206 Commits
Author SHA1 Message Date
server 2d239c65ea tests 2021-04-30 10:48:58 -04:00
server fd8e77555a Testing something 2021-04-30 10:00:13 -04:00
server b60aab9602 Will be coming back to this project
Plan on finally getting back to working on the network parallelism.
2021-04-29 15:34:13 -04:00
server 180176e2cf Updated License date 2021-04-03 12:40:33 -04:00
server 952b592b97 Update README.md
fixed typo
2020-12-24 12:38:07 -05:00
server b597fbdf9b removed okd files 2020-03-14 20:21:08 -04:00
server 8fbaa76fe9 removed old files 2020-03-14 20:16:45 -04:00
server abb3da416f Merge pull request #18 from rayaman/v14.2.0
v14.2.0 release ready
2020-03-14 09:13:57 -04:00
server 801c9e71d8 v14.2.0 release ready 2020-03-14 09:12:00 -04:00
server 8ba489dc58 Merge pull request #17 from rayaman/v14.2.0
V14.2.0
2020-03-14 08:35:29 -04:00
server 6039d6bf29 holdWithin/For now accept conns 2020-03-13 10:39:57 -04:00
server 5ef2e0610c documentation edit 2020-03-12 23:02:19 -04:00
server dee687f4b1 cleaning up and documenting 2020-03-12 15:38:42 -04:00
server 2d281fae90 swap 2020-03-12 15:07:58 -04:00
server 5d363f4fa7 updates 2020-03-11 14:54:24 -04:00
server 7e506f79c9 Preparing for 1.14.2 release 2020-03-10 15:41:20 -04:00
server aeb88e4bfc working on some bugs 2020-03-10 12:59:31 -04:00
server b44c46b953 interesting 2020-03-10 12:54:52 -04:00
server ddd365c5b8 updated nil bug with jqs 2020-03-10 11:53:22 -04:00
server 68ac49fad3 Bug fixes and documentation being worked on 2020-03-09 14:10:34 -04:00
server 5da0be08af updated files 2020-03-06 15:41:53 -05:00
server 2a55b044ef Working on documentation and services 2020-03-04 15:22:19 -05:00
server 8063aa432c Lots of changes 2020-03-02 15:15:09 -05:00
server 363fd4e639 testing pathing 2020-02-28 14:55:43 -05:00
server ff7f46393f testing 2020-02-27 14:48:49 -05:00
server 08831e1dcb Sterilization being worked on 2020-02-27 08:49:45 -05:00
server b251758790 Working on something interesting 2020-02-24 15:43:31 -05:00
server 696891bded fixed changelog 2020-02-21 15:23:07 -05:00
server 3a2bb0c737 Fixed some issues and worked on some stuff 2020-02-21 15:16:58 -05:00
server f5b9f093d6 more changes 2020-02-21 14:26:18 -05:00
server 16b0354c42 Add utils.lua that contains the helper methods. Keeps the main file cleaner 2020-02-21 13:22:41 -05:00
server 5b401ef455 modified changes 2020-02-21 10:22:07 -05:00
server 87467afd17 Added a blackhole object 2020-02-20 15:37:50 -05:00
server f737516009 reworking jobs 2020-02-20 12:05:07 -05:00
server 3f147443bc Updated licence 2020-02-19 18:15:58 -05:00
server 8bd1e6d3f2 starting on 14.2.0 2020-02-19 18:04:18 -05:00
server 00a3c6731c Setting up sterilization stuff for 14.2.0 release 2020-02-19 15:16:53 -05:00
server f47a750ef9 Cleaning up files 2020-02-19 14:59:38 -05:00
server 0d23aab726 modified changes.md 2020-02-19 14:24:02 -05:00
server 500734d0db Almost done with testing, minor changes 2020-02-19 12:32:41 -05:00
server 1f38b4dcb6 Finalizing code changes 2020-02-19 11:39:15 -05:00
server 9fc89c6f5f Services finished, doing final bug fixes 2020-02-18 15:37:30 -05:00
server 56bce25519 Small changes to test.lua 2020-02-18 12:37:45 -05:00
server e1446c009d more work and bug fixes 2020-02-17 20:32:43 -05:00
server 4384dbbaee Working on services 2020-02-17 15:35:46 -05:00
server 8f5973343d Fixed tons of issues with async functions 2020-02-14 23:31:46 -05:00
server ebe87ed69a Jobqueues lvl up 2020-02-14 15:38:00 -05:00
server ead2fd6f2c Removed changes.html 2020-02-14 11:31:21 -05:00
server cf6cdcfc6e Modified the changes.md 2020-02-14 11:30:15 -05:00
server 4578c816d3 Updated License, Updated Changes.md 2020-02-14 11:20:29 -05:00
server 5435ee485f Adding to the history of the multi library. EventManager 2020-02-13 15:37:38 -05:00
server 265777be4e More changes to changelog 2020-02-13 13:42:37 -05:00
server ce9cc7f3a2 Made the changelog a bit more readable 2020-02-13 13:24:12 -05:00
server 5cceaef837 Working on stability features. 2020-02-13 12:54:46 -05:00
server aff459ef68 Some bug fixes 2020-02-11 21:13:23 -05:00
server ef151893ab Fixed issue created with threadedFunctions where arguments weren't being passed 2020-02-09 13:17:03 -05:00
server d797875317 added THREAD:newFunction(func) 2020-02-08 11:04:05 -05:00
server ec8c8c7074 Working on some new features 2020-02-08 08:50:44 -05:00
server 927e45db77 modified some files 2020-02-04 15:30:59 -05:00
server 173ad37c9b Worked on some features 2020-02-03 15:34:44 -05:00
server 91abd762cb Meta Mastery 2020-02-03 14:00:47 -05:00
server a5b71985a6 Fixed Issue where threadedFunctions did not return its values everytime 2020-02-03 12:01:31 -05:00
server 1926d3e26c Updated changes.md 2020-01-31 14:35:21 -05:00
server e9e2096999 added multi.OnLoad 2020-01-31 14:33:13 -05:00
server 0446dd0bea modified test file 2020-01-30 14:39:09 -05:00
server 2521a90712 tests 2020-01-29 21:47:14 -05:00
server 06574d2d45 Added multi.OnExit() 2020-01-29 14:25:27 -05:00
server aaff2244b1 Fixed issue with threaded functions and how they interact with the threaded enviroment 2020-01-29 12:26:54 -05:00
server 6dbf2f5e93 Fixed issue with yielding across c/metamethod boundaries. Forgot that my default lua was luajit 2020-01-29 11:21:01 -05:00
server c251567804 Thread enviroments now allow you to use an await like feature when using threaded functions 2020-01-28 23:35:23 -05:00
server 26245032f7 working on some stuff 2020-01-28 23:09:47 -05:00
server 64cd56d633 made some changes to the md 2020-01-28 15:32:50 -05:00
server 46029e3d60 updated 2020-01-28 15:30:16 -05:00
server b9928ea8a0 updated 2020-01-28 15:27:38 -05:00
server ab8f227f71 Updated readme 2020-01-28 15:23:54 -05:00
server 8484065479 Added multi:scheduleJob(time,func) Removed multi:newTimeStamper 2020-01-28 14:48:23 -05:00
server 504186a852 Some performance changes - 14.0.1
No longer create a table when calling thread.* methods. Not creating a new table and reusing a table instead we should see nice performance changes.
2020-01-27 12:31:17 -05:00
server bcb7e97184 Update README.md 2020-01-26 10:41:12 -05:00
server af88b2a054 Update README.md 2020-01-26 10:28:21 -05:00
server 05456fa25e updated rockspec 2020-01-26 10:25:22 -05:00
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
247 changed files with 20154 additions and 26609 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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Current Multi Version: 14.2.0
# Multi static variables
`multi.Version` — The current version of the library
`multi.Priority_Core` — Highest level of pirority that can be given to a process
</br>`multi.Priority_Very_High`
</br>`multi.Priority_High`
</br>`multi.Priority_Above_Normal`
</br>`multi.Priority_Normal` — The default level of pirority that is given to a process
</br>`multi.Priority_Below_Normal`
</br>`multi.Priority_Low`
</br>`multi.Priority_Very_Low`
</br>`multi.Priority_Idle` — Lowest level of pirority that can be given to a process
# Multi Runners
`multi:lightloop()` — A light version of the mainloop
</br>`multi:loveloop([BOOLEAN: light true])` — Run's all the love related features as well
</br>`multi:mainloop([TABLE settings])` — This runs the mainloop by having its own internal while loop running
</br>`multi:threadloop([TABLE settings])` — This runs the mainloop by having its own internal while loop running, but prioritizes threads over multi-objects
</br>`multi:uManager([TABLE settings])` — This runs the mainloop, but does not have its own while loop and thus needs to be within a loop of some kind.
