Pop.Box/docs/Pop.md

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2016-01-21 22:18:28 +00:00
# `pop` Module
`pop` is the name of the Pop.Box module. You are expected to require it and then
define the following callbacks in LÖVE's callbacks: `pop.update(dt)`,
`pop.draw()`, `pop.textinput(text)`, `pop.mousepressed(button, x, y)`,
`pop.mousereleased(button, x, y)`, `pop.keypressed(key)`, `pop.keyreleased(key)`
Once that has been done (or at the very least, `pop` has been required and a
callback is set up for `pop.draw`), you can start creating [Elements][1] and
drawing them.
Also look into [Skins][2], which control how elements are rendered.
## `pop` Values / Methods
- `pop.window` is the top level element. It essentially represents the game
window.
- `pop.currentSkin` holds a string specifying the currently in-use skin.
Basically, it's a shortcut so you don't have to specify a skin with every
call to construct an element.
- `pop.create(element, parent, ...)` is how elements are actually created,
`element` is a string naming the desired element. There are wrappers around
any element that doesn't conflict with a key in the `pop` module so that you
can call `pop.element(parent, ...)` instead.
- `pop.load()` loads elements and skins, and sets up `pop.window`. This is used
internally, and will probably lead to issues if you use it (namely, destroying
Pop.Box's access to any existing GUI).
## `pop` Callbacks
- `pop.update(dt)` is used so that any element can have a frame-by-frame update
attached to it.
- `pop.draw()` is used to draw everything.
- `pop.textinput(text)` is used to grab text input for any focused element that
can accept it.
- `pop.mousepressed(button, x, y)` is used to detect and handle when an element
is clicked on. (Not actually used yet.)
- `pop.mousereleased(button, x, y)` is not used yet, but probably will be used
in the future.
- `pop.keypressed(key)` is not used yet, but probably will be used in the
future.
- `pop.keyreleased(key)` is also not used yet, but probably will be used in the
future.
[1]: ./Elements.md
[2]: ./Skins.md