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author | Kartik K. Agaram <vc@akkartik.com> | 2023-06-06 11:18:20 -0700 |
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committer | Kartik K. Agaram <vc@akkartik.com> | 2023-06-06 11:18:20 -0700 |
commit | 43114e2fa5142ad244a6a85b714f7eb512831703 (patch) | |
tree | 4140121b620f90edfab77ac28de9a16126d7410c | |
parent | f1981e85db8cc349dc1e4cfa4cddb6e83ae2ad17 (diff) | |
download | text.love-43114e2fa5142ad244a6a85b714f7eb512831703.tar.gz |
document facilities for buttons on screen
-rw-r--r-- | reference.md | 54 |
1 files changed, 54 insertions, 0 deletions
diff --git a/reference.md b/reference.md index 802c99d..37f90ec 100644 --- a/reference.md +++ b/reference.md @@ -231,6 +231,60 @@ 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. +### 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=..., color={r,g,b}, + icon = function({x=..., y=..., w=..., h=...}) ... end, + onpress1 = ... + }) + ``` + + Call this either directly or indirectly from `App.draw`. It will paint a + rectangle to the screen with top-left at (x,y), dimensions w×h pixels in the + specified `color`. It will then overlay any drawing instructions within + `icon` atop it. The `icon` callback will receive a table containing the same + x/y/w/h. + + The rectangle also registers within `state` the `onpress1` callback (without + any arguments) when mouse button 1 is clicked on it. 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_handler(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_handler(state, x,y, mouse_button) then + return + end + ``` + ### mouse primitives * `App.mouse_move(x, y)` -- sets the current position of the mouse to (`x`, |