Rework intro and tutorial.

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Matthias Richter 2016-01-02 02:54:55 +01:00
parent 84eb1ef804
commit 59f3ca741f
2 changed files with 193 additions and 115 deletions

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@ -4,31 +4,39 @@ Getting Started
Before actually getting started, it is important to understand the motivation
and mechanics behind SUIT:
- **SUIT is an immediate mode GUI library**
- **Immediate mode is better than retained mode**
- **Layout does not care about widgets**
- **Less is more**
- **Layouting must be easy**
Immediate mode?
---------------
With classical (retained) mode libraries you typically have a stage where you
create the whole UI when the program initializes. After that point, the GUI
is expected to not change very much.
create the whole UI when the program initializes. This includes what happens
when events like button presses or slider changes occur. After that point, the
GUI is expected to not change very much. This is great for word processors
where the interaction is consistent and straightforward, but bad for games,
where everything changes all the time.
With immediate mode libraries, on the other hand, the GUI is created every
frame from scratch. There are no widget objects, only functions that draw the
widget and update some internal GUI state. This allows to put the widgets in
their immediate conceptual context (instead of a construction stage). It also
makes the UI very flexible: Don't want to draw a widget? Simply remove the
call. Handling the mutable data (e.g., text of an input box) of each widget is
your responsibility. This separation of data and behaviour gives you greater
control of what is happening when an where, but can take a bit of time getting
used to - especially if you have used retained mode libraries before.
frame from scratch. Because that would be wasteful, there are no widget
objects. Instead, widgets are created by functions that react to UI state and
present some data. Where this data comes from and how it is maintained does
not concern the widget at all. This is, after all, your job. This gives great
control over what is shown where and when. The widget code can be right next
to the code that does what should happen if the widget state changes. The
layout is also very flexible: adding a widget is one more function call, and if
you want to hide a widget, you simply don't call the corresponding function.
This separation of data and behaviour is great when a lot of stuff is going on,
but takes a bit of time getting used to.
What SUIT is
^^^^^^^^^^^^
SUIT is simple: It provides only the most important widgets for games:
SUIT is simple: It provides only a few basic widgets that are important for
games:
- :func:`Buttons <Button>` (including :func:`Image Buttons <ImageButton>`)
- :func:`Text Labels <Label>`
@ -36,14 +44,14 @@ SUIT is simple: It provides only the most important widgets for games:
- :func:`Text Input <Input>`
- :func:`Value Sliders <Slider>`
SUIT is comfortable: It features a simple, yet effective row/column-based
layouting engine.
SUIT is comfortable: It has a straightforward, yet effective row/column-based
layout engine.
SUIT is adaptable: You can easily alter the color scheme, change how widgets
are drawn or swap the whole theme.
SUIT is adaptable: It is possible to change the color scheme, single drawing
functions for all widget or the whole theme.
SUIT is hackable: The core library can be used to construct new widgets with
relative ease.
SUIT is hackable: Custom widgets can leverage the extensive :doc:`core library
<core>`.
**SUIT is good at games!**
@ -51,22 +59,22 @@ relative ease.
What SUIT is not
^^^^^^^^^^^^^^^^
SUIT is not a complete GUI library: It does not provide dropdowns, sub-windows,
radio buttons, menu bars, ribbons, etc.
SUIT is not a complete GUI library: It does not provide dropdowns, table views,
menu bars, modal dialogs, etc.
SUIT is not a complete GUI library: SUIT spits separation of concerns, MVC and
other good OO practices in the face.
SUIT is not a complete GUI library: It does not have a markup language or tools
to design a user interface.
SUIT is not a complete GUI library: There is no markup language to generate or
style the GUI.
SUIT is not a complete GUI library: It does not take control of the runtime.
You have to do everything yourself [1]_.
