LET THERE BE SUIT!

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Matthias Richter 2015-12-31 18:23:52 +01:00
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# QUICKIE
# SUIT
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.
Simple User Interface Toolkit for LÖVE.
## Immediate mode GUI
SUIT is an immediate mode GUI library.
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
does not change much.
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 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 behaviour and data
## What SUIT is
SUIT is simple: It provides only the most important widgets for games:
- Buttons (including Image Buttons)
- Checkboxes
- Text Input
- Value Sliders
SUIT is comfortable: It features a simple, yet effective row/column-based
layouting engine.
SUIT is adaptable: You can easily alter the color scheme, change how widgets
are drawn or swap the whole theme.
SUIT is hackable: The core library can be used to construct new widgets with
relative ease.
**SUIT is good at games**
## What SUIT is not
SUIT is not a complete GUI library: It does not provide dropdowns, subwindows,
radio buttons, menu bars, ribbons, etc.
SUIT is not a complete GUI library: SUIT spits MVC and other good OO practices
in the face.
SUIT is not a complete GUI library: There is no markup language to generate or
style the GUI.
**SUIT is not good at "serious" applications**
## Example code
## Documentation
To be done.
## Example code
# Example
```lua
suit = require 'suit'
local gui = require "Quickie"
function love.load()
-- generate some assets
snd = generateClickySound()
normal, hot = generateImageButton()
smallerFont = love.graphics.newFont(10)
end
function love.load()
-- preload fonts
fonts = {
[12] = love.graphics.newFont(12),
[20] = love.graphics.newFont(20),
-- mutable widget data
local slider= {value = .5, max = 2}
local input = {text = "Hello"}
local chk = {text = "Check me out"}
function love.update(dt)
-- new layout at 100,100 with a padding of 20x20 px
suit.layout.reset(100,100, 20,20)
-- Button
state = suit.Button("Hover me!", suit.layout.row(200,30))
if state.entered then
love.audio.play(snd)
end
if state.hit then
print("Ouch!")
end
-- Input box
if suit.Input(input, suit.layout.row()).submitted then
print(input.text)
end
-- dynamically add widgets
if suit.Button("test2", suit.layout.row(nil,40)).hovered then
-- drawing options can be provided for each widget ... optionally
suit.Button("You can see", {align='left', valign='top'}, suit.layout.row(nil,30))
suit.Button("...but you can't touch!", {align='right', valign='bottom'}, suit.layout.row(nil,30))
end
-- Checkbox
suit.Checkbox(chk, {align='right'}, suit.layout.row())
-- nested layouts
suit.layout.push(suit.layout.row())
suit.Slider(slider, suit.layout.col(160, 20))
suit.Label(("%.02f"):format(slider.value), suit.layout.col(40))
suit.layout.pop()
-- image buttons
suit.ImageButton({normal, hot = hot}, suit.layout.row(200,100))
if chk.checked then
-- precomputed layout can fill up available space
suit.layout.reset()
rows = suit.layout.rows{pos = {400,100},
min_height = 300,
{200, 30},
{30, 'fill'},
{200, 30},
}
love.graphics.setBackgroundColor(17,17,17)
love.graphics.setFont(fonts[12])
suit.Label("You uncovered the secret!", {align="left", font = smallerFont}, rows.item(1))
suit.Label(slider.value, {align='left'}, rows.item(3))
-- group defaults
gui.group.default.size[1] = 150
gui.group.default.size[2] = 25
gui.group.default.spacing = 5
-- give different id to slider on same object so they don't grab
-- each others user interaction
suit.Slider(slider, {id = 'vs', vertical=true}, rows.item(2))
print(rows.item(3))
end
end
local menu_open = {
main = false,
right = false,
foo = false,
demo = false
}
local check1 = false
local check2 = false
local input = {text = ""}
local slider = {value = .5}
local slider2d = {value = {.5,.5}}
function love.draw()
-- draw the gui
suit.core.draw()
end
function love.update(dt)
gui.group.push{grow = "down", pos = {5,5}}
-- forward keyboard events
function love.textinput(t)
suit.core.textinput(t)
end
-- all widgets return true if they are clicked on/activated
