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253 lines (222 loc) · 6.29 KB
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Copy pathinit.lua
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253 lines (222 loc) · 6.29 KB
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-- This is the framestack core.
-- It provides an event system and takes care of the draw order of each frame.
--
-- Variables:
-- frame.x = 0
-- The X coordinate of the frame.
--
-- frame.y = 0
-- The Y coordinate of the frame.
--
-- frame.width = 0
-- The width of the frame.
--
-- frame.height = 0
-- The height of the frame.
--
-- frame.show = true
-- Determines if the frame should be shown or not.
--
-- frame.name = "<unnamed>"
-- The frame name, mostly used for debugging.
--
-- frame.layer = 1
-- The current drawlayer of the frame.
--
-- frame.parent = nil
-- The current parent of the frame.
--
-- Methods:
-- frame:new(drawlayer, name, [template1, template2, ...])
-- Creates a child frame on the current frame. If the parent gets hidden,
-- the child will also be hidden.
--
-- frame:on(event, function)
-- Runs a function on specified events.
--
-- frame:signal(event, [arg1, arg2, ...])
-- Sends an event to the frame.
--
-- Events:
-- frame:on("update", function(self, event) end)
-- Fired each update cycle.
--
-- frame:on("draw", function(self, event) end)
-- Fired each draw cycle.
--
-- Internal:
-- frame.events = {}
-- Contains a list of all events registered on the frame.
--
-- frame.render = { ["mytemplate"] = func }
-- The internal render queue, used by templates.
--
-- framestack.templates = { ["mytemplate"] = func }
-- A table that is used to register custom template functions.
-- The supplied function is called when a template is used via `:new()`
-- and should transform the `frame` to whatever it shall be.
--
-- framestack.hook("love2d.callback", function() end)
-- Can be used to register a custom module to love2d callbacks.
--
framestack = {}
framestack.frames = {}
framestack.templates = {}
framestack.events = {}
framestack.lovehooks = {}
-- set initial size values
framestack.x, framestack.y = 0, 0
framestack.width = love.graphics.getWidth()
framestack.height = love.graphics.getHeight()
-- add local shortcuts
local frames = framestack.frames
local templates = framestack.templates
local events = framestack.events
-- iterate over all existing frames
local function iterate(frames)
local queue = {}
if not frames then return queue end
-- iterate over all frame layers
for id, frame in pairs(frames) do
-- update frame
if frame.update then
frame:update()
end
-- queue frame draw
if framestack.visible(frame) then
queue[frame.layer] = queue[frame.layer] or {}
table.insert(queue[frame.layer], frame)
end
end
return queue
end
-- emit event signal to frame
framestack.signal = function(frame, event, ...)
-- emit a global event to all registered frames
if event and events[event] and (not frame or frame == framestack) then
for id, current in pairs(events[event]) do
current.events[event](current, event, ...)
end
elseif frame and frame ~= framestack and frame.events[event] then
frame.events[event](frame, event, ...)
end
end
-- basic event registry function
framestack.on = function(self, event, func)
-- register event function to frame
self.events[event] = func
-- register frame to event table
events[event] = events[event] or {}
for id, frame in pairs(events[event]) do
if frame == self then return end
end
table.insert(events[event], self)
end
-- get absolute frame geometry (x,y,width,height)
framestack.geom = function(frame)
local x, y = 0, 0
if frame.parent and frame.parent.x then
x, y = framestack.geom(frame.parent)
end
return frame.x + x, frame.y + y, frame.width, frame.height
end
-- get boolean if a frame is visible
framestack.visible = function(frame)
if not frame or frame == framestack then return true end
if not frame.show then return nil end
return framestack.visible(frame.parent)
end
-- creates and registers a new frame
framestack.new = function(parent, layer, name, ...)
local parent = parent or framestack and nil
local layer = layer or parent.layer or 1
local name = name or "<unnamed>"
-- build default frame
local frame = {
-- base
parent = parent,
layer = layer,
name = name,
-- defaults
x = 0,
y = 0,
width = 0,
height = 0,
show = true,
-- event system
signal = framestack.signal,
on = framestack.on,
events = {},
-- core functions
new = framestack.new,
render = {},
}
-- apply templates
for id, template in pairs({...}) do
if not templates[template] then
print("ERROR: Could not find template '" .. template .. "'")
else
templates[template](frame)
end
end
-- add frame to parent layers
table.insert(frames, frame)
return frame
end
-- register a new love2d hook
framestack.hook = function(name, func)
framestack.lovehooks[name] = framestack.lovehooks[name] or {}
table.insert(framestack.lovehooks[name], func)
end
-- apply all hooks on love2d functions
framestack.init = function()
for name, data in pairs(framestack.lovehooks) do
for id, func in pairs(data) do
local previous = love[name]
if previous then
-- hook already existing function
love[name] = function(...)
previous(...)
func(...)
end
else
-- add new function
love[name] = func
end
end
end
end
-- register resize hook
framestack.hook("resize", function(w, h)
framestack.x, framestack.y = 0, 0
framestack.width = love.graphics.getWidth()
framestack.height = love.graphics.getHeight()
end)
-- register update hook
framestack.hook("update", function()
-- update frames and create draw queue
framestack.queue = iterate(frames)
-- trigger all update events
framestack:signal("update")
end)
-- register draw hook
framestack.hook("draw", function()
-- draw framestack queue
for layer, frames in pairs(framestack.queue) do
for id, frame in pairs(frames) do
-- save and transform coordinates
local x, y, width, height = framestack.geom(frame)
love.graphics.push()
love.graphics.translate(x, y)
-- render templates
for template, render in pairs(frame.render) do
render(frame, x, y, width, height)
end
-- trigger frame draw
frame:signal("draw", x, y, width, height)
-- reset coordinates
love.graphics.pop()
end
end
end)
return framestack