164 Commits
Author SHA1 Message Date
server 48038429d0 cleaning up some code 2020-01-26 10:06:23 -05:00
server 91090e6dea bugs and some more testing
general bug fixes
2020-01-26 09:54:33 -05:00
server b3b9e12fb8 working on new network manager
New features coming soon.
Redoing networking management
system threads are mostly done, whats left are some threaded objects like systemthreadedconnection
2020-01-05 13:44:52 -05:00
server 19de228834 Merge branch 'master' of https://github.com/rayaman/multi 2019-12-30 20:18:57 -05:00
server 1984c167d0 updated ignore 2019-12-30 20:18:47 -05:00
server a1d4d59c57 Update .gitignore 2019-12-30 20:17:29 -05:00
server 5377e3131f Delete code.code-workspace 2019-12-30 20:17:13 -05:00
server 9c74f6c265 Reworking the networkManager
some new features
2019-12-30 20:16:27 -05:00
server 71b56023bb More changes for 1.14.0
lanes rework, much faster to generate threads now. Might be abnle to get a little more out of thread creation. Love2d and lanes now mirror each other when using pre built shared objects found in the extension folder. Some more work is needed in order to fix the system threading and then ill move on to network stuff
2019-12-25 17:19:29 -05:00
server 3ea801a2c4 Update LICENSE 2019-12-16 20:22:33 -05:00
server ae9f76d938 Some major changes to loveManager
Still working on version 14.0,.0
2019-12-16 20:15:34 -05:00
server c2488ed5ce Working on 14.0.0
A few more things to do and test before sending this version out
2019-11-17 21:39:31 -05:00
server aa92282b8a working on 14.0.0
Lots of tweaking
2019-11-07 20:21:19 -05:00
server 689133e71f working on 1.14.4 2019-10-29 23:57:04 -04:00
server 296d56d233 small update 2019-09-25 08:54:44 -04:00
server 7dae5d5e32 updated html files 2019-08-04 23:00:50 -04:00
server 29c8282efb Reworked coroutine based threading scheduler 2019-08-04 22:54:52 -04:00
server 498aa1f9aa Cleaning up some stuff 2019-08-01 00:27:49 -04:00
server 3e795ede05 love and lanes act more like twins 2019-07-31 13:10:01 -04:00
server 0476164cf6 Fixed mem leaks and new features 2019-07-28 22:39:16 -04:00
server 564db18933 slight change to the task viewer 2019-07-19 21:37:51 -04:00
server 3bbd63ba62 tiny changes 2019-07-15 21:04:22 -04:00
server 7126e28530 spelling 2019-06-29 01:11:17 -04:00
server 11cfb390bb Working on 13.1.0 2019-06-29 01:01:48 -04:00
server afee0ace94 updated readme 2019-03-24 00:25:37 -04:00
server 8afef44252 Issue#12 Changed
Modify the newThread method to allow for nameless coroutine based threads
2019-03-23 20:54:29 -04:00
server 31f1e10cfc test file 2019-03-23 20:47:58 -04:00
server 98d06ee027 Only bug fixes planned for this version 2019-03-23 20:46:34 -04:00
server 87d8cfbb5b 13.0.0 Release
Had an issue when managing branches... All fixed now
2019-03-22 21:31:16 -04:00
server 050549aeef Merge branch 'master' of https://github.com/rayaman/multi 2019-03-22 21:25:50 -04:00
server 5a05cb7525 gitignore 2019-03-22 21:23:22 -04:00
server da259bc99d Merge pull request #11 from rayaman/v13.0.0
v13.0.0
2019-03-22 21:21:36 -04:00
server 6714878ae9 13.0.0 Stability testing
To be released soon
2019-03-22 21:20:30 -04:00
server 2fad69a1ec small tweaks
There are some things that are left to be done. love2d support needs some work and there is one issue that I am trying to fix with this library. Should be able to release soonish
2019-02-25 11:19:01 -05:00
server 391625674a ST - connections work
Finally, but more bugs found
Need to fix, sigh why node manager no work in love2d. Both luajit, both luasocket, both net and multi library. works in non love, but not love I wanna just melt, there is no reason why no work
2019-02-09 23:32:26 -05:00
server 4272397678 ST-Connections Fixed
Fixed system threaded connections
Also added some features to monitor threads
Each thread now has its own ID even the main thread which has an id of 0!
