split into modules a lil
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@ -0,0 +1,533 @@
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oat._actorsInitialized = false -- if true, no new actors can be created
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oat._actorsInitializing = false -- the above but a bit more explicit
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local drawfunctionArguments = {}
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local specialActorFrames = {} -- ones defined specifically; here for drawfunction jank
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function setDrawFunction(frame, func)
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--if not frame.__raw then error('uranium: cannot set actorframe drawfunction during module loadtime! put this in uranium.init or actor:addcommand(\'Init\', ...)', 2) end
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if not frame.SetDrawFunction then error('uranium: expected an actorframe but got something that doesn\'t even bother to implement SetDrawFunction', 2) end
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if type(func) ~= 'function' then error('uranium: tried to set a drawfunction to a.. ' .. type(func) .. '?? the hell', 2) end
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frame:SetDrawFunction(function()
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for i = 1, frame:GetNumChildren() do
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local a = frame:GetChildAt(i - 1)
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if specialActorFrames[a] == false then
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a:Draw()
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end
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end
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local args = drawfunctionArguments[frame]
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if args then
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func(unpack(args))
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else
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func()
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end
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end)
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end
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function setShader(actor, shader)
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if not shader.__raw then
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function uranium.init() setShader(actor, shader) end
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else
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actor:SetShader(shader.__raw)
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end
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end
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function setShaderfuck(shader)
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if not shader.__raw then
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function uranium.init() setShaderfuck(shader) end
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else
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DISPLAY:ShaderFuck(shader.__raw)
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end
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end
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function clearShaderfuck()
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DISPLAY:ClearShaderFuck()
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end
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oat._actorAssociationTable = {}
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function getChildren(frame)
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local c = oat._actorAssociationTable[frame]
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if c then
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return c
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else
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error('uranium: actorframe doesn\'t exist (or isn\'t an actorframe)', 2)
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end
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end
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local patchedFunctions = {}
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function oat._patchFunction(f, obj)
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if not patchedFunctions[f] then patchedFunctions[f] = {} end
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if not patchedFunctions[f][obj] then
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patchedFunctions[f][obj] = function(...)
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arg[1] = obj
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local results
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local status, result = pcall(function()
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-- doing it this way instead of returning because lua
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-- offers no way of grabbing everything BUT the first
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-- argument out of pcall
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results = {f(unpack(arg))}
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end)
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if not status then
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error(result, 2)
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else
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return unpack(results)
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end
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end
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end
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return patchedFunctions[f][obj]
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end
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oat._globalQueue = {} -- for resetting
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function reset(actor)
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if not actorsInitialized then error('uranium: cannot reset an actor during initialization', 2) end
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for _, q in ipairs(oat._globalQueue) do
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local queueActor = q[1]
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if queueActor == actor.__raw then
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local v = q[2]
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local func = queueActor[v[1]]
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if not func then
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-- uhmmm ??? hm. what do we do??
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else
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oat._patchFunction(func, queueActor)(unpack(v[2]))
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end
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end
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end
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end
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resetActor = reset
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oat._actorQueue = {}
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oat._actorAssociationQueue = {}
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oat._actorTree = {}
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oat._currentPath = nil
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oat._pastPaths = {}
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oat._currentActor = nil
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local function findFirstActor(path)
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for i, v in ipairs(path) do
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if v.type or v.file then
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return v, i
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end
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end
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end
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local function findFirstActorFrame(path)
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for i, v in ipairs(path) do
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if not v.type and not v.file then
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return v, i
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end
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end
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end
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oat._actor = {}
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local function nextActor()
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local new, idx = findFirstActor(oat._currentPath)
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if not new then
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oat._currentActor = nil
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else
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oat._currentActor = new
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table.remove(oat._currentPath, idx)
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end
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end
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function oat._actor.recurse(forceActor)
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local newFrame, idx = findFirstActorFrame(oat._currentPath)
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local newActor = findFirstActor(oat._currentPath)
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if newFrame and not (newActor and forceActor) then
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table.insert(oat._pastPaths, oat._currentPath)
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oat._currentPath = oat._currentPath[idx]
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table.remove(oat._pastPaths[#oat._pastPaths], idx)
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return true
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elseif newActor then
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table.insert(oat._pastPaths, oat._currentPath)
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return true
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else
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return false
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end
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end
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function oat._actor.recurseLast()
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return oat._actor.recurse(true)
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end
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function oat._actor.endRecurse()
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oat._currentPath = table.remove(oat._pastPaths, #oat._pastPaths)
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end
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function oat._actor.cond()
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return oat._currentActor ~= nil
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end
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function oat._actor.hasShader()
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return oat._actor.cond() and (oat._currentActor.frag ~= nil or oat._currentActor.vert ~= nil)
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end
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function oat._actor.noShader()
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nextActor()
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return oat._actor.cond() and not oat._actor.hasShader()
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end
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function oat._actor.type()
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return oat._currentActor.type
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end
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function oat._actor.file()
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return oat._currentActor.file
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end
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function oat._actor.frag()
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return oat._currentActor.frag or 'nop.frag'
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end
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function oat._actor.vert()
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return oat._currentActor.vert or 'nop.vert'
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end
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function oat._actor.font()
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return oat._currentActor.font
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end
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function oat._actor.init(self)
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oat._currentActor.init(self)
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self:removecommand('Init')
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oat._currentActor = nil -- to prevent any weirdness
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end
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function oat._actor.initFrame(self)
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self:removecommand('Init')
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self:SetDrawFunction(function()
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for i = 1, self:GetNumChildren() do
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local a = self:GetChildAt(i - 1)
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if specialActorFrames[a] == false then
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a:Draw()
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end
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end
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end)
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if oat._currentPath.init then
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oat._currentPath.init(self)
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oat._currentPath.init = nil
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specialActorFrames[self] = true
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else
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specialActorFrames[self] = false
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end
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end
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local actorMethodOverrides = {
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Draw = function(self, ...)
