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331 Commits

Author SHA1 Message Date
45095191f4
V16.0.1 (#68)
* Fixed issue with pushstatus

* Fixed bug with pushstatus
2024-03-24 23:29:43 -04:00
e44a3cd98b update working branch 2024-02-26 09:50:40 -05:00
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
1639de5d0f
Update README.md 2023-01-04 19:50:13 -05:00
59462df9a6
Merge pull request #52 from rayaman/15.3.1
15.3.1
2023-01-04 10:36:39 -05:00
72733394ac Fixed connections * 2023-01-04 10:33:36 -05:00
dc9cee5a3e Fixing connection * issue 2023-01-04 10:28:02 -05:00
71ab702a75
Updated progress 2022-12-31 02:23:12 -05:00
1bb7410210
Merge pull request #51 from rayaman/v15.3.0
V15.3.0
2022-12-31 02:22:22 -05:00
ec5bf74009 Fixed love2d STCs! Actually before new years :P 2022-12-31 02:21:01 -05:00
7ea6873c1f Fixed issue where fastmode connections wouldn't properly be removed 2022-12-30 15:22:37 -05:00
8c3d66a7b1 Added Unconnect to connections. Allows fastmode connections to be removed 2022-12-25 21:14:34 -05:00
f5e95b8c9f Removed print statement 2022-12-20 15:11:00 -05:00
2f11a80a28 Fixed > 1 which prevented tasks from being processed if only on task was in queue 2022-12-20 14:35:13 -05:00
8b6b56164a Merge branch 'v15.3.0' of https://github.com/rayaman/multi into v15.3.0 2022-12-10 22:48:29 -05:00
bbc83acc0f Modified changes 2022-12-10 22:48:26 -05:00
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0d6a9f92ad Working on getting STC working in love2d 2022-12-06 00:53:03 -05:00
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4cf80517eb Updated docs 2022-12-06 00:03:27 -05:00
35a86a6cda Fixed code hanging due to thread.chain not processing varargs properly 2022-11-20 13:19:52 -05:00
019855d81f Fixed #args when args was a number 2022-11-20 12:31:37 -05:00
2a47de9fd8 Added thread.chain(...) 2022-11-20 12:17:55 -05:00
0d3de6e31d Fixed multiplying connections together 2022-11-07 10:01:22 -05:00
d6d4934a7e Tests failing with connections * connections, not counting triggers properly 2022-11-06 01:00:04 -04:00
6369450d2f Merge branch 'v15.3.0' of https://github.com/rayaman/multi into v15.3.0 2022-11-05 23:20:47 -04:00
a90b1d09b1 testing 2022-11-05 23:20:44 -04:00
92090f0a0a Merge branch 'v15.3.0' of https://github.com/rayaman/multi into v15.3.0 2022-11-05 23:19:36 -04:00
5cfd155241 Updated rockspec 2022-11-05 23:19:20 -04:00
0b2b2f9613
Merge pull request #49 from rayaman/testing_restruct
Restructure to allow submodules
2022-11-05 23:16:17 -04:00
a5b59ee601 testing 2022-11-05 22:21:19 -04:00
f240588edd Added changes to changelog 2022-10-31 00:09:18 -04:00
6abfb9c3d9 Fixed issue with opt_finding thread.hold 2022-10-30 23:54:56 -04:00
e5ac4d3d9e Testing new optimization features 2022-10-24 23:24:24 -04:00
7353fde799 Working on some nice features 2022-10-06 18:36:45 -04:00
4c088b9080 Working on new features 2022-09-29 23:10:39 -04:00
b727fb15b5 Reverted changes with code structure 2022-09-29 12:29:05 -04:00
57b4871a85 added missing files 2022-09-29 12:14:38 -04:00
3ae2acbd78 how did pseudothreading go away 2022-09-29 12:13:33 -04:00
df429b617e Changed the structure of the code 2022-09-29 12:12:24 -04:00
0d3a7b9393 Fixed some buges with love2d support 2022-09-29 11:57:37 -04:00
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
a14cbb45d3 working on STC 2022-09-22 10:29:11 -04:00
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
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
62e05788d2 Working on STC 2022-09-21 00:06:48 -04:00
772095431f Some changes to extensions, working on STC 2022-09-20 16:52:51 -04:00
bb7fab0857 working on systemthreadedconnections 2022-09-18 13:56:00 -04:00
1546076c80 Protection is handled by Fire Funcction 2022-09-18 12:22:34 -04:00
8f3eb6d9a3 Fixed changelog order 2022-09-18 09:36:47 -04:00
ccc4a15121 merge comflict 2022-09-18 09:35:41 -04:00
9050e65d93 Back and making progress 2022-09-18 09:33:13 -04:00
8f7183f998
Merge branch 'master' into 15.3.0-SystemThreadedConnections 2022-06-11 23:46:35 -04:00
3d07e774a0
Merge pull request #34 from rayaman/network_parallelism_test_branch
Network parallelism
2022-06-11 23:44:59 -04:00
99ba411781
Merge branch 'master' into network_parallelism_test_branch 2022-06-11 23:44:11 -04:00
23eaf42cad
Merge branch 'v15.3.0' into 15.3.0-SystemThreadedConnections 2022-06-11 23:42:07 -04:00
5bca4e3383
Merge pull request #46 from rayaman/v15.3.0
V15.3.0
2022-06-11 23:41:07 -04:00
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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
bf2f495812
Merge pull request #45 from rayaman/15.2.1
15.2.1
2022-06-06 19:29:40 -04:00
beddecc742
Merge pull request #44 from rayaman/master
Added rockspec and modified version number
2022-06-06 19:29:09 -04:00
86f31bbe52
Update README.md 2022-06-06 19:28:06 -04:00
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
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494baf1e32 Added rockspec and modified version number 2022-06-06 19:26:41 -04:00
e14fa83681
Merge pull request #42 from rayaman/15.2.1
15.2.1
2022-06-06 19:24:35 -04:00
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278b982aff Bugfix in 15.3.0 fixed in 15.2.1 2022-06-06 19:23:31 -04:00
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89e76ce31d Fixed issue where threaded functions were exiting improperly 2022-06-06 19:19:35 -04:00
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831abeaccf Testing functions 2022-05-28 23:04:51 -04:00
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f74f85759b Cleaned up test files 2022-05-28 22:52:20 -04:00
7b70838567 Planning stuff 2022-04-23 21:07:56 -04:00
fcc0717115
Update README.md 2022-04-19 18:46:38 -04:00
47d8ac30c4
Merge pull request #33 from rayaman/v15.2.0
V15.2.0
2022-04-19 18:45:52 -04:00
3646a1a074 Syntax changes 2022-04-19 18:45:14 -04:00
b0ab40d410 Fixed some bugs, a little more testing needed 2022-04-19 18:39:30 -04:00
440995b1c8 Cleaned up rockspec file 2022-04-18 22:56:55 -04:00
8da4c4c1de made lanes optional(Removed it from the dependency list) 2022-04-18 22:51:38 -04:00
2cc2a57a46 Fixed system threads calling OnDeath incorrectly, finished full update showcase 2022-04-18 22:44:08 -04:00
6527dc1aaa Fixed test script to not use globally installed version and the dev version 2022-04-18 21:25:36 -04:00
bd49805c25 testing... 2022-04-18 21:04:44 -04:00
40dd293bf8 Fixed issue with pesudo threading not working properly 2022-04-18 21:03:14 -04:00
568c95fa73 Issue with love2d system threaded functions pushstatus fixed 2022-04-16 00:02:54 -04:00
d30ee3788e THREAD.pushStatus for lanes works, todo love 2022-04-11 23:48:45 -04:00
79f58a79f9 Love2d newFunction working 2022-04-10 20:00:20 -04:00
d8aeefd202 Working on love2d threaded functions 2022-04-02 23:06:06 -04:00
c0fb94ddbb Fixed and documented the newProcessor changes. Rockspec fix 2022-04-02 00:22:34 -04:00
e8a3cd731d Added ST to THD namespace, old way still works 2022-04-02 00:07:06 -04:00
03ffb6bc0a Removed locking 2022-02-25 14:36:21 -05:00
4240737e00 Working on taskmanager features 2022-02-20 21:07:04 -05:00
5172dcdf01 Reworking the taskdetails method 2022-02-17 10:00:55 -05:00
fc18a303dd Fixed issue with how the thread scheduler spawned threads 2022-02-15 21:47:07 -05:00
04d5500374 Fixed issue with the new thread scheduler(again) connections and hold get a buff 2022-02-15 15:11:28 -05:00
72e24e8a9b Added connection:hasConnections() 2022-02-14 18:00:02 -05:00
48bba84c08 Fix issue where I forgot to implement the handler for thread.yield 2022-02-13 00:16:00 -05:00
e9a0e7bbf7 Fixed an issue with the new thread namespace 2022-02-09 22:19:27 -05:00
264867a0da Fixed issue with threads not returning values properly 2022-02-09 19:29:06 -05:00
3f046afaa1 Fixed: missing a yield 2022-02-09 17:05:30 -05:00
2acce5001d Small issue with functions attached to processes 2022-02-09 16:30:19 -05:00
78cd15681a Removed actions for now 2022-02-08 22:51:46 -05:00
3401a8ac61 fixing issue with actions 2022-02-08 22:48:27 -05:00
19ac257204 Testing actions 2022-02-08 22:47:16 -05:00
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
03cea2d71a Processors are working nicely, mostly done with the library 2022-02-05 10:56:03 -05:00
593bfd0d8c Threads now working, can create many more threads without a performance hit 2022-02-05 00:55:11 -05:00
bf60a354d4 So the bug wasn't a bug all along 2022-02-04 17:27:13 -05:00
6c73220a52 working on scheduler, nothing fix yet 2022-01-31 17:11:14 -05:00
c3a9ddfdbd Reverted the extra space 2022-01-31 10:51:44 -05:00
e05f2ea400 last test 2022-01-31 10:50:45 -05:00
a60aae02c6 Cleanup spaces 2022-01-31 10:45:26 -05:00
207c5b8d69 test2 2022-01-31 09:52:43 -05:00
a9111f2fa3 test 2022-01-31 09:49:12 -05:00
b572bf218d Still debugging, not sure what is causing the thread to not yield properly 2022-01-31 09:47:37 -05:00
49c0bd3930 Fixing issues with the new thread scheduler, nested yields need handling 2022-01-31 08:31:38 -05:00
cdb4bfda11 Error handling not working if its on the first step 2022-01-28 17:50:19 -05:00
3fbead60d9 connections working, todo: error catching and return catching 2022-01-26 16:52:17 -05:00
2b122f5c77 scheduler is much faster, missing connection holding and error handling 2022-01-26 00:03:32 -05:00
472d1748ee Working on thread scheduler rework 2022-01-24 14:25:23 -05:00
47178dd3b3 Started to work on the scheduler rework 2022-01-24 09:00:51 -05:00
3fcba8825b Reworked priorities 2022-01-23 17:23:32 -05:00
e194a06427 Cleaned up the mainloop/umanager 2022-01-23 12:14:50 -05:00
32f7b4492b Improving performance in the mainloop 2022-01-22 23:34:15 -05:00
913745a1bc Merge branch 'v15.2.0' of https://github.com/rayaman/multi into v15.2.0 2022-01-20 13:07:01 -05:00
889dc6ca68 Removed unneeded files 2022-01-20 13:06:53 -05:00
2805137648
Merge branch 'master' into v15.2.0 2022-01-20 12:31:09 -05:00
f7167cf972 Current progress in v15.2.0 updated ignore file 2022-01-20 12:29:39 -05:00
9e1ecb3583 Testing... 2022-01-20 09:53:56 -05:00
b9b9b51d12 Taking testing seriously 2022-01-20 09:49:48 -05:00
a708fb3f83 testing stuff 2022-01-19 23:13:58 -05:00
4335f3ed14 Testing 2022-01-19 23:12:16 -05:00
8580d92c9c Fixing issues with priority 2022-01-19 23:09:47 -05:00
f1f6e30a98 testing 2022-01-19 13:41:29 -05:00
6c1e9f26f0 Reworking the loops 2022-01-18 23:39:17 -05:00
d98f353936 Tweaked processor object, added lightloop and lmanager 2022-01-17 23:23:56 -05:00
14c8665910
Update README.md 2022-01-16 16:30:45 -05:00
f7452db3ec spaces to tabs 2022-01-16 16:30:03 -05:00
588923e1b7 spaces to tabs 2022-01-16 16:26:37 -05:00
4877f64ca1 Fix some bugs, added connection/thread tests 2022-01-16 16:18:17 -05:00
b8b31253d4 Added key feature 2022-01-11 23:16:33 -05:00
af4672245e Removed some tests 2022-01-11 23:04:35 -05:00
609613dbe9 Fixed lua 5.4 issue and the taskstatus 2022-01-11 18:59:53 -05:00
b16593425b Fixed typo in changes.md 2022-01-09 23:32:54 -05:00
997ea48b54 Writing tests, fixed some bugs with the library, testing luajit support 2022-01-09 23:23:54 -05:00
537dcf0db1 Working on performance 2022-01-04 18:01:02 -05:00
b74a6c006e Updated lanes integration 2022-01-02 12:18:35 -05:00
b3453d028c Fixed the lanes issue? 2022-01-02 11:41:39 -05:00
6842147522 Updated gitignore 2022-01-02 11:25:42 -05:00
de34b9dc59
Merge pull request #32 from rayaman/v16.0.0
Updated license
2022-01-01 23:21:58 -05:00
dff19d865f Updated license 2022-01-01 23:20:48 -05:00
544aa78d70 Updated code 2021-12-24 22:47:38 -05:00
91d0b5f7be added some spaces 2021-12-19 01:05:34 -05:00
27e03a2546 bug fixing should be done 2021-12-18 12:55:20 -05:00
7dbcd01c33
Merge pull request #31 from rayaman/V15.2.0
working on 16.0
2021-12-18 12:42:58 -05:00
cc20914391 working on 1.16 2021-12-18 12:42:14 -05:00
c2aa449a65
Merge pull request #26 from rayaman/V15.1.0
V15.1.0
2021-11-30 21:28:18 -05:00
57563688ae fixed a bug 2021-11-30 21:23:45 -05:00
317dacd0de Updated readme and documentation 2021-11-30 20:54:54 -05:00
a7ba146a64 Cleaning up code, fixing bugs (Almost ready for release) 2021-11-30 20:11:20 -05:00
efa30e30cc Updated changes, connections can be added 2021-11-27 17:55:13 -05:00
197b418fc5 Fixed typo 2021-10-10 09:12:42 -04:00
d3d53599f7 function's are now callable objects 2021-10-10 09:10:24 -04:00
bf517facd1 Adding features to threaded functions 2021-07-19 17:04:43 -04:00
