi") since the core now has the basic objects!

Also Starting work on love2d systemthreads!
2017-06-23 17:10:01 -04:00
server ca1d05899e typo 2017-06-23 14:59:54 -04:00
server 817c419930 slight change to this test file 2017-06-23 14:53:06 -04:00
server 97cbc628a9 Fixed example files 2017-06-23 12:35:02 -04:00
server 66b96cf567 formatting of the readme 2017-06-23 12:19:01 -04:00
server f1c32efb8b Updated to 1.7.3
Changed how you require the library. It was kinda over the top. Coroutine threads may or may not be added into the core. I am still thinking about it.
2017-06-23 12:15:46 -04:00
server 5209ef20a7 Minor changes 2017-06-23 11:41:05 -04:00
server 04528ef56c Changed some things
Updated parts of the readme examples to reflect the changes in the code
2017-06-23 11:05:15 -04:00
server 2116ed34e5 updated example 2017-06-23 00:45:28 -04:00
server 4cbb4b0982 Updated version # 2017-06-23 00:27:45 -04:00
server bb3c814325 Update README.md 2017-06-23 00:14:23 -04:00
server 74cc5ffde8 formatting 2017-06-23 00:13:43 -04:00
server de4de84d2e Update README.md 2017-06-23 00:12:13 -04:00
server 0f7b5fc6af Fixed a bug in the init code
moved updaters, loops, and alarms into the init.lua file. I consider them core features and they are referenced in the init.lua file so they need to exist there. Threaded versions are still separate though.
2017-06-23 00:10:26 -04:00
server 6b980b52a5 typo 2017-06-22 17:15:46 -04:00
server 8cf45ac5dd Added documentation for sThreads
Fixed some typos
Added doc for sThreads
2017-06-22 17:13:16 -04:00
server 81a88e5b89 Update README.md 2017-06-22 13:18:38 -04:00
server 5b95dbec38 Update README.md 2017-06-22 13:17:14 -04:00
server 0968219926 typos and ordering of some text 2017-06-22 13:14:24 -04:00
server 11cdb91702 Merge pull request #1 from rayaman/add-license-1
Create LICENSE
2017-06-22 12:33:42 -04:00
server 0356875f3c Create LICENSE 2017-06-22 12:33:09 -04:00
server 34ec6b25f9 Fixed a slight bug in love2d.lua compat file
1.7.1
2017-06-22 11:53:15 -04:00
server 5edea3a6a4 Typos in readme and example file 2017-06-22 11:34:19 -04:00
server f072c2cfde Updated lanes intergration
It is now at a point where I feel okay with documenting.
2017-06-22 11:32:50 -04:00
server bf011646f7 minibug
lua looks at 'dots' as '/' so they were changed to ','
2017-06-20 23:43:08 -04:00
server 091cd90a0d Changed some features!
Updated the ReadMe to reflect said changes
2017-06-20 23:42:45 -04:00
server acbfef10cc added ned version tag
Changed enough that it merited changing the version to 1.6.0
2017-06-20 23:34:06 -04:00
server aad031062f Changed how steps and loops work
Added multi.compat.backwards[ver]
Require this to be able to use features that were changed from that version.
loops callback args are now: self,dt
steps callback args are now: self,pos
If requiring the backwards compat for the previous version do so after requiring all of the modules you are using.
2017-06-20 23:32:57 -04:00
server 3ff72de1e0 Typos and my promise
Fixed a few typos i saw while reading the Read-Me.
Currently looking over my library to see what can be added or optimized.
Due to making backwards support my #1 priority some changes that I want to make to the loop and step objects will be tricky.
The idea is to change the callback method to give the self object first then the position/index for steps and make loops callback to give the self then the time value. To make this work the user would need to import those new object separately. This though opens a new can of worms though... I'll think about it...
2017-06-20 23:08:50 -04:00
204 changed files with 26424 additions and 684 deletions
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@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2017 Ryan Ward
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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+432 -75
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# multi Version: 1.5.0
Updated from 1.4.1
Added:
- An easy way to manage timeouts
- Small bug fixes
Example at end of the readme
# multi Version: 1.8.0 (How much thread could a thread thread if a thread could thread thread?)
**Note: The changes section has information on how to use the new features as they come out. Why put the infomation twice on the readme?**</br>
My multitasking library for lua</br>
To install copy the multi folder into your enviroment and you are good to go</br>
It is a pure lua binding if you ingore the intergrations (WIP)</br>
It is a pure lua binding if you ingore the intergrations and the love2d compat</br>
If you find any bugs or have any issues please let me know :)
Also I will eventually add an example folder with a lot of examples for how you can use this library. Don't konw when that will be though :P
~~Also I will eventually add an example folder with a lot of examples for how you can use this library. Don't konw when that will be though :P~~ Added!
# Discord
[TOC]
Discord
-------
For real-time assistance with my libraries! A place where you can ask questions and get help with any of my libraries</br>
https://discord.gg/U8UspuA</br>
Planned features/TODO
---------------------
- [x] ~~Add system threads for love2d that works like the lanesManager (loveManager, slight differences).~~
- [ ] Improve performance of the library -- It has increased a bit, but I feel I can get a little more out of it
- [x] ~~Add more features to support module creators~~
- [x] ~~Make a framework for eaiser thread task distributing~~
- [x] ~~Fix Error handling on threaded multi objects~~ Non threaded multiobjs will crash your program if they error though! Use multi:newThread() of multi:newSystemThread() if your code can error! Unless you use multi:protect() this however lowers performance!
- [x] ~~Add multi:OnError(function(obj,err))~~
- [ ] sThread.wrapper(obj) **May or may not be completed**
- [ ] SystemThreaded Actors -- After some tests i figured out a way to make this work... It will work slightly different though. This is due to the actor needing to be splittable...
- [ ] LoadBalancing for system threads (Once SystemThreaded Actors are done)
- [ ] Add more intergrations
- [ ] Finish the wiki stuff. (11% done)
- [ ] Test for unknown bugs
Known Bugs/Issues
-----------------
In regards to intergrations, thread cancellation works slightly different for love2d and lanes. Within love2d I was unable to (To lazy to...) not use the multi library within the thread. A fix for this is to call `multi:Stop()` when you are done with your threaded code! This may change however if I find a way to work around this. In love2d in order to mimic the GLOBAL table I needed the library to constantly sync tha data... You can use the sThread.waitFor(varname), or sThread.hold(func) methods to sync the globals, to get the value instead of using GLOBAL and this could work. If you want to go this route I suggest setting multi.isRunning=true to prevent the auto runner from doing its thing! This will make the multi manager no longer function, but thats the point :P
Usage:</br>
-----
```lua
--Basic usage
require("multi.all") -- gets the entire library
-- Basic usage Alarms: Have been moved to the core of the library require("multi") would work as well
require("multi") -- gets the entire library
alarm=multi:newAlarm(3) -- in seconds can go to .001 uses the built in os.clock()
alarm:OnRing(function(a)
print("3 Seconds have passed!")
@@ -48,27 +67,28 @@ Check out the wiki for detailed usage, but here are the objects:</br>
- Timer</br>
- Updater</br>
- Thread*</br>
- Trigger**</br>
- Trigger</br>
- Task</br>
- Job</br>
- Function</br>
- Watcher***</br>
#Both a process and queue act like the multi namespace, but allows for some cool things. Because they use the other objects an example on them will be done last</br>
- Watcher</br>
Note: *Both a process and queue act like the multi namespace, but allows for some cool things. Because they use the other objects an example on them will be done last*</br>
*Uses the built in coroutine features of lua, these have an interesting interaction with the other means of multi-tasking</br>
**Triggers are kind of useless after the creation of the Connection</br>
***Watchers have no real purpose as well I made it just because.</br>
Triggers are kind of useless after the creation of the Connection</br>
Watchers have no real purpose as well I made it just because.</br>
# Examples of each object being used</br>
We already showed alarms in action so lets move on to a Loop object
Throughout these examples I am going to do some strange things in order to show other features of the library!
# LOOPS
LOOPS
-----
```lua
-- Loops
require("multi.all") -- gets the entire library
-- Loops: Have been moved to the core of the library require("multi") would work as well
require("multi") -- gets the entire library
count=0
loop=multi:newLoop(function(dt,self) -- dt is delta time and self is a reference to itself
loop=multi:newLoop(function(self,dt) -- dt is delta time and self is a reference to itself
count=count+1
if count > 10 then
self:Break() -- All methods on the multi objects are upper camel case, where as methods on the multi or process/queuer namespace are lower camel case
@@ -101,14 +121,15 @@ With loops out of the way lets go down the line
This library aims to be Async like. In reality everything is still on one thread *unless you are using the lanes intergration module WIP* (More on that later)
# EVENTS
EVENTS
------
```lua
-- Events, these were the first objects introduced into the library. I seldomly use them in their pure form though, but later on you'll see their advance uses!
-- Events on there own don't really do much... We are going to need 2 objects at least to get something going
require("multi.all") -- gets the entire library
require("multi") -- gets the entire library
count=0
-- lets use the loop again to add to count!
loop=multi:newLoop(function(dt,self)
loop=multi:newLoop(function(self,dt)
count=count+1
end)
event=multi:newEvent(function() return count==100 end) -- set the event
@@ -121,9 +142,10 @@ multi:mainloop()
# Output
Stopped that loop!
# STEPS
STEPS
-----
```lua
require("multi.all")
require("multi")
-- Steps, are like for loops but non blocking... You can run a loop to infintity and everything will still run I will combine Steps with Ranges in this example.
step1=multi:newStep(1,10,1,0) -- Some explaining is due. Argument 1 is the Start # Argument 2 is the ResetAt # (inclusive) Argument 3 is the count # (in our case we are counting by +1, this can be -1 but you need to adjust your start and resetAt numbers)
-- The 4th Argument is for skipping. This is useful for timing and for basic priority management. A priority management system is included!
@@ -131,7 +153,7 @@ step2=multi:newStep(10,1,-1,1) -- a second step, notice the slight changes!
step1:OnStart(function(self)
print("Step Started!")
end)
step1:OnStep(function(pos,self)
step1:OnStep(function(self,pos)
if pos<=10 then -- what what is this? the step only goes to 10!!!
print("Stepping... "..pos)
else
@@ -150,7 +172,7 @@ end)
-- step2 is bored lets give it some love :P
step2.range=step2:newRange() -- Set up a range object to have a nested step in a sense! Each nest requires a new range
-- it is in your interest not to share ranges between objects! You can however do it if it suits your needs though
step2:OnStep(function(pos,self)
step2:OnStep(function(self,pos)
-- for 1=1,math.huge do
-- print("Haha I am holding the code up because I can!!!")
--end
@@ -163,7 +185,7 @@ end)
-- TSteps are just like alarms and steps mixed together, the only difference in construction is the 4th Argument. On a TStep that argument controls time. The defualt is 1
-- The Reset(n) works just like you would figure!
step3=multi:newTStep(1,10,.5,2) -- lets go from 1 to 10 counting by .5 every 2 seconds
step3:OnStep(function(pos,self)
step3:OnStep(function(self,pos)
print("Ok "..pos.."!")
end)
multi:mainloop()
@@ -182,9 +204,10 @@ Stepping... 3</br>
Ok 9.5!</br>
Ok 10!</br>
# TLOOPS
TLOOPS
------
```lua
require("multi.all")
require("multi")
-- TLoops are loops that run ever n second. We will also look at condition objects as well
-- Here we are going to modify the old loop to be a little different
count=0
@@ -202,15 +225,16 @@ multi:mainloop()
# Output
Count is 101!