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drawfunctionArguments[self] = arg
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self.__raw:Draw()
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end
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}
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local function createProxyActor(name)
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local queue = {}
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local initCommands = {}
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local lockedActor
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local queueRepresentation
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return setmetatable({}, {
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__index = function(self, key)
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if key == '__raw' then
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return lockedActor
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end
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if lockedActor then
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if actorMethodOverrides[key] then
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return actorMethodOverrides[key]
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else
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local val = lockedActor[key]
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if type(val) == 'function' then
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return oat._patchFunction(val, lockedActor)
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end
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return val
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end
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end
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if key == '__queue' then
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return queueRepresentation
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end
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if key == '__queueRepresentation' then
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return function(q)
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queueRepresentation = q
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end
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end
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if key == '__lock' then
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return function(actor)
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if lockedActor then return end
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for _, v in ipairs(queue) do
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local func = actor[v[1]]
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if not func then
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error(
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'uranium: error on \'' .. name .. '\' initialization on ' .. v[3].short_src .. ':' .. v[3].currentline .. ':\n' ..
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'you\'re calling a function \'' .. v[1] .. '\' on a ' .. name .. ' which doesn\'t exist!:\n'
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)
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else
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local success, result = pcall(function()
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oat._patchFunction(func, actor)(unpack(v[2]))
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end)
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if not success then
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error(
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'uranium: error on \'' .. name .. '\' initialization on ' .. v[3].short_src .. ':' .. v[3].currentline .. ':\n' ..
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result
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)
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end
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end
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end
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-- now that we know there's no poisonous methods in queue, let's offload them
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for _, v in ipairs(queue) do
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table.insert(oat._globalQueue, {actor, v})
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end
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-- let's also properly route everything from the proxied actor to the actual actor
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lockedActor = actor
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-- and now let's run the initcommands
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for _, c in ipairs(initCommands) do
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local func = c[1]
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local success, result = pcall(function()
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func(actor)
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end)
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if not success then
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error(
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'uranium: error on \'' .. name .. '\' InitCommand defined on ' .. v[3].short_src .. ':' .. v[3].currentline .. ':\n' ..
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result
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)
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end
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end
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-- to make mr. Garbage Collector's job easier
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initCommands = {}
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queueRepresentation = nil
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queue = {}
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end
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else
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return function(...)
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if oat._actorsInitialized then return end
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if key == 'addcommand' and arg[2] == 'Init' then
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table.insert(initCommands, {arg[3], debug.getinfo(2, 'Sl')})
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else
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table.insert(queue, {key, arg, debug.getinfo(2, 'Sl')})
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end
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end
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end
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end,
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__newindex = function()
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error('uranium: cannot set properties on actors!', 2)
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end,
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__tostring = function() return 'Proxy of ' .. name end,
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__name = name
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})
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end
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local function createGenericFunc(type)
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return function()
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if oat._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
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if oat._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
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local actor = createProxyActor(type)
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table.insert(oat._actorQueue, {
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type = type,
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init = function(a)
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actor.__lock(a)
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end
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})
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actor.__queueRepresentation(oat._actorQueue[#oat._actorQueue])
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return actor
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end
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end
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Quad = createGenericFunc('Quad')
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ActorProxy = createGenericFunc('ActorProxy')
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Polygon = createGenericFunc('Polygon')
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ActorFrameTexture = createGenericFunc('ActorFrameTexture')
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function Sprite(file)
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if oat._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
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if oat._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
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--if not file then error('uranium: cannot create a Sprite without a file', 2) end
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local actor = createProxyActor('Sprite')
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local type = nil
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if not file then type = 'Sprite' end
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table.insert(oat._actorQueue, {
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type = type,
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file = file and oat.dir .. file,
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init = function(a)
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actor.__lock(a)
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end
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})
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actor.__queueRepresentation(oat._actorQueue[#oat._actorQueue])
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return actor
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end
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function ActorFrame()
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if oat._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
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if oat._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
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local actor = createProxyActor('ActorFrame')
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table.insert(oat._actorQueue, {
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type = 'ActorFrame',
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init = function(a)
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actor.__lock(a)
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end
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})
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actor.__queueRepresentation(oat._actorQueue[#oat._actorQueue])
