/traderous

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1 by Josh C
zoetrope 1.4
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-- Class: App 
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-- An app is where all the magic happens. :) It contains a 
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-- view, the group where all major action happens, as well as the
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-- meta view, which persists across views. Only one app may run at
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-- a time.
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--
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-- An app's job is to get things up and running -- most of its logic
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-- lives in its onRun handler, but for a simple app, you can also
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-- use the onUpdate handler instead of writing a custom <View>.
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-- 
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-- Once an app has begun running, it may be accessed globally via
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-- <the>.app.
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--
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-- Extends:
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--  	<Class>
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--
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-- Event: onRun
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-- 		Called once, when the app begins running.
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--
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-- Event: onEnterFullscreen
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--		Called after entering fullscreen successfully.
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--
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-- Event: onExitFullscreen
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--		Called after exiting fullscreen successfully.
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App = Class:extend
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{
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	-- Property: name
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	-- This is shown in the window title bar.
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	name = 'Zoetrope',
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	-- Property: icon
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	-- A path to an image to use as the window icon (a 32x32 PNG is recommended).
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	-- This doesn't affect the actual executable's icon in the taskbar or dock. 
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	-- Property: fps
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	-- Maximum frames per second requested. In practice, your
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	-- FPS may vary from frame to frame. Every event handler (e.g. onUpdate)
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	-- is passed the exact elapsed time in seconds.
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	fps = 60,
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	-- Property: timeScale
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	-- Multiplier for elapsed time; 1.0 is normal, 0 is completely frozen.
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	timeScale = 1,
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	-- Property: active
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	-- If false, nothing receives update-related events, including the meta view.
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	-- These events specifically are onStartFrame, onUpdate, and onEndFrame.
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	active = true,
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	-- Property: deactivateOnBlur
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	-- Should the app automatically set its active property to false when its
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	-- window loses focus?
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	deactivateOnBlur = true,
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	-- Property: view
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	-- The current <View>. When the app is running, this is also accessible
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	-- globally via <the>.view. In order to switch views, you must set this
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	-- property, *not* <the>.view.
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	-- Property: meta
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	-- A <Group> that persists across all views during the app's lifespan.
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	-- Property: keys
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	-- A <Keys> object that listens to the keyboard. When the app is running, this
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	-- is also accessible globally via <the>.keys.
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	-- Property: width
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	-- The width of the app's canvas in pixels. Changing this value has no effect. To
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	-- set this for real, edit conf.lua. This may *not* correspond to the overall
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	-- resolution of the window when in fullscreen mode.
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	-- Property: height
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	-- The height of the window in pixels. Changing this value has no effect. To
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	-- set this for real, edit conf.lua. This may *not* correspond to the overall
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	-- resolution of the window when in fullscreen mode.
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	-- Property: fullscreen
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	-- Whether the app is currently running in fullscreen mode. Changing this value
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	-- has no effect. To change this, use the enterFullscreen(), exitFullscreen(), or
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	-- toggleFullscreen() methods.
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	-- Property: inset
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	-- The screen coordinates where the app's (0, 0) origin should lie. This is only
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	-- used by Zoetrope to either letterbox or pillar fullscreen apps, but there may
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	-- be other uses for it.
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	inset = { x = 0, y = 0},
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	-- internal property: _sleepTime
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	-- The amount of time the app intentionally slept for, and should not
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	-- be counted against elapsed time.
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	-- internal property: _nextFrameTime
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	-- Set at the start of a frame to be the next time a frame should be rendered,
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	-- in timestamp format. This is used to properly maintain FPS -- see the example
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	-- in https://love2d.org/wiki/love.timer.sleep for how this works.
