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.wheelmoved(dx,dy)` -- called when you use the scroll wheel on a mouse
77 that has it. Provides in `dx` and `dy` an indication of how fast the wheel
78 is being scrolled. Positive values for `dx` indicate movement to the right.
79 Positive values for `dy` indicate upward movement.
80 (Based on [LÖVE](https://love2d.org/wiki/love.wheelmoved).)
82 * `App.keychord_press(chord, key)` -- called when you press a key-combination.
83 Provides in `key` a string name for the key most recently pressed ([valid
84 values](https://love2d.org/wiki/KeyConstant)). Provides in `chord` a
85 string representation of the current key combination, consisting of the key
86 with the following prefixes:
87 * `C-` if one of the `ctrl` keys is pressed,
88 * `M-` if one of the `alt` keys is pressed,
89 * `S-` if one of the `shift` keys is pressed, and
90 * `s-` if the `windows`/`cmd`/`super` key is pressed.
92 * `App.textinput(t)` -- called when you press a key combination that yields
93 (roughly) a printable character. For example, `shift` and `a` pressed
94 together will call `App.textinput` with `A`.
95 (Based on [LÖVE](https://love2d.org/wiki/love.textinput).)
97 * `App.keyreleased(key)` -- called when you press a key on the keyboard.
98 Provides in `key` a string name for the key ([valid values](https://love2d.org/wiki/KeyConstant)).
99 (Based on [LÖVE](https://love2d.org/wiki/love.keyreleased), including other
102 ## Functions you can call
104 Everything in the [LÖVE](https://love2d.org/wiki/Main_Page) and
105 [Lua](https://www.lua.org/manual/5.1/manual.html) guides is available to you,
106 but here's a brief summary of the most useful primitives. Some primitives have
107 new, preferred names under the `App` namespace, often because these variants
108 are more testable. If you run them within a test you'll be able to make
109 assertions on their side-effects.
111 ### regarding the app window
113 * `width, height, flags = App.screen.size()` -- returns the dimensions and
114 some properties of the app window.
115 (Based on [LÖVE](https://love2d.org/wiki/love.window.getMode).)
117 * `App.screen.resize(width, height, flags)` -- modify the size and properties
118 of the app window. The OS may or may not act on the request.
119 (Based on [LÖVE](https://love2d.org/wiki/love.window.setMode).)
121 * `x, y, displayindex = App.screen.position()` -- returns the coordinates and
122 monitor index (if you have more than one monitor) for the top-left corner of
124 (Based on [LÖVE](https://love2d.org/wiki/love.window.getPosition).)
126 * `App.screen.move(x, y, displayindex)` -- moves the app window so its
127 top-left corner is at the specified coordinates of the specified monitor.
128 The OS may or may not act on the request.
129 (Based on [LÖVE](https://love2d.org/wiki/love.window.setPosition).)
131 ### drawing to the app window
133 * `App.screen.print(text, x,y)` -- print the given `text` in the current font
134 using the current color so its top-left corner is at the specified
135 coordinates of the app window.
136 (Based on [LÖVE](https://love2d.org/wiki/love.graphics.print).)
138 * `love.graphics.getFont()` -- returns a representation of the current font.
139 (From [LÖVE](https://love2d.org/wiki/love.graphics.getFont).)
141 * `love.graphics.setFont(font)` -- switches the current font to `font`.
142 (From [LÖVE](https://love2d.org/wiki/love.graphics.setFont).)
144 * `love.graphics.newFont(filename)` -- creates a font from the given font
146 (From [LÖVE](https://love2d.org/wiki/love.graphics.newFont), including other
149 * `App.width(text)` returns the width of `text` in pixels when rendered using
151 (Based on [LÖVE](https://love2d.org/wiki/Font:getWidth).)
153 * `App.color(color)` -- sets the current color based on the fields `r`, `g`,
154 `b` and `a` (for opacity) of the table `color`.
155 (Based on [LÖVE](https://love2d.org/wiki/love.graphics.setColor).)
157 * `love.graphics.line(x1,y1, x2,y2)` -- draws a line from (`x1`,`y1`) to
158 (`x2`, `y2`) in the app window using the current color, clipping data for
159 negative coordinates and coordinates outside (`App.screen.width`,
161 (From [LÖVE](https://love2d.org/wiki/love.graphics.line), including other
164 * `love.graphics.rectangle(mode, x, y, w, h)` -- draws a rectangle using the
165 current color, with a top-left corner at (`x`, `y`), with dimensions `width`
166 along the x axis and `height` along the y axis
167 (though check out https://love2d.org/wiki/love.graphics for ways to scale
169 `mode` is a string, either `'line'` (to draw just the outline) and `'fill'`.
170 (From [LÖVE](https://love2d.org/wiki/love.graphics.circle), including other
173 * `love.graphics.circle(mode, x, y, r)` -- draws a circle using the current
174 color, centered at (`x`, `y`) and with radius `r`.
175 `mode` is a string, either `'line'` and `'fill'`.
176 (From [LÖVE](https://love2d.org/wiki/love.graphics.circle), including other
179 * `love.graphics.arc(mode, x, y, r, angle1, angle2)` -- draws an arc of a
180 circle using the current color, centered at (`x`, `y`) and with radius `r`.
