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-- Class: Cached
-- This helps you re-use assets in your app instead of creating extraneous
-- copies of them. It also hides Love-related calls so that your code is
-- more portable.
--
-- If you're using a class built into Zoetrope, you do not need to use
-- this class directly. They take care of setting things up for you
-- appropriately. However, if you're rolling your own, you'll want to use
-- this to save memory.
--
-- This class is not meant to be created directly. Instead, call
-- methods on Cached directly, e.g. Cached:sound(), Cached:image(), and so on.
--
-- Extends:
-- <Class>
Cached = Class:extend
{
-- Property: defaultGlyphs
-- The default character order of a bitmap font, if none is specified
-- in a <font> call.
defaultGlyphs = ' !"#$%&\'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`' ..
'abcdefghijklmnopqrstuvwxyz{|}~',
-- private property: library
-- a table to store already-instantiated assets
_library = { image = {}, text = {}, sound = {}, font = {}, binds = {}, },
-- Method: image
-- Returns a cached image asset.
--
-- Arguments:
-- path - pathname to image file
--
-- Returns:
-- Love image object
image = function (self, path)
if STRICT then
assert(type(path) == 'string', 'path must be a string')
end
local realPath = self:_absolutePath(path)
if not self._library.image[realPath] then
self._library.image[realPath] = love.graphics.newImage(realPath)
end
return self._library.image[realPath]
end,
-- Method: text
-- Returns a cached text asset.
--
-- Arguments:
-- path - pathname to text file
--
-- Returns:
-- string
text = function (self, path)
if STRICT then
assert(type(path) == 'string', 'path must be a string')
end
local realPath = self:_absolutePath(path)
if not self._library.text[realPath] then
self._library.text[realPath] = love.filesystem.read(realPath)
end
return self._library.text[realPath]
end,
-- Method: sound
-- Returns a cached sound asset.
--
-- Arguments:
-- path - pathname to sound file
-- length - either 'short' or 'long'. *It's very important to pass
-- the correct option here.* A short sound is loaded entirely
-- into memory, while a long one is streamed from disk. If you
-- mismatch, you'll either hear a delay in the sound (short sounds
-- played from disk) or your app will freeze (long sounds played from
-- memory).
--
-- Returns:
-- Either a Love SoundData object (for short sounds) or a
-- Love Decoder object (for long sounds). Either can be used to
-- create a Love Source object.
--
-- See Also:
-- <playSound>, <sound>
sound = function (self, path, length)
if STRICT then
assert(type(path) == 'string', 'path must be a string')
end
local realPath = self:_absolutePath(path)
if not self._library.sound[realPath] then
if length == 'short' then
self._library.sound[realPath] = love.sound.newSoundData(realPath)
elseif length == 'long' then
self._library.sound[realPath] = love.sound.newDecoder(realPath)
else
error('length must be either "short" or "long"')
end
end
return self._library.sound[path]
end,
-- Method: font
-- Returns a cached font asset.
--
-- Arguments:
-- Can be:
-- * A single number. This uses Love's default outline font at that point size.
-- * A single string. This uses a bitmap font given by this pathname, and assumes that
-- the characters come in
-- <printable ASCII order at https://en.wikipedia.org/wiki/ASCII#ASCII_printable_characters>.
-- * A string, then a number. This uses an outline font whose pathname is the first argument,
-- at the point size given in the second argument.
-- * Two strings. The first is treated as a pathname to a bitmap font, the second
-- as the character order in the font.
--
-- Returns:
-- Love font object
font = function (self, ...)
local arg = {...}
local libKey = arg[1]
if type(libKey) == 'string' then
libKey = self:_absolutePath(libKey)
end
if #arg > 1 then libKey = libKey .. arg[2] end
if not self._library.font[libKey] then
local font, image
if #arg == 1 then
if type(arg[1]) == 'number' then
font = love.graphics.newFont(arg[1])
elseif type(arg[1]) == 'string' then
image = Cached:image(arg[1])
font = love.graphics.newImageFont(image, self.defaultGlyphs)
else
error("don't understand single argument: " .. arg[1])
end
elseif #arg == 2 then
if type(arg[2]) == 'number' then
font = love.graphics.newFont(arg[1], arg[2])
elseif type(arg[2]) == 'string' then
image = Cached:image(arg[1])
font = love.graphics.newImageFont(image, arg[2])
else
error("don't understand arguments: " .. arg[1] .. ", " .. arg[2])
end
else
error("too many arguments; should be at most two")
end
self._library.font[libKey] = font
end
return self._library.font[libKey]
end,
-- Function: bind
-- Returns a function that's bound to an object so it can be later called with
-- the correct context. This can be abbreviated as just bind().
--
-- Arguments:
-- obj - object to use as function owner
-- func - either a string name of a property of obj, or a free-standing
-- function.
-- ... - any number of extra arguments
bind = function (self, obj, func, ...)
local arg = {...}
if STRICT and type(func) == 'string' then
assert(type(obj[func]) == 'function', 'asked to bind an object to a non-existent method named ' .. func)
end
-- look for previous bind
for key, value in pairs(self._library.binds) do
if key[1] == func and key[2] == obj then
local match = true
for i = 1, #arg do
if key[i + 2] ~= arg[i] then
match = false
break
end
end
if match then
return value
end
end
end
-- have to create a new one
-- note that we have to create a compound key, hence the loop above
local result = function()
if type(func) == 'string' then
return obj[func](obj, unpack(arg))
else
return func(obj, unpack(arg))
end
end
self._library.binds[{func, obj, arg}] = result
return result
end,
-- internal function: _absolutePath
-- Replaces any .. references in a path, where possible.
--
-- Arguments:
-- rawPath - string path to expand
--
-- Returns:
-- string
_absolutePath = function (self, rawPath)
local matches
local result = rawPath
repeat
result, matches = string.gsub(result, '[^/]+/%.%./', '')
until matches == 0
return result
end
}
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