# Multi Settings
**Note:** Most settings have been fined tuned to be at the peak of performance already, however preLoop, protect (Which drastically lowers preformance), and stopOnError should be used freely to fit your needs.
| Setting | Type: default | Purpose |
| --------------- | --------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| preLoop | function: nil | This is a function that is called after all the important components of the library are loaded. This is called once only. The first and only argument passed is a reference to itself. |
| protect | boolean: false | This runs code within a protected call. To catch when errors happen see built in connections |
| stopOnError | boolean: false | This setting is used with protect. If an object crashes due to some error should it be paused? |
| priority | number: 0 | This sets the priority scheme. Look at the P-Charts below for examples. |
| auto_priority | boolean: false | **Note: This overrides any value set for priority!** If auto priority is enabled then priority scheme 3 is used and processes are considered for "recheck" after a certain amount of time. If a process isn't taking too long to complete anymore then it will be reset to core, if it starts to take a lot of time all of a sudden it will be set to idle. |
| auto_stretch | number: 1 | For use with auto_priority. Modifies the internal reperesentation of idle time by multiplying multi.Priority_Idle by the value given |
| auto_delay | number: 3 | For use with auto_priority. This changes the time in seconds that process are "rechecked" |
| auto_lowerbound | number: multi.Priority_Idle | For use with auto_priority. The lowerbound is what is considered to be idle time. A higher value combined with auto_stretch allows one to fine tune how pirority is managed. |
# P-Chart: Priority 1
P1 follows a forumla that resembles this: ~n=I*PRank</br>Where **n** is the amount of steps given to an object with PRank and where I is the idle time see chart below. The aim of this priority scheme was to make core objects run fastest while letting idle processes get decent time as well.
| Priority: n | PRank | Formula |
| --------------------- | ----- | ------------ |
| Core: 3322269 | 7 | n = ~**I***7 |
| High: 2847660 | 6 | n = ~**I***6 |
| Above_Normal: 2373050 | 5 | n = ~**I***5 |
| Normal: 1898440 | 4 | n = ~**I***4 |
| Below_Normal: 1423830 | 3 | n = ~**I***3 |
| Low: 949220 | 2 | n = ~**I***2 |
| **I**dle: 474610 | 1 | n = ~**I***1 |
**General Rule:** ~n=**I***PRank
# P-Chart: Priority 2
P2 follows a formula that resembles this: ~n=n*4 where n starts as the initial idle time, see chart below. The goal of this one was to make core process higher while keeping idle process low.
| Priority: n |
|-|
| Core: 6700821|
| High: 1675205|
| Above_Normal: 418801|
| Normal: 104700|
| Below_Normal: 26175|
| Low: 6543|
| **I**dle: 1635|
**General Rule:** `~n=n*4` Where the inital n = **I**
# P-Chart: Priority 3
P3 Ignores using a basic formula and instead bases its processing time on the amount of cpu time is there. If cpu-time is low and a process is set at a lower priority it will get its time reduced. There is no formula, at idle almost all process work at the same speed!
There are 2 settings for this: Core and Idle. If a process takes too long then it is set to idle. Otherwise it will stay core.
Example of settings:
```lua
settings = {
preLoop = function(m)
print("All settings have been loaded!")
end,
protect = false,
stopOnError = false,
priority = 0,
auto_priority = false,
auto_stretch = 1,
auto_delay = 3,
auto_lowerbound = multi.Priority_Idle
}
-- Below are how the runners work
multi:lightloop() -- lighter version of mainloop. Everything except priority management for non service objects will function like normal!
-- or
multi:mainloop(settings) -- normal runner
-- or
multi:threadloop(settings) -- Prioritizes threads over multi-objs
-- or
while true do
multi:uManager(settings) -- allows you to run the multi main loop within another loop
end
```
# Non-Actors
`timer = multi:newTimer()`
- `conn = multi:newConnection([BOOLEAN protect true])`
- `func = multi:newFunction(FUNCTION func)`
# Actors
- `event = multi:newEvent(FUNCTION task)`
- `updater = multi:newUpdater([NUMBER skip 1])`
- `alarm = multi:newAlarm([NUMBER 0])`
- `loop = multi:newLoop(FUNCTION func)`
- `tloop = multi:newTLoop(FUNCTION func ,NUMBER: [set 1])`
- `step = multi:newStep(NUMBER start,*NUMBER reset, [NUMBER count 1], [NUMBER skip 0])`
- `tstep = multi:newStep(NUMBER start, NUMBER reset, [NUMBER count 1], [NUMBER set 1])`
**Note:** A lot of methods will return itself as a return. This allows for chaining of methods to work.
# Non-Actor: Timers
`timer = multi:newTimer()` — Creates a timer object that can keep track of time
- **self** = timer:Start() — Starts the timer
- time_elapsed = timer:Get() — Returns the time elapsed since timer:Start() was called
- boolean = timer:isPaused() — Returns if the timer is paused or not
- **self** = timer:Pause() — Pauses the timer, it skips time that would be counted during the time that it is paused
- **self** = timer:Resume() — Resumes a paused timer. **See note below**
- **self** = timer:tofile(**STRING** path) — Saves the object to a file at location path
**Note:** If a timer was paused after 1 second then resumed a second later and Get() was called a second later, timer would have 2 seconds counted though 3 really have passed.
# Non-Actor: Connections
`conn = multi:newConnection([BOOLEAN: protect true],FUNCTION: callback, BOOLEAN: kill false)`
Creates a connection object and defaults to a protective state. All calls will run within pcall() callback if it exists will be triggered each time the connection is fired. kill when set to true makes the connection object work like a queue. Where all the events that are fired is removed from the queue.
- `self = conn:HoldUT([NUMBER n 0])` — Will hold futhur execution of the thread until the connection was triggered. If n is supplied the connection must be triggered n times before it will allow ececution to continue.
- `conntable_old = conn:Bind(TABLE conntable)` — sets the table to hold the connections. A quick way to destroy all connections is by binding it to a new table.
- `conntable = conn:Remove()` — Removes all connections. Returns the conntable
- `link = conn:connect(FUNCTION func, [STRING name nil], [NUMBER num #conns+1])` — Connects to the object using function func which will recieve the arguments passed by Fire(...). You can name a connection, which allows you to use conn:getConnection(name). Names must be unique! num is simple the position in the order in which connections are triggered. The return Link is the link to the connected event that was made. You can remove this event or even trigger it specifically if need be.
- `link:Fire(...)` — Fires the created event
- `bool = link:Destroy()` — returns true if success.
- `subConn = conn:getConnection(STRING name, BOOLEAN ingore)` — returns the sub connection which matches name.
returns or nil
- subConn:Fire() — "returns" if non-nil is a table containing return values from the triggered connections.
- `self = conn:tofile(STRING path)` — Saves the object to a file at location path
The connect feature has some syntax sugar to it as seen below
- `link = conn(FUNCTION func, [STRING name nil], [NUMBER #conns+1])`
Example:
```lua
local multi = require("multi")
-- Lets create the events
yawn={}
OnCustomSafeEvent=multi:newConnection(true) -- lets pcall the calls in case something goes wrong default
OnCustomEvent=multi:newConnection(false) -- lets not pcall the calls and let errors happen.
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
-- Using syntax sugar
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 connections
-- 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!!!
```
# Semi-Actors: timeouts
Timeouts are a collection of methods that allow you to handle timeouts. These only work on multi-objs, and much of the functionality can easly be done now using threads!
```lua
package.path="?.lua;?/init.lua;?.lua;?/?/init.lua;"..package.path
multi = require("multi")
loop = multi:newLoop(function()
-- do stuff
end)
loop:SetTime(3)
multi:newAlarm(2):OnRing(function()
-- some condition that leads to resolving the timer
loop:ResolveTimer(true,"We good")
multi:newAlarm(2):OnRing(function()
loop:SetTime(2)
end)
end)
loop:OnTimedOut(function()
print("Timeout")
end)
loop:OnTimerResolved(function(self,...)
print(...)
end)
multi:lightloop()
```
As mentioned above this is made much easier using threads
```lua
package.path="?.lua;?/init.lua;?.lua;?/?/init.lua;"..package.path
multi, thread = require("multi"):init()
func = thread:newFunction(function(a)
return thread.holdFor(3,function()
return a==5 and "This is returned" -- Condition being tested!
end)
end,true)
print(func(5))
print(func(0))
-- You actually do not need the light/mainloop or any runner for threaded functions to work
-- multi:lightloop()
```
# Semi-Actors: scheduleJob
`multi:scheduleJob(TABLE: time, FUNCTION: callback)`
- `TABLE: time`
- `NUMBER: time.min` — Minute(0-59) Repeats every hour
- `NUMBER: time.hour` — Hour(0-23) Repeats every day
- `NUMBER: time.day` — Day of month(1-31) repeats every month
- `NUMBER: time.wday` — Weekday(0-6) repeats every week
- `NUMBER: time.month` — Month(1-12) repeats every year
- `FUNCTION: callback`
- Called when the time table is matched
Example:
```lua
package.path="?.lua;?/init.lua;?.lua;?/?/init.lua;"..package.path
multi = require("multi")
multi:scheduleJob({min = 30},function() -- Every hour at minute 30 this event will be triggered! You can mix and match as well!
print("Hi")
end)
multi:scheduleJob({min = 30,hour = 0},function() -- Every day at 12:30AM this event will be triggered
print("Hi")
end)
multi:lightloop()
```
# Universal Actor methods
All of these functions are found on actors
- `self = multiObj:Pause()` — Pauses the actor from running
- `self = multiObj:Resume()` — Resumes the actor that was paused
- `nil = multiObj:Destroy()` — Removes the object from the mainloop
- `bool = multiObj:isPaused()` — Returns true if the object is paused, false otherwise
- `string = multiObj:getType()` — Returns the type of the object
- `self = multiObj:SetTime(n)` — Sets a timer, and creates a special "timemaster" actor, which will timeout unless ResolveTimer is called
- `self = multiObj:ResolveTimer(...)` — Stops the timer that was put onto the multiObj from timing out
- `self = multiObj:OnTimedOut(func)` — If ResolveTimer was not called in time this event will be triggered. The function connected to it get a refrence of the original object that the timer was created on as the first argument.
- `self = multiObj:OnTimerResolved(func)` — This event is triggered when the timer gets resolved. Same argument as above is passed, but the variable arguments that are accepted in resolvetimer are also passed as well.
- `self = multiObj:Reset(n)` — In the cases where it isn't obvious what it does, it acts as Resume()
- `self = multiObj:SetName(STRING name)`
# Actor: Events
`event = multi:newEvent(FUNCTION task)` — The object that started it all. These are simply actors that wait for a condition to take place, then auto triggers an event. The event when triggered once isn't triggered again unless you Reset() it.
- `self = event:SetTask(FUNCTION func)` — This function is not needed if you supplied task at construction time
- `self = event:OnEvent(FUNCTION func)` — Connects to the OnEvent event passes argument self to the connectee
Example:
```lua
local multi = require("multi")
count=0
-- A loop object is used to demostrate how one could use an event object.
