Merge branch 'master' into docsify-feature

This commit is contained in:
Samuel Pizette
2022-05-30 02:14:56 -04:00
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# Welcome to The Basalt Wiki!
*Note: The Basalt Wiki is a work in progress, now also just migrated away from github wiki. Please treat Wiki errors the same as bugs and report them accordingly.*
Here you can find information about how to use Basalt as well as examples of functional Basalt code. The aim of Basalt is to improve user interaction through visual display.
On the left side of this page you can find a Wiki Navigation, where you can find a more detailed list of Basalt's features
## About Basalt
Basalt is intended to be an easy-to-understand UI Framework designed for CC:Tweaked (AKA Computer Craft: Tweaked) - a popular minecraft mod. For more information about CC:Tweaked, checkout the project's <a href="https://tweaked.cc/">home page</a>.
## Quick Demo
![Preview](https://media0.giphy.com/media/fvmNPshXKeU7FFA9iA/giphy.gif)
## Questions & Bugs
Obviously NyoriE has implemented some easter eggs, _some people_ call them "bugs". If you happen to discover one of these just make a new <a href="https://github.com/Pyroxenium/Basalt/issues">issue</a>.
Additionally, if you have questions about Basalt or how to make use of it, feel free to create a new discussion on <a href="https://github.com/Pyroxenium/Basalt/discussions">Basalt's Discussion Board</a>.
You may also join the Discord: https://discord.gg/yNNnmBVBpE

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- Home
- [Home](/)
- [Getting Started](/home/gettingStarted)
- [Installer](/home/installer)
- Objects
- [Animation](/objects/Animation)
- [Basalt](/objects/Basalt)
- [Button](/objects/Button)
- [Checkbox](/objects/Checkbox)
- [Dropdown](/objects/Dropdown)
- [Frame](/objects/Frame)
- [Image](/objects/Image)
- [Input](/objects/Input)
- [Label](/objects/Label)
- [List](/objects/List)
- [Menubar](/objects/Menubar)
- [Object](/objects/Object)
- [Pane](/objects/Pane)
- [Program](/objects/Program)
- [Radio](/objects/Radio)
- [Scrollbar](/objects/Scrollbar)
- [Silder](/obects/Slider)
- [Textfield](/objects/Textfield)
- [Thread](/objects/Thread)
- [Timer](/objects/Timer)
- Tips & tricks
- [Executing own logic](/tips/logic)
- [Changing button colors](/tips/buttons)

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# Getting Started!
Basalt aims to be a relatively small, easy to use framework.
Accordingly, we have provided an installation script.
Just use the following command in any CC:Tweaked shell:
`wget https://github.com/Pyroxenium/Basalt/raw/master/basalt.lua basalt.lua`
This will download `basalt.lua` to your local directory.
To load the framework, make use of the following snippet:
````lua
--> For those who are unfamiliar with lua, dofile executes the code in the referenced file
local basalt = dofile("basalt.lua")
````
Here is a fully functioning example of Basalt code:
````lua
local basalt = dofile("basalt.lua") --> Load the Basalt framework
--> Create the first frame. Please note that Basalt needs at least one active "non-parent" frame to properly supply events
--> When Basalt#createFrame makes use of unique identifiers (commonly referred to as UIDs), meaning that the supplied value must be UNIQUE
--> If the supplied UID is ambiguous, Basalt#createFrame returns a nil value
local mainFrame = basalt.createFrame("mainFrame")
--> Show the frame to the user
mainFrame:show()
local button = mainFrame:addButton("clickableButton") --> Add a button to the mainFrame (With a unique identifier)
--> Set the position of the button, Button#setPosition follows an x, y pattern.
--> The x value is how far right the object should be from its anchor (negative values from an anchor will travel left)
--> The y value is how far down the object should be from its anchor (negative values from an anchor will travel up)
button:setPosition(4, 4)
button:setText("Click me!") --> Set the text of our button
local function buttonClick() --> This function serves as our click logic
basalt.debug("I got clicked!")
end
--> Remember! You cannot supply buttonClick(), that will only supply the result of the function
--> Make sure the button knows which function to call when it's clicked
button:onClick(buttonClick)
button:show() --> Make the button visible, so the user can click it
basalt.autoUpdate() --> Basalt#autoUpdate starts the event listener to detect user input
````
If you're like us and strive for succinct and beautiful code, here is a cleaner implementation of the code above:
````lua
local basalt = dofile("basalt.lua")
local mainFrame = basalt.createFrame("mainFrame"):show()
local button = mainFrame --> Basalt returns an instance of the object on most methods, to make use of "call-chaining"
:addButton("clickableButton") --> This is an example of call chaining
:setPosition(4,4)
:setText("Click me!")
:onClick(
function()
basalt.debug("I got clicked!")
end)
:show()
basalt.autoUpdate()
````