**SUIT is not good at "serious" applications!**
**SUIT is not good at word processors!**
Hello, World
------------
SUIT is simple: Load the library, define your GUI in ``love.update()``, and
SUITing up is is straightforward: Define your GUI in ``love.update()``, and
draw it in ``love.draw()``::
suit = require 'suit'
@ -78,6 +86,7 @@ draw it in ``love.draw()``::
show_message = true
end
-- if the button was pressed at least one time, but a label below
if show_message then
suit.Label("How are you today?", 100,150, 300,30)
end
@ -87,31 +96,37 @@ draw it in ``love.draw()``::
suit.core.draw()
end
As you can see, each widget is created by a function call (:func:`suit.Button
<Button>` and :func:`suit.Label <Label>`). The first argument is always the
"payload" of the widget, and the last four arguments define the position and
dimension of the widget. The widget returns a table indicating their updated
GUI state. The most important is ``hit``, which signals that the mouse was
clicked and released on the widget. See :doc:`Widgets <widgets>` for more info.
As written above, the two widgets are each created by a function call
(:func:`suit.Button <Button>` and :func:`suit.Label <Label>`). The first
argument to a widget function is always the "payload" of the widget, and the
last four arguments define the position and dimension of the widget. The
function returns a table that indicates the UI state of the widget.
Here, the state ``hit`` is used to figure out if the mouse was clicked and
released on the button. See :doc:`Widgets <widgets>` for more info on widget
states.
Mutable state
-------------
Widgets that mutate some state - input boxes and sliders - receive a table
argument as payload, e.g.::
Widgets that mutate some state - input boxes, checkboxes and sliders - receive
a table argument as payload, e.g.::
local slider = {value = 1, max = 2}
local slider = {value = 1, min = 0, max = 2}
function love.update(dt)
suit.Slider(slider, 100,100, 200,30)
suit.Label(tostring(slider.value), 300,100, 100,30)
end
The widget function updates the payload when some user interaction occurs. In
the above example, ``slider.value`` may be changed by the :func:`Slider`
widget. The value is then shown by a :func:`Label` next to the slider.
Options
-------
You can define optional, well, options after the payload. These options usually
affect how the widget is drawn. For example, to align the label text to the
left in the above example, you would write::
You can define optional, well, options after the payload. Most options affect
how the widget is drawn. For example, to align the label text to the left in
the above example, you would write::
local slider = {value = 1, max = 2}
function love.update(dt)
@ -119,14 +134,14 @@ left in the above example, you would write::
suit.Label(tostring(slider.value), {align = "left"}, 300,100, 100,30)
end
Which options are available and what they are doing depends on the widget and
the theme.
What options are available and what they are doing depends on the widget and
the theme. See :doc:`Widgets <widgets>` for more info on widget options.
Keyboard input
--------------
The input widget requires that you forward ``keypressed`` and ``textinput``
events to SUIT::
The :func:`input widget <Input>` requires that you forward the ``keypressed``
and ``textinput`` events to SUIT::
local input = {text = ""}
function love.update(dt)
@ -143,15 +158,22 @@ events to SUIT::
suit.core.keypressed(key)
end
The slider widget can also react to keyboard input. The mouse state is
automatically updated, but you can provide your own version of reality if you
need to. See the :doc:`Core functions <core>` for more details.
Layout
------
It is tedious to write down the position and size of each widget. It is also
not very easy to figure out what those numbers mean when you look at your code
after not touching it for some time. SUIT offers a simple, yet effective
layouting engine to put widgets in rows or columns. If you have ever dabbled
with `Qt's <http://qt.io>`_ ``QBoxLayout``, you already know 78.42% [1]_
of what you need to know.
It is tedious to calculate the position and size of each widget you want to put
on the screen. Especially when all you want is to put three buttons beneath
each other. SUIT implements a simple, yet effective layout engine. All the
engine does is put cells next to each other (below or right). It does not care
what you put into those cells, but assumes that you probably need them for
widgets. Cells are reported by four numbers (left, top, width and height) that
you can directly pass as the final four arguments to the widget functions.
If you have ever dabbled with `Qt's <http://qt.io>`_ ``QBoxLayout``, you
already know 89% [2]_ of what you need to know.