# Connections
Connections
-----------
These are my favorite objects and you'll see why. They are very useful objects for ASync connections!
```lua
require("multi.all")
require("multi")
-- Lets create the events
yawn={} -- ill just leave that there
OnCustomSafeEvent=multi:newConnection(true) -- lets pcall the calls incase something goes wrong defualt
OnCustomEvent=multi:newConnection(false) -- lets pcall the calls incase something goes wrong
OnCustomEvent=multi:newConnection(false) -- lets not pcall the calls and let errors happen... We are good at coding though so lets get a speed advantage by not pcalling. Pcalling is useful for plugins and stuff that may have been coded badly and you can ingore those connections if need be.
OnCustomEvent:Bind(yawn) -- create the connection lookup data in yawn
-- Lets connect to them, a recent update adds a nice syntax to connect to these
@@ -224,7 +248,7 @@ cd3=OnCustomSafeEvent:Connect(function(arg1,arg2,...)
print("CSE3",arg1,arg2,...)
end) -- lets not give this connection a name
-- no need for connect, but I kept that function because of backwards compatibility
-- no need for connect, but I kept that function because of backwards compatibility.
OnCustomEvent(function(arg1,arg2,...)
print(arg1,arg2,...)
end)
@@ -255,16 +279,16 @@ CSE2 1 100 Hello!</br>
CSE1 1 100 Hi Ya Folks!!!</br>
CSE2 1 100 Hi Ya Folks!!!</br>
CSE3 1 100 Hi Ya Folks!!!</br>
------</br>
CSE2 1 100 Hi Ya Folks!!!</br>
CSE3 1 100 Hi Ya Folks!!!</br>
------</br>
</br>
You may think timers should be bundled with alarms, but they are a bit different and have cool features</br>
# TIMERS
TIMERS
------
```lua
-- You see the thing is that all time based objects use timers eg. Alarms, TSteps, and Loops. Timers are more low level!
require("multi.all")
require("multi")
local clock = os.clock
function sleep(n) -- seconds
local t0 = clock()
@@ -307,9 +331,11 @@ Note: This will make more sense when you run it for your self</br>
4.002</br>
5.003</br>
# UPDATER
UPDATER
-------
```lua
require("multi.all")
-- Updaters: Have been moved to the core of the library require("multi") would work as well
require("multi")
updater=multi:newUpdater(5) -- really simple, think of a look with the skip feature of a step
updater:OnUpdate(function(self)
--print("updating...")
@@ -359,7 +385,6 @@ multi:mainloop() -- Notice how the past few examples did not need this, well onl
Note: These numbers will vary drastically depending on your compiler and cpu power</br>
Regular Bench: 2094137 Steps in 3 second(s)!</br>
P1</br>
---------------</br>
Below_Normal: 236022 Steps in 3 second(s)!</br>
Normal: 314697 Steps in 3 second(s)!</br>
Above_Normal: 393372 Steps in 3 second(s)!</br>
@@ -368,7 +393,6 @@ Core: 550722 Steps in 3 second(s)!</br>
Low: 157348 Steps in 3 second(s)!</br>
Idle: 78674 Steps in 3 second(s)!</br>
P2</br>
---------------</br>
Core: 994664 Steps in 3 second(s)!</br>
High: 248666 Steps in 3 second(s)!</br>
Above_Normal: 62166 Steps in 3 second(s)!</br>
@@ -379,10 +403,11 @@ Low: 971 Steps in 3 second(s)!</br>
Notice: Even though I started each bench at the same time the order that they finished differed the order is likely to vary on your machine as well!</br>
# Processes
Processes
---------
A process allows you to group the Actor objects within a controlable interface
```lua
require("multi.all")
require("multi")
proc=multi:newProcess() -- takes an optional file as an argument, but for this example we aren't going to use that
-- a process works just like the multi object!
b=0
@@ -395,7 +420,7 @@ updater:OnUpdate(function(self)
b=b+1
end)
a=0 -- a counter
loop2=proc:newLoop(function(dt,self)
loop2=proc:newLoop(function(self,dt)
print("Lets Go!")
self:hold(3) -- this will keep this object from doing anything! Note: You can only have one hold active at a time! Multiple are possible, but results may not be as they seem see * for how hold works
-- Within a process using hold will keep it alive until the hold is satisified!
@@ -456,17 +481,19 @@ function multi:hold(task)
end
```
# Queuer (WIP)
Queuer (WIP)
------------
A queuer works just like a process however objects are processed in order that they were created...
```lua
require("multi")
queue = multi:newQueuer()
queue:newAlarm(3):OnRing(function()
print("Ring ring!!!")
end)
queue:newStep(1,10):OnStep(function(pos,self)
queue:newStep(1,10):OnStep(function(self,pos)
print(pos)
end)
queue:newLoop(function(dt,self)
queue:newLoop(function(self,dt)
if dt==3 then
self:Break()
print("Done")
@@ -503,7 +530,8 @@ Done</br>
10</br>
Ring ring!!!</br>
# Threads
Threads
-------
These fix the hold problem that you get with regular objects, and they work exactly the same! They even have some extra features that make them really useful.</br>
```lua
_require=require -- lets play with the require method a bit
@@ -512,20 +540,21 @@ function require(path)
_require(path)
end
require("multi.*") -- now I can use that lovely * symbol to require everything
-- Pointless I know I... Don't look at me like that :P
test=multi:newThreadedProcess("main") -- you can thread processors and all Actors see note for a list of actors you can thread!
test2=multi:newThreadedProcess("main2")
count=0
test:newLoop(function(dt,self)
test:newLoop(function(self,dt)
count=count+1
thread.sleep(.01)
end)
test2:newLoop(function(dt,self)
test2:newLoop(function(self,dt)
print("Hello!")
thread.sleep(1) -- sleep for some time
end)
-- threads take a name object then the rest as normal
step=multi:newThreadedTStep("step",1,10)
step:OnStep(function(p,self)
step:OnStep(function(self,p)
print("step",p)
thread.skip(21) -- skip n cycles
end)
@@ -533,11 +562,11 @@ step:OnEnd(function()
print("Killing thread!")
thread.kill() -- kill the thread
end)
loop=multi:newThreadedLoop("loop",function(dt,self)
loop=multi:newThreadedLoop("loop",function(self,dt)
print(dt)
thread.sleep(1.1)
end)
loop2=multi:newThreadedLoop("loop",function(dt,self)
loop2=multi:newThreadedLoop("loop",function(self,dt)
print(dt)
thread.hold(function() return count>=100 end)
print("Count is "..count)
@@ -564,18 +593,20 @@ step 3</br>
Hello!</br>
Ring</br>
Count is 100</br>
# Threadable Actors
Threadable Actors
-----------------
- Alarms
- Events
- Loop/TLoop
- Process
- Step/TStep
# Functions
Functions
---------
If you ever wanted to pause a function then great now you can
The uses of the Function object allows one to have a method that can run free in a sense
```lua
require("multi.all")
require("multi")
func=multi:newFunction(function(self,arg1,arg2,...)
self:Pause()
return arg1
@@ -590,11 +621,12 @@ Hello</br>
PAUSED</br>
Hello3</br>
# ThreadedUpdater
ThreadedUpdater
---------------
```lua
-- Works the same as a regular updater!
require("multi.all")
require("multi")
multi:newThreadedUpdater("Test",10000):OnUpdate(function(self)
print(self.pos)
end)
@@ -606,11 +638,12 @@ multi:mainloop()
...</br>
.inf</br>
# Triggers
Triggers
--------
Triggers were what I used before connections became a thing, also Function objects are a lot like triggers and can be paused as well, while triggers cannot...</br>
They are simple to use, but in most cases you are better off using a connection</br>
```lua
require("multi.trigger")
require("multi")
-- They work like connections but can only have one event binded to them
trig=multi:newTrigger(function(self,a,b,c,...)
print(a,b,c,...)
@@ -623,15 +656,15 @@ trig:Fire(1,2,3,"Hello",true)
1 2 3</br>
1 2 3 Hello true</br>
# Tasks
Tasks
-----
Tasks allow you to run a block of code before the multi mainloops does it thing. Tasks still have a use, but depending on how you program they aren't needed.</br>
```lua
require("multi.loop")
require("multi.task")
require("multi")
multi:newTask(function()
print("Hi!")
end)
multi:newLoop(function(dt,self)
multi:newLoop(function(self,dt)
print("Which came first the task or the loop?")
self:Break()
end)
@@ -647,10 +680,11 @@ Which came first the task or the loop?</br>
As seen in the example above the tasks were done before anything else in the mainloop! This is useful when making libraries around the multitasking features and you need things to happen in a certain order!</br>
# Jobs
Jobs
----
Jobs were a strange feature that was created for throttling connections! When I was building a irc bot around this library I couldn't have messages posting too fast due to restrictions. Jobs allowed functions to be added to a queue that were executed after a certain amount of time has passed
```lua
require("multi.alarm") -- jobs use alarms I am pondering if alarms should be added to the core or if jobs should use timers instead...
require("multi") -- jobs use alarms I am pondering if alarms should be added to the core or if jobs should use timers instead...
-- jobs are built into the core of the library so no need to require them
print(multi:hasJobs())
multi:setJobSpeed(1) -- set job speed to 1 second
@@ -681,11 +715,11 @@ There are 4 jobs in the queue!</br>
A job!</br></br>
Another job!</br>
# Watchers
Watchers
--------
Watchers allow you to monitor a variable and trigger an event when the variable has changed!
```lua
require("multi.watcher")
require("multi.tloop")
require("multi")
a=0
watcher=multi:newWatcher(_G,"a") -- watch a in the global enviroment
watcher:OnValueChanged(function(self,old,new)
@@ -704,9 +738,10 @@ multi:mainloop()
.inf-1 inf</br>
Timeout management
------------------
```lua
-- Note: I used a tloop so I could control the output of the program a bit.
require("multi.tloop")
require("multi")
a=0
inc=1 -- change to 0 to see it not met at all, 1 if you want to see the first condition not met but the second and 2 if you want to see it meet the condition on the first go.
loop=multi:newTLoop(function(self)
@@ -751,6 +786,328 @@ Looping...</br>
Looping...</br>
We did it! 1 2 3</br>
# TODO (In order of importance)
- Finish the wiki stuff. (10% done)</br>
- Test for unknown bugs</br>
Changes
-------
Updated from 1.7.6 to 1.8.0</br>
Added:</br>
- multi:newSystemThreadedQueue()
- multi:systemThreadedBenchmark()
- More example files
- multi:canSystemThread() -- true if an intergration was added false otherwise (For module creation)
- Fixed a few bugs in the loveManager
# Using multi:systemThreadedBenchmark()
```lua
package.path="?/init.lua;"..package.path
local GLOBAL,sThread=require("multi.intergration.lanesManager").init()
multi:systemThreadedBenchmark(3):OnBench(function(self,count)
print("First Bench: "..count)
multi:systemThreadedBenchmark(3,"All Threads: ")
end)
multi:mainloop()
```
# Using multi:newSystemThreadedQueue()
```lua
-- in love2d, this file will be in the same example folder as before, but is named main2.lua
require("core.Library")
GLOBAL,sThread=require("multi.intergration.loveManager").init() -- load the love2d version of the lanesManager and requires the entire multi library
--IMPORTANT
-- Do not make the above local, this is the one difference that the lanesManager does not have
-- If these are local the functions will have the upvalues put into them that do not exist on the threaded side
-- You will need to ensure that the function does not refer to any upvalues in its code. It will print an error if it does though
-- Also each thread has a .1 second delay! This is used to generate a random values for each thread!
