288 Commits
Author SHA1 Message Date
server 8b5d10cbb6 updated tests and added check in connections 2026-06-09 23:04:02 -07:00
server 0796788fcb removed dup func 2026-06-08 11:04:25 -07:00
server ee5e3bde7f fixed int issue with lua 5.5 2026-05-30 21:21:32 -07:00
server c86413351c updated opt for connections 2026-05-14 22:29:34 -07:00
server 4a52cd5e14 working on new documentation 2026-04-04 01:00:50 -07:00
server 14beeb686a making some changes 2026-04-01 22:22:05 -07:00
server 60783fdb16 remove luajit and 5.5 not supported with current actions 2026-03-23 22:07:57 -07:00
server b1a7e61c03 added lua 5.5 and using luajit 2026-03-23 22:06:18 -07:00
server 9fa0e7c2cb changed branch to master 2026-03-23 22:01:52 -07:00
server ef243f87d4 removed love2d test 2026-03-23 22:01:12 -07:00
server 178283e0b4 Merge branch 'master' into v16.3.0 2026-03-23 22:00:29 -07:00
server 7f35265a8e new actions (#78) 2026-03-23 21:59:47 -07:00
server 0501f068e4 testing new action 2026-03-23 21:55:35 -07:00
server ffd7ac15f6 added new unit tests 2026-03-23 21:52:56 -07:00
server 869368af56 updated docs 2026-03-23 21:26:40 -07:00
server eeb75490dc default priority is normal 2026-03-23 21:18:27 -07:00
server 2fec5b39b8 fixing bugs 2026-03-23 20:40:58 -07:00
server 0a92890290 working on task management 2026-03-15 01:13:00 -07:00
server 40de9a8d22 Improving tests 2026-01-12 23:15:31 -08:00
server f8265fbb3b Update changes.md (#75)
Fixed bad console output
2026-01-11 15:25:53 -08:00
server b995b1c0a7 Update changes.md
fixed hyperlink
2026-01-11 14:24:01 -08:00
server 66e922a971 fixing issue with timestamp using lua 5.1/luajit (#72)
* fixing issue with timestamp using lua 5.1/luajit

* fixed issues, testing

* bumped up version number

* updated docs
2026-01-11 14:18:43 -08:00
server 92659c7eaf Update README.md (#71) 2026-01-03 22:36:17 -08:00
server 011ed53337 Added rockspec 2025-12-30 15:18:08 -05:00
server 474ad6438f V16.1.0 (#69)
* Fixed issue with pushstatus

* added newTimeout

* updated changes and added multi.isTimeout function

* new mod feature, helper functions for types and connections

* cleaning up

* Updated changes.md, enhanced processors

* updated docs, added multi.UUID

* updated testfile
2025-12-30 15:14:34 -05:00
server 45095191f4 V16.0.1 (#68)
* Fixed issue with pushstatus

* Fixed bug with pushstatus
2024-03-24 23:29:43 -04:00
server e44a3cd98b update working branch 2024-02-26 09:50:40 -05:00
server fff3601041 Working on 16.0.0 (#53)
* Fixed spelling, started ideaing for 16.0.0

* Updated files

* Updated readme

* Updated version

* Concat conns now properly transfer events

* Testing types

* Connections can be % with functions

* Updated connections

* Fixed issue with double thread activations (Looking for another solution)

* Working on issue with love threaded functions not waiting when in a thread

* Working on issue where threads created in threads don't work

* Fixed broken threads for love

* Fixed some issues with threads

* removed test

* Updated changes.md

* Plan on testing parity between the threading modules

* Writing tests for system threading

* Added test cases for threading, fixed issues. Todo test love2d

* Fixed love2d to succeed with tests

* All tests working

* Updated files for testing

* Modified tests to make it more seamless

* removed extra __cores in lanes/pseudo

* Working on new priority scheme

* Working on priority management

* Working on custom prioritySchemes

* Fixed issues with missing code

* Threaded processors

* THREAD.exposeENV(), thread:newProcessor()

* Typo in changes.md

* Fixed typo in pseudoManager

* fixing

* Trying to fix exposeENV with pseudoThreading

* Changes to threads

* updated changes.md

* Working on systemthreadedprocess, and experimental newProxy for threading

* newProxy and STP work

* newProxy implemented

* Proxies work with connections now :D

* Added tstep to STP, updated changes.md

* thread.hold(proxy.conn)

* Clean up connection events when holding, working on scheduling tasks/threads to system threaded processors

* Getting loads of processors implemented

* Finished getLoad(type)

* Fixed some bugs

* Added an easy way to share a table, found some limitations with lanes threading.

* THREAD_NAME set for main thread, connections break the rules for proxies

* Testing

* Really close to portable proxies, currently extreamly unstable!

* Debugging what is going on...

* Fixed critical issue with coroutine based threads

* Removed extra bloat, proxies are portable now!