9cff2735ba threaded functions can now be paused 2021-07-05 22:23:45 -04:00
ea77b934b6 Updated version number 2021-07-02 21:13:47 -04:00
74bfd571a5 Rockspecs/Readme Updated 2021-07-02 16:57:58 -04:00
06132fc1dd Fixed rockspec for threading.lua, tweaking code 2021-07-02 15:46:37 -04:00
ade5172f26 Renamed lovr to lovrManager to fit theme 2021-06-24 23:11:10 -04:00
bdc657771d Changelog/Documentation updated. Processors added 2021-06-24 23:09:15 -04:00
8c24bcbbb0 Modified changes.md 2021-06-19 21:09:32 -04:00
804a117ed0 Fixed return bug 2021-06-19 20:12:06 -04:00
37afd37f9e Adding tests wip 2021-05-27 16:47:45 -04:00
4399fb6424 updated readme 2021-05-02 22:31:29 -04:00
02a54e13ea Started to work on lovr integration 2021-05-02 22:26:35 -04:00
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
d1b8ed1922 Fixed issue with lightloop not triggering the preload event 2021-05-02 22:04:25 -04:00
9992a2c091
Merge pull request #19 from rayaman/v15.0.0
V15.0.0
2021-05-01 17:33:58 -04:00
155466dc71
Merge branch 'master' into v15.0.0 2021-05-01 17:33:23 -04:00
cea6508d68 Release ready 2021-05-01 17:31:14 -04:00
726707eb8a Modifying rockspec 2021-05-01 16:35:31 -04:00
9a9d28f62f Cleaning up... 2021-05-01 16:21:34 -04:00
ed924a3d9d Version 15.0.0 2021-05-01 15:52:32 -04:00
2d239c65ea tests 2021-04-30 10:48:58 -04:00
fd8e77555a Testing something 2021-04-30 10:00:13 -04:00
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
180176e2cf
Updated License date 2021-04-03 12:40:33 -04:00
952b592b97
Update README.md
fixed typo
2020-12-24 12:38:07 -05:00
d2ce7e070b Fixing pseudothreading 2020-05-15 01:38:24 -04:00
300827b7bd cleaning up 2020-05-08 17:44:16 -04:00
9d97eac146 Working on psuedo threading 2020-05-08 11:41:52 -04:00
61dcb9da01 Working on 15.0.0 2020-03-29 11:50:15 -04:00
b597fbdf9b removed okd files 2020-03-14 20:21:08 -04:00
8fbaa76fe9 removed old files 2020-03-14 20:16:45 -04:00
abb3da416f
Merge pull request #18 from rayaman/v14.2.0
v14.2.0 release ready
2020-03-14 09:13:57 -04:00
801c9e71d8 v14.2.0 release ready 2020-03-14 09:12:00 -04:00
8ba489dc58
Merge pull request #17 from rayaman/v14.2.0
V14.2.0
2020-03-14 08:35:29 -04:00
6039d6bf29 holdWithin/For now accept conns 2020-03-13 10:39:57 -04:00
5ef2e0610c documentation edit 2020-03-12 23:02:19 -04:00
dee687f4b1 cleaning up and documenting 2020-03-12 15:38:42 -04:00
2d281fae90 swap 2020-03-12 15:07:58 -04:00
5d363f4fa7 updates 2020-03-11 14:54:24 -04:00
7e506f79c9 Preparing for 1.14.2 release 2020-03-10 15:41:20 -04:00
aeb88e4bfc working on some bugs 2020-03-10 12:59:31 -04:00
b44c46b953 interesting 2020-03-10 12:54:52 -04:00
ddd365c5b8 updated nil bug with jqs 2020-03-10 11:53:22 -04:00
68ac49fad3 Bug fixes and documentation being worked on 2020-03-09 14:10:34 -04:00
5da0be08af updated files 2020-03-06 15:41:53 -05:00
2a55b044ef Working on documentation and services 2020-03-04 15:22:19 -05:00
8063aa432c Lots of changes 2020-03-02 15:15:09 -05:00
363fd4e639 testing pathing 2020-02-28 14:55:43 -05:00
ff7f46393f testing 2020-02-27 14:48:49 -05:00
08831e1dcb Sterilization being worked on 2020-02-27 08:49:45 -05:00
b251758790 Working on something interesting 2020-02-24 15:43:31 -05:00
696891bded fixed changelog 2020-02-21 15:23:07 -05:00
3a2bb0c737 Fixed some issues and worked on some stuff 2020-02-21 15:16:58 -05:00
f5b9f093d6 more changes 2020-02-21 14:26:18 -05:00
16b0354c42 Add utils.lua that contains the helper methods. Keeps the main file cleaner 2020-02-21 13:22:41 -05:00
5b401ef455 modified changes 2020-02-21 10:22:07 -05:00
87467afd17 Added a blackhole object 2020-02-20 15:37:50 -05:00
f737516009 reworking jobs 2020-02-20 12:05:07 -05:00
3f147443bc Updated licence 2020-02-19 18:15:58 -05:00
8bd1e6d3f2 starting on 14.2.0 2020-02-19 18:04:18 -05:00
00a3c6731c Setting up sterilization stuff for 14.2.0 release 2020-02-19 15:16:53 -05:00
f47a750ef9 Cleaning up files 2020-02-19 14:59:38 -05:00
0d23aab726 modified changes.md 2020-02-19 14:24:02 -05:00
500734d0db Almost done with testing, minor changes 2020-02-19 12:32:41 -05:00
1f38b4dcb6 Finalizing code changes 2020-02-19 11:39:15 -05:00
9fc89c6f5f Services finished, doing final bug fixes 2020-02-18 15:37:30 -05:00
56bce25519 Small changes to test.lua 2020-02-18 12:37:45 -05:00
e1446c009d more work and bug fixes 2020-02-17 20:32:43 -05:00
4384dbbaee Working on services 2020-02-17 15:35:46 -05:00
8f5973343d Fixed tons of issues with async functions 2020-02-14 23:31:46 -05:00
ebe87ed69a Jobqueues lvl up 2020-02-14 15:38:00 -05:00
ead2fd6f2c Removed changes.html 2020-02-14 11:31:21 -05:00
cf6cdcfc6e Modified the changes.md 2020-02-14 11:30:15 -05:00
4578c816d3 Updated License, Updated Changes.md 2020-02-14 11:20:29 -05:00
5435ee485f Adding to the history of the multi library. EventManager 2020-02-13 15:37:38 -05:00
265777be4e More changes to changelog 2020-02-13 13:42:37 -05:00
ce9cc7f3a2 Made the changelog a bit more readable 2020-02-13 13:24:12 -05:00
5cceaef837 Working on stability features. 2020-02-13 12:54:46 -05:00
aff459ef68 Some bug fixes 2020-02-11 21:13:23 -05:00
ef151893ab Fixed issue created with threadedFunctions where arguments weren't being passed 2020-02-09 13:17:03 -05:00
d797875317 added THREAD:newFunction(func) 2020-02-08 11:04:05 -05:00
ec8c8c7074 Working on some new features 2020-02-08 08:50:44 -05:00
927e45db77 modified some files 2020-02-04 15:30:59 -05:00
173ad37c9b Worked on some features 2020-02-03 15:34:44 -05:00
91abd762cb Meta Mastery 2020-02-03 14:00:47 -05:00
a5b71985a6 Fixed Issue where threadedFunctions did not return its values everytime 2020-02-03 12:01:31 -05:00
1926d3e26c Updated changes.md 2020-01-31 14:35:21 -05:00
e9e2096999 added multi.OnLoad 2020-01-31 14:33:13 -05:00
0446dd0bea modified test file 2020-01-30 14:39:09 -05:00
2521a90712 tests 2020-01-29 21:47:14 -05:00
06574d2d45 Added multi.OnExit() 2020-01-29 14:25:27 -05:00
aaff2244b1 Fixed issue with threaded functions and how they interact with the threaded enviroment 2020-01-29 12:26:54 -05:00
6dbf2f5e93 Fixed issue with yielding across c/metamethod boundaries. Forgot that my default lua was luajit 2020-01-29 11:21:01 -05:00
c251567804 Thread enviroments now allow you to use an await like feature when using threaded functions 2020-01-28 23:35:23 -05:00
26245032f7 working on some stuff 2020-01-28 23:09:47 -05:00
64cd56d633 made some changes to the md 2020-01-28 15:32:50 -05:00
46029e3d60 updated 2020-01-28 15:30:16 -05:00
b9928ea8a0 updated 2020-01-28 15:27:38 -05:00
ab8f227f71 Updated readme 2020-01-28 15:23:54 -05:00
8484065479 Added multi:scheduleJob(time,func) Removed multi:newTimeStamper 2020-01-28 14:48:23 -05:00
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
bcb7e97184 Update README.md 2020-01-26 10:41:12 -05:00
af88b2a054 Update README.md 2020-01-26 10:28:21 -05:00
05456fa25e updated rockspec 2020-01-26 10:25:22 -05:00
48038429d0 cleaning up some code 2020-01-26 10:06:23 -05:00
91090e6dea bugs and some more testing
general bug fixes
2020-01-26 09:54:33 -05:00
b3b9e12fb8 working on new network manager
New features coming soon.
Redoing networking management
system threads are mostly done, whats left are some threaded objects like systemthreadedconnection
2020-01-05 13:44:52 -05:00
19de228834 Merge branch 'master' of https://github.com/rayaman/multi 2019-12-30 20:18:57 -05:00
1984c167d0 updated ignore 2019-12-30 20:18:47 -05:00
a1d4d59c57 Update .gitignore 2019-12-30 20:17:29 -05:00
5377e3131f
Delete code.code-workspace 2019-12-30 20:17:13 -05:00
9c74f6c265 Reworking the networkManager
some new features
2019-12-30 20:16:27 -05:00
71b56023bb More changes for 1.14.0
lanes rework, much faster to generate threads now. Might be abnle to get a little more out of thread creation. Love2d and lanes now mirror each other when using pre built shared objects found in the extension folder. Some more work is needed in order to fix the system threading and then ill move on to network stuff
2019-12-25 17:19:29 -05:00
3ea801a2c4
Update LICENSE 2019-12-16 20:22:33 -05:00
ae9f76d938 Some major changes to loveManager
Still working on version 14.0,.0
2019-12-16 20:15:34 -05:00
c2488ed5ce Working on 14.0.0
A few more things to do and test before sending this version out
2019-11-17 21:39:31 -05:00
aa92282b8a working on 14.0.0
Lots of tweaking
2019-11-07 20:21:19 -05:00
689133e71f working on 1.14.4 2019-10-29 23:57:04 -04:00
296d56d233 small update 2019-09-25 08:54:44 -04:00
7dae5d5e32 updated html files 2019-08-04 23:00:50 -04:00
29c8282efb Reworked coroutine based threading scheduler 2019-08-04 22:54:52 -04:00
498aa1f9aa Cleaning up some stuff 2019-08-01 00:27:49 -04:00
3e795ede05 love and lanes act more like twins 2019-07-31 13:10:01 -04:00
0476164cf6 Fixed mem leaks and new features 2019-07-28 22:39:16 -04:00
564db18933 slight change to the task viewer 2019-07-19 21:37:51 -04:00
3bbd63ba62 tiny changes 2019-07-15 21:04:22 -04:00
7126e28530 spelling 2019-06-29 01:11:17 -04:00
11cfb390bb Working on 13.1.0 2019-06-29 01:01:48 -04:00
afee0ace94 updated readme 2019-03-24 00:25:37 -04:00
8afef44252 Issue#12 Changed
Modify the newThread method to allow for nameless coroutine based threads
2019-03-23 20:54:29 -04:00
31f1e10cfc test file 2019-03-23 20:47:58 -04:00
98d06ee027
Only bug fixes planned for this version 2019-03-23 20:46:34 -04:00
87d8cfbb5b 13.0.0 Release
Had an issue when managing branches... All fixed now
2019-03-22 21:31:16 -04:00
050549aeef Merge branch 'master' of https://github.com/rayaman/multi 2019-03-22 21:25:50 -04:00
5a05cb7525 gitignore 2019-03-22 21:23:22 -04:00
da259bc99d
Merge pull request #11 from rayaman/v13.0.0
v13.0.0
2019-03-22 21:21:36 -04:00
6714878ae9 13.0.0 Stability testing
To be released soon
2019-03-22 21:20:30 -04:00
2fad69a1ec small tweaks
There are some things that are left to be done. love2d support needs some work and there is one issue that I am trying to fix with this library. Should be able to release soonish
2019-02-25 11:19:01 -05:00
391625674a ST - connections work
Finally, but more bugs found
Need to fix, sigh why node manager no work in love2d. Both luajit, both luasocket, both net and multi library. works in non love, but not love I wanna just melt, there is no reason why no work
2019-02-09 23:32:26 -05:00
4272397678 ST-Connections Fixed
Fixed system threaded connections
Also added some features to monitor threads
Each thread now has its own ID even the main thread which has an id of 0!
2019-02-08 22:19:13 -05:00
8f0f404c36 small changes
Im still have tons of work to do
2019-02-06 00:22:32 -05:00
11cd2805c8 bug fixes and features 2019-02-03 22:43:52 -05:00
28a4e37c51 more tweaks 2019-02-01 22:43:32 -05:00
20647f4738 more updates 2019-02-01 10:43:00 -05:00
0fd604e356 sigh processors have some bugs
working on more bugs... I estimate about 2 months of work for the next version haha
2019-01-31 12:25:41 -05:00
03c8f364b2 fixed rockspec
This does not mean its ready for use, but if you lurk and wanna try it out go ahead
2019-01-30 15:17:12 -05:00
41725dc01f more fixes and tons of bugs to be worked on 2019-01-29 23:27:36 -05:00
b5bc0f8e91 updated rockspec 2019-01-29 12:23:11 -05:00
110055ffc4 changing workstations 2019-01-29 12:22:09 -05:00
4040e0d9d0 some more updates 2019-01-28 15:53:32 -05:00
0abd8183b5 still working on the doc, soon 2019-01-04 13:59:38 -05:00
9b5acbd23e 13.0.0 Will be out soooooooon I promise
Anyway added some new objects, removed a few and wrote some more documentation... all thats left is system threads and network threads(nodes)
2018-11-14 10:27:39 -05:00
040d8842a2 still writing this thing 2018-11-06 06:39:14 -05:00
72dcc95400 updated readme for 13.0.0 2018-09-26 20:33:24 -04:00
86845f4230 well version will now be 13.0.0 2018-09-26 13:02:19 -04:00
dfc75fa56c Started working on documentation 2018-09-23 23:14:49 -04:00
358779c793 updates the readme files and changed version to 12.2.2 2018-09-22 11:10:47 -04:00
c382eb46dc another minor change, not really important 2018-09-22 11:06:22 -04:00
4bccb655b6 Mainloop unstoppable bug fix
turns out i made it impossible to stop the mainloop oops.
multi.Stop() does this now
2018-09-22 11:02:32 -04:00
515f037c0a rockspec 2018-09-17 11:37:49 -04:00
d1f8bc9492 updated some files 2018-09-17 11:37:17 -04:00
29cc0b8935 test 2018-09-17 11:34:33 -04:00
7eb9cd37e9 12.2.1 is out
Fixed some systemthreaded objects. More tests are needed though.

