mirror of
https://github.com/Reuh/ubiquitousse.git
synced 2025-10-27 17:19:31 +00:00
Since I only use the LÖVE backend anyway, this simplifies the code. Tidied some code.
376 lines
12 KiB
Lua
376 lines
12 KiB
Lua
--- ubiquitousse.timer
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local ease = require((...):match("^.-timer")..".easing")
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local timer_module
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--- Returns true if all the values in the list are true ; functions in the list will be called and the test will be performed on their return value.
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-- Returns default if the list is empty.
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local function all(list, default)
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if #list == 0 then
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return default
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else
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local r = true
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for _,v in ipairs(list) do
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if type(v) == "function" then
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r = r and v()
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else
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r = r and v
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end
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end
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return r
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end
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end
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-- Timer methods.
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local timer_mt = {
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--- timer data table
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t = nil,
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--- Wait time milliseconds before running the function.
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-- Specify no time to remove condition.
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after = function(self, time)
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self.t.after = time
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return self
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end,
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--- Run the function every time millisecond.
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-- Specify no time to remove condition.
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every = function(self, time)
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self.t.every = time
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return self
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end,
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--- The function will not execute more than count times.
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-- Specify no time to remove condition.
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times = function(self, count)
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self.t.times = count or -1
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return self
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end,
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--- The timer will be active for a time duration.
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-- Specify no time to remove condition.
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during = function(self, time)
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self.t.during = time
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return self
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end,
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--- Function conditions ---
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--- Starts the function execution when func() returns true. Checked before the "after" condition,
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-- meaning the "after" countdown starts when func() returns true.
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-- If multiple init functions are added, init will trigger only when all of them returns true.
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initWhen = function(self, func)
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table.insert(self.t.initWhen, func)
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return self
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end,
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--- Starts the function execution when func() returns true. Checked after the "after" condition.
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-- If multiple start functions are added, start will trigger only when all of them returns true.
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startWhen = function(self, func)
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table.insert(self.t.startWhen, func)
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return self
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end,
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--- When the functions ends, the execution won't stop and will repeat as long as func() returns true.
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-- Will cancel timed repeat conditions if false but needs other timed repeat conditions to be true to create a new repeat.
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-- If multiple repeat functions are added, a repeat will trigger only when all of them returns true.
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repeatWhile = function(self, func)
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table.insert(self.t.repeatWhile, func)
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return self
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end,
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--- Stops the function execution when func() returns true. Checked before all timed conditions.
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-- If multiple stop functions are added, stop will trigger only when all of them returns true.
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stopWhen = function(self, func)
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table.insert(self.t.stopWhen, func)
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return self
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end,
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--- Conditions override ---
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--- Force the function to start its execution.
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start = function(self)
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self.t.forceStart = true
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return self
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end,
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--- Force the function to stop its execution.
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stop = function(self)
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self.t.forceStop = true
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return self
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end,
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--- Force the function to stop immediately. Won't trigger onEnd or other callbacks.
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abort = function(self)
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self.t.abort = true
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return self
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end,
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--- Skip some amount of time.
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skip = function(self, time)
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self.t.skip = (self.t.skip or 0) + time
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end,
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--- Callbacks functions ---
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--- Will execute func(self, lag) when the function execution start.
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onStart = function(self, func)
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table.insert(self.t.onStart, func)
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return self
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end,
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--- Will execute func(self, lag) each frame the main function is run.
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onUpdate = function(self, func)
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table.insert(self.t.onUpdate, func)
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return self
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end,
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--- Will execute func(self, lag) when the function execution end.
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onEnd = function(self, func)
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table.insert(self.t.onEnd, func)
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return self
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end,
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--- Chaining ---
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--- Creates another timer which will be replace the current one when it ends.
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-- Returns the new timer (and not the original one!).
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chain = function(self, func)
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local fn = timer_module.run(func)
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self:onEnd(function(self, lag)
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fn:skip(lag)
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self.t = fn.t
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end)
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return fn
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end,
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--- Management ---
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--- Update the timer.
