Lua API:Interface
The Interface API includes objects for UI components such as buttons, labels, and checkboxes and methods for access to the very primitive window manager and input events.
Contents
- 1 Classes
- 2 Methods
- 2.1 interface.grabTextInput
- 2.2 interface.dropTextInput
- 2.3 interface.addComponent
- 2.4 interface.removeComponent
- 2.5 interface.showWindow
- 2.6 interface.closeWindow
- 2.7 interface.textInputRect
- 2.8 interface.beginConfirm
- 2.9 interface.beginInput
- 2.10 interface.beginMessageBox
- 2.11 interface.beginThrowError
- 3 Constants
- 4 Example
Classes
Component
Abstract class, no constructor
Component:visible
boolean Component:visible()
Returns the visibility of the component
nil Component:visible(boolean visible)
Sets the visibility of the component
Component:size
number, number Component:size()
Returns the width and height of the component
nil Component:size(number width, number height)
Sets the size of the component to be width by height
Component:position
number, number Component:position()
Returns the x and y coord of the component
nil Component:position(number x, number y)
Sets the position of the component to be x, y
Button
Button Button:new(number x, number y, number width, number height, [string text = "", [string tooltip = ""]])
Extends Component, fires "action" when clicked
Button:action
nil Button:action(function(sender) actionListener)
Sets the listener for button actions Example:
local newButton = Button:new(10, 10, 100, 17, "Press to change text")
newButton:action(function(sender) sender:text("Text changed") end)
interface.addComponent(newButton)
Button:text
string Button:text()
Returns the button text
nil Button:text(string text)
Sets the text of the button
Button:enabled
boolean Button:enabled()
Returns the enabled state of the button
nil Button:enabled(boolean enabled)
Sets the enabled state of the button
ProgressBar
ProgressBar ProgressBar:new(number x, number y, number width, number height, number progress, string status)
Extends Component, used to indicate progress for long-running tasks
ProgressBar:progress
number ProgressBar:progress()
Returns the progress value
nil ProgressBar:progress(number progress)
Sets the progress value
Progress ranges from 0 to 100, but a special case of -1 will change the behavior of the progress bar to intermediate (constantly scrolling to indicate progress)
ProgressBar:status
string ProgressBar:status()
Returns the progress bar status
nil ProgressBar:status(string status)
Sets the progress bar status
Status is simply a text representation of the current action being performed, for example, "Working" or just a percentage
Slider
Slider Slider:new(number x, number y, number width, number height, [number steps = ""])
Extends Component, fires "onValueChanged" when the value is changed (i.e used by the user)
Slider:onValueChanged
nil Slider:onValueChanged(function(sender, value) actionListener)
Sets the listener for slider actions
Slider:value
number Slider:value()
Returns the value of the slider
nil Slider:value(number value)
Sets the value of the slider
Slider:steps
number Slider:steps()
Returns the number of steps the slider has
nil Slider:steps(number steps)
Sets the number of steps for the slider
Checkbox
Checkbox Checkbox:new(number x, number y, number width, number height, [string text = ""])
Extends Component, fires "onValueChanged" when the checkbox is checked or unchecked
Checkbox:action
nil Checkbox:action(function(sender, checked) actionListener)
Sets the listener for checkbox actions
Checkbox:text
string Checkbox:text()
Returns the checkbox text
nil Checkbox:text(string text)
Sets the text of the checkbox
Checkbox:checked
boolean Checkbox:checked()
Returns the checked state of the checkbox
nil Checkbox:checked(boolean checked)
Sets the checked state of the checkbox
Label
Label Label:new(number x, number y, number width, number height, [string text = ""])
Extends Component, is a simple selectable, read-only text field
Label:text
string Label:text()
Returns the label text
nil Label:text(string text)
Sets the text of the label
Textbox
Textbox Textbox:new(number x, number y, number width, number height [, string text = "" [, string placeholder = "" ]])
Extends Component, is a text input field, the placeholder text is shown if the component is not focused and contains no text
Textbox:onTextChanged
nil Textbox:onTextChanged(function(sender) textChangedListener)
Sets the listener for text changed actions
Textbox:text
string Textbox:text()
Returns the text in the field
nil Textbox:text(string text)
Sets the text of the field
Textbox:readonly
boolean Textbox:readonly()
Returns the readonly status of the field.
nil Textbox:readonly(boolean readonly)
Sets the readonly status of the field.