181 `mode` is a string, either `'line'` and `'fill'`.
182 `angle1` and `angle2` are in [radians](https://en.wikipedia.org/wiki/Radian).
183 (From [LÖVE](https://love2d.org/wiki/love.graphics.circle), including other
186 There's much more I could include here; check out [the LÖVE manual](https://love2d.org/wiki/love.graphics).
188 ### text editor primitives
190 The text-editor widget includes extremely thorough automated tests to give you
191 early warning if you break something.
193 * `state = edit.initialize_state(top, left, right, font_height, line_height)` --
194 returns an object that can be used to render an interactive editor widget
195 for text starting at `y=top` on the app window, between `x=left` and
196 `x=right`. Wraps long lines at word boundaries where possible, or in the
197 middle of words (no hyphenation yet) when it must.
199 * `edit.quit()` -- calling this ensures any final edits are flushed to disk
200 before the app exits.
202 * `edit.draw(state)` -- call this from `App.draw` to display the current
203 editor state on the app window as requested in the call to
204 `edit.initialize_state` that created `state`.
206 * `edit.update(state, dt)` -- call this from `App.update` to periodically
207 auto-save editor contents to disk.
209 * `edit.mouse_press(state, x,y, mouse_button)` and `edit.mouse_release(x,y,
210 mouse_button)` -- call these to position the cursor or select some text.
212 * `edit.mouse_wheel_move(state, dx,dy)` -- call this to scroll the editor in
213 response to a mouse wheel.
215 * `edit.keychord_press(state, chord, key)` and `edit.key_release(state, key)`
216 -- call these to perform some standard shortcuts: insert new lines,
217 backspace/delete, zoom in/out font size, cut/copy/paste to and from the
218 clipboard, undo/redo.
220 * `edit.text_input(state, t)` -- call this to insert keystrokes into the
223 * `Text.redraw_all(state)` -- call this to clear and recompute any cached
224 state as the cursor moves and the buffer scrolls.
226 If you need more precise control, look at the comment at the top of
227 `edit.initialize_state` in edit.lua. In brief, the widget contains an array of
228 `lines`. Positions in the buffer are described in _schema-1_ locations
229 consisting of a `line` index and a code-point `pos`. We may also convert them
230 at times to _schema-2_ locations consisting of a `line`, `screen_line` and
231 `pos` that better indicates how long lines wrap. Schema-2 locations are never
232 persisted, just generated as needed from schema-1. Important schema-1
233 locations in the widget are `cursor1` describing where text is inserted or
234 deleted and `screen_top1` which specifies how far down the lines is currently
237 Some constants that affect editor behavior:
238 * `Margin_top`, `Margin_left`, `Margin_right` are integers in pixel units that
239 affect where the editor is drawn on window (it always extends to bottom of
242 * Various color constants are represented as tables with r/g/b keys:
243 * `Text_color`, `Cursor_color`, `Highlight_color` for drawing text.
245 ### clickable buttons
247 There's a facility for rendering buttons and responding to events when they're
248 clicked. It requires setting up 3 things:
249 - a `state` table housing all buttons. Can be the same `state` variable the
250 text-editor widget uses, but doesn't have to be.
251 - specifying buttons to create in `state`. This must happen either directly
252 or indirectly within `App.draw`.
253 - responding to clicks on buttons in `state`. This must happen either
254 directly or indirectly within `App.mousepressed`.
256 The following facilities help set these things up:
258 * Clear `state` at the start of each frame:
261 state.button_handlers = {}
264 Don't forget to do this, or your app will get slower over time.
266 * `button` creates a single button. The syntax is:
269 button(state, name, {x=..., y=..., w=..., h=..., color={r,g,b},
270 icon = function({x=..., y=..., w=..., h=...}) ... end,
275 Call this either directly or indirectly from `App.draw`. It will paint a
276 rectangle to the screen with top-left at (x,y), dimensions w×h pixels in the
277 specified `color`. It will then overlay any drawing instructions within
278 `icon` atop it. The `icon` callback will receive a table containing the same
281 The rectangle also registers within `state` the `onpress1` callback (without
282 any arguments) when mouse button 1 is clicked on it. This way you can see
283 everything about a button in one place. Create as many buttons as you like
284 within a single shared `state`.
286 * `mouse_press_consumed_by_any_button_handler(state, x,y, mouse_button)`
288 Call this either directly or indirectly from `App.mousepressed`. It will
289 pass on a click to any button registered in `state`. It's also helpful to
290 ensure clicks on a button don't have other effects, so I prefer the
291 following boilerplate early in `mousepressed`:
294 if mouse_press_consumed_by_any_button_handler(state, x,y, mouse_button) then
301 * `App.mouse_move(x, y)` -- sets the current position of the mouse to (`x`,
303 (Based on [LÖVE](https://love2d.org/wiki/love.mouse.setPosition).)
305 * `App.mouse_down(mouse_button)` -- returns `true` if the button
306 `mouse_button` is pressed. See `App.mousepressed` for `mouse_button` codes.