if gui.Checkbox{checked = menu_open.main, text = "Show Menu"} then
menu_open.main = not menu_open.main
end
function love.keypressed(key)
suit.core.keypressed(key)
end
if menu_open.main then
gui.group.push{grow = "right"}
-- widgets can have custom ID's for tooltips etc (see below)
if gui.Button{id = "group stacking", text = "Group stacking"} then
menu_open.right = not menu_open.right
end
if menu_open.right then
gui.group.push{grow = "up"}
if gui.Button{text = "Foo"} then
menu_open.foo = not menu_open.foo
end
if menu_open.foo then
gui.Button{text = "???"}
end
gui.group.pop{}
gui.Button{text = "Bar"}
gui.Button{text = "Baz"}
end
gui.group.pop{}
if gui.Button{text = "Widget demo"} then
menu_open.demo = not menu_open.open
end
end
gui.group.pop{}
if menu_open.demo then
gui.group{grow = "down", pos = {200, 80}, function()
love.graphics.setFont(fonts[20])
gui.Label{text = "Widgets"}
love.graphics.setFont(fonts[12])
gui.group{grow = "right", function()
gui.Button{text = "Button"}
gui.Button{text = "Tight Button", size = {"tight"}}
gui.Button{text = "Tight² Button", size = {"tight", "tight"}}
end}
gui.group{grow = "right", function()
gui.Button{text = "", size = {2}} -- acts as separator
gui.Label{text = "Tight Label", size = {"tight"}}
gui.Button{text = "", size = {2}}
gui.Label{text = "Center Label", align = "center"}
gui.Button{text = "", size = {2}}
gui.Label{text = "Another Label"}
gui.Button{text = "", size = {2}}
end}
gui.group.push{grow = "right"}
if gui.Checkbox{checked = check1, text = "Checkbox", size = {"tight"}} then
check1 = not check1
print(check1)
end
if gui.Checkbox{checked = check2, text = "Another Checkbox"} then
check2 = not check2
end
if gui.Checkbox{checked = check2, text = "Linked Checkbox"} then
check2 = not check2
end
gui.group.pop{}
gui.group{grow = "right", function()
gui.Label{text = "Input", size = {70}}
gui.Input{info = input, size = {300}}
end}
gui.group{grow = "right", function()
gui.Label{text = "Slider", size = {70}}
gui.Slider{info = slider}
gui.Label{text = ("Value: %.2f"):format(slider.value), size = {70}}
end}
gui.Label{text = "2D Slider", pos = {nil,10}}
gui.Slider2D{info = slider2d, size = {250, 250}}
gui.Label{text = ("Value: %.2f, %.2f"):format(slider2d.value[1], slider2d.value[2])}
end}
end
-- tooltip (see above)
if gui.mouse.isHot('group stacking') then
local mx,my = love.mouse.getPosition()
gui.Label{text = 'Demonstrates group stacking', pos = {mx+10,my-20}}
end
-- generate assets (see love.load)
function generateClickySound()
local snd = love.sound.newSoundData(512, 44100, 16, 1)
for i = 0,snd:getSampleCount()-1 do
local t = i / 44100
local s = i / snd:getSampleCount()
snd:setSample(i, (.7*(2*love.math.random()-1) + .3*math.sin(t*9000*math.pi)) * (1-s)^1.2 * .3)
end
return love.audio.newSource(snd)
end
function love.draw()
gui.core.draw()
end
function love.keypressed(key, code)
gui.keyboard.pressed(key)
-- LÖVE 0.8: see if this code can be converted in a character
if pcall(string.char, code) and code > 0 then
gui.keyboard.textinput(string.char(code))
function generateImageButton()
local normal, hot = love.image.newImageData(200,100), love.image.newImageData(200,100)
normal:mapPixel(function(x,y)
local d = (x/200-.5)^2 + (y/100-.5)^2
if d < .12 then
return 200,160,20,255
end
end
-- LÖVE 0.9
function love.textinput(str)
gui.keyboard.textinput(str)
end
# Documentation
To be done...
# License
Copyright (c) 2012 Matthias Richter
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
Except as contained in this notice, the name(s) of the above copyright holders
shall not be used in advertising or otherwise to promote the sale, use or
other dealings in this Software without prior written authorization.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
[LOVE]: http://love2d.org
[IMGUI]: http://www.mollyrocket.com/forums/viewforum.php?f=10
[Sol]: http://sol.gfxile.net/imgui/
return 0,0,0,0
end)
hot:mapPixel(function(x,y)
local d = (x/200-.5)^2 + (y/100-.5)^2
if d < .13 then
return 255,255,255,255
end
return 0,0,0,0
end)
return love.graphics.newImage(normal), love.graphics.newImage(hot)
end
```