111 Commits
Author SHA1 Message Date
server c2aa449a65 Merge pull request #26 from rayaman/V15.1.0
V15.1.0
2021-11-30 21:28:18 -05:00
server 57563688ae fixed a bug 2021-11-30 21:23:45 -05:00
server 317dacd0de Updated readme and documentation 2021-11-30 20:54:54 -05:00
server a7ba146a64 Cleaning up code, fixing bugs (Almost ready for release) 2021-11-30 20:11:20 -05:00
server efa30e30cc Updated changes, connections can be added 2021-11-27 17:55:13 -05:00
server 197b418fc5 Fixed typo 2021-10-10 09:12:42 -04:00
server d3d53599f7 function's are now callable objects 2021-10-10 09:10:24 -04:00
server bf517facd1 Adding features to threaded functions 2021-07-19 17:04:43 -04:00
server 9cff2735ba threaded functions can now be paused 2021-07-05 22:23:45 -04:00
server ea77b934b6 Updated version number 2021-07-02 21:13:47 -04:00
server 74bfd571a5 Rockspecs/Readme Updated 2021-07-02 16:57:58 -04:00
server 06132fc1dd Fixed rockspec for threading.lua, tweaking code 2021-07-02 15:46:37 -04:00
server ade5172f26 Renamed lovr to lovrManager to fit theme 2021-06-24 23:11:10 -04:00
server bdc657771d Changelog/Documentation updated. Processors added 2021-06-24 23:09:15 -04:00
server 8c24bcbbb0 Modified changes.md 2021-06-19 21:09:32 -04:00
server 804a117ed0 Fixed return bug 2021-06-19 20:12:06 -04:00
server 37afd37f9e Adding tests wip 2021-05-27 16:47:45 -04:00
server 4399fb6424 updated readme 2021-05-02 22:31:29 -04:00
server 02a54e13ea Started to work on lovr integration 2021-05-02 22:26:35 -04:00
server bb2c7d6440 Merge pull request #20 from rayaman/V15.1.0
Fixed issue with lightloop not triggering the preload event
2021-05-02 22:04:54 -04:00
server d1b8ed1922 Fixed issue with lightloop not triggering the preload event 2021-05-02 22:04:25 -04:00
server 9992a2c091 Merge pull request #19 from rayaman/v15.0.0
V15.0.0
2021-05-01 17:33:58 -04:00
server 155466dc71 Merge branch 'master' into v15.0.0 2021-05-01 17:33:23 -04:00
server cea6508d68 Release ready 2021-05-01 17:31:14 -04:00
server 726707eb8a Modifying rockspec 2021-05-01 16:35:31 -04:00
server 9a9d28f62f Cleaning up... 2021-05-01 16:21:34 -04:00
server ed924a3d9d Version 15.0.0 2021-05-01 15:52:32 -04:00
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 d2ce7e070b Fixing pseudothreading 2020-05-15 01:38:24 -04:00
server 300827b7bd cleaning up 2020-05-08 17:44:16 -04:00
server 9d97eac146 Working on psuedo threading 2020-05-08 11:41:52 -04:00
server 61dcb9da01 Working on 15.0.0 2020-03-29 11:50:15 -04:00
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
236 changed files with 4974 additions and 33568 deletions
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test2.lua
*.mp3
*.exe
*.dll
lanestestclient.lua
lanestest.lua
sample-node.lua
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MIT License
Copyright (c) 2019 Ryan Ward
Copyright (c) 2021 Ryan Ward
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
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C: 3322269 ~I*7
H: 2847660 ~I*6
A: 2373050 ~I*5
N: 1898440 ~I*4
B: 1423830 ~I*3
L: 949220 ~I*2
I: 474610 ~I
~n=I*PRank
P2
---------------
C: 6700821
H: 1675205
A: 418801
N: 104700
B: 26175
L: 6543
I: 1635
~n=n*4
P3
----------------
C: 2120906
H: 2120906
A: 2120906
N: 2120906
B: 2120906
L: 2120906
I: 2120506
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# multi Version: 13.1.0 Bug fixes and a few features added (See changes.md)
# Multi Version: 15.1.0 Hold the thread
**Key Changes**
- thread.hold has been updated to allow all variants to work as well as some new features. Check the changelog or documentation for more info.
- multi:newProccesor() Creates a process that acts like the multi namespace that can be managed independently from the mainloop.
- Connections can be added together
Found an issue? Please [submit it](https://github.com/rayaman/multi/issues) and someone will look into it!
Found an issue? Please submit it and ill look into it!
