# 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. ## 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 `on.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 `on.draw`. Make changes to your app's variables here rather than in `on.draw`. Provides in `dt` the time since the previous call to `on.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 `on.mouse_press()` 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 `on.textinput` with `A`. (Based on [LÖVE](https://love2d.org/wiki/love.textinput).) * `App.keyrelease(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). ### 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 `on.mouse_press` 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.modifier_down(key)` -- returns `true` if the given key (doesn't actually have to be just a modifier) 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).) * `love.filesystem.getDirectoryItems(dir)` -- returns an unsorted array of the files and directories available under `dir`. `dir` must be relative to [LÖVE's save directory](https://love2d.org/wiki/love.filesystem.getSaveDirectory). There is no easy, portable way in Lua/LÖVE to list directories outside the save dir. (From [LÖVE](https://love2d.org/wiki/love.filesystem.getDirectoryItems).] * `love.filesystem.getInfo(filename)` -- returns some information about `filename`, particularly whether it exists (non-`nil` return value) or not. `filename` must be relative to [LÖVE's save directory](https://love2d.org/wiki/love.filesystem.getSaveDirectory). (From [LÖVE](https://love2d.org/wiki/love.filesystem.getInfo).] * `os.remove(filename)` -- removes a file or empty directory. Definitely make sure `filename` is an absolute path. (From [Lua](https://www.lua.org/manual/5.1/manual.html#pdf-os.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.getTime()` -- returns the number of seconds elapsed since some unspecified start time. (Based on [LÖVE](https://love2d.org/wiki/love.timer.getTime).) * `App.getClipboardText()` -- returns a string with the current clipboard contents. (Based on [LÖVE](https://love2d.org/wiki/love.system.getClipboardText).) * `App.setClipboardText(text)` -- stores the string `text` in the clipboard. (Based on [LÖVE](https://love2d.org/wiki/love.system.setClipboardText).) 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).