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oat._actorAssociationTable[actor] = {}
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return actor
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end
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local function isShaderCode(str)
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return string.find(str or '', '\n')
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end
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function Shader(frag, vert)
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if oat._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
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if oat._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
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local actor = createProxyActor('RageShaderProgram')
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local fragFile = frag
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local vertFile = vert
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local isFragShaderCode = isShaderCode(frag)
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local isVertShaderCode = isShaderCode(vert)
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if isFragShaderCode then fragFile = nil end
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if isVertShaderCode then vertFile = nil end
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if (frag and vert) and ((isFragShaderCode and not isVertShaderCode) or (not isFragShaderCode and isVertShaderCode)) then
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error('uranium: cannot create a shader with 1 shader file and 1 shader code block', 2)
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end
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table.insert(oat._actorQueue, {
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type = 'Sprite',
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frag = fragFile and ('../' .. fragFile) or 'nop.frag',
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vert = vertFile and ('../' .. vertFile) or 'nop.vert',
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init = function(a)
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a:hidden(1)
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actor.__lock(a:GetShader())
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-- shader code stuff
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if isFragShaderCode or isVertShaderCode then
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a:GetShader():compile(vert or '', frag or '')
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end
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end
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})
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actor.__queueRepresentation(oat._actorQueue[#oat._actorQueue])
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return actor
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end
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function Texture(file)
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if oat._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
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if oat._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
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if not file then error('uranium: cannot create a texture without a file', 2) end
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local actor = createProxyActor('RageTexture')
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table.insert(oat._actorQueue, {
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file = file and oat.dir .. file,
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init = function(a)
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a:hidden(1)
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actor.__lock(a:GetTexture())
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end
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})
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actor.__queueRepresentation(oat._actorQueue[#oat._actorQueue])
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return actor
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end
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function Model(file)
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if oat._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
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if oat._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
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if not file then error('uranium: cannot create a Model without a file', 2) end
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local actor = createProxyActor('Model')
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table.insert(oat._actorQueue, {
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type = nil,
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file = file and oat.dir .. file,
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init = function(a)
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actor.__lock(a)
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end
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})
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actor.__queueRepresentation(oat._actorQueue[#oat._actorQueue])
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return actor
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end
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function BitmapText(font, text)
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if oat._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
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if oat._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
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local actor = createProxyActor('BitmapText')
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table.insert(oat._actorQueue, {
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type = 'BitmapText',
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font = font or 'common',
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init = function(a)
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if text then a:settext(text) end
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actor.__lock(a)
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end
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})
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actor.__queueRepresentation(oat._actorQueue[#oat._actorQueue])
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return actor
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end
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function ActorSound(file)
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if oat._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
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if oat._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
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if not file then error('uranium: cannot create an ActorSound without a file', 2) end
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local actor = createProxyActor('ActorSound')
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table.insert(oat._actorQueue, {
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type = 'ActorSound',
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file = oat.dir .. file,
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init = function(a)
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actor.__lock(a)
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end
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})
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actor.__queueRepresentation(oat._actorQueue[#oat._actorQueue])
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return actor
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end
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function addChild(frame, actor)
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if not frame or not actor then
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error('uranium: frame and actor must both Exist', 2)
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end
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if oat._actorsInitializing then
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error('uranium: cannot create frame-child associations during actor initialization', 2)
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end
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if oat._actorsInitialized then
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error('uranium: cannot create frame-child associations after actors have been initialized', 2)
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end
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if not frame.__lock then
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error('uranium: ActorFrame passed into addChild must be one instantiated with ActorFrame()!', 2)
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end
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if not actor.__lock then
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error('uranium: trying to add a child to an ActorFrame that isn\'t an actor; please read the first half of \'ActorFrame\'', 2)
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end
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oat._actorAssociationQueue[actor.__queue] = frame.__queue
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table.insert(oat._actorAssociationTable[frame], actor)
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end
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function oat._transformQueueToTree()
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local tree = {}
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local paths = {}
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local iter = 0
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while #oat._actorQueue > 0 do
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iter = iter + 1
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if iter > 99999 then
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error('uranium: failed to transform queue to tree: reached maximum iteration limit! is there an actor with an invalid actorframe?')
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||||
end
|
||||
for i = #oat._actorQueue, 1, -1 do
|
||||
v = oat._actorQueue[i]
|
||||
local insertInto
|
||||
if not oat._actorAssociationQueue[v] then
|
||||
insertInto = tree
|
||||
else
|
||||
if paths[oat._actorAssociationQueue[v]] then
|
||||
insertInto = paths[oat._actorAssociationQueue[v]]
|
||||
end
|
||||
end
|
||||
if insertInto then
|
||||
if v.type == 'ActorFrame' then
|
||||
table.insert(insertInto, {init = v.init})
|
||||
table.remove(oat._actorQueue, i)
|
||||
paths[v] = insertInto[#insertInto]
|
||||
else
|
||||
table.insert(insertInto, v)
|
||||
table.remove(oat._actorQueue, i)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
oat._actorTree = tree
|
||||
end
|
|
@ -0,0 +1,44 @@
|
|||
useProfiler = false
|
||||
profilerInfo = {}
|
||||
|
||||
local uraniumFunc = {}
|
||||
|
||||
local debugCache = {}
|
||||
function uraniumFunc:call(event, ...)
