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load.lua
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load.lua
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local lastModified = {}
local fileInfo = {}
lastModified.shader = {}
local loadedShader
local shaderList = love.filesystem.getDirectoryItems("shaders")
shader = {}
lastModified.texture = {}
local loadedTexture
local textureList = love.filesystem.getDirectoryItems("textures")
local recentlyModified = {}
texture = {}
local function errHandler(err)
print("ERROR: " .. err)
end
function load_shaders(forceLoad)
for i = 1, #shaderList do
fileInfo = love.filesystem.getInfo("shaders/" .. shaderList[i])
if fileInfo.modtime ~= lastModified.shader[i] or forceLoad then
loadedShader = love.filesystem.read("shaders/" .. shaderList[i])
if pcall(love.graphics.newShader, loadedShader) or forceLoad then
shader[string.gsub( shaderList[i], ".frag", "")] = love.graphics.newShader(loadedShader)
else
xpcall(love.graphics.newShader, errHandler, loadedShader)
end
lastModified.shader[i] = fileInfo.modtime
end
end
end
function load_textures(forceLoad)
for i = 1, #textureList do
fileInfo = love.filesystem.getInfo("textures/" .. textureList[i])
if fileInfo.modtime ~= lastModified.texture[i] or forceLoad then
if pcall(love.graphics.newImage, "textures/" .. textureList[i]) then
texture[string.gsub(textureList[i], ".png", "")] = love.graphics.newImage("textures/" .. textureList[i])
recentlyModified[#recentlyModified] = textureList[i]
if not forceLoad then
print("Reloaded textures/" .. textureList[i])
end
else
xpcall(love.graphics.newImage, errHandler, "textures/" .. textureList[i])
end
lastModified.texture[i] = fileInfo.modtime
end
end
end