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:Destroy() -- destroys the loop from running!
print("Stopped that loop!",count)
end) -- events like alarms need to be reset the Reset() command works here as well
multi:lightloop()
```
# Actor: Updaters
`updater = multi:newUpdater([NUMBER skip 1])` — set the amount of steps that are skipped.
Updaters are a mix between both loops and steps. They were a way to add basic priority management to loops (until a better way was added). Now they aren't as useful, but if you do not want the performance hit of turning on priority then they are useful to auro skip some loops. Note: The performance hit due to priority management is not as bas as it used to be.
- `self = updater:SetSkip(NUMBER n)` — sets the amount of steps that are skipped
- `self = OnUpdate(FUNCTION func)` — connects to the main trigger of the updater which is called every nth step
Example:
```lua
local multi = require("multi")
updater=multi:newUpdater(5000) -- simple, think of a loop with the skip feature of a step
updater:OnUpdate(function(self)
print("updating...")
end)
multi:lightloop()
```
# Actor: Alarms
`alarm = multi:newAlarm([NUMBER 0])` — creates an alarm which waits n seconds
Alarms ring after a certain amount of time, but you need to reset the alarm every time it rings! Use a TLoop if you do not want to have to reset.
- `self = alarm:Reset([NUMBER sec current_time_set])` — Allows one to reset an alarm, optional argument to change the time until the next ring.
- `self = alarm:OnRing(FUNCTION func` — Allows one to connect to the alarm event which is triggerd after a certain amount of time has passed.
Example:
```lua
local multi = require("multi")
alarm=multi:newAlarm(3) -- in seconds can go to .001 uses the built in os.clock()
alarm:OnRing(function(a)
print("3 Seconds have passed!")
a:Reset(n) -- if n were nil it will reset back to 3, or it would reset to n seconds
end)
multi:lightloop()
```
# Actor: Loops
`loop = multi:newLoop(FUNCTION func)` — func the main connection that you can connect to. Is optional, but you can also use OnLoop(func) to connect as well.
Loops are events that happen over and over until paused. They act like a while loop.
- `self = OnLoop(FUNCTION func)` — func the main connection that you can connect to. Alllows multiple connections to one loop if need be.
Example:
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
local a = 0
loop = multi:newLoop(function()
a = a + 1
if a == 1000 then
print("a = 1000")
loop:Pause()
end
end)
multi:lightloop()
```
# Actor: TLoops
`tloop = multi:newTLoop(FUNCTION func ,NUMBER: [set 1])` — TLoops are pretty much the same as loops. The only difference is that they take set which is how long it waits, in seconds, before triggering function func.
- `self = OnLoop(FUNCTION func)` — func the main connection that you can connect to. Alllows multiple connections to one TLoop if need be.
Example:
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
local a = 0
loop = multi:newTLoop(function()
a = a + 1
if a == 10 then
print("a = 10")
loop:Pause()
end
end,1)
multi:lightloop()
```
# Actor: Steps
`step = multi:newStep(NUMBER start,*NUMBER reset, [NUMBER count 1], [NUMBER skip 0])` — Steps were originally introduced to bs used as for loops that can run parallel with other code. When using steps think of it like this: `for i=start,reset,count do` When the skip argument is given, each time the step object is given cpu cycles it will be skipped by n cycles. So if skip is 1 every other cpu cycle will be alloted to the step object.
- `self = step:OnStart(FUNCTION func(self))` — This connects a function to an event that is triggered everytime a step starts.
- `self = step:OnStep(FUNCTION func(self,i))` — This connects a function to an event that is triggered every step or cycle that is alloted to the step object
- `self = step:OnEnd(FUNCTION func(self))` — This connects a function to an event that is triggered when a step reaches its goal
- `self = step:Update(NUMBER start,*NUMBER reset, [NUMBER count 1], [NUMBER skip 0])` — Update can be used to change the goals of the step.
- `self = step:Reset()` — Resets the step
Example:
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
multi:newStep(1,10,1,0):OnStep(function(step,pos)
print(step,pos)
end):OnEnd(fucntion(step)
step:Destroy()
end)
multi:lightloop()
```
# Actor: TSteps
`tstep = multi:newStep(NUMBER start, NUMBER reset, [NUMBER count 1], [NUMBER set 1])` — TSteps work just like steps, the only difference is that instead of skip, we have set which is how long in seconds it should wait before triggering the OnStep() event.
- `self = tstep:OnStart(FUNCTION func(self))` — This connects a function to an event that is triggered everytime a step starts.
- `self = tstep:OnStep(FUNCTION func(self,i))` — This connects a function to an event that is triggered every step or cycle that is alloted to the step object
- `self = tstep:OnEnd(FUNCTION func(self))` — This connects a function to an event that is triggered when a step reaches its goal
- `self = tstep:Update(NUMBER start,*NUMBER reset, [NUMBER count 1], [NUMBER set 1])` — Update can be used to change the goals of the step. You should call step:Reset() after using Update to restart the step.
- `self = tstep:Reset([NUMBER n set])` — Allows you to reset a tstep that has ended, but also can change the time between each trigger.
Example:
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
multi:newTStep(1,10,1,1):OnStep(function(step,pos)
print(step,pos)
end):OnEnd(fucntion(step)
step:Destroy()
end)
multi:lightloop()
```
# Coroutine based Threading (CBT)
Helpful methods are wrapped around the builtin coroutine module which make it feel like real threading.
**threads.\* used within threaded enviroments**
- `thread.sleep(NUMBER n)` — Holds execution of the thread until a certain amount of time has passed
- `VARIABLE returns = thread.hold(FUNCTION func)` — Hold execution until the function returns non nil. All returns are passed to the thread once the conditions have been met. To pass nil use `multi.NIL`\*
- `thread.skip(NUMBER n)` — How many cycles should be skipped until I execute again
- `thread.kill()` — Kills the thread
- `thread.yeild()` — Is the same as using thread.skip(0) or thread.sleep(0), hands off control until the next cycle
- `BOOLEAM bool = thread.isThread()` — Returns true if the current running code is inside of a coroutine based thread
- `NUMBER conres = thread.getCores()` — Returns the number of cores that the current system has. (used for system threads)
- `thread.set(STRING name, VARIABLE val)` — A global interface where threads can talk with eachother. sets a variable with name and its value
- `thread.get(STRING name)` — Gets the data stored in name
- `VARIABLE val = thread.waitFor(STRING name)` — Holds executon of a thread until variable name exists
- `thread.request(THREAD th,STRING cmd, VARIABLE args)` — Sends a request to the selected thread telling it to do a certain command
- `th = thread.getRunningThread()` — Returns the currently running thread
- `VARIABLE returns or nil, "TIMEOUT" = thread.holdFor(NUMBER: sec, FUNCTION: condition)` — Holds until a condidtion is met, or if there is a timeout nil,"TIMEOUT"
- `VARIABLE returns or nil, "TIMEOUT" = thread.holdWithin(NUMBER: skip, FUNCTION: func)` — Holds until a condition is met or n cycles have happened.
- `returns or handler = thread:newFunction(FUNCTION: func, [BOOLEAN: holdme false])` — func: The function you want to be threaded. holdme: If true the function waits until it has returns and then returns them. Otherwise the function returns a table
- `handler.connect(Function: func(returns))` — Connects to the event that is triggered when the returns are avaiable
- `VARIAABLE returns = handler.wait()` — Waits until returns are avaiable and then returns them
<b>\*</b>A note about multi.NIL, this should only be used within the hold and hold like methods. thread.hold(), thread.holdFor(), and thread.holdWithin() methods. This is not needed within threaded functions! The reason hold prevents nil and false is because it is testing for a condition so the first argument needs to be non nil nor false! multi.NIL should not be used anywhere else. Sometimes you may need to pass a 'nil' value or return. While you could always return true or something you could use multi.NIL to force a nil value through a hold like method.
# CBT: newService(FUNCTION: func)
`serv = newService(FUNCTION: func(self,TABLE: data))` — func is called each time the service is updated think of it like a loop multi-obj. self is the service object and data is a private table that only the service can see.
- `serv.OnError(FUNCTION: func)` — connection that fired if there is an error
- `serv.OnStopped(FUNCTION: func(serv))` — connection that is fired when a service is stopped
- `serv.OnStarted(FUNCTION: func(serv))` — connection that is fired when a service is started
- `serv.Start()` — Starts the service
- `serv.Stop()` — Stops the service and destroys the data table
- `serv.Pause()` — Pauses the service
- `serv.Resume()` — Resumes the service
- `serv.GetUpTime()` — Returns the amount of time the service has been running
- `serv.SetPriority(PRIORITY: pri)` — Sets the priority of the service
- `multi.Priority_Core`
- `multi.Priority_Very_High`
- `multi.Priority_High`
- `multi.Priority_Above_Normal`
- `multi.Priority_Normal` **Default**
- `multi.Priority_Below_Normal`
- `multi.Priority_Low`
- `multi.Priority_Very_Low`
- `multi.Priority_Idle`
- `serv.SetScheme(NUMBER: n)` — Sets the scheme of the priority management
- `1` **Default** — uses a time based style of yielding. thread.sleep()
- `2` — uses a cycle based style of yielding. thread.skip()
- `CONVERTS(serv) = serv.Destroy()` — Stops the service then Destroys the service triggering all events! The service becomes a destroyed object
Example:
```lua
-- Jobs are not natively part of the multi library. I planned on adding them, but decided against it. Below is the code that would have been used.