My multitasking library for lua. It is a pure lua binding, if you ignore the integrations and the love2d compat. If you find any bugs or have any issues, please let me know . **If you don't see a table of contents try using the ReadMe.html file. It is easier to navigate than readme**</br>
My multitasking library for lua. It is a pure lua binding, with exceptions of the integrations and the love2d compat.
INSTALLING
----------
Note: The latest version of Lua lanes is required if you want to make use of system threads on lua 5.1+. I will update the dependencies for Lua rocks since this library should work fine on lua 5.1+ You also need the lua-net library and the bin library. all installed automatically using luarocks. however you can do this manually if lanes and luasocket are installed. Links:
https://github.com/rayaman/bin
https://github.com/rayaman/multi
https://github.com/rayaman/net
Links to dependencies:
[lanes](https://github.com/LuaLanes/lanes)
To install copy the multi folder into your environment and you are good to go</br>
If you want to use the system threads, then you'll need to install lanes!
**or** use luarocks
**or** use luarocks `luarocks install multi`
Because of a codependency in net libaray, if using the networkmanager you will need to install the net library sepertly
Going forward I will include a Release zip for love2d. I do not know why I haven't done this yet
```
luarocks install multi
luarocks install lnet
```
Going forward I will include a Release zip for love2d.
**The Network Manager rework is currently being worked on and the old version is not included in this version.**
Discord
-------
For real-time assistance with my libraries! A place where you can ask questions and get help with any of my libraries. Also, you can request features and stuff there as well.</br>
Have a question? Or need realtime assistance? Feel free to join the discord!</br>
https://discord.gg/U8UspuA</br>
Planned features/TODO
---------------------
- [ ] Finish Documentation
- [ ] Test for unknown bugs -- This is always going on
- [x] ~~Network Parallelism~~ This was fun, I have some more plans for this as well
- [x] ~~Finish Documentation~~ Finished
- [ ] Create test suite
- [ ] Network Parallelism rework
Usage:</br>
Usage: [Check out the documentation for more info](https://github.com/rayaman/multi/blob/master/Documentation.md)</br>
-----
```lua
-- Basic usage Alarms: Have been moved to the core of the library require("multi") would work as well
local multi = require("multi") -- gets the entire library
alarm=multi:newAlarm(3) -- in seconds can go to .001 uses the built in os.clock()
alarm: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
package.path="?.lua;?/init.lua;?.lua;?/?/init.lua;"..package.path
local multi, thread = require("multi"):init()
GLOBAL, THREAD = require("multi.integration.threading"):init()
multi:newSystemThread("System Thread",function()
while true do
THREAD.sleep(1)
print("World!")
end
end)
multi:mainloop() -- the main loop of the program, multi:umanager() exists as well to allow integration in other loops Ex: love2d love.update function. More on this binding in the wiki!
multi:newThread("Coroutine Based Thread",function()
while true do
print("Hello")
thread.sleep(1)
end
end)
multi:mainloop()
--[[
while true do
multi:uManager()
end
]]
```
Known Bugs/Issues
-----------------
Currently no bugs that I know of :D
Check the [Issues tab](https://github.com/rayaman/multi/issues) for issues
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MAIN: Love2d support is updated to 11.1
May be bugs in supporting libraries, but the multitasking library is fully updated.
The GuiManager may have a bug or 2, but I haven't found any ground breaking bugs that haven't been fixed
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package.path="?/init.lua;"..package.path
require("multi")
multi:newAlarm(5):OnRing(function()
os.exit(10)
end)
multi:mainloop()
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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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package.path="?/init.lua;?.lua;"..package.path
local GLOBAL,sThread=require("multi.integration.lanesManager").init()
multi:newAlarm(2):OnRing(function(self)
GLOBAL["NumOfCores"]=sThread.getCores()
end)
multi:newAlarm(7):OnRing(function(self)
GLOBAL["AnotherTest"]=true
end)
multi:newAlarm(13):OnRing(function(self)
GLOBAL["FinalTest"]=true
end)
multi:newSystemThread("test",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
print("Waiting for variable: NumOfCores")
print("Got it: ",sThread.waitFor("NumOfCores"))
sThread.hold(function()
return GLOBAL["AnotherTest"] -- note this would hold the entire systemthread. Spawn a coroutine thread using multi:newThread() or multi:newThreaded...
end)
print("Holding works!")
multi:newThread("tests",function()
thread.hold(function()
return GLOBAL["FinalTest"] -- note this will not hold the entire systemthread. As seen with the TLoop constantly going!
end)
print("Final test works!")