|
||||
if self._callbacks[event] then
|
||||
profilerInfo[event] = {}
|
||||
for _, callback in ipairs(self._callbacks[event]) do
|
||||
local start = os.clock()
|
||||
local res = callback(unpack(arg))
|
||||
local dur = os.clock() - start
|
||||
|
||||
if oat.useProfiler then
|
||||
if not debugCache[callback] then
|
||||
debugCache[callback] = debug.getinfo(callback, 'Sl') -- cached cus debug.getinfo is EXPENSIVE
|
||||
end
|
||||
local finfo = debugCache[callback]
|
||||
|
||||
table.insert(profilerInfo[event], {
|
||||
src = finfo.short_src .. ':' .. finfo.linedefined,
|
||||
t = dur
|
||||
})
|
||||
end
|
||||
|
||||
if res ~= nil then return res end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local uraniumMeta = {}
|
||||
|
||||
function uraniumMeta:__newindex(key, value)
|
||||
if self._callbacks[key] then
|
||||
table.insert(self._callbacks[key], value)
|
||||
else
|
||||
self._callbacks[key] = {value}
|
||||
end
|
||||
end
|
||||
|
||||
uraniumMeta.__index = uraniumFunc
|
||||
|
||||
uranium = setmetatable({_callbacks = {}}, uraniumMeta)
|
625
uranium/main.lua
625
uranium/main.lua
|
@ -25,62 +25,12 @@ sh = SCREEN_HEIGHT
|
|||
dw = DISPLAY:GetDisplayWidth()
|
||||
dh = DISPLAY:GetDisplayHeight()
|
||||
|
||||
useProfiler = false
|
||||
profilerInfo = {}
|
||||
local resetOnFrameStartCfg = false
|
||||
local resetOnFrameStartActors = {}
|
||||
|
||||
local uraniumFunc = {}
|
||||
uranium = {}
|
||||
|
||||
local debugCache = {}
|
||||
function uraniumFunc:call(event, ...)
|
||||
if self._callbacks[event] then
|
||||
profilerInfo[event] = {}
|
||||
for _, callback in ipairs(self._callbacks[event]) do
|
||||
local start = os.clock()
|
||||
local res = callback(unpack(arg))
|
||||
local dur = os.clock() - start
|
||||
|
||||
if oat.useProfiler then
|
||||
if not debugCache[callback] then
|
||||
debugCache[callback] = debug.getinfo(callback, 'Sl') -- cached cus debug.getinfo is EXPENSIVE
|
||||
end
|
||||
local finfo = debugCache[callback]
|
||||
|
||||
table.insert(profilerInfo[event], {
|
||||
src = finfo.short_src .. ':' .. finfo.linedefined,
|
||||
t = dur
|
||||
})
|
||||
end
|
||||
|
||||
if res ~= nil then return res end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local uraniumMeta = {}
|
||||
|
||||
function uraniumMeta:__newindex(key, value)
|
||||
if self._callbacks[key] then
|
||||
table.insert(self._callbacks[key], value)
|
||||
else
|
||||
self._callbacks[key] = {value}
|
||||
end
|
||||
end
|
||||
|
||||
uraniumMeta.__index = uraniumFunc
|
||||
|
||||
uranium = setmetatable({_callbacks = {}}, uraniumMeta)
|
||||
|
||||
function backToSongWheel(message)
|
||||
if message then
|
||||
SCREENMAN:SystemMessage(message)
|
||||
print(message)
|
||||
end
|
||||
GAMESTATE:FinishSong()
|
||||
-- disable update_command
|
||||
_main:hidden(1)
|
||||
end
|
||||
require 'uranium.events'
|
||||
|
||||
local hasExited = false
|
||||
local function exit()
|
||||
|
@ -95,39 +45,22 @@ local function exit()
|
|||
collectgarbage()
|
||||
end
|
||||
|
||||
local actorsInitialized = false -- if true, no new actors can be created
|
||||
local actorsInitializing = false -- the above but a bit more explicit
|
||||
function backToSongWheel(message)
|
||||
if message then
|
||||
SCREENMAN:SystemMessage(message)
|
||||
print(message)
|
||||
end
|
||||
exit()
|
||||
GAMESTATE:FinishSong()
|
||||
-- disable update_command
|
||||
_main:hidden(1)
|
||||
end
|
||||
|
||||
local luaobj
|
||||
|
||||
local globalQueue = {} -- for resetting
|
||||
|
||||
local patchedFunctions = {}
|
||||
local function patchFunction(f, obj)
|
||||
if not patchedFunctions[f] then patchedFunctions[f] = {} end
|
||||
if not patchedFunctions[f][obj] then
|
||||
patchedFunctions[f][obj] = function(...)
