2.0 KiB
pop
Module
pop
is the name of the Pop.Box module. You are expected to require it and then
define the following callbacks in LÖVE's callbacks: pop.update(dt)
,
pop.draw()
, pop.textinput(text)
, pop.mousepressed(button, x, y)
,
pop.mousereleased(button, x, y)
, pop.keypressed(key)
, pop.keyreleased(key)
Once that has been done (or at the very least, pop
has been required and a
callback is set up for pop.draw
), you can start creating Elements and
drawing them.
Also look into Skins, which control how elements are rendered.
pop
Values / Methods
pop.window
is the top level element. It essentially represents the game window.pop.currentSkin
holds a string specifying the currently in-use skin. Basically, it's a shortcut so you don't have to specify a skin with every call to construct an element.pop.create(element, parent, ...)
is how elements are actually created,element
is a string naming the desired element. There are wrappers around any element that doesn't conflict with a key in thepop
module so that you can callpop.element(parent, ...)
instead.pop.load()
loads elements and skins, and sets uppop.window
. This is used internally, and will probably lead to issues if you use it (namely, destroying Pop.Box's access to any existing GUI).
pop
Callbacks
-
pop.update(dt)
is used so that any element can have a frame-by-frame update attached to it. -
pop.draw()
is used to draw everything. -
pop.textinput(text)
is used to grab text input for any focused element that can accept it. -
pop.mousepressed(button, x, y)
is used to detect and handle when an element is clicked on. (Not actually used yet.) -
pop.mousereleased(button, x, y)
is not used yet, but probably will be used in the future. -
pop.keypressed(key)
is not used yet, but probably will be used in the future. -
pop.keyreleased(key)
is also not used yet, but probably will be used in the future.