# Some useful building blocks Apps can be composed of a wide variety of building blocks that you can use in your functions, including a small number of functions that get automatically called for you as appropriate. ## Variables you can read * `App.screen` * `width` and `height` -- integer dimensions for the app window in pixels. * `flags` -- some properties of the app window. See [`flags` in `love.graphics.getMode`](https://love2d.org/wiki/love.window.getMode) for details. * `Version` -- the running version of LÖVE as a string, e.g. '11.4'. * `Major_version` -- just the part before the period as an int, e.g. 11. ## Functions that get automatically called * `App.initialize_globals()` -- called before running each test and also before the app starts up. As the name suggests, use this to initialize all your global variables to something consistent. I also find it useful to be able to see all my global variables in one place, and avoid defining top-level variables anywhere else (unless they're constants and never going to be modified). * `App.initialize(arg)` -- called when app starts up after `App.initialize_globals`. Provides in `arg` an array of words typed in if you ran it from a terminal window. (Based on [LÖVE](https://love2d.org/wiki/love.load).) * `App.quit()` -- called before the app shuts down. (Based on [LÖVE](https://love2d.org/wiki/love.quit).) * `App.focus(start?)` -- called when the app starts or stops receiving keypresses. `start?` will be `true` when app starts receiving keypresses and `false` when keypresses move to another window. (Based on [LÖVE](https://love2d.org/wiki/love.focus).) * `App.resize(w,h)` -- called when you resize the app window. Provides new window dimensions in `w` and `h`. Don't bother updating `App.screen.width` and `App.screen.height`, that will happen automatically before calling `App.resize`. (Based on [LÖVE](https://love2d.org/wiki/love.resize)) * `App.filedropped(file)` -- called when a file icon is dragged and dropped on the app window. Provides in `file` an object representing the file that was dropped, that will respond to the following messages: * `file:getFilename()` returning a string name * `file:read()` returning the entire file contents in a single string (Based on [LÖVE](https://love2d.org/wiki/love.filedropped).) * `App.draw()` -- called to draw on the window, around 30 times a second. (Based on [LÖVE](https://love2d.org/wiki/love.draw).) * `App.update(dt)` -- called after every call to `App.draw`. Make changes to your app's variables here rather than in `App.draw`. Provides in `dt` the time since the previous call to `App.update`, which can be useful for things like smooth animations. (Based on [LÖVE](https://love2d.org/wiki/love.update).) * `App.mousepressed(x,y, mouse_button)` -- called when you press down on a mouse button. Provides in `x` and `y` the point on the screen at which the click occurred, and in `mouse_button` an integer id of the mouse button pressed. `1` is the primary mouse button (the left button on a right-handed mouse), `2` is the secondary button (the right button on a right-handed mouse), and `3` is the middle button. Further buttons are mouse-dependent. (Based on [LÖVE](https://love2d.org/wiki/love.mousepressed).) * `App.mousereleased(x,y, mouse_button)` -- called when you release a mouse button. Provides the same arguments as `App.mousepressed()` above. (Based on [LÖVE](https://love2d.org/wiki/love.mousereleased).) * `App.wheelmoved(dx,dy)` -- called when you use the scroll wheel on a mouse that has it. Provides in `dx` and `dy` an indication of how fast the wheel is being scrolled. Positive values for `dx` indicate movement to the right. Positive values for `dy` indicate upward movement. (Based on [LÖVE](https://love2d.org/wiki/love.wheelmoved).) * `App.keychord_press(chord, key)` -- called when you press a key-combination. Provides in `key` a string name for the key most recently pressed ([valid values](https://love2d.org/wiki/KeyConstant)). Provides in `chord` a string representation of the current key combination, consisting of the key with the following prefixes: * `C-` if one of the `ctrl` keys is pressed, * `M-` if one of the `alt` keys is pressed, * `S-` if one of the `shift` keys is pressed, and * `s-` if the `windows`/`cmd`/`super` key is pressed. * `App.textinput(t)` -- called when you press a key combination that yields (roughly) a printable character. For example, `shift` and `a` pressed together will call `App.textinput` with `A`. (Based on [LÖVE](https://love2d.org/wiki/love.textinput).) * `App.keyreleased(key)` -- called when you press a key on the keyboard. Provides in `key` a string name for the key ([valid