LOVE Async Loading library. Uses multiple thread to load your assets (depends on amount of CPU)
This code snippet displays "Loading image" if the image hasn't been loaded and "Loading song" if the audio hasn't been loaded
local lily = require("lily")
local myimage
local mysound
function love.load()
lily.newImage("image.png"):onComplete(function(userdata, image)
-- In v2.0, there's "userdata" before the return value
myimage = image
end)
lily.newSource("song.wav"):onComplete(function(userdata, sound)
-- In v2.0, there's "userdata" before the return value
mysound = sound
sound:play()
end)
end
function love.draw()
if myimage then love.graphics.draw(myimage, 0, 24, 0, 0.25, 0.25)
else love.graphics.print("Loading image") end
if not(mysound) then love.graphics.print("Loading song", 0, 12) end
endExample of multi loading
local lily = require("lily")
function love.load()
multilily = lily.loadMulti({
{"newImage", "image1-0.png"}, -- You can use string
{lily.newImage, love.filesystem.newFile("image1-1.png")}, -- or the function object
})
multilily:onComplete(function(_, lilies)
image1 = lilies[1][1]
image2 = lilies[2][1]
end)
end
function love.update() end
function love.draw()
if multilily:isComplete() then
love.graphics.draw(image1, -1024, -1024)
love.graphics.draw(image2)
end
endLily v3.0 is not compatible with LOVE 0.10.x. Latest version which is compatible with LOVE 0.10.x is Lily v2.0.x
and can be found in v2.0 branch. In case of bug fix, it will be backported to v2.0 branch when applicable.
Put lily.lua and lily_thread.lua in your LOVE game and require("lily"). Or use lily_single.lua and require("lily_single").
Lily tries to load the asset, which can be time consuming, into another thread, called "TaskPool". When Lily is loaded, it creates
n-amount of "TaskPool", where n depends on how many CPU core you have. This allows the main thread to keep rendering while the other
thread do the asset loading. If you have more CPU cores, this is even better because the asset loading will be scattered across "TaskPool"
(by selecting "TaskPool" which has least amount of pending tasks). CPU core detection requires love.system module. Although it's possible
to use Lily without love.system by using other methods to find amount of CPU core, such strategy can fail under some system configuration
and fallback to 1 "TaskPool".
Why there's no lily.update() (like loader.update() in love-loader)? Lily takes advantage that love.event.push is thread-safe and
in fact LOVE allows custom event which can be added via love.handlers table. So, instead of using Channel to pass the loaded asset
to Lily main thread, Lily register it's own event and then the other thread will send LOVE event using love.thread.push. LOVE will
read that this event comes from Lily "TaskPool" thread, then execute Lily event handler, which returns the loaded asset ready to use.
Most Lily function to create threaded asset follows LOVE name, like newSource for loading playable audio, newImage for loading
drawable image, and such. Additionally, Lily expose these additional function.
To call the async version of LOVE function, see function below. The function argument and the return value follows LOVE argument name unless noted. Lily
only expose function if the corresponding LOVE module is loaded, so load Lily after you require your necessary LOVE modules.
Available functions:
-
newSource (
love.audio.newSource) -
append (
love.filesystem.append) -
newFileData (
love.filesystem.newFileData) -
read (
love.filesystem.read) -
readFile(
File, ...) (File:read(...)) -
write (
love.filesystem.write) -
writeFile(
File, ...) (File:write(...)) -
newFont (
love.graphics.newFont) -
newImage (
love.graphics.newImage) -
newCubeImage (
love.graphics.newCubeImage) * -
newArrayImage (
love.graphics.newCubeImage) * -
newVolumeImage (
love.graphics.newCubeImage) * -
newVideo (
love.graphics.newVideo) -
encodeImageData(
ImageData, ...) (ImageData:encode(...)) -
newImageData (
love.image.newImageData) -
newCompressedData (
love.image.newCompressedData) -
pasteImageData(
ImageData, ...) (ImageData:paste(...)) -
compress(
format,data,level; returns string) (love.data.compress("data", data, format, level)) -
decompress(
format,data; returns string) (love.data.decompress("data", data, format)) -
newSoundData (
love.sound.newSoundData) -
newVideoStream (
love.video.newVideoStream)
* - Only on supported systems. Nested tables for mipmaps is not supported at the moment.
Returns: Amount of threads used by Lily. This is mostly likely amount of logical CPU available.
When
love.systemis not loaded, it uses other ways to get the amount of logical CPU. If all else fails, fallback to 1
Uninitializes Lily. Uninitialize all threads. Call this just before your game quit (in love.quit()). Not calling
this function in iOS and Android can cause strange crash when re-starting your game!
It's good idea to call this function regardless of the platform.
Set update mode, whetever to tell Lily to pull data by using LOVE event handler or
by using lily.update function.
Parameters:
mode- Either"automatic"(use LOVE event handler) or"manual"(callinglily.updateinlove.update).
Returns: true if success, false otherwise.
By default, Lily uses
"automatic"method (using LOVE event handler).
Pull processed data from other threads. Signals other loader object when necessary.
Returns: none
This function only takes effect when using
"manual"update mode (seelily.setUpdateMode)
Loads multiple object simultaneously.
It expects list as table with these information
{
{lily_function_name or lily_function, arg1, arg2, ...},
...
}The index will be used as lilyindex in below documentation to refer at nth-LilyObject.
Returns: MultiLilyObject
Sets new function as callback when the asset is loaded. Default to noop. Function signature is:
-
void complete_callback(any userdata, any value1, any value2, ...)(valueis the result of such function) (forLilyObject) -
void complete_callback(any userdata, table lily_return_values)(lily_return_values[lilyindex]is return value of correctponding nth-LilyObjectin table)
Returns: itself
Sets new function as callback when there's error when loading asset. Default to Lua built-in error function.
Function signature is:
-
void error_callback(any userdata, string error_message, string traceback)(forLilyObject) -
void error_callback(any userdata, number lilyindex, string error_message, string traceback)(forMultiLilyObject)
Returns: itself
tracebackparameter is added in v3.0.9
Sets the userdata. It can be any user-supplied data.
Returns: itself
Sets new function as callback when LilyObject asset is loaded. Function signature is
void loaded_callback(any userdata, number lilyindex, any value1, any value2, ...)
valuen depends on nth-LilyObject (correstpond to lilyindex).
Returns: itself
Returns: true if specificed object fully loaded, false otherwise.
Get the result value of corresponding Lily request. Throws error if request is still incomplete.
Returns: Value depends on Lily request
Gets all result value from all LilyObject.
Returns: table, where at index n is correstpond to nth-LilyObject.
Retrieve amount of Lily objects to be loaded. This includes completed one.
Returns: Amount of Lily object needs to be loaded.
Gets amount of loaded objects.
Returns: Amount of objects loaded. If this is same as MultiLilyObject:getLoadedCount() then it's fully loaded.