LoveFrames/init.lua

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--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
-- Copyright (c) 2013 Kenny Shields --
--]]------------------------------------------------
--
local path = ...
-- central library table
loveframes = {}
-- library info
loveframes.info = {}
loveframes.info.author = "Kenny Shields"
loveframes.info.version = "0.9.5.8"
loveframes.info.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.hoverobject = false
loveframes.modalobject = false
loveframes.inputobject = false
loveframes.basicfont = love.graphics.newFont(12)
loveframes.basicfontsmall = love.graphics.newFont(10)
loveframes.objects = {}
--[[---------------------------------------------------------
- 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
require(dir .. ".third-party.middleclass")
require(dir .. ".util")
require(dir .. ".skins")
require(dir .. ".templates")
require(dir .. ".debug")
-- replace all "." with "/" in the directory setting
dir = dir:gsub("%.", "/")
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()
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates all library objects
--]]---------------------------------------------------------
function loveframes.update(dt)
local base = loveframes.base
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)
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.hoverobject = false
loveframes.selectedobject = false
end
end
--[[---------------------------------------------------------
- func: keypressed(key)
- desc: called when the player presses a key
--]]---------------------------------------------------------
function loveframes.keypressed(key, unicode)
local base = loveframes.base
base:keypressed(key, unicode)
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: 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]
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
-- 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
for k, v in pairs(t) do
-- current default object
local object = _G[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 == true 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"]
object = class(name, base)
objects[id] = object
else
object = 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
2012-05-06 00:24:42 +00:00
loveframes.load()