1 # Some useful building blocks
3 Apps can be composed of a wide variety of building blocks that you
4 can use in your functions, including a small number of functions that get
5 automatically called for you as appropriate.
7 ## Variables you can read
10 * `width` and `height` -- integer dimensions for the app window in pixels.
11 * `flags` -- some properties of the app window. See [`flags` in `love.graphics.getMode`](https://love2d.org/wiki/love.window.getMode)
14 * `Version` -- the running version of LÖVE as a string, e.g. '11.4'.
15 * `Major_version` -- just the part before the period as an int, e.g. 11.
17 ## Functions that get automatically called
19 * `App.initialize_globals()` -- called before running each test and also
20 before the app starts up. As the name suggests, use this to initialize all
21 your global variables to something consistent. I also find it useful to be
22 able to see all my global variables in one place, and avoid defining
23 top-level variables anywhere else (unless they're constants and never going
26 * `App.initialize(arg)` -- called when app starts up after
27 `App.initialize_globals`. Provides in `arg` an array of words typed in if
28 you ran it from a terminal window.
29 (Based on [LÖVE](https://love2d.org/wiki/love.load).)
31 * `App.quit()` -- called before the app shuts down.
32 (Based on [LÖVE](https://love2d.org/wiki/love.quit).)
34 * `App.focus(start?)` -- called when the app starts or stops receiving
35 keypresses. `start?` will be `true` when app starts receiving keypresses and
36 `false` when keypresses move to another window.
37 (Based on [LÖVE](https://love2d.org/wiki/love.focus).)
39 * `App.resize(w,h)` -- called when you resize the app window. Provides new
40 window dimensions in `w` and `h`. Don't bother updating `App.screen.width`
41 and `App.screen.height`, that will happen automatically before calling
43 (Based on [LÖVE](https://love2d.org/wiki/love.resize))
45 * `App.filedropped(file)` -- called when a file icon is dragged and dropped on
46 the app window. Provides in `file` an object representing the file that was
47 dropped, that will respond to the following messages:
49 * `file:getFilename()` returning a string name
50 * `file:read()` returning the entire file contents in a single string
52 (Based on [LÖVE](https://love2d.org/wiki/love.filedropped).)
54 * `App.draw()` -- called to draw on the window, around 30 times a second.
55 (Based on [LÖVE](https://love2d.org/wiki/love.draw).)
57 * `App.update(dt)` -- called after every call to `App.draw`. Make changes to
58 your app's variables here rather than in `App.draw`. Provides in `dt` the
59 time since the previous call to `App.update`, which can be useful for things
60 like smooth animations.
61 (Based on [LÖVE](https://love2d.org/wiki/love.update).)
63 * `App.mousepressed(x,y, mouse_button)` -- called when you press down on a
64 mouse button. Provides in `x` and `y` the point on the screen at which the
65 click occurred, and in `mouse_button` an integer id of the mouse button
67 `1` is the primary mouse button (the left button on a right-handed mouse),
68 `2` is the secondary button (the right button on a right-handed mouse),
69 and `3` is the middle button. Further buttons are mouse-dependent.
70 (Based on [LÖVE](https://love2d.org/wiki/love.mousepressed).)
72 * `App.mousereleased(x,y, mouse_button)` -- called when you release a mouse
73 button. Provides the same arguments as `App.mousepressed()` above.
74 (Based on [LÖVE](https://love2d.org/wiki/love.mousereleased).)
76 * `App.mousemoved(x,y, dx,dy, is_touch)` -- called any time the mouse moves.
77 (Based on [LÖVE](https://love2d.org/wiki/love.mousemoved).)
79 * `App.wheelmoved(dx,dy)` -- called when you use the scroll wheel on a mouse
80 that has it. Provides in `dx` and `dy` an indication of how fast the wheel
81 is being scrolled. Positive values for `dx` indicate movement to the right.
82 Positive values for `dy` indicate upward movement.
83 (Based on [LÖVE](https://love2d.org/wiki/love.wheelmoved).)