require("core.GuiManager")
gui.ff.Color=Color.Black
function multi:newSystemThreadedQueue(name) -- in love2d this will spawn a channel on both ends
local c={}
c.name=name
if love then
if love.thread then
function c:init()
self.chan=love.thread.getChannel(self.name)
function self:push(v)
self.chan:push(v)
end
function self:pop()
return self.chan:pop()
end
GLOBAL[self.name]=self
return self
end
return c
else
error("Make sure you required the love.thread module!")
end
else
c.linda=lanes.linda()
function c:push(v)
self.linda:send("Q",v)
end
function c:pop()
return ({self.linda:receive(0,"Q")})[2]
end
function c:init()
return self
end
GLOBAL[name]=c
end
return c
end
queue=multi:newSystemThreadedQueue("QUEUE"):init()
queue:push("This is a test")
queue:push("This is a test2")
queue:push("This is a test3")
queue:push("This is a test4")
multi:newSystemThread("test2",function()
queue=sThread.waitFor("QUEUE"):init()
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
queue:push("DONE!")
end)
multi:newThread("test!",function()
thread.hold(function() return queue:pop() end)
t.text="Done!"
end)
t=gui:newTextLabel("no done yet!",0,0,300,100)
t:centerX()
t:centerY()
```
# In Lanes
```lua
-- The code is compatible with each other, I just wanted to show different things you can do in both examples
-- This file can be found in the examples folder as lanesintergrationtest4.lua
local GLOBAL,sThread=require("multi.intergration.lanesManager").init()
queue=multi:newSystemThreadedQueue("QUEUE"):init()
queue:push("This is a test")
queue:push("This is a test2")
queue:push("This is a test3")
queue:push("This is a test4")
multi:newSystemThread("test2",function()
queue=sThread.waitFor("QUEUE"):init()
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
queue:push("This is a test5")
queue:push("This is a test6")
queue:push("This is a test7")
queue:push("This is a test8")
end)
multi:newThread("test!",function() -- this is a lua thread
thread.sleep(.1)
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
end)
multi:mainloop()
```
Updated from 1.7.5 to 1.7.6</br>
Fixed:
Typos like always
Added:</br>
multi:getPlatform() -- returns "love2d" if using the love2d platform or returns "lanes" if using lanes for threading</br>
examples files</br>
In Events added method setTask(func)</br>
The old way still works and is more convient to be honest, but I felt a method to do this was ok.</br>
Updated:
some example files to reflect changes to the core. Changes allow for less typing</br>
loveManager to require the compat if used so you don't need 2 require line to retrieve the library</br>
Updated from 1.7.4 to 1.7.5</br>
Fixed some typos in the readme... (I am sure there are more there are always more)</br>
Added more features for module support</br>
TODO:</br>
Work on performance of the library... I see 3 places where I can make this thing run quicker</br>
I'll show case some old versions of the multitasking library eventually so you can see its changes in days past!</br>
Updated from 1.7.3 to 1.7.4</br>
Added: the example folder which will be populated with more examples in the near future!</br>
The loveManager intergration that mimics the lanesManager intergration almost exactly to keep coding in both enviroments as close to possible. This is done mostly for library creation support!</br>
An example of the loveManager in action using almost the same code as the lanesintergreationtest2.lua</br>
NOTE: This code has only been tested to work on love2d version 1.10.2 thoough it should work version 0.9.0
```lua
require("core.Library") -- Didn't add this to a repo yet! Will do eventually... Allows for injections and other cool things
require("multi.compat.love2d") -- allows for multitasking and binds my libraies to the love2d engine that i am using
GLOBAL,sThread=require("multi.intergration.loveManager").init() -- load the love2d version of the lanesManager
--IMPORTANT
-- Do not make the above local, this is the one difference that the lanesManager does not have
-- If these are local the functions will have the upvalues put into them that do not exist on the threaded side
-- You will need to ensure that the function does not refer to any upvalues in its code. It will print an error if it does though
-- Also each thread has a .1 second delay! This is used to generate a random values for each thread!
require("core.GuiManager") -- allows the use of graphics in the program.
gui.ff.Color=Color.Black
function comma_value(amount)
local formatted = amount
while true do
formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
if (k==0) then
break
end
end
return formatted
end
multi:newSystemThread("test1",function() -- Another difference is that the multi library is already loaded in the threaded enviroment as well as a call to multi:mainloop()
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 1"):OnBench(function(self,c) GLOBAL["T1"]=c multi:Stop() end)
end)
multi:newSystemThread("test2",function() -- spawns a thread in another lua process
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 2"):OnBench(function(self,c) GLOBAL["T2"]=c multi:Stop() end)
end)
multi:newSystemThread("test3",function() -- spawns a thread in another lua process
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 3"):OnBench(function(self,c) GLOBAL["T3"]=c multi:Stop() end)
end)
multi:newSystemThread("test4",function() -- spawns a thread in another lua process
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 4"):OnBench(function(self,c) GLOBAL["T4"]=c multi:Stop() end)
end)
multi:newSystemThread("test5",function() -- spawns a thread in another lua process
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 5"):OnBench(function(self,c) GLOBAL["T5"]=c multi:Stop() end)
end)
multi:newSystemThread("test6",function() -- spawns a thread in another lua process
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 6"):OnBench(function(self,c) GLOBAL["T6"]=c multi:Stop() end)
end)
multi:newSystemThread("Combiner",function() -- spawns a thread in another lua process
function comma_value(amount)
local formatted = amount
while true do
formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
if (k==0) then
break
end
end
return formatted
end
local b=comma_value(tostring(sThread.waitFor("T1")+sThread.waitFor("T2")+sThread.waitFor("T3")+sThread.waitFor("T4")+sThread.waitFor("T5")+sThread.waitFor("T6")))
GLOBAL["DONE"]=b
end)
multi:newThread("test0",function()
-- sThread.waitFor("DONE") -- lets hold the main thread completely so we don't eat up cpu
-- os.exit()
-- when the main thread is holding there is a chance that error handling on the system threads may not work!
-- instead we can do this
while true do
thread.skip(1) -- allow error handling to take place... Otherwise lets keep the main thread running on the low
-- Before we held just because we could... But this is a game and we need to have logic continue
--sThreadM.sleep(.001) -- Sleeping for .001 is a greeat way to keep cpu usage down. Make sure if you aren't doing work to rest. Abuse the hell out of GLOBAL if you need to :P
if GLOBAL["DONE"] then
t.text="Bench: "..GLOBAL["DONE"]
end
end
end)
GLOBAL["Bench"]=3
t=gui:newTextLabel("no done yet!",0,0,300,100)
t:centerX()
t:centerY()
```
Updated from 1.7.2 to 1.7.3</br>
Changed how requiring the library works!
`require("multi.all")` Will still work as expected; however, with the exception of threading, compat, and intergrations everything else has been moved into the core of the library.
```lua
-- This means that these are no longer required and will cause an error if done so
require("multi.loop")
require("multi.alarm")
require("multi.updater")
require("multi.tloop")
require("multi.watcher")
require("multi.tstep")
require("multi.step")
require("multi.task")
-- ^ they are all part of the core now
```
Updated from 1.7.1 to 1.7.2</br>
Moved updaters, loops, and alarms into the init.lua file. I consider them core features and they are referenced in the init.lua file so they need to exist there. Threaded versions are still separate though. Added another example file
Updated from 1.7.0 to 1.7.1 Bug fixes only
Updated from 1.6.0 to 1.7.0</br>
Modified: multi.intergration.lanesManager.lua
It is now in a stable and simple state Works with the latest lanes version! Tested with version 3.11 I cannot promise that everything will work with eariler versions. Future versions are good though.</br>
Example Usage:</br>
sThread is a handle to a global interface for system threads to interact with themself</br>
thread is the interface for multithreads as seen in the threading section</br>
GLOBAL a table that can be used throughout each and every thread
sThreads have a few methods</br>
sThread.set(name,val) -- you can use the GLOBAL table instead modifies the same table anyway</br>
sThread.get(name) -- you can use the GLOBAL table instead modifies the same table anyway</br>
sThread.waitFor(name) -- waits until a value exists, if it does it returns it</br>
sThread.getCores() -- returns the number of cores on your cpu</br>
sThread.sleep(n) -- sleeps for a bit stopping the entire thread from running</br>
sThread.hold(n) -- sleeps until a condition is met</br>
```lua
local GLOBAL,sThread=require("multi.intergration.lanesManager").init()
require("multi.all")
multi:newAlarm(2):OnRing(function(self)
GLOBAL["NumOfCores"]=sThread.getCores()
end)
multi:newAlarm(7):OnRing(function(self)
GLOBAL["AnotherTest"]=true
end)
multi:newAlarm(13):OnRing(function(self)
GLOBAL["FinalTest"]=true
end)
multi:newSystemThread("test",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
print("Waiting for variable: NumOfCores")
print("Got it: ",sThread.waitFor("NumOfCores"))
sThread.hold(function()
return GLOBAL["AnotherTest"] -- note this would hold the entire systemthread. Spawn a coroutine thread using multi:newThread() or multi:newThreaded...
end)
print("Holding works!")
multi:newThread("tests",function()
thread.hold(function()
return GLOBAL["FinalTest"] -- note this will not hold the entire systemthread. As seen with the TLoop constantly going!
end)
print("Final test works!")
os.exit()
end)
local a=0
multi:newTLoop(function()
a=a+1
print(a)
end,.5)
multi:mainloop()
end)
multi:mainloop()
```
Updated from 1.5.0 to 1.6.0</br>
Changed: steps and loops
```lua
-- Was
step:OnStep(function(pos,self) -- same goes for tsteps as well
print(pos)
end)
multi:newLoop(function(dt,self)
print(dt)
end)
-- Is now
step:OnStep(function(self,pos) -- same goes for tsteps as well
print(pos)
end)
multi:newLoop(function(self,dt)
print(dt)
end)
```
Reasoning I wanted to keep objects consistant, but a lot of my older libraries use the old way of doing things. Therefore I added a backwards module
```lua
require("multi.all")
require("multi.compat.backwards[1,5,0]") -- allows for the use of features that were scrapped/changed in 1.6.0+
```
Updated from 1.4.1 to 1.5.0
Added:
- An easy way to manage timeouts
- Small bug fixes
1.4.1 - First Public release of the library
IMPORTANT:</br>
Every update I make aims to make things simpler more efficent and just better, but a lot of old code, which can be really big, uses a lot of older features. I know the pain of having to rewrite everything. My promise to my library users is that I will always have backwards support for older features! New ways may exist that are quicker and eaiser, but the old features/methods will be supported.</br>
+11
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-- Tick Tock Example
require("multi")
alarm=multi:newAlarm(1)
alarm.state=-1 -- set the state to -1
alarm.sounds={[-1]="Tick",[1]="Tock"} -- this makes changing between states easy and fast
alarm:OnRing(function(self)
print(self.sounds[self.state])
self.state=self.state*-1 -- change the state in one line
self:Reset() -- Reset the alarm so it runs again
end)
multi:mainloop()
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package.path="?/init.lua;"..package.path
require("multi")
require("multi.compat.backwards[1,5,0]")
multi:newLoop(function(dt,self)
print(dt)
end)
multi:mainloop() -- start the main runner
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local GLOBAL,sThread=require("multi.intergration.lanesManager").init()
require("proAudioRt") -- an audio library
-- The hosting site with precompiled binaries is down, but here is a link to a archive
-- https://web.archive.org/web/20160907180559/http://viremo.eludi.net:80/proteaAudio/proteaaudiolua.html documentation and downloads are availiable... I also have saved copies just in case :D
-- Music by: myuuji
-- His youtube channel can be found here: https://www.youtube.com/channel/UCiSKnkKCKAQVxMUWpZQobuQ
proAudio.create()
multi:newThread("test",function()
-- simple playlist
sThread.waitFor("song")
print("Playing song 1!")
proAudio.soundPlay(GLOBAL["song"])
sThread.waitFor("song2")
thread.hold(function() sThread.sleep(.001) return proAudio.soundActive()==0 end)
print("Playing song 2!")
proAudio.soundPlay(GLOBAL["song2"])
sThread.waitFor("song3")
thread.hold(function() sThread.sleep(.001) return proAudio.soundActive()==0 end)
print("Playing song 3!")
proAudio.soundPlay(GLOBAL["song3"])
end)
-- loading the audio in another thread is way faster! So lets do that
multi:newSystemThread("test1",function() -- spawns a thread in another lua process
require("proAudioRt")
GLOBAL["song"]=proAudio.sampleFromFile("test.ogg",1,1)
print("Loaded song 1!")