About to start making real documentation soon!
2018-09-17 11:33:23 -04:00
eebd942555 Updated readme files 2018-09-10 22:28:45 -04:00
8db42e19f9 Added better priority management 2018-09-10 22:21:57 -04:00
21aed09d6d updated readme 2018-08-26 00:46:19 -04:00
76dbf26793 Fixed some bugs and added a minor feature 2018-08-26 00:44:29 -04:00
9b67727a01
edited readme 2018-07-29 01:48:58 -04:00
31e51ce3b3 updated some details on the readme 2018-07-25 12:29:29 -04:00
bbce42f0aa forgot to add dep on net 2018-07-25 12:20:21 -04:00
d1507219ff fixed rockspec 2018-07-25 12:18:04 -04:00
5e8c50082c fixed version # 2018-07-25 12:16:48 -04:00
267 changed files with 13568 additions and 35547 deletions

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@ -0,0 +1,25 @@
name: Build & Run tests Love2d
on:
push:
branches: [ master ]
pull_request:
branches: [ master ]
jobs:
build:
strategy:
fail-fast: false
runs-on: "ubuntu-latest"
steps:
- uses: actions/checkout@v2
with:
submodules: recursive
- name: Install love2d
run: |
sudo apt install fuse
wget https://github.com/love2d/love/releases/download/11.4/love-11.4-x86_64.AppImage -O love.AppImage
sudo chmod +x love.AppImage
- name: Run Tests
run: |
./love.AppImage tests

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@ -0,0 +1,41 @@
name: Build & Run tests Ubuntu
on:
push:
branches: [ master ]
pull_request:
branches: [ master ]
jobs:
build:
strategy:
fail-fast: false
matrix:
build-type: [Release] # Debug
lua: ["lua 5.1", "lua 5.2", "lua 5.3", "lua 5.4", "luajit 2.1.0-beta3"]
os: ["ubuntu-latest"]
runs-on: ${{ matrix.os }}
steps:
- uses: actions/checkout@v2
with:
submodules: recursive
- uses: actions/setup-python@v2
with:
python-version: '3.10'
- name: Setup env
run: |
pip install hererocks
hererocks lua-pkg --${{ matrix.lua }} -rlatest
- name: Install lanes and multi
run: |
source ${{github.workspace}}/lua-pkg/bin/activate
luarocks install lanes
luarocks install rockspecs/multi-16.0-0.rockspec
- name: Run Tests
run: |
source ${{github.workspace}}/lua-pkg/bin/activate
lua tests/runtests.lua

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@ -1,2 +1,3 @@
test2.lua
*.code-workspace
lua5.4/*
test.lua

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@ -1,6 +1,6 @@
MIT License
Copyright (c) 2017 Ryan Ward
Copyright (c) 2022 Ryan Ward
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

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# 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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@ -1,19 +0,0 @@
C: 2731526 ~I*7
H: 2341308 ~I*6
A: 1951090 ~I*5
N: 1560872 ~I*4
B: 1170655 ~I*3
L: 780438 ~I*2
I: 390219 ~I
~n=I*PRank
P2
---------------
C: 6700821
H: 1675205
A: 418801
N: 104700
B: 26175
L: 6543
I: 1635
~n=n*4

