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 ## Functions that get automatically called
16 * `App.initialize_globals()` -- called before running each test and also
17 before the app starts up. As the name suggests, use this to initialize all
18 your global variables to something consistent. I also find it useful to be
19 able to see all my global variables in one place, and avoid defining
20 top-level variables anywhere else (unless they're constants and never going
23 * `App.initialize(arg)` -- called when app starts up after
24 `App.initialize_globals`. Provides in `arg` an array of words typed in if
25 you ran it from a terminal window.
26 (Based on [LÖVE](https://love2d.org/wiki/love.load).)
28 * `App.quit()` -- called before the app shuts down.
29 (Based on [LÖVE](https://love2d.org/wiki/love.quit).)
31 * `App.focus(start?)` -- called when the app starts or stops receiving
32 keypresses. `start?` will be `true` when app starts receiving keypresses and
33 `false` when keypresses move to another window.
34 (Based on [LÖVE](https://love2d.org/wiki/love.focus).)
36 * `App.resize(w,h)` -- called when you resize the app window. Provides new
37 window dimensions in `w` and `h`. Don't bother updating `App.screen.width`
38 and `App.screen.height`, that will happen automatically before calling
40 (Based on [LÖVE](https://love2d.org/wiki/love.resize))
42 * `App.filedropped(file)` -- called when a file icon is dragged and dropped on
43 the app window. Provides in `file` an object representing the file that was
44 dropped, that will respond to the following messages:
46 * `file:getFilename()` returning a string name
47 * `file:read()` returning the entire file contents in a single string
49 (Based on [LÖVE](https://love2d.org/wiki/love.filedropped).)
51 * `App.draw()` -- called to draw on the window, around 30 times a second.
52 (Based on [LÖVE](https://love2d.org/wiki/love.draw).)
54 * `App.update(dt)` -- called after every call to `on.draw`. Make changes to
55 your app's variables here rather than in `on.draw`. Provides in `dt` the
56 time since the previous call to `on.update`, which can be useful for things
57 like smooth animations.
58 (Based on [LÖVE](https://love2d.org/wiki/love.update).)
60 * `App.mousepressed(x,y, mouse_button)` -- called when you press down on a
61 mouse button. Provides in `x` and `y` the point on the screen at which the
62 click occurred, and in `mouse_button` an integer id of the mouse button
64 `1` is the primary mouse button (the left button on a right-handed mouse),
65 `2` is the secondary button (the right button on a right-handed mouse),
66 and `3` is the middle button. Further buttons are mouse-dependent.
67 (Based on [LÖVE](https://love2d.org/wiki/love.mousepressed).)
69 * `App.mousereleased(x,y, mouse_button)` -- called when you release a mouse
70 button. Provides the same arguments as `on.mouse_press()` above.
71 (Based on [LÖVE](https://love2d.org/wiki/love.mousereleased).)
73 * `App.wheelmoved(dx,dy)` -- called when you use the scroll wheel on a mouse
74 that has it. Provides in `dx` and `dy` an indication of how fast the wheel
75 is being scrolled. Positive values for `dx` indicate movement to the right.
76 Positive values for `dy` indicate upward movement.
77 (Based on [LÖVE](https://love2d.org/wiki/love.wheelmoved).)
79 * `App.keychord_press(chord, key)` -- called when you press a key-combination.
80 Provides in `key` a string name for the key most recently pressed ([valid
81 values](https://love2d.org/wiki/KeyConstant)). Provides in `chord` a
82 string representation of the current key combination, consisting of the key
83 with the following prefixes:
84 * `C-` if one of the `ctrl` keys is pressed,
85 * `M-` if one of the `alt` keys is pressed,
86 * `S-` if one of the `shift` keys is pressed, and
87 * `s-` if the `windows`/`cmd`/`super` key is pressed.
89 * `App.textinput(t)` -- called when you press a key combination that yields
90 (roughly) a printable character. For example, `shift` and `a` pressed
91 together will call `on.textinput` with `A`.
92 (Based on [LÖVE](https://love2d.org/wiki/love.textinput).)
94 * `App.keyrelease(key)` -- called when you press a key on the keyboard.
95 Provides in `key` a string name for the key ([valid values](https://love2d.org/wiki/KeyConstant)).
96 (Based on [LÖVE](https://love2d.org/wiki/love.keyreleased), including other
99 ## Functions you can call
101 Everything in the [LÖVE](https://love2d.org/wiki/Main_Page) and
102 [Lua](https://www.lua.org/manual/5.1/manual.html) guides is available to you,
103 but here's a brief summary of the most useful primitives. Some primitives have
104 new, preferred names under the `App` namespace, often because these variants
105 are more testable. If you run them within a test you'll be able to make
106 assertions on their side-effects.