* Started work on the debugManager

* Testing actions, fixing bugs with lanes

* Testing...

* fixing actions

* typo fixed

* Throw an error when things break

* fixing stuff

* Fixed issue with errors not going through

* Removed system threaded connections, soon to be replaced by proxies

* Testing love2d tests

* Test love2d

* Use later love-build

* Use ubuntu for build

* Fixed path

* Use appimage

* use sudo

* No window for love2d

* Fixed love2d tests

* Testing love2d

* Use workspace

* Moved other tests while testing

* actually pull the repo

* packagepath set

* Fixed pull

* Update multi

* Removed link

* Edited symlink

* Added timeout to build

* Rewriting loveManager, too much outdated code

* Still implementing new love2d threading code

* Rewriting love2d threading binding

* Working on adding a Hold method to all objects. Will document how they all work when done.

* jobqueues having isues with stp

* new pack/unpack for tables, current issue is things being turned into strings

* Fixed packing of values into threads, need to fix system proxies and system threaded processors

* testing...

* Not hard crashing when error is encountered

* Should now push non 0 exit codes

* Push error when an error happens

* Closer to getting things working...

* Working on new type system, planning out debugmanager

* Fixed error code issue

* Test for 5.1

* Planning out debugManager

* Some work on the debug manager, proxies working on lanes, todo get pseudo manager and love2d working

* Working on getting pseudoThreading tests to work

* Added function / connection

* Added boost method

* Document new features to conns, todo fix newTask

* Fixed newTask()

* Updated changes.md and fixed some bugs

* Added thread.defer(func)

