Pop.Box/init.moon

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--- The Pop.Box GUI itself.
--- @module pop
--- @copyright Paul Liverman III (2015-2016)
--- @license The MIT License (MIT)
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--- @release 0.0.0
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pop = {
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_VERSION: '0.0.0'
_DESCRIPTION: 'GUI library for LOVE, designed for ease of use'
_URL: 'http://github.com/Guard13007/Pop.Box'
_LICENSE: 'The MIT License (MIT)'
_AUTHOR: 'Paul Liverman III'
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}
unless love.getVersion
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error "Pop.Box only supports LOVE versions >= 0.9.1"
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if (...)\sub(-4) == "init"
error "Pop.Box must be required by its containing folder"
path = ...
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import filesystem, graphics from love
import insert from table
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import inheritsFromElement from require "#{path}/util"
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--- @table pop
--- @field elements All GUI classes are stored here.
--- @field skins All skins are stored here.
--- @field screen The top level GUI element. Represents the game screen. Initialized in `pop.load()`
--- @see pop.load
--- @field focused The currently focused GUI element (or false if none is focused).
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pop.elements = {}
pop.skins = {}
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pop.screen = false
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pop.focused = false
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--- Loads elements, skins, extensions, and initializes `pop.screen`. **IMPORTANT**: Intended to only be called once, and is automatically called when you require Pop.Box.
--- @function load
--- @see pop
--- @todo @see Elements
--- @todo @see Skins
--- @todo @see Extensions
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pop.load = ->
elements = filesystem.getDirectoryItems "#{path}/elements"
for i = 1, #elements
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-- ignore non-Lua files
unless elements[i]\sub(-4) == ".lua"
continue
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-- require into pop.elements table by filename
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name = elements[i]\sub 1, -5
pop.elements[name] = require "#{path}/elements/#{name}"
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-- call the element's load function if it exists
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if pop.elements[name].load
pop.elements[name].load pop
print "element loaded: \"#{name}\""
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-- create "pop.element()" function wrapper if possible
unless pop[name]
if pop.elements[name].wrap
pop[name] = pop.elements[name].wrap pop
else
pop[name] = (...) ->
return pop.create(name, ...)
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print "wrapper created: \"pop.#{name}()\""
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skins = filesystem.getDirectoryItems "#{path}/skins"
for i = 1, #skins
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-- ignore non-Lua files
unless skins[i]\sub(-4) == ".lua"
continue
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-- require into pop.skins table by filename
name = skins[i]\sub 1, -5
pop.skins[name] = require "#{path}/skins/#{name}"
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-- call the skin's load function if it exists
if pop.skins[name].load
pop.skins[name].load pop
print "skin loaded: \"#{name}\""
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extensions = filesystem.getDirectoryItems "#{path}/extensions"
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for i = 1, #extensions
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-- ignore non-Lua files
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unless extensions[i]\sub(-4) == ".lua"
continue
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--- @todo Determine if extensions should have a reference saved (and the possibility of a load function?)
-- require into pop.extensions by filename
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name = extensions[i]\sub 1, -5
require "#{path}/extensions/#{name}"
print "extension loaded: \"#{name}\""
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-- Initialize pop.screen (top element, GUI area)
pop.screen = pop.create("element", false)\setSize(graphics.getWidth!, graphics.getHeight!)
print "created \"pop.screen\""
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--- Creates an element.
--- @function create
--- @param element A string naming the element class to use.
--- @param parent *Optional* The parent element. If `false`, an element is created with no parent. If `nil`, defaults to `pop.screen`.
--- (**Note**: An element with no parent will not be handled by Pop.Box's event handlers unless you handle it explicitly.)
--- @see pop
--- @todo @see Elements
pop.create = (element, parent=pop.screen, ...) ->
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-- if valid parent element, use it
if inheritsFromElement parent
element = pop.elements[element](parent, ...)
insert parent.child, element
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insert parent.data.child, element.data
-- if explicitly no parent, just create the element
elseif parent == false
element = pop.elements[element](false, ...)
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-- else use pop.screen (and "parent" is actually the first argument)
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else
element = pop.elements[element](pop.screen, parent, ...)
insert pop.screen.child, element
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insert pop.screen.data.child, element.data
return element
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--- Event handler for `love.update()`.
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--- @function update
--- @param dt The amount of time passed since the last call to update, in seconds.
