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util.lua
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util = {}
util._texturePool = {}
function util.loadTexture(filename)
if (util._texturePool[filename] ~= nil) then
return util._texturePool[filename]
else
util._texturePool[filename] = love.graphics.newImage(filename)
return util._texturePool[filename]
end
end
function util.removeFromTable(t, value)
local found = nil
for index, v in pairs(t) do
if v == value then
found = index
end
end
if found ~= nil then
table.remove(t, found)
end
end
-- table functions
function table.index(t, value)
local found = nil
for index, v in pairs(t) do
if v == value then
found = index
end
end
return found
end
function table.shuffle(array)
local arrayCount = #array
for i = arrayCount, 2, -1 do
local j = love.math.random(1, i)
array[i], array[j] = array[j], array[i]
end
return array
end
--[[
Save Table to File/Stringtable
Load Table from File/Stringtable
v 0.94
Lua 5.1 compatible
Userdata and indices of these are not saved
Functions are saved via string.dump, so make sure it has no upvalues
References are saved
----------------------------------------------------
table.save( table [, filename] )
Saves a table so it can be called via the table.load function again
table must a object of type 'table'
filename is optional, and may be a string representing a filename or true/1
table.save( table )
on success: returns a string representing the table (stringtable)
(uses a string as buffer, ideal for smaller tables)
table.save( table, true or 1 )
on success: returns a string representing the table (stringtable)
(uses io.tmpfile() as buffer, ideal for bigger tables)
table.save( table, "filename" )
on success: returns 1
(saves the table to file "filename")
on failure: returns as second argument an error msg
----------------------------------------------------
table.load( filename or stringtable )
Loads a table that has been saved via the table.save function
on success: returns a previously saved table
on failure: returns as second argument an error msg
----------------------------------------------------
chillcode, http://lua-users.org/wiki/SaveTableToFile
Licensed under the same terms as Lua itself.
]]--
do
-- declare local variables
--// exportstring( string )
--// returns a "Lua" portable version of the string
local function exportstring( s )
s = string.format( "%q",s )
-- to replace
s = string.gsub( s,"\\\n","\\n" )
s = string.gsub( s,"\r","\\r" )
s = string.gsub( s,string.char(26),"\"..string.char(26)..\"" )
return s
end
--// The Save Function
function table.save( tbl,filename )
local charS,charE = " ","\n"
local file,err
-- create a pseudo file that writes to a string and return the string
if not filename then
file = { write = function( self,newstr ) self.str = self.str..newstr end, str = "" }
charS,charE = "",""
-- write table to tmpfile
elseif filename == true or filename == 1 then
charS,charE,file = "","",io.tmpfile()
-- write table to file
-- use io.open here rather than io.output, since in windows when clicking on a file opened with io.output will create an error
else
file,err = io.open( filename, "w" )
if err then return _,err end
end
-- initiate variables for save procedure
local tables,lookup = { tbl },{ [tbl] = 1 }
file:write( "return {"..charE )
for idx,t in ipairs( tables ) do
if filename and filename ~= true and filename ~= 1 then
file:write( "-- Table: {"..idx.."}"..charE )
end
file:write( "{"..charE )
local thandled = {}
for i,v in ipairs( t ) do
thandled[i] = true
-- escape functions and userdata
if type( v ) ~= "userdata" then
-- only handle value
if type( v ) == "table" then
if not lookup[v] then
table.insert( tables, v )
lookup[v] = #tables
end
file:write( charS.."{"..lookup[v].."},"..charE )
elseif type( v ) == "function" then
file:write( charS.."loadstring("..exportstring(string.dump( v )).."),"..charE )
else
local value = ( type( v ) == "string" and exportstring( v ) ) or tostring( v )
file:write( charS..value..","..charE )
end
end
end
for i,v in pairs( t ) do
-- escape functions and userdata
if (not thandled[i]) and type( v ) ~= "userdata" then
-- handle index
if type( i ) == "table" then
if not lookup[i] then
table.insert( tables,i )
lookup[i] = #tables
end
file:write( charS.."[{"..lookup[i].."}]=" )
else
local index = ( type( i ) == "string" and "["..exportstring( i ).."]" ) or string.format( "[%d]",i )
file:write( charS..index.."=" )
end
-- handle value
if type( v ) == "table" then
if not lookup[v] then
table.insert( tables,v )
lookup[v] = #tables
end
file:write( "{"..lookup[v].."},"..charE )
elseif type( v ) == "function" then
file:write( "loadstring("..exportstring(string.dump( v )).."),"..charE )
else
local value = ( type( v ) == "string" and exportstring( v ) ) or tostring( v )
file:write( value..","..charE )
end
end
end
file:write( "},"..charE )
end
file:write( "}" )
-- Return Values
-- return stringtable from string
if not filename then
-- set marker for stringtable
return file.str.."--|"
-- return stringttable from file
elseif filename == true or filename == 1 then
file:seek ( "set" )
-- no need to close file, it gets closed and removed automatically
-- set marker for stringtable
return file:read( "*a" ).."--|"
-- close file and return 1
else
file:close()
return 1
end
end
--// The Load Function
function table.load( sfile )
-- catch marker for stringtable
if string.sub( sfile,-3,-1 ) == "--|" then
tables,err = loadstring( sfile )
else
tables,err = loadfile( sfile )
end
if err then return _,err
end
tables = tables()
for idx = 1,#tables do
local tolinkv,tolinki = {},{}
for i,v in pairs( tables[idx] ) do
if type( v ) == "table" and tables[v[1]] then
table.insert( tolinkv,{ i,tables[v[1]] } )
end
if type( i ) == "table" and tables[i[1]] then
table.insert( tolinki,{ i,tables[i[1]] } )
end
end
-- link values, first due to possible changes of indices
for _,v in ipairs( tolinkv ) do
tables[idx][v[1]] = v[2]
end
-- link indices
for _,v in ipairs( tolinki ) do
tables[idx][v[2]],tables[idx][v[1]] = tables[idx][v[1]],nil
end
end
return tables[1]
end
-- close do
end
-- math
-- Returns the angle between two points.
function math.angle(p1, p2) return math.atan2(p2.y-p1.y, p2.x-p1.x) end
-- Returns 'n' rounded to the nearest 'deci'th (defaulting whole numbers).
function math.round(n, deci) deci = 10^(deci or 0) return math.floor(n*deci+.5)/deci end
function math.dist(v1,v2)
local x = v1.x - v2.x
local y = v1.y - v2.y
return math.sqrt(x*x+y*y)
end
-- Returns 1 if number is positive, -1 if it's negative, or 0 if it's 0.
function math.sign(n) return n>0 and 1 or n<0 and -1 or 0 end
function math.inBounds(box, tx, ty)
return (box[2].x >= tx and box[2].y >= ty)
and (box[1].x <= tx and box[1].y <= ty)
or (box[1].x >= tx and box[2].y >= ty)
and (box[2].x <= tx and box[1].y <= ty)
end
function math.inCircle(c, r, a)
return math.dist(c, a) < r
end
--function math.inCircle(cx,cy, r, ax, ay)
-- return math.inCircle(Vector(cx,cy), r, Vector(ax,ay))
--end