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README.md
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@ -1,849 +1,94 @@
# multi Version: 2.0.0 (Introducing Network Threads look at the changelog for what was added)
# Multi Version: 16.0.1 - Bug fix
**NOTE: I have been studying a lot about threading for the past few months and have some awesome additions in store! They will take a while to come out though. The goal of the library is still to provide a simple and efficient way to multi task in lua**
Found an issue? Please [submit it](https://github.com/rayaman/multi/issues) and someone will look into it!
My multitasking library for lua. It is a pure lua binding if you ignore the integrations and the love2d compat. If you find any bugs or have any issues, please let me know :). **If you don't see a table of contents try using the ReadMe.html file. It is easier to navigate the readme**</br>
My multitasking library for lua. It is a pure lua binding, with exceptions of the integrations.
[TOC]
</br>
Progress is being made in [v16.1.0](https://github.com/rayaman/multi/tree/v16.1.0)
---
</br>
INSTALLING
----------
Note: The latest version of Lua lanes is required if you want to make use of system threads on lua 5.1+. I will update the dependencies for Lua rocks since this library should work fine on lua 5.1+
Link to optional dependencies:
- [lanes](https://github.com/LuaLanes/lanes) `luarocks install lanes`
- [chronos](https://github.com/ldrumm/chronos) `luarocks install chronos`
- [love2d](https://love2d.org/)
When using love2d add multi:uManager() or any processor to love.update()
```lua
function love.update(dt)
multi:uManager()
end
```
To install copy the multi folder into your environment and you are good to go</br>
If you want to use the system threads, then you'll need to install lanes!
**or** use luarocks
If you want to use the system threads, then you'll need to install lanes or love2d game engine!
```
luarocks install bin -- To use the new save state stuff
luarocks install multi
```
Note: Soon you may be able to run multitasking code on multiple machines, network parallelism. This however will have to wait until I hammer out some bugs within the core of system threading itself.
See the rambling section to get an idea of how this will work.
Discord
-------
For real-time assistance with my libraries! A place where you can ask questions and get help with any of my libraries. Also, you can request features and stuff there as well.</br>
https://discord.gg/U8UspuA</br>
**Upcoming Plans:** Adding network support for threading. Kind of like your own lua cloud. This will require the bin, net, and multi library. Once that happens I will include those libraries as a set. This also means that you can expect both a standalone and joined versions of the libraries.
Have a question or need realtime assistance? Feel free to join the discord!</br>
https://discord.gg/U8UspuA
Planned features/TODO
---------------------
- [ ] Make practical examples that show how you can solve real problems
- [ ] Finish the wiki stuff. (11% done) -- It's been at 11% for so long. I really need to get on this!
- [ ] Test for unknown bugs -- This is always going on
- [x] ~~Network Parallelism~~
- [x] ~~Create test suite (In progress, mostly done)~~
- [ ] Network Parallelism rework
Usage: [Check out the documentation for more info](https://github.com/rayaman/multi/blob/master/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
-----------------
A bug concerns the SystemThreadedJobQueue, only 1 can be used for now. Might change in a future update
Usage:</br>
-----
```lua
-- Basic usage Alarms: Have been moved to the core of the library require("multi") would work as well
require("multi") -- gets the entire library
alarm=multi:newAlarm(3) -- in seconds can go to .001 uses the built in os.clock()
alarm:OnRing(function(a)
print("3 Seconds have passed!")
a:Reset(n) -- if n were nil it will reset back to 3, or it would reset to n seconds
end)
multi:mainloop() -- the main loop of the program, multi:umanager() exists as well to allow integration in other loops Ex: love2d love.update function. More on this binding in the wiki!
```
The library is modular, so you only need to require what you need to. Because of this, the global environment is altered</br>
There are many useful objects that you can use</br>
Check out the wiki for detailed usage, but here are the objects:</br>
- Process#</br>
- Queue#</br>
- Alarm</br>
- Loop</br>
- Event</br>
- Step</br>
- Range</br>
- TStep</br>
- TLoop</br>
- Condition</br>
- Connection</br>
- Timer</br>
- Updater</br>
- Thread*</br>
- Trigger</br>
- Task</br>
- Job</br>
- Function</br>
- Watcher</br>
Note: *Both a process and queue act like the multi namespace but allows for some cool things. Because they use the other objects an example on them will be done last*</br>
*Uses the built in coroutine features of lua, these have an interesting interaction with the other means of multi-tasking</br>
Triggers are kind of useless after the creation of the Connection</br>
Watchers have no real purpose as well I made it just because.</br>
# Examples of each object being used</br>
We already showed alarms in action so lets move on to a Loop object
Throughout these examples I am going to do some strange things to show other features of the library!
LOOPS
-----
```lua
-- Loops: Have been moved to the core of the library require("multi") would work as well
require("multi") -- gets the entire library
count=0
loop=multi:newLoop(function(self,dt) -- dt is delta time and self are a reference to itself
count=count+1
if count > 10 then
self:Break() -- All methods on the multi objects are upper camel case, whereas methods on the multi or process/queuer namespace are lower camel case
-- self:Break() will stop the loop and trigger the OnBreak(func) method
-- Stopping is the act of Pausing and deactivating the object! All objects can have the multiobj:Break() command on it!
else
print("Loop #"..count.."!")
end
end)
loop:OnBreak(function(self)
print("You broke me :(")
end)
multi:mainloop()
```
# Output
Loop #1!</br>
Loop #2!</br>
Loop #3!</br>
Loop #4!</br>
Loop #5!</br>
Loop #6!</br>
Loop #7!</br>
Loop #8!</br>
Loop #9!</br>
Loop #10!</br>
You broke me :(</br>
With loops out of the way lets go down the line
This library aims to be Async like. Everything is still on one thread *unless you are using the lanes integration module WIP* (A stable WIP, more on that later)
EVENTS
------
```lua
-- Events, these were the first objects introduced into the library. I seldomly use them in their pure form though, but later you'll see their advance uses!
-- Events on their own don't really do much... We are going to need 2 objects at least to get something going
require("multi") -- gets the entire library
count=0
-- lets use the loop again to add to count!
loop=multi:newLoop(function(self,dt)
count=count+1
end)
event=multi:newEvent(function() return count==100 end) -- set the event
event:OnEvent(function(self) -- connect to the event object
loop:Pause() -- pauses the loop from running!
print("Stopped that loop!")
end) -- events like alarms need to be reset the Reset() command works here as well
multi:mainloop()
```
# Output
Stopped that loop!
STEPS
-----
```lua
require("multi")
-- Steps, are like for loops but non-blocking... You can run a loop to infinity and everything will still run I will combine Steps with Ranges in this example.
step1=multi:newStep(1,10,1,0) -- Some explaining is due. Argument 1 is the Start # Argument 2 is the ResetAt # (inclusive) Argument 3 is the count # (in our case we are counting by +1, this can be -1 but you need to adjust your start and resetAt numbers)
-- The 4th Argument is for skipping. This is useful for timing and for basic priority management. A priority management system is included!
step2=multi:newStep(10,1,-1,1) -- a second step, notice the slight changes!
step1:OnStart(function(self)
print("Step Started!")
end)
step1:OnStep(function(self,pos)
if pos<=10 then -- The step only goes to 10
print("Stepping... "..pos)
else
print("How did I get here?")
end
end)
step1:OnEnd(function(self)
print("Done!")
-- We finished here, but I feel like we could have reused this step in some way... I could use Reset() , but what if I wanted to change it...
if self.endAt==10 then -- lets only loop once
self:Update(1,11,1,0) -- oh now we can reach that else condition!
end
-- Note Update() will restart the step!
end)
-- step2 is bored lets give it some love :P
step2.range=step2:newRange() -- Set up a range object to have a nested step in a sense! Each nest requires a new range
-- it is in your interest not to share ranges between objects! You can however do it if it suits your needs though
step2:OnStep(function(self,pos)
-- for 1=1,math.huge do
-- print("I am holding the code up because I can!")
--end
-- We dont want to hold things up, but we want to nest.
-- Note a range is not necessary if the nested for loop has a small range, if however, the range is rather large you may want to allow other objects to do some work
for i in self.range(1,100) do
print(pos,i) -- Now our nested for loop is using a range object which allows for other objects to get some CPU time while this one is running
end
end)
-- TSteps are just like alarms and steps mixed together, the only difference in construction is the 4th Argument. On a TStep that argument controls time. The default is 1
-- The Reset(n) works just like you would figure!
step3=multi:newTStep(1,10,.5,2) -- lets go from 1 to 10 counting by .5 every 2 seconds
step3:OnStep(function(self,pos)
print("Ok "..pos.."!")
end)
multi:mainloop()
```
# Output
Note: the output on this one is huge!!! So, I had to ... some parts! You need to run this for yourself to see what is going on!</br>
Step Started!</br>
Stepping... 1</br>
10 1</br>
Stepping... 2</br>
10 2</br>
Stepping... 3</br>
10 3</br>
...</br>
Ok 9.5!</br>
Ok 10!</br>
TLOOPS
------
```lua
require("multi")
-- TLoops are loops that run ever n second. We will also look at condition objects as well
-- Here we are going to modify the old loop to be a little different
count=0
loop=multi:newTLoop(function(self) -- We are only going to count with this loop but doing so using a condition!
while self:condition(self.cond) do
count=count+1
end
print("Count is "..count.."!")
self:Destroy() -- Lets destroy this object, casting it to the dark abyss MUHAHAHA!!!
-- the reference to this object will be a phantom object that does nothing!
end,1) -- Notice the ',1' after the function! This is where you put your time value!
loop.cond=multi:newCondition(function() return count<=100 end) -- conditions need a bit of work before I am happy with them
multi:mainloop()
```
# Output
Count is 101!
Connections
-----------
These are my favorite objects and you'll see why. They are very useful objects for ASync connections!
```lua
require("multi")
-- Lets create the events
yawn={} -- ill just leave that there
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... We are good at coding though so lets get a speed advantage by not pcalling. Pcalling is useful for plugins and stuff that may have been coded badly and you can ignore those connections if need be.
OnCustomEvent:Bind(yawn) -- create the connection lookup data in yawn
-- Lets connect to them, a recent update adds a nice syntax to connect to these
cd1=OnCustomSafeEvent:Connect(function(arg1,arg2,...)
print("CSE1",arg1,arg2,...)
end,"bob") -- lets give this connection a name
cd2=OnCustomSafeEvent:Connect(function(arg1,arg2,...)
print("CSE2",arg1,arg2,...)
end,"joe") -- lets give this connection a name
cd3=OnCustomSafeEvent:Connect(function(arg1,arg2,...)
print("CSE3",arg1,arg2,...)
end) -- lets not give this connection a name
-- no need for connect, but I kept that function because of backwards compatibility.
OnCustomEvent(function(arg1,arg2,...)
print(arg1,arg2,...)
end)
-- Now within some loop/other object you trigger the connection like
OnCustomEvent:Fire(1,2,"Hello!!!") -- fire all 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!!!
```
# Output
1 2 Hello!!!</br>
CSE1 1 100 Bye!</br>
CSE2 1 100 Hello!</br>
CSE1 1 100 Hi Ya Folks!!!</br>
CSE2 1 100 Hi Ya Folks!!!</br>
CSE3 1 100 Hi Ya Folks!!!</br>
CSE2 1 100 Hi Ya Folks!!!</br>
CSE3 1 100 Hi Ya Folks!!!</br>
</br>
You may think timers should be bundled with alarms, but they are a bit different and have cool features</br>
TIMERS
------
```lua
-- You see the thing is that all time-based objects use timers e.g. Alarms, TSteps, and Loops. Timers are more low level!
require("multi")
local clock = os.clock
function sleep(n) -- seconds
local t0 = clock()
while clock() - t0 <= n do end
end -- we will use this later!
timer=multi:newTimer()
timer:Start()
-- lets do a mock alarm
set=3 -- 3 seconds
a=0
while timer:Get()<=set do
-- waiting...
a=a+1
end
print(set.." second(s) have passed!")
-- Timers can do one more thing that is interesting and that is pausing them!
timer:Pause()
print(timer:Get()) -- should be really close to 'set'
sleep(3)
print(timer:Get()) -- should be really close to 'set'
timer:Resume()
sleep(1)
print(timer:Get()) -- should be really close to the value of set + 1
timer:Pause()
print(timer:Get()) -- should be really close to 'set'
sleep(3)
print(timer:Get()) -- should be really close to 'set'
timer:Resume()
sleep(1)
print(timer:Get()) -- should be really close to the value of set + 2
```
# Output
Note: This will make more sense when you run it for yourself</br>
3 second(s) have passed!</br>
3.001</br>
3.001</br>
4.002</br>
4.002</br>
4.002</br>
5.003</br>
UPDATER
-------
```lua
-- Updaters: Have been moved to the core of the library require("multi") would work as well
require("multi")
updater=multi:newUpdater(5) -- simple, think of a look with the skip feature of a step
updater:OnUpdate(function(self)
--print("updating...")
end)
-- Here every 5 steps the updater will do stuff!
-- But I feel it is now time to touch into priority management, so lets get into basic priority stuff and get into a more advance version of it
--[[
multi.Priority_Core -- Highest form of priority
multi.Priority_High
multi.Priority_Above_Normal
multi.Priority_Normal -- The default form of priority
multi.Priority_Below_Normal
multi.Priority_Low
multi.Priority_Idle -- Lowest form of priority
Note: These only take effect when you enable priority, otherwise everything is at a core like level!
We aren't going to use regular objects to test priority, but rather benchmarks!
to set priority on an object though you would do
multiobj:setPriority(one of the above)
]]
-- lets bench for 3 seconds using the 3 forms of priority! First no Priority
multi:benchMark(3,nil,"Regular Bench: "):OnBench(function() -- the onbench() allows us to do each bench after each other!
print("P1\n---------------")
multi:enablePriority()
multi:benchMark(3,multi.Priority_Core,"Core:")
multi:benchMark(3,multi.Priority_High,"High:")
multi:benchMark(3,multi.Priority_Above_Normal,"Above_Normal:")
multi:benchMark(3,multi.Priority_Normal,"Normal:")
multi:benchMark(3,multi.Priority_Below_Normal,"Below_Normal:")
multi:benchMark(3,multi.Priority_Low,"Low:")
multi:benchMark(3,multi.Priority_Idle,"Idle:"):OnBench(function()
print("P2\n---------------")
-- Finally, the 3rd form
multi:enablePriority2()
multi:benchMark(3,multi.Priority_Core,"Core:")
multi:benchMark(3,multi.Priority_High,"High:")
multi:benchMark(3,multi.Priority_Above_Normal,"Above_Normal:")
multi:benchMark(3,multi.Priority_Normal,"Normal:")
multi:benchMark(3,multi.Priority_Below_Normal,"Below_Normal:")
multi:benchMark(3,multi.Priority_Low,"Low:")
multi:benchMark(3,multi.Priority_Idle,"Idle:")
end)
end)
multi:mainloop() -- Notice how the past few examples did not need this, well only actors need to be in a loop! More on this in the wiki.
```
# Output
Note: These numbers will vary drastically depending on your compiler and CPU power</br>
Regular Bench: 2094137 Steps in 3 second(s)!</br>
P1</br>
Below_Normal: 236022 Steps in 3 second(s)!</br>
Normal: 314697 Steps in 3 second(s)!</br>
Above_Normal: 393372 Steps in 3 second(s)!</br>
High: 472047 Steps in 3 second(s)!</br>
Core: 550722 Steps in 3 second(s)!</br>
Low: 157348 Steps in 3 second(s)!</br>
Idle: 78674 Steps in 3 second(s)!</br>
P2</br>
Core: 994664 Steps in 3 second(s)!</br>
