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54
Elements.md
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54
Elements.md
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@ -0,0 +1,54 @@
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# Elements
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All elements have the following standard methods:
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- `move(x, y)` - Moves from current position by `x`/`y`.
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- `setPosition(x, y)` - Sets the `x`/`y` position based on current alignment.
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- `getPosition()` - Returns `x` and `y` position based on current alignment.
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- `setSize(x, y)` - Sets the witdh/height of the element. Will stretch based on
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alignment.
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- `getSize()` - Returns width and height of the element.
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- `align(alignment)` - Sets alignment based on the parent's position and size.
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`alignment` is a string specifying how to align: `top-left`, `top-center`,
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`top-right`, `left-center`, `center`, `right-center`, `bottom-left`,
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`bottom-center`, `bottom-right`
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- `alignTo(element, alignment)` - Sets alignment based on an element's position
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and size. Same `alignment`'s as `align()`.
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- `setAlignment(alignment)` - Sets alignment *value* to this, but does not move
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the element.
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- `setSkin(skin)` - Sets the skin (see [Skins.md][1]) used for this element.
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**Note**! Calls to `align()`, `alignTo()`, and `setAlignment()` change what
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positions will be returned, and how positioning and resizing will work.
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## Box Element
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Box is the simplest element, a rectangular area that can be styled or used for
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alignment.
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`pop.box(parent, skin)`
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If `parent` not specified, uses `pop.window` (the top level element).
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If `skin` is not specified, uses `pop.currentSkin` (see [Skins.md][1]).
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TODO Make it possible to just specify skin?
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## Text Element
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Text is used to draw text. Its styling is based on its skin, see [Skins.md][1]
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for information on how to set that up.
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`pop.text(parent, text, skin)`
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If `parent` not specified, uses `pop.window` (the top level element).
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If `skin` is not specified, uses `pop.currentSkin` (see [Skins.md][1]).
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TODO Make it possible to just specify text, or just text and skin?
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# Excluding Movement/Rendering
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If you set `excludeMovement` to `true` on any element, it and its children will
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not be moved unless its own movement methods are used.
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If you set `excludeRendering` to `true` on any element, it and its children will
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not be rendered.
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[1]: ./Skins.md
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25
README.md
25
README.md
@ -8,17 +8,30 @@ extensible, allowing for complex interfaces to be built in it.
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I've never written a GUI library before..so we'll see how that goes.
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## Features
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```lua
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local pop = require "pop"
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-- define love callbacks here
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-- define love callbacks here (update, draw, textinput, mouse/key events)
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local box = pop.box()
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```
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* `box` is a box (class) for containing things.
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* `text` is a class for handling text.
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* Nothing else! Is alpha, just started.
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## Using
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Elements store position, size, and child elements. When moved, an element's
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children also move. Elements have simple methods for adjusting their position
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and size.
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`pop.window` - An element representing the game window. It will not auto-resize.
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Any element (and its children) with `excludeMovement == true` will not be moved
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except when its `move()` or `setPosition()` are called.
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Children render on top of their parents. (Rendering starts at `pop.window` and
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loops down.) Any element (and its children) with `excludeRendering == true` will
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not be rendered.
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See [Elements.md][3] for the standard methods each element has, and what
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elements are available.
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[1]: https://en.wikipedia.org/wiki/Cola_(programming_language)
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[2]: https://love2d.org/
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[3]: ./Elements.md
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17
Skins.md
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Skins.md
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# Skins
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Skins are simply tables containing information on how to draw elements that have
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been assigned them. Skins are loaded from Pop's `skins` directory when you
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require it.
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- `background` - A [Drawable][1] drawn before the `foreground`, or if a table,
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assumed to be a [color][2] and that color is used (if `false`, is ignored).
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- `foreground` - A [Drawable][1] drawn after the `background`, or if a table,
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assumed to be a [color][2] and that color is used (if `false`, is ignored).
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- `draw(element)` - If defined, will be used to render an element instead of the
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standard drawing method.
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TODO various text style infos!