GLOBAL["song2"]=proAudio.sampleFromFile("test2.ogg",1,1)
print("Loaded song 2!")
GLOBAL["song3"]=proAudio.sampleFromFile("test3.ogg",1,1)
print("Loaded song 3!")
end)
multi:mainloop()
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package.path="?/init.lua;?.lua;"..package.path
local GLOBAL,sThread=require("multi.intergration.lanesManager").init()
multi:newAlarm(2):OnRing(function(self)
GLOBAL["NumOfCores"]=sThread.getCores()
end)
multi:newAlarm(7):OnRing(function(self)
GLOBAL["AnotherTest"]=true
end)
multi:newAlarm(13):OnRing(function(self)
GLOBAL["FinalTest"]=true
end)
multi:newSystemThread("test",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
print("Waiting for variable: NumOfCores")
print("Got it: ",sThread.waitFor("NumOfCores"))
sThread.hold(function()
return GLOBAL["AnotherTest"] -- note this would hold the entire systemthread. Spawn a coroutine thread using multi:newThread() or multi:newThreaded...
end)
print("Holding works!")
multi:newThread("tests",function()
thread.hold(function()
return GLOBAL["FinalTest"] -- note this will not hold the entire systemthread. As seen with the TLoop constantly going!
end)
print("Final test works!")
os.exit()
end)
local a=0
multi:newTLoop(function()
a=a+1
print(a)
end,.5)
multi:mainloop()
end)
multi:mainloop()
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package.path="?/init.lua;?.lua;"..package.path
local GLOBAL,sThread=require("multi.intergration.lanesManager").init() -- loads the lanesManager and includes the entire multi library
local function comma_value(amount)
local formatted = amount
while true do
formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
if (k==0) then
break
end
end
return formatted
end
multi:newSystemThread("test1",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 1"):OnBench(function(self,c) GLOBAL["T1"]=c multi:Stop() end)
multi:mainloop()
end)
multi:newSystemThread("test2",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 2"):OnBench(function(self,c) GLOBAL["T2"]=c multi:Stop() end)
multi:mainloop()
end)
multi:newSystemThread("test3",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 3"):OnBench(function(self,c) GLOBAL["T3"]=c multi:Stop() end)
multi:mainloop()
end)
multi:newSystemThread("test4",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 4"):OnBench(function(self,c) GLOBAL["T4"]=c multi:Stop() end)
multi:mainloop()
end)
multi:newSystemThread("test5",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 5"):OnBench(function(self,c) GLOBAL["T5"]=c multi:Stop() end)
multi:mainloop()
end)
multi:newSystemThread("test6",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 6"):OnBench(function(self,c) GLOBAL["T6"]=c multi:Stop() end)
multi:mainloop()
print("Bench: ",comma_value(tostring(sThread.waitFor("T1")+sThread.waitFor("T2")+sThread.waitFor("T3")+sThread.waitFor("T4")+sThread.waitFor("T5")+sThread.waitFor("T6"))))
GLOBAL["DONE"]=true
end)
multi:newThread("test0",function()
-- sThread.waitFor("DONE") -- lets hold the main thread completely so we don't eat up cpu
-- os.exit()
-- when the main thread is holding there is a chance that error handling on the system threads may not work!
-- instead we can do this
while true do
thread.skip(1) -- allow error handling to take place... Otherwise lets keep the main thread running on the low
sThread.sleep(.001) -- Sleeping for .001 is a greeat way to keep cpu usage down. Make sure if you aren't doing work to rest. Abuse the hell out of GLOBAL if you need to :P
if GLOBAL["DONE"] then
os.exit()
end
end
end)
GLOBAL["Bench"]=60
multi:mainloop()
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package.path="?/init.lua;?.lua;"..package.path -- Spawing threads using 1 method and the sThread.getCores() function!
local GLOBAL,sThread=require("multi.intergration.lanesManager").init() -- loads the lanesManager and includes the entire multi library
local function comma_value(amount)
local formatted = amount
while true do
formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
if (k==0) then
break
end
end
return formatted
end
GLOBAL["BENCHCOUNT"],GLOBAL["CNUM"],GLOBAL["DONE"]=0,0,0
cores=sThread.getCores()
function benchmark() -- our single function that will be used across a bunch of threads
require("multi.all") -- get the library
local n=GLOBAL["CNUM"]; GLOBAL["CNUM"]=n+1 -- do some math so we can identify which thread is which
multi:benchMark(sThread.waitFor("BENCH"),nil,"Thread "..n+1):OnBench(function(self,c) GLOBAL["BENCHCOUNT"]=GLOBAL["BENCHCOUNT"]+c; GLOBAL["DONE"]=GLOBAL["DONE"]+1; multi:Stop() end)
-- ^ do the bench mark and add to the BENCHCOUNT GLOBAL value, then increment the DONE Value
multi:mainloop()
end
for i=1,cores do -- loop based on the number of cores you have
multi:newSystemThread("test"..i,benchmark) -- create a system thread based on the benchmark
end
multi:newThread("test0",function()
while true do
thread.skip(1)
sThread.sleep(.001)
if GLOBAL["DONE"]==cores then
print(comma_value(tostring(GLOBAL["BENCHCOUNT"])))
os.exit()
end
end
end)
GLOBAL["BENCH"]=10
print("Platform is: ",multi:getPlatform()) -- returns love2d or lanes depending on which platform you are using... If I add more intergrations then this method will be updated! corona sdk may see this library in the future...
multi:mainloop()
--[[ Output on my machine! I am using luajit and have 6 cores on my computer. Your numbers will vary, but it should look something like this
Intergrated Lanes!
Platform is: lanes
Thread 1 62442125 Steps in 10 second(s)!
Thread 2 61379095 Steps in 10 second(s)!
Thread 3 62772502 Steps in 10 second(s)!
Thread 4 62740684 Steps in 10 second(s)!
Thread 5 60926715 Steps in 10 second(s)!
Thread 6 61793175 Steps in 10 second(s)!
372,054,296
]]
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local GLOBAL,sThread=require("multi.intergration.lanesManager").init()
queue=multi:newSystemThreadedQueue("QUEUE"):init()
queue:push("This is a test")
queue:push("This is a test2")
queue:push("This is a test3")
queue:push("This is a test4")
multi:newSystemThread("test2",function()
queue=sThread.waitFor("QUEUE"):init()
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
queue:push("This is a test5")
queue:push("This is a test6")
queue:push("This is a test7")
queue:push("This is a test8")
end)
multi:newThread("test!",function() -- this is a lua thread
thread.sleep(.1)
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
end)
multi:mainloop()
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package.path="?/init.lua;"..package.path -- slightly different usage of the code
local GLOBAL,sThread=require("multi.intergration.lanesManager").init()
queue=multi:newSystemThreadedQueue("QUEUE")
queue:push(1)
queue:push(2)
queue:push(3)
queue:push(4)
queue:push(5)
queue:push(6)
multi:newSystemThread("STHREAD_1",function()
queue=sThread.waitFor("QUEUE"):init()
GLOBAL["QUEUE"]=nil
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
end)
multi:newThread("THREAD_1",function()
while true do
if GLOBAL["QUEUE"]==nil then
print("Deleted a Global!")
break
end
thread.skip(1)
end
end)
multi:mainloop()
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-- like the while loop (kinda)
require("multi")
loop=multi:newLoop(function(self,dt)
if dt>10 then
print("Enough time has passed!")
self:Break() -- lets break this thing
end
end)
multi:mainloop()
@@ -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
@@ -0,0 +1,4 @@
function gui:AddDrawRuleB(rule)
if not(self.DrawRulesB) then self.DrawRulesB={} end
table.insert(self.DrawRulesB,rule)
end
@@ -0,0 +1,4 @@
function gui:AddDrawRuleE(rule)
if not(self.DrawRulesE) then self.DrawRulesE={} end
table.insert(self.DrawRulesE,rule)
end
@@ -0,0 +1,12 @@
function gui:draw()
if _GuiPro.rotate~=0 then
love.graphics.rotate(math.rad(_GuiPro.rotate))
end
if self.FormFactor:lower()=="rectangle" then
self:drawR()
elseif self.FormFactor:lower()=="circle" then
self:drawC()
else
error("Unsupported FormFactor: "..self.FormFactor.."!")