Window
Window Window:new(number x, number y, number width, number height)
A modal form to display components, using -1 for either x or y values will center the Window on that axis.
Window:addComponent
nil Window:addComponent(Component newComponent)
Add a component to the window (The component must not have already been added to another Window object)
Window:removeComponent
nil Window:removeComponent(Component newComponent)
Remove a component from the window
Methods
interface.grabTextInput
nil interface.grabTextInput()
Signal to the interface engine that textinput events are expected and will be handled (for example, your textbox just gained focus and is ready for such events). Once called, it should not be called again until after calling interface.dropTextInput; see below.
From the API user's perspective, the grabTextInput-dropTextInput pair implements an on-off switch. The purpose of this switch is to help the interface engine determine when to enter and exit text input state. In this state, the engine asks for OS help with text input (which may or may not involve enabling an Input Method) and delivers textinput events received from the OS to the API user.
The engine should only enter the text input state when the API user expects textinput events (for example, when a textbox is in focus). To correctly communicate this, grabTextInput should be called when the processing of textinput events starts and dropTextInput when it ends. Note that textinput events may be delivered regardless of the state of this on-off switch, most likely as a result of another API user calling grabTextInput and dropTextInput.
interface.dropTextInput
nil interface.dropTextInput()
Signal to the interface engine that textinput events are not expected and will not be handled (for example, your textbox just lost focus and will not handle such events anymore). Once called, it should not be called again until after calling interface.grabTextInput; see above.
interface.addComponent
nil interface.addComponent(Component newComponent)
Adds a component to the master game window.
interface.removeComponent
nil interface.removeComponent(Component newComponent)
Removes a component from the master game window.
interface.showWindow
nil interface.showWindow(Window newWindow)
Push a Window into the top of the modal stack
interface.closeWindow
nil interface.closeWindow(Window newWindow)
Pop a Window off the top of the modal stack. If the given Window is not the top item in the stack, this will have no effect.
interface.textInputRect
nil interface.textInputRect(number x, number y, number w, number h)
Enables composition, for multi-byte Unicode characters.
interface.beginConfirm
Opens a confirm prompt, and runs a callback after the user's input.
interface.beginConfirm(title, message, buttonText, callback)
-
title
: Header message for the confirm prompt. Default "Title" -
message
: Body message for the confirm prompt, can be multiple lines. Default "Message" -
buttonText
: Text to display for the confirm button. Default "Confirm" -
callback
: Callback function to run after the user gives input. Receives a single boolean as an argument.
Only the callback
argument is required. The rest are optional. The final arg to the function will be used as the callback. If the user clicks "Confirm" or presses enter, true
is passed in. If the user clicks "Cancel", presses escape, or closes the dialog any other way, false
is passed.
interface.beginInput
Opens an input prompt, and runs a callback after the user's input.
interface.beginInput(title, prompt, text, shadow, callback)
-
title
: Header message for the input prompt. Default "Title" -
prompt
: Body message for the input prompt, can be multiple lines. Default "Enter some text:" -
text
: Default text for the textbox. Defaults to empty string. -
shadow
: Default shadow text displayed when textbox is empty and defocused. Defaults to empty string. -
callback
: Callback function to run after the user gives input. Receives either a string or nil as the only argument.
