Merge lines.love

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Kartik K. Agaram 2023-06-06 11:39:50 -07:00
commit cf1f860d20
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@ -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`,