end
end
@@ -0,0 +1,89 @@
function gui:drawC()
if love.mouse.isDown("l")==false and love.mouse.isDown("m")==false and love.mouse.isDown("r")==false then
_GuiPro.DragItem={}
_GuiPro.hasDrag=false
end
if self.Visible==true and self.VIS==true then
local b=true
for i,v in pairs(_GuiPro.Clips) do
if self:isDescendant(v)==true then
b=false
end
end
if b then
love.graphics.setStencilTest( )
_GuiPro.HasStencel=false
_GuiPro.StencelHolder=nil
end
local x,y,r,s=(self.offset.pos.x or 0)+self.Parent.x,(self.offset.pos.y or 0)+self.Parent.y,self.offset.size.x or 0,self.offset.size.y or 360
if self.CC then
x,y=x+r,y+r
end
self.x,self.y=x,y
_GuiPro.circleStencilFunction = function()
love.graphics.circle("fill",x,y,r,s)
end
if math.sqrt((love.mouse.getX()-x)^2+(love.mouse.getY()-y)^2)<=r and self:eventable() and self:Clickable() and self.Active==true then
self.hovering=true
if love.mouse.isDown("l") and _GuiPro.hasDrag==false then
if string.find(self.Type, "Button") then
love.graphics.setColor(self.Color[1]-10, self.Color[2]-10, self.Color[3]-10,self.Visibility*254)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
end
self.lclicked=true
elseif love.mouse.isDown("r") and _GuiPro.hasDrag==false then
if string.find(self.Type, "Button") then
love.graphics.setColor(self.Color[1]-10, self.Color[2]-10, self.Color[3]-10,self.Visibility*254)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
end
self.rclicked=true
elseif love.mouse.isDown("m") and _GuiPro.hasDrag==false then
if string.find(self.Type, "Button") then
love.graphics.setColor(self.Color[1]-10, self.Color[2]-10, self.Color[3]-10,self.Visibility*254)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
end
self.mclicked=true
else
if string.find(self.Type, "Button") and _GuiPro.hasDrag==false then
love.graphics.setColor(self.Color[1]-5, self.Color[2]-5, self.Color[3]-5,self.Visibility*254)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
end
self.rclicked=false
self.lclicked=false
self.mclicked=false
end
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
self.hovering=false
self.rclicked=false
self.lclicked=false
self.mclicked=false
end
if self.ClipDescendants==true then
_GuiPro.Clips[tostring(self)]=self
_GuiPro.HasStencel=true
_GuiPro.StencelHolder=self
love.graphics.stencil(_GuiPro.circleStencilFunction)
love.graphics.setStencilTest("notequal",0)
end
love.graphics.circle("fill",x,y,r,s)
love.graphics.setColor(self.BorderColor[1], self.BorderColor[2], self.BorderColor[3],self.BorderVisibility*254)
for b=0,self.BorderSize-1 do
love.graphics.circle("line",x,y,r+b,s)
end
if string.find(self.Type, "Text") then
if self.text~=nil then
if self.AutoScaleText then
self.FontSize=math.floor(self.height/1.45833)
end
love.graphics.setColor(self.TextColor[1],self.TextColor[2],self.TextColor[3],self.TextVisibility*254)
love.graphics.setFont(self.Font)
love.graphics.printf(self.text, x-(r/2)+(self.XTween), y-(r/2)+self.Tween, r, self.TextFormat)
end
end
end
end
@@ -0,0 +1,118 @@
function gui:drawR()
if love.mouse.isDown("l")==false and love.mouse.isDown("m")==false and love.mouse.isDown("r")==false then
_GuiPro.DragItem={}
_GuiPro.hasDrag=false
end
if self.Visible==true and self.VIS==true then
local b=true
for i,v in pairs(_GuiPro.Clips) do
if self:isDescendant(v)==true then
b=false
end
end
if b==true then
love.graphics.setStencilTest()
love.graphics.setScissor()
end
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
if self.DrawRulesB then
for dr=1,#self.DrawRulesB do
self.DrawRulesB[dr](self)
end
end
if (love.mouse.getX() > self.x and love.mouse.getX() < self.x+self.width and love.mouse.getY() > self.y and love.mouse.getY() < self.y+self.height and self:Clickable() and self:eventable()) or self:touchable("r") and self.Active==true then
self.hovering=true
if love.mouse.isDown("l") or self:touchable("r") and _GuiPro.hasDrag==false then
if string.find(self.Type, "Button") then
love.graphics.setColor(self.Color[1]-10, self.Color[2]-10, self.Color[3]-10,self.Visibility*254)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
end
self.lclicked=true
elseif love.mouse.isDown("r") or self:touchable("r") and _GuiPro.hasDrag==false then
if string.find(self.Type, "Button") then
love.graphics.setColor(self.Color[1]-10, self.Color[2]-10, self.Color[3]-10,self.Visibility*254)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
end
self.rclicked=true
elseif love.mouse.isDown("m") or self:touchable("r") and _GuiPro.hasDrag==false then
if string.find(self.Type, "Button") then
love.graphics.setColor(self.Color[1]-10, self.Color[2]-10, self.Color[3]-10,self.Visibility*254)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
end
self.mclicked=true
else
if string.find(self.Type, "Button") or self:touchable("r") and _GuiPro.hasDrag==false then
love.graphics.setColor(self.Color[1]-5, self.Color[2]-5, self.Color[3]-5,self.Visibility*254)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
end
self.rclicked=false
self.lclicked=false
self.mclicked=false
end
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
self.hovering=false
self.rclicked=false
self.lclicked=false
self.mclicked=false
end
if self.ClipDescendants==true then
_GuiPro.Clips[tostring(self)]=self
love.graphics.setScissor(self.x, self.y, self.width, self.height)
end
if self:hasRoundness() then
love.graphics.stencil(self.stfunc, "replace", 1)
love.graphics.setStencilTest("greater", 0)
end
love.graphics.rectangle("fill", self.x, self.y, self.width, self.height,(self.rx or 1)*self.DPI,(self.ry or 1)*self.DPI,(self.segments or 1)*self.DPI)
if string.find(self.Type, "Image") then
self:ImageRule()
end
if self.Type=="Video" then
self:VideoRule()
end
if self:hasRoundness() then
love.graphics.setStencilTest()
end
love.graphics.setColor(self.BorderColor[1], self.BorderColor[2], self.BorderColor[3],self.BorderVisibility*254)
for b=0,self.BorderSize-1 do
love.graphics.rectangle("line", self.x-(b/2), self.y-(b/2), self.width+b, self.height+b,(self.rx or 1)*self.DPI,(self.ry or 1)*self.DPI,(self.segments or 1)*self.DPI)
end
if string.find(self.Type, "Text") then
if self.text~=nil then
if self.AutoScaleText then
self.FontSize=math.floor(self.height/1.45833)
end
love.graphics.setColor(self.TextColor[1],self.TextColor[2],self.TextColor[3],self.TextVisibility*254)
if self.Font==_defaultfont then
love.graphics.setFont(self.Font)
love.graphics.printf(self.text, self.x+2+(self.XTween*self.DPI)+((self.marginL or 0)*self.DPI or self.XTween*self.DPI), self.y+(self.FontHeight/2)+self.Tween*self.DPI, self.width+(0 or (self.marginR or 0)*self.DPI), self.TextFormat)
else
if type(self.Font)=="string" then
self.Font=love.graphics.newFont(self.Font,self.FontSize)
self.FontHeight=self.Font:getHeight()
else
love.graphics.setFont(self.Font)
end
if type(self.FontSize)=="string" then
self.FontSize=tonumber(self.FontSize)
love.graphics.setNewFont(self.FontSize)
end
love.graphics.printf(self.text, self.x+2+((self.marginL or 0)*self.DPI or self.XTween*self.DPI), self.y+math.floor((self.FontHeight-self.FontSize)/2)+self.Tween*self.DPI, self.width+(0 or (self.marginR or 0)*self.DPI), self.TextFormat)
end
end
end
if self.DrawRulesE then
for dr=1,#self.DrawRulesE do
self.DrawRulesE[dr](self)
end
end
end
end
@@ -0,0 +1,37 @@
function gui:newDropFrame(name,x, y, w, h, sx ,sy ,sw ,sh)
x,y,w,h,sx,sy,sw,sh=filter(name, x, y, w, h, sx ,sy ,sw ,sh)
local c=self:newBase("DropFrame",name, x, y, w, h, sx ,sy ,sw ,sh)
c.WasBeingDragged=false
c.IsBeingDragged=false
c.Draggable=false
c.funcD={}
function c:GetDroppedItems()
local t=self:getChildren()
local tab={}
for i=1,#t do
if t[i].Type=="TextImageButtonFrameDrag" then
table.insert(tab,t[i])
end
end
return tab
end
function c:OnDropped(func)
table.insert(self.funcD,func)
end
c:OnUpdate(function(self)
if _GuiPro.DragItem then
if _GuiPro.DragItem.Type=="TextImageButtonFrameDrag" and love.mouse.isDown(_GuiPro.DragItem.dragbut or "m")==false and self:IsHovering() then
local t=_GuiPro.DragItem
_GuiPro.DragItem={}
for i=1,#t.funcD do
t.funcD[i](self,t)
end
for i=1,#self.funcD do
self.funcD[i](self,t)
end
_GuiPro.hasDrag=false
end
end
end)
return c
end
@@ -0,0 +1,8 @@
function gui:newFrame(name,x, y, w, h, sx ,sy ,sw ,sh)
x,y,w,h,sx,sy,sw,sh=filter(name, x, y, w, h, sx ,sy ,sw ,sh)
local c=self:newBase("Frame",name, x, y, w, h, sx ,sy ,sw ,sh)
c.WasBeingDragged=false
c.IsBeingDragged=false
c.Draggable=false
return c
end
@@ -0,0 +1,4 @@
function gui:newFullFrame(name)
name=name or ""
return self:newFrame(name,0,0,0,0,0,0,1,1)
end
@@ -0,0 +1,59 @@
function gui:newTabFrame(name, x, y, w, h, sx ,sy ,sw ,sh)
local c=gui:newFrame(name, x, y, w, h, sx ,sy ,sw ,sh)
c.tabheight=20
c.Holder=c:newFrame("Holder",0,c.tabheight,0,0,0,0,1,1)
c.TabHolder=c:newFrame("TabHolder",0,0,0,c.tabheight,0,0,1)
function c:setTabHeight(n)
self.tabheight=n
self.Holder:SetDualDim(0,-self.tabheight,0,0,0,0,1,1)
end
function c:addTab(name,colorT,colorH)
if colorT and not(colorH) then
colorH=colorT
end
local tab=self.TabHolder:newTextButton(name,name,0,0,0,0,0,0,0,1)
tab.Tween=-3
if colorT then
tab.Color=colorT
end
local holder=self.Holder:newFrame(name,0,0,0,0,0,0,1,1)
if colorH then
holder.Color=colorH
end
tab.frame=holder
tab:OnReleased(function(b,self)
if b=="l" then
local tt=self.Parent:getChildren()
local th=self.Parent.Parent.Holder:getChildren()
for i=1,#th do
th[i].Visible=false
end
for i=1,#tt do
tt[i].frame.Visible=false
tt[i].BorderSize=1
end
self.BorderSize=0
self.frame.Visible=true
end
end)
local tt=self.TabHolder:getChildren()
for i=1,#tt do
tt[i].frame.Visible=false
tt[i].BorderSize=1
end
tab.frame.Visible=true
tab.BorderSize=0
return tab,holder
end
c:OnUpdate(function(self)
local th=self.TabHolder:getChildren()
local l=self.width/#th
for i=1,#th do
th[i]:SetDualDim(l*(i-1),0,l)
end
if #th==0 then
self:Destroy()
end
end)
return c
end
@@ -0,0 +1,13 @@
function gui:SetImage(i)
if type(i)=="string" then
self.Image=love.graphics.newImage(i)
else
self.Image=i
end
if self.Image~=nil then
self.ImageHeigth=self.Image:getHeight()
self.ImageWidth=self.Image:getWidth()
self.Quad=love.graphics.newQuad(0,0,self.width,self.height,self.ImageWidth,self.ImageHeigth)
end
return self.ImageWidth,self.ImageHeigth
end
@@ -0,0 +1,5 @@
function gui:UpdateImage()
self.ImageHeigth=self.Image:getHeight()
self.ImageWidth=self.Image:getWidth()
self.Quad=love.graphics.newQuad(0,0,self.width,self.height,self.ImageWidth,self.ImageHeigth)
end
@@ -0,0 +1,20 @@
function gui:getTile(i,x,y,w,h)-- returns imagedata
if type(i)=="string" then
i=love.graphics.newImage(i)
elseif type(i)=="userdata" then
-- do nothing
elseif string.find(self.Type,"Image",1,true) then
local i,x,y,w,h=self.Image,i,x,y,w
else