* Fixed tests on lanes and pseudo threading, todo fix love2d threading

* Fixed paths

* Working on paths

* Testing paths

* Add test for rockspec

* Fixed issues

* Fixed typo

* Added test for defer

* Threading working in love2d

* Fixed, conf

* lanes uses a threaded function like waitfor function

* Cleaned up changes.md

* added priorityManager to rockspec
2024-02-25 00:00:51 -05:00
server 1639de5d0f Update README.md 2023-01-04 19:50:13 -05:00
server 59462df9a6 Merge pull request #52 from rayaman/15.3.1
15.3.1
2023-01-04 10:36:39 -05:00
server 72733394ac Fixed connections * 2023-01-04 10:33:36 -05:00
server dc9cee5a3e Fixing connection * issue 2023-01-04 10:28:02 -05:00
server 71ab702a75 Updated progress 2022-12-31 02:23:12 -05:00
server 1bb7410210 Merge pull request #51 from rayaman/v15.3.0
V15.3.0
2022-12-31 02:22:22 -05:00
server ec5bf74009 Fixed love2d STCs! Actually before new years :P 2022-12-31 02:21:01 -05:00
server 7ea6873c1f Fixed issue where fastmode connections wouldn't properly be removed 2022-12-30 15:22:37 -05:00
server 8c3d66a7b1 Added Unconnect to connections. Allows fastmode connections to be removed 2022-12-25 21:14:34 -05:00
server f5e95b8c9f Removed print statement 2022-12-20 15:11:00 -05:00
server 2f11a80a28 Fixed > 1 which prevented tasks from being processed if only on task was in queue 2022-12-20 14:35:13 -05:00
server 8b6b56164a Merge branch 'v15.3.0' of https://github.com/rayaman/multi into v15.3.0 2022-12-10 22:48:29 -05:00
server bbc83acc0f Modified changes 2022-12-10 22:48:26 -05:00
= 0d6a9f92ad Working on getting STC working in love2d 2022-12-06 00:53:03 -05:00
= 4cf80517eb Updated docs 2022-12-06 00:03:27 -05:00
server 35a86a6cda Fixed code hanging due to thread.chain not processing varargs properly 2022-11-20 13:19:52 -05:00
server 019855d81f Fixed #args when args was a number 2022-11-20 12:31:37 -05:00
server 2a47de9fd8 Added thread.chain(...) 2022-11-20 12:17:55 -05:00
server 0d3de6e31d Fixed multiplying connections together 2022-11-07 10:01:22 -05:00
server d6d4934a7e Tests failing with connections * connections, not counting triggers properly 2022-11-06 01:00:04 -04:00
server 6369450d2f Merge branch 'v15.3.0' of https://github.com/rayaman/multi into v15.3.0 2022-11-05 23:20:47 -04:00
server a90b1d09b1 testing 2022-11-05 23:20:44 -04:00
server 92090f0a0a Merge branch 'v15.3.0' of https://github.com/rayaman/multi into v15.3.0 2022-11-05 23:19:36 -04:00
server 5cfd155241 Updated rockspec 2022-11-05 23:19:20 -04:00
server 0b2b2f9613 Merge pull request #49 from rayaman/testing_restruct
Restructure to allow submodules
2022-11-05 23:16:17 -04:00
server a5b59ee601 testing 2022-11-05 22:21:19 -04:00
server f240588edd Added changes to changelog 2022-10-31 00:09:18 -04:00
server 6abfb9c3d9 Fixed issue with opt_finding thread.hold 2022-10-30 23:54:56 -04:00
server e5ac4d3d9e Testing new optimization features 2022-10-24 23:24:24 -04:00
server 7353fde799 Working on some nice features 2022-10-06 18:36:45 -04:00
server 4c088b9080 Working on new features 2022-09-29 23:10:39 -04:00
server b727fb15b5 Reverted changes with code structure 2022-09-29 12:29:05 -04:00
server 57b4871a85 added missing files 2022-09-29 12:14:38 -04:00
server 3ae2acbd78 how did pseudothreading go away 2022-09-29 12:13:33 -04:00
server df429b617e Changed the structure of the code 2022-09-29 12:12:24 -04:00
server 0d3a7b9393 Fixed some buges with love2d support 2022-09-29 11:57:37 -04:00
server 6de93c10af Fixed issue where the Connection Host wouldn't trigger itself when a non host calls Fire 2022-09-22 23:06:45 -04:00
server a14cbb45d3 working on STC 2022-09-22 10:29:11 -04:00
server 827d3d8c45 Merge pull request #48 from rayaman/15.3.0-SystemThreadedConnections
15.3.0 system threaded connections
2022-09-22 10:28:12 -04:00
server 7bbb217018 Working with lanes, todo implement for love2d and test. 'Should work' the way it is with love2d 2022-09-21 23:16:38 -04:00
server 62e05788d2 Working on STC 2022-09-21 00:06:48 -04:00
server 772095431f Some changes to extensions, working on STC 2022-09-20 16:52:51 -04:00
server bb7fab0857 working on systemthreadedconnections 2022-09-18 13:56:00 -04:00
server 1546076c80 Protection is handled by Fire Funcction 2022-09-18 12:22:34 -04:00
server 8f3eb6d9a3 Fixed changelog order 2022-09-18 09:36:47 -04:00
server ccc4a15121 merge comflict 2022-09-18 09:35:41 -04:00
server 9050e65d93 Back and making progress 2022-09-18 09:33:13 -04:00
server 8f7183f998 Merge branch 'master' into 15.3.0-SystemThreadedConnections 2022-06-11 23:46:35 -04:00
server 3d07e774a0 Merge pull request #34 from rayaman/network_parallelism_test_branch
Network parallelism
2022-06-11 23:44:59 -04:00
server 99ba411781 Merge branch 'master' into network_parallelism_test_branch 2022-06-11 23:44:11 -04:00
server 23eaf42cad Merge branch 'v15.3.0' into 15.3.0-SystemThreadedConnections 2022-06-11 23:42:07 -04:00
server 5bca4e3383 Merge pull request #46 from rayaman/v15.3.0
V15.3.0
2022-06-11 23:41:07 -04:00
= e2bb964423 Removed print statement 2022-06-11 23:24:28 -04:00
= 0e2119a87d Added .zip to gitignore 2022-06-06 22:43:36 -04:00
= 7dfbf16bc1 Removed multi.zip 2022-06-06 22:42:53 -04:00
= bac91574a2 Changed readme, added rockspec for 15.2.1 and 15.3.0 2022-06-06 22:42:30 -04:00
server bf2f495812 Merge pull request #45 from rayaman/15.2.1
15.2.1
2022-06-06 19:29:40 -04:00
server beddecc742 Merge pull request #44 from rayaman/master