307 (Based on [LÖVE](https://love2d.org/wiki/love.mouse.isDown).)
309 * `App.mouse_x()` -- returns the x coordinate of the current position of the
311 (Based on [LÖVE](https://love2d.org/wiki/love.mouse.getX).)
313 * `App.mouse_y()` -- returns the x coordinate of the current position of the
315 (Based on [LÖVE](https://love2d.org/wiki/love.mouse.getY).)
317 ### keyboard primitives
319 * `App.is_cursor_movement(key)` -- return `true` if `key` is a cursor movement
320 key (arrow keys, page-up/down, home/end)
322 * `App.cmd_down()`, `App.ctrl_down`, `App.alt_down()`, `App.shift_down()` --
323 predicates for different modifier keys.
325 * `App.any_modifier_down()` -- returns `true` if any of the modifier keys is
328 * `App.key_down(key)` -- returns `true` if the given key is currently pressed.
329 (Based on [LÖVE](https://love2d.org/wiki/love.keyboard.isDown).)
331 ### interacting with files
333 * `App.open_for_reading(filename)` -- returns a file handle that you can
334 [`read()`](https://www.lua.org/manual/5.1/manual.html#pdf-file:read) from.
335 Make sure `filename` is an absolute path so that your app can work reliably
336 by double-clicking on it.
337 (Based on [Lua](https://www.lua.org/manual/5.1/manual.html#pdf-io.open).)
339 * `App.open_for_writing(filename)` -- returns a file handle that you can
340 [`write()`](https://www.lua.org/manual/5.1/manual.html#pdf-file:write) to.
341 Make sure `filename` is an absolute path so that your app can work reliably
342 by double-clicking on it.
343 (Based on [Lua](https://www.lua.org/manual/5.1/manual.html#pdf-io.open).)
345 * `json.encode(obj)` -- returns a JSON string for an object `obj` that will
346 recreate `obj` when passed to `json.decode`. `obj` can be of most types but
348 (From [json.lua](https://github.com/rxi/json.lua).)
350 * `json.decode(obj)` -- turns a JSON string into a Lua object.
351 (From [json.lua](https://github.com/rxi/json.lua).)
353 * `App.files(dir)` -- returns an unsorted array of the files and directories
354 available under `dir`.
355 (From [LÖVE](https://love2d.org/wiki/love.filesystem.getDirectoryItems).]
357 * `love.filesystem.getInfo(filename)` -- returns some information about
358 `filename`, particularly whether it exists (non-`nil` return value) or not.
359 (From [LÖVE](https://love2d.org/wiki/love.filesystem.getInfo).]
361 * `os.remove(filename)` -- removes a file or empty directory. Definitely make
362 sure `filename` is an absolute path.
363 (From [Lua](https://www.lua.org/manual/5.1/manual.html#pdf-os.remove).)
365 There's much more I could include here; check out [the LÖVE manual](https://love2d.org/wiki/love.filesystem)
366 and [the Lua manual](https://www.lua.org/manual/5.1/manual.html#5.7).
370 * `App.get_time()` -- returns the number of seconds elapsed since some
371 unspecified start time.
372 (Based on [LÖVE](https://love2d.org/wiki/love.timer.getTime).)
374 * `App.get_clipboard()` -- returns a string with the current clipboard
376 (Based on [LÖVE](https://love2d.org/wiki/love.system.getClipboardText).)
378 * `App.set_clipboard(text)` -- stores the string `text` in the clipboard.
379 (Based on [LÖVE](https://love2d.org/wiki/love.system.setClipboardText).)
381 * `array.find(arr, elem)` -- scan table `arr` for `elem` assuming it's
382 organized as an array (just numeric indices).
384 * `array.any(arr, f)` -- scan table `arr` for any elements satisfying
385 predicate `f`. Return first such element or `false` if none.
387 There's much more I could include here; check out [the LÖVE manual](https://love2d.org/wiki)
388 and [the Lua manual](https://www.lua.org/manual/5.1/manual.html).
392 * `App.screen.init{width=.., height=..}` -- creates a fake screen for a test
394 * `App.screen.check(y, expected_contents, msg)` -- verifies text written to
395 the fake screen at `y`. This isn't very realistic; `y` must exactly match
396 what was displayed, and the expected contents show everything printed to
397 that `y` in chronological order, regardless of `x` coordinate. In spite of
398 these limitations, you can write lots of useful tests with this.
400 * `App.run_after_textinput(t)` -- mimics keystrokes resulting in `t` and then
403 * `App.run_after_keychord(chord)` -- mimics keystrokes resulting in `chord`
404 and then draws one frame.
406 * `App.run_after_mouse_press(x,y, mouse_button)` -- mimics a mouse press down
407 followed by drawing a frame.
409 * `App.run_after_mouse_release(x,y, mouse_button)` -- mimics a mouse release
410 up followed by drawing a frame.
412 * `App.run_after_mouse_click(x,y, mouse_button)` -- mimics a mouse press down
413 and mouse release up followed by drawing a frame.
415 * `App.wait_fake_time(t)` -- simulates the passage of time for `App.getTime()`.