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[1]: https://love2d.org/wiki/Drawable
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[2]: https://love2d.org/wiki/love.graphics.setColor
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18
main.lua
18
main.lua
@ -1,14 +1,22 @@
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local pop = require "pop" --TODO tell user that pop must be required with SLASHES
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local pop = require "pop"
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function love.load()
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pop.box() -- returns the box element
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--pop.box() -- returns the box element
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-- or pop.create("box") (this is what is actually called when you call pop.box())
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end
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function love.update(dt)
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pop.update(dt)
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end
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function love.draw()
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pop.draw()
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end
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function love.textinput(text)
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pop.textinput(text)
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end
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function love.mousepressed(button, x, y)
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pop.mousepressed(button, x, y)
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end
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@ -20,5 +28,11 @@ end
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function love.keypressed(key)
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if key == "escape" then
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love.event.quit()
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else
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pop.keypressed(key)
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end
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end
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function love.keyreleased(key)
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pop.keyreleased(key)
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end
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@ -1,24 +1,11 @@
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local path = string.sub(..., 1, string.len(...) - string.len(".elements.box"))
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local class = require(path .. ".lib.middleclass")
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local element = require(path .. ".elements.element")
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local path = string.sub(..., 1, string.len(...) - string.len("/elements/box"))
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local class = require(path .. "/lib/middleclass")
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local element = require(path .. "/elements/element")
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local box = class("pop.box", element)
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local box = class("pop.box", element) --TODO follow middleclass standards!?@@R/
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function box:initialize(pop, parent)
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element.initialize(self, pop, parent)
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self.sizeControl = "specified"
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self.outerWidth = 300
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self.outerHeight = 250
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self.innerWidth = self.outerWidth - self.skin.style.borderSize
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self.innerHeight = self.outerHeight - self.skin.style.borderSize
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end
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function box:update()
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--
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end
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function box:draw()
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--TODO find a way for relative x/y to be passed here, because else, we won't have proper coords for drawing
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function box:initialize(pop, parent, skin)
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element.initialize(self, pop, parent, skin)
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end
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return box
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@ -1,121 +1,182 @@
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local path = string.sub(..., 1, string.len(...) - string.len(".elements.element"))
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local class = require(path .. ".lib.middleclass")
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--TODO determine if these requires can break because of slashes / subdirectories
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local path = string.sub(..., 1, string.len(...) - string.len("/elements/element"))
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local class = require(path .. "/lib/middleclass")
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local element = class("pop.element")
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function element:initialize(pop, parent)
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self.ax = 0 -- absolute locations
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self.ay = 0
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self.rx = 0 -- relative to parent locations
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self.ry = 0
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self.sizeControl = "fromInner" -- fromInner, fromOuter, specified
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self.outerWidth = 0
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self.outerHeight = 0
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self.innerWidth = 0
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self.innerHeight = 0
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self.skin = pop.skins[pop.currentSkin]
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self.visible = true
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local element = class("pop.element") --TODO follow middleclass standards!?@@R/
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function element:initialize(pop, parent, skin)
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self.parent = parent
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self.child = {}
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parent.child[self] = self -- add ourselves to the parent's children
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self.x = parent.x or 0
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self.y = parent.y or 0
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self.w = 10
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self.h = 10
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self.skin = pop.skins[skin] or pop.skins[pop.currentSkin]
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self.alignment = "top-left"
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end
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--TODO completely redefine interface based on what we should expect users to do
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-- REMEMBER the goal is minimal effort on their part
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-- THEREFORE, we should reduce this interface, they should rely on skins for borderSize (and thus, differences in outer/inner sizes)
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-- all calls should be based on sizing the outside, and update() should update inners (including children!) based on outers
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function element:move(x, y)
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self.x = self.x + x
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self.y = self.y + y
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end
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function element:setPosition(x, y)
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if self.alignment == "top-left" then
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self.x = x
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self.y = y
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elseif self.alignment == "top-center" then
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self.x = x - self.w/2
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self.y = y
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elseif self.alignment == "top-right" then
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self.x = x - self.w
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self.y = y
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elseif self.alignment == "left-center" then
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self.x = x
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self.y = y - self.h/2
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elseif self.alignment == "center" then
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self.x = x - self.w/2
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self.y = y - self.h/2
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elseif self.alignment == "right-center" then
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self.x = x - self.w
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self.y = y - self.h/2
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elseif self.alignment == "bottom-left" then
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self.x = x
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self.y = y - self.h
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elseif self.alignment == "bottom-center" then
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self.x = x - self.w/2
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self.y = y
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elseif self.alignment == "bottom-right" then
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self.x = x - self.w
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self.y = y - self.h
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end
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end
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function element:getPosition()
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if self.alignment == "top-left" then
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return self.x, self.y
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elseif self.alignment == "top-center" then