Added rockspec and modified version number
2022-06-06 19:29:09 -04:00
server 86f31bbe52 Update README.md 2022-06-06 19:28:06 -04:00
server d8f3db6972 Merge pull request #43 from rayaman/master
Merge pull request #42 from rayaman/15.2.1
2022-06-06 19:27:29 -04:00
= 494baf1e32 Added rockspec and modified version number 2022-06-06 19:26:41 -04:00
server e14fa83681 Merge pull request #42 from rayaman/15.2.1
15.2.1
2022-06-06 19:24:35 -04:00
= 278b982aff Bugfix in 15.3.0 fixed in 15.2.1 2022-06-06 19:23:31 -04:00
= 89e76ce31d Fixed issue where threaded functions were exiting improperly 2022-06-06 19:19:35 -04:00
= 831abeaccf Testing functions 2022-05-28 23:04:51 -04:00
= f74f85759b Cleaned up test files 2022-05-28 22:52:20 -04:00
server 7b70838567 Planning stuff 2022-04-23 21:07:56 -04:00
server fcc0717115 Update README.md 2022-04-19 18:46:38 -04:00
server 47d8ac30c4 Merge pull request #33 from rayaman/v15.2.0
V15.2.0
2022-04-19 18:45:52 -04:00
server 3646a1a074 Syntax changes 2022-04-19 18:45:14 -04:00
server b0ab40d410 Fixed some bugs, a little more testing needed 2022-04-19 18:39:30 -04:00
server 440995b1c8 Cleaned up rockspec file 2022-04-18 22:56:55 -04:00
server 8da4c4c1de made lanes optional(Removed it from the dependency list) 2022-04-18 22:51:38 -04:00
server 2cc2a57a46 Fixed system threads calling OnDeath incorrectly, finished full update showcase 2022-04-18 22:44:08 -04:00
server 6527dc1aaa Fixed test script to not use globally installed version and the dev version 2022-04-18 21:25:36 -04:00
server bd49805c25 testing... 2022-04-18 21:04:44 -04:00
server 40dd293bf8 Fixed issue with pesudo threading not working properly 2022-04-18 21:03:14 -04:00
server 568c95fa73 Issue with love2d system threaded functions pushstatus fixed 2022-04-16 00:02:54 -04:00
server d30ee3788e THREAD.pushStatus for lanes works, todo love 2022-04-11 23:48:45 -04:00
server 79f58a79f9 Love2d newFunction working 2022-04-10 20:00:20 -04:00
server d8aeefd202 Working on love2d threaded functions 2022-04-02 23:06:06 -04:00
server c0fb94ddbb Fixed and documented the newProcessor changes. Rockspec fix 2022-04-02 00:22:34 -04:00
server e8a3cd731d Added ST to THD namespace, old way still works 2022-04-02 00:07:06 -04:00
server 03ffb6bc0a Removed locking 2022-02-25 14:36:21 -05:00
server 4240737e00 Working on taskmanager features 2022-02-20 21:07:04 -05:00
server 5172dcdf01 Reworking the taskdetails method 2022-02-17 10:00:55 -05:00
server fc18a303dd Fixed issue with how the thread scheduler spawned threads 2022-02-15 21:47:07 -05:00
server 04d5500374 Fixed issue with the new thread scheduler(again) connections and hold get a buff 2022-02-15 15:11:28 -05:00
server 72e24e8a9b Added connection:hasConnections() 2022-02-14 18:00:02 -05:00
server 48bba84c08 Fix issue where I forgot to implement the handler for thread.yield 2022-02-13 00:16:00 -05:00
server e9a0e7bbf7 Fixed an issue with the new thread namespace 2022-02-09 22:19:27 -05:00
server 264867a0da Fixed issue with threads not returning values properly 2022-02-09 19:29:06 -05:00
server 3f046afaa1 Fixed: missing a yield 2022-02-09 17:05:30 -05:00
server 2acce5001d Small issue with functions attached to processes 2022-02-09 16:30:19 -05:00
server 78cd15681a Removed actions for now 2022-02-08 22:51:46 -05:00
server 3401a8ac61 fixing issue with actions 2022-02-08 22:48:27 -05:00
server 19ac257204 Testing actions 2022-02-08 22:47:16 -05:00
server c14a469069 Each processor has it's own thread handler, all processes now trigger the default thread handler. 2022-02-08 22:40:38 -05:00
server 03cea2d71a Processors are working nicely, mostly done with the library 2022-02-05 10:56:03 -05:00
server 593bfd0d8c Threads now working, can create many more threads without a performance hit 2022-02-05 00:55:11 -05:00
server bf60a354d4 So the bug wasn't a bug all along 2022-02-04 17:27:13 -05:00
server 6c73220a52 working on scheduler, nothing fix yet 2022-01-31 17:11:14 -05:00
server c3a9ddfdbd Reverted the extra space 2022-01-31 10:51:44 -05:00
server e05f2ea400 last test 2022-01-31 10:50:45 -05:00
server a60aae02c6 Cleanup spaces 2022-01-31 10:45:26 -05:00
server 207c5b8d69 test2 2022-01-31 09:52:43 -05:00
server a9111f2fa3 test 2022-01-31 09:49:12 -05:00
server b572bf218d Still debugging, not sure what is causing the thread to not yield properly 2022-01-31 09:47:37 -05:00
server 49c0bd3930 Fixing issues with the new thread scheduler, nested yields need handling 2022-01-31 08:31:38 -05:00
server cdb4bfda11 Error handling not working if its on the first step 2022-01-28 17:50:19 -05:00
server 3fbead60d9 connections working, todo: error catching and return catching 2022-01-26 16:52:17 -05:00
server 2b122f5c77 scheduler is much faster, missing connection holding and error handling 2022-01-26 00:03:32 -05:00
server 472d1748ee Working on thread scheduler rework 2022-01-24 14:25:23 -05:00
server 47178dd3b3 Started to work on the scheduler rework 2022-01-24 09:00:51 -05:00
server 3fcba8825b Reworked priorities 2022-01-23 17:23:32 -05:00
server e194a06427 Cleaned up the mainloop/umanager 2022-01-23 12:14:50 -05:00
server 32f7b4492b Improving performance in the mainloop 2022-01-22 23:34:15 -05:00
server 913745a1bc Merge branch 'v15.2.0' of https://github.com/rayaman/multi into v15.2.0 2022-01-20 13:07:01 -05:00
server 889dc6ca68 Removed unneeded files 2022-01-20 13:06:53 -05:00