error("getTile invalid args!!! Usage: ImageElement:getTile(x,y,w,h) or gui:getTile(imagedata,x,y,w,h)")
end
local iw,ih=i:getDimensions()
local id,_id=i:getData(),love.image.newImageData(w,h)
for _x=x,w+x-1 do
for _y=y,h+y-1 do
--
_id:setPixel(_x-x,_y-y,id:getPixel(_x,_y))
end
end
return love.graphics.newImage(_id)
end
@@ -0,0 +1,57 @@
function gui:newAnim(file,delay, x, y, w, h, sx ,sy ,sw ,sh)
local x,y,w,h,sx,sy,sw,sh=filter(file, x, y, w, h, sx ,sy ,sw ,sh)
local c=self:newBase("ImageAnimation",file, x, y, w, h, sx ,sy ,sw ,sh)
c.Visibility=0
c.ImageVisibility=1
c.delay=delay or .05
c.files={}
c.AnimStart={}
c.AnimEnd={}
local _files=alphanumsort(love.filesystem.getDirectoryItems(file))
for i=1,#_files do
if string.sub(_files[i],-1,-1)~="b" then
table.insert(c.files,love.graphics.newImage(file.."/".._files[i]))
end
end
c.step=multi:newTStep(1,#c.files,1,c.delay)
c.step.parent=c
c.rotation=0
c.step:OnStart(function(step)
for i=1,#step.parent.AnimStart do
step.parent.AnimStart[i](step.parent)
end
end)
c.step:OnStep(function(pos,step)
step.parent:SetImage(step.parent.files[pos])
end)
c.step:OnEnd(function(step)
for i=1,#step.parent.AnimEnd do
step.parent.AnimEnd[i](step.parent)
end
end)
function c:OnAnimStart(func)
table.insert(self.AnimStart,func)
end
function c:OnAnimEnd(func)
table.insert(self.AnimEnd,func)
end
function c:Pause()
self.step:Pause()
end
function c:Resume()
self.step:Resume()
end
function c:Reset()
self.step.pos=1
end
function c:getFrames()
return #self.files
end
function c:getFrame()
return self.step.pos
end
function c:setFrame(n)
return self:SetImage(self.files[n])
end
return c
end
@@ -0,0 +1,52 @@
function gui:newAnimFromData(data,delay, x, y, w, h, sx ,sy ,sw ,sh)
x,y,w,h,sx,sy,sw,sh=filter(x, y, w, h, sx ,sy ,sw ,sh)
local c=self:newBase("ImageAnimation","FromFile", x, y, w, h, sx ,sy ,sw ,sh)
c.Visibility=0
c.ImageVisibility=1
c.delay=delay or .05
c.files=data
c.AnimStart={}
c.AnimEnd={}
c:SetImage(c.files[1])
c.step=multi:newTStep(1,#c.files,1,c.delay)
c.step.parent=c
c.rotation=0
c.step:OnStart(function(step)
for i=1,#step.parent.AnimStart do
step.parent.AnimStart[i](step.parent)
end
end)
c.step:OnStep(function(pos,step)
step.parent:SetImage(step.parent.files[pos])
end)
c.step:OnEnd(function(step)
for i=1,#step.parent.AnimEnd do
step.parent.AnimEnd[i](step.parent)
end
end)
function c:OnAnimStart(func)
table.insert(self.AnimStart,func)
end
function c:OnAnimEnd(func)
table.insert(self.AnimEnd,func)
end
function c:Pause()
self.step:Pause()
end
function c:Resume()
self.step:Resume()
end
function c:Reset()
self.step.pos=1
end
function c:getFrames()
return #self.files
end
function c:getFrame()
return self.step.pos
end
function c:setFrame(n)
return self:SetImage(self.files[n])
end
return c
end
@@ -0,0 +1,59 @@
function gui:newAnimFromTiles(file,xd,yd,delay, x, y, w, h, sx ,sy ,sw ,sh)
x,y,w,h,sx,sy,sw,sh=filter(file, x, y, w, h, sx ,sy ,sw ,sh)
local c=self:newBase("ImageAnimation",file, x, y, w, h, sx ,sy ,sw ,sh)
local im=love.graphics.newImage(file)
local _x,_y=im:getDimensions()
c.Visibility=0
c.ImageVisibility=1
c.delay=delay or .05
c.files={}
c.AnimStart={}
c.AnimEnd={}
for i=0,_y/yd-1 do
for j=0,_x/xd-1 do
table.insert(c.files,gui:getTile(im,j*xd,i*yd,xd,yd))
end
end
c:SetImage(c.files[1])
c.step=multi:newTStep(1,#c.files,1,c.delay)
c.step.parent=c
c.rotation=0
c.step:OnStart(function(step)
for i=1,#step.parent.AnimStart do
step.parent.AnimStart[i](step.parent)
end
end)
c.step:OnStep(function(pos,step)
step.parent:SetImage(step.parent.files[pos])
end)
c.step:OnEnd(function(step)
for i=1,#step.parent.AnimEnd do
step.parent.AnimEnd[i](step.parent)
end
end)
function c:OnAnimStart(func)
table.insert(self.AnimStart,func)
end
function c:OnAnimEnd(func)
table.insert(self.AnimEnd,func)
end
function c:Pause()
self.step:Pause()
end
function c:Resume()
self.step:Resume()
end
function c:Reset()
self.step.pos=1
end
function c:getFrames()
return #self.files
end
function c:getFrame()
return self.step.pos
end
function c:setFrame(n)
return self:SetImage(self.files[n])
end
return c
end
@@ -0,0 +1,3 @@
function gui:newFullImageLabel(i,name)
return self:newImageLabel(i,name,0,0,0,0,0,0,1,1)
end
@@ -0,0 +1,25 @@
function gui:newImageButton(i,name, x, y, w, h, sx ,sy ,sw ,sh)
x,y,w,h,sx,sy,sw,sh=filter(name, x, y, w, h, sx ,sy ,sw ,sh)
local c=self:newBase("ImageButton",name, x, y, w, h, sx ,sy ,sw ,sh)
if type(i)=="string" then
c.Image=love.graphics.newImage(i)
else
c.Image=i
end
c.Visibility=0
c.ImageVisibility=1
c.rotation=0
if c.Image~=nil then
c.ImageHeigth=c.Image:getHeight()
c.ImageHeight=c.Image:getHeight()
c.ImageWidth=c.Image:getWidth()
c.Quad=love.graphics.newQuad(0,0,w,h,c.ImageWidth,c.ImageHeigth)
end
c:OnEnter(function()
love.mouse.setCursor(_GuiPro.CursorH)
end)
c:OnExit(function()
love.mouse.setCursor(_GuiPro.CursorN)
end)
return c
end
@@ -0,0 +1,18 @@
function gui:newImageLabel(i,name, x, y, w, h, sx ,sy ,sw ,sh)
x,y,w,h,sx,sy,sw,sh=filter(name, x, y, w, h, sx ,sy ,sw ,sh)
local c=self:newBase("ImageLabel",name, x, y, w, h, sx ,sy ,sw ,sh)
if type(i)=="string" then
c.Image=love.graphics.newImage(i)
else
c.Image=i
end
c.Visibility=0
c.ImageVisibility=1
c.rotation=0
if c.Image~=nil then
c.ImageHeigth=c.Image:getHeight()
c.ImageWidth=c.Image:getWidth()
c.Quad=love.graphics.newQuad(0,0,w,h,c.ImageWidth,c.ImageHeigth)
end
return c
end
@@ -0,0 +1,62 @@
function gui:newVideo(name,i,x,y,w,h,sx,sy,sw,sh)
x,y,w,h,sx,sy,sw,sh=filter(name, x, y, w, h, sx ,sy ,sw ,sh)
local c=self:newBase("Video",name, x, y, w, h, sx ,sy ,sw ,sh)
if type(i)=="string" then
c.Video=love.graphics.newVideo(i)
else
c.Video=i
end
c.Visibility=0
c.VideoVisibility=1
c.rotation=0
if c.Video~=nil then
c.VideoHeigth=c.Video:getHeight()
c.VideoWidth=c.Video:getWidth()
c.Quad=love.graphics.newQuad(0,0,w,h,c.VideoWidth,c.VideoHeigth)
end
c.funcV={}
function c:Play()
self.handStart=true
self.Video:play()
end
function c:Pause()
self.Video:pause()
end
c.Resume=c.Play
function c:Stop()
self.handStart=false
self:Pause()
self:Rewind()
for i=1,# self.funcV do
self.funcV[i](self)
end
end
function c:OnVideoStopped(func)
table.insert(self.funcV,func)
end
function c:Rewind()
self.Video:rewind()
end
function c:Restart()
self:Rewind()
self:Play()
end
function c:Seek(o)
self.Video:seek(o)
end
function c:Tell()
self.Video:tell()
end
function c:SetFilter(min, mag, anisotropy)
self.Video:setFilter(min, mag, anisotropy)
end
function c:IsPlaying()
return self.Video:isPlaying()
end
c:OnUpdate(function(self)
if self.Video:isPlaying()==false and self.handStart == true then
self:Stop()
end
end)
return c
end
@@ -0,0 +1,51 @@
function gui:newDragItem(t,i,name, x, y, w, h, sx ,sy ,sw ,sh)
x,y,w,h,sx,sy,sw,sh=filter(name, x, y, w, h, sx ,sy ,sw ,sh)
local c=self:newBase("TextImageButtonFrameDrag",name, x, y, w, h, sx ,sy ,sw ,sh)
c.WasBeingDragged=false
c.IsBeingDragged=false
c.Draggable=true
c.funcD={}
if type(i)=="string" then
c.Image=love.graphics.newImage(i)
c.ImageVisibility=1
c.ImageHeigth=c.Image:getHeight()
c.ImageWidth=c.Image:getWidth()
c.Quad=love.graphics.newQuad(0,0,w,h,c.ImageWidth,c.ImageHeigth)
elseif type(i)=="image" then
c.Image=i
c.ImageVisibility=1
c.ImageHeigth=c.Image:getHeight()
c.ImageWidth=c.Image:getWidth()
c.Quad=love.graphics.newQuad(0,0,w,h,c.ImageWidth,c.ImageHeigth)
end
c:OnDragStart(function(self,x,y)
if _GuiPro.hasDrag==false then
self:setParent(_GuiPro)
self:SetDualDim(x,y)
self:TopStack()
end
end)
c.rotation=0
c.Tween=0
c.XTween=0
c.text = t
c.AutoScaleText=false
c.FontHeight=_defaultfont:getHeight()
c.Font=_defaultfont
c.FontSize=15
c.TextFormat="center"
c.TextVisibility=1
c.TextColor = {0, 0, 0}
function c:OnDropped(func)
table.insert(self.funcD,func)
end
c:OnUpdate(function(self)
if love.mouse.isDown("m" or self.dragbut)==false and self==_GuiPro.DragItem and self.hovering==false then
_GuiPro.DragItem={}
for i=1,#self.func7 do
self.func7[i](self,(love.mouse.getX())-self.width/2,(love.mouse.getY())-self.height/2)
end
end
end)
return c
end
@@ -0,0 +1,28 @@
function gui:newItem(t,i,name, x, y, w, h, sx ,sy ,sw ,sh)
x,y,w,h,sx,sy,sw,sh=filter(name, x, y, w, h, sx ,sy ,sw ,sh)
local c=self:newBase("TextImageButtonFrame",name, x, y, w, h, sx ,sy ,sw ,sh)
if type(i)=="string" then
c.Image=love.graphics.newImage(i)
else
c.Image=i
end
c.rotation=0
c.ImageVisibility=1
c.Draggable=false
if c.Image~=nil then
c.ImageHeigth=c.Image:getHeight()
c.ImageWidth=c.Image:getWidth()
c.Quad=love.graphics.newQuad(0,0,w,h,c.ImageWidth,c.ImageHeigth)
end
c.Tween=0
c.XTween=0
c.text = t
c.AutoScaleText=false
c.FontHeight=_defaultfont:getHeight()
c.Font=_defaultfont
c.FontSize=15
c.TextFormat="center"
c.TextVisibility=1 -- 0=invisible,1=solid (self.TextVisibility*254+1)
c.TextColor = {0, 0, 0}
return c
end
@@ -0,0 +1,45 @@
function gui:AdvTextBox(txt,x,y,w,h,sx,sy,sw,sh)
name="AdvTextBox"
x,y,w,h,sx,sy,sw,sh=filter(name, x, y, w, h, sx ,sy ,sw ,sh)
local c=self:newBase("AdvTextBoxFrame",name, x, y, w, 30, sx ,sy ,sw ,sh)
c.Draggable=true
c.dragbut="r"
c.BorderSize=0
c:ApplyGradient{Color.Blue,Color.sexy_purple}
c:newTextLabel(txt,"Holder",0,0,0,h-30,0,1,1,0).Color=Color.sexy_purple
c.funcO={}
c.funcX={}
c:OnDragStart(function(self)
self:TopStack()
end)
--local temp = c:newTextButton("X","Close",-25,5,20,20,1)
--temp.Tween=-5
--temp.XTween=-2
--temp:OnReleased(function(b,self) for i=1,#self.Parent.funcX do self.Parent.funcX[i](self.Parent) end end)
--temp.Color=Color.Red
c.tLink=c:newTextBox("puttext","TextBox",5,h-95,-40,30,0,1,1,1)
c.tLink.Color=Color.light_gray
c.tLink.ClearOnFocus=true
c.tLink:OnFocus(function(self) self.ClearOnFocus=false end)
local temp=c:newTextButton("OK","Ok",-35,h-65,30,30,1,1)
temp:OnReleased(function(b,self) for i=1,#self.Parent.funcO do self.Parent.funcO[i](self.Parent,self.Parent.tLink.text) end end)
temp.Color=Color.Green
temp.XTween=-2
local temp=c:newTextButton("X","Cancel",-35,h-95,30,30,1,1)
temp:OnReleased(function(b,self) for i=1,#self.Parent.funcX do self.Parent.funcX[i](self.Parent,self.Parent.tLink.text) end end)
temp.Color=Color.Red
temp.XTween=-2
function c:Close()
self.Visible=false
end
function c:Open()
self.Visible=true
end
function c:OnOk(func)
table.insert(self.funcO,func)
end
function c:OnX(func)
table.insert(self.funcX,func)
end
return c
end
@@ -0,0 +1,36 @@
function _GuiPro.gradient(colors)
local direction = colors.direction or "horizontal"
colors.direction=nil
trans = colors.trans or 255
trans=math.floor(trans)
if direction == "horizontal" then
direction = true
elseif direction == "vertical" then
direction = false
else
error("Invalid direction '" .. tostring(direction) "' for gradient. Horizontal or vertical expected.")
