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106 lines
4.9 KiB
Lua
106 lines
4.9 KiB
Lua
-- ubiquitousse
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--- Ubiquitousse Game Framework.
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-- Main module, which will try to load every other Ubiquitousse module when required and provide a few convenience functions.
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--
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-- Ubiquitousse may or may not be used in its totality. You can delete the modules directories you don't need and Ubiquitousse
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-- should adapt accordingly. You can also simply copy the modules directories you need and use them directly, without using this
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-- file at all.
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-- However, some modules may provide more feature when other modules are available.
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-- These dependencies are written at the top of every main module file.
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--
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-- Ubiquitousse's goal is to run everywhere with the least porting effort possible, so Ubiquitousse tries to only use features that
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-- are almost sure to be available everywhere.
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--
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-- Some Ubiquitousse modules require functions that are not in the Lua standard library, and must therefore be implemented in a backend,
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-- such as ubiquitousse.love. When required, modules will try to autodetect the engine it is running on, and load a correct backend.
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--
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-- Most Ubiquitousse module backends require a few things to be fully implemented:
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-- * The backend needs to have access to some kind of main loop, or at least a function called very often (may or may not be the
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-- same as the redraw screen callback).
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-- * Some way of measuring time (preferably with millisecond-precision).
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-- * Some kind of filesystem.
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-- * Lua 5.1, 5.2, 5.3 or LuaJit.
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-- * Other requirement for specific modules should be described in the module's documentation.
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--
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-- Units used in the API documentation:
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-- * All distances are expressed in pixels (px)
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-- * All durations are expressed in milliseconds (ms)
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-- These units are only used to make writing documentation easier; you can use other units if you want, as long as you're consistent.
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--
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-- Style:
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-- * tabs for indentation, spaces for esthetic whitespace (notably in comments)
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-- * no globals
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-- * UPPERCASE for constants (or maybe not).
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-- * CamelCase for class names.
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-- * lowerCamelCase is expected for everything else.
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--
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-- Implementation levels:
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-- * backend: nothing defined in Ubiquitousse, must be implemented in backend
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-- * mixed: partly implemented in Ubiquitousse but must be complemeted in backend.
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-- * ubiquitousse: fully-working version in Ubiquitousse, may or may not be redefined in backend
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-- The implementation level is indicated using the "@impl level" annotation.
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--
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-- For backend writers:
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-- If a function defined here already contains some code, this means this code is mandatory and you must put/call
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-- it in your implementation (except if the backend provides a more efficient implementation).
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-- Also, a backend file shouldn't redefine the ubiquitousse table itself but only redefine the backend-dependant fields.
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-- Lua 5.3: The API doesn't make the difference between numbers and integers, so convert to integers when needed.
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--
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-- For game writer:
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-- Ubiquitousse works with Lua 5.1 to 5.3, including LuaJit, but doesn't provide any version checking or compatibility layer
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-- between the different versions, so it's up to you to handle that in your game (or ignore the problem and sticks to your
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-- main's backend Lua version).
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--
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-- Regarding the documentation: Ubiquitousse used LDoc/LuaDoc styled-comments, but since LDoc hates me and my code, the
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-- generated result is complete garbage, so please read the documentation directly in the comments here until fix this.
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-- Stuff you're interested in starts with triple - (e.g., "--- This functions saves the world").
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--
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-- @usage local ubiquitousse = require("ubiquitousse")
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local p = ... -- require path
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local ubiquitousse
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ubiquitousse = {
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--- Ubiquitousse version.
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-- @impl ubiquitousse
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version = "0.0.1",
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--- Should be called each time the game loop is ran; will update every loaded Ubiquitousse module that needs it.
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-- @tparam number dt time since last call, in miliseconds
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-- @impl mixed
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update = function(dt)
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if ubiquitousse.timer then ubiquitousse.timer.update(dt) end
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if ubiquitousse.scene then ubiquitousse.scene.update(dt) end
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if ubiquitousse.input then ubiquitousse.input.update(dt) end
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end,
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--- Should be called each time the game expect a new frame to be drawn; will draw every loaded Ubiquitousse module that needs it
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-- The screen is expected to be cleared since last frame.
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-- @impl mixed
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draw = function()
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if ubiquitousse.scene then ubiquitousse.scene.draw() end
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end
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}
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-- We're going to require modules requiring Ubiquitousse, so to avoid stack overflows we already register the ubiquitousse package
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package.loaded[p] = ubiquitousse
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-- Require external submodules
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for _, m in ipairs{"asset", "ecs", "input", "scene", "timer", "util"} do
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local s, t = pcall(require, p.."."..m)
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if s then
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ubiquitousse[m] = t
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end
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end
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-- Backend engine autodetect and load
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if love then
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require(p..".backend.love")
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elseif package.loaded["ctr"] then
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require(p..".backend.ctrulua")
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elseif package.loaded["libretro"] then
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error("NYI")
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end
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return ubiquitousse
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