server 2805137648 Merge branch 'master' into v15.2.0 2022-01-20 12:31:09 -05:00
server f7167cf972 Current progress in v15.2.0 updated ignore file 2022-01-20 12:29:39 -05:00
server 9e1ecb3583 Testing... 2022-01-20 09:53:56 -05:00
server b9b9b51d12 Taking testing seriously 2022-01-20 09:49:48 -05:00
server a708fb3f83 testing stuff 2022-01-19 23:13:58 -05:00
server 4335f3ed14 Testing 2022-01-19 23:12:16 -05:00
server 8580d92c9c Fixing issues with priority 2022-01-19 23:09:47 -05:00
server f1f6e30a98 testing 2022-01-19 13:41:29 -05:00
server 6c1e9f26f0 Reworking the loops 2022-01-18 23:39:17 -05:00
server d98f353936 Tweaked processor object, added lightloop and lmanager 2022-01-17 23:23:56 -05:00
server 14c8665910 Update README.md 2022-01-16 16:30:45 -05:00
server f7452db3ec spaces to tabs 2022-01-16 16:30:03 -05:00
server 588923e1b7 spaces to tabs 2022-01-16 16:26:37 -05:00
server 4877f64ca1 Fix some bugs, added connection/thread tests 2022-01-16 16:18:17 -05:00
server b8b31253d4 Added key feature 2022-01-11 23:16:33 -05:00
server af4672245e Removed some tests 2022-01-11 23:04:35 -05:00
server 609613dbe9 Fixed lua 5.4 issue and the taskstatus 2022-01-11 18:59:53 -05:00
server b16593425b Fixed typo in changes.md 2022-01-09 23:32:54 -05:00
server 997ea48b54 Writing tests, fixed some bugs with the library, testing luajit support 2022-01-09 23:23:54 -05:00
server 537dcf0db1 Working on performance 2022-01-04 18:01:02 -05:00
server b74a6c006e Updated lanes integration 2022-01-02 12:18:35 -05:00
server b3453d028c Fixed the lanes issue? 2022-01-02 11:41:39 -05:00
server 6842147522 Updated gitignore 2022-01-02 11:25:42 -05:00
server de34b9dc59 Merge pull request #32 from rayaman/v16.0.0
Updated license
2022-01-01 23:21:58 -05:00
server dff19d865f Updated license 2022-01-01 23:20:48 -05:00
server 544aa78d70 Updated code 2021-12-24 22:47:38 -05:00
server 91d0b5f7be added some spaces 2021-12-19 01:05:34 -05:00
server 27e03a2546 bug fixing should be done 2021-12-18 12:55:20 -05:00
server 7dbcd01c33 Merge pull request #31 from rayaman/V15.2.0
working on 16.0
2021-12-18 12:42:58 -05:00
server cc20914391 working on 1.16 2021-12-18 12:42:14 -05:00
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
308 changed files with 30788 additions and 53464 deletions
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name: Lua Unit Tests (Matrix)
on:
push:
branches: [ master ]
pull_request:
branches: [ master ]
jobs:
test:
runs-on: ubuntu-latest
strategy:
matrix:
luaVersion: ["5.1", "5.2", "5.3", "5.4"]
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup Lua
uses: leafo/gh-actions-lua@v10
with:
luaVersion: ${{ matrix.luaVersion }}
- name: Verify Lua version
run: lua -v
- name: Run unit tests
run: |
# Replace with your actual test file
lua tests/multi_test.lua
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*.code-workspace
test2.lua lua5.4/*
*.mp3 test.lua
*.exe
lanestestclient.lua
lanestest.lua
sample-node.lua
sample-master.lua
Ayn Rand - The Virtue of Selfishness-Mg4QJheclsQ.m4a
Atlas Shrugged by Ayn Rand Audiobook-9s2qrEau63E.webm
test.lua
test.lua
*.code-workspace
*.dat
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MIT License MIT License
Copyright (c) 2019 Ryan Ward Copyright (c) 2022 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
in the Software without restriction, including without limitation the rights in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions: furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software. copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. SOFTWARE.
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# NTHREAD Namespace
- [ ] NTHREAD.set(name, val)
- [ ] NTHREAD.get(name, val)
- [ ] NTHREAD.waitFor(name)
- [ ] NTHREAD.getCores()*
- [ ] NTHREAD.getConsole()
- [ ] NTHREAD.getThreads()
- [ ] NTHREAD.kill()
- [ ] NTHREAD.getName()
- [ ] NTHREAD.getID()
- [ ] NTHREAD.pushStatus(...)
- [ ] NTHREAD.sleep(n)
- [ ] NTHREAD.hold(n)
- [ ] NTHREAD.setENV(env)
- [ ] NTHREAD.getENV()
# Extensions
- [ ] multi:newNetworkThreadedQueue(name)
- [ ] multi:newNetworkThreadedTable(name)
- [ ] multi:newNetworkThreadedJobQueue(n)
- [ ] multi:newNetworkThreadedConnection(name)
# Core
- [ ] NTHREAD:newFunction(func, holdme)
- [ ] NTHREAD:newNetworkThread(name, func, ...)
- [ ] mulit:newNetworkThread(name, func, ...)
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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: 16.3.0 -
**Key Changes**
- Fixed connection multiplying
Found an issue? Please submit it and ill look into it! - Optimizing the library
- Updated task management support
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>
Refer to the [Change Log](https://github.com/rayaman/multi/blob/master/docs/changes.md) for more infromation
INSTALLING
---------- Found an issue? Please [submit it](https://github.com/rayaman/multi/issues) and someone will look into it!
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 My multitasking library for lua. It is a pure lua binding, with exceptions of the integrations.
https://github.com/rayaman/multi
https://github.com/rayaman/net </br>
To install copy the multi folder into your environment and you are good to go</br> Progress is being made in [v16.3.0](https://github.com/rayaman/multi/tree/v16.3.0)
If you want to use the system threads, then you'll need to install lanes! ---
**or** use luarocks
</br>
