Pop.Box/init.moon
2016-08-20 22:29:16 -07:00

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--- The Pop.Box GUI itself.
--- @module pop
--- @copyright Paul Liverman III (2015-2016)
--- @license The MIT License (MIT)
--- @release 0.0.0
pop = {
_VERSION: '0.0.0'
_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"
path = ...
if (...)\sub(-4) == "init"
path = (...)\sub 1, -5
unless path
path = "."
import filesystem, graphics from love
import insert from table
import inheritsFromElement from require "#{path}/util"
--- @table pop
--- @field elements All GUI classes are stored here.
--- @field skins All skins are stored here.
--- @field extensions All extensions are loaded 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.extensions = {}
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
pop.load = ->
--@todo @ see Elements
--@todo @ see Skins
--@todo @ see Extensions
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
-- require into pop.extensions by filename
name = extensions[i]\sub 1, -5
pop.extensions[name] = require "#{path}/extensions/#{name}"
-- call the extension's load function if it exists
if pop.extensions[name].load
pop.extensions[name].load pop
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[opt] The parent element. If `false`, an element is created with no parent. If `nil`, defaults to `pop.screen`.
--- @param ...[opt] Any number of parameters can be passed to the constructor for the element.
---
--- (**Note**: An element with no parent will not be handled by Pop.Box's event handlers unless you handle it explicitly.)
--- @see pop
pop.create = (element, parent=pop.screen, ...) ->
--@todo @ see Elements
-- 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()`.
--- @function update
--- @param dt The amount of time passed since the last call to update, in seconds.
--- @param element[opt] The element to update (will update all its children as well). Defaults to `pop.screen`.
pop.update = (dt, element=pop.screen) ->
--@todo Define Elements and @ see that documentation from here. Generic documentation, not specifically element!
-- 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()`.
--- @function draw
--- @param element[opt] The element to draw (will draw all its children as well). Defaults to `pop.screen`.
pop.draw = (element=pop.screen) ->
--@todo @ see Elements
-- 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()`. (*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?
pop.mousemoved = (x, y, dx, dy) ->
--@todo Implement a way for an element to attach itself to `love.mousemoved()` events?
if pop.focused and pop.focused.mousemoved
return pop.focused\mousemoved x, y, dx, dy
return false
--- Event handler for `love.mousepressed()`.
--- @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[opt] The element to check for event handling (will check its children as well). Defaults to `pop.screen`.
--- @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()`.
--- @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[opt] The element to check for event handling (will check its children as well). Defaults to `pop.screen`.
--- @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
--- Event handler for `love.keypressed()`.
--- @function keypressed
--- @param key The key that was pressed.
--- @return `true` / `false`: Was the event handled?
pop.keypressed = (key) ->
print "keypressed", key
-- keypressed events must be on visible elements
element = pop.focused
if element and element.keypressed and element.data.draw
return element.keypressed key
return false
--- Event handler for `love.keyreleased()`.
--- @function keyreleased
--- @param key The key that was released.
--- @return `true` / `false`: Was the event handled?
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
--- Event handler for `love.textinput()`.
--- @function textinput
--- @param text The text that was typed.
--- @return `true` / `false`: Was the text input handled?
pop.textinput = (text) ->
print "textinput", text
-- textinput events must be on visible elements
element = pop.focused
if element and element.textinput and element.data.draw
return element.textinput text
return false
--- Applies skins to elements. (**NOTE**: This function will be rewritten and change at some point...)
--- @function skin
--- @param element The element to skin (will also be applied to children). Defaults to `pop.screen`.
--- @param skin The skin to use, can be a string or an actual skin object, defaults to the default skin included with Pop.Box.
--- @param depth[opt] An integer for how many child levels to skin, OR, if `true`, will skin all children.
--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) ->
--@todo Rewrite the skin function taking advantage of data block / whatever else is needed.
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, true
--- Draws simple rectangle outlines to debug placement of elements.
--- @function debugDraw
--- @param element The element to draw (will draw its children as well). Defaults to `pop.screen`.
pop.debugDraw = (element=pop.screen) ->
--@todo Make this better in the future when different element types have been created and whatnot.
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]
--- Prints a basic structure of GUI elements with minimal info.
--- @function printElementTree
--- @param element The element to start at. Defaults to `pop.screen`.
pop.printElementTree = (element=pop.screen, depth=0) ->
--@todo Correct this once elements are reimplemented if it needs correction.
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.printElementTree element.child[i], depth + 1
-- finally, load is called and pop returned
pop.load!
return pop