High: 248666 Steps in 3 second(s)!</br>
Above_Normal: 62166 Steps in 3 second(s)!</br>
Normal: 15541 Steps in 3 second(s)!</br>
Below_Normal: 3885 Steps in 3 second(s)!</br>
Idle: 242 Steps in 3 second(s)!</br>
Low: 971 Steps in 3 second(s)!</br>
Notice: Even though I started each bench at the same time the order that they finished differed the order is likely to vary on your machine as well!</br>
Processes
---------
A process allows you to group the Actor objects within a controllable interface
```lua
require("multi")
proc=multi:newProcess() -- takes an optional file as an argument, but for this example we aren't going to use that
-- a process works just like the multi object!
b=0
loop=proc:newTLoop(function(self)
a=a+1
proc:Pause() -- pauses the CPU cycler for this processor! Individual objects are not paused, however because they aren't getting CPU time they act as if they were paused
end,.1)
updater=proc:newUpdater(multi.Priority_Idle) -- priority can be used in skip arguments as well to manage priority without enabling it!
updater:OnUpdate(function(self)
b=b+1
end)
a=0 -- a counter
loop2=proc:newLoop(function(self,dt)
print("Lets Go!")
self:hold(3) -- this will keep this object from doing anything! Note: You can only have one hold active at a time! Multiple are possible, but results may not be as they seem see * for how hold works
-- Within a process using hold will keep it alive until the hold is satisfied!
print("Done being held for 1 second")
self:hold(function() return a>10 end)
print("A is now: "..a.." b is also: "..b)
self:Destroy()
self.Parent:Pause() -- lets say you don't have the reference to the process!
os.exit()
end)
-- Notice this is now being created on the multi namespace
event=multi:newEvent(function() return os.clock()>=1 end)
event:OnEvent(function(self)
proc:Resume()
self:Destroy()
end)
proc:Start()
multi:mainloop()
```
# Output
Lets Go!</br>
Done being held for 1 second</br>
A is now: 29 b is also: 479</br>
**Hold: This method works as follows**
```lua
function multi:hold(task)
self:Pause() -- pause the current object
self.held=true -- set held
if type(task)=='number' then -- a sleep cmd
local timer=multi:newTimer()
timer:Start()
while timer:Get()<task do -- This while loop is what makes using multiple holds tricky... If the outer while is good before the nested one then the outer one will have to wait! There is a way around this though!
if love then
self.Parent:lManager()
else
self.Parent:Do_Order()
end
end
self:Resume()
self.held=false
elseif type(task)=='function' then
local env=self.Parent:newEvent(task)
env:OnEvent(function(envt) envt:Pause() envt.Active=false end)
while env.Active do
if love then
self.Parent:lManager()
else
self.Parent:Do_Order()
end
end
env:Destroy()
self:Resume()
self.held=false
else
print('Error Data Type!!!')
end
end
```
Queuer (WIP)
------------
A queuer works just like a process however objects are processed in order that they were created...
```lua
require("multi")
queue = multi:newQueuer()
queue:newAlarm(3):OnRing(function()
print("Ring ring!!!")
end)
queue:newStep(1,10):OnStep(function(self,pos)
print(pos)
end)
queue:newLoop(function(self,dt)
if dt==3 then
self:Break()
print("Done")
end
end)
queue:Start()
multi:mainloop()
```
# Expected Output
Note: the queuer still does not work as expected!</br>
Ring ring!!!</br>
1</br>
2</br>
3</br>
4</br>
5</br>
6</br>
7</br>
8</br>
9</br>
10</br>
Done</br>
# Actual Output
Done</br>
1</br>
2</br>
3</br>
4</br>
5</br>
6</br>
7</br>
8</br>
9</br>
10</br>
Ring ring!!!</br>
Threads
-------
These fix the hold problem that you get with regular objects, and they work the same! They even have some extra features that make them really useful.</br>
```lua
require("multi")
test=multi:newThreadedProcess("main") -- you can thread processors and all Actors see note for a list of actors you can thread!
test2=multi:newThreadedProcess("main2")
count=0
test:newLoop(function(self,dt)
count=count+1
thread.sleep(.01)
end)
test2:newLoop(function(self,dt)
print("Hello!")
thread.sleep(1) -- sleep for some time
end)
-- threads take a name object then the rest as normal
step=multi:newThreadedTStep("step",1,10)
step:OnStep(function(self,p)
print("step",p)
thread.skip(21) -- skip n cycles
end)
step:OnEnd(function()
print("Killing thread!")
thread.kill() -- kill the thread
end)
loop=multi:newThreadedLoop("loop",function(self,dt)
print(dt)
thread.sleep(1.1)
end)
loop2=multi:newThreadedLoop("loop",function(self,dt)
print(dt)
thread.hold(function() return count>=100 end)
print("Count is "..count)
os.exit()
end)
alarm=multi:newThreadedAlarm("alarm",1)
alarm:OnRing(function(self)
print("Ring")
self:Reset()
end)
multi:mainloop()
```
# Output
Ring</br>
0.992</br>
0.992</br>
Hello!</br>
step 1</br>
step 2</br>
Hello!</br>
Ring</br>
2.092</br>
step 3</br>
Hello!</br>
Ring</br>
Count is 100</br>
Threadable Actors
-----------------
- Alarms
- Events
- Loop/TLoop
- Process
- Step/TStep
Functions
---------
If you ever wanted to pause a function then great now you can
The use of the Function object allows one to have a method that can run free in a sense
```lua
require("multi")
func=multi:newFunction(function(self,arg1,arg2,...)
self:Pause()
return arg1
end)
print(func("Hello"))
print(func("Hello2")) -- returns PAUSED allows for the calling of functions that should only be called once. returns PAUSED instantly if paused
func:Resume()
print(func("Hello3"))
```
# Output
Hello</br>
PAUSED</br>
Hello3</br>
ThreadedUpdater
---------------
```lua
-- Works the same as a regular updater!
require("multi")
multi:newThreadedUpdater("Test",10000):OnUpdate(function(self)
print(self.pos)
end)
multi:mainloop()
```
# Output
1</br>
2</br>
...</br>
.inf</br>
Triggers
--------
Triggers were what I used before connections became a thing, also Function objects are a lot like triggers and can be paused as well, while triggers cannot...</br>
They are simple to use, but in most cases you are better off using a connection</br>
```lua
require("multi")
-- They work like connections but can only have one event binded to them
trig=multi:newTrigger(function(self,a,b,c,...)
print(a,b,c,...)
end)
trig:Fire(1,2,3)
trig:Fire(1,2,3,"Hello",true)
```
# Output
1 2 3</br>
1 2 3 Hello true</br>
Tasks
-----
Tasks allow you to run a block of code before the multi mainloop does it thing. Tasks still have a use but depending on how you program they aren't needed.</br>
```lua
require("multi")
multi:newTask(function()
print("Hi!")
end)
multi:newLoop(function(self,dt)
print("Which came first the task or the loop?")
self:Break()
end)
multi:newTask(function()
print("Hello there!")
end)
multi:mainloop()
```
# Output
Hi!</br>
Hello there!</br>
Which came first the task or the loop?</br>
As seen in the example above the tasks were done before anything else in the mainloop! This is useful when making libraries around the multitasking features and you need things to happen in a certain order!</br>
Jobs
----
Jobs were a strange feature that was created for throttling connections! When I was building an IRC bot around this library I couldn't have messages posting too fast due to restrictions. Jobs allowed functions to be added to a queue that were executed after a certain amount of time has passed
```lua
require("multi") -- jobs use alarms I am pondering if alarms should be added to the core or if jobs should use timers instead...
-- jobs are built into the core of the library so no need to require them
print(multi:hasJobs())
multi:setJobSpeed(1) -- set job speed to 1 second
multi:newJob(function()
print("A job!")
end,"test")
multi:newJob(function()
print("Another job!")
multi:removeJob("test") -- removes all jobs with name "test"
end,"test")
multi:newJob(function()
print("Almost done!")
end,"test")
multi:newJob(function()
print("Final job!")
end,"test")
print(multi:hasJobs())
print("There are "..multi:getJobs().." jobs in the queue!")
multi:mainloop()
```
# Output
false 0</br>
true 4</br>
There are 4 jobs in the queue!</br>
A job!</br></br>
Another job!</br>
Watchers
--------
Watchers allow you to monitor a variable and trigger an event when the variable has changed!
```lua
require("multi")
a=0
watcher=multi:newWatcher(_G,"a") -- watch a in the global environment
watcher:OnValueChanged(function(self,old,new)
print(old,new)
end)
tloop=multi:newTLoop(function(self)
a=a+1
end,1)
multi:mainloop()
```
# Output
0 1</br>
1 2</br>
2 3</br>
...</br>
.inf-1 inf</br>
Timeout management
------------------
```lua
-- Note: I used a tloop, so I could control the output of the program a bit.
require("multi")
a=0
inc=1 -- change to 0 to see it not met at all, 1 if you want to see the first condition not met but the second and 2 if you want to see it meet the condition on the first go.
loop=multi:newTLoop(function(self)
print("Looping...")
a=a+inc
if a==14 then
self:ResolveTimer("1","2","3") -- ... any number of arguments can be passed to the resolve handler
-- this will also automatically pause the object that it is binded to
end
end,.1)
loop:SetTime(1)
loop:OnTimerResolved(function(self,a,b,c) -- the handler will return the self and the passed arguments
print("We did it!",a,b,c)
end)
loop:OnTimedOut(function(self)
if not TheSecondTry then
print("Loop timed out!",self.Type,"Trying again...")
self:ResetTime(2)
self:Resume()
TheSecondTry=true
else
print("We just couldn't do it!") -- print if we don't get anything working
end
end)
multi:mainloop()
```
# Output (Change the value inc as indicated in the comment to see the outcomes!)
Looping...</br>
Looping...</br>
Looping...</br>
Looping...</br>
Looping...</br>
Looping...</br>
Looping...</br>
Looping...</br>
Looping...</br>
Loop timed out! tloop Trying again...</br>
Looping...</br>
Looping...</br>
Looping...</br>
Looping...</br>
Looping...</br>
We did it! 1 2 3</br>
Rambling
--------
5/23/18:
When it comes to running code across different systems we run into a problem. It takes time to send objects from one matching to another. In the beginning only, local networks will be supported. I may add support to send commands to another network to do computing. Like having your own lua cloud. userdata will never be allowed to run on other machines. It is not possible unless the library you are using allows userdata to be turned into a string and back into an object. With this feature you want to send a command that will take time or needs tons of them done millions+, reason being networks are not that "fast" and only simple objects can be sent. If you mirror your environment then you can do some cool things.
The planned structure will be something like this:
multi-Single Threaded Multitasking
multi-Threads
multi-System Threads
multi-Network threads
where netThreads can contain systemThreads which can intern contain both Threads and single threaded multitasking
Nothing has been built yet, but the system will work something like this:
#host:
```lua
sGLOBAL, nGlobal,sThread=require("multi.integration.networkManager").init() -- This will determine if one is using lanes,love2d, or luvit
multi:Host("MainSystem") -- tell the network that this is the main system. Uses broadcast so that nodes know how to find the host!
nThread = multi:newNetworkThread("NetThread_1",function(...)
-- basic usage
nGLOBAL["RemoteVaraible"] = true -- will sync data to all nodes and the host
sGLOBAL["LocalMachineVaraible"] = true -- will sync data to all system threads on the local machine
return "Hello Network!" -- send "Hello Network" back to the host node
end)
multi:mainloop()
```
#node
```lua
GLOBAL,sThread=require("multi.integration.networkManager").init() -- This will determine if one is using lanes,love2d, or luvit
node = multi:newNode("NodeName","MainSystem") -- Search the network for the host, connect to it and be ready for requests!
-- On the main thread, a simple multi:newNetworkThread thread and non-system threads, you can access global data without an issue. When dealing with system threads is when you have a problem.
node:setLog{
maxLines = 10000,
cleanOnInterval = true,
cleanInterval = "day", -- every day Supports(day, week, month, year)
noLog = false -- default is false, make true if you do not need a log
}
node:settings{
maxJobs = 100, -- Job queues will respect this as well as the host when it is figuring out which node is under the least load. Default: 0 or infinite
sendLoadInterval = 60 -- every 60 seconds update the host of the nodes load
sendLoad = true -- default is true, tells the server how stressed the system is
}
multi:mainloop()
-- Note: the node will contain a log of all the commands that it gets. A file called "NodeName.log" will contain the info. You can set the limit by lines or file size. Also, you can set it to clear the log every interval of time if an error does not exist. All errors are both logged and sent to the host as well. You can have more than one host and more than one node(duh :P).
```
The goal of the node is to set up a simple and easy way to run commands on a remote machine.
There are 2 main ways you can use this feature. 1. One node per machine with system threads being able to use the full processing power of the machine. 2. Multiple nodes on one machine where each node is acting like its own thread. And of course, a mix of the two is indeed possible.
Love2d Sleeping reduces the CPU time making my load detection think the system is under more load, thus preventing it from sleeping... I will investigate other means. As of right now it will not eat all your CPU if threads are active. For now, I suggest killing threads that aren't needed anymore. On lanes threads at idle use 0% CPU and it is amazing. A state machine may solve what I need though. One state being idle state that sleeps and only goes into the active state if a job request or data is sent to it... after some time of not being under load it will switch back into the idle state... We'll see what happens.
Love2d doesn't like to send functions through channels. By default, it does not support this. I achieve this by dumping the function and loadstring it on the thread. This however is slow. For the System Threaded Job Queue, I had to change my original idea of sending functions as jobs. The current way you do it now is register a job functions once and then call that job across the thread through a queue. Each worker thread pops from the queue and returns the job. The Job ID is automatically updated and allows you to keep track of the order that the data comes in. A table with # indexes can be used to organize the data...
Regarding benchmarking. If you see my bench marks and are wondering they are 10x better its because I am using luajit for my tests. I highly recommend using luajit for my library, but lua 5.1 will work just as well, but not as fast.
So, while working on the jobQueue:doToAll() method I figured out why love2d's threaded tables were acting up when more than 1 thread was sharing the table. It turns out 1 thread was eating all the pops from the queue and starved all the other queues... Ill need to use the same trick I did with GLOBAL to fix the problem... However, at the rate I am going threading in love will become way slower. I might use the regular GLOBAL to manage data internally for threadedtables...
I have been using this (EventManager --> MultiManager --> now multi) for my own purposes and started making this when I first started learning lua. You can see how the code changed and evolved throughout the years. I tried to include all the versions that still existed on my HDD.
I added my old versions to this library... It started out as the EventManager and was kind of crappy, but it was the start to this library. It kept getting better and better until it became what it is today. There are some features that no longer exist in the latest version, but they were remove because they were useless... I added these files to the GitHub so for those interested can see into my mind in a sense and see how I developed the library before I used GitHub.
The first version of the EventManager was function based not object based and benched at about 2000 steps per second... Yeah that was bad... I used loadstring and it was a mess... Look and see how it grew throughout the years I think it may interest some of you guys!
Check the [Issues tab](https://github.com/rayaman/multi/issues) for issues

