Pop.Box/src/pop/init.moon

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import filesystem, graphics from love
import insert from table
path = ...
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pop = {}
pop.elements = {}
pop.skins = {}
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pop.screen = false -- initialized in pop.load()
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pop.focused = false
-- loads elements and skins, creates pop.screen (intended to only be called once at the beginning)
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pop.load = ->
elements = filesystem.getDirectoryItems "#{path}/elements"
for i = 1, #elements
-- only attempt to load lua files
unless elements[i]\sub(-4) == ".lua"
continue
-- load into pop.elements table
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name = elements[i]\sub 1, -5
pop.elements[name] = require "#{path}/elements/#{name}"
print "element loaded: \"#{name}\""
-- create pop.element() 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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-- works just like above, except no wrappers
skins = filesystem.getDirectoryItems "#{path}/skins"
for i = 1, #skins
unless skins[i]\sub(-4) == ".lua"
continue
name = skins[i]\sub 1, -5
pop.skins[name] = require "#{path}/skins/#{name}"
print "skin loaded: \"#{name}\""
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-- main window (called screen because there will be a window element class)
pop.screen = pop.create("element", false)\setSize(graphics.getWidth!, graphics.getHeight!)
print "created \"pop.screen\""
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-- creates an element with specified parent (parent can be false)
pop.create = (element, parent=pop.screen, ...) ->
element = pop.elements[element](pop, parent, ...)
if parent
insert parent.child, element
return element
pop.update = (dt, element=pop.screen) ->
unless element.excludeUpdate
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if element.update
element\update dt
for i = 1, #element.child
pop.update dt, element.child[i]
pop.draw = (element=pop.screen) ->
unless element.excludeDraw
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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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pop.mousepressed = (x, y, button, element=pop.screen) ->
print "mousepressed", x, y, button, element
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handled = false
if (x >= element.x) and (x <= element.x + element.w) and (y >= element.y) and (y <= element.y + element.h)
if element.mousepressed
handled = element\mousepressed x - element.x, y - element.y, button
if handled
pop.focused = element
else
for i = 1, #element.child
handled = pop.mousepressed x, y, button, element.child[i]
if handled
pop.focused = element.child[i]
break
return handled
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pop.mousereleased = (x, y, button, element=pop.screen) ->
print "mousereleased", x, y, button, element
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--clickHandled = false
--mouseReleaseHandled = false
--if (x >= element.x) and (x <= element.x + element.w) and (y >= element.y) and (y <= element.y + element.h)
-- efw
--
return false --TODO event handlers return if they have handled the event!
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pop.keypressed = (key) ->
print "keypressed", key
return false --TODO event handlers return if they have handled the event!
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pop.keyreleased = (key) ->
print "keyreleased", key
return false --TODO event handlers return if they have handled the event!
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pop.textinput = (text) ->
print "textinput", text
return false --TODO event handlers return if they have handled the event!
-- 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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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]
pop.load!
return pop