--[[------------------------------------------------ -- Love Frames - A GUI library for LOVE -- -- Copyright (c) 2013 Kenny Shields -- --]]------------------------------------------------ -- util library loveframes.util = {} --[[--------------------------------------------------------- - func: SetActiveSkin(name) - desc: sets the active skin --]]--------------------------------------------------------- function loveframes.util.SetActiveSkin(name) loveframes.config["ACTIVESKIN"] = name end --[[--------------------------------------------------------- - func: GetActiveSkin() - desc: gets the active skin --]]--------------------------------------------------------- function loveframes.util.GetActiveSkin() local index = loveframes.config["ACTIVESKIN"] local skin = loveframes.skins.available[index] return skin end --[[--------------------------------------------------------- - func: BoundingBox(x1, x2, y1, y2, w1, w2, h1, h2) - desc: checks for a collision between two boxes - note: i take no credit for this function --]]--------------------------------------------------------- function loveframes.util.BoundingBox(x1, x2, y1, y2, w1, w2, h1, h2) if x1 > x2 + w2 - 1 or y1 > y2 + h2 - 1 or x2 > x1 + w1 - 1 or y2 > y1 + h1 - 1 then return false else return true end end --[[--------------------------------------------------------- - func: loveframes.util.GetCollisions(object, table) - desc: gets all objects colliding with the mouse --]]--------------------------------------------------------- function loveframes.util.GetCollisions(object, t) local x, y = love.mouse.getPosition() local curstate = loveframes.state local object = object or loveframes.base local visible = object.visible local children = object.children local internals = object.internals local objectstate = object.state local t = t or {} if objectstate == curstate and visible then local objectx = object.x local objecty = object.y local objectwidth = object.width local objectheight = object.height local col = loveframes.util.BoundingBox(x, objectx, y, objecty, 1, objectwidth, 1, objectheight) local collide = object.collide if col and collide then local clickbounds = object.clickbounds if clickbounds then local cx = clickbounds.x local cy = clickbounds.y local cwidth = clickbounds.width local cheight = clickbounds.height local clickcol = loveframes.util.BoundingBox(x, cx, y, cy, 1, cwidth, 1, cheight) if clickcol then table.insert(t, object) end else table.insert(t, object) end end if children then for k, v in ipairs(children) do loveframes.util.GetCollisions(v, t) end end if internals then for k, v in ipairs(internals) do local type = v.type if type ~= "tooltip" then loveframes.util.GetCollisions(v, t) end end end end return t end --[[--------------------------------------------------------- - func: loveframes.util.GetAllObjects(object, table) - desc: gets all active objects --]]--------------------------------------------------------- function loveframes.util.GetAllObjects(object, t) local object = object or loveframes.base local internals = object.internals local children = object.children local t = t or {} table.insert(t, object) if internals then for k, v in ipairs(internals) do loveframes.util.GetAllObjects(v, t) end end if children then for k, v in ipairs(children) do loveframes.util.GetAllObjects(v, t) end end return t end --[[--------------------------------------------------------- - func: GetDirectoryContents(directory, table) - desc: gets the contents of a directory and all of its subdirectories --]]--------------------------------------------------------- function loveframes.util.GetDirectoryContents(dir, t) local dir = dir local t = t or {} local files = love.filesystem.enumerate(dir) local dirs = {} for k, v in ipairs(files) do local isdir = love.filesystem.isDirectory(dir.. "/" ..v) if isdir == true then table.insert(dirs, dir.. "/" ..v) else local parts = loveframes.util.SplitString(v, "([.])") local extension = parts[#parts] parts[#parts] = nil local name = table.concat(parts) table.insert(t, {path = dir, fullpath = dir.. "/" ..v, requirepath = dir .. "." ..name, name = name, extension = extension}) end end if #dirs > 0 then for k, v in ipairs(dirs) do t = loveframes.util.GetDirectoryContents(v, t) end end return t end --[[--------------------------------------------------------- - func: Round(num, idp) - desc: rounds a number based on the decimal limit - note: i take no credit for this function --]]--------------------------------------------------------- function loveframes.util.Round(num, idp) local mult = 10^(idp or 0) if num >= 0 then return math.floor(num * mult + 0.5) / mult else return math.ceil(num * mult - 0.5) / mult end end --[[--------------------------------------------------------- - func: SplitString(string, pattern) - desc: splits a string into a table based on a given pattern - note: i take no credit for this function --]]--------------------------------------------------------- function loveframes.util.SplitString(str, pat) local t = {} -- NOTE: use {n = 0} in Lua-5.0 if pat == " " then local fpat = "(.-)" .. pat local last_end = 1 local s, e, cap = str:find(fpat, 1) while s do if s ~= #str then cap = cap .. " " end if s ~= 1 or cap ~= "" then table.insert(t,cap) end last_end = e+1 s, e, cap = str:find(fpat, last_end) end if last_end <= #str then cap = str:sub(last_end) table.insert(t, cap) end else local fpat = "(.-)" .. pat local last_end = 1 local s, e, cap = str:find(fpat, 1) while s do if s ~= 1 or cap ~= "" then table.insert(t,cap) end last_end = e+1 s, e, cap = str:find(fpat, last_end) end if last_end <= #str then cap = str:sub(last_end) table.insert(t, cap) end end return t end --[[--------------------------------------------------------- - func: RemoveAll() - desc: removes all gui elements --]]--------------------------------------------------------- function loveframes.util.RemoveAll() loveframes.base.children = {} loveframes.base.internals = {} end --[[--------------------------------------------------------- - func: loveframes.util.TableHasKey(table, key) - desc: checks to see if a table has a specific key --]]--------------------------------------------------------- function loveframes.util.TableHasKey(table, key) local haskey = false for k, v in pairs(table) do if k == key then haskey = true break end end return haskey end --[[--------------------------------------------------------- - func: loveframes.util.Error(message) - desc: displays a formatted error message --]]--------------------------------------------------------- function loveframes.util.Error(message) error("[Love Frames] " ..message) end --[[--------------------------------------------------------- - func: loveframes.util.GetCollisionCount() - desc: gets the total number of objects colliding with the mouse --]]--------------------------------------------------------- function loveframes.util.GetCollisionCount() local collisioncount = loveframes.collisioncount return collisioncount end --[[--------------------------------------------------------- - func: loveframes.util.GetHover() - desc: returns loveframes.hover, can be used to check if the mouse is colliding with a visible Love Frames object --]]--------------------------------------------------------- function loveframes.util.GetHover() return loveframes.hover end