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return self.x + self.w/2, self.y
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elseif self.alignment == "top-right" then
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return self.x + self.w, self.y
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elseif self.alignment == "left-center" then
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return self.x, self.y + self.h/2
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elseif self.alignment == "center" then
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return self.x + self.w/2, self.y + self.h/2
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elseif self.alignment == "right-center" then
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return self.x + self.w, self.y + self.h/2
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elseif self.alignment == "bottom-left" then
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return self.x, self.y + self.h
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elseif self.alignment == "bottom-center" then
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return self.x + self.w/2, self.y
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elseif self.alignment == "bottom-right" then
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return self.x + self.w, self.y + self.h
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end
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end
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function element:setSize(w, h)
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if self.alignment == "top-left" then
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self.w = w
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self.h = h
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elseif self.alignment == "top-center" then
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-- x minus half difference to expand horizontally
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self.x = self.x - (w - self.w)/2
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self.w = w
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self.h = h
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elseif self.alignment == "top-right" then
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-- x minus difference to expand left
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self.x = self.x - (w - self.w)
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self.w = w
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self.h = h
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elseif self.alignment == "left-center" then
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self.y = self.y - (h - self.h)/2
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self.w = w
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self.h = h
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elseif self.alignment == "center" then
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self.x = self.x - (w - self.w)/2
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self.y = self.y - (h - self.h)/2
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self.w = w
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self.h = h
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elseif self.alignment == "right-center" then
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self.x = self.x - (w - self.w)
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self.y = self.y - (h - self.h)/2
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self.w = w
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self.h = h
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elseif self.alignment == "bottom-left" then
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self.y = self.y - (h - self.h)
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self.w = w
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self.h = h
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elseif self.alignment == "bottom-center" then
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self.x = self.x - (w - self.w)/2
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self.y = self.y - (h - self.h)
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self.w = w
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self.h = h
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elseif self.alignment == "bottom-right" then
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self.x = self.x - (w - self.w)
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self.y = self.y - (h - self.h)
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self.w = w
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self.h = h
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end
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end
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function element:getSize()
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return self.outerWidth, self.outerHeight
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end
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function element:setSize(width, height)
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assert(width > 0, "width must be above 0")
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assert(height > 0, "height must be above 0")
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self.outerWidth = width
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self.outerHeight = height
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self.sizeControl = "specified"
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return self.w, self.h
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end
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function element:getOuterWidth()
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return self.outerWidth
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function element:align(alignment)
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self.alignment = alignment
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if self.alignment == "top-left" then
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self.x = self.parent.x
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self.y = self.parent.y
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elseif self.alignment == "top-center" then
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-- parent's x plus half of difference in width to center
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self.x = self.parent.x + (self.parent.w - self.w)/2
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self.y = self.parent.y
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elseif self.alignment == "top-right" then
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-- parent's x plus difference in width to align right
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self.x = self.parent.x + (self.parent.w - self.w)
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self.y = self.parent.y
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elseif self.alignment == "left-center" then
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self.x = self.parent.x
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self.y = self.parent.y + (self.parent.h - self.h)/2
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elseif self.alignment == "center" then
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self.x = self.parent.x + (self.parent.w - self.w)/2
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self.y = self.parent.y + (self.parent.h - self.h)/2
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elseif self.alignment == "right-center" then
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self.x = self.parent.x + (self.parent.w - self.w)
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self.y = self.parent.y + (self.parent.h - self.h)/2
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elseif self.alignment == "bottom-left" then
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self.x = self.parent.x
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self.y = self.parent.y + (self.parent.h - self.h)
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elseif self.alignment == "bottom-center" then
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self.x = self.parent.x + (self.parent.w - self.w)/2
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self.y = self.parent.y + (self.parent.h - self.h)
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elseif self.alignment == "bottom-right" then
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self.x = self.parent.x + (self.parent.w - self.w)
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self.y = self.parent.y + (self.parent.h - self.h)
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end
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function element:setOuterWidth(width)
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assert(width > 0, "width must be above 0")
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self.outerWidth = width
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self.sizeControl = "specified"
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--TODO needs to update() to update inner size based on borderSize ???
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end
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function element:getOuterHeight()
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return self.outerHeight()
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end
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function element:setOuterHeight(height)
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assert(height > 0, "height must be above 0")
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self.outerHeight = height
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self.sizeControl = "specified"
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--TODO needs to update() to update inner size based on borderSize ???
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function element:alignTo(element, alignment)
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local realParent = self.parent
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self.parent = element
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self:align(alignment)
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self.parent = realParent
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end
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function element:getInnerWidth()
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return self.innerWidth
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end
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function element:setInnerWidth(width)
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assert(width > 0, "width must be above 0")
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self.innerWidth = width
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self.sizeControl = "specified"
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--TODO needs to update outerWidth ???