values](https://love2d.org/wiki/KeyConstant)). (Based on [LÖVE](https://love2d.org/wiki/love.keyreleased), including other variants.) ## Functions you can call Everything in the [LÖVE](https://love2d.org/wiki/Main_Page) and [Lua](https://www.lua.org/manual/5.1/manual.html) guides is available to you, but here's a brief summary of the most useful primitives. Some primitives have new, preferred names under the `App` namespace, often because these variants are more testable. If you run them within a test you'll be able to make assertions on their side-effects. ### regarding the app window * `width, height, flags = App.screen.size()` -- returns the dimensions and some properties of the app window. (Based on [LÖVE](https://love2d.org/wiki/love.window.getMode).) * `App.screen.resize(width, height, flags)` -- modify the size and properties of the app window. The OS may or may not act on the request. (Based on [LÖVE](https://love2d.org/wiki/love.window.setMode).) * `x, y, displayindex = App.screen.position()` -- returns the coordinates and monitor index (if you have more than one monitor) for the top-left corner of the app window. (Based on [LÖVE](https://love2d.org/wiki/love.window.getPosition).) * `App.screen.move(x, y, displayindex)` -- moves the app window so its top-left corner is at the specified coordinates of the specified monitor. The OS may or may not act on the request. (Based on [LÖVE](https://love2d.org/wiki/love.window.setPosition).) ### drawing to the app window * `App.screen.print(text, x,y)` -- print the given `text` in the current font using the current color so its top-left corner is at the specified coordinates of the app window. (Based on [LÖVE](https://love2d.org/wiki/love.graphics.print).) * `love.graphics.getFont()` -- returns a representation of the current font. (From [LÖVE](https://love2d.org/wiki/love.graphics.getFont).) * `love.graphics.setFont(font)` -- switches the current font to `font`. (From [LÖVE](https://love2d.org/wiki/love.graphics.setFont).) * `love.graphics.newFont(filename)` -- creates a font from the given font file. (From [LÖVE](https://love2d.org/wiki/love.graphics.newFont), including other variants.) * `App.width(text)` returns the width of `text` in pixels when rendered using the current font. (Based on [LÖVE](https://love2d.org/wiki/Font:getWidth).) * `App.color(color)` -- sets the current color based on the fields `r`, `g`, `b` and `a` (for opacity) of the table `color`. (Based on [LÖVE](https://love2d.org/wiki/love.graphics.setColor).) * `love.graphics.line(x1,y1, x2,y2)` -- draws a line from (`x1`,`y1`) to (`x2`, `y2`) in the app window using the current color, clipping data for negative coordinates and coordinates outside (`App.screen.width`, `App.screen.height`) (From [LÖVE](https://love2d.org/wiki/love.graphics.line), including other variants.) * `love.graphics.rectangle(mode, x, y, w, h)` -- draws a rectangle using the current color, with a top-left corner at (`x`, `y`), with dimensions `width` along the x axis and `height` along the y axis (though check out https://love2d.org/wiki/love.graphics for ways to scale and rotate shapes). `mode` is a string, either `'line'` (to draw just the outline) and `'fill'`. (From [LÖVE](https://love2d.org/wiki/love.graphics.circle), including other variants.) * `love.graphics.circle(mode, x, y, r)` -- draws a circle using the current color, centered at (`x`, `y`) and with radius `r`. `mode` is a string, either `'line'` and `'fill'`. (From [LÖVE](https://love2d.org/wiki/love.graphics.circle), including other variants.) * `love.graphics.arc(mode, x, y, r, angle1, angle2)` -- draws an arc of a circle using the current color, centered at (`x`, `y`) and with radius `r`. `mode` is a string, either `'line'` and `'fill'`. `angle1` and `angle2` are in [radians](https://en.wikipedia.org/wiki/Radian). (From [LÖVE](https://love2d.org/wiki/love.graphics.circle), including other variants.) There's much more I could include here; check out [the LÖVE manual](https://love2d.org/wiki/love.graphics). ### text editor primitives The text-editor widget includes extremely thorough automated tests to give you early warning if you break something. * `state = edit.initialize_state(top, left, right, font, font_height, line_height)` -- returns an object that can be used to render an interactive editor widget for text and line drawings starting at `y=top` on the app window, between `x=left` and `x=right`. Wraps long lines at word boundaries where possible, or in the middle of words (no hyphenation yet) when it must. * `edit.quit()` -- calling this ensures any final edits are flushed to disk before the app exits. * `edit.draw(state)` -- call this from `App.draw` to display the