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	new = function (self, obj)
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		obj = self:extend(obj)
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		-- set icon if possible
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		if self.icon then
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			love.graphics.setIcon(Cached:image(self.icon))
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		end
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		-- view containers
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		obj.meta = obj.meta or Group:new()
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		obj.view = obj.view or View:new()		
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		-- input
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		if love.keyboard then
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			obj.keys = obj.keys or Keys:new()
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			love.keyboard.setKeyRepeat(0.4, 0.04)
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			obj.meta:add(obj.keys)
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		end
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		if love.mouse then
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			obj.mouse = obj.mouse or Mouse:new()
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			obj.meta:add(obj.mouse)
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		end
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		if love.joystick then
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			obj.gamepads = {}
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			the.gamepads = obj.gamepads
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		end
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		if obj.numGamepads and obj.numGamepads > 0 then
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			for i = 1, obj.numGamepads do
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				obj.gamepads[i] = Gamepad:new{ number = i }
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				obj.meta:add(obj.gamepads[i])
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			end
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		end
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		-- screen dimensions and state
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		obj.width, obj.height, obj.fullscreen = love.graphics.getMode()
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		-- housekeeping
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		the.app = obj
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		if obj.onNew then obj:onNew() end
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		return obj
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	end,
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	-- Method: run
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	-- Starts the app running. Nothing will occur until this call.
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	--
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	-- Arguments:
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	-- 		none
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	-- 
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	-- Returns:
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	--		nothing
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	run = function (self)
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		math.randomseed(os.time())
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		-- sync the.view
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		the.view = self.view
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		-- attach debug console
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		if DEBUG then
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			self.console = DebugConsole:new()
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			self.meta:add(self.console)
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		end
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		-- set up callbacks
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		love.graphics.setCaption(self.name)
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		love.update = function (elapsed) self:update(elapsed) end
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		love.draw = function() self:draw() end
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		love.focus = function (value) self:onFocus(value) end	
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		if self.onRun then self:onRun() end
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		self._nextFrameTime = love.timer.getMicroTime()
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	end,
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	-- Method: quit
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	-- Quits the application immediately.
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	--
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	-- Arguments:
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	--		none
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	--
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	-- Returns:
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	--		nothing
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	quit = function (self)
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		love.event.quit()
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	end,
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	-- Method: useSysCursor
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	-- Shows or hides the system mouse cursor.
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	--
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	-- Arguments:
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	--		value - show the cursor?
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	--
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	-- Returns:
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	--		nothing
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	useSysCursor = function (self, value)
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		if STRICT then
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			assert(value == true or value == false,
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				   'tried to set system cursor visibility to ' .. type(value))
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		end
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		love.mouse.setVisible(value)
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	end,
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	-- Method: enterFullscreen
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	-- Enters fullscreen mode. If the app is already in fullscreen, this has no effect.
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	-- This tries to use the highest resolution that will not result in distortion, and
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	-- adjust the app's offset property to accomodate this.
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	--
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	-- Arguments:
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	--		hint - whether to try to letterbox (vertical black bars) or pillar the app
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	--			   (horizontal black bars). You don't need to specify this; the method
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	--			   will try to infer based on the aspect ratio of your app.
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	--
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	-- Returns:
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	--		boolean whether this succeeded
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	enterFullscreen = function (self, hint)
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		if STRICT then
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			assert(not self.fullscreen, 'asked to enter fullscreen when already in fullscreen')
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		end
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		local modes = love.graphics.getModes()
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		if not hint then
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			if self.width * 9 == self.height * 16 then
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				hint = 'letterbox'
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			elseif self.width * 3 == self.height * 4 then
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				hint = 'pillar'
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			end
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		end
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		-- find the mode with the highest screen area that
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		-- matches either width or height, according to our hint
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		local bestMode = { area = 0 }
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		for _, mode in pairs(modes) do
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			mode.area = mode.width * mode.height
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			if (mode.area > bestMode.area) and 
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			   ((hint == 'letterbox' and mode.width == self.width) or
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			    (hint == 'pillar' and mode.height == self.height)) then
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					bestMode = mode
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			end
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		end
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		-- if we found a match, switch to it
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		if bestMode.width then
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			love.graphics.setMode(bestMode.width, bestMode.height, true)
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			self.fullscreen = true
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			-- and adjust inset and scissor
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			self.inset.x = math.floor((bestMode.width - self.width) / 2)
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			self.inset.y = math.floor((bestMode.height - self.height) / 2)
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			love.graphics.setScissor(self.inset.x, self.inset.y, self.width, self.height)
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			if self.onEnterFullscreen then self:onEnterFullscreen() end
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		end
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		return self.fullscreen
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	end,
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	-- Method: exitFullscreen
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	-- Exits fullscreen mode. If the app is already windowed, this has no effect.