os.exit()
end)
local a=0
multi:newTLoop(function()
a=a+1
print(a)
end,.5)
multi:mainloop()
end)
multi:mainloop()
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package.path="?/init.lua;?.lua;"..package.path
local GLOBAL,sThread=require("multi.integration.lanesManager").init() -- loads the lanesManager and includes the entire multi library
local function comma_value(amount)
local formatted = amount
while true do
formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
if (k==0) then
break
end
end
return formatted
end
multi:newSystemThread("test1",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 1"):OnBench(function(self,c) GLOBAL["T1"]=c multi:Stop() end)
multi:mainloop()
end)
multi:newSystemThread("test2",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 2"):OnBench(function(self,c) GLOBAL["T2"]=c multi:Stop() end)
multi:mainloop()
end)
multi:newSystemThread("test3",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 3"):OnBench(function(self,c) GLOBAL["T3"]=c multi:Stop() end)
multi:mainloop()
end)
multi:newSystemThread("test4",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 4"):OnBench(function(self,c) GLOBAL["T4"]=c multi:Stop() end)
multi:mainloop()
end)
multi:newSystemThread("test5",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 5"):OnBench(function(self,c) GLOBAL["T5"]=c multi:Stop() end)
multi:mainloop()
end)
multi:newSystemThread("test6",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the intergration. You would need to require the interaction again though
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 6"):OnBench(function(self,c) GLOBAL["T6"]=c multi:Stop() end)
multi:mainloop()
print("Bench: ",comma_value(tostring(sThread.waitFor("T1")+sThread.waitFor("T2")+sThread.waitFor("T3")+sThread.waitFor("T4")+sThread.waitFor("T5")+sThread.waitFor("T6"))))
GLOBAL["DONE"]=true
end)
multi:newThread("test0",function()
-- sThread.waitFor("DONE") -- lets hold the main thread completely so we don't eat up cpu
-- os.exit()
-- when the main thread is holding there is a chance that error handling on the system threads may not work!
-- instead we can do this
while true do
thread.skip(1) -- allow error handling to take place... Otherwise lets keep the main thread running on the low
sThread.sleep(.001) -- Sleeping for .001 is a greeat way to keep cpu usage down. Make sure if you aren't doing work to rest. Abuse the hell out of GLOBAL if you need to :P
if GLOBAL["DONE"] then
os.exit()
end
end
end)
GLOBAL["Bench"]=60
multi:mainloop()
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package.path="?/init.lua;?.lua;"..package.path -- Spawing threads using 1 method and the sThread.getCores() function!
local GLOBAL,sThread=require("multi.integration.lanesManager").init() -- loads the lanesManager and includes the entire multi library
local function comma_value(amount)
local formatted = amount
while true do
formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
if (k==0) then
break
end
end
return formatted
end
GLOBAL["BENCHCOUNT"],GLOBAL["CNUM"],GLOBAL["DONE"]=0,0,0
cores=sThread.getCores()
function benchmark() -- our single function that will be used across a bunch of threads
require("multi.all") -- get the library
local n=GLOBAL["CNUM"]; GLOBAL["CNUM"]=n+1 -- do some math so we can identify which thread is which
multi:benchMark(sThread.waitFor("BENCH"),nil,"Thread "..n+1):OnBench(function(self,c) GLOBAL["BENCHCOUNT"]=GLOBAL["BENCHCOUNT"]+c; GLOBAL["DONE"]=GLOBAL["DONE"]+1; multi:Stop() end)
-- ^ do the bench mark and add to the BENCHCOUNT GLOBAL value, then increment the DONE Value
multi:mainloop()
end
for i=1,cores do -- loop based on the number of cores you have
multi:newSystemThread("test"..i,benchmark) -- create a system thread based on the benchmark
end
multi:newThread("test0",function()
while true do
thread.skip(1)
sThread.sleep(.001)
if GLOBAL["DONE"]==cores then
print(comma_value(tostring(GLOBAL["BENCHCOUNT"])))
os.exit()
end
end
end)
GLOBAL["BENCH"]=1
print("Platform is: ",multi:getPlatform()) -- returns love2d or lanes depending on which platform you are using... If I add more intergrations then this method will be updated! corona sdk may see this library in the future...
multi:mainloop()
--[[ Output on my machine! I am using luajit and have 6 cores on my computer. Your numbers will vary, but it should look something like this
Intergrated Lanes!
Platform is: lanes
Thread 1 62442125 Steps in 10 second(s)!
Thread 2 61379095 Steps in 10 second(s)!
Thread 3 62772502 Steps in 10 second(s)!
Thread 4 62740684 Steps in 10 second(s)!
Thread 5 60926715 Steps in 10 second(s)!
Thread 6 61793175 Steps in 10 second(s)!