85 * `App.mousefocus(in_focus)` -- called when the mouse pointer moves on or off
87 (Based on [LÖVE](https://love2d.org/wiki/love.mousefocus).)
89 * `App.keychord_press(chord, key)` -- called when you press a key-combination.
90 Provides in `key` a string name for the key most recently pressed ([valid
91 values](https://love2d.org/wiki/KeyConstant)). Provides in `chord` a
92 string representation of the current key combination, consisting of the key
93 with the following prefixes:
94 * `C-` if one of the `ctrl` keys is pressed,
95 * `M-` if one of the `alt` keys is pressed,
96 * `S-` if one of the `shift` keys is pressed, and
97 * `s-` if the `windows`/`cmd`/`super` key is pressed.
99 * `App.textinput(t)` -- called when you press a key combination that yields
100 (roughly) a printable character. For example, `shift` and `a` pressed
101 together will call `App.textinput` with `A`.
102 (Based on [LÖVE](https://love2d.org/wiki/love.textinput).)
104 * `App.keyreleased(key)` -- called when you press a key on the keyboard.
105 Provides in `key` a string name for the key ([valid values](https://love2d.org/wiki/KeyConstant)).
106 (Based on [LÖVE](https://love2d.org/wiki/love.keyreleased), including other
109 ## Functions you can call
111 Everything in the [LÖVE](https://love2d.org/wiki/Main_Page) and
112 [Lua](https://www.lua.org/manual/5.1/manual.html) guides is available to you,
113 but here's a brief summary of the most useful primitives. Some primitives have
114 new, preferred names under the `App` namespace, often because these variants
115 are more testable. If you run them within a test you'll be able to make
116 assertions on their side-effects.
118 ### regarding the app window
120 * `width, height, flags = App.screen.size()` -- returns the dimensions and
121 some properties of the app window.
122 (Based on [LÖVE](https://love2d.org/wiki/love.window.getMode).)
124 * `App.screen.resize(width, height, flags)` -- modify the size and properties
125 of the app window. The OS may or may not act on the request.
126 (Based on [LÖVE](https://love2d.org/wiki/love.window.setMode).)
128 * `x, y, displayindex = App.screen.position()` -- returns the coordinates and
129 monitor index (if you have more than one monitor) for the top-left corner of
131 (Based on [LÖVE](https://love2d.org/wiki/love.window.getPosition).)
133 * `App.screen.move(x, y, displayindex)` -- moves the app window so its
134 top-left corner is at the specified coordinates of the specified monitor.
135 The OS may or may not act on the request.
136 (Based on [LÖVE](https://love2d.org/wiki/love.window.setPosition).)
138 ### drawing to the app window
140 * `App.screen.print(text, x,y)` -- print the given `text` in the current font
141 using the current color so its top-left corner is at the specified
142 coordinates of the app window.
143 (Based on [LÖVE](https://love2d.org/wiki/love.graphics.print).)
145 * `love.graphics.getFont()` -- returns a representation of the current font.
146 (From [LÖVE](https://love2d.org/wiki/love.graphics.getFont).)
148 * `love.graphics.setFont(font)` -- switches the current font to `font`.
149 (From [LÖVE](https://love2d.org/wiki/love.graphics.setFont).)
151 * `love.graphics.newFont(filename)` -- creates a font from the given font
153 (From [LÖVE](https://love2d.org/wiki/love.graphics.newFont), including other
156 * `App.width(text)` returns the width of `text` in pixels when rendered using
158 (Based on [LÖVE](https://love2d.org/wiki/Font:getWidth).)
160 * `App.color(color)` -- sets the current color based on the fields `r`, `g`,
161 `b` and `a` (for opacity) of the table `color`.
162 (Based on [LÖVE](https://love2d.org/wiki/love.graphics.setColor).)
