mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-11-26 05:14:21 +00:00
9d1db0343f
Use cmd to do ctrl-ish things on macs
376 lines
10 KiB
Lua
376 lines
10 KiB
Lua
--[[------------------------------------------------
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-- Love Frames - A GUI library for LOVE --
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-- Copyright (c) 2013 Kenny Shields --
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--]]------------------------------------------------
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-- util library
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loveframes.util = {}
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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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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 curstate = loveframes.state
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local object = object or loveframes.base
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local visible = object.visible
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local children = object.children
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local internals = object.internals
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local objectstate = object.state
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local t = t or {}
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if objectstate == curstate and visible then
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local objectx = object.x
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local objecty = object.y
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local objectwidth = object.width
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local objectheight = object.height
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local col = loveframes.util.BoundingBox(x, objectx, y, objecty, 1, objectwidth, 1, objectheight)
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local collide = object.collide
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if col and collide then
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local clickbounds = object.clickbounds
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if clickbounds then
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local cx = clickbounds.x
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local cy = clickbounds.y
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local cwidth = clickbounds.width
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local cheight = clickbounds.height
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local clickcol = loveframes.util.BoundingBox(x, cx, y, cy, 1, cwidth, 1, cheight)
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if clickcol 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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if children then
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for k, v in ipairs(children) do
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loveframes.util.GetCollisions(v, t)
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end
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end
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if internals then
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for k, v in ipairs(internals) do
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local type = v.type
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if type ~= "tooltip" 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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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 internals = object.internals
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local children = object.children
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local t = t or {}
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table.insert(t, object)
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if internals then
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for k, v in ipairs(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 children then
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for k, v in ipairs(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: GetDirectoryContents(directory, table)
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- desc: gets the contents of a directory and all of
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its subdirectories
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--]]---------------------------------------------------------
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function loveframes.util.GetDirectoryContents(dir, t)
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local version = love._version
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local dir = dir
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local t = t or {}
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local dirs = {}
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local files
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if version == "0.9.0" then
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files = love.filesystem.getDirectoryItems(dir)
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else
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files = love.filesystem.enumerate(dir)
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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.SplitString(v, "([.])")
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local extension = parts[#parts]
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parts[#parts] = nil
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local name = table.concat(parts)
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table.insert(t, {path = dir, fullpath = dir.. "/" ..v, requirepath = dir .. "." ..name, 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.GetDirectoryContents(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(num, idp)
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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(num, idp)
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local mult = 10^(idp or 0)
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if num >= 0 then
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return math.floor(num * mult + 0.5) / mult
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else
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return math.ceil(num * mult - 0.5) / mult
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end
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end
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--[[---------------------------------------------------------
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- func: SplitString(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.SplitString(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: 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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loveframes.base.internals = {}
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loveframes.hoverobject = false
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loveframes.downobject = false
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loveframes.modalobject = false
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loveframes.inputobject = false
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loveframes.hover = false
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end
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--[[---------------------------------------------------------
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- func: loveframes.util.TableHasValue(table, value)
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- desc: checks to see if a table has a specific value
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--]]---------------------------------------------------------
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function loveframes.util.TableHasValue(table, value)
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for k, v in pairs(table) do
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if v == value then
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return true
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end
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end
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return false
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end
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--[[---------------------------------------------------------
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- func: loveframes.util.TableHasKey(table, key)
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- desc: checks to see if a table has a specific key
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--]]---------------------------------------------------------
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function loveframes.util.TableHasKey(table, key)
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for k, v in pairs(table) do
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if k == key then
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return true
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end
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end
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return false
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end
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--[[---------------------------------------------------------
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- func: loveframes.util.Error(message)
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- desc: displays a formatted error message
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--]]---------------------------------------------------------
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function loveframes.util.Error(message)
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error("[Love Frames] " ..message)
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end
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--[[---------------------------------------------------------
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- func: loveframes.util.GetCollisionCount()
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- desc: gets the total number of objects colliding with
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the mouse
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--]]---------------------------------------------------------
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function loveframes.util.GetCollisionCount()
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local collisioncount = loveframes.collisioncount
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return collisioncount
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end
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--[[---------------------------------------------------------
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- func: loveframes.util.GetHover()
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- desc: returns loveframes.hover, can be used to check
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if the mouse is colliding with a visible
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Love Frames object
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--]]---------------------------------------------------------
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function loveframes.util.GetHover()
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return loveframes.hover
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end
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--[[---------------------------------------------------------
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- func: RectangleCollisionCheck(rect1, rect2)
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- desc: checks for a collision between two rectangles
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based on two tables containing rectangle sizes
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and positions
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--]]---------------------------------------------------------
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function loveframes.util.RectangleCollisionCheck(rect1, rect2)
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return loveframes.util.BoundingBox(rect1.x, rect2.x, rect1.y, rect2.y, rect1.width, rect2.width, rect1.height, rect2.height)
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end
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--[[---------------------------------------------------------
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- func: loveframes.util.DeepCopy(orig)
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- desc: copies a table
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- note: I take not credit for this function
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--]]---------------------------------------------------------
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function loveframes.util.DeepCopy(orig)
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local orig_type = type(orig)
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local copy
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if orig_type == 'table' then
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copy = {}
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for orig_key, orig_value in next, orig, nil do
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copy[loveframes.util.DeepCopy(orig_key)] = loveframes.util.DeepCopy(orig_value)
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end
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setmetatable(copy, loveframes.util.DeepCopy(getmetatable(orig)))
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else -- number, string, boolean, etc
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copy = orig
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end
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return copy
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end
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--[[---------------------------------------------------------
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- func: loveframes.util.GetHoverObject()
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- desc: returns loveframes.hoverobject
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--]]---------------------------------------------------------
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function loveframes.util.GetHoverObject()
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return loveframes.hoverobject
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end
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--[[---------------------------------------------------------
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- func: loveframes.util.IsCtrlDown()
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- desc: checks for ctrl, for use with multiselect, copy,
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paste, and such. On OS X it actually looks for cmd.
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--]]---------------------------------------------------------
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function loveframes.util.IsCtrlDown()
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if love._os == "OS X" then
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return love.keyboard.isDown("lmeta") or love.keyboard.isDown("rmeta") or
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love.keyboard.isDown("lgui") or love.keyboard.isDown("rgui")
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end
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return love.keyboard.isDown("lctrl") or love.keyboard.isDown("rctrl")
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end |