372,054,296
]]
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local GLOBAL,sThread=require("multi.integration.lanesManager").init()
queue=multi:newSystemThreadedQueue("QUEUE"):init()
queue:push("This is a test")
queue:push("This is a test2")
queue:push("This is a test3")
queue:push("This is a test4")
multi:newSystemThread("test2",function()
queue=sThread.waitFor("QUEUE"):init()
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
queue:push("This is a test5")
queue:push("This is a test6")
queue:push("This is a test7")
queue:push("This is a test8")
end)
multi:newThread("test!",function() -- this is a lua thread
thread.sleep(.1)
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
end)
multi:mainloop()
-28
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@@ -1,28 +0,0 @@
package.path="?/init.lua;"..package.path -- slightly different usage of the code
local GLOBAL,sThread=require("multi.integration.lanesManager").init()
queue=multi:newSystemThreadedQueue("QUEUE")
queue:push(1)
queue:push(2)
queue:push(3)
queue:push(4)
queue:push(5)
queue:push(6)
multi:newSystemThread("STHREAD_1",function()
queue=sThread.waitFor("QUEUE"):init()
GLOBAL["QUEUE"]=nil
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
end)
multi:newThread("THREAD_1",function()
while true do
if GLOBAL["QUEUE"]==nil then
print("Deleted a Global!")
break
end
thread.skip(1)
end
end)
multi:mainloop()
-14
View File
@@ -1,14 +0,0 @@
-- lanes Desktop lua! NOTE: this is in lanesintergratetest6.lua in the examples folder
local GLOBAL,sThread=require("multi.integration.lanesManager").init()
test=multi:newSystemThreadedTable("YO"):init()
test["test1"]="lol"
multi:newSystemThread("test",function()
tab=sThread.waitFor("YO"):init()
print(tab["test1"])
sThread.sleep(3)
tab["test2"]="Whats so funny?"
end)
multi:newThread("test2",function()
print(test:waitFor("test2"))
end)
multi:mainloop()
-29
View File
@@ -1,29 +0,0 @@
-- Creating the object using lanes manager to show case this. Examples has the file for love2d
local GLOBAL,sThread=require("multi.integration.lanesManager").init()
jQueue=multi:newSystemThreadedJobQueue(n) -- this internally creates System threads. By defualt it will use the # of processors on your system You can set this number though.
-- Only create 1 jobqueue! For now making more than 1 is buggy. You only really need one though. Just register new functions if you want 1 queue to do more. The one reason though is keeping track of jobIDs. I have an idea that I will roll out in the next update.
jQueue:registerJob("TEST_JOB",function(a,s)
math.randomseed(s)
-- We will push a random #
TEST_JOB2() -- You can call other registered functions as well!
return math.random(0,255) -- send the result to the main thread
end)
jQueue:registerJob("TEST_JOB2",function()
print("Test Works!") -- this is called from the job since it is registered on the same queue
end)
jQueue:start()
tableOfOrder={} -- This is how we will keep order of our completed jobs. There is no guarantee that the order will be correct
jQueue.OnJobCompleted(function(JOBID,n) -- whenever a job is completed you hook to the event that is called. This passes the JOBID folled by the returns of the job
-- JOBID is the completed job, starts at 1 and counts up by 1.
-- Threads finish at different times so jobids may be passed out of order! Be sure to have a way to order them
tableOfOrder[JOBID]=n -- we order ours by putting them into a table
if #tableOfOrder==10 then
print("We got all of the pieces!")
end
end)
-- LEts push the jobs now
for i=1,10 do -- Job Name of registered function, ... varargs
jQueue:pushJob("TEST_JOB","This is a test!",math.random(1,1000000))
end
print("I pushed all of the jobs :)")
multi:mainloop() -- Start the main loop :D
-11
View File
@@ -1,11 +0,0 @@
package.path="../?.lua;../?/init.lua;"..package.path
local GLOBAL,sThread=require("multi.integration.lanesManager").init()
cmd=multi:newSystemThreadedExecute("SystemThreadedExecuteTest.lua") -- This file is important!
cmd.OnCMDFinished(function(code) -- callback function to grab the exit code... Called when the command goes through
print("Got Code: "..code)
end)
multi:newTLoop(function()
print("...")
end,1)
multi:mainloop()
-27
View File
@@ -1,27 +0,0 @@
--~ package.path="?/init.lua;"..package.path
local GLOBAL,sThread=require("multi.integration.lanesManager").init()
jQueue=multi:newSystemThreadedJobQueue(n)
jQueue:registerJob("TEST_JOB",function(a,s)
math.randomseed(s)
TEST_JOB2()
return math.random(0,255)
end)
jQueue:registerJob("TEST_JOB2",function()
print("Test Works!")