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 INSTALLING
``` ----------
luarocks install multi Link to optional dependencies:
luarocks install lnet - [lanes](https://github.com/LuaLanes/lanes) `luarocks install lanes`
```
- [chronos](https://github.com/ldrumm/chronos) `luarocks install chronos`
Discord
------- - [love2d](https://love2d.org/)
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>
https://discord.gg/U8UspuA</br> When using love2d add multi:uManager() or any processor to love.update()
Planned features/TODO ```lua
--------------------- function love.update(dt)
- [ ] Finish Documentation multi:uManager()
- [ ] Test for unknown bugs -- This is always going on end
- [x] ~~Network Parallelism~~ This was fun, I have some more plans for this as well ```
Usage:</br> 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 love2d game engine!
```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 luarocks install 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!") Discord
a:Reset(n) -- if n were nil it will reset back to 3, or it would reset to n seconds -------
end) Have a question or need realtime assistance? Feel free to join the discord!</br>
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! https://discord.gg/U8UspuA
```
Planned features/TODO
Known Bugs/Issues ---------------------
----------------- - [x] ~~Create test suite (In progress, mostly done)~~
Currently no bugs that I know of :D - [ ] Network Parallelism rework
Usage: [Check out the documentation for more info](https://github.com/rayaman/multi/blob/master/docs/Documentation.md)
-----
You can run tests in 2 ways:
```
lua tests/runtests.lua (Runs all tests, attempts to use lanes)
love tests (Runs all tests in love2d env)
```
```lua
local multi, thread = require("multi"):init()
GLOBAL, THREAD = require("multi.integration.threading"):init()
multi:newSystemThread("System Thread",function()
while true do
THREAD.sleep(.1)
io.write(" World")
THREAD.kill()
end
end)
multi:newThread("Coroutine Based Thread",function()
while true do
io.write("Hello")
thread.sleep(.1)
thread.kill()
end
end)
multi:newTLoop(function(loop)
print("!")
loop:Destroy()
os.exit()
end,.3)
multi:mainloop()
--[[
while true do
multi:uManager()
end
]]
```
Known Bugs/Issues
-----------------
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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Current Multi Version: 15.1.0
# Multi static variables
`multi.Version` — The current version of the library
`multi.TIMEOUT` — The value returned when a timed method times out
`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 doesn't run Coroutine based threads
</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.
# Global Methods
`multi:init()` — Uesd to initiate the library, should only be called once
`multi.getCurrentProcess()` — Returns currently running Process
`multi.`
# Processor Methods
These methods can be called either on the multi namespace or a process returned by `proc = multi:newProcessor()`
`proc.Stop()` — Stops the main process/child process. **Note:** If the main process is stopped all child processes are stopped as well
`proc:getTasksDetails([STRING: displaytype])` — Gets a table or string of all the running tasks
Processor Attributes
---
| Attribute | Type | Returns | Description |
---|---|---|---
Start|Method()|self| Starts the process
Stop|Method()|self| Stops the process
OnError|Connection|connection| Allows connection to the process error handler
Type|Member:`string`|"process"| Contains the type of object
Active|Member:`boolean`|variable| If false the process is not active
Name|Member:`string`|variable| The name set at process creation
process|Thread|thread| A handle to a multi thread object
[Refer to the objects for more methods](#non-actors)
Example:
```lua
package.path = "./?/init.lua;"..package.path
multi,thread = require("multi"):init()
-- Create a processor object, it works a lot like the multi object
sandbox = multi:newProcessor()
-- On our processor object create a TLoop that prints "testing..." every second
sandbox:newTLoop(function()
print("testing...")
end,1)
-- Create a thread on the processor object
sandbox:newThread("Test Thread",function()
-- Create a counter named 'a'
local a = 0
-- Start of the while loop that ends when a = 10
while true do
-- pause execution of the thread for 1 second
thread.sleep(1)
-- increment a by 1
a = a + 1
-- display the name of the current process
print("Thread Test: ".. multi.getCurrentProcess().Name)
if a == 10 then
-- Stopping the processor stops all objects created inside that process including threads. In the backend threads use a regular multiobject to handle the scheduler and all of the holding functions. These all stop when a processor is stopped. This can be really useful to sandbox processes that might need to turned on and off with ease and not having to think about it.
sandbox.Stop()
end
end
-- Catch any errors that may come up
end).OnError(function(...)
print(...)
end)
sandbox.Start() -- Start the process
multi:mainloop() -- The main loop that allows all processes to continue
```
# 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])`
- `combinedconn = conn1 + conn2` — A combined connection is triggered when all connections are triggered. See example [here](#coroutine-based-threading-cbt)
Example:
```lua
multi,thread = require("multi"):init()