end
local result = love.image.newImageData(direction and 1 or #colors, direction and #colors or 1)
for __i, color in ipairs(colors) do
local x, y
if direction then
x, y = 0, __i - 1
else
x, y = __i - 1, 0
end
result:setPixel(x, y, color[1], color[2], color[3], trans)
end
result = love.graphics.newImage(result)
result:setFilter('linear', 'linear')
return result
end
function _GuiPro.drawinrect(img, x, y, w, h, r, ox, oy, kx, ky)
love.graphics.draw(img, x, y, r, w / img:getWidth(), h / img:getHeight(), ox, oy, kx, ky)
end
function gui:ApplyGradient(rules)
self.Image=nil
self.Type=self.Type.."w/GradImage"
self.rotation=0
self.ImageVisibility=rules.visibility or 1
self:SetImage(_GuiPro.gradient(rules))
end
@@ -0,0 +1,10 @@
function gui:BottomStack()
childs=self.Parent:getChildren()
for i=1,#childs do
if childs[i]==self then
table.remove(self.Parent.Children,i)
table.insert(self.Parent.Children,1,self)
break
end
end
end
@@ -0,0 +1,4 @@
function gui:Center()
local x,y=self:getFullSize()
self:SetDualDim(-math.floor(x/2),-math.floor(y/2),nil,nil,.5,.5)
end
@@ -0,0 +1,9 @@
function gui:Destroy()
check=self.Parent:getChildren()
local cc=0
for cc=1,#check do
if check[cc]==self then
table.remove(self.Parent.Children,cc)
end
end
end
@@ -0,0 +1,25 @@
function gui:GetAllChildren()
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 = self: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 +1,3 @@
function gui:GetChild(name)
return self.Children[name] or self
end
@@ -0,0 +1,3 @@
function InGrid(i,x,y,s)
return math.floor((i-1)/x)*s,(i-1)*s-(math.floor((i-1)/y)*(s*x))
end
@@ -0,0 +1,5 @@
function InGridX(i,w,h,xs,ys)
local xc,yc=math.floor(w/xs),math.floor(h/ys)
local xi,yi=(i-1)%xc,math.floor((i-1)/xc)
return xi*xs,yi*ys
end
@@ -0,0 +1,5 @@
function InGridY(i,w,h,xs,ys)
local xc,yc=math.floor(w/xs),math.floor(h/ys)
local xi,yi=math.floor((i-1)/yc),(i-1)%yc
return xi*xs,yi*ys
end
@@ -0,0 +1,3 @@
function gui:IsHovering()
return (love.mouse.getX() > self.x and love.mouse.getX() < self.x+self.width and love.mouse.getY() > self.y and love.mouse.getY() < self.y+self.height)
end
@@ -0,0 +1,4 @@
function gui:Move(x,y)
self.offset.pos.x=self.offset.pos.x+x
self.offset.pos.y=self.offset.pos.y+y
end
@@ -0,0 +1,46 @@
function gui:SetDualDim(x, y, w, h, sx ,sy ,sw ,sh)
if _GuiPro.DPI_ENABLED then
if x then
x=self.DPI*x
end
if y then
y=self.DPI*y
end
if w then
w=self.DPI*w
end
if h then
h=self.DPI*h
end
end
if sx then
self.scale.pos.x=sx
end
if sy then
self.scale.pos.y=sy
end
if x then
self.offset.pos.x=x
end
if y then
self.offset.pos.y=y
end
if sw then
self.scale.size.x=sw
end
if sh then
self.scale.size.y=sh
end
if w then
self.offset.size.x=w
end
if h then
self.offset.size.y=h
end
if self.Image then
self:SetImage(self.Image)
end
end
function gui:setDualDim(...)
self:SetDualDim(...)
end
@@ -0,0 +1,5 @@
_GuiPro.CursorN=love.mouse.getSystemCursor("arrow")
_GuiPro.CursorH=love.mouse.getSystemCursor("hand")
function gui:SetHand(img,x,y)
_GuiPro.CursorN=love.mouse.newCursor(img,x,y)
end
@@ -0,0 +1,3 @@
function gui:SetHover(img,x,y)
_GuiPro.CursorH=love.mouse.newCursor(img,x,y)
end
@@ -0,0 +1,4 @@
function gui:SetName(name)
self.Parent.Children[name]=self
self.Name=name
end
@@ -0,0 +1,10 @@
function gui:TopStack()
childs=self.Parent:getChildren()
for i=1,#childs do
if childs[i]==self then
table.remove(self.Parent.Children,i)
table.insert(self.Parent.Children,self)
break
end
end
end
@@ -0,0 +1,3 @@
function gui:addDominance()
_GuiPro.TopHovered=self
end
@@ -0,0 +1,6 @@
function gui:addHotKey(key)
local temp=self:newFrame(0,0,0,0)
temp.Visible=false
temp:setHotKey(key)
return temp
end
@@ -0,0 +1,7 @@
function alphanumsort(o)
local function padnum(d) local dec, n = string.match(d, "(%.?)0*(.+)")
return #dec > 0 and ("%.12f"):format(d) or ("%s%03d%s"):format(dec, #n, n)
end
table.sort(o, function(a,b) return tostring(a):gsub("%.?%d+",padnum)..("%3d"):format(#b)< tostring(b):gsub("%.?%d+",padnum)..("%3d"):format(#a) end)
return o
end
@@ -0,0 +1,3 @@
function gui:anchorRight(n)
self:SetDualDim(-(self.width+n),nil,nil,nil,1)
end
@@ -0,0 +1,3 @@
function gui:centerX()
self:SetDualDim(-(self.width/2),nil,nil,nil,.5)
end
@@ -0,0 +1,3 @@
function gui:centerY()
self:SetDualDim(nil,-(self.height/2),nil,nil,nil,.5)
end
@@ -0,0 +1,3 @@
function gui:disrespectHierarchy()
_GuiPro.Hierarchy=false
end
@@ -0,0 +1,3 @@
function gui:getChildren()
return self.Children
end
@@ -0,0 +1,3 @@
function gui:getColor(cindex)
return Color[cindex]
end
@@ -0,0 +1,12 @@
function gui:getFullSize()
local maxx,maxy=-math.huge,-math.huge
local temp = self:GetAllChildren()
for i=1,#temp do
if temp[i].width>maxx then
maxx=temp[i].width+temp[i].offset.pos.x
elseif temp[i].height>maxy then
maxy=temp[i].height+temp[i].offset.pos.y
end
end
return maxx,maxy
end
@@ -0,0 +1,5 @@
function gui:getHighest()
if self.Children[#self.Children]~=nil then
return self.Children[#self.Children]
end
end
@@ -0,0 +1,5 @@
function gui:getLowest()
if self.Children[1]~=nil then
return self.Children[1]
end
end
@@ -0,0 +1,9 @@
function gui:isDescendant(obj)
local things=obj:GetAllChildren()
for i=1,#things do
if things[i]==self then
return true
end
end
return false
end
@@ -0,0 +1,3 @@
function gui:isHighest()
return (self==self.Parent:getHighest())
end
@@ -0,0 +1,3 @@
function gui:isLowest()
return (self==self.Parent:getLowest())
end
@@ -0,0 +1,6 @@
function gui.massMutate(t,...)