-- Implementing a job manager using services
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
multi.Jobs = multi:newService(function(self,jobs)
local job = table.remove(jobs,1)
if job and job.removed==nil then
job.func()
end
end)
multi.Jobs.OnStarted(function(self,jobs)
function self:newJob(func,name)
table.insert(jobs,{
func = func,
name = name,
removeJob = function(self) self.removed = true end
})
end
function self:getJobs(name)
local tab = {}
if not name then return jobs end
for i=1,#jobs do
if name == jobs[i].name then
table.insert(tab,jobs[i])
end
end
return tab
end
function self:removeJobs(name)
for i=1,#jobs do
if name ~= nil and name == jobs[i].name then
jobs[i]:removeJob()
elseif name == nil then
jobs[i]:removeJob()
end
end
end
end)
multi.Jobs.SetPriority(multi.Priority_Normal)
multi.Jobs.Start()
-- Testing job stuff
function pushJobs()
multi.Jobs:newJob(function()
print("job called")
end) -- No name job
multi.Jobs:newJob(function()
print("job called2")
end,"test")
multi.Jobs:newJob(function()
print("job called3")
end,"test2")
end
pushJobs()
pushJobs()
local jobs = multi.Jobs:getJobs() -- gets all jobs
local jobsn = multi.Jobs:getJobs("test") -- gets all jobs names 'test'
jobsn[1]:removeJob() -- Select a job and remove it
multi.Jobs:removeJobs("test2") -- Remove all jobs names 'test2'
multi.Jobs.SetScheme(1) -- Jobs are internally a service, so setting scheme and priority
multi.Jobs.SetPriority(multi.Priority_Core)
```
# CBT: newThread()
`th = multi:newThread([STRING name,] FUNCTION func)` — Creates a new thread with name and function.
when within a thread, if you have any holding code you will want to use thread.* to give time to other threads while your code is running.
Constants
---
- `th.Name` — Name of thread
- `th.Type` — Type="thread"
- `th.TID` — Thread ID
- `conn = th.OnError(FUNCTION: callback)` — Connect to an event which is triggered when an error is encountered within a thread
- `conn = th.OnDeath(FUNCTION: callback)` — Connect to an event which is triggered when the thread had either been killed or stopped running. (Not triggered when there is an error!)
- `boolean = th:isPaused()`\* — Returns true if a thread has been paused
- `self = th:Pause()`\* — Pauses a thread
- `self = th:Resume()`\* — Resumes a paused thread
- `self = th:Kill()`\* — Kills a thread
- `self = th:Destroy()`\* — Destroys a thread
<b>*</b>Using these methods on a thread directly you are making a request to a thread! The thread may not accept your request, but it most likely will. You can contorl the thread flow within the thread's function itself
Examples:
```lua
package.path="?/init.lua;?.lua;"..package.path
local multi = require("multi")
multi:newThread("Example of basic usage",function()
while true do
thread.sleep(1)
print("We just made an alarm!")
end
end)
multi:lightloop()
```
# System Threads (ST) - Multi-Integration Getting Started
The system threads need to be required seperatly.
```lua
-- I recommend keeping these as globals. When using lanes you can use local and things will work, but if you use love2d and locals, upvalues are not transfered over threads and this can be an issue
GLOBAL, THREAD = require("multi.integration.lanesManager"):init() -- We will talk about the global and thread interface that is returned
GLOBAL, THREAD = require("multi.integration.loveManager"):init()
GLOBAL, THREAD = require("luvitManager") --*
```
Using this integration modifies some methods that the multi library has.
- `multi:canSystemThread()` — Returns true if system threading is possible.
- `multi:getPlatform()` — Returns (for now) either "lanes", "love2d" and "luvit"
- `multi.isMainThread = true` — This is only modified on the main thread. So code that moves from one thread to another knows where it's at.
<b>*</b>GLOBAL and THREAD do not do anything when using the luvit integration
# ST - THREAD namespace
- `THREAD.set(STRING name, VALUE val)` — Sets a value in GLOBAL
- `THREAD.get(STRING name)` — Gets a value in GLOBAL
- `THREAD.waitFor(STRING name)` — Waits for a value in GLOBAL to exist
- `THREAD.getCores()` — Returns the number of actual system threads/cores
- `THREAD.kill()` — Kills the thread
- `THREAD.getName()` — Returns the name of the working thread
- `THREAD.sleep(NUMBER n)` — Sleeps for an amount of time stopping the current thread
- `THREAD.hold(FUNCTION func)` — Holds the current thread until a condition is met
- `THREAD.getID()` — returns a unique ID for the current thread. This varaiable is visible to the main thread as well as by accessing it through the returned thread object. OBJ.Id
# ST - GLOBAL namespace
Treat global like a table.
```lua
GLOBAL["name"] = "Ryan"
print(GLOBAL["name"])
```
Removes the need to use THREAD.set() and THREAD.get()
ST - System Threads
-------------------
- `systemThread = multi:newSystemThread(STRING thread_name, FUNCTION spawned_function,ARGUMENTS ...)` — Spawns a thread with a certain name.
- `systemThread:kill()` — kills a thread; can only be called in the main thread!
- `systemThread.OnError(FUNCTION(systemthread,errMsg,errorMsgWithThreadName))`
System Threads are the feature that allows a user to interact with systen threads. It differs from regular coroutine based thread in how it can interact with variables. When using system threads the GLOBAL table is the "only way"* to send data. Spawning a System thread is really simple once all the required libraries are in place. See example below:
```lua
local multi = require("multi") -- keep this global when using lanes or implicitly define multi within the spawned thread
local GLOBAL, THREAD = require("multi.integration.lanesManager").init()
multi:newSystemThread("Example thread",function()
local multi = require("multi") -- we are in a thread so lets not refer to that upvalue!
print("We have spawned a thread!")
-- we could do work but theres no need to we can save that for other examples
print("Lets have a non ending loop!")
while true do
-- If this was not in a thread execution would halt for the entire process
end
end,"A message that we are passing") -- There are restrictions on what can be passed!
tloop = multi:newTLoop(function()
print("I'm still kicking!")
end,1)
multi:lightloop()
```
<b>*</b>This isn't entirely true, as of right now the compatiablity with the lanes library and love2d engine have their own methods to share data, but if you would like to have your code work in both enviroments then using the GLOBAL table and the data structures provided by the multi library will ensure this happens. If you do not plan on having support for both platforms then feel free to use linda's in lanes and channels in love2d.
**Note:** luvit currently has very basic support, it only allows the spawning of system threads, but no way to send data back and forth as of yet. I do not know if this is doable or not, but I will keep looking into it.
# ST - System Threaded Objects
Great we are able to spawn threads, but unless your working with a process that works on passed data and then uses a socket or writes to the disk I can't do to much with out being able to pass data between threads. This section we will look at how we can share objects between threads. In order to keep the compatibility between both love2d and lanes I had to format the system threaded objects in a strange way, but they are consistant and should work on both enviroments.
When creating objects with a name they are automatically exposed to the GLOBAL table. Which means you can retrieve them from a spawned thread. For example we have a queue object, which will be discussed in more detail next.
```lua
-- Exposing a queue
multi = require("multi")
local GLOBAL, THREAD = require("multi.integration.lanesManager").init() -- The standard setup above
queue = multi:newSystemThreadedQueue("myQueue"):init() -- We create and initiate the queue for the main thread
queue:push("This is a test!") -- We push some data onto the queue that other threads can consume and do stuff with
multi:newSystemThread("Example thread",function() -- Create a system thread
queue = THREAD.waitFor("myQueue"):init() -- Get the queue. It is good pratice to use the waitFor command when getting objects. If it doesn't exist yet we wait for it, preventing future errors. It is possible for the data to not ve present when a thread is looking for it! Especally when using the love2d module, my fault needs some rewriting data passing on the GLOBAL is quite slow, but the queue internally uses channels so after it is exposed you should have good speeds!
local data = queue:pop() -- Get the data
print(data) -- print the data
end)
multi:lightloop()
```
# ST - SystemThreadedQueue
- `queue(nonInit) = multi:newSystemThreadedQueue(STRING name)` — You must enter a name!
- `queue = queue:init()` — initiates the queue, without doing this it will not work
- `void = queue:push(DATA data)` — Pushes data into a queue that all threads that have been shared have access to
- `data = queue:pop()` — pops data from the queue removing it from all threads
- `data = queue:peek()` — looks at data that is on the queue, but dont remove it from the queue
Let's get into some examples:
```lua
multi = require("multi")
thread_names = {"Thread_A","Thread_B","Thread_C","Thread_D"}
local GLOBAL, THREAD = require("multi.integration.lanesManager"):init()
queue = multi:newSystemThreadedQueue("myQueue"):init()
for _,n in pairs(thread_names) do
multi:newSystemThread(n,function()
queue = THREAD.waitFor("myQueue"):init()
local name = THREAD.getName()
local data = queue:pop()
while data do
print(name.." "..data)
data = queue:pop()
end
end)
end
for i=1,100 do
queue:push(math.random(1,1000))
end
multi:newEvent(function() -- Felt like using the event object, I hardly use them for anything non internal
return not queue:peek()
end):OnEvent(function()
print("No more data within the queue!")
os.exit()
end)
multi:lightloop()
```
You have probable noticed that the output from this is a total mess! Well I though so too, and created the system threaded console!
# ST - SystemThreadedJobQueue
`jq = multi:newSystemThreadedJobQueue([NUMBER: threads])` — Creates a system threaded job queue with an optional number of threads
- `jq.cores = (supplied number) or (the number of cores on your system*2)`
- `jq.OnJobCompleted(FUNCTION: func(jID,...))` — Connection that is triggered when a job has been completed. The jobID and returns of the job are supplies as arguments
- `self = jq:doToAll(FUNCTION: func)` — Send data to every thread in the job queue. Useful if you want to require a module and have it available on all threads
- `self = jq:registerFunction(STRING: name, FUNCTION: func)` — Registers a function on the job queue. Name is the name of function func
- `jID = jq:pushJob(STRING: name,[...])` — Pushes a job onto the jobqueue
- `handler = jq:newFunction([STRING: name], FUNCTION: func)` — returns a threaded Function that wraps around jq.registerFunction, jq.pushJob() and jq.OnJobCompleted() to provide an easy way to create and work with the jobqueue
- `handler.connect(Function: func(returns))` — Connects to the event that is triggered when the returns are avaiable
- `VARIAABLE returns = handler.wait()` — Waits until returns are avaiable and then returns them
**Note:** Created functions using this method act as normal functions on the queue side of things. So you can call the functions from other queue functions as if they were normal functions.