-- 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,thread = require("multi"):init()
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:mainloop()
```
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,thread = require("multi"):init()
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:mainloop()
```
# 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
multi,thread = require("multi"):init()
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:mainloop()
```
# 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
multi,thread = require("multi"):init()
updater=multi:newUpdater(5000) -- simple, think of a loop with the skip feature of a step
updater:OnUpdate(function(self)
print("updating...")
end)
multi:mainloop()
```
# 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
multi,thread = require("multi"):init()
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:mainloop()
```
# 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
multi,thread = require("multi"):init()
local a = 0
loop = multi:newLoop(function()
a = a + 1
if a == 1000 then
print("a = 1000")
loop:Pause()
end
end)
multi:mainloop()
```
# 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
multi,thread = require("multi"):init()
local a = 0
loop = multi:newTLoop(function()
a = a + 1
if a == 10 then
print("a = 10")
loop:Pause()
end
end,1)
multi:mainloop()
```
# 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
multi,thread = require("multi"):init()
multi:newStep(1,10,1,0):OnStep(function(step,pos)
print(step,pos)
end):OnEnd(fucntion(step)
step:Destroy()
end)
multi:mainloop()
```
# 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
multi,thread = require("multi"):init()
multi:newTStep(1,10,1,1):OnStep(function(step,pos)
print(step,pos)
end):OnEnd(fucntion(step)
step:Destroy()
end)
multi:mainloop()
```
# 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 val = THREAD.hold(FUNCTION|CONNCETION|NUMBER func, TABLE options)` — Holds the current thread until a condition is met
| Option | Description |
---|---
| interval | Time between each poll |
| cycles | Number of cycles before timing out |
| sleep | Number of seconds before timing out |
| skip | Number of cycles before testing again, does not cause a timeout! |
**Note:** cycles and sleep options cannot both be used at the same time. Interval and skip cannot be used at the same time either. Cycles take priority over sleep if both are present! HoldFor and HoldWithin can be emulated using the new features. Old functions will remain for backward compatibility.
Using cycles, sleep or interval will cause a timeout; returning nil, multi.TIMEOUT
`func` can be a number and `thread.hold` will act like `thread.sleep`. When `func` is a number the option table will be ignored!
`func` can be a connection and will hold until the condition is triggered. When using a connection the option table is ignored!
- `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.
- `func = 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
- `func:Pause()` — Pauses a function, function will return `nil`, `"Function is paused"`
- `func:Resume()` — Resumes a paused function
- `func:holdMe(BOOLEAN: set)` — Sets the holdme argument to `set`
- `handler = func(VARIABLE args)` — Calls the function, will return
- `handler.isTFunc` — if true then its a threaded function
- `handler.wait()` — waits for the function to finish and returns like normal
- `handler.connect(Function: func(returns))` — Connects to the event that is triggered when the returns are avaiable and returns them
- `VARIABLE returns = handler.wait()` — Waits until returns are avaiable and then
- `handler.OnStatus(connector(VARIABLE args))` — A connection to the running function's status see example below
- `handler.OnReturn(connector(VARIABLE args))` — A connection that is triggered when the running function is finished see example below
- `handler.OnError(connector(nil,error))`
Example:
```lua
package.path = "./?/init.lua;"..package.path
multi,thread = require("multi"):init()
func = thread:newFunction(function(count)
local a = 0
while true do
a = a + 1
thread.sleep(.1)
thread.pushStatus(a,count)
if a == count then break end
end
return "Done"
end)
multi:newThread("Function Status Test",function()
local ret = func(10)
local ret2 = func(15)
local ret3 = func(20)
ret.OnStatus(function(part,whole)
--[[ Print out the current status. In this case every second it will update with:
10%
20%
30%
...
100%
Function Done!
]]
print(math.ceil((part/whole)*1000)/10 .."%")
end)
ret2.OnStatus(function(part,whole)
print("Ret2: ",math.ceil((part/whole)*1000)/10 .."%")
end)
ret3.OnStatus(function(part,whole)
print("Ret3: ",math.ceil((part/whole)*1000)/10 .."%")
end)
-- Connections can now be added together, if you had multiple holds and one finished before others and wasn't consumed it would lock forever! This is now fixed
thread.hold(ret2.OnReturn + ret.OnReturn + ret3.OnReturn)
print("Function Done!")
os.exit()
end)
```
<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
multi,thread = require("multi"):init()
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)
multi:mainloop()
```
# 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
multi,thread = require("multi"):init()
multi:newThread("Example of basic usage",function()
while true do
thread.sleep(1)
print("We just made an alarm!")
end
end)
multi:mainloop()
```