2019-02-08 22:19:13 -05:00
server 8f0f404c36 small changes
Im still have tons of work to do
2019-02-06 00:22:32 -05:00
server 11cd2805c8 bug fixes and features 2019-02-03 22:43:52 -05:00
server 28a4e37c51 more tweaks 2019-02-01 22:43:32 -05:00
server 20647f4738 more updates 2019-02-01 10:43:00 -05:00
server 0fd604e356 sigh processors have some bugs
working on more bugs... I estimate about 2 months of work for the next version haha
2019-01-31 12:25:41 -05:00
server 03c8f364b2 fixed rockspec
This does not mean its ready for use, but if you lurk and wanna try it out go ahead
2019-01-30 15:17:12 -05:00
server 41725dc01f more fixes and tons of bugs to be worked on 2019-01-29 23:27:36 -05:00
server b5bc0f8e91 updated rockspec 2019-01-29 12:23:11 -05:00
server 110055ffc4 changing workstations 2019-01-29 12:22:09 -05:00
server 4040e0d9d0 some more updates 2019-01-28 15:53:32 -05:00
server 0abd8183b5 still working on the doc, soon 2019-01-04 13:59:38 -05:00
server 9b5acbd23e 13.0.0 Will be out soooooooon I promise
Anyway added some new objects, removed a few and wrote some more documentation... all thats left is system threads and network threads(nodes)
2018-11-14 10:27:39 -05:00
server 040d8842a2 still writing this thing 2018-11-06 06:39:14 -05:00
server 72dcc95400 updated readme for 13.0.0 2018-09-26 20:33:24 -04:00
server 86845f4230 well version will now be 13.0.0 2018-09-26 13:02:19 -04:00
server dfc75fa56c Started working on documentation 2018-09-23 23:14:49 -04:00
server 358779c793 updates the readme files and changed version to 12.2.2 2018-09-22 11:10:47 -04:00
server c382eb46dc another minor change, not really important 2018-09-22 11:06:22 -04:00
server 4bccb655b6 Mainloop unstoppable bug fix
turns out i made it impossible to stop the mainloop oops.
multi.Stop() does this now
2018-09-22 11:02:32 -04:00
server 515f037c0a rockspec 2018-09-17 11:37:49 -04:00
server d1f8bc9492 updated some files 2018-09-17 11:37:17 -04:00
server 29cc0b8935 test 2018-09-17 11:34:33 -04:00
server 7eb9cd37e9 12.2.1 is out
Fixed some systemthreaded objects. More tests are needed though.

About to start making real documentation soon!
2018-09-17 11:33:23 -04:00
server eebd942555 Updated readme files 2018-09-10 22:28:45 -04:00
server 8db42e19f9 Added better priority management 2018-09-10 22:21:57 -04:00
server 21aed09d6d updated readme 2018-08-26 00:46:19 -04:00
server 76dbf26793 Fixed some bugs and added a minor feature 2018-08-26 00:44:29 -04:00
server 9b67727a01 edited readme 2018-07-29 01:48:58 -04:00
server 31e51ce3b3 updated some details on the readme 2018-07-25 12:29:29 -04:00
server bbce42f0aa forgot to add dep on net 2018-07-25 12:20:21 -04:00
server d1507219ff fixed rockspec 2018-07-25 12:18:04 -04:00
server 5e8c50082c fixed version # 2018-07-25 12:16:48 -04:00
server 88dbb867a7 I think thats all thats needed 2018-07-25 12:13:06 -04:00
server dce6ea201e updated love2d compat 2018-07-21 09:58:43 -04:00
server fae39b79e7 Fixed bugs with love2d and removed debug prints 2018-07-18 11:36:20 -04:00
server 2447526a12 almost done, just a few more tests 2018-07-16 00:06:03 -04:00
server d4f41c5aa7 Almost there, I took way too long of a break 2018-07-11 10:11:10 -04:00
server aec5a88360 should fix a bug 2018-07-02 20:42:00 -04:00
server fdfb3a6388 sigh 2018-07-02 20:41:14 -04:00
server 291c30a7ac multi pc tests 2018-07-02 20:40:24 -04:00
server c88ad2e73b testing multiple physcial pcs 2018-07-02 20:25:21 -04:00
server cd3aae9c1e fixed some things 2018-06-26 22:50:34 -04:00
server 3a46c4ae44 queues are done 2018-06-26 22:36:33 -04:00
server 979a6d8674 Node manager working
A few things are left to do. Queues and adding support for some of the system threaded objects that exist.
2018-06-25 21:25:59 -04:00
server 138d61de85 awesome stuff being added
Almost done with the core features that I want added to this library
2018-06-24 21:59:38 -04:00
server 644044901d GLOBAL table works 2018-06-20 09:30:05 -04:00
server de2b3ee100 im getting there 2018-06-18 01:12:42 -04:00
server 02cdbc3bc2 tests and more tests 2018-06-15 14:04:50 -04:00
server c7734a2afa oops small thing left out 2018-06-15 13:56:00 -04:00
server 3a7aea4131 more tests 2018-06-15 13:54:27 -04:00
server 9c3e66e9cc doing some tests 2018-06-15 13:45:43 -04:00
server 89b4901e06 Love2d support is updated to 11.1
May be bugs in supporting libraries, but the multitasking library is fully updated.

The guimanager may have a bug or 2, but I haven't found any ground breaking bugs that haven't been fixed
2018-06-08 22:14:21 -04:00
server a07fe49880 Updated to 1.10.0!
Check changes.md for what was done
2018-05-31 22:48:14 -04:00
server 67499cc5ba 1.9.2 is out! 2018-05-17 11:47:21 -04:00
server e32720b687 1.9.2 is out!
Added, updated, and fixed stuff
2018-05-17 01:19:56 -04:00
server 509086295c fixed a typo 2017-11-20 09:11:56 -05:00
server 6c559b0e52 updated rockspec 2017-11-20 09:10:30 -05:00
server 03d632c3da System threading updates
Added luvitManager limited due to the way luvit works
Updated:
multi:newSystemThread(name,func,...)
