LoveFrames/init.lua

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--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
2014-01-14 11:29:11 +00:00
-- Copyright (c) 2012-2014 Kenny Shields --
--]]------------------------------------------------
local path = ...
-- central library table
loveframes = {}
-- library info
loveframes.author = "Kenny Shields"
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loveframes.version = "0.9.8.1"
loveframes.stage = "Alpha"
-- library configurations
loveframes.config = {}
loveframes.config["DIRECTORY"] = nil
loveframes.config["DEFAULTSKIN"] = "Blue"
loveframes.config["ACTIVESKIN"] = "Blue"
loveframes.config["INDEXSKINIMAGES"] = true
loveframes.config["DEBUG"] = false
-- misc library vars
loveframes.state = "none"
loveframes.drawcount = 0
loveframes.collisioncount = 0
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loveframes.objectcount = 0
loveframes.hoverobject = false
loveframes.modalobject = false
loveframes.inputobject = false
loveframes.downobject = false
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loveframes.resizeobject = false
loveframes.hover = false
loveframes.input_cursor_set = false
loveframes.prevcursor = nil
loveframes.basicfont = love.graphics.newFont(12)
loveframes.basicfontsmall = love.graphics.newFont(10)
loveframes.objects = {}
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loveframes.collisions = {}
--[[---------------------------------------------------------
- func: load()
- desc: loads the library
--]]---------------------------------------------------------
function loveframes.load()
-- install directory of the library
local dir = loveframes.config["DIRECTORY"] or path
-- require the internal base libraries
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loveframes.class = require(dir .. ".third-party.middleclass")
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require(dir .. ".libraries.util")
require(dir .. ".libraries.skins")
require(dir .. ".libraries.templates")
require(dir .. ".libraries.debug")
-- replace all "." with "/" in the directory setting
dir = dir:gsub("\\", "/"):gsub("(%a)%.(%a)", "%1/%2")
loveframes.config["DIRECTORY"] = dir
-- create a list of gui objects, skins and templates
local objects = loveframes.util.GetDirectoryContents(dir .. "/objects")
local skins = loveframes.util.GetDirectoryContents(dir .. "/skins")
local templates = loveframes.util.GetDirectoryContents(dir .. "/templates")
-- loop through a list of all gui objects and require them
for k, v in ipairs(objects) do
if v.extension == "lua" then
require(v.requirepath)
end
end
-- loop through a list of all gui templates and require them
for k, v in ipairs(templates) do
if v.extension == "lua" then
require(v.requirepath)
end
end
-- loop through a list of all gui skins and require them
for k, v in ipairs(skins) do
if v.extension == "lua" then
require(v.requirepath)
end
end
-- create the base gui object
local base = loveframes.objects["base"]
loveframes.base = base:new()
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-- enable key repeat
love.keyboard.setKeyRepeat(true)
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates all library objects
--]]---------------------------------------------------------
function loveframes.update(dt)
local base = loveframes.base
local input_cursor_set = loveframes.input_cursor_set
loveframes.collisioncount = 0
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loveframes.objectcount = 0
loveframes.hover = false
loveframes.hoverobject = false
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local downobject = loveframes.downobject
if #loveframes.collisions > 0 then
local top = loveframes.collisions[#loveframes.collisions]
if not downobject then
loveframes.hoverobject = top
else
if downobject == top then
loveframes.hoverobject = top
end
end
end
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local hoverobject = loveframes.hoverobject
local arrow = love.mouse.getSystemCursor("arrow")
local curcursor = love.mouse.getCursor()
if hoverobject then
local ibeam = love.mouse.getSystemCursor("ibeam")
local mx, my = love.mouse.getPosition()
if hoverobject.type == "textinput" and not loveframes.resizeobject then
if curcursor ~= ibeam then
love.mouse.setCursor(ibeam)
end
elseif hoverobject.type == "frame" then
if not hoverobject.dragging and hoverobject.canresize then
if loveframes.util.BoundingBox(hoverobject.x, mx, hoverobject.y, my, 5, 1, 5, 1) then
local sizenwse = love.mouse.getSystemCursor("sizenwse")
if curcursor ~= sizenwse then
love.mouse.setCursor(sizenwse)
end