164 * `love.graphics.line(x1,y1, x2,y2)` -- draws a line from (`x1`,`y1`) to
165 (`x2`, `y2`) in the app window using the current color, clipping data for
166 negative coordinates and coordinates outside (`App.screen.width`,
168 (From [LÖVE](https://love2d.org/wiki/love.graphics.line), including other
171 * `love.graphics.rectangle(mode, x, y, w, h)` -- draws a rectangle using the
172 current color, with a top-left corner at (`x`, `y`), with dimensions `width`
173 along the x axis and `height` along the y axis
174 (though check out https://love2d.org/wiki/love.graphics for ways to scale
176 `mode` is a string, either `'line'` (to draw just the outline) and `'fill'`.
177 (From [LÖVE](https://love2d.org/wiki/love.graphics.circle), including other
180 * `love.graphics.circle(mode, x, y, r)` -- draws a circle using the current
181 color, centered at (`x`, `y`) and with radius `r`.
182 `mode` is a string, either `'line'` and `'fill'`.
183 (From [LÖVE](https://love2d.org/wiki/love.graphics.circle), including other
186 * `love.graphics.arc(mode, x, y, r, angle1, angle2)` -- draws an arc of a
187 circle using the current color, centered at (`x`, `y`) and with radius `r`.
188 `mode` is a string, either `'line'` and `'fill'`.
189 `angle1` and `angle2` are in [radians](https://en.wikipedia.org/wiki/Radian).
190 (From [LÖVE](https://love2d.org/wiki/love.graphics.circle), including other
193 There's much more I could include here; check out [the LÖVE manual](https://love2d.org/wiki/love.graphics).
195 ### text editor primitives
197 The text-editor widget includes extremely thorough automated tests to give you
198 early warning if you break something.
200 * `state = edit.initialize_state(top, left, right, font, font_height, line_height)`
201 -- returns an object that can be used to render an interactive editor widget
202 for text and line drawings starting at `y=top` on the app window, between
203 `x=left` and `x=right`. Wraps long lines at word boundaries where possible,
204 or in the middle of words (no hyphenation yet) when it must.
206 * `edit.quit()` -- calling this ensures any final edits are flushed to disk
207 before the app exits.
209 * `edit.draw(state)` -- call this from `App.draw` to display the current
210 editor state on the app window as requested in the call to
211 `edit.initialize_state` that created `state`.
213 * `edit.mouse_press(state, x,y, mouse_button)` and `edit.mouse_release(x,y,
214 mouse_button)` -- call these to position the cursor or select some text.
216 * `edit.mouse_wheel_move(state, dx,dy)` -- call this to scroll the editor in
217 response to a mouse wheel.
219 * `edit.keychord_press(state, chord, key)` and `edit.key_release(state, key)`
220 -- call these to perform some standard shortcuts: insert new lines,
221 backspace/delete, zoom in/out font size, cut/copy/paste to and from the
222 clipboard, undo/redo.
224 * `edit.text_input(state, t)` -- call this to insert keystrokes into the
227 * `Text.redraw_all(state)` -- call this to clear and recompute any cached
228 state as the cursor moves and the buffer scrolls.
230 * `edit.update(state, dt)` -- call this from `App.update` to periodically
231 auto-save editor contents to disk.
233 * `edit.quit(state)` -- call this from `App.quit` to ensure any final edits
234 get saved before quitting.
236 If you need more precise control, look at the comment at the top of
237 `edit.initialize_state` in edit.lua. In brief, the widget contains an array of
238 `lines`. Positions in the buffer are described in _schema-1_ locations
239 consisting of a `line` index and a code-point `pos`. We may also convert them
240 at times to _schema-2_ locations consisting of a `line`, `screen_line` and
241 `pos` that better indicates how long lines wrap. Schema-2 locations are never
242 persisted, just generated as needed from schema-1. Important schema-1
243 locations in the widget are `cursor1` describing where text is inserted or
244 deleted and `screen_top1` which specifies how far down the lines is currently
247 Some constants that affect editor behavior:
248 * `Margin_top`, `Margin_left`, `Margin_right` are integers in pixel units that
249 affect where the editor is drawn on window (it always extends to bottom of
251 * `Drawing_padding_top` and `Drawing_padding_bottom` affect spacing around
254 * Various color constants are represented as tables with r/g/b keys:
255 * `Text_color`, `Cursor_color`, `Highlight_color` for drawing text.