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#Changes
[TOC]
Update: 12.0.0 Big update (Lots of additions some changes)
------------------------
**Note:** ~~After doing some testing, I have noticed that using multi-objects are slightly, quite a bit, faster than using (coroutines)multi:newthread(). Only create a thread if there is no other possibility! System threads are different and will improve performance if you know what you are doing. Using a (coroutine)thread as a loop with a timer is slower than using a TLoop! If you do not need the holding features I strongly recommend that you use the multi-objects. This could be due to the scheduler that I am using, and I am looking into improving the performance of the scheduler for (coroutine)threads. This is still a work in progress so expect things to only get better as time passes!~~ This was the reason threadloop was added. It binds the thread scheduler into the mainloop allowing threads to run much faster than before. Also the use of locals is now possible since I am not dealing with seperate objects. And finally reduced function overhead helps keep the threads running better.
#Added:
- `nGLOBAL = require("multi.integration.networkManager").init()`
- `node = multi:newNode(tbl: settings)`
- `master = multi:newMaster(tbl: settings)`
- `multi:nodeManager(port)`
- `thread.isThread()` -- for coroutine based threads
- New setting to the main loop, stopOnError which defaults to true. This will cause the objects that crash, when under protect, to be destroyed. So the error does not keep happening.
- multi:threadloop(settings) works just like mainloop, but prioritizes (corutine based) threads. Regular multi-objects will still work. This improves the preformance of (coroutine based) threads greatly.
- multi.OnPreLoad -- an event that is triggered right before the mainloop starts
Changed:
- When a (corutine based)thread errors it does not print anymore! Conect to multi.OnError() to get errors when they happen!
- Connections get yet another update. Connect takes an additional argument now which is the position in the table that the func should be called. Note: Fire calls methods backwards so 1 is the back and the # of connections (the default value) is the beginning of the call table
- The love2d compat layer has now been revamped allowing module creators to connect to events without the user having to add likes of code for those events. Its all done automagically.
- This library is about 8 years old and using 2.0.0 makes it seem young. I changed it to 12.0.0 since it has some huge changes and there were indeed 12 major releases that added some cool things. Going forward I'll use major.minor.bugfix
- multi.OnError() is now required to capture errors that are thrown when in prorected mode.
#Node:
- node:sendTo(name,data)
- node:pushTo(name,data)
- node:peek()
- node:pop()
- node:getConsole() -- has only 1 function print which allows you to print to the master.
#Master:
- master:doToAll(func)
- master:register(name,node,func)
- master:execute(name,node,...)
- master:newNetworkThread(tname,func,name,...)
- master:getFreeNode()
- master:getRandomNode()
- master:sendTo(name,data)
- master:pushTo(name,data)
- master:peek()
- master:pop()
- master:OnError(nodename, error) -- if a node has an error this is triggered.
#Bugs
- Fixed a small typo I made which caused a hard crash when a (coroutine) thread crashes. This only happened if protect was true.
#Going forward:
- I am really excited to finally get this update out there, but left one important thing out. enabling of enviroments for each master connected to a node. This would allow a node to isolate code from multiple masters so they cannot interact with each other. This will come out in version 12.1.0 But might take a while due to the job hunt that I am currently going through.
- Another feature that I am on the fence about is adding channels. They would work like queues, but are named so you can seperate the data from different channels where only one portion of can see certain data.
- I also might add a feature that allows different system threads to consume from a network queue if they are spaned on the same physical machine. This is possible at the moment, just doesn't have a dedicated object for handling this seamlessly. You can do this yourself though.
- Another feature that I am thinking of adding is crosstalk which is a setting that would allow nodes to talk to other nodes. I did not add it in this release since there are some issues that need to be worked out and its very messy atm. however since nodes are named. I may allow by default pushing data to another node, but not have the global table to sync since this is where the issue lies.
- Improve Performance
- Fix supporting libraries (Bin, and net need tons of work)
- Look for the bugs
- Figure out what I can do to make this library more awesome
**Note On Queues:** When it comes to network queues, they only send 1 way. What I mean by that is that if the master sends a message to a node, its own queue will not get populated at all. The reason for this is because syncing between which popped from what network queue would make things really slow and would not perform well at all. This means you have to code a bit differently. Use: master getFreeNode() to get the name of the node under the least amount of load. Then handle the sending of data to each node that way.
Now there is a little trick you can do. If you combine both networkmanager and systemthreading manager, then you could have a proxy queue for all system threads that can pull from that "node". Now data passing within a lan network, (And wan network if using the node manager, though p2p isn't working as i would like and you would need to open ports and make things work. Remember you can define an port for your node so you can port forward that if you want), is fast enough, but the waiting problem is something to consider. Ask yourseld what you are coding and if network paralisim is worth using.
**Note:** These examples assume that you have already connected the nodes to the node manager. Also you do not need to use the node manager, but sometimes broadcast does not work as expected and the master doesnot connect to the nodes. Using the node manager offers nice features like: removing nodes from the master when they have disconnected, and automatically telling the master when nodes have been added. A more complete example showing connections regardless of order will be shown in the example folder check it out. New naming scheme too.
**NodeManager.lua**
```lua
package.path="?/init.lua;?.lua;"..package.path
multi = require("multi")
local GLOBAL, THREAD = require("multi.integration.lanesManager").init()
nGLOBAL = require("multi.integration.networkManager").init()
multi:nodeManager(12345) -- Host a node manager on port: 12345
print("Node Manager Running...")
settings = {
priority = 0, -- 1 or 2
protect = false,
}
multi:mainloop(settings)
-- Thats all you need to run the node manager, everything else is done automatically
```
Side note: I had a setting called cross talk that would allow nodes to talk to each other. After some tought I decided to not allow nodes to talk to each other directly! You however can create another master withing the node. (The node will connect to its own master as well). This will give you the ability "Cross talk" with each node. Reimplementing the master features into each node directly was un nessacery.
**Node.lua**
```lua
package.path="?/init.lua;?.lua;"..package.path
multi = require("multi")
local GLOBAL, THREAD = require("multi.integration.lanesManager").init()
nGLOBAL = require("multi.integration.networkManager").init()
master = multi:newNode{
allowRemoteRegistering = true, -- allows you to register functions from the master on the node, default is false
name = nil, -- default value
noBroadCast = true, -- if using the node manager, set this to true to prevent the node from broadcasting
managerDetails = {"localhost",12345}, -- connects to the node manager if one exists
}
function RemoteTest(a,b,c) -- a function that we will be executing remotely
print("Yes I work!",a,b,c)
end
settings = {
priority = 0, -- 1 or 2
protect = false, -- if something goes wrong we will crash hard, but the speed gain is good
}
multi:mainloop(settings)
```
**Master.lua**
```lua
-- set up the package
package.path="?/init.lua;?.lua;"..package.path
-- Import the libraries
multi = require("multi")
local GLOBAL, THREAD = require("multi.integration.lanesManager").init()
nGLOBAL = require("multi.integration.networkManager").init()
-- Act as a master node
master = multi:newMaster{
name = "Main", -- the name of the master
noBroadCast = true, -- if using the node manager, set this to true to avoid double connections
managerDetails = {"localhost",12345}, -- the details to connect to the node manager (ip,port)
}
-- Send to all the nodes that are connected to the master
master:doToAll(function(node_name)
master:register("TestFunc",node_name,function(msg)
print("It works: "..msg)
end)
multi:newAlarm(2):OnRing(function(alarm)
master:execute("TestFunc",node_name,"Hello!")
alarm:Destroy()
end)
multi:newThread("Checker",function()
while true do
thread.sleep(1)
if nGLOBAL["test"] then
print(nGLOBAL["test"])
thread.kill()
end
end
end)
nGLOBAL["test2"]={age=22}
end)
-- Starting the multitasker
settings = {
priority = 0, -- 0, 1 or 2
protect = false,
}
multi:mainloop(settings)
```
**Note:** There are many ways to work this. You could send functions/methods to a node like haw systemThreadedJobQueue work. Or you could write the methods you want in advance in each node file and send over the command to run the method with arguments ... and it will return the results. Network threading is different than system threading. Data transfer is really slow compared to system threading. In fact the main usage for this feature in the library is mearly for experments. Right now I honestly do not know what I want to do with this feature and what I am going to add to this feature. The ablitiy to use this frature like a system thread will be possible, but there are some things that differ.
#Changed:
- multi:mainloop(settings) -- now takes a table of settings
- multi:uManager(settings) -- now takes a table of settings
- connections:holdUT(n) can take a number now. Where they will not continue until it gets triggered **n** times Added 3 updated ago, forgot to list it as a new feature
- The way you require the library has changed a bit! This will change how you start your code, but it isn't a big change.
- These changes have led to significant performance improvements
Modifying the global stack is not the best way to manage or load in the library.
```lua
-- Base Library
multi = require("multi")
-- In Lanes
multi = require("multi")
local GLOBAL, THREAD = require("multi.integration.lanesManager").init()
-- In Love2d
multi = require("multi")
GLOBAL, THREAD = require("multi.integration.loveManager").init()
-- In Luvit
local timer = require("timer")
local thread = require("thread")
multi = require("multi")
require("multi.integration.luvitManager").init(thread,timer) -- Luvit does not cuttently have support for the global table or threads.
```
#Improvements:
- Updated the ThreadedConsole, now 100x faster!
- Updated the ThreadedConections, .5x faster!
- Both multi:uManager(settings) and multi:mainloop(settings) provide about the same performance! Though uManager is slightly slower due to function overhead, but still really close.
- Revamped pausing mulit-objects they now take up less memory when being used
#Removed:
- require("multi.all") -- We are going into a new version of the library so this is nolonger needed
- require("multi.compat.backwards[1,5,0]") -- This is really old and is no longer supported going forward
- multi:Do_Order()
- multi:enablePriority()
- multi:enablePriority2()
- multi:protect()
- multi:unProtect()
- multi:protectedMainloop()
- multi:unprotectedMainloop()
- multi:prioritizedMainloop1()
- multi:prioritizedMainloop2()
- Removed Tasks
- multi:oneTime(func,...) -- never seen use of this, plus multi-functions can do this by pausing the function after the first use, and is much faster anyway
- multi:reboot() -- removed due to having no real use
- multi:hold() -- removed due to threads being able to do the same thing and way better too
- multi:waitFor() -- the thread variant does something completely different
- multi.resurrect() -- removed due to being useless
The new settings table makes all of these possible and removes a lot of function overhead that was going on before.
```lua
multi:mainloop{
priority = 1, -- 1 or 2
protect = true, -- Should I use pcall to ignore errors?
preLoop = function(self) -- a function that is called before the mainloop does its thing
multi:newTLoop(function()
print("Hello whats up!")
error(":P")
end,1)
multi.OnError(function(obj,err)
print(err)
obj:Destroy()
end)
end,
}
```
Update: 1.11.1
--------------
Love2d change:
I didn't make a mistake but didn't fully understand how the new love.run function worked.
So, it works by returning a function that allows for running the mainloop. So, this means that we can do something like this:
```lua
multi:newLoop(love.run()) -- Run the mainloop here, cannot use thread.* when using this object
-- or
multi:newThread("MainLoop",love.run()) -- allows you to use the thread.*
--And you'll need to throw this in at the end
multi:mainloop()
```
For the long-time users of this library you know of the amazing multitasking features that the library has. Used correctly you can have insane power. The priority management system should be quite useful with this change.
NOTE: **multiobj:hold() will be removed in the next version!** This is something I feel should be changed, since threads(coroutines) do the job great, and way better than my holding method that I throw together 5 years ago. I doubt this is being used by many anyway. Version 1.11.2 or version 2.0.0 will have this change. The next update may be either, bug fixes if any or network parallelism.
TODO: Add auto priority adjustments when working with priority and stuff... If the system is under heavy load it will dial some things deemed as less important down and raise the core processes.
Update: 1.11.0
--------------
Added:
- SystemThreadedConsole(name) -- Allow each thread to print without the sync issues that make prints merge and hard to read.
```lua
-- MainThread:
console = multi:newSystemThreadedConsole("console"):init()
-- Thread:
console = THREAD.waitFor("console"):init()
-- using the console
console:print(...)
console:write(...) -- kind of useless for formatting code though. other threads can eaisly mess this up.
```
Fixed/Updated:
- Love2d 11.1 support is now here! Will now require these lines in your main.lua file
```lua
function love.update(dt)
multi:uManager(dt) -- runs the main loop of the multitasking library
end
function love.draw()
multi.dManager() -- If using my guimanager, if not omit this
end
```
Update: 1.10.0
--------------
**Note:** The library is now considered to be stable!
**Upcoming:** Network parallelism is on the way. It is in the works and should be released soon
#Added:
- isMainThread true/nil
- multi:newSystemThreadedConnection(name,protect) -- Works like normal connections, but are able to trigger events across threads
Example of threaded connections
```lua
package.path="?/init.lua;?.lua;"..package.path
local GLOBAL,THREAD=require("multi.integration.lanesManager").init()
multi:newSystemThread("Test_Thread_1",function()
connOut = THREAD.waitFor("ConnectionNAMEHERE"):init()
connOut(function(arg)
print(THREAD.getName(),arg)
end)
multi:mainloop()
end)
multi:newSystemThread("Test_Thread_2",function()
connOut = THREAD.waitFor("ConnectionNAMEHERE"):init()
connOut(function(arg)
print(THREAD.getName(),arg)
end)
multi:mainloop()
end)
connOut = multi:newSystemThreadedConnection("ConnectionNAMEHERE"):init()
a=0
connOut(function(arg)
print("Main",arg)
end)
multi:newTLoop(function()
a=a+1
connOut:Fire("Test From Main Thread: "..a.."\n")
end,1)
```
#Fixed:
**loveManager** and **shared threading objects**
- sThread.waitFor()
- sThread.hold()
- some typos
- SystemThreadedTables (They now work on both lanes and love2d as expected)
Example of threaded tables
```lua
package.path="?/init.lua;?.lua;"..package.path
local GLOBAL,sThread=require("multi.integration.lanesManager").init()
multi:newSystemThread("Test_Thread_1",function()
require("multi")
test = sThread.waitFor("testthing"):init()
multi:newTLoop(function()
print("------")
for i,v in pairs(test.tab) do
print("T1",i,v)
end
end,1)
multi:mainloop()
end)
multi:newSystemThread("Test_Thread_1",function()
require("multi")
test = sThread.waitFor("testthing"):init()
multi:newTLoop(function()
print("------")
for i,v in pairs(test.tab) do
print("T2",i,v)
end
end,1)
multi:mainloop()
end)
test = multi:newSystemThreadedTable("testthing"):init()
multi:newTLoop(function()
local a,b = multi.randomString(8),multi.randomString(4)
print(">",a,b)
test[a]=b
end,1)
multi:mainloop()
```
Update: 1.9.2
-------------
Added:
- (THREAD).kill() kills a thread. Note: THREAD is based on what you name it
- newTimeStamper() Part of the persistent systems... Useful for when you are running this library for a long amount of time... like months and years! Though daily, hourly, minute events do also exist.
Allows one to hook to timed events such as whenever the clock strikes midnight or when the day turns to Monday. The event is only done once though. so as soon as Monday is set it would trigger then not trigger again until next Monday
works for seconds, minutes, days, months, year.
```lua
stamper = multi:newTimeStamper()
stamper:OnTime(int hour,int minute,int second,func) or stamper:OnTime(string time,func) time as 00:00:00
stamper:OnHour(int hour,func)
stamper:OnMinute(int minute,func)
stamper:OnSecond(int second,func)
stamper:OnDay(int day,func) or stamper:OnDay(string day,func) Mon, Tues, Wed, etc...
stamper:OnMonth(int month,func)
stamper:OnYear(int year,func)
```
Updated:
- LoadBalancing, well better load balancing than existed before. This one allowed for multiple processes to have their own load reading. Calling this on the multi object will return the total load for the entire multi environment... loads of other processes are indeed affected by what other processes are doing. However, if you combine propriety to the mix of things then you will get differing results... these results however will most likely be higher than normal... different priorities will have different default thresholds of performance.
Fixed:
- Thread.getName() should now work on lanes and love2d, haven't tested it much with the luvit side of things...
- A bug with the lovemanager table.remove arguments were backwards
- The queue object in the love2d threading has been fixed! It now supports sending all objects (even functions if no upvalues are present!)
Changed:
- SystemThreadedJobQueues now have built in load management so they are not constantly at 100% CPU usage.
- SystemThreadedJobQueues pushJob now returns an id of that job which will match the same one that OnJobCompleted returns
Update: 1.9.1
-------------
Added:
- Integration "multi.integration.luvitManager"
- Limited... Only the basic multi:newSystemThread(...) will work
- Not even data passing will work other than arguments... If using the bin library, you can pass tables and function... Even full objects if inner recursion is not present.
Updated:
- multi:newSystemThread(name,func,...)
- It will not pass the ... to the func(). Do not know why this wasn't done in the first place
- Also multi:getPlatform(will now return "luvit" if using luvit... Though Idk if module creators would use the multi library when inside the luvit environment
Update: 1.9.0
-------------
Added:
- multiobj:ToString() -- returns a string representing the object
- multi:newFromString(str) -- creates an object from a string
Works on threads and regular objects. Requires the latest bin library to work!
```lua
talarm=multi:newThreadedAlarm("AlarmTest",5)
talarm:OnRing(function()
print("Ring!")
end)
bin.new(talarm:ToString()):tofile("test.dat")