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function element:setAlignment(alignment)
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self.alignment = alignment
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end
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function element:getInnerHeight()
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return self.innerHeight
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function element:setSkin(skin)
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if type(skin) == "string" then
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self.skin = pop.skins[skin]
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else
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self.skin = skin
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end
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function element:setInnerHeight(height)
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assert(height > 0, "height must be above 0")
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self.innerHeight = height
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self.sizeControl = "specified"
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--TODO needs to update outerHeight ??
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end
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--[[ TODO determine how to write these better (consistency motherfucker)
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function element:getStyle()
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return self.style.name
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end
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function element:setStyle(style)
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self.style = style
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end
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]]
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function element:getVisible()
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return self.visible
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end
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function element:setVisible(bool)
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self.visible = bool
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end
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function element:getParent()
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return self.parent
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end
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function element:setParent(parent)
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self.parent.child[self] = nil
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self.parent = parent
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self.parent.child[self] = self
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end
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--TODO figure out how getting and setting children might work? or no??
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function element:update()
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--TODO a proper error message
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print("update() not deifnenfei")
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end
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function element:draw()
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--TODO figure out how to get class name
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print("Attempting to use element, or did not overwrite element's :draw() method.")
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end
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return element
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|
115
pop/init.lua
115
pop/init.lua
@ -1,99 +1,100 @@
|
||||
local lf = love.filesystem
|
||||
local lg = love.graphics
|
||||
local path = ...
|
||||
|
||||
local pop = {}
|
||||
local path = ... --NOTE Pop.Box must be required as its directory name (w SLASHES)!
|
||||
pop.elementClasses = {}
|
||||
--pop.elements = {}
|
||||
pop.window = false --top level element, defined in pop.load()
|
||||
pop.skins = {}
|
||||
pop.currentSkin = "clear"
|
||||
|
||||
-- elements are local
|
||||
local box = require(path .. ".elements.box")
|
||||
local text = require(path .. ".elements.text")
|
||||
--TODO require these how skins are required
|
||||
pop.elements = {}
|
||||
local elements = lf.getDirectoryItems(path .. "/elements") --NOTE Pop.Box must be required with SLASHES!
|
||||
for _, v in ipairs(elements) do
|
||||
local name = v:sub(1,-5)
|
||||
pop.elements[name] = require(path .. "/elements/" .. name) --TODO test this actually works right
|
||||
function pop.load()
|
||||
-- load element classes
|
||||
local elementList = lf.getDirectoryItems(path .. "/elements")
|
||||
|
||||
for i=0, #elementList do
|
||||
local name = elementList[i]:sub(1, -5)
|
||||
pop.elementClasses[name] = require(path .. "/elements/" .. name)
|
||||
|
||||
-- wrapper to be able to call pop.element() to create elements
|
||||
if not pop[name] then
|
||||
pop[name] = function(...) return pop.create(name, ...) end
|
||||
end
|
||||
end
|
||||
|
||||
-- skins define how elements are drawn
|
||||
pop.skins = {}
|
||||
local skins = lf.getDirectoryItems(path .. "/skins") --NOTE Pop.Box must be required with SLASHES!
|
||||
for _, v in ipairs(skins) do
|
||||
local name = v:sub(1,-5)
|
||||
-- load skins
|
||||
local skinList = lf.getDirectoryItems(path .. "/skins")
|
||||
|
||||
for i=0, #skinList do
|
||||
local name = skinList[i]:sub(1, -5)
|
||||
pop.skins[name] = require(path .. "/skins/" .. name)
|
||||
pop.skins[name].name = name
|
||||
end
|
||||
pop.currentSkin = "clearspace" --default skin
|
||||
|
||||
-- everything has one parent element (initialized at the end)
|
||||
pop.parentElement = false
|
||||
-- set top element
|
||||
pop.window = pop.create("box"):setSize(lg.getWidth(), lg.getHeight())
|
||||
end
|
||||
|
||||
-- this function actually creates elements based on what type of element is requested
|
||||
function pop.create(elementType, parent, ...)
|
||||
if not parent then
|
||||
parent = pop.parentElement
|
||||
parent = pop.window
|
||||
end
|
||||
|
||||
local newElement
|
||||
|
||||
--TODO replace these with calls to pop.elements.ELEMENTNAME
|
||||
if elementType == "box" then
|
||||
newElement = box(pop, parent, ...)
|
||||
elseif elementType == "text" then
|
||||
newElement = text(pop, parent, ...)
|
||||
else
|
||||
error("Invalid element type: " .. elementType)
|
||||
end
|
||||
local newElement = pop.elementClasses[elementType](pop, parent, ...)
|
||||
table.insert(parent.child, newElement) --NOTE pop.window is its own parent!