108 ### regarding the app window
110 * `width, height, flags = App.screen.size()` -- returns the dimensions and
111 some properties of the app window.
112 (Based on [LÖVE](https://love2d.org/wiki/love.window.getMode).)
114 * `App.screen.resize(width, height, flags)` -- modify the size and properties
115 of the app window. The OS may or may not act on the request.
116 (Based on [LÖVE](https://love2d.org/wiki/love.window.setMode).)
118 * `x, y, displayindex = App.screen.position()` -- returns the coordinates and
119 monitor index (if you have more than one monitor) for the top-left corner of
121 (Based on [LÖVE](https://love2d.org/wiki/love.window.getPosition).)
123 * `App.screen.move(x, y, displayindex)` -- moves the app window so its
124 top-left corner is at the specified coordinates of the specified monitor.
125 The OS may or may not act on the request.
126 (Based on [LÖVE](https://love2d.org/wiki/love.window.setPosition).)
128 ### drawing to the app window
130 * `App.screen.print(text, x,y)` -- print the given `text` in the current font
131 using the current color so its top-left corner is at the specified
132 coordinates of the app window.
133 (Based on [LÖVE](https://love2d.org/wiki/love.graphics.print).)
135 * `love.graphics.getFont()` -- returns a representation of the current font.
136 (From [LÖVE](https://love2d.org/wiki/love.graphics.getFont).)
138 * `love.graphics.setFont(font)` -- switches the current font to `font`.
139 (From [LÖVE](https://love2d.org/wiki/love.graphics.setFont).)
141 * `love.graphics.newFont(filename)` -- creates a font from the given font
143 (From [LÖVE](https://love2d.org/wiki/love.graphics.newFont), including other
146 * `App.width(text)` returns the width of `text` in pixels when rendered using
148 (Based on [LÖVE](https://love2d.org/wiki/Font:getWidth).)
150 * `App.color(color)` -- sets the current color based on the fields `r`, `g`,
151 `b` and `a` (for opacity) of the table `color`.
152 (Based on [LÖVE](https://love2d.org/wiki/love.graphics.setColor).)
154 * `love.graphics.line(x1,y1, x2,y2)` -- draws a line from (`x1`,`y1`) to
155 (`x2`, `y2`) in the app window using the current color, clipping data for
156 negative coordinates and coordinates outside (`App.screen.width`,
158 (From [LÖVE](https://love2d.org/wiki/love.graphics.line), including other
161 * `love.graphics.rectangle(mode, x, y, w, h)` -- draws a rectangle using the
162 current color, with a top-left corner at (`x`, `y`), with dimensions `width`
163 along the x axis and `height` along the y axis
164 (though check out https://love2d.org/wiki/love.graphics for ways to scale
166 `mode` is a string, either `'line'` (to draw just the outline) and `'fill'`.
167 (From [LÖVE](https://love2d.org/wiki/love.graphics.circle), including other
170 * `love.graphics.circle(mode, x, y, r)` -- draws a circle using the current
171 color, centered at (`x`, `y`) and with radius `r`.
172 `mode` is a string, either `'line'` and `'fill'`.
173 (From [LÖVE](https://love2d.org/wiki/love.graphics.circle), including other
176 * `love.graphics.arc(mode, x, y, r, angle1, angle2)` -- draws an arc of a
177 circle using the current color, centered at (`x`, `y`) and with radius `r`.
178 `mode` is a string, either `'line'` and `'fill'`.
179 `angle1` and `angle2` are in [radians](https://en.wikipedia.org/wiki/Radian).
180 (From [LÖVE](https://love2d.org/wiki/love.graphics.circle), including other
183 There's much more I could include here; check out [the LÖVE manual](https://love2d.org/wiki/love.graphics).
185 ### text editor primitives
187 The text-editor widget includes extremely thorough automated tests to give you
188 early warning if you break something.
190 * `state = edit.initialize_state(top, left, right, font_height, line_height)` --
191 returns an object that can be used to render an interactive editor widget
192 for text and line drawings starting at `y=top` on the app window, between
193 `x=left` and `x=right`. Wraps long lines at word boundaries where possible,
194 or in the middle of words (no hyphenation yet) when it must.
196 * `edit.quit()` -- calling this ensures any final edits are flushed to disk
197 before the app exits.
199 * `edit.draw(state)` -- call this from `App.draw` to display the current
200 editor state on the app window as requested in the call to
201 `edit.initialize_state` that created `state`.
203 * `edit.update(state, dt)` -- call this from `App.update` to periodically
204 auto-save editor contents to disk.
206 * `edit.mouse_press(state, x,y, mouse_button)` and `edit.mouse_release(x,y,
207 mouse_button)` -- call these to position the cursor or select some text.
