Pop.Box/src/pop/init.moon

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pop = {
_VERSION = 'Pop.Box v0.0.0'
_DESCRIPTION = 'A GUI library for LOVE.'
_URL = 'http://github.com/Guard13007/Pop.Box'
_LICENSE = '
The MIT License (MIT)
Copyright (c) 2015-2016 Paul Liverman III
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
'
}
unless love.getVersion
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error "Pop.Box only supports LOVE versions >= 0.9.1"
import filesystem, graphics from love
import insert from table
import inheritsFromElement from require "#{...}/util"
path = ...
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pop.elements = {}
pop.skins = {}
--pop.events = {} --NOTE leave this commented out for now, as it may be needed again
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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"
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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}"
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if pop.elements[name].load
pop.elements[name].load pop
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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-- load extensions by just running them via require
extensions = filesystem.getDirectoryItems "#{path}/extensions"
for i = 1, #extensions
unless extensions[i]\sub(-4) == ".lua"
continue
name = extensions[i]\sub 1, -5
require "#{path}/extensions/#{name}"
print "extension loaded: \"#{name}\""
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-- main window (called screen because there is 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 or non-existent)
pop.create = (element, parent=pop.screen, ...) ->
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-- if valid parent element (includes default of pop.screen when no parent has been passed)
if inheritsFromElement parent
element = pop.elements[element](parent, ...)
insert parent.child, element
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-- if explicitly no parent
elseif parent == false
element = pop.elements[element](false, ...)
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-- else we use pop.screen, and "parent" is actually first argument
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else
element = pop.elements[element](pop.screen, parent, ...)
insert pop.screen.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.mousemoved = (x, y, dx, dy) ->
if pop.focused and pop.focused.mousemoved
return pop.focused\mousemoved x, y, dx, dy
return false
pop.mousepressed = (x, y, button, element) ->
unless element
print "mousepressed", x, y, button
element = pop.screen
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handled = false
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if (x >= element.x) and (x <= element.x + element.w) and (y >= element.y) and (y <= element.y + element.h)
for i = #element.child, 1, -1
handled = pop.mousepressed x, y, button, element.child[i]
if handled
break
unless handled
if element.mousepressed and (not element.excludeDraw)
if handled = element\mousepressed x - element.x, y - element.y, button
pop.focused = element
--NOTE this might end up being needed in the future
-- if it is, add an ability for a mousepressed handler to cancel saving
-- the event, and make sure the window element's area does this
--pop.events[button] = element
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return handled
pop.mousereleased = (x, y, button, element) ->
clickedHandled = false
mousereleasedHandled = false
if element
if (x >= element.x) and (x <= element.x + element.w) and (y >= element.y) and (y <= element.y + element.h)
for i = #element.child, 1, -1
clickedHandled, mousereleasedHandled = pop.mousereleased x, y, button, element.child[i]
if clickedHandled or mousereleasedHandled
break
unless clickedHandled or mousereleasedHandled
if element.clicked and (not element.excludeDraw)
clickedHandled = element\clicked x - element.x, y - element.y, button
if element.mousereleased
mousereleasedHandled = element\mousereleased x - element.x, y - element.y, button
if clickedHandled
pop.focused = element
--else
-- print "mousereleased", x, y, button
-- if element = pop.events[button]
-- if element.clicked and (not element.excludeDraw) --and (x >= element.x) and (x <= element.x + element.w) and (y >= element.y) and (y <= element.y + element.h)
-- if clickedHandled = element\clicked x - element.x, y - element.y, button
-- pop.events[button] = nil
-- if element.mousereleased
-- if mousereleasedHandled = element\mousereleased x - element.x, y - element.y, button
-- pop.events[button] = nil
-- if (not clickedHandled) and (not mousereleasedHandled)
-- clickedHandled, mousereleasedHandled = pop.mousereleased x, y, button, pop.screen
return clickedHandled, mousereleasedHandled
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pop.keypressed = (key) ->
print "keypressed", key
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element = pop.focused
if element and element.keypressed and (not element.excludeDraw)
return element.keypressed key
return false
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pop.keyreleased = (key) ->
print "keyreleased", key
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element = pop.focused
if element and element.keyreleased
return element.keyreleased key
return false
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pop.textinput = (text) ->
print "textinput", text
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element = pop.focused
if element and element.textinput and (not element.excludeDraw)
return element.textinput text
return false
--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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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.printElementStack = (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
pop.printElementStack element.child[i], depth + 1
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pop.load!
return pop