uranium-core/uranium/actors.lua

601 lines
17 KiB
Lua

local M = {}
M._actorsInitialized = false -- if true, no new actors can be created
M._actorsInitializing = false -- the above but a bit more explicit
local drawfunctionArguments = {}
local specialActorFrames = {} -- ones defined specifically; here for drawfunction jank
---@param frame ActorFrame
---@param func function
--- SetDrawFunction with special behavior to account for Uranium's actor loading scheme.
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
---@param actor Actor
---@param shader RageShaderProgram
function setShader(actor, shader)
if not shader.__raw then
uranium.on('init', function() setShader(actor, shader) end)
else
actor:SetShader(shader.__raw)
end
end
function setShaderfuck(shader)
if not shader.__raw then
uranium.on('init', function() setShaderfuck(shader) end)
else
DISPLAY:ShaderFuck(shader.__raw)
end
end
function clearShaderfuck()
DISPLAY:ClearShaderFuck()
end
oat._actorAssociationTable = {}
-- Gets every child of an ActorFrame. More accurate than :GetChildren()
---@param frame ActorFrame
---@return Actor[]
function getChildren(frame)
local c = oat._actorAssociationTable[frame]
if c then
return c
else
error('uranium: actorframe doesn\'t exist (or isn\'t an actorframe)', 2)
end
end
local patchedFunctions = {}
function oat._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
M._globalQueue = {} -- for resetting
---@param actor Actor
--- Resets an actor to its initial state
function reset(actor)
if not M._actorsInitialized then error('uranium: cannot reset an actor during initialization', 2) end
for _, q in ipairs(M._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
oat._patchFunction(func, queueActor)(unpack(v[2]))
end
end
end
end
resetActor = reset
M._actorQueue = {}
M._actorAssociationQueue = {}
M._actorTree = {}
M._currentPath = nil
M._pastPaths = {}
M._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(M._currentPath)
if not new then
M._currentActor = nil
else
M._currentActor = new
table.remove(M._currentPath, idx)
end
end
function oat._actor.recurse(forceActor)
local newFrame, idx = findFirstActorFrame(M._currentPath)
local newActor = findFirstActor(M._currentPath)
if newFrame and not (newActor and forceActor) then
table.insert(M._pastPaths, M._currentPath)
M._currentPath = M._currentPath[idx]
table.remove(M._pastPaths[#M._pastPaths], idx)
return true
elseif newActor then
table.insert(M._pastPaths, M._currentPath)
return true
else
return false
end
end
function oat._actor.recurseLast()
return oat._actor.recurse(true)
end
function oat._actor.endRecurse()
M._currentPath = table.remove(M._pastPaths, #M._pastPaths)
end
function oat._actor.cond()
return M._currentActor ~= nil
end
function oat._actor.hasShader()
return oat._actor.cond() and (M._currentActor.frag ~= nil or M._currentActor.vert ~= nil)
end
function oat._actor.noShader()
nextActor()
return oat._actor.cond() and not oat._actor.hasShader()
end
function oat._actor.type()
return M._currentActor.type
end
function oat._actor.file()
return M._currentActor.file
end
function oat._actor.frag()
return M._currentActor.frag or 'nop.frag'
end
function oat._actor.vert()
return M._currentActor.vert or 'nop.vert'
end
function oat._actor.font()
return M._currentActor.font
end
function oat._actor.init(self)
M._currentActor.init(self)
self:removecommand('Init')
M._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 M._currentPath.init then
M._currentPath.init(self)
M._currentPath.init = nil
specialActorFrames[self] = true
else
specialActorFrames[self] = false
end
end
local actorMethodOverrides = {
Draw = function(self, ...)
drawfunctionArguments[self] = arg
self.__raw:Draw()
end
}
-- todo: probably make this more sane
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 oat._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()
oat._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(M._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 M._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 M._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
if M._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
local actor = createProxyActor(type)
table.insert(M._actorQueue, {
type = type,
init = function(a)
actor.__lock(a)
end
})
actor.__queueRepresentation(M._actorQueue[#M._actorQueue])
return actor
end
end
--- Defines a Quad actor.
---@type fun(): Quad
Quad = createGenericFunc('Quad')
--- Defines an ActorProxy actor.
---@type fun(): ActorProxy
ActorProxy = createGenericFunc('ActorProxy')
--- Defines a Polygon actor.
---@type fun(): Polygon
Polygon = createGenericFunc('Polygon')
--- Defines an ActorFrameTexture actor.