You can now pass arguments to the threaded function :D
2017-11-17 23:05:28 -05:00
server 641845a0fa New features on the horizon
For now you can enjoy:
str=multiobj:ToString()
and
multi:newFromString(str)
2017-11-13 23:00:36 -05:00
server 181723e1c7 Added multi.timer(func,...)
Time how long a function executes for
2017-09-27 15:57:31 -04:00
server fc4d53a4cc updated readme 2017-08-02 00:07:49 -04:00
server 285fa7e933 updated readme
Added slight changes and gave an update of upcoming stuff :D
2017-07-28 00:28:09 -04:00
server 842274e663 Added info and cleaned up the readme a bit 2017-07-23 19:03:38 -04:00
server 6d57c7654b if you want to use the old code you'll need this 2017-07-14 22:40:50 -04:00
server eaaf5d80a7 Fixed System Threaded Queues!
Faster
Added older versions
Other bug fixes
More examples
2017-07-07 23:38:54 -04:00
server ef1cf06416 rockspec fix 2017-07-04 13:54:05 -04:00
server e0c72cb8ea SystemThreadedExecute (1.8.5)
Added: SystemThreadedExecute
2017-07-04 13:53:31 -04:00
server 854862f2c8 (1.8.4) Bug fix and readme Notice 2017-07-04 13:32:58 -04:00
server 506e8eeecd Merge pull request #3 from rayaman/Testing
1.8.4 Update!
2017-07-03 14:01:10 -04:00
server f466f80513 (1.8.4) Update 2017-07-03 14:00:15 -04:00
server 584e8be3a2 (1.8.4) Update 2017-07-03 13:59:44 -04:00
server 0203d384f0 Merge branch 'master' into Testing 2017-07-03 13:57:48 -04:00
server 209f833b3f (1.8.4) Update 2017-07-03 13:54:32 -04:00
server 01b5f865f9 updated share.lua 2017-07-02 23:22:35 -04:00
server 112e20f788 Update README.md 2017-07-02 23:19:09 -04:00
server 367982898a Update README.md 2017-07-02 22:59:32 -04:00
server fe123f879e Still fixing bugs 2017-07-02 22:55:46 -04:00
server 03c91d84e3 Doing tests... Love2d Still unstable with new update 2017-07-02 20:00:17 -04:00
server 6863704352 Updated to (1.8.3)
Added new mainloop Options to increase the speed of the program
2017-07-01 14:22:44 -04:00
server 8557f2d3f8 rockspec modification 2017-07-01 13:32:11 -04:00
server e396c18b80 Updated readme
added instructions for luarocks
2017-06-30 22:31:30 -04:00
server d7e8231203 fixed rockspec 2017-06-30 22:29:18 -04:00
server 943afd438a Testing... 2017-06-30 22:21:18 -04:00
server 6f18a129f1 Final typo 2017-06-30 21:52:41 -04:00
server dcb98ab66b Massive Typo
intergration changed to
integration
Updated the examples and readme
2017-06-30 21:51:50 -04:00
server a414def307 Updated to version (1.8.2)
Added more example files
Added SystemThreadedTables
Some bug fixes
2017-06-30 11:04:27 -04:00
server 4c3c09a109 Updated the readme.html (1.8.1) 2017-06-29 15:14:28 -04:00
server ac1dd5f79b ReadMe now reflects (1.8.1) 2017-06-29 15:12:43 -04:00
server 8997c7a301 Updated the internal version # 2017-06-29 15:08:48 -04:00
server f339b7bc22 Updated to (1.8.1)
Mostly changes with the structure of the library.
2017-06-29 15:08:18 -04:00
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
287 changed files with 52696 additions and 2685 deletions
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test2.lua
*.mp3
*.exe
lanestestclient.lua
lanestest.lua
sample-node.lua
sample-master.lua
Ayn Rand - The Virtue of Selfishness-Mg4QJheclsQ.m4a
Atlas Shrugged by Ayn Rand Audiobook-9s2qrEau63E.webm
test.lua
test.lua
*.code-workspace
*.dat
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MIT License
Copyright (c) 2019 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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C: 3322269 ~I*7
H: 2847660 ~I*6
A: 2373050 ~I*5
N: 1898440 ~I*4
B: 1423830 ~I*3
L: 949220 ~I*2
I: 474610 ~I
~n=I*PRank
P2
---------------
C: 6700821
H: 1675205
A: 418801
N: 104700
B: 26175
L: 6543
I: 1635
~n=n*4
P3
----------------
C: 2120906
H: 2120906
A: 2120906
N: 2120906
B: 2120906
L: 2120906
I: 2120506
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# multi Version: 1.6.0 # multi Version: 13.1.0 Bug fixes and a few features added (See changes.md)
Updated from 1.5.0
Changed: steps and loops
```lua Found an issue? Please submit it and ill look into it!