209 * `edit.mouse_wheel_move(state, dx,dy)` -- call this to scroll the editor in
210 response to a mouse wheel.
212 * `edit.keychord_press(state, chord, key)` and `edit.key_release(state, key)`
213 -- call these to perform some standard shortcuts: insert new lines,
214 backspace/delete, zoom in/out font size, cut/copy/paste to and from the
215 clipboard, undo/redo.
217 * `edit.text_input(state, t)` -- call this to insert keystrokes into the
220 * `Text.redraw_all(state)` -- call this to clear and recompute any cached
221 state as the cursor moves and the buffer scrolls.
223 If you need more precise control, look at the comment at the top of
224 `edit.initialize_state` in edit.lua. In brief, the widget contains an array of
225 `lines`. Positions in the buffer are described in _schema-1_ locations
226 consisting of a `line` index and a code-point `pos`. We may also convert them
227 at times to _schema-2_ locations consisting of a `line`, `screen_line` and
228 `pos` that better indicates how long lines wrap. Schema-2 locations are never
229 persisted, just generated as needed from schema-1. Important schema-1
230 locations in the widget are `cursor1` describing where text is inserted or
231 deleted and `screen_top1` which specifies how far down the lines is currently
234 Some constants that affect editor behavior:
235 * `Margin_top`, `Margin_left`, `Margin_right` are integers in pixel units that
236 affect where the editor is drawn on window (it always extends to bottom of
238 * `Drawing_padding_top` and `Drawing_padding_bottom` affect spacing around
241 * Various color constants are represented as tables with r/g/b keys:
242 * `Text_color`, `Cursor_color`, `Highlight_color` for drawing text.
243 * `Stroke_color`, `Current_stroke_color` for line drawings.
244 * `Icon_color` affects the color of the little mode icon on the top right of
246 * `Current_name_background_color` manages the color when naming points using
248 * `Focus_stroke_color` affects the color of a point or line when you hover
250 * `Help_color` and `Help_background_color` affect the color of online help
251 within line drawings.
253 ### clickable buttons
255 There's a facility for rendering buttons and responding to events when they're
256 clicked. It requires setting up 3 things:
257 - a `state` table housing all buttons. Can be the same `state` variable the
258 text-editor widget uses, but doesn't have to be.
259 - specifying buttons to create in `state`. This must happen either directly
260 or indirectly within `App.draw`.
261 - responding to clicks on buttons in `state`. This must happen either
262 directly or indirectly within `App.mousepressed`.
264 The following facilities help set these things up:
266 * Clear `state` at the start of each frame:
269 state.button_handlers = {}
272 Don't forget to do this, or your app will get slower over time.
274 * `button` creates a single button. The syntax is:
277 button(state, name, {x=..., y=..., w=..., h=..., color={r,g,b},
278 icon = function({x=..., y=..., w=..., h=...}) ... end,
283 Call this either directly or indirectly from `App.draw`. It will paint a
284 rectangle to the screen with top-left at (x,y), dimensions w×h pixels in the
285 specified `color`. It will then overlay any drawing instructions within
286 `icon` atop it. The `icon` callback will receive a table containing the same
289 The rectangle also registers within `state` the `onpress1` callback (without
290 any arguments) when mouse button 1 is clicked on it. This way you can see
291 everything about a button in one place. Create as many buttons as you like
292 within a single shared `state`.
294 * `mouse_press_consumed_by_any_button_handler(state, x,y, mouse_button)`
296 Call this either directly or indirectly from `App.mousepressed`. It will
297 pass on a click to any button registered in `state`. It's also helpful to
298 ensure clicks on a button don't have other effects, so I prefer the
299 following boilerplate early in `mousepressed`:
302 if mouse_press_consumed_by_any_button_handler(state, x,y, mouse_button) then
309 * `App.mouse_move(x, y)` -- sets the current position of the mouse to (`x`,
311 (Based on [LÖVE](https://love2d.org/wiki/love.mouse.setPosition).)
313 * `App.mouse_down(mouse_button)` -- returns `true` if the button
314 `mouse_button` is pressed. See `on.mouse_press` for `mouse_button` codes.
315 (Based on [LÖVE](https://love2d.org/wiki/love.mouse.isDown).)
317 * `App.mouse_x()` -- returns the x coordinate of the current position of the
319 (Based on [LÖVE](https://love2d.org/wiki/love.mouse.getX).)
321 * `App.mouse_y()` -- returns the x coordinate of the current position of the
323 (Based on [LÖVE](https://love2d.org/wiki/love.mouse.getY).)
325 ### keyboard primitives
327 * `App.is_cursor_movement(key)` -- return `true` if `key` is a cursor movement
328 key (arrow keys, page-up/down, home/end)
330 * `App.cmd_down()`, `App.ctrl_down`, `App.alt_down()`, `App.shift_down()` --
331 predicates for different modifier keys.