Example:
```lua
package.path="?.lua;?/init.lua;?.lua;?/?/init.lua;"..package.path
multi = require("multi")
GLOBAL, THREAD = require("multi.integration.lanesManager"):init()
local jq = multi:newSystemThreadedJobQueue(4) -- job queue using 4 cores
jq:doToAll(function()
Important = 15
end)
jq:registerFunction("test",function(a,b)
--print(a,b,a+b)
return true
end)
jq.OnJobCompleted(function(jid,arg)
print(jid,arg)
end)
local jid = jq:pushJob("test",10,5)
print("Job pushed! ID = ".. jid)
local func = jq:newFunction("test2",function(a,b)
print(a,b,a*b)
return
end)
print("Waited",func(10,5).wait())
func(5,5).connect(function(ret)
print("Connected",ret)
os.exit()
end)
multi:lightloop()
```
# ST - SystemThreadedTable
`stt = multi:newSystemThreadedTable(STRING: name)`
- `stt:init()` — Used to init object over threads
- `stt[var] = val`
- `val = stt[var]`
Example:
```lua
package.path="?.lua;?/init.lua;?.lua;?/?/init.lua;"..package.path
multi = require("multi")
GLOBAL, THREAD = require("multi.integration.lanesManager"):init()
local stt = multi:newSystemThreadedTable("stt")
stt["hello"] = "world"
multi:newSystemThread("test thread",function()
local stt = GLOBAL["stt"]:init()
print(stt["hello"])
end)
multi:lightloop()
```
# Network Threads - Multi-Integration WIP Being Reworked
More of a fun project of mine then anything core to to the library it will be released and documented when it is ready. I do not have a timeframe for this
+1 -1
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MIT License MIT License
Copyright (c) 2017 Ryan Ward Copyright (c) 2021 Ryan Ward
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal
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-- Tick Tock Example
require("multi")
alarm=multi:newAlarm(1)
alarm.state=-1 -- set the state to -1
alarm.sounds={[-1]="Tick",[1]="Tock"} -- this makes changing between states easy and fast
alarm:OnRing(function(self)
print(self.sounds[self.state])
self.state=self.state*-1 -- change the state in one line
self:Reset() -- Reset the alarm so it runs again
end)
multi:mainloop()
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package.path="?/init.lua;"..package.path
require("multi")
require("multi.compat.backwards[1,5,0]")
multi:newLoop(function(dt,self)
print(dt)
end)
multi:mainloop() -- start the main runner
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local GLOBAL,sThread=require("multi.intergration.lanesManager").init()
require("proAudioRt") -- an audio library
-- The hosting site with precompiled binaries is down, but here is a link to a archive
-- https://web.archive.org/web/20160907180559/http://viremo.eludi.net:80/proteaAudio/proteaaudiolua.html documentation and downloads are availiable... I also have saved copies just in case :D
-- Music by: myuuji
-- His youtube channel can be found here: https://www.youtube.com/channel/UCiSKnkKCKAQVxMUWpZQobuQ
proAudio.create()
multi:newThread("test",function()
-- simple playlist
sThread.waitFor("song")
print("Playing song 1!")
proAudio.soundPlay(GLOBAL["song"])
sThread.waitFor("song2")
thread.hold(function() sThread.sleep(.001) return proAudio.soundActive()==0 end)
print("Playing song 2!")
proAudio.soundPlay(GLOBAL["song2"])
sThread.waitFor("song3")
thread.hold(function() sThread.sleep(.001) return proAudio.soundActive()==0 end)
print("Playing song 3!")
proAudio.soundPlay(GLOBAL["song3"])
end)
-- loading the audio in another thread is way faster! So lets do that
multi:newSystemThread("test1",function() -- spawns a thread in another lua process
require("proAudioRt")
GLOBAL["song"]=proAudio.sampleFromFile("test.ogg",1,1)
print("Loaded song 1!")
GLOBAL["song2"]=proAudio.sampleFromFile("test2.ogg",1,1)
print("Loaded song 2!")
GLOBAL["song3"]=proAudio.sampleFromFile("test3.ogg",1,1)
print("Loaded song 3!")
end)
multi:mainloop()
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@@ -1,34 +0,0 @@
package.path="?/init.lua;?.lua;"..package.path
local GLOBAL,sThread=require("multi.intergration.lanesManager").init()
multi:newAlarm(2):OnRing(function(self)
GLOBAL["NumOfCores"]=sThread.getCores()
end)
multi:newAlarm(7):OnRing(function(self)
GLOBAL["AnotherTest"]=true
end)
multi:newAlarm(13):OnRing(function(self)
GLOBAL["FinalTest"]=true
end)
multi:newSystemThread("test",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
print("Waiting for variable: NumOfCores")
print("Got it: ",sThread.waitFor("NumOfCores"))
sThread.hold(function()
return GLOBAL["AnotherTest"] -- note this would hold the entire systemthread. Spawn a coroutine thread using multi:newThread() or multi:newThreaded...
end)
print("Holding works!")
multi:newThread("tests",function()
thread.hold(function()
return GLOBAL["FinalTest"] -- note this will not hold the entire systemthread. As seen with the TLoop constantly going!
end)
print("Final test works!")
os.exit()
end)
local a=0
multi:newTLoop(function()
a=a+1
print(a)
end,.5)
multi:mainloop()
end)
multi:mainloop()
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@@ -1,59 +0,0 @@
package.path="?/init.lua;?.lua;"..package.path
local GLOBAL,sThread=require("multi.intergration.lanesManager").init() -- loads the lanesManager and includes the entire multi library
local function comma_value(amount)
local formatted = amount
while true do
formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
if (k==0) then
break
end
end
return formatted
end
multi:newSystemThread("test1",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 1"):OnBench(function(self,c) GLOBAL["T1"]=c multi:Stop() end)
multi:mainloop()
end)
multi:newSystemThread("test2",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 2"):OnBench(function(self,c) GLOBAL["T2"]=c multi:Stop() end)
multi:mainloop()
end)
multi:newSystemThread("test3",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 3"):OnBench(function(self,c) GLOBAL["T3"]=c multi:Stop() end)
multi:mainloop()
end)
multi:newSystemThread("test4",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 4"):OnBench(function(self,c) GLOBAL["T4"]=c multi:Stop() end)
multi:mainloop()
end)
multi:newSystemThread("test5",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 5"):OnBench(function(self,c) GLOBAL["T5"]=c multi:Stop() end)
multi:mainloop()
end)
multi:newSystemThread("test6",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 6"):OnBench(function(self,c) GLOBAL["T6"]=c multi:Stop() end)
multi:mainloop()
print("Bench: ",comma_value(tostring(sThread.waitFor("T1")+sThread.waitFor("T2")+sThread.waitFor("T3")+sThread.waitFor("T4")+sThread.waitFor("T5")+sThread.waitFor("T6"))))
GLOBAL["DONE"]=true
end)
multi:newThread("test0",function()
-- sThread.waitFor("DONE") -- lets hold the main thread completely so we don't eat up cpu
-- os.exit()
-- when the main thread is holding there is a chance that error handling on the system threads may not work!
-- instead we can do this
while true do
thread.skip(1) -- allow error handling to take place... Otherwise lets keep the main thread running on the low
sThread.sleep(.001) -- Sleeping for .001 is a greeat way to keep cpu usage down. Make sure if you aren't doing work to rest. Abuse the hell out of GLOBAL if you need to :P
if GLOBAL["DONE"] then
os.exit()
end
end
end)
GLOBAL["Bench"]=60
multi:mainloop()
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@@ -1,48 +0,0 @@
package.path="?/init.lua;?.lua;"..package.path -- Spawing threads using 1 method and the sThread.getCores() function!
local GLOBAL,sThread=require("multi.intergration.lanesManager").init() -- loads the lanesManager and includes the entire multi library
local function comma_value(amount)
local formatted = amount
while true do
formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
if (k==0) then
break
end
end
return formatted
end
GLOBAL["BENCHCOUNT"],GLOBAL["CNUM"],GLOBAL["DONE"]=0,0,0
cores=sThread.getCores()
function benchmark() -- our single function that will be used across a bunch of threads
require("multi.all") -- get the library
local n=GLOBAL["CNUM"]; GLOBAL["CNUM"]=n+1 -- do some math so we can identify which thread is which
multi:benchMark(sThread.waitFor("BENCH"),nil,"Thread "..n+1):OnBench(function(self,c) GLOBAL["BENCHCOUNT"]=GLOBAL["BENCHCOUNT"]+c; GLOBAL["DONE"]=GLOBAL["DONE"]+1; multi:Stop() end)
-- ^ do the bench mark and add to the BENCHCOUNT GLOBAL value, then increment the DONE Value
multi:mainloop()
end
for i=1,cores do -- loop based on the number of cores you have
multi:newSystemThread("test"..i,benchmark) -- create a system thread based on the benchmark
end
multi:newThread("test0",function()
while true do
thread.skip(1)
sThread.sleep(.001)
if GLOBAL["DONE"]==cores then
print(comma_value(tostring(GLOBAL["BENCHCOUNT"])))
os.exit()
end
end
end)
GLOBAL["BENCH"]=10
print("Platform is: ",multi:getPlatform()) -- returns love2d or lanes depending on which platform you are using... If I add more intergrations then this method will be updated! corona sdk may see this library in the future...
multi:mainloop()
--[[ Output on my machine! I am using luajit and have 6 cores on my computer. Your numbers will vary, but it should look something like this
Intergrated Lanes!