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-- Should be called at every game update.
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-- @tparam number dt the delta-time (time spent since last time the function was called) (miliseconds)
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update = function(self, dt)
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local t = self.t
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if not t.dead then
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if t.abort then
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t.dead = true
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elseif all(t.initWhen, true) then
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t.initWhen = {}
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local co = t.coroutine
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-- skip
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local cdt = dt
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if t.skip then cdt = cdt + t.skip end
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-- start
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if t.after then t.after = t.after - cdt end
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if t.forceStart or ((not t.after or t.after <= 0) and all(t.startWhen, true)) then
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local startLag = 0
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if t.after then
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startLag = -t.after
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elseif t.skip then
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startLag = t.skip
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end
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t.after, t.skip = nil, nil
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t.startWhen = {}
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t.dead = true -- niling here cause the next pair iteration to error
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if not co then
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co = coroutine.create(t.func)
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t.coroutine = co
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if t.times > 0 then t.times = t.times - 1 end
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for _, f in ipairs(t.onStart) do f(self, startLag) end
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end
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-- update
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assert(coroutine.resume(co, self, cdt, 0, function(delay)
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t.after = delay - startLag
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t.dead = false
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local _, _, cdt, lag = coroutine.yield()
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return cdt, lag
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end))
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for _, f in ipairs(t.onUpdate) do f(self, startLag) end
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if t.during then t.during = t.during - startLag - cdt end
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-- stopping / repeat
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if all(t.stopWhen, false) then t.forceStop = true end
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if t.forceStop or coroutine.status(co) == "dead" then
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if t.forceStop
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or (t.during and t.during <= 0)
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or (t.times == 0)
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or (not all(t.repeatWhile, true))
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or (t.every == nil and t.times == -1 and t.during == nil and #t.repeatWhile == 0) -- no repeat
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then
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local endLag = t.during and -t.during or 0
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for _, f in ipairs(t.onEnd) do f(self, endLag) end
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else
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if t.times > 0 then t.times = t.times - 1 end
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if t.every then t.after = t.every - startLag end
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t.coroutine = coroutine.create(t.func)
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t.dead = false
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end
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end
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end
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end
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end
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end,
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--- Check if the timer is dead.
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-- You shouldn't need to worry about this if your timer belongs to a registry.
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-- If you don't use registries, you probably should purge dead timers to free up some memory (dead timers don't do anything otherwise).
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-- @treturn bool true if the timer can be discarded, false if it's still active.
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dead = function(self)
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return self.t.dead
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end
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}
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timer_mt.__index = timer_mt
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--- Registry methods.
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local registry_mt = {
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--- Update all the timers in the registry.
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-- Should be called at every game update; called by ubiquitousse.update.
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-- @tparam number dt the delta-time (time spent since last time the function was called) (miliseconds)
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update = function(self, dt)
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-- process timers
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for _, timer in ipairs(self.timers) do
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timer:update(dt)
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end
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-- remove dead timers
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for i=#self.timers, 1, -1 do
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if self.timers[i]:dead() then
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table.remove(self.timers, i)
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end
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end
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end,
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--- Create a new timer and add it to the registry.
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-- Same as timer_module.run, but add it to the registry.
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run = function(self, func)
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local r = timer_module.run(func)
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table.insert(self.timers, r)
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return r
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end,
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--- Create a new tween timer and add it to the registry.
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-- Same as timer_module.tween, but add it to the registry.
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tween = function(self, duration, tbl, to, method)
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local r = timer_module.tween(duration, tbl, to, method)
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table.insert(self.timers, r)
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return r
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end,
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--- Cancels all the running timers in this registry.
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clear = function(self)
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self.timers = {}
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end
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}
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registry_mt.__index = registry_mt
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--- Time related functions
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timer_module = {
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--- Creates and return a new timer registry.