256 * `Stroke_color`, `Current_stroke_color` for line drawings.
257 * `Icon_color` affects the color of the little mode icon on the top right of
259 * `Current_name_background_color` manages the color when naming points using
261 * `Focus_stroke_color` affects the color of a point or line when you hover
263 * `Help_color` and `Help_background_color` affect the color of online help
264 within line drawings.
266 ### clickable buttons
268 There's a facility for rendering buttons and responding to events when they're
269 clicked. It requires setting up 3 things:
270 - a `state` table housing all buttons. Can be the same `state` variable the
271 text-editor widget uses, but doesn't have to be.
272 - specifying buttons to create in `state`. This must happen either directly
273 or indirectly within `App.draw`.
274 - responding to clicks on buttons in `state`. This must happen either
275 directly or indirectly within `App.mousepressed`.
277 The following facilities help set these things up:
279 * Clear `state` at the start of each frame:
282 state.button_handlers = {}
285 Don't forget to do this, or your app will get slower over time.
287 * `button` creates a single button. The syntax is:
290 button(state, name, {x=..., y=..., w=..., h=..., bg={r,g,b},
291 icon = function({x=..., y=..., w=..., h=...}) ... end,
296 Call this either directly or indirectly from `App.draw`. It will assign a
297 rectangle with the given dimensions and trigger the provided (zero-arg)
298 `onpress1` callback when the primary mouse button is clicked within.
299 It will also optionally paint the rectangle with the specified background
300 color `bg` and a foreground described by the `icon` callback (which will
301 receive the same dimensions).
303 This way you can see everything about a button in one place. Create as many
304 buttons as you like within a single shared `state`.
306 * `mouse_press_consumed_by_any_button(state, x,y, mouse_button)`
308 Call this either directly or indirectly from `App.mousepressed`. It will
309 pass on a click to any button registered in `state`. It's also helpful to
310 ensure clicks on a button don't have other effects, so I prefer the
311 following boilerplate early in `mousepressed`:
314 if mouse_press_consumed_by_any_button(state, x,y, mouse_button) then
321 * `App.mouse_move(x, y)` -- sets the current position of the mouse to (`x`,
323 (Based on [LÖVE](https://love2d.org/wiki/love.mouse.setPosition).)
325 * `App.mouse_down(mouse_button)` -- returns `true` if the button
326 `mouse_button` is pressed. See `App.mousepressed` for `mouse_button` codes.
327 (Based on [LÖVE](https://love2d.org/wiki/love.mouse.isDown).)
329 * `App.mouse_x()` -- returns the x coordinate of the current position of the
331 (Based on [LÖVE](https://love2d.org/wiki/love.mouse.getX).)
333 * `App.mouse_y()` -- returns the x coordinate of the current position of the
335 (Based on [LÖVE](https://love2d.org/wiki/love.mouse.getY).)
337 ### keyboard primitives
339 * `App.is_cursor_movement(key)` -- return `true` if `key` is a cursor movement
340 key (arrow keys, page-up/down, home/end)
342 * `App.cmd_down()`, `App.ctrl_down`, `App.alt_down()`, `App.shift_down()` --
343 predicates for different modifier keys.
345 * `App.any_modifier_down()` -- returns `true` if any of the modifier keys is
348 * `App.key_down(key)` -- returns `true` if the given key is currently pressed.
349 (Based on [LÖVE](https://love2d.org/wiki/love.keyboard.isDown).)
351 ### interacting with files
353 * `App.open_for_reading(filename)` -- returns a file handle that you can
354 [`read()`](https://www.lua.org/manual/5.1/manual.html#pdf-file:read) from.
355 Make sure `filename` is an absolute path so that your app can work reliably
356 by double-clicking on it.