-- Was
step:OnStep(function(pos,self) -- same goes for tsteps as well My multitasking library for lua. It is a pure lua binding, if you ignore the integrations and the love2d compat. If you find any bugs or have any issues, please let me know . **If you don't see a table of contents try using the ReadMe.html file. It is easier to navigate than readme**</br>
print(pos)
end) INSTALLING
multi:newLoop(function(dt,self) ----------
print(dt) Note: The latest version of Lua lanes is required if you want to make use of system threads on lua 5.1+. I will update the dependencies for Lua rocks since this library should work fine on lua 5.1+ You also need the lua-net library and the bin library. all installed automatically using luarocks. however you can do this manually if lanes and luasocket are installed. Links:
end) https://github.com/rayaman/bin
-- Is now https://github.com/rayaman/multi
step:OnStep(function(self,pos) -- same goes for tsteps as well https://github.com/rayaman/net
print(pos)
end) To install copy the multi folder into your environment and you are good to go</br>
multi:newLoop(function(self,dt) If you want to use the system threads, then you'll need to install lanes!
print(dt) **or** use luarocks
end)
Because of a codependency in net libaray, if using the networkmanager you will need to install the net library sepertly
Going forward I will include a Release zip for love2d. I do not know why I haven't done this yet
``` ```
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 luarocks install multi
```lua luarocks install lnet
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
Added:
- An easy way to manage timeouts
- Small bug fixes
IMPORTANT: Discord
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. -------
For real-time assistance with my libraries! A place where you can ask questions and get help with any of my libraries. Also, you can request features and stuff there as well.</br>
Example at end of the readme
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>
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
# 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> https://discord.gg/U8UspuA</br>
Planned features/TODO
---------------------
- [ ] Finish Documentation
- [ ] Test for unknown bugs -- This is always going on
- [x] ~~Network Parallelism~~ This was fun, I have some more plans for this as well
Usage:</br> Usage:</br>
-----
```lua ```lua
--Basic usage -- Basic usage Alarms: Have been moved to the core of the library require("multi") would work as well
require("multi.all") -- gets the entire library local multi = require("multi") -- gets the entire library
alarm=multi:newAlarm(3) -- in seconds can go to .001 uses the built in os.clock() alarm=multi:newAlarm(3) -- in seconds can go to .001 uses the built in os.clock()
alarm:OnRing(function(a) alarm:OnRing(function(a)
print("3 Seconds have passed!") print("3 Seconds have passed!")
a:Reset(n) -- if n were nil it will reset back to 3, or it would reset to n seconds a:Reset(n) -- if n were nil it will reset back to 3, or it would reset to n seconds
end) end)
multi:mainloop() -- the main loop of the program, multi:umanager() exists as well to allow intergration in other loops Ex: love2d love.update function. More on this binding in the wiki! multi:mainloop() -- the main loop of the program, multi:umanager() exists as well to allow integration in other loops Ex: love2d love.update function. More on this binding in the wiki!
```
The library is modular so you only need to require what you need to. Because of this, the global enviroment is altered</br>
There are many useful objects that you can use</br>
Check out the wiki for detailed usage, but here are the objects:</br>
- Process#</br>
- Queuer#</br>
- Alarm</br>
- Loop</br>
- Event</br>
- Step</br>
- Range</br>
- TStep</br>
- TLoop</br>
- Condition</br>
- Connection</br>
- Timer</br>
- Updater</br>
- Thread*</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>
*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>
# 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
```lua
-- Loops
require("multi.all") -- gets the entire library
count=0
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
-- self:Break() will stop the loop and trigger the OnBreak(func) method
-- Stopping is the act of Pausing and deactivating the object! All objects can have the multiobj:Break() command on it!
else
print("Loop #"..count.."!")
end
end)
loop:OnBreak(function(self)
print("You broke me :(")
end)
multi:mainloop()
```
# Output
Loop #1!</br>
Loop #2!</br>
Loop #3!</br>
Loop #4!</br>
Loop #5!</br>
Loop #6!</br>
Loop #7!</br>
Loop #8!</br>
Loop #9!</br>
Loop #10!</br>
You broke me :(</br>
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
```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
count=0
-- lets use the loop again to add to count!
loop=multi:newLoop(function(self,dt)
count=count+1
end)
event=multi:newEvent(function() return count==100 end) -- set the event
event:OnEvent(function(self) -- connect to the event object
loop:Pause() -- pauses the loop from running!
print("Stopped that loop!")
end) -- events like alarms need to be reset the Reset() command works here as well
multi:mainloop()
```
# Output
Stopped that loop!
# STEPS
```lua
require("multi.all")
-- 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!
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(self,pos)
if pos<=10 then -- what what is this? the step only goes to 10!!!
print("Stepping... "..pos)
else
print("How did I get here?")
end
end)
step1:OnEnd(function(self)
print("Done!")
-- We finished here, but I feel like we could have reused this step in some way... Yeah I soule Reset() it, but what if i wanted to change it...
if self.endAt==10 then -- lets only loop once
self:Update(1,11,1,0) -- oh now we can reach that else condition!
end
-- Note Update() will restart the step!
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(self,pos)
-- for 1=1,math.huge do
-- print("Haha I am holding the code up because I can!!!")
--end
-- We dont want to hold things up, but we want to nest.
-- Note a range is not nessary if the nested for loop has a small range, if however the range is rather large you may want to allow other objects to do some work
for i in self.range(1,100) do
print(pos,i) -- Now our nested for loop is using a range object which allows for other objects to get some cpu time while this one is running
end
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(self,pos)
print("Ok "..pos.."!")
end)
multi:mainloop()
```
# Output
Note: the output on this one is huge!!! So I had to ... some parts! You need to run this for your self to see what is going on!</br>
Step Started!</br>
Stepping... 1</br>
10 1</br>
Stepping... 2</br>
10 2</br>
Stepping... 3</br>
10 3</br>
...</br>
Ok 9.5!</br>
Ok 10!</br>
# TLOOPS
```lua
require("multi.all")
-- 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
loop=multi:newTLoop(function(self) -- We are only going to coult with this loop, but doing so using a condition!
while self:condition(self.cond) do
count=count+1
end
print("Count is "..count.."!")
self:Destroy() -- Lets destroy this object, casting it to the dark abyss MUHAHAHA!!!