elseif loveframes.util.BoundingBox(hoverobject.x + hoverobject.width - 5, mx, hoverobject.y + hoverobject.height - 5, my, 5, 1, 5, 1) then
local sizenwse = love.mouse.getSystemCursor("sizenwse")
if curcursor ~= sizenwse then
love.mouse.setCursor(sizenwse)
end
elseif loveframes.util.BoundingBox(hoverobject.x + hoverobject.width - 5, mx, hoverobject.y, my, 5, 1, 5, 1) then
local sizenesw = love.mouse.getSystemCursor("sizenesw")
if curcursor ~= sizenesw then
love.mouse.setCursor(sizenesw)
end
elseif loveframes.util.BoundingBox(hoverobject.x, mx, hoverobject.y + hoverobject.height - 5, my, 5, 1, 5, 1) then
local sizenesw = love.mouse.getSystemCursor("sizenesw")
if curcursor ~= sizenesw then
love.mouse.setCursor(sizenesw)
end
elseif loveframes.util.BoundingBox(hoverobject.x + 5, mx, hoverobject.y, my, hoverobject.width - 10, 1, 2, 1) then
local sizens = love.mouse.getSystemCursor("sizens")
if curcursor ~= sizens then
love.mouse.setCursor(sizens)
end
elseif loveframes.util.BoundingBox(hoverobject.x + 5, mx, hoverobject.y + hoverobject.height - 2, my, hoverobject.width - 10, 1, 2, 1) then
local sizens = love.mouse.getSystemCursor("sizens")
if curcursor ~= sizens then
love.mouse.setCursor(sizens)
end
elseif loveframes.util.BoundingBox(hoverobject.x, mx, hoverobject.y + 5, my, 2, 1, hoverobject.height - 10, 1) then
local sizewe = love.mouse.getSystemCursor("sizewe")
if curcursor ~= sizewe then
love.mouse.setCursor(sizewe)
end
elseif loveframes.util.BoundingBox(hoverobject.x + hoverobject.width - 2, mx, hoverobject.y + 5, my, 2, 1, hoverobject.height - 10, 1) then
local sizewe = love.mouse.getSystemCursor("sizewe")
if curcursor ~= sizewe then
love.mouse.setCursor(sizewe)
end
else
if not loveframes.resizeobject then
local arrow = love.mouse.getSystemCursor("arrow")
if curcursor ~= arrow then
love.mouse.setCursor(arrow)
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end
end
end
end
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elseif hoverobject.type == "text" and hoverobject.linkcol and not loveframes.resizeobject then
local hand = love.mouse.getSystemCursor("hand")
if curcursor ~= hand then
love.mouse.setCursor(hand)
end
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end
if curcursor ~= arrow then
if hoverobject.type ~= "textinput" and hoverobject.type ~= "frame" and not hoverobject.linkcol and not loveframes.resizeobject then
love.mouse.setCursor(arrow)
elseif hoverobject.type ~= "textinput" and curcursor == ibeam then
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love.mouse.setCursor(arrow)
end
end
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else
if curcursor ~= arrow and not loveframes.resizeobject then
love.mouse.setCursor(arrow)
end
end
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loveframes.collisions = {}
base:update(dt)
end
--[[---------------------------------------------------------
- func: draw()
- desc: draws all library objects
--]]---------------------------------------------------------
function loveframes.draw()
local base = loveframes.base
local r, g, b, a = love.graphics.getColor()
local font = love.graphics.getFont()
base:draw()
loveframes.drawcount = 0
loveframes.debug.draw()
love.graphics.setColor(r, g, b, a)
if font then
love.graphics.setFont(font)
end
end
--[[---------------------------------------------------------
- func: mousepressed(x, y, button)
- desc: called when the player presses a mouse button
--]]---------------------------------------------------------
function loveframes.mousepressed(x, y, button)
local base = loveframes.base
base:mousepressed(x, y, button)
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-- close open menus
local bchildren = base.children
local hoverobject = loveframes.hoverobject
for k, v in ipairs(bchildren) do
local otype = v.type
local visible = v.visible
if hoverobject then
local htype = hoverobject.type
if otype == "menu" and visible and htype ~= "menu" and htype ~= "menuoption" then
v:SetVisible(false)
end
else
if otype == "menu" and visible then
v:SetVisible(false)
end
end
end
end
--[[---------------------------------------------------------
- func: mousereleased(x, y, button)
- desc: called when the player releases a mouse button
--]]---------------------------------------------------------
function loveframes.mousereleased(x, y, button)
local base = loveframes.base
base:mousereleased(x, y, button)
-- reset the hover object
if button == "l" then
loveframes.downobject = false
loveframes.selectedobject = false
end
end
--[[---------------------------------------------------------
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- func: keypressed(key, isrepeat)