end)
jQueue:start()
jQueue.OnReady:holdUT()
jQueue:doToAll(function()
print("Doing this 16? times!")
end)
for i=1,10 do -- Job Name of registered function, ... varargs
jQueue:pushJob("TEST_JOB","This is a test!",math.random(1,1000000))
end
tableOfOrder={}
jQueue.OnJobCompleted(function(JOBID,n)
tableOfOrder[JOBID]=n
if #tableOfOrder==10 then
print("We got all of the pieces!")
end
end)
multi:mainloop()
-9
View File
@@ -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
File diff suppressed because it is too large Load Diff
@@ -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
@@ -1,244 +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.VIS=true
c.Visible=true
c.oV=true
c.Children={}
c.hovering=false
c.rclicked=false
c.lclicked=false
c.mclicked=false
c.clicked=false
c.Visibility=1
c.ClipDescendants=false
c.TextWrap=true
c.scale={}
c.scale.size={}
c.scale.size.x=sw or 0
c.scale.size.y=sh or 0
c.offset={}
c.offset.size={}
c.offset.size.x=w or 0
c.offset.size.y=h or 0
c.scale.pos={}
c.scale.pos.x=sx or 0
c.scale.pos.y=sy or 0
c.offset.pos={}
c.offset.pos.x=x or 0
c.offset.pos.y=y or 0
c.width = 0
c.height = 0
c.LRE=false
c.RRE=false
c.MRE=false
c.Color = {255, 255, 255}
function c:setRoundness(rx,ry,segments)
self.segments=segments
self.ry=ry
self.rx=rx
end
function c.stfunc()
love.graphics.rectangle("fill", c.x, c.y, c.width, c.height,c.rx,c.ry,c.segments)
end
function c:hasRoundness()
return (self.ry or self.rx)
end
c.funcs={function(b,self)
if b=="l" then
self.LRE=true
end
end,
function(b,self)
if b=="r" then
self.RRE=true
end
end,
function(b,self)
if b=="m" then
self.MRE=true
end
end}
c.funcs2={function(b,self)
if b=="l" then
self.LRE=false
end
end,
function(b,self)
if b=="r" then
self.RRE=false
end
end,
function(b,self)
if b=="m" then
self.MRE=false
end
end}
c.HE=false
c.funcs3={function(self)
self.HE=true
end}
c.funcs4={function(self)
self.HE=false
end}
c.funcs5={}
c.tid={}
c.touchcount=0
c.x=(c.Parent.width*c.scale.pos.x)+c.offset.pos.x+c.Parent.x
c.y=(c.Parent.height*c.scale.pos.y)+c.offset.pos.y+c.Parent.y
c.width=(c.Parent.width*c.scale.size.x)+c.offset.size.x
c.height=(c.Parent.height*c.scale.size.y)+c.offset.size.y
c.func6={}
c.func7={function() _GuiPro.DragItem={} end}
c.func8={function(self) _GuiPro.DragItem=self end}
c.func9={}
c.func10={}
function c:ImageRule()
if self.Image then
local sx=self.width/self.ImageWidth
local sy=self.height/self.ImageHeigth
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.ImageVisibility*255)
if self.width~=self.ImageWidth and self.height~=self.ImageHeigth then
love.graphics.draw(self.Image,self.x,self.y,math.rad(self.rotation),sx,sy)
else
love.graphics.draw(self.Image,self.Quad,self.x,self.y,math.rad(self.rotation),sx,sy)
end
end
end
function c:VideoRule()
if self.Video then
local sx=self.width/self.VideoWidth
local sy=self.height/self.VideoHeigth
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.VideoVisibility*255)
if self.width~=self.VideoWidth and self.height~=self.VideoHeigth then
love.graphics.draw(self.Video,self.x,self.y,math.rad(self.rotation),sx,sy)
else
love.graphics.draw(self.Video,self.Quad,self.x,self.y,math.rad(self.rotation),sx,sy)
end
end
end
function c:repeatImage(b,b2)
if b then
self.Image:setWrap(b,b2 or "repeat")
function self:ImageRule()
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.ImageVisibility*255)
love.graphics.draw(self.Image,self.Quad,self.x,self.y,math.rad(self.rotation))
end
else
sx=self.width/self.ImageWidth
sy=self.height/self.ImageHeigth
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.ImageVisibility*255)
love.graphics.draw(self.Image,self.Quad,self.x,self.y,math.rad(self.rotation),sx,sy)
end
end
function c:Mutate(t)
for i,v in pairs(t) do
_GuiPro.self=self
if type(i)=="number" then
loadstring("_GuiPro.self:"..v)()
elseif i:match"__self__" then
local ind=i:match"__self__(.+)"
if not self[ind] then self[ind]={} end
loadstring("_GuiPro.self."..ind.."=_GuiPro.self:"..v)()