-- the reference to this object will be a phantom object that does nothing!
end,1) -- Notice the ',1' after the function! This is where you put your time value!
loop.cond=multi:newCondition(function() return count<=100 end) -- conditions need a bit of work before i am happy with them
multi:mainloop()
```
# Output
Count is 101!
# Connections
These are my favorite objects and you'll see why. They are very useful objects for ASync connections!
```lua
require("multi.all")
-- 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 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
cd1=OnCustomSafeEvent:Connect(function(arg1,arg2,...)
print("CSE1",arg1,arg2,...)
end,"bob") -- lets give this connection a name
cd2=OnCustomSafeEvent:Connect(function(arg1,arg2,...)
print("CSE2",arg1,arg2,...)
end,"joe") -- lets give this connection a name
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.
OnCustomEvent(function(arg1,arg2,...)
print(arg1,arg2,...)
end)
-- Now within some loop/other object you trigger the connection like
OnCustomEvent:Fire(1,2,"Hello!!!") -- fire all conections
-- You may have noticed that some events have names! See the following example!
OnCustomSafeEvent:getConnection("bob"):Fire(1,100,"Bye!") -- fire only bob!
OnCustomSafeEvent:getConnection("joe"):Fire(1,100,"Hello!") -- fire only joe!!
OnCustomSafeEvent:Fire(1,100,"Hi Ya Folks!!!") -- fire them all!!!
-- Connections have more to them than that though!
-- As seen above cd1-cd3 these are hooks to the connection object. This allows you to remove a connection
-- For Example:
cd1:Remove() -- remove this connection from the master connection object
print("------")
OnCustomSafeEvent:Fire(1,100,"Hi Ya Folks!!!") -- fire them all again!!!
-- To remove all connections use:
OnCustomSafeEvent:Remove()
print("------")
OnCustomSafeEvent:Fire(1,100,"Hi Ya Folks!!!") -- fire them all again!!!
```
# Output
1 2 Hello!!!</br>
CSE1 1 100 Bye!</br>
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>
You may think timers should be bundled with alarms, but they are a bit different and have cool features</br>
# 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")
local clock = os.clock
function sleep(n) -- seconds
local t0 = clock()
while clock() - t0 <= n do end
end -- we will use this later!
timer=multi:newTimer()
timer:Start()
-- lets do a mock alarm
set=3 -- 3 seconds
a=0
while timer:Get()<=set do
-- waiting...
a=a+1
end
print(set.." second(s) have passed!")
-- Timers can do one more thing that is interesting and that is pausing them!
timer:Pause()
print(timer:Get()) -- should be really close to 'set'
sleep(3)
print(timer:Get()) -- should be really close to 'set'
timer:Resume()
sleep(1)
print(timer:Get()) -- should be really close to the value of set + 1
timer:Pause()
print(timer:Get()) -- should be really close to 'set'
sleep(3)
print(timer:Get()) -- should be really close to 'set'
timer:Resume()
sleep(1)
print(timer:Get()) -- should be really close to the value of set + 2
```
# Output
Note: This will make more sense when you run it for your self</br>
3 second(s) have passed!</br>
3.001</br>
3.001</br>
4.002</br>
4.002</br>
4.002</br>
5.003</br>
# UPDATER
```lua
require("multi.all")
updater=multi:newUpdater(5) -- really simple, think of a look with the skip feature of a step
updater:OnUpdate(function(self)
--print("updating...")
end)
-- Here every 5 steps the updater will do stuff!
-- But I feel it is now time to touch into priority management, so lets get into basic priority stuff and get into a more advance version of it
--[[
multi.Priority_Core -- Highest form of priority
multi.Priority_High
multi.Priority_Above_Normal
multi.Priority_Normal -- The defualt form of priority
multi.Priority_Below_Normal
multi.Priority_Low
multi.Priority_Idle -- Lowest form of priority
Note: These only take effect when you enable priority, otherwise everything is at a core like level!
We aren't going to use regular objects to test priority, but rather benchmarks!
to set priority on an object though you would do
multiobj:setPriority(one of the above)
]]
-- lets bench for 3 seconds using the 3 forms of priority! First no Priority
multi:benchMark(3,nil,"Regular Bench: "):OnBench(function() -- the onbench() allows us to do each bench after each other!
print("P1\n---------------")
multi:enablePriority()
multi:benchMark(3,multi.Priority_Core,"Core:")
multi:benchMark(3,multi.Priority_High,"High:")
multi:benchMark(3,multi.Priority_Above_Normal,"Above_Normal:")
multi:benchMark(3,multi.Priority_Normal,"Normal:")
multi:benchMark(3,multi.Priority_Below_Normal,"Below_Normal:")
multi:benchMark(3,multi.Priority_Low,"Low:")
multi:benchMark(3,multi.Priority_Idle,"Idle:"):OnBench(function()
print("P2\n---------------")
-- Finally the 3rd form
multi:enablePriority2()
multi:benchMark(3,multi.Priority_Core,"Core:")
multi:benchMark(3,multi.Priority_High,"High:")
multi:benchMark(3,multi.Priority_Above_Normal,"Above_Normal:")
multi:benchMark(3,multi.Priority_Normal,"Normal:")
multi:benchMark(3,multi.Priority_Below_Normal,"Below_Normal:")
multi:benchMark(3,multi.Priority_Low,"Low:")
multi:benchMark(3,multi.Priority_Idle,"Idle:")
end)
end)
multi:mainloop() -- Notice how the past few examples did not need this, well only actors need to be in a loop! More on this in the wiki.