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-- A timer registry provides an easy way to handle your timers; it will keep track of them,
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-- updating and removing them as needed. If you use the scene system, a scene-specific
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-- timer registry is available at ubiquitousse.scene.current.timer.
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new = function()
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return setmetatable({
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--- Used to store all the functions delayed with ubiquitousse.time.delay
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-- The default implementation use the structure {<key: function> = <value: data table>, ...}
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-- This table is for internal use and shouldn't be used from an external script.
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timers = {}
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}, registry_mt)
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end,
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--- Create a new timer that will run a function.
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-- The function will receive as first parameter the timer object.
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-- As a second parameter, the function will receive the delta time (dt).
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-- As a third parameter, the function will receive the lag time (difference between the time when the function was run and when it should have been run).
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-- As a fourth parameter, the function will receive as first parameter the wait(time) function, which will pause the function execution for time miliseconds.
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-- You will need to call the :update(dt) method on the timer object every frame to make it do something, or create the timer from a timer registry if you
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-- don't want to handle your timers manually.
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-- @tparam[opt] function func the function to schedule
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-- @treturn timer the object
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run = function(func)
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local r = setmetatable({
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t = {
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dead = false,
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func = func or function() end,
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coroutine = nil,
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after = nil,
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every = nil,
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times = -1,
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during = nil,
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initWhen = {},
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startWhen = {},
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repeatWhile = {},
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stopWhen = {},
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forceStart = false,
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forceStop = false,
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skip = nil,
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onStart = {},
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onUpdate = {},
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onEnd = {}
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}
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}, timer_mt)
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return r
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end,
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--- Create a timer that will tween some numeric values.
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-- You will need to call the :update(dt) method on the timer object every frame to make it do something, or create the timer from a timer registry if you
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-- don't want to handle your timers manually.
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-- @tparam number duration tween duration (miliseconds)
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-- @tparam table tbl the table containing the values to tween
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-- @tparam table to the new values
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-- @tparam[opt="linear"] string/function method tweening method (string name or the actual function(time, start, change, duration))
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-- @treturn timer the object. A duration is already defined, and the :chain methods takes the same arguments as tween (and creates a tween).
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tween = function(duration, tbl, to, method)
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method = method or "linear"
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method = type(method) == "string" and ease[method] or method
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local time = 0 -- tweening time elapsed
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local from = {} -- initial state
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local function update(tbl_, from_, to_) -- apply the method to tbl_ recursively (doesn't handle cycles)
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for k, v in pairs(to_) do
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if type(v) == "table" then
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update(tbl_[k], from_[k], to_[k])
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else
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if time < duration then
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tbl_[k] = method(time, from_[k], v - from_[k], duration)
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else
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tbl_[k] = v
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end
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end
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end
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end
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local r = timer_module.run(function(self, dt)
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time = time + dt
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update(tbl, from, to)
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end):during(duration)
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:onStart(function()
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local function copy(stencil, source, dest) -- copy initial state recursively
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for k, v in pairs(stencil) do
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if type(v) == "table" then
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if not dest[k] then dest[k] = {} end
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copy(stencil[k], source[k], dest[k])
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else
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dest[k] = source[k]
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end
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end
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end
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copy(to, tbl, from)
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end)
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--- Creates another tween which will be initialized when the current one ends.
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-- If tbl_ and/or method_ are not specified, the values from the current tween will be used.
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-- Returns the new tween.
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r.chain = function(_, duration_, tbl_, to_, method_)
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if not method_ and to_ then
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if type(to_) == "string" then
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tbl_, to_, method_ = tbl, tbl_, to_
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else
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method_ = method
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end
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elseif not method_ and not to_ then
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tbl_, to_, method_ = tbl, tbl_, method
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end
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local fn = timer_module.tween(duration_, tbl_, to_, method_)
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r:onEnd(function(self, lag)
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fn:skip(lag)
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self.t = fn.t
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end)
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return fn
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end
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return r
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end
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}
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return timer_module
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