# 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). ### 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_height, line_height)` -- returns an object that can be used to render an interactive editor widget for text 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.update(state, dt)` -- call this from `App.update` to periodically auto-save editor contents to disk. * `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. 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) * Various color constants are represented as tables with r/g/b keys: * `Text_color`, `Cursor_color`, `Highlight_color` for drawing text. ### 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`, `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.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).) * `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).) * `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)` -- mimics keystrokes 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()`.