More documentation

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Matthias Richter 2012-04-12 00:54:06 +02:00
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README.md
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Quickie is an [immediate mode gui][IMGUI] library for [LÖVE][LOVE]. Initial inspiration came from the article [Sol on Immediate Mode GUIs (IMGUI)][Sol]. You should check it out to understand how Quickie works.
## Example
# Example
local gui = require 'quickie'
@ -48,89 +48,80 @@ Quickie is an [immediate mode gui][IMGUI] library for [LÖVE][LOVE]. Initial
gui.core.keyboard.pressed(key, code)
end
## Documentation
# Modules
### Modules
<dl>
<dt><code>gui = require 'quickie'</code></dt>
<dd>Main module. <em>Includes all other modules.</em></dd>
`gui = require 'quickie'`
<dt><code>gui.core = require 'quickie.core'</code></dt>
<dd>Core functionality: Input, display, widget internals, ...</dd>
* Main module. Includes all other modules.
<dt><code>gui.style = require 'quickie.style-default'</code></dt>
<dd>Default widget style. May be replaced by custom style.</dd>
`gui.core = require 'quickie.core'`
<dt><code>gui.Button = require 'quickie.button'</code></dt>
<dd>Button widget.</dd>
* Core functionality: Input, display, widget internals, ...
<dt><code>gui.Slider = require 'quickie.slider'</code></dt>
<dd>Slider widget.</dd>
`gui.style = require 'quickie.style-default'`
<dt><code>gui.Slider2D = require 'quickie.slider2d'</code></dt>
<dd>2D slider widget.</dd>
* Default widget style. May be replaced by custom style.
<dt><code>gui.Label = require 'quickie.label'</code></dt>
<dd>Label widget.</dd>
`gui.Button = require 'quickie.button'`
<dt><code>gui.Input = require 'quickie.input'</code></dt>
<dd>Input box widget.</dd>
* Button widget.
<dt><code>gui.Checkbox = require 'quickie.checkbox'</code></dt>
<dd>Check box widget.</dd>
</dl>
`gui.Slider = require 'quickie.slider'`
* Slider widget.
`gui.Slider2D = require 'quickie.slider2d'`
* 2D slider widget.
`gui.Label = require 'quickie.label'`
* Label widget.
`gui.Input = require 'quickie.input'`
* Input box widget.
`gui.Checkbox = require 'quickie.checkbox'`
* Check box widget.
### Widgets
# Widgets
* Widgets are functions; they should return `true` if the state has changed.
* Widgets don't manage state. That's your job.
* Calling a widget function creates the widget for the current frame only.
* Widgets will be shown using `gui.core.draw()`. See the example above.
#### Button
## Button
```lua
function gui.Button(label, x,y,w,h, widgetHit, draw)
```
**Parameters:**
#### Parameters:
* *string* `label`: Button label.
* *numbers* `x,y,w,h`: Hit box.
* *function* `widgetHit`: Custom mouse hit function *(optional)*.
* *function* `draw`: Custom widget style *(optional)*.
**Returns:**
#### Returns:
* `true` if button was activated.
**Hit test function prototype:**
#### Hit test function signature:
```lua
function widgetHit(mouse_x, mouse_y, x,y,w,h)
```
**Style function prototype:**
#### Style function signature:
```lua
function draw(state, title, x,y,w,h)
```
#### Slider
## Slider
```lua
function gui.Slider(info, x,y,w,h, widgetHit, draw)
```
**Parameters:**
#### Parameters:
* *table* `info`: Widget info table. Fields:
* *number* `info.value`: The slider value *(required)*.
@ -142,44 +133,149 @@ function gui.Slider(info, x,y,w,h, widgetHit, draw)
* *function* `widgetHit`: Custom mouse hit function *(optional)*.
* *function* `draw`: Custom widget style *(optional)*.
**Returns:**
#### Returns:
* `true` if slider value changed.
**Hit test function prototype:**
#### Hit test function signature:
```lua
function widgetHit(mouse_x, mouse_y, x,y,w,h)
```
**Style function prototype:**
#### Style function signature:
```lua
function draw(state, fraction, x,y,w,h, vertical)
```
#### Slider2D
## Slider2D
TODO
```lua
function gui.Slider2D(info, x,y,w,h, widgetHit, draw)
```
#### Label
#### Parameters:
TODO
* *table* `info`: Widget info table. Fields:
* *table* `info.value = {x = x, y = y}`: The slider value *(required)*.
* *table* `info.min = {x = x, y = y}`: Minimum value *(optional, `default = {x = 0, y = 0}`)*.
* *table* `info.max = {x = x, y = y}`: Maximum value *(optional, `default = {x = max(value.x, 1), y = max(value.y, 1)}`)*.
* *table* `info.step = {x = x, y = y}`: Step for keyboard input *(optional)*.
* *numbers* `x,y,w,h`: Hit box.
* *function* `widgetHit`: Custom mouse hit function *(optional)*.
* *function* `draw`: Custom widget style *(optional)*.
#### Input
#### Returns:
TODO
* `true` if slider value changed.
#### Checkbox
#### Hit test function signature:
TODO
```lua
function widgetHit(mouse_x, mouse_y, x,y,w,h)
```
### Core functions
#### Style function signature:
```lua
function draw(state, fraction, x,y,w,h)
```
**Note:** `fraction = {x = [0..1], y = [0..1]}` is a table argument
## Label
```lua
function gui.Label(text, x,y,w,h, align, draw)
```
#### Parameters:
* *string* `text`: Label text.
* *numbers* `x,y`: Upper left corner of the label's bounding box.
* *numbers* `w,h`: Width and height of the bounding box *(optional, `default = 0,0`)*.
* *string* `align`: Text alignment. One of `left`, `center`, `right`. *(optional, `default = 'left'`)*
* *function* `draw`: Custom widget style *(optional)*.
#### Returns:
* `false`.
#### Style function signature:
```lua
function draw(state, text, x,y,w,h, align)
```
## Input
```lua
function gui.Input(info, x,y,w,h, widgetHit, draw)
```
#### Parameters:
* *table* `info`: Widget info table. Fields:
* *string* `info.text`: Entered text *(optional `default = ""`)*.
* *number* `info.cursor`: Cursor position *(optional `default = info.text:len()`).
* *numbers* `x,y,w,h`: Hit box.
* *function* `widgetHit`: Custom mouse hit function *(optional)*.
* *function* `draw`: Custom widget style *(optional)*.
#### Returns:
* `true` if textbox value was changed.
#### Hit test function signature:
```lua
function widgetHit(mouse_x, mouse_y, x,y,w,h)
```
#### Style function signature:
```lua
function draw(state, text, cursor, x,y,w,h)
```
## Checkbox
```lua
function gui.Checkbox(info, x,y,w,h, widgetHit, draw)
```
#### Parameters:
* *string* `info`: Widget info table. Fields:
* *boolean* `checked`: Whether the box is checked.
* *numbers* `x,y,w,h`: Hit box.
* *function* `widgetHit`: Custom mouse hit function *(optional)*.
* *function* `draw`: Custom widget style *(optional)*.
#### Returns:
* `true` if box was checked/unchecked.
#### Hit test function signature:
```lua
function widgetHit(mouse_x, mouse_y, x,y,w,h)
```
#### Style function signature:
```lua
function draw(state, checked, x,y,w,h)
```
# Core functions
TODO
## License
# License
Copyright (c) 2012 Matthias Richter