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# Installer
This is just a script which helps you to install basalt.lua, if it's not already on the computer. Means, you create your program (which requires basalt) and add this on the top of your program. Now, everytime you execute your program it checks if basalt.lua exists or not.
## Visual Installer
This is a visual version, it asks the user if he wants to install basalt.lua (if not found)<br>
![](https://i.imgur.com/b4Ys7FB.png)
````lua
--Basalt configurated installer
local filePath = "basalt.lua" --here you can change the file path default: basalt.lua
if not(fs.exists(filePath))then
local w,h = term.getSize()
term.clear()
local _installerWindow = window.create(term.current(),w/2-8,h/2-3,18,6)
_installerWindow.setBackgroundColor(colors.gray)
_installerWindow.setTextColor(colors.black)
_installerWindow.write(" Basalt Installer ")
_installerWindow.setBackgroundColor(colors.lightGray)
for line=2,6,1 do
_installerWindow.setCursorPos(1,line)
if(line==3)then
_installerWindow.write(" No Basalt found! ")
elseif(line==4)then
_installerWindow.write(" Install it? ")
elseif(line==6)then
_installerWindow.setTextColor(colors.black)
_installerWindow.setBackgroundColor(colors.gray)
_installerWindow.write("Install")
_installerWindow.setBackgroundColor(colors.lightGray)
_installerWindow.write(string.rep(" ",5))
_installerWindow.setBackgroundColor(colors.red)
_installerWindow.write("Cancel")
else
_installerWindow.write(string.rep(" ",18))
end
end
_installerWindow.setVisible(true)
_installerWindow.redraw()
while(not(fs.exists(filePath))) do
local event, p1,p2,p3,p4 = os.pullEvent()
if(event=="mouse_click")then
if(p3==math.floor(h/2+2))and(p2>=w/2-8)and(p2<=w/2-2)then
shell.run("pastebin run ESs1mg7P") -- this is an alternative to the wget command
_installerWindow.setVisible(false)
term.clear()
break
end
if(p3==h/2+2)and(p2<=w/2+9)and(p2>=w/2+4)then
_installerWindow.clear()
_installerWindow.setVisible(false)
term.setCursorPos(1,1)
term.clear()
return
end
end
end
term.setCursorPos(1,1)
term.clear()
end
local basalt = dofile(filePath) -- here you can change the variablename in any variablename you want default: basalt
````
## Basic Installer
Here is a very basic one which just installs basalt.lua if don't exist:
````lua
--Basalt configurated installer
local filePath = "basalt.lua" --here you can change the file path default: basalt.lua
if not(fs.exists(filePath))then
shell.run("wget https://github.com/Pyroxenium/Basalt/raw/master/basalt.lua basalt.lua")
end
local basalt = dofile(filePath) -- here you can change the variablename in any variablename you want default: basalt
````

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subMaxLevel: 2,
homepage: 'Home.md',
name: 'Basalt',
repo: ''
repo: 'https://github.com/Pyroxenium/Basalt',
auto2top: true
}
</script>
<!-- Docsify v4 -->

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# Animation
With animations you can create a beautiful experience for users while interacting with objects.<br>
For now the animation class is very basic, i will expand it in the future, but i have to say already now you can do almost everything you can imagine!
Right now animation is a class which makes use of the timer event<br>
Here are all possible functions available for animations:
## add
adds a new function to your animation
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local testButton = mainFrame:addButton("myTestButton"):show()
local aAnimation = mainFrame:addAnimation("anim1"):add(function() testButton:setPosition(3,3) end):wait(1):add(function() testButton:setPosition(1,1,"r") end):wait(2):add(function() testButton:setPosition(1,1,"r") end)
aAnimation:play() -- this will set the button position to 3,3, waits 1 sec., sets it to 4,4, waits 2 sec. and then sets the position to 5,5
````
**parameters:** function<br>
**returns:** self<br>
## wait
sets a wait timer for the next function after the previous function got executed, no wait timer calls the next function immediatly
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local testButton = mainFrame:addButton("myTestButton"):show()
local aAnimation = mainFrame:addAnimation("anim1"):add(function() testButton:setPosition(3,3) end):wait(1):add(function() testButton:setPosition(1,1,"r") end):wait(2):add(function() testButton:setPosition(1,1,"r") end)
aAnimation:play() -- this will set the button position to 3,3, waits 1 sec., sets it to 4,4, waits 2 sec. and then sets the position to 5,5
````
**parameters:** timer - how long we should wait to call the next function<br>
**returns:** self<br>
## play
starts to play the animation
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local testButton = mainFrame:addButton("myTestButton"):show()
local aAnimation = mainFrame:addAnimation("anim1"):add(function() testButton:setBackground(colors.black) end):wait(1):add(function() testButton:setBackground(colors.gray) end):wait(1):add(function() testButton:setBackground(colors.lightGray) end)
aAnimation:play() -- changes the background color of that button from black to gray and then to lightGray
````
**parameters:** [endlessloop] - bool if it should loop forever - will change that to loopcount in the future<br>
**returns:** self<br>
## cancel
cancels the animation
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local testButton = mainFrame:addButton("myTestButton"):show()
local aAnimation = mainFrame:addAnimation("anim1"):add(function() testButton:setBackground(colors.black) end):wait(1):add(function() aAnimation:cancel() end):wait(1):add(function() testButton:setBackground(colors.lightGray) end)
aAnimation:play()
````
**parameters:** -<br>
**returns:** self<br>