elseif i:match"__child__" then
local ind,child = i:match"__child__(%S-)_(.+)"
self[ind][child]=v
else
self[i]=v
end
end
return self
end
c:WhileHovering(function(self)
self.omx=self.nmx
self.omy=self.nmy
self.nmx=love.mouse.getX()
self.nmy=love.mouse.getY()
if self.omx~=self.nmx or self.omy~=self.nmy then
for i=1,#self.func10 do
if self and self.nmx and self.nmy and self.omx and self.omy then
self.func10[i](self,self.nmx,self.nmy,self.omx,self.omy)
end
end
end
if self.WasBeingDragged==true and love.mouse.isDown(self.dragbut or "m")==false and self.Type~="TextImageButtonFrameDrag" then
for i=1,#self.func7 do
self.func7[i](self,(love.mouse.getX())-self.width/2,(love.mouse.getY())-self.height/2)
end
end
if _GuiPro.hasDrag==false and love.mouse.isDown(self.dragbut or "m") then
for i=1,#self.func8 do
self.func8[i](self,(love.mouse.getX())-self.width/2,(love.mouse.getY())-self.height/2)
end
end
if self.IsBeingDragged==true then
_GuiPro.hasDrag=true
self.WasBeingDragged=true
elseif self.WasBeingDragged==true and self.IsBeingDragged==false then
self.WasBeingDragged=false
_GuiPro.hasDrag=false
end
if self.Draggable==true and love.mouse.isDown(self.dragbut or "m") and _GuiPro.hasDrag==false then
for i=1,#self.func6 do
self.func6[i](self,(love.mouse.getX())-self.width/2,(love.mouse.getY())-self.height/2)
end
_GuiPro.hasDrag=true
if self.FormFactor:lower()=="circle" or self.FormFactor:lower()=="c" or self.FormFactor:lower()=="cir" then
self.IsBeingDragged=true
x=(love.mouse.getX()-self.x)
y=(love.mouse.getY()-self.y)
self:Move(x,y)
elseif self.FormFactor:lower()=="rectangle" or self.FormFactor:lower()=="r" or self.FormFactor:lower()=="rect" then
self.IsBeingDragged=true
x=(love.mouse.getX()-self.x)-self.width/2
y=(love.mouse.getY()-self.y)-self.height/2
self:Move(x,y)
end
else
self.IsBeingDragged=false
end
end)
table.insert(c.Parent.Children,c)
return c
end
@@ -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
@@ -1,40 +0,0 @@
function gui:toString() -- oh boy this is gonna be painful lol
multi:newThread("saving data: ",function()
local dat=bin.stream("test.dat",false)
function GetAllChildren2(Object)
local Stuff = {}
function Seek(Items)
for i=1,#Items do
--table.insert(Stuff,Items[i])
for a,v in pairs(Items[i]) do
-- dat:tackE(a.."|"..tostring(v))
print(a.."|"..tostring(v))
-- dat.workingfile:flush()
end
thread.skip()
local NItems = Items[i]:getChildren()
if NItems ~= nil then
Seek(NItems)
end
end
end
local Objs = Object:getChildren()
for i=1,#Objs do
-- table.insert(Stuff,Objs[i])
for a,v in pairs(Objs[i]) do
-- dat:tackE(a.."|"..tostring(v))
print(Objs[i].Type..":"..a.."|"..tostring(v))
-- dat.workingfile:flush()
end
thread.skip()
local Items = Objs[i]:getChildren()
if Items ~= nil then
Seek(Items)
end
end
-- dat:tofile("test.dat")
return Stuff
end
GetAllChildren2(self)
end)
end
@@ -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)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
end
self.lclicked=true
elseif love.mouse.isDown("r") and _GuiPro.hasDrag==false then
if string.find(self.Type, "Button") then
love.graphics.setColor(self.Color[1]-10, self.Color[2]-10, self.Color[3]-10,self.Visibility)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
end
self.rclicked=true
elseif love.mouse.isDown("m") and _GuiPro.hasDrag==false then
if string.find(self.Type, "Button") then
love.graphics.setColor(self.Color[1]-10, self.Color[2]-10, self.Color[3]-10,self.Visibility)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
end
self.mclicked=true
else
if string.find(self.Type, "Button") and _GuiPro.hasDrag==false then
love.graphics.setColor(self.Color[1]-5, self.Color[2]-5, self.Color[3]-5,self.Visibility)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
end
self.rclicked=false
self.lclicked=false
self.mclicked=false
end
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
self.hovering=false
self.rclicked=false
self.lclicked=false
self.mclicked=false
end
if self.ClipDescendants==true then