-- multi:newFromString(bin.load("test.dat"))
```
-- A more seamless way to use this will be made in the form of state saving.
This is still a WIP
processes, timers, timemasters, watchers, and queuers have not been worked on yet
Update: 1.8.7
-------------
Added:
- multi.timer(func,...)
```lua
function test(a,b,c)
print("Running...")
a=0
for i=1,1000000000 do
a=a+1
end
return a,b+c
end
print(multi.timer(test,1,2,3))
print(multi.timer(test,1,2,3))
-- multi.timer returns the time taken then the arguments from the function... Uses unpack so careful of nil values!
```
Update: 1.8.6
-------------
Added:
- jobQueue:doToAll(function)
- jobQueue:start() is now required Call this after all calls to registerJob()'s. Calling it afterwards will not guarantee your next push job with that job will work. Not calling this will make pushing jobs impossible!
- Fixed a bug with love2d Threaded Queue
- Fixed some bugs
- Old versions of this library! It stems back from 2012 see rambling for more info...
This will run said function in every thread.
```lua
-- Going to use love2d code this time, almost the same as last time... See ramblings
require("core.Library")
GLOBAL,sThread=require("multi.integration.loveManager").init() -- load the love2d version of the lanesManager and requires the entire multi library
require("core.GuiManager")
gui.ff.Color=Color.Black
jQueue=multi:newSystemThreadedJobQueue()
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)
-- 1.8.6 EXAMPLE Change
jQueue:start() -- This is now needed!
--
jQueue:doToAll(function()
print("Doing this 2? times!")
end)
tableOfOrder={}
jQueue.OnJobCompleted(function(JOBID,n)
tableOfOrder[JOBID]=n
if #tableOfOrder==10 then
t.text="We got all of the pieces!"
end
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
t=gui:newTextLabel("no done yet!",0,0,300,100)
t:centerX()
t:centerY()
```
Update: 1.8.5
-------------
Added:
- SystemThreadedExecute(cmd)
Allows the execution of system calls without hold up. It is possible to do the same using io.popen()! You decide which works best for you!
```lua
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("...") -- lets show that we aren't being held up
end,1)
multi:mainloop()
```
Update: 1.8.4
-------------
Added:
- multi:newSystemThreadedJobQueue()
- Improved stability of the library
- Fixed a bug that made the benchmark and getload commands non-thread(coroutine) safe
- Tweaked the loveManager to help improve idle CPU usage
- Minor tweaks to the coroutine scheduling
# Using multi:newSystemThreadedJobQueue()
First you need to create the object
This works the same way as love2d as it does with lanes... It is getting harder to make both work the same way with speed in mind... Anyway...
```lua
-- 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 default 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 not supported. 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~~ eventually.
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)
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 filled 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
```
Thats it from this version!
Update: 1.8.3
-------------
Added:</br>
**New Mainloop functions** Below you can see the slight differences... Function overhead is not too bad in lua but has a real difference. multi:mainloop() and multi:unprotectedMainloop() use the same algorithm yet the dedicated unprotected one is slightly faster due to having less function overhead.
- multi:mainloop()\* -- Bench: 16830003 Steps in 3 second(s)!
- multi:protectedMainloop() -- Bench: 16699308 Steps in 3 second(s)!
- multi:unprotectedMainloop() -- Bench: 16976627 Steps in 3 second(s)!
- multi:prioritizedMainloop1() -- Bench: 15007133 Steps in 3 second(s)!
- multi:prioritizedMainloop2() -- Bench: 15526248 Steps in 3 second(s)!
\* The OG mainloop function remains the same and old methods to achieve what we have with the new ones still exist
These new methods help by removing function overhead that is caused through the original mainloop function. The one downside is that you no longer have the flexibility to change the processing during runtime.
However there is a work around! You can use processes to run multiobjs as well and use the other methods on them.
I may make a full comparison between each method and which is faster, but for now trust that the dedicated ones with less function overhead are infect faster. Not by much but still faster.
Update: 1.8.2
-------------
Added:</br>
- multi:newsystemThreadedTable(name) NOTE: Metatables are not supported in transfers. However there is a work around obj:init() does this. Look in the multi/integration/shared/shared.lua files to see how I did it!
- Modified the GLOBAL metatable to sync before doing its tests
- multi._VERSION was multi.Version, felt it would be more consistent this way... I left the old way of getting the version just in case someone has used that way. It will eventually be gone. Also multi:getVersion() will do the job just as well and keep your code nice and update related bug free!
- Also everything that is included in the: multi/integration/shared/shared.lua (Which is loaded automatically) works in both lanes and love2d environments!
The threaded table is setup just like the threaded queue.</br>
It provids GLOBAL like features without having to write to GLOBAL!</br>
This is useful for module creators who want to keep their data private, but also use GLOBAL like coding.</br>
It has a few features that makes it a bit better than plain ol GLOBAL (For now...)
(ThreadedTable - TT for short) This was modified by a recent version that removed the need for a sync command
- TT:waitFor(name)
- TT:sync()
- TT["var"]=value
- print(TT["var"])
we also have the "sync" method, this one was made for love2d because we do a syncing trick to get data in a table format. The lanes side has a sync method as well so no worries. Using indexing calls sync once and may grab your variable. This allows you to have the lanes indexing 'like' syntax when doing regular indexing in love2d side of the module. As of right now both sides work flawlessly! And this effect is now the GLOBAL as well</br>
On GLOBALS sync is a internal method for keeping the GLOBAL table in order. You can still use sThread.waitFor(name) to wait for variables that may or may not yet exist!
Time for some examples:
# Using multi:newSystemThreadedTable(name)
```lua
-- 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:has("test1"))
sThread.sleep(3)
tab["test2"]="Whats so funny?"
end)
multi:newThread("test2",function()
print(test:waitFor("test2"))
end)
multi:mainloop()
```
```lua
-- love2d lua! NOTE: this is in main4.lua in the love2d examples
require("core.Library")
GLOBAL,sThread=require("multi.integration.loveManager").init() -- load the love2d version of the lanesManager and requires the entire multi library
require("core.GuiManager")
gui.ff.Color=Color.Black
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"))
t.text="DONE!"
end)
t=gui:newTextLabel("not done yet!",0,0,300,100)
t:centerX()
t:centerY()
```
Update: 1.8.1
-------------
No real change!</br>
Changed the structure of the library. Combined the coroutine based threads into the core!</br>
Only compat and integrations are not part of the core and never will be by nature.</br>
This should make the library more convent to use.</br>
I left multi/all.lua file so if anyone had libraries/projects that used that it will still work!</br>
Updated from 1.7.6 to 1.8.0</br> (How much thread could a thread htread if a thread could thread thread?)
Added:</br>
- multi:newSystemThreadedQueue()
- multi:systemThreadedBenchmark()
- More example files
- multi:canSystemThread() -- true if an integration was added false otherwise (For module creation)
- Fixed a few bugs in the loveManager
# Using multi:systemThreadedBenchmark()
```lua
package.path="?/init.lua;"..package.path
local GLOBAL,sThread=require("multi.integration.lanesManager").init()
multi:systemThreadedBenchmark(3):OnBench(function(self,count)
print("First Bench: "..count)
multi:systemThreadedBenchmark(3,"All Threads: ")
end)
multi:mainloop()
```
# Using multi:newSystemThreadedQueue()
Quick Note: queues shared across multiple objects will be pulling from the same "queue" keep this in mind when coding! ~~Also the queue respects direction a push on the thread side cannot be popped on the thread side... Same goes for the mainthread!</br>~~ Turns out I was wrong about this...
```lua
-- in love2d, this file will be in the same example folder as before, but is named main2.lua
require("core.Library")
GLOBAL,sThread=require("multi.integration.loveManager").init() -- load the love2d version of the lanesManager and requires the entire multi library
--IMPORTANT
-- Do not make the above local, this is the one difference that the lanesManager does not have
-- If these are local the functions will have the upvalues put into them that do not exist on the threaded side
-- You will need to ensure that the function does not refer to any upvalues in its code. It will print an error if it does though
-- Also, each thread has a .1 second delay! This is used to generate a random value for each thread!
require("core.GuiManager")
gui.ff.Color=Color.Black
function multi:newSystemThreadedQueue(name) -- in love2d this will spawn a channel on both ends
local c={}
c.name=name
if love then
if love.thread then
function c:init()
self.chan=love.thread.getChannel(self.name)
function self:push(v)
self.chan:push(v)
end
function self:pop()
return self.chan:pop()
end
GLOBAL[self.name]=self
return self
end
return c
else
error("Make sure you required the love.thread module!")
end
else
c.linda=lanes.linda()
function c:push(v)
self.linda:send("Q",v)
end
function c:pop()
return ({self.linda:receive(0,"Q")})[2]
end
function c:init()
return self
end
GLOBAL[name]=c
end
return c
end
queue=multi:newSystemThreadedQueue("QUEUE"):init()
queue:push("This is a test")
queue:push("This is a test2")
queue:push("This is a test3")
queue:push("This is a test4")
multi:newSystemThread("test2",function()
queue=sThread.waitFor("QUEUE"):init()
data=queue:pop()
while data do
print(data)
data=queue:pop()
end
queue:push("DONE!")
end)
multi:newThread("test!",function()
thread.hold(function() return queue:pop() end)
t.text="Done!"
end)
t=gui:newTextLabel("no done yet!",0,0,300,100)
t:centerX()
t:centerY()
```
# In Lanes
```lua
-- The code is compatible with each other, I just wanted to show different things you can do in both examples
-- This file can be found in the examples folder as lanesintegrationtest4.lua
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()
```
Update: 1.7.6
-------------
Fixed:
Typos like always
Added:</br>
multi:getPlatform() -- returns "love2d" if using the love2d platform or returns "lanes" if using lanes for threading</br>
examples files</br>
In Events added method setTask(func)</br>
The old way still works and is more convent to be honest, but I felt a method to do this was needed for completeness.</br>
Updated:
some example files to reflect changes to the core. Changes allow for less typing</br>
loveManager to require the compat if used so you don't need 2 require line to retrieve the library</br>
Update: 1.7.5
-------------
Fixed some typos in the readme... (I am sure there are more there are always more)</br>
Added more features for module support</br>
TODO:</br>
Work on performance of the library... I see 3 places where I can make this thing run quicker</br>
I'll show case some old versions of the multitasking library eventually so you can see its changes in days past!</br>
Update: 1.7.4
-------------
Added: the example folder which will be populated with more examples in the near future!</br>
The loveManager integration that mimics the lanesManager integration almost exactly to keep coding in both environments as close to possible. This is done mostly for library creation support!</br>
An example of the loveManager in action using almost the same code as the lanesintergreationtest2.lua</br>
NOTE: This code has only been tested to work on love2d version 1.10.2 though it should work version 0.9.0
```lua
require("core.Library") -- Didn't add this to a repo yet! Will do eventually... Allows for injections and other cool things
require("multi.compat.love2d") -- allows for multitasking and binds my libraries to the love2d engine that i am using
GLOBAL,sThread=require("multi.integration.loveManager").init() -- load the love2d version of the lanesManager
--IMPORTANT
-- Do not make the above local, this is the one difference that the lanesManager does not have
-- If these are local the functions will have the upvalues put into them that do not exist on the threaded side
-- You will need to ensure that the function does not refer to any upvalues in its code. It will print an error if it does though
-- Also each thread has a .1 second delay! This is used to generate a random values for each thread!
require("core.GuiManager") -- allows the use of graphics in the program.
gui.ff.Color=Color.Black
function comma_value(amount)
local formatted = amount
while true do
formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
if (k==0) then
break
end
end
return formatted
end
multi:newSystemThread("test1",function() -- Another difference is that the multi library is already loaded in the threaded enviroment as well as a call to multi:mainloop()
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 1"):OnBench(function(self,c) GLOBAL["T1"]=c multi:Stop() end)
end)
multi:newSystemThread("test2",function() -- spawns a thread in another lua process
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 2"):OnBench(function(self,c) GLOBAL["T2"]=c multi:Stop() end)
end)
multi:newSystemThread("test3",function() -- spawns a thread in another lua process
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 3"):OnBench(function(self,c) GLOBAL["T3"]=c multi:Stop() end)
end)
multi:newSystemThread("test4",function() -- spawns a thread in another lua process
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 4"):OnBench(function(self,c) GLOBAL["T4"]=c multi:Stop() end)
end)
multi:newSystemThread("test5",function() -- spawns a thread in another lua process
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 5"):OnBench(function(self,c) GLOBAL["T5"]=c multi:Stop() end)
end)
multi:newSystemThread("test6",function() -- spawns a thread in another lua process
multi:benchMark(sThread.waitFor("Bench"),nil,"Thread 6"):OnBench(function(self,c) GLOBAL["T6"]=c multi:Stop() end)
end)
multi:newSystemThread("Combiner",function() -- spawns a thread in another lua process
function comma_value(amount)
local formatted = amount
while true do
formatted, k = string.gsub(formatted, "^(-?%d+)(%d%d%d)", '%1,%2')
if (k==0) then
break
end
end
return formatted
end
local b=comma_value(tostring(sThread.waitFor("T1")+sThread.waitFor("T2")+sThread.waitFor("T3")+sThread.waitFor("T4")+sThread.waitFor("T5")+sThread.waitFor("T6")))
GLOBAL["DONE"]=b
end)
multi:newThread("test0",function()
-- sThread.waitFor("DONE") -- lets hold the main thread completely so we don't eat up cpu
-- os.exit()
-- when the main thread is holding there is a chance that error handling on the system threads may not work!
-- instead we can do this
while true do
thread.skip(1) -- allow error handling to take place... Otherwise lets keep the main thread running on the low
-- Before we held just because we could... But this is a game and we need to have logic continue
--sThreadM.sleep(.001) -- Sleeping for .001 is a great way to keep cpu usage down. Make sure if you aren't doing work to rest. Abuse the hell out of GLOBAL if you need to :P
if GLOBAL["DONE"] then
t.text="Bench: "..GLOBAL["DONE"]
end
end
end)
GLOBAL["Bench"]=3
t=gui:newTextLabel("no done yet!",0,0,300,100)
t:centerX()
t:centerY()
```
Update: 1.7.3
-------------
Changed how requiring the library works!
`require("multi.all")` Will still work as expected; however, with the exception of threading, compat, and integrations everything else has been moved into the core of the library.
```lua
-- This means that these are no longer required and will cause an error if done so
require("multi.loop")
require("multi.alarm")
require("multi.updater")
require("multi.tloop")
require("multi.watcher")
require("multi.tstep")
require("multi.step")
require("multi.task")
-- ^ they are all part of the core now
```
Update: 1.7.2
-------------
Moved updaters, loops, and alarms into the init.lua file. I consider them core features and they are referenced in the init.lua file so they need to exist there. Threaded versions are still separate though. Added another example file
Update: 1.7.1 Bug Fixes Only
-------------
Update: 1.7.0
-------------
Modified: multi.integration.lanesManager.lua
It is now in a stable and simple state Works with the latest lanes version! Tested with version 3.11 I cannot promise that everything will work with earlier versions. Future versions are good though.</br>
Example Usage:</br>
sThread is a handle to a global interface for system threads to interact with themselves</br>
thread is the interface for multithreads as seen in the threading section</br>
GLOBAL a table that can be used throughout each and every thread
sThreads have a few methods</br>
sThread.set(name,val) -- you can use the GLOBAL table instead modifies the same table anyway</br>
sThread.get(name) -- you can use the GLOBAL table instead modifies the same table anyway</br>
sThread.waitFor(name) -- waits until a value exists, if it does it returns it</br>
sThread.getCores() -- returns the number of cores on your cpu</br>
sThread.sleep(n) -- sleeps for a bit stopping the entire thread from running</br>
sThread.hold(n) -- sleeps until a condition is met</br>
```lua
local GLOBAL,sThread=require("multi.integration.lanesManager").init()
require("multi.all")
multi:newAlarm(2):OnRing(function(self)
GLOBAL["NumOfCores"]=sThread.getCores()
end)
multi:newAlarm(7):OnRing(function(self)
GLOBAL["AnotherTest"]=true
end)
multi:newAlarm(13):OnRing(function(self)
GLOBAL["FinalTest"]=true
end)
multi:newSystemThread("test",function() -- spawns a thread in another lua process
require("multi.all") -- now you can do all of your coding with the multi library! You could even spawn more threads from here with the integration. 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()
```
Update: 1.6.0
-------------
Changed: steps and loops
```lua
-- Was
step:OnStep(function(pos,self) -- same goes for tsteps as well
print(pos)
end)
multi:newLoop(function(dt,self)
print(dt)
end)
-- Is now
step:OnStep(function(self,pos) -- same goes for tsteps as wellc
print(pos)
end)
multi:newLoop(function(self,dt)
print(dt)
end)
```
Reasoning I wanted to keep objects consistent, but a lot of my older libraries use the old way of doing things. Therefore, I added a backwards module
```lua
require("multi.all")
require("multi.compat.backwards[1,5,0]") -- allows for the use of features that were scrapped/changed in 1.6.0+
```
Update: 1.5.0
-------------
Added:
- An easy way to manage timeouts
- Small bug fixes
Update: 1.4.1 - First Public release of the library
-------------
**IMPORTANT:**
Every update I make aims to make things simpler more efficient and just better, but a lot of old code, which can be really big, uses a lot of older features. I know the pain of having to rewrite everything. My promise to my library users is that I will always have backwards support for older features! New ways may exist that are quicker and easier, but the old features/methods will be supported.</br>**Note:** Version 2.x.x sort of breaks this promise. Sorry about that, but a new major version means changes that had to be made. Not too much has changed though and base code is 100% compatiable. What changed was how you init the library and some files that were removed due to not really being used by what i have seen. The older backwards compat file was for an older version of the library that was changed before the public release had any traction. The goal is still to provide a easy way to multitask in lua. I'll try my best however to ensure that not much changes and that changes are easy to make if they are introduced.

