--- The Pop.Box GUI itself. --- @module pop --- @copyright Paul Liverman III (2015-2016) --- @license The MIT License (MIT) --- @release v0.0.0 pop = { _VERSION: 'Pop.Box v0.0.0' _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' } unless love.getVersion error "Pop.Box only supports LOVE versions >= 0.9.1" --- @todo Find out what happens if someone requires the `init.lua` / `init.moon` file instead of the directory, add an error message for this. import filesystem, graphics from love import insert from table import inheritsFromElement from require "#{...}/util" path = ... --- @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). pop.elements = {} pop.skins = {} pop.screen = false pop.focused = false --- 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 pop.load = -> elements = filesystem.getDirectoryItems "#{path}/elements" for i = 1, #elements -- ignore non-Lua files unless elements[i]\sub(-4) == ".lua" continue -- require into pop.elements table by filename name = elements[i]\sub 1, -5 pop.elements[name] = require "#{path}/elements/#{name}" -- call the element's load function if it exists if pop.elements[name].load pop.elements[name].load pop print "element loaded: \"#{name}\"" -- 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, ...) print "wrapper created: \"pop.#{name}()\"" skins = filesystem.getDirectoryItems "#{path}/skins" for i = 1, #skins -- ignore non-Lua files unless skins[i]\sub(-4) == ".lua" continue -- require into pop.skins table by filename name = skins[i]\sub 1, -5 pop.skins[name] = require "#{path}/skins/#{name}" -- call the skin's load function if it exists if pop.skins[name].load pop.skins[name].load pop print "skin loaded: \"#{name}\"" extensions = filesystem.getDirectoryItems "#{path}/extensions" for i = 1, #extensions -- ignore non-Lua files unless extensions[i]\sub(-4) == ".lua" continue --- @todo Determine if extensions should have a reference saved (and the possibility of a load function?) -- require into pop.extensions by filename name = extensions[i]\sub 1, -5 require "#{path}/extensions/#{name}" print "extension loaded: \"#{name}\"" -- Initialize pop.screen (top element, GUI area) pop.screen = pop.create("element", false)\setSize(graphics.getWidth!, graphics.getHeight!) print "created \"pop.screen\"" --- 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, ...) -> -- if valid parent element, use it if inheritsFromElement parent element = pop.elements[element](parent, ...) insert parent.child, element insert parent.data.child, element.data -- if explicitly no parent, just create the element elseif parent == false element = pop.elements[element](false, ...) -- else use pop.screen (and "parent" is actually the first argument) else element = pop.elements[element](pop.screen, parent, ...) insert pop.screen.child, element insert pop.screen.data.child, element.data return element --- Event handler for `love.update()` events. --- @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) -> -- data.update boolean controls an element and its children being updated if element.data.update if element.update element\update dt for i = 1, #element.child pop.update dt, element.child[i] --- Event handler for `love.draw()` events. --- @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) -> -- data.draw boolean controls an element and its children being drawn if element.data.draw if element.draw element\draw! for i = 1, #element.child pop.draw element.child[i] --- Event handler for `love.mousemoved()` events. (*LÖVE >= 0.10.0*) --- @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? pop.mousemoved = (x, y, dx, dy) -> if pop.focused and pop.focused.mousemoved return pop.focused\mousemoved x, y, dx, dy return false --- Event handler for `love.mousepressed()` events. --- @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? handled = false -- 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 -- 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 if element.mousepressed and element.data.draw if handled = element\mousepressed x - element.data.x, y - element.data.y, button pop.focused = element -- return whether or not we have handled the event return handled --- Event handler for `love.mousereleased()` events. --- @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 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 -- 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 if element.clicked and element.data.draw clickedHandled = element\clicked x - element.data.x, y - element.data.y, button if element.mousereleased mousereleasedHandled = element\mousereleased x - element.data.x, y - element.data.y, button -- if we clicked, we're focused! if clickedHandled pop.focused = element --- @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 pop.keypressed = (key) -> print "keypressed", key -- keypressed events must be on visible elements element = pop.focused if element and element.keypressed and (not element.excludeDraw) return element.keypressed key return false pop.keyreleased = (key) -> print "keyreleased", key -- keyreleased events are always called element = pop.focused if element and element.keyreleased return element.keyreleased key return false pop.textinput = (text) -> print "textinput", text -- textinput events must be on visible elements 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 element.background = skin.background if element.color and skin.color element.color = skin.color if element.font and skin.font 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 pop.debugDraw = (element=pop.screen) -> if element.debugDraw element\debugDraw! else graphics.setLineWidth 1 graphics.setLineColor 0, 0, 0, 100 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.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 pop.printElementStack element.child[i], depth + 1 pop.load! return pop