2012-05-06 00:24:42 +00:00
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--[[------------------------------------------------
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-- L<>VE Frames --
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-- By Nikolai Resokav --
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--]]------------------------------------------------
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-- util library
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loveframes.util = {}
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2012-05-06 18:09:37 +00:00
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--[[---------------------------------------------------------
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- func: SetActiveSkin(name)
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- desc: sets the active skin
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--]]---------------------------------------------------------
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function loveframes.util.SetActiveSkin(name)
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loveframes.config["ACTIVESKIN"] = name
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end
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--[[---------------------------------------------------------
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- func: GetActiveSkin()
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- desc: gets the active skin
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--]]---------------------------------------------------------
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2012-05-06 00:24:42 +00:00
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function loveframes.util.GetActiveSkin()
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local index = loveframes.config["ACTIVESKIN"]
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local skin = loveframes.skins.available[index]
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return skin
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end
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--[[---------------------------------------------------------
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- func: BoundingBox(x1, x2, y1, y2, w1, w2, h1, h2)
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- desc: checks for a collision between two boxes
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- note: i take no credit for this function
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--]]---------------------------------------------------------
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function loveframes.util.BoundingBox(x1, x2, y1, y2, w1, w2, h1, h2)
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if x1 > x2 + w2 - 1 or y1 > y2 + h2 - 1 or x2 > x1 + w1 - 1 or y2 > y1 + h1 - 1 then
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return false
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else
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return true
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end
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end
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--[[---------------------------------------------------------
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- func: loveframes.util.GetCollisions(object, table)
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- desc: gets all objects colliding with the mouse
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--]]---------------------------------------------------------
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function loveframes.util.GetCollisions(object, t)
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local x, y = love.mouse.getPosition()
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local object = object or loveframes.base
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local t = t or {}
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-- add the current object if colliding
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if object.visible == true then
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local col = loveframes.util.BoundingBox(x, object.x, y, object.y, 1, object.width, 1, object.height)
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if col == true and object.collide ~= false then
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if object.clickbounds then
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local clickcol = loveframes.util.BoundingBox(x, object.clickbounds.x, y, object.clickbounds.y, 1, object.clickbounds.width, 1, object.clickbounds.height)
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if clickcol == true then
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table.insert(t, object)
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end
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else
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table.insert(t, object)
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end
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end
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end
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-- check for internals
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if object.internals then
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for k, v in ipairs(object.internals) do
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if v.visible == true then
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loveframes.util.GetCollisions(v, t)
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end
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end
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end
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-- check for children
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if object.children then
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for k, v in ipairs(object.children) do
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if v.visible == true then
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loveframes.util.GetCollisions(v, t)
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end
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end
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end
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return t
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end
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--[[---------------------------------------------------------
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- func: loveframes.util.GetAllObjects(object, table)
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- desc: gets all active objects
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--]]---------------------------------------------------------
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function loveframes.util.GetAllObjects(object, t)
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local object = object or loveframes.base
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local t = t or {}
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table.insert(t, object)
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if object.internals then
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for k, v in ipairs(object.internals) do
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loveframes.util.GetAllObjects(v, t)
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end
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end
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if object.children then
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for k, v in ipairs(object.children) do
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loveframes.util.GetAllObjects(v, t)
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end
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end
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return t
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end
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--[[---------------------------------------------------------
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- func: GetDirContents(directory, table)
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- desc: gets the contents of a directory and all of
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it's subdirectories
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--]]---------------------------------------------------------
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function loveframes.util.GetDirContents(dir, t)
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local dir = dir
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local t = t or {}
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local files = love.filesystem.enumerate(dir)
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local dirs = {}
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-- local function to restore a string to it's original state after being split
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local function restore(t)
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local s = ""
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t[#t] = nil
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for k, v in ipairs(t) do
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if k ~= #t then
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s = s .. v .. "."
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else
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s = s .. v
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end
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end
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return s
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end
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for k, v in ipairs(files) do
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local isdir = love.filesystem.isDirectory(dir.. "/" ..v)
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if isdir == true then
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table.insert(dirs, dir.. "/" ..v)
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else
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local parts = loveframes.util.SplitSring(v, "([.])")
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local extension = parts[#parts]
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local name = restore(parts)
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table.insert(t, {path = dir, fullpath = dir.. "/" ..v, name = name, extension = extension})
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end
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end
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if #dirs > 0 then
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for k, v in ipairs(dirs) do
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t = loveframes.util.GetDirContents(v, t)
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end
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end
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return t
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end
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--[[---------------------------------------------------------
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- func: Round(val, decimal)
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- desc: rounds a number based on the decimal limit
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- note: i take no credit for this function
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--]]---------------------------------------------------------
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function loveframes.util.Round(val, decimal)
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if (decimal) then
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return math.floor( (val * 10^decimal) + 0.5) / (10^decimal)
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else
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return math.floor(val+0.5)
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end
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end
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--[[---------------------------------------------------------
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- func: Split(string, pattern)
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- desc: splits a string into a table based on a given pattern
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- note: i take no credit for this function
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--]]---------------------------------------------------------
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function loveframes.util.SplitSring(str, pat)
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local t = {} -- NOTE: use {n = 0} in Lua-5.0
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if pat == " " then
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local fpat = "(.-)" .. pat
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local last_end = 1
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local s, e, cap = str:find(fpat, 1)
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while s do
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if s ~= #str then
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cap = cap .. " "
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end
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if s ~= 1 or cap ~= "" then
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table.insert(t,cap)
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end
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last_end = e+1
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s, e, cap = str:find(fpat, last_end)
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end
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if last_end <= #str then
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cap = str:sub(last_end)
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table.insert(t, cap)
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end
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else
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local fpat = "(.-)" .. pat
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local last_end = 1
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local s, e, cap = str:find(fpat, 1)
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while s do
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if s ~= 1 or cap ~= "" then
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table.insert(t,cap)
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end
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last_end = e+1
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s, e, cap = str:find(fpat, last_end)
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end
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if last_end <= #str then
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cap = str:sub(last_end)
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table.insert(t, cap)
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end
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end
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return t
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end
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--[[---------------------------------------------------------
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- func: Trim(string)
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- desc: trims spaces off of the beginning and end of
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a string
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- note: i take no credit for this function
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--]]---------------------------------------------------------
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function loveframes.util.TrimString(s)
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return (s:gsub("^%s*(.-)%s*$", "%1"))
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end
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--[[---------------------------------------------------------
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- func: RemoveAll()
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- desc: removes all gui elements
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--]]---------------------------------------------------------
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function loveframes.util.RemoveAll()
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loveframes.base.children = {}
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end
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