Created
August 19, 2015 19:00
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--[[ | |
MeshGraph, a library to draw meshes as graphs. | |
@TODOS: a whole bunch of stuff | |
* canvas optimization? | |
* can't relocate, changes must propigate through the entire list of points | |
]] | |
local LineGraph = class("LineGraph") | |
function LineGraph:initialize(x, y, width) | |
-- == location | |
self.x = x or 400 | |
self.y = y or 500 --love.graphics.getHeight() | |
self.width = width or 100 | |
--self.height = height or 300 | |
-- == update info | |
self.delay = 0.5 | |
self.points = self.width | |
self.pointSpacing = self.width / self.points | |
-- == draw options | |
self.graphColor = {0, 0, 255, 255} | |
-- == internal values | |
self.verts = {} | |
-- fill out the points with initial values for visibility | |
for i=1,(self.points)*2,2 do | |
self.verts[i] = self.x + i*self.pointSpacing | |
self.verts[i+1] = self.y - i | |
end | |
-- call the police, I have a number that never stops growing integer | |
-- (this could probably be gotten from the x value of the last vertex or something) | |
--self.valuesRecorded = 0 | |
self.currentTime = 0 | |
end | |
function LineGraph:getValues(dt, reps) | |
-- if our update rate somehow stalls us for more than a single reporting period, | |
-- pad the graph by reporting the same FPS we had previously | |
reps = reps or 0 | |
local retVals = {} | |
for i=1,reps do | |
--uncomment for more useful statistics | |
--table.insert(retVals, love.timer.getAverageDelta()*1000*30) | |
table.insert(retVals, love.timer.getFPS()) | |
end | |
-- not averaging these could probably make things look inaccurate in the event of immense lag | |
return retVals | |
end | |
function LineGraph:updateClock(dt) | |
self.currentTime = self.currentTime + dt | |
local reps = math.floor(self.currentTime/self.delay) | |
self.currentTime = self.currentTime - self.delay*reps | |
return reps | |
end | |
function LineGraph:update(dt) | |
-- update the current time of the graph | |
local reps = self:updateClock(dt) | |
-- get values, we pass dt & reps for the sake of the program | |
local newVals = self:getValues(dt, reps) | |
if newVals and #newVals > 0 then | |
-- add any new values as verts | |
--[[ | |
shift the Y values back a single position | |
start at the Nth+1 Y, to prevent nestling loops | |
]] | |
for j=2+(#newVals*2),self.points*2,2 do | |
self.verts[j-2] = self.verts[j] | |
end | |
--[[ | |
the verts table contains twice as many entries as we do points | |
get to the end, step back by X values * 2 to align ourself to the actual "point" | |
we do not need to add or subtract because this aligns us with the final value | |
invert the value because our Y is flipped | |
]] | |
for i=1,#newVals do | |
self.verts[self.points*2 - (i-1)*2] = self.y - newVals[i] | |
end | |
end | |
end | |
-- draws all the graphs in your list | |
function LineGraph:draw(dt) | |
love.graphics.setColor(self.graphColor) | |
love.graphics.line(self.verts) | |
end | |
return LineGraph |
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--[[ | |
MeshGraph, a library to draw meshes as graphs. | |
@TODOS: a whole bunch of stuff | |
* view scaling | |
]] | |
local MeshGraph = class("MeshGraph") | |
function MeshGraph:initialize(x, y, width) | |
-- == location | |
self.x = x or 400 | |
self.y = y or 500 --love.graphics.getHeight() | |
self.width = width or 100 | |
--self.height = height or 300 | |
-- == update info | |
self.delay = 0.5 | |
self.points = self.width | |
self.pointSpacing = self.width / self.points+2 | |
-- == draw options | |
self.graphColor = {0, 0, 255, 255} | |
-- == internal values | |
-- set to "fan" for a lag-o-meter | |
self.mesh = love.graphics.newMesh(self.points+2, "strip") -- 2 extra for start/end points to keep the shape solid | |
self.verts = {} | |
-- fill out the points with initial values for visibility | |
for i=1,self.points+2 do | |
table.insert(self.verts, { | |
i*self.pointSpacing, | |
i, | |
0,0, | |
self.graphColor[1], | |
self.graphColor[2], | |
self.graphColor[3], | |
self.graphColor[4], | |
}) | |
end | |
-- reset start/end points | |
self.verts[1][1] = self.verts[2][1] | |
self.verts[self.points+2][1] = self.verts[self.points+1][1] | |
self.verts[self.points+2][2] = 0 | |
self.mesh:setVertices(self.verts) | |
self.currentTime = 0 | |
end | |
function MeshGraph:getValues(dt, reps) | |
-- if our update rate somehow stalls us for more than a single reporting period, | |
-- pad the graph by reporting the same FPS we had previously | |
reps = reps or 0 | |
local retVals = {} | |
for i=1,reps do | |
--uncomment for more useful statistics | |
--table.insert(retVals, love.timer.getAverageDelta()*1000*30) | |
table.insert(retVals, love.timer.getFPS()) | |
end | |
-- not averaging these could probably make things look inaccurate in the event of immense lag | |
return retVals | |
end | |
function MeshGraph:updateClock(dt) | |
self.currentTime = self.currentTime + dt | |
local reps = math.floor(self.currentTime/self.delay) | |
self.currentTime = self.currentTime - self.delay*reps | |
return reps | |
end | |
function MeshGraph:update(dt) | |
-- update the current time of the graph | |
local reps = self:updateClock(dt) | |
-- get values, we pass dt & reps for the sake of the program | |
local newVals = self:getValues(dt, reps) | |
if newVals and #newVals > 0 then | |
-- add any new values as verts | |
for i=1,#newVals do | |
-- remove the vert after the first one (entry zero) | |
table.remove(self.verts, 2) | |
local x = self.verts[self.points+1-i][1] + self.pointSpacing | |
--insert before the very last point | |
table.insert(self.verts, self.points + 1, { | |
x, | |
newVals[i], | |
0,0, | |
self.graphColor[1], | |
self.graphColor[2], | |
self.graphColor[3], | |
self.graphColor[4] | |
}) | |
end | |
-- set the beginning and end positions down to ensure filled draw still works | |
self.verts[1][1] = self.verts[2][1] | |
self.verts[self.points+2][1] = self.verts[self.points+1][1] | |
-- set verts | |
self.mesh:setVertices(self.verts) | |
end | |
end | |
-- draws all the graphs in your list | |
function MeshGraph:draw(dt) | |
local x = self.x | |
x = x - self.verts[1][1] | |
love.graphics.draw(self.mesh, x, self.y, 0, 1, -1) | |
-- flip the y scale because half the time these numbers are gonna be positive | |
end | |
return MeshGraph |
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