|
||||
arg[1] = obj
|
||||
local results
|
||||
local status, result = pcall(function()
|
||||
-- doing it this way instead of returning because lua
|
||||
-- offers no way of grabbing everything BUT the first
|
||||
-- argument out of pcall
|
||||
results = {f(unpack(arg))}
|
||||
end)
|
||||
if not status then
|
||||
error(result, 2)
|
||||
else
|
||||
return unpack(results)
|
||||
end
|
||||
end
|
||||
end
|
||||
return patchedFunctions[f][obj]
|
||||
end
|
||||
|
||||
local function onCommand(self)
|
||||
actorsInitialized = true
|
||||
actorsInitializing = false
|
||||
oat._actorsInitialized = true
|
||||
oat._actorsInitializing = false
|
||||
local resetOnFrameStartActors_ = {}
|
||||
for k,v in pairs(resetOnFrameStartActors) do
|
||||
resetOnFrameStartActors_[k.__raw] = v
|
||||
|
@ -136,24 +69,6 @@ local function onCommand(self)
|
|||
uranium:call('init')
|
||||
end
|
||||
|
||||
function reset(actor)
|
||||
if not actorsInitialized then error('uranium: cannot reset an actor during initialization', 2) end
|
||||
for _, q in ipairs(globalQueue) do
|
||||
local queueActor = q[1]
|
||||
if queueActor == actor.__raw then
|
||||
local v = q[2]
|
||||
|
||||
local func = queueActor[v[1]]
|
||||
if not func then
|
||||
-- uhmmm ??? hm. what do we do??
|
||||
else
|
||||
patchFunction(func, queueActor)(unpack(v[2]))
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
resetActor = reset
|
||||
|
||||
-- runs once during ScreenReadyCommand, before the user code is loaded
|
||||
-- hides various actors that are placed by the theme
|
||||
local function hideThemeActors()
|
||||
|
@ -174,49 +89,6 @@ end
|
|||
|
||||
GAMESTATE:ApplyModifiers('clearall')
|
||||
|
||||
local drawfunctionArguments = {}
|
||||
local specialActorFrames = {} -- ones defined specifically; here for drawfunction jank
|
||||
|
||||
function setDrawFunction(frame, func)
|
||||
--if not frame.__raw then error('uranium: cannot set actorframe drawfunction during module loadtime! put this in uranium.init or actor:addcommand(\'Init\', ...)', 2) end
|
||||
if not frame.SetDrawFunction then error('uranium: expected an actorframe but got something that doesn\'t even bother to implement SetDrawFunction', 2) end
|
||||
if type(func) ~= 'function' then error('uranium: tried to set a drawfunction to a.. ' .. type(func) .. '?? the hell', 2) end
|
||||
frame:SetDrawFunction(function()
|
||||
for i = 1, frame:GetNumChildren() do
|
||||
local a = frame:GetChildAt(i - 1)
|
||||
if specialActorFrames[a] == false then
|
||||
a:Draw()
|
||||
end
|
||||
end
|
||||
local args = drawfunctionArguments[frame]
|
||||
if args then
|
||||
func(unpack(args))
|
||||
else
|
||||
func()
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
function setShader(actor, shader)
|
||||
if not shader.__raw then
|
||||
function uranium.init() setShader(actor, shader) end
|
||||
else
|
||||
actor:SetShader(shader.__raw)
|
||||
end
|
||||
end
|
||||
|
||||
function setShaderfuck(shader)
|
||||
if not shader.__raw then
|
||||
function uranium.init() setShaderfuck(shader) end
|
||||
else
|
||||
DISPLAY:ShaderFuck(shader.__raw)
|
||||
end
|
||||
end
|
||||
|
||||
function clearShaderfuck()
|
||||
DISPLAY:ClearShaderFuck()
|
||||
end
|
||||
|
||||
function resetOnFrameStart(bool)
|
||||
resetOnFrameStartCfg = bool
|
||||
end
|
||||
|
@ -226,452 +98,7 @@ function resetActorOnFrameStart(actor, bool)
|
|||
resetOnFrameStartActors[actor.__raw or actor] = bool
|
||||
end
|
||||
|
||||
local actorAssociationTable = {}
|
||||
|
||||
function getChildren(frame)
|
||||
local c = actorAssociationTable[frame]
|
||||
if c then
|
||||
return c
|
||||
else
|
||||
error('uranium: actorframe doesn\'t exist (or isn\'t an actorframe)', 2)
|
||||
end
|
||||
end
|
||||
|
||||
-- actors
|
||||
|
||||
local actorQueue = {}
|
||||
local actorAssociationQueue = {}
|
||||
|
||||
local actorTree = {}
|
||||
local currentPath
|
||||
local pastPaths = {}
|
||||
local currentActor = nil
|
||||
|
||||
local function findFirstActor(path)
|
||||
for i, v in ipairs(path) do
|
||||
if v.type or v.file then
|
||||
return v, i
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function findFirstActorFrame(path)
|
||||
for i, v in ipairs(path) do
|
||||
if not v.type and not v.file then