# CBT: newISOThread()
`th = multi:newThread([STRING name,] FUNCTION func, TABLE: env)` — Creates a new thread with name and function func. Sets the enviroment of the func to env. Both the thread.* and multi.* are automatically placed in the enviroment.
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. This type of thread does not have access to outside local or globals. Only what is in the env can be seen. (This thread was made so pesudo threading could work)
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
```lua
package.path="?.lua;?/init.lua;?.lua;?/?/init.lua;"..package.path
multi,thread = require("multi"):init()
GLOBAL,THREAD = require("multi.integration.threading"):init() -- Auto detects your enviroment and uses what's available
jq = multi:newSystemThreadedJobQueue(5) -- Job queue with 4 worker threads
func = jq:newFunction("test",function(a,b)
THREAD.sleep(2)
return a+b
end)
for i = 1,10 do
func(i,i*3).connect(function(data)
print(data)
end)
end
local a = true
b = false
multi:newThread("Standard Thread 1",function()
while true do
thread.sleep(1)
print("Testing 1 ...",a,b,test)
end
end).OnError(function(self,msg)
print(msg)
end)
-- All upvalues are stripped! no access to the global, multi and thread are exposed however
multi:newISOThread("ISO Thread 2",function()
while true do
thread.sleep(1)
print("Testing 2 ...",a,b,test) -- a and b are nil, but test is true
end
end,{test=true,print=print})
.OnError(function(self,msg)
print(msg)
end)
multi:mainloop()
```
# 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.threading"):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, TABLE options)` — 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
multi,thread = require("multi"):init() -- keep this global when using lanes or implicitly define multi within the spawned thread
local GLOBAL, THREAD = require("multi.integration.threading").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:mainloop()
```
<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,thread = require("multi"):init()
local GLOBAL, THREAD = require("multi.integration.threading").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:mainloop()
```
# 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,thread = require("multi"):init()
thread_names = {"Thread_A","Thread_B","Thread_C","Thread_D"}
local GLOBAL, THREAD = require("multi.integration.threading"):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:mainloop()
```
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 - Using the Console
`console = THREAD.getConsole()`
This does guarantee an order to console output, it does ensure that all things are on nice neat lines
```lua
multi,thread = require("multi"):init()
local GLOBAL, THREAD = require("multi.integration.threading"):init()
console.print("Hello World!")
```
# ST - SystemThreadedJobQueue
`jq = multi:newSystemThreadedJobQueue([NUMBER: threads])` — Creates a system threaded job queue with an optional number of threads
- `boolean jq:isEmpty()` — Returns true if the jobqueue is empty false otherwise
- `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,thread = require("multi"):init()
GLOBAL, THREAD = require("multi.integration.threading"):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:mainloop()
```
# 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,thread = require("multi"):init()
GLOBAL, THREAD = require("multi.integration.threading"):init()
local stt = multi:newSystemThreadedTable("stt")
stt["hello"] = "world"
multi:newSystemThread("test thread",function()
local stt = GLOBAL["stt"]:init()
print(stt["hello"])
end)
multi:mainloop()
```
# 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
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-6
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@@ -1,6 +0,0 @@
package.path="?/init.lua;"..package.path
require("multi")
multi:newAlarm(5):OnRing(function()
os.exit(10)
end)
multi:mainloop()
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@@ -1,11 +0,0 @@
-- 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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@@ -1,7 +0,0 @@
package.path="?/init.lua;"..package.path
require("multi")
require("multi.compat.backwards[1,5,0]")
multi:newLoop(function(dt,self)
print(dt)
end)
multi:mainloop() -- start the main runner
-34
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@@ -1,34 +0,0 @@
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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@@ -1,59 +0,0 @@
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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@@ -1,27 +0,0 @@
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()
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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()
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@@ -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()
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@@ -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
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@@ -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()
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@@ -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()
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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
@@ -1,244 +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

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