Platform is: lanes
Thread 1 62442125 Steps in 10 second(s)!
Thread 2 61379095 Steps in 10 second(s)!
Thread 3 62772502 Steps in 10 second(s)!
Thread 4 62740684 Steps in 10 second(s)!
Thread 5 60926715 Steps in 10 second(s)!
Thread 6 61793175 Steps in 10 second(s)!
372,054,296
]]
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@@ -1,27 +0,0 @@
local GLOBAL,sThread=require("multi.intergration.lanesManager").init()
queue=multi:newSystemThreadedQueue("QUEUE"):init()
queue:push("This is a test")
queue:push("This is a test2")
queue:push("This is a test3")
queue:push("This is a test4")
multi:newSystemThread("test2",function()
queue=sThread.waitFor("QUEUE"):init()
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
queue:push("This is a test5")
queue:push("This is a test6")
queue:push("This is a test7")
queue:push("This is a test8")
end)
multi:newThread("test!",function() -- this is a lua thread
thread.sleep(.1)
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
end)
multi:mainloop()
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@@ -1,28 +0,0 @@
package.path="?/init.lua;"..package.path -- slightly different usage of the code
local GLOBAL,sThread=require("multi.intergration.lanesManager").init()
queue=multi:newSystemThreadedQueue("QUEUE")
queue:push(1)
queue:push(2)
queue:push(3)
queue:push(4)
queue:push(5)
queue:push(6)
multi:newSystemThread("STHREAD_1",function()
queue=sThread.waitFor("QUEUE"):init()
GLOBAL["QUEUE"]=nil
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
end)
multi:newThread("THREAD_1",function()
while true do
if GLOBAL["QUEUE"]==nil then
print("Deleted a Global!")
break
end
thread.skip(1)
end
end)
multi:mainloop()
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@@ -1,9 +0,0 @@
-- 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()
@@ -1,15 +0,0 @@
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
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@@ -1,5 +0,0 @@
function DrawThings(items)
for i=1,#items do
items[i]:draw()
end
end
@@ -1,85 +0,0 @@
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
@@ -1,46 +0,0 @@
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
@@ -1,25 +0,0 @@
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
@@ -1,21 +0,0 @@
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
@@ -1,14 +0,0 @@
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
@@ -1,3 +0,0 @@
function gui:full()
self:SetDualDim(nil,nil,nil,nil,nil,nil,1,1)
end
@@ -1,238 +0,0 @@
function gui.enableAutoWindowScaling(b)
_GuiPro.DPI_ENABLED=b or true
_defaultfont=love.graphics.newFont(12*love.window.getPixelScale())
end
function filter(name, x, y, w, h, sx ,sy ,sw ,sh)
if type(name)~="string" then
sh=sw
sw=sy
sy=sx
sx=h
h=w
w=y
y=x
x=name
end
return x,y,w,h,sx,sy,sw,sh
end
function gui:newBase(tp,name, x, y, w, h, sx ,sy ,sw ,sh)
_GuiPro.count=_GuiPro.count+1
local c = {}
setmetatable(c, gui)
if self==gui then
c.Parent=_GuiPro
else
c.Parent=self
end
c.segments=nil
c.ry=nil
c.rx=nil
c.DPI=1
if _GuiPro.DPI_ENABLED then
c.DPI=love.window.getPixelScale()
x, y, w, h=c.DPI*x,c.DPI*y,c.DPI*w,c.DPI*h
end
c.centerFontY=true
c.FormFactor="rectangle"
c.Type=tp
c.Active=true
c.form="rectangle"
c.Draggable=false
c.Name=name or "Gui"..tp
c:SetName(name)
c.BorderSize=1
c.BorderColor={0,0,0}
c.BorderVisibility=1
c.VIS=true
c.Visible=true
c.oV=true
c.Children={}
c.hovering=false
c.rclicked=false
c.lclicked=false
c.mclicked=false
c.clicked=false
c.Visibility=1
c.ClipDescendants=false
c.TextWrap=true
c.scale={}
c.scale.size={}
c.scale.size.x=sw or 0
c.scale.size.y=sh or 0
c.offset={}
c.offset.size={}
c.offset.size.x=w or 0
c.offset.size.y=h or 0
c.scale.pos={}
c.scale.pos.x=sx or 0
c.scale.pos.y=sy or 0
c.offset.pos={}
c.offset.pos.x=x or 0
c.offset.pos.y=y or 0
c.width = 0
c.height = 0
c.LRE=false
c.RRE=false
c.MRE=false
c.Color = {255, 255, 255}
function c:setRoundness(rx,ry,segments)
self.segments=segments
self.ry=ry
self.rx=rx
end
function c.stfunc()
love.graphics.rectangle("fill", c.x, c.y, c.width, c.height,c.rx,c.ry,c.segments)
end
function c:hasRoundness()
return (self.ry or self.rx)
end
c.funcs={function(b,self)
if b=="l" then
self.LRE=true
end
end,
function(b,self)
if b=="r" then
self.RRE=true
end
end,
function(b,self)
if b=="m" then
self.MRE=true
end
end}
c.funcs2={function(b,self)
if b=="l" then
self.LRE=false
end
end,
function(b,self)
if b=="r" then
self.RRE=false
end
end,
function(b,self)
if b=="m" then
self.MRE=false
end
end}
c.HE=false
c.funcs3={function(self)
self.HE=true
end}
c.funcs4={function(self)
self.HE=false
end}
c.funcs5={}
c.tid={}
c.touchcount=0
c.x=(c.Parent.width*c.scale.pos.x)+c.offset.pos.x+c.Parent.x
c.y=(c.Parent.height*c.scale.pos.y)+c.offset.pos.y+c.Parent.y
c.width=(c.Parent.width*c.scale.size.x)+c.offset.size.x
c.height=(c.Parent.height*c.scale.size.y)+c.offset.size.y
c.func6={}
c.func7={function() _GuiPro.DragItem={} end}
c.func8={function(self) _GuiPro.DragItem=self end}
c.func9={}
c.func10={}
function c:ImageRule()
if self.Image then
local sx=self.width/self.ImageWidth
local sy=self.height/self.ImageHeigth
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.ImageVisibility*255)
if self.width~=self.ImageWidth and self.height~=self.ImageHeigth then
love.graphics.draw(self.Image,self.x,self.y,math.rad(self.rotation),sx,sy)
else
love.graphics.draw(self.Image,self.Quad,self.x,self.y,math.rad(self.rotation),sx,sy)
end
end
end
function c:VideoRule()
if self.Video then
local sx=self.width/self.VideoWidth
local sy=self.height/self.VideoHeigth
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.VideoVisibility*255)
if self.width~=self.VideoWidth and self.height~=self.VideoHeigth then
love.graphics.draw(self.Video,self.x,self.y,math.rad(self.rotation),sx,sy)
else
love.graphics.draw(self.Video,self.Quad,self.x,self.y,math.rad(self.rotation),sx,sy)
end
end
end
function c:repeatImage(b,b2)
if b then
self.Image:setWrap(b,b2 or "repeat")
function self:ImageRule()
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.ImageVisibility*255)
love.graphics.draw(self.Image,self.Quad,self.x,self.y,math.rad(self.rotation))
end
else
sx=self.width/self.ImageWidth
sy=self.height/self.ImageHeigth
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.ImageVisibility*255)
love.graphics.draw(self.Image,self.Quad,self.x,self.y,math.rad(self.rotation),sx,sy)
end
end
function c:Mutate(t)
for i,v in pairs(t) do
_GuiPro.self=self
if type(i)=="number" then
loadstring("_GuiPro.self:"..v)()
else
self[i]=v
end
end
return self
end
c:WhileHovering(function(self)
self.omx=self.nmx
self.omy=self.nmy
self.nmx=love.mouse.getX()
self.nmy=love.mouse.getY()
if self.omx~=self.nmx or self.omy~=self.nmy then
for i=1,#self.func10 do
if self and self.nmx and self.nmy and self.omx and self.omy then
self.func10[i](self,self.nmx,self.nmy,self.omx,self.omy)
end
end
end
if self.WasBeingDragged==true and love.mouse.isDown(self.dragbut or "m")==false and self.Type~="TextImageButtonFrameDrag" then
for i=1,#self.func7 do
self.func7[i](self,(love.mouse.getX())-self.width/2,(love.mouse.getY())-self.height/2)
end
end
if _GuiPro.hasDrag==false and love.mouse.isDown(self.dragbut or "m") then
for i=1,#self.func8 do
self.func8[i](self,(love.mouse.getX())-self.width/2,(love.mouse.getY())-self.height/2)
end
end
if self.IsBeingDragged==true then
_GuiPro.hasDrag=true
self.WasBeingDragged=true
elseif self.WasBeingDragged==true and self.IsBeingDragged==false then
self.WasBeingDragged=false
_GuiPro.hasDrag=false
end
if self.Draggable==true and love.mouse.isDown(self.dragbut or "m") and _GuiPro.hasDrag==false then
for i=1,#self.func6 do
self.func6[i](self,(love.mouse.getX())-self.width/2,(love.mouse.getY())-self.height/2)
end
_GuiPro.hasDrag=true
if self.FormFactor:lower()=="circle" or self.FormFactor:lower()=="c" or self.FormFactor:lower()=="cir" then
self.IsBeingDragged=true
x=(love.mouse.getX()-self.x)
y=(love.mouse.getY()-self.y)
self:Move(x,y)
elseif self.FormFactor:lower()=="rectangle" or self.FormFactor:lower()=="r" or self.FormFactor:lower()=="rect" then
self.IsBeingDragged=true
x=(love.mouse.getX()-self.x)-self.width/2
y=(love.mouse.getY()-self.y)-self.height/2
self:Move(x,y)
end
else
self.IsBeingDragged=false
end
end)
table.insert(c.Parent.Children,c)
return c
end
@@ -1,7 +0,0 @@
_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
@@ -1,204 +0,0 @@
--[[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
@@ -1,4 +0,0 @@
function gui:AddDrawRuleB(rule)
if not(self.DrawRulesB) then self.DrawRulesB={} end
table.insert(self.DrawRulesB,rule)
end
@@ -1,4 +0,0 @@
function gui:AddDrawRuleE(rule)
if not(self.DrawRulesE) then self.DrawRulesE={} end
table.insert(self.DrawRulesE,rule)
end
@@ -1,12 +0,0 @@
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
@@ -1,89 +0,0 @@
function gui:drawC()
if love.mouse.isDown("l")==false and love.mouse.isDown("m")==false and love.mouse.isDown("r")==false then
_GuiPro.DragItem={}
_GuiPro.hasDrag=false
end
if self.Visible==true and self.VIS==true then
local b=true
for i,v in pairs(_GuiPro.Clips) do
if self:isDescendant(v)==true then
b=false
end
end
if b then
love.graphics.setStencilTest( )
_GuiPro.HasStencel=false
_GuiPro.StencelHolder=nil
end
local x,y,r,s=(self.offset.pos.x or 0)+self.Parent.x,(self.offset.pos.y or 0)+self.Parent.y,self.offset.size.x or 0,self.offset.size.y or 360
if self.CC then
x,y=x+r,y+r
end
self.x,self.y=x,y
_GuiPro.circleStencilFunction = function()
love.graphics.circle("fill",x,y,r,s)
end
if math.sqrt((love.mouse.getX()-x)^2+(love.mouse.getY()-y)^2)<=r and self:eventable() and self:Clickable() and self.Active==true then
self.hovering=true