The first example can be written as follows::
@ -159,15 +181,20 @@ The first example can be written as follows::
local show_message = false
function love.update(dt)
suit.layout.reset(100,100) -- reset layout origin to x=100, y=100
suit.layout.padding(10,10) -- padding of 10x10 pixels
-- put the layout origin at position (100,100)
-- cells will grow down and to the right of the origin
suit.layout.reset(100,100)
-- add a new row with width=300 and height=30 and put a button in it
-- put 10 extra pixels between cells in each direction
suit.layout.padding(10,10)
-- construct a cell of size 300x30 px and put the button into it
if suit.Button("Hello, World!", suit.layout.row(300,30)).hit then
show_message = true
end
-- add another row of the same size below the first row
-- add another cell below the first cell
-- the size of the cell is the same as the first cell
if show_message then
suit.Label("How are you today?", suit.layout.row())
end
@ -177,49 +204,52 @@ The first example can be written as follows::
suit.core.draw()
end
At the beginning of each frame, the layout has to be reset. You can provide an
optional starting position and padding as arguments. Rows and columns are added
using ``layout.row(w,h)`` and ``layout.col(w,h)``. If omitted, the width and
height of the cell are copied from the previous cell. There are also special
identifiers that calculate the size from all cells since the last ``reset()``:
``max``, ``min`` and ``median``. They do what you expect them to do.
At the beginning of each frame, the layout origin (and some internal layout
state) has to be reset. You can also define optional padding between cells.
Cells are added using ``layout.row(w,h)`` (which puts the new cell below the
old cell) and ``layout.col(w,h)`` (which puts the new cell to the right of the
old cell). If omitted, the width and height of the new cell are copied from
the old cell. There are also special identifiers that calculate the size from
the sizes of all cells that were created since the last ``reset()``: ``max``,
``min`` and ``median``. They do what you expect them to do.
It is also possible to nest rows and columns and to let cells dynamically fill
available space. Refer to the :doc:`Layout <layout>` documentation for more
information.
It is also possible to nest cells and to let cells dynamically fill the
available space (but you have to tell how much space there is beforehand).
Refer to the :doc:`Layout <layout>` documentation for more information.
Themeing
--------
SUIT allows to customize the appearance of any widget (except
:func:`ImageButton`). Each widget is drawn by a function of the same name in
the ``theme``-table of the core module. So, a button is drawn by the function
``suit.core.theme.Button``. You can overwrite these functions or swap the whole
table to achieve a different look.
SUIT lets you customize how any widget (except :func:`ImageButton`) is drawn.
Each widget (except, :func:`you know <ImageButton>`) is drawn by a function in
the table ``suit.core.theme``. Conveniently, the name of the function
responsible for drawing a widget is named after it, so, a button is drawn by
the function ``suit.core.theme.Button``. If you want to change how a button is
drawn, simply overwrite the function. If you want to redecorate completely, it
might be easiest to start from scratch and swap the whole table.
However, most of the time, especially when prototyping, you probably don't want
to do this. For this reason, the default theme can be customized by modifying a
color scheme, contained in the table ``suit.core.theme.color``::
However, if you just don't like the colors, the default theme is open to change.
It requires you to change the background (``bg``), foreground (``fg``) and
border color of three possible widget states: ``normal``, when nothing out of
the ordinary happened, ``hot``, when the mouse hovers above a widget, and
``active``, when the mouse hovers above, and the mouse button is pressed (but
not yet released) on the widget. The colors are saved in the table
``suit.core.theme.color``. The default color scheme is this::
theme.color = {
suit.core.theme.color = {
normal = {bg = {78,78,78}, fg = {200,200,200}, border={20,20,20}},
hot = {bg = {98,98,98}, fg = {69,201,84}, border={30,30,30}},
active = {bg = {88,88,88}, fg = {49,181,64}, border={10,10,10}}
}
The keys ``normal``, ``hot`` and ``active`` correspond to different widget states:
When the mouse is above a widget, it is ``hot``, if the mouse is pressed (but
not released) on a widget, it is ``active``, and otherwise it is in the
``normal`` state.
Each state defines a background (``bg``), foreground (``fg``) and border color.
You can change the colors directly by overwriting the values::
You can also do minimally invasive surgery::
function love.load()
suit.core.theme.color.normal.fg = {255,255,255}
suit.core.theme.color.hot = {bg = {200,230,255}, {fg = {0,0,0}, border = {120,140,180}}}
end
.. [1] Determined by rigorous scientific experiments [2]_.
.. [2] Significance level p = 0.5 [1]_.
.. [1] But it thinks you can handle that.
.. [2] Proportion determined by rigorous scientific experiments [3]_.
.. [3] And theoretic reasoning. Mostly that, actually.