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	--
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	-- Arguments:
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	--		none
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	--
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	-- Returns:
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	--		nothing
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	exitFullscreen = function (self)
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		if STRICT then
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			assert(self.fullscreen, 'asked to exit fullscreen when already out of fullscreen')
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		end
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		love.graphics.setMode(self.width, self.height, false)
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		love.graphics.setScissor(0, 0, self.width, self.height)
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		self.fullscreen = false
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		self.inset.x = 0
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		self.inset.y = 0
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		if self.onExitFullscreen then self:onExitFullscreen() end
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	end,
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	-- Method: toggleFullscreen
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	-- Toggles between windowed and fullscreen mode.
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	--
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	-- Arguments:
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	--		none
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	--
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	-- Returns:
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	--		nothing
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	toggleFullscreen = function (self)
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		if self.fullscreen then
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			self:exitFullscreen()
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		else
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			self:enterFullscreen()
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		end
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	end,
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	-- Method: saveScreenshot
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	-- Saves a snapshot of the current frame to disk.
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	--
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	-- Arguments:
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	--		filename - filename to save as, image format is implied by suffix.
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	--				   This is forced inside the app's data directory,
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	--				   see https://love2d.org/wiki/love.filesystem for details.
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	--
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	-- Returns:
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	--		nothing
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	saveScreenshot = function (self, filename)
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		if not filename then
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			error('asked to save screenshot to a nil filename')
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		end
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		local screenshot = love.graphics.newScreenshot()
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		screenshot:encode(filename)
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	end,
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	-- Method: add
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	-- A shortcut for adding a sprite to the app's view.
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	--
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	-- Arguments:
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	--		sprite - sprite to add
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	-- 
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	-- Returns:
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	--		nothing
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	add = function (self, sprite)
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		self.view:add(sprite)
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	end,
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	-- Method: remove
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	-- A shortcut for removing a sprite from the app's view.
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	--
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	-- Arguments:
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	--		sprite - sprite to remove
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	--
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	-- Returns: nothing
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	remove = function (self, sprite)
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		self.view:remove(sprite)
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	end,
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	update = function (self, elapsed)
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		-- set the next frame time right at the start
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		self._nextFrameTime = self._nextFrameTime + 1 / self.fps
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		elapsed = elapsed - (self._sleepTime or 0)
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		local realElapsed = elapsed
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		elapsed = elapsed * self.timeScale
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		-- sync the.view with our current view
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		local view = self.view
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		if the.view ~= view then the.view = view end
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		-- if we are not active at all, sleep for a half-second
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		if not self.active then
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			love.timer.sleep(0.5)
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			self._sleepTime = 0.5
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			return
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		end
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		self._sleepTime = 0
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		-- update everyone
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		-- all update events bubble up from child to parent
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		-- (we consider the meta view a little 
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		view:startFrame(elapsed)
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		self.meta:startFrame(elapsed)
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		if self.onStartFrame then self:onStartFrame(elapsed) end
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		view:update(elapsed)	
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		self.meta:update(elapsed)
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		if self.onUpdate then self:onUpdate(elapsed) end
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		view:endFrame(elapsed)
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		self.meta:endFrame(elapsed)
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		if self.onEndFrame then self:onEndFrame(elapsed) end
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	end,
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	draw = function (self)
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		local inset = self.inset.x ~= 0 or self.inset.y ~= 0
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		if inset then love.graphics.translate(self.inset.x, self.inset.y) end
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		self.view:draw()
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		self.meta:draw()
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		if inset then love.graphics.translate(0, 0) end
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		-- sleep off any unneeded time to keep up at our FPS
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		local now = love.timer.getMicroTime()
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		if self._nextFrameTime < now then
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			self._nextFrameTime = now
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		else
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			love.timer.sleep(self._nextFrameTime - now)
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		end
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	end,
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	onFocus = function (self, value)
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		if self.deactivateOnBlur then
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			self.active = value
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			if value then
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				love.audio.resume()
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			else
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				love.audio.pause()
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			end
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		end
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	end,
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	__tostring = function (self)
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		local result = 'App ('
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		if self.active then
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			result = result .. 'active'
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		else
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			result = result .. 'inactive'
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		end
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		return result .. ', ' .. self.fps .. ' fps, ' .. self.view:count(true) .. ' sprites)'
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	end
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}