```
# Output
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>
High: 472047 Steps in 3 second(s)!</br>
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>
Normal: 15541 Steps in 3 second(s)!</br>
Below_Normal: 3885 Steps in 3 second(s)!</br>
Idle: 242 Steps in 3 second(s)!</br>
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
A process allows you to group the Actor objects within a controlable interface
```lua
require("multi.all")
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
loop=proc:newTLoop(function(self)
a=a+1
proc:Pause() -- pauses the cpu cycler for this processor! Individual objects are not paused, however because they aren't getting cpu time they act as if they were paused
end,.1)
updater=proc:newUpdater(multi.Priority_Idle) -- priority can be used in skip arguments as well to manage priority without enabling it!
updater:OnUpdate(function(self)
b=b+1
end)
a=0 -- a counter
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!
print("Done being held for 1 second")
self:hold(function() return a>10 end)
print("A is now: "..a.." b is also: "..b)
self:Destroy()
self.Parent:Pause() -- lets say you don't have the reference to the process!
os.exit()
end)
-- Notice this is now being created on the multi namespace
event=multi:newEvent(function() return os.clock()>=1 end)
event:OnEvent(function(self)
proc:Resume()
self:Destroy()
end)
proc:Start()
multi:mainloop()
```
# Output
Lets Go!</br>
Done being held for 1 second</br>
A is now: 29 b is also: 479</br>
**Hold: This method works as follows**
```lua
function multi:hold(task)
self:Pause() -- pause the current object
self.held=true -- set held
if type(task)=='number' then -- a sleep cmd
local timer=multi:newTimer()
timer:Start()
while timer:Get()<task do -- This while loop is what makes using multiple holds tricky... If the outer while is good before the nested one then the outter one will have to wait! There is a way around this though!
if love then
self.Parent:lManager()
else
self.Parent:Do_Order()
end
end
self:Resume()
self.held=false
elseif type(task)=='function' then
local env=self.Parent:newEvent(task)
env:OnEvent(function(envt) envt:Pause() envt.Active=false end)
while env.Active do
if love then
self.Parent:lManager()
else
self.Parent:Do_Order()
end
end
env:Destroy()
self:Resume()
self.held=false
else
print('Error Data Type!!!')
end
end
``` ```
# Queuer (WIP) Known Bugs/Issues
A queuer works just like a process however objects are processed in order that they were created... -----------------
```lua Currently no bugs that I know of :D
queue = multi:newQueuer()
queue:newAlarm(3):OnRing(function()
print("Ring ring!!!")
end)
queue:newStep(1,10):OnStep(function(self,pos)
print(pos)
end)
queue:newLoop(function(self,dt)
if dt==3 then
self:Break()
print("Done")
end
end)
queue:Start()
multi:mainloop()
```
# Expected Output
Note: the queuer still does not work as expected!</br>
Ring ring!!!</br>
1</br>
2</br>
3</br>
4</br>
5</br>
6</br>
7</br>
8</br>
9</br>
10</br>
Done</br>
# Actual Output
Done</br>
1</br>
2</br>
3</br>
4</br>
5</br>
6</br>
7</br>
8</br>
9</br>
10</br>
Ring ring!!!</br>
# 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
function require(path)
path=path:gsub("%*","all")
_require(path)
end
require("multi.*") -- now I can use that lovely * symbol to require everything
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(self,dt)
count=count+1
thread.sleep(.01)
end)
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(self,p)
print("step",p)
thread.skip(21) -- skip n cycles
end)
step:OnEnd(function()
print("Killing thread!")
thread.kill() -- kill the thread
end)
loop=multi:newThreadedLoop("loop",function(self,dt)
print(dt)
thread.sleep(1.1)
end)
loop2=multi:newThreadedLoop("loop",function(self,dt)
print(dt)
thread.hold(function() return count>=100 end)
print("Count is "..count)
os.exit()
end)
alarm=multi:newThreadedAlarm("alarm",1)
alarm:OnRing(function(self)
print("Ring")
self:Reset()
end)
multi:mainloop()
```
# Output
Ring</br>
0.992</br>
0.992</br>
Hello!</br>
step 1</br>
step 2</br>
Hello!</br>
Ring</br>
2.092</br>
step 3</br>
Hello!</br>
Ring</br>
Count is 100</br>
# Threadable Actors
- Alarms
- Events
- Loop/TLoop
- Process
- Step/TStep
# 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")
func=multi:newFunction(function(self,arg1,arg2,...)