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@ -1,5 +0,0 @@
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

971
docs/Documentation.md Normal file
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@ -0,0 +1,971 @@
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

3535
docs/changes.md Normal file

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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

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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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@ -1,48 +0,0 @@
package.path="?/init.lua;?.lua;"..package.path -- Spawing threads using 1 method and the sThread.getCores() function!
local GLOBAL,sThread=require("multi.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()

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@ -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

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@ -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

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@ -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

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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

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@ -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

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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

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function gui:full()
self:SetDualDim(nil,nil,nil,nil,nil,nil,1,1)
end

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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

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@ -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

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@ -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

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@ -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

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@ -1,4 +0,0 @@
function gui:AddDrawRuleB(rule)
if not(self.DrawRulesB) then self.DrawRulesB={} end
table.insert(self.DrawRulesB,rule)
end

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@ -1,4 +0,0 @@
function gui:AddDrawRuleE(rule)
if not(self.DrawRulesE) then self.DrawRulesE={} end
table.insert(self.DrawRulesE,rule)
end

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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

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@ -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

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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

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@ -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

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@ -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

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@ -1,4 +0,0 @@
function gui:newFullFrame(name)
name=name or ""
return self:newFrame(name,0,0,0,0,0,0,1,1)
end

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -1,3 +0,0 @@
function gui:newFullImageLabel(i,name)
return self:newImageLabel(i,name,0,0,0,0,0,0,1,1)
end

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -1,4 +0,0 @@
function gui:center()
self:centerX()
self:centerY()
end

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@ -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

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@ -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

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@ -1,3 +0,0 @@
function gui:GetChild(name)
return self.Children[name] or self
end

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -1,3 +0,0 @@
function gui:SetHover(img,x,y)
_GuiPro.CursorH=love.mouse.newCursor(img,x,y)
end

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@ -1,4 +0,0 @@
function gui:SetName(name)
self.Parent.Children[name]=self
self.Name=name
end

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@ -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

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@ -1,3 +0,0 @@
function gui:addDominance()
_GuiPro.TopHovered=self
end

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@ -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

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@ -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

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@ -1,3 +0,0 @@
function gui:anchorRight(n)
self:SetDualDim(-(self.width+n),nil,nil,nil,1)
end

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@ -1,3 +0,0 @@
function gui:centerX()
self:SetDualDim(-(self.width/2),nil,nil,nil,.5)
end

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@ -1,3 +0,0 @@
function gui:centerY()
self:SetDualDim(nil,-(self.height/2),nil,nil,nil,.5)
end

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@ -1,3 +0,0 @@
function gui:disrespectHierarchy()
_GuiPro.Hierarchy=false
end

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@ -1,3 +0,0 @@
function gui:getChildren()
return self.Children
end

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@ -1,3 +0,0 @@
function gui:getColor(cindex)
return Color[cindex]
end

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@ -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

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@ -1,5 +0,0 @@
function gui:getHighest()
if self.Children[#self.Children]~=nil then
return self.Children[#self.Children]
end
end

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@ -1,5 +0,0 @@
function gui:getLowest()
if self.Children[1]~=nil then
return self.Children[1]
end
end

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@ -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

View File

@ -1,3 +0,0 @@
function gui:isHighest()
return (self==self.Parent:getHighest())
end

View File

@ -1,3 +0,0 @@
function gui:isLowest()
return (self==self.Parent:getLowest())
end

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@ -1,6 +0,0 @@
function gui.massMutate(t,...)
local mut={...}
for i=1,#mut do
mut[i]:Mutate(t)
end
end

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@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -1,42 +0,0 @@
function gui:newScrollBar(color1,color2)
local scrollbar=self:newFrame(-20,0,20,0,1,0,0,1)
scrollbar.funcS={}
scrollbar.Color=color1 or Color.saddle_brown
scrollbar:OnClicked(function(b,self,x,y)
love.mouse.setX(self.x+10)
if y>=10 and y<=self.height-10 then
self.mover:SetDualDim(0,y-10)
end
if y<10 then
love.mouse.setY(10+self.y)
end
if y>self.height-10 then
love.mouse.setY((self.height-10)+self.y)
end
for i=1,#self.funcS do
self.funcS[i](self,self:getPosition())
end
end)
scrollbar:OnEnter(function(self)
self:addDominance()
end)
scrollbar:OnExit(function(self)
self:removeDominance()
end)
scrollbar.mover=scrollbar:newTextButton("","",0,0,20,20)
scrollbar.mover.Color=color2 or Color.light_brown
function scrollbar:getPosition()
return ((self.mover.offset.pos.y)/(self.height-20))*100
end
function scrollbar:setPosition(n)
print((self.height-20),n)
self.mover.offset.pos.y=((self.height-20)/(100/n))
for i=1,#self.funcS do
self.funcS[i](self,self:getPosition())
end
end
function scrollbar:OnScroll(func)
table.insert(self.funcS,func)
end
return scrollbar
end

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@ -1,98 +0,0 @@
function gui:newScrollMenu(title,tabN,onloop,x, y, w, h, sx ,sy ,sw ,sh)
local Main = self:newFrame(x, y, w, h, sx ,sy ,sw ,sh)
local Title=Main:newTextButton(title,"Title",0,0,0,20,0,0,1)
Title.Tween=-4
Title.FontSize=12
Title:OnReleased(function(b,self)
self.Parent.Tick=not(self.Parent.Tick)
end)
local scroll=Main:newTextButton("","Scroll",-20,20,20,-20,1,0,0,1)
scroll:OnClicked(function(b,self,x,y)
self.Parent.Mover:SetDualDim(0,y-10,20,20)
if self.Parent.Mover.offset.pos.y<0 then
self.Parent.Mover:SetDualDim(0,0,20,20)
end
if self.Parent.Mover.offset.pos.y>self.Parent.height-40 then
self.Parent.Mover:SetDualDim(0,self.Parent.height-40,20,20)
end
local temp = #self.Parent.TList
self.Parent.pos=(math.floor((temp*self.Parent.Mover.offset.pos.y)/self.height))+1
end)
Main:OnUpdate(function(self)
if self.Tick==false then
self.Visibility=0
end
end)
scroll:OnUpdate(function(self)
self.Visible=self.Parent.Tick
end)
local Mover=scroll:newTextLabel("",0,0,20,20)
Main.Mover=Mover
Main.TList=tabN
Main.pos=1
Main.Tick=true
function Main:Update(title,tabN,onloop)
ch=self:getChildren()
for i=#ch,1,-1 do
ch[i]:Destroy()
end
Title=Main:newTextButton(title,"Title",0,0,0,20,0,0,1)
Title.Tween=-4
Title.FontSize=12
Title:OnReleased(function(b,self)
self.Parent.Tick=not(self.Parent.Tick)
end)
scroll=Main:newTextButton("","Scroll",-20,20,20,-20,1,0,0,1)
scroll:OnClicked(function(b,self,x,y)
self.Parent.Mover:SetDualDim(0,y-10,20,20)
if self.Parent.Mover.offset.pos.y<0 then
self.Parent.Mover:SetDualDim(0,0,20,20)
end
if self.Parent.Mover.offset.pos.y>self.Parent.height-40 then
self.Parent.Mover:SetDualDim(0,self.Parent.height-40,20,20)
end
local temp = #self.Parent.TList
self.Parent.pos=(math.floor((temp*self.Parent.Mover.offset.pos.y)/self.height))+1
end)
local Mover=scroll:newTextLabel("",0,0,20,20)
Main.Mover=Mover
Main.TList=tabN
Main.pos=1
Main.Tick=true
scroll:OnUpdate(function(self)
self.Visible=self.Parent.Tick
end)
for i=1,math.floor(Main.height/20)-1 do
local temp=Main:newTextButton("","Item"..i,0,i*20,-20,20,0,0,1)
temp.FontSize=10
temp.Tween=-4
temp.pos=i
temp:OnUpdate(function(self)
self.text=self.Parent.TList[(self.Parent.pos+self.pos)-1]
self.Visible=self.Parent.Tick
end)
if onloop then
onloop(temp,i)
end
end
end
io.write(tostring(Main.height).."\n")
for i=1,math.floor(Main.height/20)-1 do
local temp=Main:newTextButton("Item"..i,0,i*20,-20,20,0,0,1)
temp.FontSize=10
temp.Tween=-4
temp.pos=i
temp:OnUpdate(function(self)
if self.Parent.TList[(self.Parent.pos+self.pos)-1]~=nil then
self.text=self.Parent.TList[(self.Parent.pos+self.pos)-1]
else
self.text=""
end
self.Visible=self.Parent.Tick
end)
if onloop then
onloop(temp,i)
end
end
return Main
end

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