mirror of
https://github.com/linux-man/LoveFrames.git
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150 lines
3.8 KiB
Lua
150 lines
3.8 KiB
Lua
--[[------------------------------------------------
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-- Love Frames - A GUI library for LOVE --
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-- Copyright (c) 2012-2014 Kenny Shields --
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--]]------------------------------------------------
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return function(loveframes)
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---------- module start ----------
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loveframes.objects = {}
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--[[---------------------------------------------------------
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- func: Create(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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local objects = loveframes.objects
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local object = objects[data]
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local objectcount = loveframes.objectcount
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if not object then
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loveframes.Error("Error creating object: Invalid object '" ..data.. "'.")
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end
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-- create the object
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local newobject = object:new()
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-- apply template properties to the object
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loveframes.ApplyTemplatesToObject(newobject)
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-- if the object is a tooltip, return it and go no further
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if data == "tooltip" then
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return newobject
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end
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-- remove the object if it is an internal
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if newobject.internal then
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newobject:Remove()
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return
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end
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-- parent the new object by default to the base gui object
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newobject.parent = loveframes.base
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table.insert(loveframes.base.children, newobject)
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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 then
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newobject:SetParent(parent)
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end
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loveframes.objectcount = objectcount + 1
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-- return the object for further manipulation
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return newobject
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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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local validobjects = loveframes.objects
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for k, v in pairs(t) do
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-- current default object
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local object = validobjects[v.type]:new()
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-- insert 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 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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--[[---------------------------------------------------------
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- func: NewObject(id, name, inherit_from_base)
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- desc: creates a new object
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--]]---------------------------------------------------------
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function loveframes.NewObject(id, name, inherit_from_base)
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local objects = loveframes.objects
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local object = false
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if inherit_from_base then
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local base = objects["base"]
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object = loveframes.class(name, base)
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objects[id] = object
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else
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object = loveframes.class(name)
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objects[id] = object
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end
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return object
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end
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function loveframes.LoadObjects(dir)
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local objectlist = loveframes.GetDirectoryContents(dir)
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-- loop through a list of all gui objects and require them
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for k, v in ipairs(objectlist) do
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if v.extension == "lua" then
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loveframes.require(v.requirepath)
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end
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end
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end
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--return objects
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---------- module end ----------
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end |