--[[------------------------------------------------ -- Love Frames - A GUI library for LOVE -- -- Copyright (c) 2013 Kenny Shields -- --]]------------------------------------------------ local path = ... -- central library table loveframes = {} -- library info loveframes.author = "Kenny Shields" loveframes.version = "0.9.6.3" 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 loveframes.objectcount = 0 loveframes.hoverobject = false loveframes.modalobject = false loveframes.inputobject = false loveframes.downobject = 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 = {} loveframes.collisions = {} --[[--------------------------------------------------------- - func: load() - desc: loads the library --]]--------------------------------------------------------- function loveframes.load() local loveversion = love._version if loveversion ~= "0.8.0" and loveversion ~= "0.9.0" then error("Love Frames is not compatible with your version of LOVE.") end -- install directory of the library local dir = loveframes.config["DIRECTORY"] or path -- require the internal base libraries loveframes.class = 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("\\", "/"):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() 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 local version = love._version loveframes.collisioncount = 0 loveframes.objectcount = 0 loveframes.hover = false loveframes.hoverobject = false 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 if version == "0.9.0" then local hoverobject = loveframes.hoverobject if hoverobject then if not input_cursor_set then if hoverobject.type == "textinput" then local curcursor = love.mouse.getCursor() local newcursor = love.mouse.getSystemCursor("ibeam") love.mouse.setCursor(newcursor) loveframes.prevcursor = curcursor loveframes.input_cursor_set = true end else if hoverobject.type ~= "textinput" then local prevcursor = loveframes.prevcursor love.mouse.setCursor(prevcursor) loveframes.input_cursor_set = false end end else if input_cursor_set then local prevcursor = loveframes.prevcursor love.mouse.setCursor(prevcursor) loveframes.input_cursor_set = false end end end 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) 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 --[[--------------------------------------------------------- - 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: 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] 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 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"] object = loveframes.class(name, base) objects[id] = object else 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()