--- @param element *Optional* The element to update. Defaults to `pop.screen` (and loops through all its children).
--- @todo Define Elements and @see that documentation from here. Generic documentation, not specifically element!
pop.update = (dt, element=pop.screen) ->
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-- data.update boolean controls an element and its children being updated
if element.data.update
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if element.update
element\update dt
for i = 1, #element.child
pop.update dt, element.child[i]
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--- Event handler for `love.draw()`.
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--- @function draw
--- @param element *Optional* The element to draw. Defaults to `pop.screen` (and loops through all its children).
--- @todo @see Elements
pop.draw = (element=pop.screen) ->
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-- data.draw boolean controls an element and its children being drawn
if element.data.draw
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if element.draw
element\draw!
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for i = 1, #element.child
pop.draw element.child[i]
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--- Event handler for `love.mousemoved()`. (*LÖVE >= 0.10.0*)
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--- @function mousemoved
--- @param x The x coordinate of the mouse.
--- @param y The y coordinate of the mouse.
--- @param dx The distance on the x axis the mouse was moved.
--- @param dy The distance on the y axis the mouse was moved.
--- @return `true` / `false`: Was the event handled?
--- @todo Implement a way for an element to attach itself to `love.mousemoved()` events?
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pop.mousemoved = (x, y, dx, dy) ->
if pop.focused and pop.focused.mousemoved
return pop.focused\mousemoved x, y, dx, dy
return false
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--- Event handler for `love.mousepressed()`.
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--- @function mousepressed
--- @param x The x coordinate of the mouse press.
--- @param y The y coordinate of the mouse press.
--- @param button The mouse button pressed.
--- @param element *Optional* The element to check for event handling. Defaults to `pop.screen` (and loops through all its children).
--- @return `true` / `false`: Was the event handled?
pop.mousepressed = (x, y, button, element) ->
-- start at the screen, print that we received an event
unless element
print "mousepressed", x, y, button
element = pop.screen
-- have we handled the event?
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handled = false
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-- if it is inside the current element..
if (x >= element.data.x) and (x <= element.data.x + element.data.w) and (y >= element.data.y) and (y <= element.data.y + element.data.h)
-- check its child elements in reverse order, returning if something handles it
for i = #element.child, 1, -1
if handled = pop.mousepressed x, y, button, element.child[i]
return handled
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-- if a child hasn't handled it yet (note: this check doesn't seem neccessary)
unless handled
-- if we can handle it and are visible, try to handle it, and set pop.focused
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if element.mousepressed and element.data.draw
if handled = element\mousepressed x - element.data.x, y - element.data.y, button
pop.focused = element
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-- return whether or not we have handled the event
return handled
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--- Event handler for `love.mousereleased()`.
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--- @function mousereleased
--- @param x The x coordinate of the mouse release.
--- @param y The y coordinate of the mouse release.
--- @param button The mouse button released.
--- @param element *Optional* The element to check for event handling. Defaults to `pop.screen` (and loops through all its children).
--- @return `true` / `false`: Was a click handled?
--- @return `true` / `false`: Was a mouse release handled?
pop.mousereleased = (x, y, button, element) ->
-- we are trying to handle a clicked or mousereleased event
clickedHandled = false
mousereleasedHandled = false
-- if we have an element, and are within its bounds
if element
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if (x >= element.data.x) and (x <= element.data.x + element.data.w) and (y >= element.data.y) and (y <= element.data.y + element.data.h)
-- check its children in reverse for handling a clicked or mousereleased event
for i = #element.child, 1, -1
clickedHandled, mousereleasedHandled = pop.mousereleased x, y, button, element.child[i]
if clickedHandled or mousereleasedHandled
return clickedHandled, mousereleasedHandled
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-- if that doesn't work, we try to handle it ourselves (note: again, this check seems unneccessary)
unless clickedHandled or mousereleasedHandled
-- clicked only happens on visible elements, mousereleased happens either way
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if element.clicked and element.data.draw
clickedHandled = element\clicked x - element.data.x, y - element.data.y, button
if element.mousereleased
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mousereleasedHandled = element\mousereleased x - element.data.x, y - element.data.y, button
-- if we clicked, we're focused!
if clickedHandled
pop.focused = element
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--- @todo Figure out how to bring a focused element to the front of view (aka the first element in its parent's children).
