- Created Plugin loading system

- Added lazy loading system for elements (optional feature)
- Improved rendering performance
- Added ID system which is separated from Eement Names
- Added Focussystem for container
- Improved container performance by only rendering and handling events from visible childrens instead of all
- Added label and input
- Added animation and xml
This commit is contained in:
Robert Jelic
2025-02-13 10:51:12 +01:00
parent bca8889fbd
commit 6dfa554523
23 changed files with 1833 additions and 494 deletions

View File

@@ -1,5 +1,9 @@
local benchmark = require("benchmark")
benchmark.start("Basalt Initialization")
local elementManager = require("elementManager")
local errorManager = require("errorManager")
local propertySystem = require("propertySystem")
--- This is the UI Manager and the starting point for your project. The following functions allow you to influence the default behavior of Basalt.
---
@@ -13,24 +17,65 @@ basalt._events = {}
basalt._schedule = {}
basalt._plugins = {}
basalt.LOGGER = require("log")
basalt.path = fs.getDir(select(2, ...))
local mainFrame = nil
local updaterActive = false
local _type = type
local lazyElements = {}
local lazyElementCount = 10
local lazyElementsTimer = 0
local isLazyElementsTimerActive = false
local function queueLazyElements()
if(isLazyElementsTimerActive)then return end
lazyElementsTimer = os.startTimer(0.2)
isLazyElementsTimerActive = true
end
local function loadLazyElements(count)
for _=1,count do
local blueprint = lazyElements[1]
if(blueprint)then
blueprint:create()
end
table.remove(lazyElements, 1)
end
end
local function lazyElementsEventHandler(event, timerId)
if(event=="timer")then
if(timerId==lazyElementsTimer)then
loadLazyElements(lazyElementCount)
isLazyElementsTimerActive = false
lazyElementsTimer = 0
if(#lazyElements>0)then
queueLazyElements()
end
return true
end
end
end
--- Creates and returns a new UI element of the specified type.
--- @shortDescription Creates a new UI element
--- @param type string The type of element to create (e.g. "Button", "Label", "BaseFrame")
--- @param id? string Optional unique identifier for the element
--- @param properties? string|table Optional name for the element or a table with properties to initialize the element with
--- @return table element The created element instance
--- @usage local button = basalt.create("Button")
function basalt.create(type, id)
if(id==nil)then id = elementManager.generateId() end
local element = elementManager.getElement(type).new(id, basalt)
local ok, result = pcall(require, "main")
if not ok then
errorManager(false, result)
function basalt.create(type, properties, lazyLoading, parent)
if(_type(properties)=="string")then properties = {name=properties} end
if(properties == nil)then properties = {name = type} end
local elementClass = elementManager.getElement(type)
if(lazyLoading)then
local blueprint = propertySystem.blueprint(elementClass, properties, basalt, parent)
table.insert(lazyElements, blueprint)
queueLazyElements()
return blueprint
else
return elementClass.new(properties, basalt)
end
return element
end
--- Creates and returns a new frame
@@ -87,18 +132,11 @@ end
--- @local Internal event handler
local function updateEvent(event, ...)
if(event=="terminate")then basalt.stop() end
if lazyElementsEventHandler(event, ...) then return end
if event:find("mouse") then
if mainFrame then
mainFrame:handleEvent(event, ...)
end
end
if event:find("key") then
if mainFrame then
mainFrame:handleEvent(event, ...)
end
end
if(mainFrame:dispatchEvent(event, ...))then
return
end
if basalt._events[event] then
for _, callback in ipairs(basalt._events[event]) do
@@ -137,12 +175,14 @@ end
--- @usage basalt.run()
--- @usage basalt.run(false)
function basalt.run(isActive)
benchmark.stop("Basalt Initialization")
updaterActive = isActive
if(isActive==nil)then updaterActive = true end
local function f()
renderFrames()
while updaterActive do
updateEvent(os.pullEventRaw())
renderFrames()
end
end
while updaterActive do