--[[------------------------------------------------ -- Love Frames - A GUI library for LOVE -- -- Copyright (c) 2012-2014 Kenny Shields -- --]]------------------------------------------------ return function(loveframes) ---------- module start ---------- -- util library --local util = {} --[[--------------------------------------------------------- - 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 --[[--------------------------------------------------------- - func: SetActiveSkin(name) - desc: sets the active skin --]]--------------------------------------------------------- function loveframes.SetActiveSkin(name) local skin = name and loveframes.skins[name] if not skin then print("SetActiveSkin: no such skin") return end loveframes.config["ACTIVESKIN"] = name local object = loveframes.base object:SetSkin(name) end --[[--------------------------------------------------------- - func: GetActiveSkin() - desc: gets the active skin --]]--------------------------------------------------------- function loveframes.GetActiveSkin() local index = loveframes.config["ACTIVESKIN"] return loveframes.skins[index] 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.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: GetCollisions(object, table) - desc: gets all objects colliding with the mouse --]]--------------------------------------------------------- function loveframes.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.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.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.GetCollisions(v, t) end end if internals then for k, v in ipairs(internals) do local type = v.type if type ~= "tooltip" then loveframes.GetCollisions(v, t) end end end end return t end --[[--------------------------------------------------------- - func: GetAllObjects(object, table) - desc: gets all active objects --]]--------------------------------------------------------- function loveframes.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.GetAllObjects(v, t) end end if children then for k, v in ipairs(children) do loveframes.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.GetDirectoryContents(dir, t) local dir = dir local t = t or {} local dirs = {} local files = love.filesystem.getDirectoryItems(dir) for k, v in ipairs(files) do local isdir = love.filesystem.getInfo(dir.. "/" ..v) ~= nil and love.filesystem.getInfo(dir.. "/" ..v)["type"] == "directory" --love.filesystem.isDirectory(dir.. "/" ..v) if isdir == true then table.insert(dirs, dir.. "/" ..v) else local parts = loveframes.SplitString(v, "([.])") local extension = #parts > 1 and parts[#parts] if #parts > 1 then parts[#parts] = nil end local name = table.concat(parts, ".") table.insert(t, { path = dir, fullpath = dir.. "/" ..v, requirepath = loveframes.utf8.gsub(dir, "/", ".") .. "." ..name, name = name, extension = extension }) end end for k, v in ipairs(dirs) do t = loveframes.GetDirectoryContents(v, t) 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.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.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 = loveframes.utf8.find(str, 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 = loveframes.utf8.find(str, fpat, last_end) end if last_end <= #str then cap = loveframes.utf8.sub(str, last_end) table.insert(t, cap) end else local fpat = "(.-)" .. pat local last_end = 1 local s, e, cap = loveframes.utf8.find(str, fpat, 1) while s do if s ~= 1 or cap ~= "" then table.insert(t,cap) end last_end = e+1 s, e, cap = loveframes.utf8.find(str, fpat, last_end) end if last_end <= #str then cap = loveframes.utf8.sub(str, last_end) table.insert(t, cap) end end return t end --[[--------------------------------------------------------- - func: RemoveAll() - desc: removes all gui elements --]]--------------------------------------------------------- function loveframes.RemoveAll() loveframes.base.children = {} loveframes.base.internals = {} loveframes.hoverobject = false loveframes.downobject = false loveframes.modalobject = false loveframes.inputobject = false loveframes.hover = false end --[[--------------------------------------------------------- - func: TableHasValue(table, value) - desc: checks to see if a table has a specific value --]]--------------------------------------------------------- function loveframes.TableHasValue(table, value) for k, v in pairs(table) do if v == value then return true end end return false end --[[--------------------------------------------------------- - func: TableHasKey(table, key) - desc: checks to see if a table has a specific key --]]--------------------------------------------------------- function loveframes.TableHasKey(table, key) return table[key] ~= nil end --[[--------------------------------------------------------- - func: Error(message) - desc: displays a formatted error message --]]--------------------------------------------------------- function loveframes.Error(message) error("[Love Frames] " ..message) end --[[--------------------------------------------------------- - func: GetCollisionCount() - desc: gets the total number of objects colliding with the mouse --]]--------------------------------------------------------- function loveframes.GetCollisionCount() return loveframes.collisioncount end --[[--------------------------------------------------------- - func: GetHover() - desc: returns loveframes.hover, can be used to check if the mouse is colliding with a visible Love Frames object --]]--------------------------------------------------------- function loveframes.GetHover() return loveframes.hover end --[[--------------------------------------------------------- - func: RectangleCollisionCheck(rect1, rect2) - desc: checks for a collision between two rectangles based on two tables containing rectangle sizes and positions --]]--------------------------------------------------------- function loveframes.RectangleCollisionCheck(rect1, rect2) return loveframes.BoundingBox(rect1.x, rect2.x, rect1.y, rect2.y, rect1.width, rect2.width, rect1.height, rect2.height) end --[[--------------------------------------------------------- - func: DeepCopy(orig) - desc: copies a table - note: I take not credit for this function --]]--------------------------------------------------------- function loveframes.DeepCopy(orig) local orig_type = type(orig) local copy if orig_type == 'table' then copy = {} for orig_key, orig_value in next, orig, nil do copy[loveframes.DeepCopy(orig_key)] = loveframes.DeepCopy(orig_value) end setmetatable(copy, loveframes.DeepCopy(getmetatable(orig))) else -- number, string, boolean, etc copy = orig end return copy end --[[--------------------------------------------------------- - func: GetHoverObject() - desc: returns loveframes.hoverobject --]]--------------------------------------------------------- function loveframes.GetHoverObject() return loveframes.hoverobject end --[[--------------------------------------------------------- - func: IsCtrlDown() - desc: checks for ctrl, for use with multiselect, copy, paste, and such. On OS X it actually looks for cmd. --]]--------------------------------------------------------- function loveframes.IsCtrlDown() if love._os == "OS X" then return love.keyboard.isDown("lgui") or love.keyboard.isDown("rgui") end return love.keyboard.isDown("lctrl") or love.keyboard.isDown("rctrl") end function loveframes.Color(s, a) local r, g, b = string.match(s, '#?(%x%x)(%x%x)(%x%x)') if r == nil then return end return tonumber(r, 16) / 0xFF, tonumber(g, 16) / 0xFF, tonumber(b, 16) / 0xFF, a or 1 end --[[--------------------------------------------------------- - func: draw() - desc: draws debug information --]]--------------------------------------------------------- function loveframes.DebugDraw() local infox = 5 local infoy = 40 local topcol = {type = "None", children = {}, x = 0, y = 0, width = 0, height = 0} local hoverobject = loveframes.hoverobject --local objects = loveframes.GetAllObjects() local version = loveframes.version local stage = loveframes.stage local basedir = loveframes.config["DIRECTORY"] local loveversion = love._version local fps = love.timer.getFPS() local deltatime = love.timer.getDelta() local font = loveframes.basicfontsmall if hoverobject then topcol = hoverobject end -- show frame docking zones if topcol.type == "frame" then for k, v in pairs(topcol.dockzones) do love.graphics.setLineWidth(1) love.graphics.setColor(255/255, 0, 0, 100/255) love.graphics.rectangle("fill", v.x, v.y, v.width, v.height) love.graphics.setColor(255/255, 0, 0, 255/255) love.graphics.rectangle("line", v.x, v.y, v.width, v.height) end end -- outline the object that the mouse is hovering over love.graphics.setColor(255/255, 204/255, 51/255, 255/255) love.graphics.setLineWidth(2) love.graphics.rectangle("line", topcol.x - 1, topcol.y - 1, topcol.width + 2, topcol.height + 2) -- draw main debug box love.graphics.setFont(font) love.graphics.setColor(0, 0, 0, 200/255) love.graphics.rectangle("fill", infox, infoy, 200, 70) love.graphics.setColor(255/255, 0, 0, 255/255) love.graphics.print("Love Frames - Debug (" ..version.. " - " ..stage.. ")", infox + 5, infoy + 5) love.graphics.setColor(255/255, 255/255, 255/255, 255/255) love.graphics.print("LOVE Version: " ..loveversion, infox + 10, infoy + 20) love.graphics.print("FPS: " ..fps, infox + 10, infoy + 30) love.graphics.print("Delta Time: " ..deltatime, infox + 10, infoy + 40) love.graphics.print("Total Objects: " ..loveframes.objectcount, infox + 10, infoy + 50) -- draw object information if needed if topcol.type ~= "base" then love.graphics.setColor(0, 0, 0, 200/255) love.graphics.rectangle("fill", infox, infoy + 75, 200, 100) love.graphics.setColor(255/255, 0, 0, 255/255) love.graphics.print("Object Information", infox + 5, infoy + 80) love.graphics.setColor(255/255, 255/255, 255/255, 255/255) love.graphics.print("Type: " ..topcol.type, infox + 10, infoy + 95) if topcol.children then love.graphics.print("# of children: " .. #topcol.children, infox + 10, infoy + 105) else love.graphics.print("# of children: 0", infox + 10, infoy + 105) end if topcol.internals then love.graphics.print("# of internals: " .. #topcol.internals, infox + 10, infoy + 115) else love.graphics.print("# of internals: 0", infox + 10, infoy + 115) end love.graphics.print("X: " ..topcol.x, infox + 10, infoy + 125) love.graphics.print("Y: " ..topcol.y, infox + 10, infoy + 135) love.graphics.print("Width: " ..topcol.width, infox + 10, infoy + 145) love.graphics.print("Height: " ..topcol.height, infox + 10, infoy + 155) end end --return util ---------- module end ---------- end