local mut={...}
for i=1,#mut do
mut[i]:Mutate(t)
end
end
@@ -0,0 +1,41 @@
if love.filesystem.exists("CheckBoxes.png") then
_GuiPro.UC=gui:getTile("CheckBoxes.png",0,0,16,16)
_GuiPro.C=gui:getTile("CheckBoxes.png",16,0,16,16)
_GuiPro.UCH=gui:getTile("CheckBoxes.png",0,16,16,16)
_GuiPro.CH=gui:getTile("CheckBoxes.png",16,16,16,16)
end
function gui:newCheckBox(name,x,y)
if not(_GuiPro.UC) then error("CheckBoxes.png not found! Cannot currently use checkbox without the data") end
if type(name)~="String" then
x,y,name=name,x,"CheckBox"
end
local c=self:newImageLabel(_GuiPro.UC,name, x, y, 16,16)
c.Visibility=0
c.check=false
c:OnEnter(function(self)
if self.check then
self:SetImage(_GuiPro.CH)
else
self:SetImage(_GuiPro.UCH)
end
end)
function c:isChecked()
return self.check
end
c:OnExit(function(self)
if self.check then
self:SetImage(_GuiPro.C)
else
self:SetImage(_GuiPro.UC)
end
end)
c:OnReleased(function(b,self)
self.check=not(self.check)
if self.check then
self:SetImage(_GuiPro.CH)
else
self:SetImage(_GuiPro.UCH)
end
end)
return c
end
@@ -0,0 +1,36 @@
function gui:newMessageBox(txt,x,y,w,h,sx,sy,sw,sh)
name="MessageBox"
x,y,w,h,sx,sy,sw,sh=filter(name, x, y, w, h, sx ,sy ,sw ,sh)
local c=self:newBase("MessageBoxFrame",name, x, y, w, 30, sx ,sy ,sw ,sh)
c.Draggable=true
c.dragbut="r"
c:ApplyGradient{Color.Blue,Color.sexy_purple}
c.BorderSize=0
c:newTextLabel(txt,"Holder",0,0,0,h-30,0,1,1,0).Color=Color.sexy_purple
c.funcO={}
c.funcX={}
c:OnDragStart(function(self)
self:TopStack()
end)
local temp = c:newTextButton("X","Close",-25,5,20,20,1)
temp.Tween=-5
temp.XTween=-2
temp:OnReleased(function(b,self) for i=1,#self.Parent.funcX do self.Parent.funcX[i](self.Parent) end end)
temp.Color=Color.Red
local temp=c:newTextButton("OK","Ok",0,h-65,0,30,.25,1,.5)
temp:OnReleased(function(b,self) for i=1,#self.Parent.funcO do self.Parent.funcO[i](self.Parent) end end)
temp.Color=Color.Green
function c:Close()
self.Visible=false
end
function c:Open()
self.Visible=true
end
function c:OnOk(func)
table.insert(self.funcO,func)
end
function c:OnX(func)
table.insert(self.funcX,func)
end
return c
end
@@ -0,0 +1,49 @@
function gui:newPart(x, y,w ,h , sx ,sy ,sw ,sh)
local c = {}
setmetatable(c, gui)
if self==gui then
c.Parent=_GuiPro
else
c.Parent=self
end
c.funcs={}
c.funcs2={}
c.funcs3={}
c.funcs4={}
c.funcs5={}
c.func6={}
c.func7={}
c.func8={}
c.func9={}
c.func10={}
c.form="rectangle"
c.Color = {255, 255, 255}
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.VIS=true
c.Visible=true
c.Visibility=1
c.BorderColor={0,0,0}
c.BorderSize=0
c.Type="Part"
c.Name="GuiPart"
_GuiPro.count=_GuiPro.count+1
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
table.insert(c.Parent.Children,c)
return c
end
@@ -0,0 +1,45 @@
function gui:newProgressBar(txt,x,y,w,h,sx,sy,sw,sh)
name="newProgressBar"
x,y,w,h,sx,sy,sw,sh=filter(name, x, y, w, h, sx ,sy ,sw ,sh)
local c=self:newBase("newProgressBarFrame",name, x, y, w, 30, sx ,sy ,sw ,sh)
c.Draggable=true
c.dragbut="r"
c.BorderSize=0
c:ApplyGradient{Color.Blue,Color.sexy_purple}
c:newTextLabel(txt,"Holder",0,0,0,h-30,0,1,1,0).Color=Color.sexy_purple
c.funcO={}
c.funcX={}
c:OnDragStart(function(self)
self:TopStack()
end)
local temp = c:newTextButton("X","Close",-25,5,20,20,1)
temp.Tween=-5
temp.XTween=-2
temp:OnReleased(function(b,self) for i=1,#self.Parent.funcX do self.Parent.funcX[i](self.Parent) end end)
temp.Color=Color.Red
c.BarBG=c:newTextButton("",5,h-65,-10,30,0,1,1)
c.BarBG:ApplyGradient{Color.Red,Color.light_red}
c.Bar=c.BarBG:newTextLabel("",0,0,0,0,0,0,0,1)
c.Bar:ApplyGradient{Color.Green,Color.light_green}
c.BarDisp=c.BarBG:newTextLabel("0%","0%",0,0,0,0,0,0,1,1)
c.BarDisp.Visibility=0
c.BarDisp.Link=c.Bar
c.BarDisp:OnUpdate(function(self)
self.text=self.Link.scale.size.x*100 .."%"
end)
c.Func1={}
function c:On100(func)
table.insert(self.Func1,func)
end
c:OnUpdate(function(self)
if self.Bar.scale.size.x*100>=100 then
for P=1,#self.Func1 do
self.Func1[P](self)
end
end
end)
function c:SetPercentage(n)
self.Bar:SetDualDim(0,0,0,0,0,0,n/100,1)
end
return c
end
@@ -0,0 +1,42 @@
function gui:newScrollBar(color1,color2)
local scrollbar=self:newFrame(-20,0,20,0,1,0,0,1)
scrollbar.funcS={}
scrollbar.Color=color1 or Color.saddle_brown
scrollbar:OnClicked(function(b,self,x,y)
love.mouse.setX(self.x+10)
if y>=10 and y<=self.height-10 then
self.mover:SetDualDim(0,y-10)
end
if y<10 then
love.mouse.setY(10+self.y)
end
if y>self.height-10 then
love.mouse.setY((self.height-10)+self.y)
end
for i=1,#self.funcS do
self.funcS[i](self,self:getPosition())
end
end)
scrollbar:OnEnter(function(self)
self:addDominance()
end)
scrollbar:OnExit(function(self)
self:removeDominance()
end)
scrollbar.mover=scrollbar:newTextButton("","",0,0,20,20)
scrollbar.mover.Color=color2 or Color.light_brown
function scrollbar:getPosition()
return ((self.mover.offset.pos.y)/(self.height-20))*100
end
function scrollbar:setPosition(n)
print((self.height-20),n)
self.mover.offset.pos.y=((self.height-20)/(100/n))
for i=1,#self.funcS do
self.funcS[i](self,self:getPosition())
end
end
function scrollbar:OnScroll(func)
table.insert(self.funcS,func)
end
return scrollbar
end
@@ -0,0 +1,98 @@
function gui:newScrollMenu(title,tabN,onloop,x, y, w, h, sx ,sy ,sw ,sh)
local Main = self:newFrame(x, y, w, h, sx ,sy ,sw ,sh)
local Title=Main:newTextButton(title,"Title",0,0,0,20,0,0,1)
Title.Tween=-4
Title.FontSize=12
Title:OnReleased(function(b,self)
self.Parent.Tick=not(self.Parent.Tick)
end)
local scroll=Main:newTextButton("","Scroll",-20,20,20,-20,1,0,0,1)
scroll:OnClicked(function(b,self,x,y)
self.Parent.Mover:SetDualDim(0,y-10,20,20)
if self.Parent.Mover.offset.pos.y<0 then
self.Parent.Mover:SetDualDim(0,0,20,20)
end
if self.Parent.Mover.offset.pos.y>self.Parent.height-40 then
self.Parent.Mover:SetDualDim(0,self.Parent.height-40,20,20)
end
local temp = #self.Parent.TList
self.Parent.pos=(math.floor((temp*self.Parent.Mover.offset.pos.y)/self.height))+1
end)
Main:OnUpdate(function(self)
if self.Tick==false then
self.Visibility=0
end
end)
scroll:OnUpdate(function(self)
self.Visible=self.Parent.Tick
end)
local Mover=scroll:newTextLabel("",0,0,20,20)
Main.Mover=Mover
Main.TList=tabN
Main.pos=1
Main.Tick=true
function Main:Update(title,tabN,onloop)
ch=self:getChildren()
for i=#ch,1,-1 do
ch[i]:Destroy()
end
Title=Main:newTextButton(title,"Title",0,0,0,20,0,0,1)
Title.Tween=-4
Title.FontSize=12
Title:OnReleased(function(b,self)
self.Parent.Tick=not(self.Parent.Tick)
end)
scroll=Main:newTextButton("","Scroll",-20,20,20,-20,1,0,0,1)
scroll:OnClicked(function(b,self,x,y)
self.Parent.Mover:SetDualDim(0,y-10,20,20)
if self.Parent.Mover.offset.pos.y<0 then
self.Parent.Mover:SetDualDim(0,0,20,20)
end
if self.Parent.Mover.offset.pos.y>self.Parent.height-40 then
self.Parent.Mover:SetDualDim(0,self.Parent.height-40,20,20)
end
local temp = #self.Parent.TList
self.Parent.pos=(math.floor((temp*self.Parent.Mover.offset.pos.y)/self.height))+1
end)
local Mover=scroll:newTextLabel("",0,0,20,20)
Main.Mover=Mover
Main.TList=tabN
Main.pos=1
Main.Tick=true
scroll:OnUpdate(function(self)
self.Visible=self.Parent.Tick
end)
for i=1,math.floor(Main.height/20)-1 do
local temp=Main:newTextButton("","Item"..i,0,i*20,-20,20,0,0,1)
temp.FontSize=10
temp.Tween=-4
temp.pos=i
temp:OnUpdate(function(self)
self.text=self.Parent.TList[(self.Parent.pos+self.pos)-1]
self.Visible=self.Parent.Tick
end)
if onloop then
onloop(temp,i)
end
end
end
io.write(tostring(Main.height).."\n")
for i=1,math.floor(Main.height/20)-1 do
local temp=Main:newTextButton("Item"..i,0,i*20,-20,20,0,0,1)
temp.FontSize=10
temp.Tween=-4
temp.pos=i
temp:OnUpdate(function(self)
if self.Parent.TList[(self.Parent.pos+self.pos)-1]~=nil then
self.text=self.Parent.TList[(self.Parent.pos+self.pos)-1]
else
self.text=""
end
self.Visible=self.Parent.Tick
end)
if onloop then
onloop(temp,i)
end
end
return Main
end
@@ -0,0 +1,6 @@
function gui:destroyAllChildren()
local c=self.Children
for i=1,#c do
c[i]:Destroy()
end
end
@@ -0,0 +1,3 @@
function gui:removeDominance()
_GuiPro.TopHovered=nil
end
@@ -0,0 +1,3 @@
function gui:respectHierarchy()
_GuiPro.Hierarchy=true
end
@@ -0,0 +1,4 @@
function gui.round(num, idp)
local mult = 10^(idp or 0)
return math.floor(num * mult + 0.5) / mult
end
@@ -0,0 +1,3 @@
function gui.setBG(i)
gui.ff:SetImage(i)
end
@@ -0,0 +1,14 @@
function gui:setColor(a,b,c)
if type(a)=="string" then
self.Color=Color[a]
elseif type(a)=="number" then
self.Color=Color.new(a,b,c)
end
end
function gui:setTextColor(a,b,c)
if type(a)=="string" then
self.TextColor=Color[a]
elseif type(a)=="number" then
self.TextColor=Color.new(a,b,c)
end
end
@@ -0,0 +1,3 @@
function gui:setDefualtFont(font)
_defaultfont = font
end
@@ -0,0 +1,24 @@
function gui:setHotKey(key)
local tab=key:split("+")
self.hotkeys=tab
self.cooldown=false
self.Alarm=multi:newAlarm(1)
self.Alarm.parent=self
self.args={}
self.funcHK=multi:newConnection()
self.Alarm:OnRing(function(alarm) alarm.parent.cooldown=false end)
function self:OnHotKey(func)
self.funcHK:connect(func)
end
self:OnUpdate(function(self)
if self.cooldown then return end
for i=1,#self.hotkeys do
if not(love.keyboard.isDown(self.hotkeys[i])) then
return
end
end
self.cooldown=true
self.funcHK:Fire(self)
self.Alarm:Reset()
end)
end
@@ -0,0 +1,3 @@
function gui:setNewFont(FontSize)
self.Font=love.graphics.setNewFont(tonumber(FontSize))
end
@@ -0,0 +1,14 @@
function gui:setParent(parent,name)-- Needs fixing!!!
local temp=self.Parent:getChildren()
for i=1,#temp do
if temp[i]==self then
table.remove(self.Parent.Children,i)
break
end
end
table.insert(parent.Children,self)
self.Parent=parent
if name then
self:SetName(name)
end
end

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