- desc: called when the player presses a key
--]]---------------------------------------------------------
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function loveframes.keypressed(key, isrepeat)
local base = loveframes.base
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base:keypressed(key, isrepeat)
end
--[[---------------------------------------------------------
- func: keyreleased(key)
- desc: called when the player releases a key
--]]---------------------------------------------------------
function loveframes.keyreleased(key)
local base = loveframes.base
base:keyreleased(key)
end
--[[---------------------------------------------------------
- func: textinput(text)
- desc: called when the user inputs text
--]]---------------------------------------------------------
function loveframes.textinput(text)
local base = loveframes.base
base:textinput(text)
end
--[[---------------------------------------------------------
- func: Create(type, parent)
- desc: creates a new object or multiple new objects
(based on the method used) and returns said
object or objects for further manipulation
--]]---------------------------------------------------------
function loveframes.Create(data, parent)
if type(data) == "string" then
local objects = loveframes.objects
local object = objects[data]
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local objectcount = loveframes.objectcount
if not object then
loveframes.util.Error("Error creating object: Invalid object '" ..data.. "'.")
end
-- create the object
local newobject = object:new()
-- apply template properties to the object
loveframes.templates.ApplyToObject(newobject)
-- if the object is a tooltip, return it and go no further
if data == "tooltip" then
return newobject
end
-- remove the object if it is an internal
if newobject.internal then
newobject:Remove()
return
end
-- parent the new object by default to the base gui object
newobject.parent = loveframes.base
table.insert(loveframes.base.children, newobject)
-- if the parent argument is not nil, make that argument the object's new parent
if parent then
newobject:SetParent(parent)
end
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loveframes.objectcount = objectcount + 1
-- return the object for further manipulation
return newobject
elseif type(data) == "table" then
-- table for creation of multiple objects
local objects = {}
-- this function reads a table that contains a layout of object properties and then
-- creates objects based on those properties
local function CreateObjects(t, o, c)
local child = c or false
local validobjects = loveframes.objects
for k, v in pairs(t) do
-- current default object
local object = validobjects[v.type]:new()
-- indert the object into the table of objects being created
table.insert(objects, object)
-- parent the new object by default to the base gui object
object.parent = loveframes.base
table.insert(loveframes.base.children, object)
if o then
object:SetParent(o)
end
-- loop through the current layout table and assign the properties found
-- to the current object
for i, j in pairs(v) do
if i ~= "children" and i ~= "func" then
if child then
if i == "x" then
object["staticx"] = j
elseif i == "y" then
object["staticy"] = j
else
object[i] = j
end
else
object[i] = j
end
elseif i == "children" then
CreateObjects(j, object, true)
end
end
if v.func then
v.func(object)
end
end
end
-- create the objects
CreateObjects(data)
return objects
end
end
--[[---------------------------------------------------------
- func: NewObject(id, name, inherit_from_base)
- desc: creates a new object
--]]---------------------------------------------------------
function loveframes.NewObject(id, name, inherit_from_base)
local objects = loveframes.objects
local object = false
if inherit_from_base then
local base = objects["base"]
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object = loveframes.class(name, base)
objects[id] = object
else
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object = loveframes.class(name)
objects[id] = object
end
return object
end
--[[---------------------------------------------------------
- func: SetState(name)
- desc: sets the current state
--]]---------------------------------------------------------
function loveframes.SetState(name)
loveframes.state = name
loveframes.base.state = name
end
--[[---------------------------------------------------------
- func: GetState()
- desc: gets the current state
--]]---------------------------------------------------------
function loveframes.GetState()
return loveframes.state
end
-- load the library
loveframes.load()