--- (If I do it right here, the for loop above may break! I need to test/figure this out.)
--NOTE this might cause an error in the above for loop!
-- basically, move focused element to front of its parent's child
--element.parent\focusChild element
--table.insert element.parent, element.parent\removeChild(element),
-- else, default to pop.screen to begin! (and print that we received an event)
else
print "mousereleased", x, y, button
pop.mousereleased x, y, button, pop.screen
return clickedHandled, mousereleasedHandled
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--- Event handler for `love.keypressed()`.
--- @function keypressed
--- @param key The key that was pressed.
--- @return `true` / `false`: Was the event handled?
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pop.keypressed = (key) ->
print "keypressed", key
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-- keypressed events must be on visible elements
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element = pop.focused
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if element and element.keypressed and element.data.draw
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return element.keypressed key
return false
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--- Event handler for `love.keyreleased()`.
--- @function keyreleased
--- @param key The key that was released.
--- @return `true` / `false`: Was the event handled?
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pop.keyreleased = (key) ->
print "keyreleased", key
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-- keyreleased events are always called
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element = pop.focused
if element and element.keyreleased
return element.keyreleased key
return false
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--- Event handler for `love.textinput()`.
--- @function textinput
--- @param text The text that was typed.
--- @return `true` / `false`: Was the text input handled?
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pop.textinput = (text) ->
print "textinput", text
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-- textinput events must be on visible elements
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element = pop.focused
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if element and element.textinput and element.data.draw
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return element.textinput text
return false
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--- Applies skins to elements. (**NOTE^*: This function will be rewritten and change at some point...)
--- @function skin
--- @param element The element to skin. Defaults to `pop.screen` (and loops through all its children).
--- @param skin The skin to use, can be a string or an actual skin object, defaults to a default skin that is part of Pop.Box.
--- @param depth Can be an integer for how many levels to go skinning. Alternately, if `true`, will skin all children.
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--- @todo Rewrite the skin function taking advantage of data block / whatever else is needed.
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--TODO rewrite skin system to not rely on knowing internals of elements,
-- instead call functions like setColor and setBackground
-- skins an element (and its children unless depth == true or 0)
-- depth can be an integer for how many levels to go down when skinning
-- defaults to pop.screen and the default skin
pop.skin = (element=pop.screen, skin=pop.skins.default, depth) ->
if element.background and skin.background
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element.background = skin.background
if element.color and skin.color
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element.color = skin.color
if element.font and skin.font
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element.font = skin.font
unless depth or (depth == 0)
if depth == tonumber depth
for i = 1, #element.child
pop.skin element.child[i], skin, depth - 1
else
for i = 1, #element.child
pop.skin element.child[i], skin, false
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--- Draws simple rectangle outlines to debug placement of elements.
--- @function debugDraw
--- @param element The element to draw. Defaults to `pop.screen` (and loops through all its children).
--- @todo Make this better in the future when different element types have been created and whatnot.
pop.debugDraw = (element=pop.screen) ->
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if element.debugDraw
element\debugDraw!
else
graphics.setLineWidth 1
graphics.setLineColor 0, 0, 0, 100
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graphics.rectangle "fill", element.x, element.y, element.w, element.h
graphics.setColor 150, 150, 150, 150
graphics.rectangle "line", element.x, element.y, element.w, element.h
graphics.setColor 200, 200, 200, 255
graphics.print ".", element.x, element.y
for i = 1, #element.child
pop.debugDraw element.child[i]
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--- Prints a basic structure of GUI elements with minimal info.
--- @function printElementTree
--- @param element The element to start at. Defaults to `pop.screen` (and loops through all its children).
--- @todo Correct this once elements are reimplemented if it needs correction.
pop.printElementTree = (element=pop.screen, depth=0) ->
cls = element.__class.__name
if cls == "text"
cls = cls .. " (\"#{element\getText!\gsub "\n", "\\n"}\")"
elseif cls == "box"
bg = element\getBackground!
if type(bg) == "table"
bg = "#{bg[1]}, #{bg[2]}, #{bg[3]}, #{bg[4]}"
cls = cls .. " (#{bg})"
print string.rep("-", depth) .. " #{cls}"
for i = 1, #element.child
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pop.printElementTree element.child[i], depth + 1
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-- finally, load is called and pop returned
pop.load!
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return pop