|
||||
return v, i
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
oat._actor = {}
|
||||
|
||||
local function nextActor()
|
||||
local new, idx = findFirstActor(currentPath)
|
||||
if not new then
|
||||
currentActor = nil
|
||||
else
|
||||
currentActor = new
|
||||
table.remove(currentPath, idx)
|
||||
end
|
||||
end
|
||||
|
||||
function oat._actor.recurse(forceActor)
|
||||
local newFrame, idx = findFirstActorFrame(currentPath)
|
||||
local newActor = findFirstActor(currentPath)
|
||||
if newFrame and not (newActor and forceActor) then
|
||||
table.insert(pastPaths, currentPath)
|
||||
currentPath = currentPath[idx]
|
||||
table.remove(pastPaths[#pastPaths], idx)
|
||||
return true
|
||||
elseif newActor then
|
||||
table.insert(pastPaths, currentPath)
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
function oat._actor.recurseLast()
|
||||
return oat._actor.recurse(true)
|
||||
end
|
||||
|
||||
function oat._actor.endRecurse()
|
||||
currentPath = table.remove(pastPaths, #pastPaths)
|
||||
end
|
||||
|
||||
function oat._actor.cond()
|
||||
return currentActor ~= nil
|
||||
end
|
||||
|
||||
function oat._actor.hasShader()
|
||||
return oat._actor.cond() and (currentActor.frag ~= nil or currentActor.vert ~= nil)
|
||||
end
|
||||
|
||||
function oat._actor.noShader()
|
||||
nextActor()
|
||||
return oat._actor.cond() and not oat._actor.hasShader()
|
||||
end
|
||||
|
||||
function oat._actor.type()
|
||||
return currentActor.type
|
||||
end
|
||||
|
||||
function oat._actor.file()
|
||||
return currentActor.file
|
||||
end
|
||||
|
||||
function oat._actor.frag()
|
||||
return currentActor.frag or 'nop.frag'
|
||||
end
|
||||
|
||||
function oat._actor.vert()
|
||||
return currentActor.vert or 'nop.vert'
|
||||
end
|
||||
|
||||
function oat._actor.font()
|
||||
return currentActor.font
|
||||
end
|
||||
|
||||
function oat._actor.init(self)
|
||||
currentActor.init(self)
|
||||
self:removecommand('Init')
|
||||
currentActor = nil -- to prevent any weirdness
|
||||
end
|
||||
|
||||
function oat._actor.initFrame(self)
|
||||
self:removecommand('Init')
|
||||
self:SetDrawFunction(function()
|
||||
for i = 1, self:GetNumChildren() do
|
||||
local a = self:GetChildAt(i - 1)
|
||||
if specialActorFrames[a] == false then
|
||||
a:Draw()
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
if currentPath.init then
|
||||
currentPath.init(self)
|
||||
currentPath.init = nil
|
||||
specialActorFrames[self] = true
|
||||
else
|
||||
specialActorFrames[self] = false
|
||||
end
|
||||
end
|
||||
|
||||
local actorMethodOverrides = {
|
||||
Draw = function(self, ...)
|
||||
drawfunctionArguments[self] = arg
|
||||
self.__raw:Draw()
|
||||
end
|
||||
}
|
||||
|
||||
local function createProxyActor(name)
|
||||
local queue = {}
|
||||
local initCommands = {}
|
||||
local lockedActor
|
||||
local queueRepresentation
|
||||
|
||||
return setmetatable({}, {
|
||||
__index = function(self, key)
|
||||
if key == '__raw' then
|
||||
return lockedActor
|
||||
end
|
||||
if lockedActor then
|
||||
if actorMethodOverrides[key] then
|
||||
return actorMethodOverrides[key]
|
||||
else
|
||||
local val = lockedActor[key]
|
||||
if type(val) == 'function' then
|
||||
return patchFunction(val, lockedActor)
|
||||
end
|
||||
return val
|
||||
end
|
||||
end
|
||||
if key == '__queue' then
|
||||
return queueRepresentation
|
||||
end
|
||||
if key == '__queueRepresentation' then
|
||||
return function(q)
|
||||
queueRepresentation = q
|
||||
end
|
||||
end
|
||||
if key == '__lock' then
|
||||
return function(actor)
|
||||
if lockedActor then return end
|
||||
for _, v in ipairs(queue) do
|
||||
local func = actor[v[1]]
|
||||
if not func then
|
||||
error(
|
||||
'uranium: error on \'' .. name .. '\' initialization on ' .. v[3].short_src .. ':' .. v[3].currentline .. ':\n' ..
|
||||
'you\'re calling a function \'' .. v[1] .. '\' on a ' .. name .. ' which doesn\'t exist!:\n'
|
||||
)
|
||||
else
|
||||
local success, result = pcall(function()
|
||||
patchFunction(func, actor)(unpack(v[2]))
|
||||
end)
|
||||
if not success then
|
||||
error(
|
||||
'uranium: error on \'' .. name .. '\' initialization on ' .. v[3].short_src .. ':' .. v[3].currentline .. ':\n' ..