Only the callback
argument is required. The rest are optional. The final arg to the function will be used as the callback. If the user clicks "Okay" or presses enter, the textbox's text is passed. If the user clicks "Cancel", presses escape, or closes the dialog any other way, nil
is passed.
interface.beginMessageBox
Opens a message box, and runs a callback after the user closes it.
interface.beginMessageBox(title, message, large, callback)
-
title
: Header message for the message box. Default "Title" -
message
: Body message for the message box, can be multiple lines. Default "Message" -
large
: boolean that controls if the message box should be a fixed-size larger variant, that is both taller and wider. Default false. -
callback
: Callback function to run after the user closes the message box. Runs no matter how it is closed, and takes no arguments.
All arguments are optional. The final arg to the function will be used as the callback.
interface.beginThrowError
Opens an error dialog box, and runs a callback after the user closes it.
interface.beginThrowError(errorMessage, callback)
-
errorMessage
: Body message for the error prompt, can be multiple lines. Default "Error Text" -
callback
: Callback function to run after the user closes the error prompt. Runs no matter how it is closed, and takes no arguments.
All arguments are optional. The final arg to the function will be used as the callback.
Constants
All SDL scancodes, keycodes, and button codes are exposed as constants. For a full list, check out LuaSDLKeys.h
Example
This code has examples of some of the features of the interface API, it shows a window with various components with some testing behavior.
-- Test Window
local testWindow = Window:new(-1, -1, 300, 200)
local currentY = 10
--Example label
local testLabel = Label:new(10, currentY, (select(1, testWindow:size())/2)-20, 16, "This is a test label")
--Example button
local buttonPresses = 1
currentY = currentY + 20
local testButton = Button:new(10, currentY, (select(1, testWindow:size())/2)-20, 16, "This is a test button")
testButton:enabled(false)
testButton:action(
function(sender)
sender:text("Pressed " .. buttonPresses .. " times")
buttonPresses = buttonPresses + 1
end
)
--Example Textbox
currentY = currentY + 20
local textboxInfo = Label:new(10+((select(1, testWindow:size())/2)-20), currentY, (select(1, testWindow:size())/2)-20, 16, "0 characters")
local testTextbox = Textbox:new(10, currentY, (select(1, testWindow:size())/2)-20, 16, "", "[place text here]")
testTextbox:onTextChanged(
function(sender)
textboxInfo:text(sender:text():len().." characters");
end
)
--Example Checkbox
currentY = currentY + 20
local testCheckbox = Checkbox:new(10, currentY, (select(1, testWindow:size())/2)-20, 16, "Unchecked");
testCheckbox:action(
function(sender, checked)
if(checked) then
sender:text("Checked")
else
sender:text("Unchecked")
end
testButton:enabled(checked);
end
)
--Example progress bar
currentY = currentY + 20
local testProgressBar = ProgressBar:new(10, currentY, (select(1, testWindow:size())/2)-20, 16, 0, "Slider: 0");
--Example slider
currentY = currentY + 20
local testSlider = Slider:new(10, currentY, (select(1, testWindow:size())/2)-20, 16, 10);
testSlider:onValueChanged(
function(sender, value)
testProgressBar:progress(value * 10)
testProgressBar:status("Slider: " .. value)
end
)
-- Close button
local closeButton = Button:new(10, select(2, testWindow:size())-26, 100, 16, "Close")
closeButton:action(function() interface.closeWindow(testWindow) end)
testWindow:onTryExit(function() interface.closeWindow(testWindow) end) -- Allow the default exit events
testWindow:onMouseMove(
function(x, y, dx, dy)
testLabel:text("Mouse: "..x..", "..y)
end
)
testWindow:addComponent(testLabel)
testWindow:addComponent(testButton)
testWindow:addComponent(testTextbox)
testWindow:addComponent(testCheckbox)
testWindow:addComponent(testProgressBar)
testWindow:addComponent(testSlider)
testWindow:addComponent(textboxInfo)
testWindow:addComponent(closeButton)
interface.showWindow(testWindow)