mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-11-26 05:14:21 +00:00
244 lines
5.9 KiB
Lua
244 lines
5.9 KiB
Lua
--[[------------------------------------------------
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-- LÖVE Frames --
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-- By Nikolai Resokav --
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--]]------------------------------------------------
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-- central library table
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loveframes = {}
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-- library info
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loveframes.info = {}
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loveframes.info.author = "Nikolai Resokav"
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loveframes.info.version = "0.9"
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loveframes.info.stage = "Alpha"
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-- library configurations
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loveframes.config = {}
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loveframes.config["DIRECTORY"] = "libraries/loveframes"
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loveframes.config["DEFAULTSKIN"] = "Default"
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loveframes.config["ACTIVESKIN"] = "Default"
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loveframes.config["INDEXSKINIMAGES"] = true
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loveframes.config["DEBUG"] = false
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-- drawcount
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loveframes.drawcount = 0
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--[[---------------------------------------------------------
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- func: load()
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- desc: loads the library
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--]]---------------------------------------------------------
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function loveframes.load()
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-- install directory of the library
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local dir = loveframes.config["DIRECTORY"]
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-- require the internal base libraries
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require(dir .. "/third-party/middleclass/middleclass")
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require(dir .. "/util")
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require(dir .. "/skins")
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require(dir .. "/templates")
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require(dir .. "/debug")
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-- create a list of gui objects and skins
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local objects = loveframes.util.GetDirContents(dir .. "/objects")
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local skins = loveframes.util.GetDirContents(dir .. "/skins")
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-- loop through a list of all gui objects and require them
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for k, v in ipairs(objects) do
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if v.extension == "lua" then
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require(v.path .. "/" ..v.name)
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end
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end
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-- loop through a list of all gui skins and require them
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for k, v in ipairs(skins) do
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if v.extension == "lua" then
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require(v.path .. "/" ..v.name)
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end
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end
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-- create the base gui object
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loveframes.base = base:new()
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end
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--[[---------------------------------------------------------
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- func: update(deltatime)
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- desc: updates all library objects
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--]]---------------------------------------------------------
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function loveframes.update(dt)
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local object = loveframes.base
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object:update(dt)
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end
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--[[---------------------------------------------------------
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- func: draw()
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- desc: draws all library objects
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--]]---------------------------------------------------------
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function loveframes.draw()
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local object = loveframes.base
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-- set the drawcount to zero
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loveframes.drawcount = 0
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-- draw the base object
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object:draw()
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-- draw the debug library
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loveframes.debug.draw()
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end
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--[[---------------------------------------------------------
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- func: mousepressed(x, y, button)
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- desc: called when the player presses a mouse button
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--]]---------------------------------------------------------
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function loveframes.mousepressed(x, y, button)
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local object = loveframes.base
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object:mousepressed(x, y, button)
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end
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--[[---------------------------------------------------------
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- func: mousereleased(x, y, button)
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- desc: called when the player releases a mouse button
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--]]---------------------------------------------------------
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function loveframes.mousereleased(x, y, button)
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local object = loveframes.base
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object:mousereleased(x, y, button)
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end
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--[[---------------------------------------------------------
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- func: keypressed(key)
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- desc: called when the player presses a key
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--]]---------------------------------------------------------
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function loveframes.keypressed(key, unicode)
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local object = loveframes.base
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object:keypressed(key, unicode)
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end
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--[[---------------------------------------------------------
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- func: keyreleased(key)
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- desc: called when the player releases a key
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--]]---------------------------------------------------------
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function loveframes.keyreleased(key)
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local object = loveframes.base
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object:keyreleased(key)
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end
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--[[---------------------------------------------------------
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- func: New(type, parent)
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- desc: creates a new object or multiple new objects
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(based on the method used) and returns said
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object or objects for further manipulation
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--]]---------------------------------------------------------
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function loveframes.Create(data, parent)
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if type(data) == "string" then
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-- create the new object
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local object = _G[data]:new()
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if object.internal == true then
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if object.type == "tooltip" then
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object = tooltip:new()
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else
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return
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end
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end
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-- parent the new object by default to the base gui object
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object.parent = loveframes.base
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table.insert(loveframes.base.children, object)
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-- if the parent argument is not nil, make that argument the object's new parent
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if parent ~= nil then
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object:SetParent(parent)
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end
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-- return the object for further manipulation
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return object
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elseif type(data) == "table" then
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-- table for creation of multiple objects
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local objects = {}
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-- this function reads a table that contains a layout of object properties and then
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-- creates objects based on those properties
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local function CreateObjects(t, o, c)
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local child = c or false
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for k, v in pairs(t) do
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-- current default object
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local object = _G[v.type]:new()
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-- indert the object into the table of objects being created
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table.insert(objects, object)
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-- parent the new object by default to the base gui object
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object.parent = loveframes.base
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table.insert(loveframes.base.children, object)
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if o then
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object:SetParent(o)
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end
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-- loop through the current layout table and assign the properties found
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-- to the current object
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for i, j in pairs(v) do
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if i ~= "children" and i ~= "func" then
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if child == true then
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if i == "x" then
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object["staticx"] = j
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elseif i == "y" then
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object["staticy"] = j
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else
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object[i] = j
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end
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else
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object[i] = j
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end
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elseif i == "children" then
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CreateObjects(j, object, true)
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end
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end
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if v.func then
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v.func(object)
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end
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end
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end
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-- create the objects
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CreateObjects(data)
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return objects
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end
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end
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-- load the library
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loveframes.load() |