|
||||
result
|
||||
)
|
||||
end
|
||||
end
|
||||
end
|
||||
-- now that we know there's no poisonous methods in queue, let's offload them
|
||||
for _, v in ipairs(queue) do
|
||||
table.insert(globalQueue, {actor, v})
|
||||
end
|
||||
-- let's also properly route everything from the proxied actor to the actual actor
|
||||
lockedActor = actor
|
||||
-- and now let's run the initcommands
|
||||
for _, c in ipairs(initCommands) do
|
||||
local func = c[1]
|
||||
local success, result = pcall(function()
|
||||
func(actor)
|
||||
end)
|
||||
if not success then
|
||||
error(
|
||||
'uranium: error on \'' .. name .. '\' InitCommand defined on ' .. v[3].short_src .. ':' .. v[3].currentline .. ':\n' ..
|
||||
result
|
||||
)
|
||||
end
|
||||
end
|
||||
-- to make mr. Garbage Collector's job easier
|
||||
initCommands = {}
|
||||
queueRepresentation = nil
|
||||
queue = {}
|
||||
end
|
||||
else
|
||||
return function(...)
|
||||
if actorsInitialized then return end
|
||||
if key == 'addcommand' and arg[2] == 'Init' then
|
||||
table.insert(initCommands, {arg[3], debug.getinfo(2, 'Sl')})
|
||||
else
|
||||
table.insert(queue, {key, arg, debug.getinfo(2, 'Sl')})
|
||||
end
|
||||
end
|
||||
end
|
||||
end,
|
||||
__newindex = function()
|
||||
error('uranium: cannot set properties on actors!', 2)
|
||||
end,
|
||||
__tostring = function() return 'Proxy of ' .. name end,
|
||||
__name = name
|
||||
})
|
||||
end
|
||||
|
||||
local function createGenericFunc(type)
|
||||
return function()
|
||||
if actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
local actor = createProxyActor(type)
|
||||
table.insert(actorQueue, {
|
||||
type = type,
|
||||
init = function(a)
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(actorQueue[#actorQueue])
|
||||
actorAssociationTable[actor] = {}
|
||||
return actor
|
||||
end
|
||||
end
|
||||
|
||||
Quad = createGenericFunc('Quad')
|
||||
ActorProxy = createGenericFunc('ActorProxy')
|
||||
Polygon = createGenericFunc('Polygon')
|
||||
ActorFrameTexture = createGenericFunc('ActorFrameTexture')
|
||||
|
||||
function Sprite(file)
|
||||
if actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
--if not file then error('uranium: cannot create a Sprite without a file', 2) end
|
||||
local actor = createProxyActor('Sprite')
|
||||
local type = nil
|
||||
if not file then type = 'Sprite' end
|
||||
table.insert(actorQueue, {
|
||||
type = type,
|
||||
file = file and oat.dir .. file,
|
||||
init = function(a)
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(actorQueue[#actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
function ActorFrame()
|
||||
if actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
local actor = createProxyActor('ActorFrame')
|
||||
table.insert(actorQueue, {
|
||||
type = 'ActorFrame',
|
||||
init = function(a)
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(actorQueue[#actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
local function isShaderCode(str)
|
||||
return string.find(str or '', '\n')
|
||||
end
|
||||
|
||||
function Shader(frag, vert)
|
||||
if actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
local actor = createProxyActor('RageShaderProgram')
|
||||
|
||||
local fragFile = frag
|
||||
local vertFile = vert
|
||||
|
||||
local isFragShaderCode = isShaderCode(frag)
|
||||
local isVertShaderCode = isShaderCode(vert)
|
||||
|
||||
if isFragShaderCode then fragFile = nil end
|
||||
if isVertShaderCode then vertFile = nil end
|
||||
|
||||
if (frag and vert) and ((isFragShaderCode and not isVertShaderCode) or (not isFragShaderCode and isVertShaderCode)) then
|
||||
error('uranium: cannot create a shader with 1 shader file and 1 shader code block', 2)
|
||||
end
|
||||
|
||||
table.insert(actorQueue, {
|
||||
type = 'Sprite',
|
||||
frag = fragFile and ('../' .. fragFile) or 'nop.frag',
|
||||
vert = vertFile and ('../' .. vertFile) or 'nop.vert',
|
||||
init = function(a)
|
||||
a:hidden(1)
|
||||
actor.__lock(a:GetShader())
|
||||
|
||||
-- shader code stuff
|
||||
if isFragShaderCode or isVertShaderCode then
|
||||
a:GetShader():compile(vert or '', frag or '')
|
||||
end
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(actorQueue[#actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
function Texture(file)
|
||||
if actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
if not file then error('uranium: cannot create a texture without a file', 2) end
|
||||
local actor = createProxyActor('RageTexture')
|
||||
|
||||
table.insert(actorQueue, {
|
||||
file = file and oat.dir .. file,
|
||||
init = function(a)
|
||||
a:hidden(1)
|
||||
actor.__lock(a:GetTexture())
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(actorQueue[#actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
function Model(file)
|
||||
if actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
if not file then error('uranium: cannot create a Model without a file', 2) end
|
||||
local actor = createProxyActor('Model')
|
||||
table.insert(actorQueue, {
|
||||
type = nil,
|
||||
file = file and oat.dir .. file,
|
||||
init = function(a)
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(actorQueue[#actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
function BitmapText(font, text)
|
||||
if actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
local actor = createProxyActor('BitmapText')
|
||||
table.insert(actorQueue, {
|
||||
type = 'BitmapText',
|
||||
font = font or 'common',
|
||||
init = function(a)
|
||||
if text then a:settext(text) end
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(actorQueue[#actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
function ActorSound(file)
|
||||
if actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
if not file then error('uranium: cannot create an ActorSound without a file', 2) end
|
||||
local actor = createProxyActor('ActorSound')
|
||||
table.insert(actorQueue, {
|
||||
type = 'ActorSound',
|
||||
file = oat.dir .. file,
|
||||
init = function(a)
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(actorQueue[#actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
function addChild(frame, actor)
|
||||
if not frame or not actor then
|
||||
error('uranium: frame and actor must both Exist', 2)
|
||||
end
|
||||
if actorsInitializing then
|
||||
error('uranium: cannot create frame-child associations during actor initialization', 2)
|
||||
end
|
||||
if actorsInitialized then
|
||||
error('uranium: cannot create frame-child associations after actors have been initialized', 2)
|
||||
end
|
||||
if not frame.__lock then
|
||||
error('uranium: ActorFrame passed into addChild must be one instantiated with ActorFrame()!', 2)
|
||||
end
|
||||
if not actor.__lock then
|
||||
error('uranium: trying to add a child to an ActorFrame that isn\'t an actor; please read the first half of \'ActorFrame\'', 2)
|
||||
end
|
||||
actorAssociationQueue[actor.__queue] = frame.__queue
|
||||
table.insert(actorAssociationTable[frame], actor)
|
||||
end
|
||||
|
||||
local function transformQueueToTree()
|
||||
local tree = {}
|
||||
local paths = {}
|
||||
local iter = 0
|
||||
while #actorQueue > 0 do
|
||||
iter = iter + 1
|
||||
if iter > 99999 then
|
||||
error('uranium: failed to transform queue to tree: reached maximum iteration limit! is there an actor with an invalid actorframe?')
|
||||
end
|
||||
for i = #actorQueue, 1, -1 do
|
||||
v = actorQueue[i]
|
||||
local insertInto
|
||||
if not actorAssociationQueue[v] then
|
||||
insertInto = tree
|
||||
else
|
||||
if paths[actorAssociationQueue[v]] then
|
||||
insertInto = paths[actorAssociationQueue[v]]
|
||||
end
|
||||
end
|
||||
if insertInto then
|
||||
if v.type == 'ActorFrame' then
|
||||
table.insert(insertInto, {init = v.init})
|
||||
table.remove(actorQueue, i)
|
||||
paths[v] = insertInto[#insertInto]
|
||||
else
|
||||
table.insert(insertInto, v)
|
||||
table.remove(actorQueue, i)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
actorTree = tree
|
||||
end
|
||||
require 'uranium.actors'
|
||||
|
||||
local lastt = GAMESTATE:GetSongTime()
|
||||
local function screenReadyCommand(self)
|
||||
|
@ -679,13 +106,13 @@ local function screenReadyCommand(self)
|
|||
self:hidden(0)
|
||||
oat._actor = {}
|
||||
|
||||
actorQueue = {}
|
||||
actorAssociationQueue = {}
|
||||
oat._actorQueue = {}
|
||||
oat._actorAssociationQueue = {}
|
||||
|
||||
actorTree = {}
|
||||
currentPath = nil
|
||||
pastPaths = {}
|
||||
currentActor = nil
|
||||
oat._actorTree = {}
|
||||
oat._currentPath = nil
|
||||
oat._pastPaths = {}
|
||||
oat._currentActor = nil
|
||||
|
||||
collectgarbage()
|
||||
|
||||
|
@ -719,7 +146,7 @@ local function screenReadyCommand(self)
|
|||
|
||||
drawfunctionArguments = {}
|
||||
|
||||
for _, q in ipairs(globalQueue) do
|
||||
for _, q in ipairs(oat._globalQueue) do
|
||||
local enabled = resetOnFrameStartCfg
|
||||
|
||||
local actor = q[1]
|
||||
|
@ -733,7 +160,7 @@ local function screenReadyCommand(self)
|
|||
if not func then
|
||||
-- uhmmm ??? hm. what do we do??
|
||||
else
|
||||
patchFunction(func, actor)(unpack(v[2]))
|
||||
oat._patchFunction(func, actor)(unpack(v[2]))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -763,9 +190,9 @@ if success then
|
|||
print('---')
|
||||
|
||||
actorsInitializing = true
|
||||
transformQueueToTree()
|
||||
--Trace(fullDump(actorTree))
|
||||
currentPath = actorTree
|
||||
oat._transformQueueToTree()
|
||||
--Trace(fullDump(oat._actorTree))
|
||||
oat._currentPath = oat._actorTree
|
||||
|
||||
_main:addcommand('On', onCommand)
|
||||
_main:addcommand('Ready', screenReadyCommand)
|
||||
|
|
Loading…
Reference in New Issue