self:Pause()
return arg1
end)
print(func("Hello"))
print(func("Hello2")) -- returns PAUSED allows for the calling of functions that should only be called once. returns PAUSED instantly if paused
func:Resume()
print(func("Hello3"))
```
# Output
Hello</br>
PAUSED</br>
Hello3</br>
# ThreadedUpdater
```lua
-- Works the same as a regular updater!
require("multi.all")
multi:newThreadedUpdater("Test",10000):OnUpdate(function(self)
print(self.pos)
end)
multi:mainloop()
```
# Output
1</br>
2</br>
...</br>
.inf</br>
# 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")
-- 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,...)
end)
trig:Fire(1,2,3)
trig:Fire(1,2,3,"Hello",true)
```
# Output
1 2 3</br>
1 2 3 Hello true</br>
# 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")
multi:newTask(function()
print("Hi!")
end)
multi:newLoop(function(self,dt)
print("Which came first the task or the loop?")
self:Break()
end)
multi:newTask(function()
print("Hello there!")
end)
multi:mainloop()
```
# Output
Hi!</br>
Hello there!</br>
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 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...
-- 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
multi:newJob(function()
print("A job!")
end,"test")
multi:newJob(function()
print("Another job!")
multi:removeJob("test") -- removes all jobs with name "test"
end,"test")
multi:newJob(function()
print("Almost done!")
end,"test")
multi:newJob(function()
print("Final job!")
end,"test")
print(multi:hasJobs())
print("There are "..multi:getJobs().." jobs in the queue!")
multi:mainloop()
```
# Output
false 0</br>
true 4</br>
There are 4 jobs in the queue!</br>
A job!</br></br>
Another job!</br>
# Watchers
Watchers allow you to monitor a variable and trigger an event when the variable has changed!
```lua
require("multi.watcher")
require("multi.tloop")
a=0
watcher=multi:newWatcher(_G,"a") -- watch a in the global enviroment
watcher:OnValueChanged(function(self,old,new)
print(old,new)
end)
tloop=multi:newTLoop(function(self)
a=a+1
end,1)
multi:mainloop()
```
# Output
0 1</br>
1 2</br>
2 3</br>
...</br>
.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")
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)
print("Looping...")
a=a+inc
if a==14 then
self:ResolveTimer("1","2","3") -- ... any number of arguments can be passed to the resolve handler
-- this will also automatically pause the object that it is binded to
end
end,.1)
loop:SetTime(1)
loop:OnTimerResolved(function(self,a,b,c) -- the handler will return the self and the passed arguments
print("We did it!",a,b,c)
end)
loop:OnTimedOut(function(self)
if not TheSecondTry then
print("Loop timed out!",self.Type,"Trying again...")
self:ResetTime(2)
self:Resume()
TheSecondTry=true
else
print("We just couldn't do it!") -- print if we don't get anything working
end
end)
multi:mainloop()
```
# Output (Change the value inc as indicated in the comment to see the outcomes!)
Looping...</br>
Looping...</br>
Looping...</br>
Looping...</br>
Looping...</br>
Looping...</br>
Looping...</br>
Looping...</br>
Looping...</br>
Loop timed out! tloop Trying again...</br>
Looping...</br>
Looping...</br>
Looping...</br>
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>
+1652
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File diff suppressed because one or more lines are too long
+1433
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+5
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@@ -0,0 +1,5 @@
MAIN: Love2d support is updated to 11.1
May be bugs in supporting libraries, but the multitasking library is fully updated.
The GuiManager may have a bug or 2, but I haven't found any ground breaking bugs that haven't been fixed
View File
+6
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@@ -0,0 +1,6 @@
package.path="?/init.lua;"..package.path
require("multi")
multi:newAlarm(5):OnRing(function()
os.exit(10)
end)
multi:mainloop()
+11
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@@ -0,0 +1,11 @@
-- 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()
+7
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@@ -0,0 +1,7 @@
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
+34
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package.path="?/init.lua;?.lua;"..package.path
local GLOBAL,sThread=require("multi.integration.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.integration.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()
+48
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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.integration.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"]=1
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
]]
+27
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local GLOBAL,sThread=require("multi.integration.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()
+28
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@@ -0,0 +1,28 @@
package.path="?/init.lua;"..package.path -- slightly different usage of the code
local GLOBAL,sThread=require("multi.integration.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()
+14
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@@ -0,0 +1,14 @@
-- lanes Desktop lua! NOTE: this is in lanesintergratetest6.lua in the examples folder
local GLOBAL,sThread=require("multi.integration.lanesManager").init()
test=multi:newSystemThreadedTable("YO"):init()
test["test1"]="lol"
multi:newSystemThread("test",function()
tab=sThread.waitFor("YO"):init()
print(tab["test1"])
sThread.sleep(3)
tab["test2"]="Whats so funny?"
end)
multi:newThread("test2",function()
print(test:waitFor("test2"))
end)
multi:mainloop()
+29
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@@ -0,0 +1,29 @@
-- Creating the object using lanes manager to show case this. Examples has the file for love2d
local GLOBAL,sThread=require("multi.integration.lanesManager").init()
jQueue=multi:newSystemThreadedJobQueue(n) -- this internally creates System threads. By defualt it will use the # of processors on your system You can set this number though.