357 (Based on [Lua](https://www.lua.org/manual/5.1/manual.html#pdf-io.open).)
359 * `App.open_for_writing(filename)` -- returns a file handle that you can
360 [`write()`](https://www.lua.org/manual/5.1/manual.html#pdf-file:write) to.
361 Make sure `filename` is an absolute path so that your app can work reliably
362 by double-clicking on it.
363 (Based on [Lua](https://www.lua.org/manual/5.1/manual.html#pdf-io.open).)
365 * `json.encode(obj)` -- returns a JSON string for an object `obj` that will
366 recreate `obj` when passed to `json.decode`. `obj` can be of most types but
368 (From [json.lua](https://github.com/rxi/json.lua).)
370 * `json.decode(obj)` -- turns a JSON string into a Lua object.
371 (From [json.lua](https://github.com/rxi/json.lua).)
373 * `App.files(dir)` -- returns an unsorted array of the files and directories
374 available under `dir`.
375 (From [LÖVE](https://love2d.org/wiki/love.filesystem.getDirectoryItems).]
377 * `App.file_info(filename)` -- returns some information about
378 `filename`, particularly whether it exists (non-`nil` return value) or not.
379 (From [LÖVE](https://love2d.org/wiki/love.filesystem.getInfo).]
381 * `App.mkdir(path)` -- creates a directory. Make sure `path` is absolute.
382 (From [LÖVE](https://love2d.org/wiki/love.filesystem.remove).]
384 * `App.remove(filename)` -- removes a file or empty directory. Definitely make
385 sure `filename` is an absolute path.
386 (From [LÖVE](https://love2d.org/wiki/love.filesystem.remove).]
388 There's much more I could include here; check out [the LÖVE manual](https://love2d.org/wiki/love.filesystem)
389 and [the Lua manual](https://www.lua.org/manual/5.1/manual.html#5.7).
393 * `App.get_time()` -- returns the number of seconds elapsed since some
394 unspecified start time.
395 (Based on [LÖVE](https://love2d.org/wiki/love.timer.getTime).)
397 * `App.get_clipboard()` -- returns a string with the current clipboard
399 (Based on [LÖVE](https://love2d.org/wiki/love.system.getClipboardText).)
401 * `App.set_clipboard(text)` -- stores the string `text` in the clipboard.
402 (Based on [LÖVE](https://love2d.org/wiki/love.system.setClipboardText).)
404 * `array.find(arr, elem)` -- scan table `arr` for `elem` assuming it's
405 organized as an array (just numeric indices).
407 * `array.any(arr, f)` -- scan table `arr` for any elements satisfying
408 predicate `f`. Return first such element or `false` if none.
410 There's much more I could include here; check out [the LÖVE manual](https://love2d.org/wiki)
411 and [the Lua manual](https://www.lua.org/manual/5.1/manual.html).
415 * `App.screen.init{width=.., height=..}` -- creates a fake screen for a test
417 * `App.screen.check(y, expected_contents, msg)` -- verifies text written to
418 the fake screen at `y`. This isn't very realistic; `y` must exactly match
419 what was displayed, and the expected contents show everything printed to
420 that `y` in chronological order, regardless of `x` coordinate. In spite of
421 these limitations, you can write lots of useful tests with this.
423 * `App.run_after_textinput(t)` -- mimics keystrokes resulting in `t` and then
426 * `App.run_after_keychord(chord, key)` -- mimics the final `key` press
427 resulting in `chord` and then draws one frame.
429 * `App.run_after_mouse_press(x,y, mouse_button)` -- mimics a mouse press down
430 followed by drawing a frame.
432 * `App.run_after_mouse_release(x,y, mouse_button)` -- mimics a mouse release
433 up followed by drawing a frame.
435 * `App.run_after_mouse_click(x,y, mouse_button)` -- mimics a mouse press down
436 and mouse release up followed by drawing a frame.
438 * `App.wait_fake_time(t)` -- simulates the passage of time for `App.getTime()`.