---@type fun(): ActorFrameTexture
ActorFrameTexture = createGenericFunc('ActorFrameTexture')
---@param file string | nil
---@return Sprite
--- Defines a Sprite actor.
function Sprite(file)
if M._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
if M._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(M._actorQueue, {
type = type,
file = file and uranium.dir .. file,
init = function(a)
actor.__lock(a)
end
})
actor.__queueRepresentation(M._actorQueue[#M._actorQueue])
return actor
end
---@return ActorFrame
---@see addChild
--- Defines an ActorFrame. Add children to it with `addChild`.
function ActorFrame()
if M._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
if M._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
local actor = createProxyActor('ActorFrame')
table.insert(M._actorQueue, {
type = 'ActorFrame',
init = function(a)
actor.__lock(a)
end
})
actor.__queueRepresentation(M._actorQueue[#M._actorQueue])
oat._actorAssociationTable[actor] = {}
return actor
end
local function isShaderCode(str)
return string.find(str or '', '\n')
end
---@param frag string | nil
---@param vert string | nil
---@return RageShaderProgram
--- Defines a shader. `frag` and `vert` can either be filenames or shader code.
function Shader(frag, vert)
if M._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
if M._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(M._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(M._actorQueue[#M._actorQueue])
return actor
end
---@param file string
---@return RageTexture
--- Defines a texture.
function Texture(file)
if M._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
if M._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(M._actorQueue, {
file = file and uranium.dir .. file,
init = function(a)
a:hidden(1)
actor.__lock(a:GetTexture())
end
})
actor.__queueRepresentation(M._actorQueue[#M._actorQueue])
return actor
end
---@param file string
---@return Model
--- Defines a Model actor.
function Model(file)
if M._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
if M._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(M._actorQueue, {
type = nil,
file = file and uranium.dir .. file,
init = function(a)
actor.__lock(a)
end
})
actor.__queueRepresentation(M._actorQueue[#M._actorQueue])
return actor
end
---@param font string?
---@param text string?
---@return BitmapText
--- Defines a BitmapText actor.
function BitmapText(font, text)
if M._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
if M._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
local actor = createProxyActor('BitmapText')
table.insert(M._actorQueue, {
type = 'BitmapText',
font = font or 'common',
init = function(a)
if text then a:settext(text) end
actor.__lock(a)
end
})
actor.__queueRepresentation(M._actorQueue[#M._actorQueue])
return actor
end
---@param file string
---@return ActorSound
--- Defines an ActorSound actor.
function ActorSound(file)
if M._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
if M._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(M._actorQueue, {
type = 'ActorSound',
file = uranium.dir .. file,
init = function(a)
actor.__lock(a)
end
})
actor.__queueRepresentation(M._actorQueue[#M._actorQueue])
return actor
end
---@param frame ActorFrame
---@param actor Actor
--- Adds a child to an ActorFrame. **Please be aware of the side-effects!**
function addChild(frame, actor)
if not frame or not actor then
error('uranium: frame and actor must both Exist', 2)
end
if M._actorsInitializing then
error('uranium: cannot create frame-child associations during actor initialization', 2)
end
if M._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
M._actorAssociationQueue[actor.__queue] = frame.__queue
table.insert(oat._actorAssociationTable[frame], actor)
end
function M._transformQueueToTree()
local tree = {}
local paths = {}
local iter = 0
while #M._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 = #M._actorQueue, 1, -1 do
v = M._actorQueue[i]
local insertInto
if not M._actorAssociationQueue[v] then
insertInto = tree
else
if paths[M._actorAssociationQueue[v]] then
insertInto = paths[M._actorAssociationQueue[v]]
end
end
if insertInto then
if v.type == 'ActorFrame' then
table.insert(insertInto, {init = v.init})
table.remove(M._actorQueue, i)
paths[v] = insertInto[#insertInto]
else
table.insert(insertInto, v)
table.remove(M._actorQueue, i)
end
end
end
end
M._actorTree = tree
end
function M.prepareForActors()
M._actorsInitializing = true
M._transformQueueToTree()
--Trace(fullDump(M._actorTree))
M._currentPath = M._actorTree
end
function M.finalize()
oat._actor = nil
M._actorQueue = nil
M._actorAssociationQueue = nil
M._actorTree = nil
M._currentPath = nil
M._pastPaths = nil
M._currentActor = nil
end
return M