-- Only create 1 jobqueue! For now making more than 1 is buggy. You only really need one though. Just register new functions if you want 1 queue to do more. The one reason though is keeping track of jobIDs. I have an idea that I will roll out in the next update.
jQueue:registerJob("TEST_JOB",function(a,s)
math.randomseed(s)
-- We will push a random #
TEST_JOB2() -- You can call other registered functions as well!
return math.random(0,255) -- send the result to the main thread
end)
jQueue:registerJob("TEST_JOB2",function()
print("Test Works!") -- this is called from the job since it is registered on the same queue
end)
jQueue:start()
tableOfOrder={} -- This is how we will keep order of our completed jobs. There is no guarantee that the order will be correct
jQueue.OnJobCompleted(function(JOBID,n) -- whenever a job is completed you hook to the event that is called. This passes the JOBID folled by the returns of the job
-- JOBID is the completed job, starts at 1 and counts up by 1.
-- Threads finish at different times so jobids may be passed out of order! Be sure to have a way to order them
tableOfOrder[JOBID]=n -- we order ours by putting them into a table
if #tableOfOrder==10 then
print("We got all of the pieces!")
end
end)
-- LEts push the jobs now
for i=1,10 do -- Job Name of registered function, ... varargs
jQueue:pushJob("TEST_JOB","This is a test!",math.random(1,1000000))
end
print("I pushed all of the jobs :)")
multi:mainloop() -- Start the main loop :D
+11
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@@ -0,0 +1,11 @@
package.path="../?.lua;../?/init.lua;"..package.path
local GLOBAL,sThread=require("multi.integration.lanesManager").init()
cmd=multi:newSystemThreadedExecute("SystemThreadedExecuteTest.lua") -- This file is important!
cmd.OnCMDFinished(function(code) -- callback function to grab the exit code... Called when the command goes through
print("Got Code: "..code)
end)
multi:newTLoop(function()
print("...")
end,1)
multi:mainloop()
+27
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@@ -0,0 +1,27 @@
--~ package.path="?/init.lua;"..package.path
local GLOBAL,sThread=require("multi.integration.lanesManager").init()
jQueue=multi:newSystemThreadedJobQueue(n)
jQueue:registerJob("TEST_JOB",function(a,s)
math.randomseed(s)
TEST_JOB2()
return math.random(0,255)
end)
jQueue:registerJob("TEST_JOB2",function()
print("Test Works!")
end)
jQueue:start()
jQueue.OnReady:holdUT()
jQueue:doToAll(function()
print("Doing this 16? times!")
end)
for i=1,10 do -- Job Name of registered function, ... varargs
jQueue:pushJob("TEST_JOB","This is a test!",math.random(1,1000000))
end
tableOfOrder={}
jQueue.OnJobCompleted(function(JOBID,n)
tableOfOrder[JOBID]=n
if #tableOfOrder==10 then
print("We got all of the pieces!")
end
end)
multi:mainloop()
+9
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@@ -0,0 +1,9 @@
-- 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 +1,244 @@
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.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)()
elseif i:match"__self__" then
local ind=i:match"__self__(.+)"
if not self[ind] then self[ind]={} end
loadstring("_GuiPro.self."..ind.."=_GuiPro.self:"..v)()
elseif i:match"__child__" then
local ind,child = i:match"__child__(%S-)_(.+)"
self[ind][child]=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 +1,40 @@
function gui:toString() -- oh boy this is gonna be painful lol
multi:newThread("saving data: ",function()
local dat=bin.stream("test.dat",false)
function GetAllChildren2(Object)
local Stuff = {}
function Seek(Items)
for i=1,#Items do
--table.insert(Stuff,Items[i])
for a,v in pairs(Items[i]) do
-- dat:tackE(a.."|"..tostring(v))
print(a.."|"..tostring(v))
-- dat.workingfile:flush()
end
thread.skip()
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])
for a,v in pairs(Objs[i]) do
-- dat:tackE(a.."|"..tostring(v))
print(Objs[i].Type..":"..a.."|"..tostring(v))
-- dat.workingfile:flush()
end
thread.skip()
local Items = Objs[i]:getChildren()
if Items ~= nil then
Seek(Items)
end
end
-- dat:tofile("test.dat")
return Stuff
end
GetAllChildren2(self)
end)
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)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
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)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
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)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
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)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
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)
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.Visibility)
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)
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 +1,131 @@
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)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
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)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
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)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
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)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
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)
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.Visibility)
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)
if self.Font==_defaultfont then
love.graphics.setFont(self.Font)
love.graphics.printf(
self.text,
(self.x+2+(self.marginL or 0) 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,
self.TextRotation)
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) 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,
self.TextRotation)
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" or tostring(i):find("ImageData") then
self.Image=love.graphics.newImage(i)
else
self.Image=i
end
if self.Image 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" or type(i):find("ImageData") 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" or type(i):find("ImageData") then
c.Image=love.graphics.newImage(i)
else
c.Image=i
end
c.Visibility=0
c.ImageVisibility=1
c.rotation=0
if c.Image 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 1
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,"rgba32f")
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()
self:centerX()
self:centerY()
end
@@ -0,0 +1,10 @@
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
self.Destroyed = true
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+temp[i].offset.pos.x>maxx then
maxx=temp[i].width+temp[i].offset.pos.x
elseif temp[i].height+temp[i].offset.pos.y>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.getInfo("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

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