_GuiPro.Clips[tostring(self)]=self
_GuiPro.HasStencel=true
_GuiPro.StencelHolder=self
love.graphics.stencil(_GuiPro.circleStencilFunction)
love.graphics.setStencilTest("notequal",0)
end
love.graphics.circle("fill",x,y,r,s)
love.graphics.setColor(self.BorderColor[1], self.BorderColor[2], self.BorderColor[3],self.Visibility)
for b=0,self.BorderSize-1 do
love.graphics.circle("line",x,y,r+b,s)
end
if string.find(self.Type, "Text") then
if self.text~=nil then
if self.AutoScaleText then
self.FontSize=math.floor(self.height/1.45833)
end
love.graphics.setColor(self.TextColor[1],self.TextColor[2],self.TextColor[3],self.TextVisibility)
love.graphics.setFont(self.Font)
love.graphics.printf(self.text, x-(r/2)+(self.XTween), y-(r/2)+self.Tween, r, self.TextFormat)
end
end
end
end
@@ -1,131 +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)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
end
self.lclicked=true
elseif love.mouse.isDown("r") or self:touchable("r") and _GuiPro.hasDrag==false then
if string.find(self.Type, "Button") then
love.graphics.setColor(self.Color[1]-10, self.Color[2]-10, self.Color[3]-10,self.Visibility)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
end
self.rclicked=true
elseif love.mouse.isDown("m") or self:touchable("r") and _GuiPro.hasDrag==false then
if string.find(self.Type, "Button") then
love.graphics.setColor(self.Color[1]-10, self.Color[2]-10, self.Color[3]-10,self.Visibility)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
end
self.mclicked=true
else
if string.find(self.Type, "Button") or self:touchable("r") and _GuiPro.hasDrag==false then
love.graphics.setColor(self.Color[1]-5, self.Color[2]-5, self.Color[3]-5,self.Visibility)
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
end
self.rclicked=false
self.lclicked=false
self.mclicked=false
end
else
love.graphics.setColor(self.Color[1],self.Color[2],self.Color[3],self.Visibility)
self.hovering=false
self.rclicked=false
self.lclicked=false
self.mclicked=false
end
if self.ClipDescendants==true then
_GuiPro.Clips[tostring(self)]=self
love.graphics.setScissor(self.x, self.y, self.width, self.height)
end
if self:hasRoundness() then
love.graphics.stencil(self.stfunc, "replace", 1)
love.graphics.setStencilTest("greater", 0)
end
love.graphics.rectangle("fill", self.x, self.y, self.width, self.height,(self.rx or 1)*self.DPI,(self.ry or 1)*self.DPI,(self.segments or 1)*self.DPI)
if string.find(self.Type, "Image") then
self:ImageRule()
end
if self.Type=="Video" then
self:VideoRule()
end
if self:hasRoundness() then
love.graphics.setStencilTest()
end
love.graphics.setColor(self.BorderColor[1], self.BorderColor[2], self.BorderColor[3],self.Visibility)
for b=0,self.BorderSize-1 do
love.graphics.rectangle("line", self.x-(b/2), self.y-(b/2), self.width+b, self.height+b,(self.rx or 1)*self.DPI,(self.ry or 1)*self.DPI,(self.segments or 1)*self.DPI)
end
if string.find(self.Type, "Text") then
if self.text~=nil then
if self.AutoScaleText then
self.FontSize=math.floor(self.height/1.45833)
end
love.graphics.setColor(self.TextColor[1],self.TextColor[2],self.TextColor[3],self.TextVisibility)
if self.Font==_defaultfont then
love.graphics.setFont(self.Font)
love.graphics.printf(
self.text,
(self.x+2+(self.marginL or 0) or self.XTween)*self.DPI,
(self.y+math.floor((self.FontHeight-self.FontSize)/2)+self.Tween)*self.DPI,
(self.width+(0 or (self.marginR or 0)))*self.DPI,
self.TextFormat,
self.TextRotation)
else
if type(self.Font)=="string" then
self.Font=love.graphics.newFont(self.Font,self.FontSize)
self.FontHeight=self.Font:getHeight()
else
love.graphics.setFont(self.Font)
end
if type(self.FontSize)=="string" then
self.FontSize=tonumber(self.FontSize)
love.graphics.setNewFont(self.FontSize)
end
love.graphics.printf(
self.text,
(self.x+2+(self.marginL or 0) or self.XTween)*self.DPI,
(self.y+math.floor((self.FontHeight-self.FontSize)/2)+self.Tween)*self.DPI,
(self.width+(0 or (self.marginR or 0)))*self.DPI,
self.TextFormat,
self.TextRotation)