current editor state on the app window as requested in the call to `edit.initialize_state` that created `state`. * `edit.mouse_press(state, x,y, mouse_button)` and `edit.mouse_release(x,y, mouse_button)` -- call these to position the cursor or select some text. * `edit.mouse_wheel_move(state, dx,dy)` -- call this to scroll the editor in response to a mouse wheel. * `edit.keychord_press(state, chord, key)` and `edit.key_release(state, key)` -- call these to perform some standard shortcuts: insert new lines, backspace/delete, zoom in/out font size, cut/copy/paste to and from the clipboard, undo/redo. * `edit.text_input(state, t)` -- call this to insert keystrokes into the buffer. * `Text.redraw_all(state)` -- call this to clear and recompute any cached state as the cursor moves and the buffer scrolls. * `edit.update(state, dt)` -- call this from `App.update` to periodically auto-save editor contents to disk. * `edit.quit(state)` -- call this from `App.quit` to ensure any final edits get saved before quitting. If you need more precise control, look at the comment at the top of `edit.initialize_state` in edit.lua. In brief, the widget contains an array of `lines`. Positions in the buffer are described in _schema-1_ locations consisting of a `line` index and a code-point `pos`. We may also convert them at times to _schema-2_ locations consisting of a `line`, `screen_line` and `pos` that better indicates how long lines wrap. Schema-2 locations are never persisted, just generated as needed from schema-1. Important schema-1 locations in the widget are `cursor1` describing where text is inserted or deleted and `screen_top1` which specifies how far down the lines is currently visible on screen. Some constants that affect editor behavior: * `Margin_top`, `Margin_left`, `Margin_right` are integers in pixel units that affect where the editor is drawn on window (it always extends to bottom of window as needed) * `Drawing_padding_top` and `Drawing_padding_bottom` affect spacing around drawings. * Various color constants are represented as tables with r/g/b keys: * `Text_color`, `Cursor_color`, `Highlight_color` for drawing text. * `Stroke_color`, `Current_stroke_color` for line drawings. * `Icon_color` affects the color of the little mode icon on the top right of a drawing. * `Current_name_background_color` manages the color when naming points using `ctrl+n`. * `Focus_stroke_color` affects the color of a point or line when you hover over it. * `Help_color` and `Help_background_color` affect the color of online help within line drawings. ### clickable buttons There's a facility for rendering buttons and responding to events when they're clicked. It requires setting up 3 things: - a `state` table housing all buttons. Can be the same `state` variable the text-editor widget uses, but doesn't have to be. - specifying buttons to create in `state`. This must happen either directly or indirectly within `App.draw`. - responding to clicks on buttons in `state`. This must happen either directly or indirectly within `App.mousepressed`. The following facilities help set these things up: * Clear `state` at the start of each frame: ``` state.button_handlers = {} ``` Don't forget to do this, or your app will get slower over time. * `button` creates a single button. The syntax is: ``` button(state, name, {x=..., y=..., w=..., h=..., bg={r,g,b}, icon = function({x=..., y=..., w=..., h=...}) ... end, onpress1 = ... }) ``` Call this either directly or indirectly from `App.draw`. It will assign a rectangle with the given dimensions and trigger the provided (zero-arg) `onpress1` callback when the primary mouse button is clicked within. It will also optionally paint the rectangle with the specified background color `bg` and a foreground described by the `icon` callback (which will receive the same dimensions). This way you can see everything about a button in one place. Create as many buttons as you like within a single shared `state`. * `mouse_press_consumed_by_any_button(state, x,y, mouse_button)` Call this either directly or indirectly from `App.mousepressed`. It will pass on a click to any button registered in `state`. It's also helpful to ensure clicks on a button don't have other effects, so I prefer the following boilerplate early in `mousepressed`: ``` if mouse_press_consumed_by_any_button(state, x,y, mouse_button) then return end ``` ### mouse primitives * `App.mouse_move(x, y)` -- sets the current position of the mouse to (`x`, `y`). (Based on [LÖVE](https://love2d.org/wiki/love.mouse.setPosition).) * `App.mouse_down(mouse_button)` -- returns `true` if the button `mouse_button` is pressed. See `App.mousepressed` for `mouse_button` codes. (Based on [LÖVE](https://love2d.org/wiki/love.mouse.isDown).) * `App.mouse_x()` -- returns the x coordinate of the current position of the mouse. (Based on [LÖVE](https://love2d.org/wiki/love.mouse.getX).) * `App.mouse_y()` -- returns the x coordinate of the current position of the mouse. (Based on [LÖVE](https://love2d.org/wiki/love.mouse.getY).) ### keyboard primitives * `App.is_cursor_movement(key)` -- return `true` if `key` is a cursor movement key (arrow keys, page-up/down, home/end) * `App.cmd_down()`, `App.ctrl_down`, `App.alt_down()`, `App.shift_down()` -- predicates for different modifier keys. * `App.any_modifier_down()` -- returns `true` if any of the modifier keys is currently pressed. * `App.key_down(key)` -- returns `true` if the given key is currently pressed. (Based on [LÖVE](https://love2d.org/wiki/love.keyboard.isDown).) ### interacting with files * `App.open_for_reading(filename)` -- returns a file handle that you can [`read()`](https://www.lua.org/manual/5.1/manual.html#pdf-file:read) from. Make sure `filename` is an absolute path so that your app can work reliably by double-clicking on it. (Based on [Lua](https://www.lua.org/manual/5.1/manual.html#pdf-io.open).) * `App.open_for_writing(filename)` -- returns a file handle that you can [`write()`](https://www.lua.org/manual/5.1/manual.html#pdf-file:write) to. Make sure `filename` is an absolute path so that your app can work reliably by double-clicking on it. (Based on [Lua](https://www.lua.org/manual/5.1/manual.html#pdf-io.open).) * `json.encode(obj)` -- returns a JSON string for an object `obj` that will recreate `obj` when passed to `json.decode`. `obj` can be of most types but has some exceptions. (From [json.lua](https://github.com/rxi/json.lua).) * `json.decode(obj)` -- turns a JSON string into a Lua object. (From [json.lua](https://github.com/rxi/json.lua).) * `App.files(dir)` -- returns an unsorted array of the files and directories available under `dir`. (From [LÖVE](https://love2d.org/wiki/love.filesystem.getDirectoryItems).] * `App.file_info(filename)` -- returns some information about `filename`, particularly whether it exists (non-`nil` return value) or not. (From [LÖVE](https://love2d.org/wiki/love.filesystem.getInfo).] * `App.mkdir(path)` -- creates a directory. Make sure `path` is absolute. (From [LÖVE](https://love2d.org/wiki/love.filesystem.remove).] * `App.remove(filename)` -- removes a file or empty directory. Definitely make sure `filename` is an absolute path. (From [LÖVE](https://love2d.org/wiki/love.filesystem.remove).] There's much more I could include here; check out [the LÖVE manual](https://love2d.org/wiki/love.filesystem) and [the Lua manual](https://www.lua.org/manual/5.1/manual.html#5.7). ### desiderata * `App.get_time()` -- returns the number of seconds elapsed since some unspecified start time. (Based on [LÖVE](https://love2d.org/wiki/love.timer.getTime).) * `App.get_clipboard()` -- returns a string with the current clipboard contents. (Based on [LÖVE](https://love2d.org/wiki/love.system.getClipboardText).) * `App.set_clipboard(text)` -- stores the string `text` in the clipboard. (Based on [LÖVE](https://love2d.org/wiki/love.system.setClipboardText).) * `array.find(arr, elem)` -- scan table `arr` for `elem` assuming it's organized as an array (just numeric indices). * `array.any(arr, f)` -- scan table `arr` for any elements satisfying predicate `f`. Return first such element or `false` if none. There's much more I could include here; check out [the LÖVE manual](https://love2d.org/wiki) and [the Lua manual](https://www.lua.org/manual/5.1/manual.html). ### writing tests * `App.screen.init{width=.., height=..}` -- creates a fake screen for a test * `App.screen.check(y, expected_contents, msg)` -- verifies text written to the fake screen at `y`. This isn't very realistic; `y` must exactly match what was displayed, and the expected contents show everything printed to that `y` in chronological order, regardless of `x` coordinate. In spite of these limitations, you can write lots of useful tests with this. * `App.run_after_textinput(t)` -- mimics keystrokes resulting in `t` and then draws one frame. * `App.run_after_keychord(chord, key)` -- mimics the final `key` press resulting in `chord` and then draws one frame. * `App.run_after_mouse_press(x,y, mouse_button)` -- mimics a mouse press down followed by drawing a frame. * `App.run_after_mouse_release(x,y, mouse_button)` -- mimics a mouse release up followed by drawing a frame. * `App.run_after_mouse_click(x,y, mouse_button)` -- mimics a mouse press down and mouse release up followed by drawing a frame. * `App.wait_fake_time(t)` -- simulates the passage of time for `App.getTime()`.