|
||||
|
||||
return newElement
|
||||
end
|
||||
|
||||
-- pretty wrappers to call pop.element() instead of pop.create("element")
|
||||
pop.box = function(...) return pop.create("box", ...) end
|
||||
pop.text = function(...) return pop.create("text", ...) end
|
||||
|
||||
-- called every frame to draw elements
|
||||
function pop.draw(element)
|
||||
function pop.update(dt, element)
|
||||
if not element then
|
||||
element = pop.parentElement
|
||||
element = pop.window
|
||||
end
|
||||
|
||||
element:draw()
|
||||
if element.update then
|
||||
element:update(dt)
|
||||
end
|
||||
|
||||
--TODO redo this loop
|
||||
for _, childElement in pairs(element.child) do
|
||||
pop.update(dt, childElement)
|
||||
end
|
||||
end
|
||||
|
||||
function pop.draw(element)
|
||||
if not element then
|
||||
element = pop.window
|
||||
end
|
||||
|
||||
if element.skin.draw and element.skin.draw(element) then
|
||||
-- do nothing...
|
||||
elseif element.draw then
|
||||
element:draw()
|
||||
end
|
||||
|
||||
--TODO redo this loop
|
||||
for _, childElement in pairs(element.child) do
|
||||
--pop.draw(childElement, element.x, element.y)
|
||||
pop.draw(childElement)
|
||||
end
|
||||
end
|
||||
|
||||
-- TODO decide if we should track mouse movement
|
||||
|
||||
-- these are functions to be overwritten by user if they want a global event handler
|
||||
function pop.onMousePress(button, x, y) end
|
||||
function pop.onMouseRelease(button, x, y) end
|
||||
|
||||
function pop.mousepressed(button, x, y)
|
||||
--TODO find which element it belongs to and if that element has a callback set,
|
||||
-- if it does, use that, else, use the global callback (defined above..as nil)
|
||||
--TODO find element, if it has a callback, call with button and LOCAL x/y
|
||||
end
|
||||
|
||||
function pop.mousereleased(button, x, y)
|
||||
--TODO find which element it belongs to and if that element has a callback set,
|
||||
-- if it does, use that, else, use the global callback (defined above..as nil)
|
||||
--TODO find element, if it has a callback, call with button and LOCAL x/y
|
||||
end
|
||||
|
||||
function pop.keypressed(key, unicode)
|
||||
--TODO handle this in some manner when needed
|
||||
function pop.keypressed(key)
|
||||
--TODO no idea what to do with this
|
||||
end
|
||||
|
||||
function pop.keyreleased(key)
|
||||
--TODO handle this when needed
|
||||
--TODO no idea what to do with this
|
||||
end
|
||||
|
||||
-- initialize the top element
|
||||
pop.parentElement = box(pop, {child={}}) -- dummy object because it has no parent
|
||||
--pop.parentElement:setSizeControl("specified") -- make it not try to update itself (TODO or based on outro, and custom code to check top parent against screen size)
|
||||
--pop.parentElement:setSize(lg.getWidth(), lg.getHeight()) -- fill window size
|
||||
--pop.parentElement:setVisible(false) -- uneeded since its clear...
|
||||
pop.load()
|
||||
|
||||
return pop
|
||||
|
@ -1,10 +0,0 @@
|
||||
local skin = {}
|
||||
|
||||
skin.style = {
|
||||
background = {255,255,255,1}, -- color table, image, or false
|
||||
foreground = {0,0,0,1}, -- color table
|
||||
borderSize = 2, -- integer (minimum 0)
|
||||
borderStyle = {255,255,255,1} -- color table, image, or false
|
||||
}
|
||||
|
||||
return skin
|
@ -1,10 +1,6 @@
|
||||
local skin = {}
|
||||
|
||||
skin.style = {
|
||||
background = false, -- color table, image, or false
|
||||
foreground = {0,0,0,1}, -- color table
|
||||
borderSize = 0, -- integer (minimum 0)
|
||||
borderStyle = false -- color table, image, or false
|
||||
}
|
||||
skin.background = false, -- Drawable, color table, or false
|
||||
skin.foreground = {255,255,255,255} -- Drawable, color table, or false
|
||||
|
||||
return skin
|
||||
|
@ -1,10 +0,0 @@
|
||||
local skin = {}
|
||||
|
||||
skin.style = {
|
||||
background = false, -- color table, image, or false
|
||||
foreground = {0,0,0,1}, -- color table
|
||||
borderSize = 2, -- integer (minimum 0)
|
||||
borderStyle = false -- color table, image, or false
|
||||
}
|
||||
|
||||
return skin
|
Loading…
Reference in New Issue
Block a user