unless love.getVersion 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 = ... pop = {} pop.elements = {} pop.skins = {} pop.events = {} pop.screen = false -- initialized in pop.load() pop.focused = false -- loads elements and skins, creates pop.screen (intended to only be called once at the beginning) 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 name = elements[i]\sub 1, -5 pop.elements[name] = require "#{path}/elements/#{name}" 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, ...) print "wrapper created: \"pop.#{name}()\"" -- 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}\"" -- 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}\"" -- 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\"" -- creates an element with specified parent (parent can be false or non-existent) pop.create = (element, parent=pop.screen, ...) -> if inheritsFromElement parent element = pop.elements[element](parent, ...) insert parent.child, element elseif parent == false element = pop.elements[element](false, ...) else element = pop.elements[element](pop.screen, parent, ...) insert pop.screen.child, element return element pop.update = (dt, element=pop.screen) -> --pop.screen\update dt unless element.excludeUpdate if element.update element\update dt for i = 1, #element.child pop.update dt, element.child[i] pop.draw = (element=pop.screen) -> --pop.screen\draw! unless element.excludeDraw if element.draw element\draw! for i = 1, #element.child pop.draw element.child[i] 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 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 pop.events[button] = element else for i = 1, #element.child handled = pop.mousepressed x, y, button, element.child[i] if handled break return handled pop.mousereleased = (x, y, button) -> print "mousereleased", x, y, button clickedHandled = false mousereleasedHandled = false if element = pop.events[button] if element.clicked 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 return clickedHandled, mousereleasedHandled pop.keypressed = (key) -> print "keypressed", key return false --TODO event handlers return if they have handled the event! pop.keyreleased = (key) -> print "keyreleased", key return false --TODO event handlers return if they have handled the event! pop.textinput = (text) -> print "textinput", text return false --TODO event handlers return if they have handled the event! --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.load! return pop