333 * `App.any_modifier_down()` -- returns `true` if any of the modifier keys is
336 * `App.key_down(key)` -- returns `true` if the given key is currently pressed.
337 (Based on [LÖVE](https://love2d.org/wiki/love.keyboard.isDown).)
339 ### interacting with files
341 * `App.open_for_reading(filename)` -- returns a file handle that you can
342 [`read()`](https://www.lua.org/manual/5.1/manual.html#pdf-file:read) from.
343 Make sure `filename` is an absolute path so that your app can work reliably
344 by double-clicking on it.
345 (Based on [Lua](https://www.lua.org/manual/5.1/manual.html#pdf-io.open).)
347 * `App.open_for_writing(filename)` -- returns a file handle that you can
348 [`write()`](https://www.lua.org/manual/5.1/manual.html#pdf-file:write) to.
349 Make sure `filename` is an absolute path so that your app can work reliably
350 by double-clicking on it.
351 (Based on [Lua](https://www.lua.org/manual/5.1/manual.html#pdf-io.open).)
353 * `json.encode(obj)` -- returns a JSON string for an object `obj` that will
354 recreate `obj` when passed to `json.decode`. `obj` can be of most types but
356 (From [json.lua](https://github.com/rxi/json.lua).)
358 * `json.decode(obj)` -- turns a JSON string into a Lua object.
359 (From [json.lua](https://github.com/rxi/json.lua).)
361 * `love.filesystem.getDirectoryItems(dir)` -- returns an unsorted array of the
362 files and directories available under `dir`. `dir` must be relative to
363 [LÖVE's save directory](https://love2d.org/wiki/love.filesystem.getSaveDirectory).
364 There is no easy, portable way in Lua/LÖVE to list directories outside the
366 (From [LÖVE](https://love2d.org/wiki/love.filesystem.getDirectoryItems).]
368 * `love.filesystem.getInfo(filename)` -- returns some information about
369 `filename`, particularly whether it exists (non-`nil` return value) or not.
370 `filename` must be relative to [LÖVE's save directory](https://love2d.org/wiki/love.filesystem.getSaveDirectory).
371 (From [LÖVE](https://love2d.org/wiki/love.filesystem.getInfo).]
373 * `os.remove(filename)` -- removes a file or empty directory. Definitely make
374 sure `filename` is an absolute path.
375 (From [Lua](https://www.lua.org/manual/5.1/manual.html#pdf-os.remove).)
377 There's much more I could include here; check out [the LÖVE manual](https://love2d.org/wiki/love.filesystem)
378 and [the Lua manual](https://www.lua.org/manual/5.1/manual.html#5.7).
382 * `App.getTime()` -- returns the number of seconds elapsed since some
383 unspecified start time.
384 (Based on [LÖVE](https://love2d.org/wiki/love.timer.getTime).)
386 * `App.getClipboardText()` -- returns a string with the current clipboard
388 (Based on [LÖVE](https://love2d.org/wiki/love.system.getClipboardText).)
390 * `App.setClipboardText(text)` -- stores the string `text` in the clipboard.
391 (Based on [LÖVE](https://love2d.org/wiki/love.system.setClipboardText).)
393 * `array.find(arr, elem)` -- scan table `arr` for `elem` assuming it's
394 organized as an array (just numeric indices).
396 * `array.any(arr, f)` -- scan table `arr` for any elements satisfying
397 predicate `f`. Return first such element or `false` if none.
399 There's much more I could include here; check out [the LÖVE manual](https://love2d.org/wiki)
400 and [the Lua manual](https://www.lua.org/manual/5.1/manual.html).
404 * `App.screen.init{width=.., height=..}` -- creates a fake screen for a test
406 * `App.screen.check(y, expected_contents, msg)` -- verifies text written to
407 the fake screen at `y`. This isn't very realistic; `y` must exactly match
408 what was displayed, and the expected contents show everything printed to
409 that `y` in chronological order, regardless of `x` coordinate. In spite of
410 these limitations, you can write lots of useful tests with this.
412 * `App.run_after_textinput(t)` -- mimics keystrokes resulting in `t` and then
415 * `App.run_after_keychord(chord)` -- mimics keystrokes resulting in `chord`
416 and then draws one frame.
418 * `App.run_after_mouse_press(x,y, mouse_button)` -- mimics a mouse press down
419 followed by drawing a frame.
421 * `App.run_after_mouse_release(x,y, mouse_button)` -- mimics a mouse release
422 up followed by drawing a frame.
424 * `App.run_after_mouse_click(x,y, mouse_button)` -- mimics a mouse press down
425 and mouse release up followed by drawing a frame.
427 * `App.wait_fake_time(t)` -- simulates the passage of time for `App.getTime()`.