if love.mouse.isDown("l") and _GuiPro.hasDrag==false then
if string.find(self.Type, "Button") then
love.graphics.setColor(self.Color[1]-10, self.Color[2]-10, self.Color[3]-10,self.Visibility*254)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
end
self.lclicked=true
elseif love.mouse.isDown("r") and _GuiPro.hasDrag==false then
if string.find(self.Type, "Button") then
love.graphics.setColor(self.Color[1]-10, self.Color[2]-10, self.Color[3]-10,self.Visibility*254)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
end
self.rclicked=true
elseif love.mouse.isDown("m") and _GuiPro.hasDrag==false then
if string.find(self.Type, "Button") then
love.graphics.setColor(self.Color[1]-10, self.Color[2]-10, self.Color[3]-10,self.Visibility*254)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
end
self.mclicked=true
else
if string.find(self.Type, "Button") and _GuiPro.hasDrag==false then
love.graphics.setColor(self.Color[1]-5, self.Color[2]-5, self.Color[3]-5,self.Visibility*254)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
end
self.rclicked=false
self.lclicked=false
self.mclicked=false
end
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
self.hovering=false
self.rclicked=false
self.lclicked=false
self.mclicked=false
end
if self.ClipDescendants==true then
_GuiPro.Clips[tostring(self)]=self
_GuiPro.HasStencel=true
_GuiPro.StencelHolder=self
love.graphics.stencil(_GuiPro.circleStencilFunction)
love.graphics.setStencilTest("notequal",0)
end
love.graphics.circle("fill",x,y,r,s)
love.graphics.setColor(self.BorderColor[1], self.BorderColor[2], self.BorderColor[3],self.BorderVisibility*254)
for b=0,self.BorderSize-1 do
love.graphics.circle("line",x,y,r+b,s)
end
if string.find(self.Type, "Text") then
if self.text~=nil then
if self.AutoScaleText then
self.FontSize=math.floor(self.height/1.45833)
end
love.graphics.setColor(self.TextColor[1],self.TextColor[2],self.TextColor[3],self.TextVisibility*254)
love.graphics.setFont(self.Font)
love.graphics.printf(self.text, x-(r/2)+(self.XTween), y-(r/2)+self.Tween, r, self.TextFormat)
end
end
end
end
@@ -1,118 +0,0 @@
function gui:drawR()
if love.mouse.isDown("l")==false and love.mouse.isDown("m")==false and love.mouse.isDown("r")==false then
_GuiPro.DragItem={}
_GuiPro.hasDrag=false
end
if self.Visible==true and self.VIS==true then
local b=true
for i,v in pairs(_GuiPro.Clips) do
if self:isDescendant(v)==true then
b=false
end
end
if b==true then
love.graphics.setStencilTest()
love.graphics.setScissor()
end
self.x=(self.Parent.width*self.scale.pos.x)+self.offset.pos.x+self.Parent.x
self.y=(self.Parent.height*self.scale.pos.y)+self.offset.pos.y+self.Parent.y
self.width=(self.Parent.width*self.scale.size.x)+self.offset.size.x
self.height=(self.Parent.height*self.scale.size.y)+self.offset.size.y
if self.DrawRulesB then
for dr=1,#self.DrawRulesB do
self.DrawRulesB[dr](self)
end
end
if (love.mouse.getX() > self.x and love.mouse.getX() < self.x+self.width and love.mouse.getY() > self.y and love.mouse.getY() < self.y+self.height and self:Clickable() and self:eventable()) or self:touchable("r") and self.Active==true then
self.hovering=true
if love.mouse.isDown("l") or self:touchable("r") and _GuiPro.hasDrag==false then
if string.find(self.Type, "Button") then
love.graphics.setColor(self.Color[1]-10, self.Color[2]-10, self.Color[3]-10,self.Visibility*254)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
end
self.lclicked=true
elseif love.mouse.isDown("r") or self:touchable("r") and _GuiPro.hasDrag==false then
if string.find(self.Type, "Button") then
love.graphics.setColor(self.Color[1]-10, self.Color[2]-10, self.Color[3]-10,self.Visibility*254)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
end
self.rclicked=true
elseif love.mouse.isDown("m") or self:touchable("r") and _GuiPro.hasDrag==false then
if string.find(self.Type, "Button") then
love.graphics.setColor(self.Color[1]-10, self.Color[2]-10, self.Color[3]-10,self.Visibility*254)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
end
self.mclicked=true
else
if string.find(self.Type, "Button") or self:touchable("r") and _GuiPro.hasDrag==false then
love.graphics.setColor(self.Color[1]-5, self.Color[2]-5, self.Color[3]-5,self.Visibility*254)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
end
self.rclicked=false
self.lclicked=false
self.mclicked=false
end
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility*254)
self.hovering=false
self.rclicked=false
self.lclicked=false
self.mclicked=false
end
if self.ClipDescendants==true then
_GuiPro.Clips[tostring(self)]=self
love.graphics.setScissor(self.x, self.y, self.width, self.height)
end
if self:hasRoundness() then
love.graphics.stencil(self.stfunc, "replace", 1)
love.graphics.setStencilTest("greater", 0)
end
love.graphics.rectangle("fill", self.x, self.y, self.width, self.height,(self.rx or 1)*self.DPI,(self.ry or 1)*self.DPI,(self.segments or 1)*self.DPI)
if string.find(self.Type, "Image") then
self:ImageRule()
end
if self.Type=="Video" then
self:VideoRule()
end
if self:hasRoundness() then
love.graphics.setStencilTest()
end
love.graphics.setColor(self.BorderColor[1], self.BorderColor[2], self.BorderColor[3],self.BorderVisibility*254)
for b=0,self.BorderSize-1 do
love.graphics.rectangle("line", self.x-(b/2), self.y-(b/2), self.width+b, self.height+b,(self.rx or 1)*self.DPI,(self.ry or 1)*self.DPI,(self.segments or 1)*self.DPI)
end
if string.find(self.Type, "Text") then
if self.text~=nil then
if self.AutoScaleText then
self.FontSize=math.floor(self.height/1.45833)
end
love.graphics.setColor(self.TextColor[1],self.TextColor[2],self.TextColor[3],self.TextVisibility*254)
if self.Font==_defaultfont then
love.graphics.setFont(self.Font)
love.graphics.printf(self.text, self.x+2+(self.XTween*self.DPI)+((self.marginL or 0)*self.DPI or self.XTween*self.DPI), self.y+(self.FontHeight/2)+self.Tween*self.DPI, self.width+(0 or (self.marginR or 0)*self.DPI), self.TextFormat)
else
if type(self.Font)=="string" then
self.Font=love.graphics.newFont(self.Font,self.FontSize)
self.FontHeight=self.Font:getHeight()
else
love.graphics.setFont(self.Font)
end
if type(self.FontSize)=="string" then
self.FontSize=tonumber(self.FontSize)
love.graphics.setNewFont(self.FontSize)
end
love.graphics.printf(self.text, self.x+2+((self.marginL or 0)*self.DPI or self.XTween*self.DPI), self.y+math.floor((self.FontHeight-self.FontSize)/2)+self.Tween*self.DPI, self.width+(0 or (self.marginR or 0)*self.DPI), self.TextFormat)
end
end
end
if self.DrawRulesE then
for dr=1,#self.DrawRulesE do
self.DrawRulesE[dr](self)
end
end
end
end
@@ -1,37 +0,0 @@
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
@@ -1,8 +0,0 @@
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
@@ -1,4 +0,0 @@
function gui:newFullFrame(name)
name=name or ""
return self:newFrame(name,0,0,0,0,0,0,1,1)
end
@@ -1,59 +0,0 @@
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
@@ -1,13 +0,0 @@
function gui:SetImage(i)
if type(i)=="string" then
self.Image=love.graphics.newImage(i)
else
self.Image=i
end
if self.Image~=nil then
self.ImageHeigth=self.Image:getHeight()
self.ImageWidth=self.Image:getWidth()
self.Quad=love.graphics.newQuad(0,0,self.width,self.height,self.ImageWidth,self.ImageHeigth)
end
return self.ImageWidth,self.ImageHeigth
end
@@ -1,5 +0,0 @@
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
@@ -1,20 +0,0 @@
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
@@ -1,57 +0,0 @@
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
@@ -1,52 +0,0 @@
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
@@ -1,59 +0,0 @@
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
@@ -1,3 +0,0 @@
function gui:newFullImageLabel(i,name)
return self:newImageLabel(i,name,0,0,0,0,0,0,1,1)
end
@@ -1,25 +0,0 @@
function gui:newImageButton(i,name, x, y, w, h, sx ,sy ,sw ,sh)
x,y,w,h,sx,sy,sw,sh=filter(name, x, y, w, h, sx ,sy ,sw ,sh)
local c=self:newBase("ImageButton",name, x, y, w, h, sx ,sy ,sw ,sh)
if type(i)=="string" then
c.Image=love.graphics.newImage(i)
else
c.Image=i
end
c.Visibility=0
c.ImageVisibility=1
c.rotation=0
if c.Image~=nil then
c.ImageHeigth=c.Image:getHeight()
c.ImageHeight=c.Image:getHeight()
c.ImageWidth=c.Image:getWidth()
c.Quad=love.graphics.newQuad(0,0,w,h,c.ImageWidth,c.ImageHeigth)
end
c:OnEnter(function()
love.mouse.setCursor(_GuiPro.CursorH)
end)
c:OnExit(function()
love.mouse.setCursor(_GuiPro.CursorN)
end)
return c
end
@@ -1,18 +0,0 @@
function gui:newImageLabel(i,name, x, y, w, h, sx ,sy ,sw ,sh)
x,y,w,h,sx,sy,sw,sh=filter(name, x, y, w, h, sx ,sy ,sw ,sh)
local c=self:newBase("ImageLabel",name, x, y, w, h, sx ,sy ,sw ,sh)
if type(i)=="string" then
c.Image=love.graphics.newImage(i)
else
c.Image=i
end
c.Visibility=0
c.ImageVisibility=1
c.rotation=0
if c.Image~=nil then
c.ImageHeigth=c.Image:getHeight()
c.ImageWidth=c.Image:getWidth()
c.Quad=love.graphics.newQuad(0,0,w,h,c.ImageWidth,c.ImageHeigth)
end
return c
end
@@ -1,62 +0,0 @@
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
@@ -1,51 +0,0 @@
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
@@ -1,28 +0,0 @@
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
@@ -1,45 +0,0 @@
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
@@ -1,36 +0,0 @@
function _GuiPro.gradient(colors)
local direction = colors.direction or "horizontal"
colors.direction=nil
trans = colors.trans or 255
trans=math.floor(trans)
if direction == "horizontal" then
direction = true
elseif direction == "vertical" then
direction = false
else
error("Invalid direction '" .. tostring(direction) "' for gradient. Horizontal or vertical expected.")