end
end
end
if self.DrawRulesE then
for dr=1,#self.DrawRulesE do
self.DrawRulesE[dr](self)
end
end
end
end
@@ -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" or tostring(i):find("ImageData") then
self.Image=love.graphics.newImage(i)
else
self.Image=i
end
if self.Image then
self.ImageHeigth=self.Image:getHeight()
self.ImageWidth=self.Image:getWidth()
self.Quad=love.graphics.newQuad(0,0,self.width,self.height,self.ImageWidth,self.ImageHeigth)
end
return self.ImageWidth,self.ImageHeigth
end
@@ -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" or type(i):find("ImageData") then
c.Image=love.graphics.newImage(i)
else
c.Image=i
end
c.Visibility=0
c.ImageVisibility=1
c.rotation=0
if c.Image~=nil then
c.ImageHeigth=c.Image:getHeight()
c.ImageHeight=c.Image:getHeight()
c.ImageWidth=c.Image:getWidth()
c.Quad=love.graphics.newQuad(0,0,w,h,c.ImageWidth,c.ImageHeigth)
end
c:OnEnter(function()
love.mouse.setCursor(_GuiPro.CursorH)
end)
c:OnExit(function()
love.mouse.setCursor(_GuiPro.CursorN)
end)
return c
end
@@ -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" or type(i):find("ImageData") then
c.Image=love.graphics.newImage(i)
else
c.Image=i
end
c.Visibility=0
c.ImageVisibility=1
c.rotation=0
if c.Image then
c.ImageHeigth=c.Image:getHeight()
c.ImageWidth=c.Image:getWidth()
c.Quad=love.graphics.newQuad(0,0,w,h,c.ImageWidth,c.ImageHeigth)
end
return c
end
@@ -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 1
trans=math.floor(trans)
if direction == "horizontal" then
direction = true
elseif direction == "vertical" then
direction = false
else
error("Invalid direction '" .. tostring(direction) "' for gradient. Horizontal or vertical expected.")
end
local result = love.image.newImageData(direction and 1 or #colors, direction and #colors or 1,"rgba32f")
for __i, color in ipairs(colors) do
local x, y
if direction then
x, y = 0, __i - 1
else
x, y = __i - 1, 0
end
result:setPixel(x, y, color[1], color[2], color[3], trans)
end
result = love.graphics.newImage(result)
result:setFilter('linear', 'linear')
return result
end
function _GuiPro.drawinrect(img, x, y, w, h, r, ox, oy, kx, ky)
love.graphics.draw(img, x, y, r, w / img:getWidth(), h / img:getHeight(), ox, oy, kx, ky)
end
function gui:ApplyGradient(rules)
self.Image=nil
self.Type=self.Type.."w/GradImage"
self.rotation=0
self.ImageVisibility=rules.visibility or 1
self:SetImage(_GuiPro.gradient(rules))
end
@@ -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()
self:centerX()
self:centerY()
end
@@ -1,10 +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
self.Destroyed = true
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+temp[i].offset.pos.x>maxx then
maxx=temp[i].width+temp[i].offset.pos.x
elseif temp[i].height+temp[i].offset.pos.y>maxy then
maxy=temp[i].height+temp[i].offset.pos.y
end
end
return maxx,maxy
end
@@ -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.getInfo("CheckBoxes.png") then
_GuiPro.UC=gui:getTile("CheckBoxes.png",0,0,16,16)
_GuiPro.C=gui:getTile("CheckBoxes.png",16,0,16,16)
_GuiPro.UCH=gui:getTile("CheckBoxes.png",0,16,16,16)
_GuiPro.CH=gui:getTile("CheckBoxes.png",16,16,16,16)
end
function gui:newCheckBox(name,x,y)
if not(_GuiPro.UC) then error("CheckBoxes.png not found! Cannot currently use checkbox without the data") end
if type(name)~="String" then
x,y,name=name,x,"CheckBox"
end
local c=self:newImageLabel(_GuiPro.UC,name, x, y, 16,16)
c.Visibility=0
c.check=false
c:OnEnter(function(self)
if self.check then
self:SetImage(_GuiPro.CH)
else
self:SetImage(_GuiPro.UCH)
end
end)
function c:isChecked()
return self.check
end
c:OnExit(function(self)
if self.check then
self:SetImage(_GuiPro.C)
else
self:SetImage(_GuiPro.UC)
end
end)
c:OnReleased(function(b,self)
self.check=not(self.check)
if self.check then
self:SetImage(_GuiPro.CH)
else
self:SetImage(_GuiPro.UCH)
end
end)
return c
end
@@ -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

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