end
local result = love.image.newImageData(direction and 1 or #colors, direction and #colors or 1)
for __i, color in ipairs(colors) do
local x, y
if direction then
x, y = 0, __i - 1
else
x, y = __i - 1, 0
end
result:setPixel(x, y, color[1], color[2], color[3], trans)
end
result = love.graphics.newImage(result)
result:setFilter('linear', 'linear')
return result
end
function _GuiPro.drawinrect(img, x, y, w, h, r, ox, oy, kx, ky)
love.graphics.draw(img, x, y, r, w / img:getWidth(), h / img:getHeight(), ox, oy, kx, ky)
end
function gui:ApplyGradient(rules)
self.Image=nil
self.Type=self.Type.."w/GradImage"
self.rotation=0
self.ImageVisibility=rules.visibility or 1
self:SetImage(_GuiPro.gradient(rules))
end
@@ -1,10 +0,0 @@
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
@@ -1,4 +0,0 @@
function gui:Center()
local x,y=self:getFullSize()
self:SetDualDim(-math.floor(x/2),-math.floor(y/2),nil,nil,.5,.5)
end
@@ -1,9 +0,0 @@
function gui:Destroy()
check=self.Parent:getChildren()
local cc=0
for cc=1,#check do
if check[cc]==self then
table.remove(self.Parent.Children,cc)
end
end
end
@@ -1,25 +0,0 @@
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
@@ -1,3 +0,0 @@
function gui:GetChild(name)
return self.Children[name] or self
end
@@ -1,3 +0,0 @@
function InGrid(i,x,y,s)
return math.floor((i-1)/x)*s,(i-1)*s-(math.floor((i-1)/y)*(s*x))
end
@@ -1,5 +0,0 @@
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
@@ -1,5 +0,0 @@
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
@@ -1,3 +0,0 @@
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
@@ -1,4 +0,0 @@
function gui:Move(x,y)
self.offset.pos.x=self.offset.pos.x+x
self.offset.pos.y=self.offset.pos.y+y
end
@@ -1,46 +0,0 @@
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
@@ -1,5 +0,0 @@
_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
@@ -1,3 +0,0 @@
function gui:SetHover(img,x,y)
_GuiPro.CursorH=love.mouse.newCursor(img,x,y)
end
@@ -1,4 +0,0 @@
function gui:SetName(name)
self.Parent.Children[name]=self
self.Name=name
end
@@ -1,10 +0,0 @@
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
@@ -1,3 +0,0 @@
function gui:addDominance()
_GuiPro.TopHovered=self
end
@@ -1,6 +0,0 @@
function gui:addHotKey(key)
local temp=self:newFrame(0,0,0,0)
temp.Visible=false
temp:setHotKey(key)
return temp
end
@@ -1,7 +0,0 @@
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
@@ -1,3 +0,0 @@
function gui:anchorRight(n)
self:SetDualDim(-(self.width+n),nil,nil,nil,1)
end
@@ -1,3 +0,0 @@
function gui:centerX()
self:SetDualDim(-(self.width/2),nil,nil,nil,.5)
end
@@ -1,3 +0,0 @@
function gui:centerY()
self:SetDualDim(nil,-(self.height/2),nil,nil,nil,.5)
end
@@ -1,3 +0,0 @@
function gui:disrespectHierarchy()
_GuiPro.Hierarchy=false
end
@@ -1,3 +0,0 @@
function gui:getChildren()
return self.Children
end
@@ -1,3 +0,0 @@
function gui:getColor(cindex)
return Color[cindex]
end
@@ -1,12 +0,0 @@
function gui:getFullSize()
local maxx,maxy=-math.huge,-math.huge
local temp = self:GetAllChildren()
for i=1,#temp do
if temp[i].width>maxx then
maxx=temp[i].width+temp[i].offset.pos.x
elseif temp[i].height>maxy then
maxy=temp[i].height+temp[i].offset.pos.y
end
end
return maxx,maxy
end
@@ -1,5 +0,0 @@
function gui:getHighest()
if self.Children[#self.Children]~=nil then
return self.Children[#self.Children]
end
end
@@ -1,5 +0,0 @@
function gui:getLowest()
if self.Children[1]~=nil then
return self.Children[1]
end
end
@@ -1,9 +0,0 @@
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
@@ -1,3 +0,0 @@
function gui:isHighest()
return (self==self.Parent:getHighest())
end
@@ -1,3 +0,0 @@
function gui:isLowest()
return (self==self.Parent:getLowest())
end
@@ -1,6 +0,0 @@
function gui.massMutate(t,...)
local mut={...}
for i=1,#mut do
mut[i]:Mutate(t)
end
end
@@ -1,41 +0,0 @@
if love.filesystem.exists("CheckBoxes.png") then
_GuiPro.UC=gui:getTile("CheckBoxes.png",0,0,16,16)
_GuiPro.C=gui:getTile("CheckBoxes.png",16,0,16,16)
_GuiPro.UCH=gui:getTile("CheckBoxes.png",0,16,16,16)
_GuiPro.CH=gui:getTile("CheckBoxes.png",16,16,16,16)
end
function gui:newCheckBox(name,x,y)
if not(_GuiPro.UC) then error("CheckBoxes.png not found! Cannot currently use checkbox without the data") end
if type(name)~="String" then
x,y,name=name,x,"CheckBox"
end
local c=self:newImageLabel(_GuiPro.UC,name, x, y, 16,16)
c.Visibility=0
c.check=false
c:OnEnter(function(self)
if self.check then
self:SetImage(_GuiPro.CH)
else
self:SetImage(_GuiPro.UCH)
end
end)
function c:isChecked()
return self.check
end
c:OnExit(function(self)
if self.check then
self:SetImage(_GuiPro.C)
else
self:SetImage(_GuiPro.UC)
end
end)
c:OnReleased(function(b,self)
self.check=not(self.check)
if self.check then
self:SetImage(_GuiPro.CH)
else
self:SetImage(_GuiPro.UCH)
end
end)
return c
end
@@ -1,36 +0,0 @@
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
@@ -1,49 +0,0 @@
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
@@ -1,45 +0,0 @@
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
@@ -1,42 +0,0 @@
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
@@ -1,98 +0,0 @@
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
@@ -1,6 +0,0 @@
function gui:destroyAllChildren()
local c=self.Children
for i=1,#c do
c[i]:Destroy()
end
end
@@ -1,3 +0,0 @@
function gui:removeDominance()
_GuiPro.TopHovered=nil
end
@@ -1,3 +0,0 @@
function gui:respectHierarchy()
_GuiPro.Hierarchy=true
end
@@ -1,4 +0,0 @@
function gui.round(num, idp)
local mult = 10^(idp or 0)
return math.floor(num * mult + 0.5) / mult
end
@@ -1,3 +0,0 @@
function gui.setBG(i)
gui.ff:SetImage(i)
end
@@ -1,14 +0,0 @@
function gui:setColor(a,b,c)
if type(a)=="string" then
self.Color=Color[a]
elseif type(a)=="number" then
self.Color=Color.new(a,b,c)
end
end
function gui:setTextColor(a,b,c)
if type(a)=="string" then
self.TextColor=Color[a]
elseif type(a)=="number" then
self.TextColor=Color.new(a,b,c)
end
end
@@ -1,3 +0,0 @@
function gui:setDefualtFont(font)
_defaultfont = font
end

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