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# Basalt
Basalt is managing all the things.
To start using Basalt you have to do the following line of code:
`local basalt = dofile("basalt.lua")`
remember you need the basalt.lua file on your computer!
Now you are able to call all these functions:
## basalt.createFrame
create a frame without a parent
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
````
**parameters:** string name<br>
**returns:** new frame object<br>
## basalt.removeFrame
removes a frame (only possible for non-parent frames)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
basalt.removeFrame("myFirstFrame")
````
**parameters:** string name<br>
**returns:**-<br>
## basalt.getFrame
With that function you can get frames, but only frames without a parent!
````lua
basalt.createFrame("myFirstFrame")
basalt.getFrame("myFirstFrame"):show()
````
**parameters:** string name<br>
**returns:** frame object<br>
## basalt.getActiveFrame
returns the currently active (without a parent) frame
````lua
basalt.createFrame("myFirstFrame"):show()
basalt.debug(basalt.getActiveFrame():getName()) -- returns myFirstFrame
````
**parameters:** -<br>
**returns:** frame object<br>
## basalt.autoUpdate
starts the draw and event handler until you use basalt.stopUpdate
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
basalt.autoUpdate()
````
**parameters:** -<br>
**returns:**-<br>
## basalt.update
calls the draw and event handler method once
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
basalt.autoUpdate()
````
**parameters:** string event, ... (you can use some paramters here. you dont have to pass any paramters )<br>
**returns:**-<br>
## basalt.stopUpdate
stops the draw and event handler
````lua
basalt.stopUpdate()
````
**parameters:** -<br>
**returns:**-<br>
## basalt.debug
creates a label with some information on the main frame on the bottom left, if you click on that label it will open a log view for you see it as the new print for debugging
````lua
basalt.debug("Hi i am cute")
````
**parameters:** ... (multiple parameters are possible, like print does)<br>
**returns:**-<br>

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# Button
Buttons are objects, which execute function by clicking on them
The following list is only available to buttons: <br>
Remember button also inherits from [object](/objects/Object):
## setText
Sets the displayed button text
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aButton = mainFrame:addButton("myFirstButton"):setText("Click"):show() -- you could also use :setValue() instead of :setText() - no difference
````
**Arguments:** string text<br>
**returns:** self<br>
## Examples
Add a onClick event:
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aButton = mainFrame:addButton("myFirstButton"):setText("Click"):onClick(function(self,event,button,x,y)
if(event=="mouse_click")and(button==1)then
basalt.debug("Left mousebutton got clicked!")
end
end):show()

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# Checkbox
With checkbox, the user can set a bool to true or false
Here are all possible functions available for checkbox:<be>
Remember checkbox inherits from [object](/objects/Object):
Create a onChange event:
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aCheckbox = mainFrame:addCheckbox("myFirstCheckbox"):onChange(function(self) basalt.debug("The value got changed into "..self:getValue()) end):show()
````

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# Dropdown
Dropdowns are objects where you can create endless entrys the user can click on a button and it opens a "list" where the user can choose a entry
Here is a example of how to create a standard dropdown:
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aDropdown = mainFrame:addDropdown("myFirstDropdown"):show()
````
Here are all possible functions available for dropdowns: <br>
Remember dropdown inherits from [object](/objects/Object):
## addItem
Adds a item to the dropdown
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aDropdown = mainFrame:addDropdown("myFirstDropdown"):show()
aDropdown:addItem("1. Entry")
aDropdown:addItem("2. Entry",colors.yellow)
aDropdown:addItem("3. Entry",colors.yellow,colors.green)
````
**parameters:** string text, number bgcolor, number fgcolor, any ... - (text is the displayed text, bgcolor and fgcolors the colors of background/text and args (...) is something dynamic, you wont see them but if you require some more information per item you can use that)<br>
**returns:** self<br>
## removeItem
Removes a item from the dropdown
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aDropdown = mainFrame:addDropdown("myFirstDropdown"):show()
aDropdown:addItem("1. Entry")
aDropdown:addItem("2. Entry",colors.yellow)
aDropdown:addItem("3. Entry",colors.yellow,colors.green)
aDropdown:removeItem(2)
````
**parameters:** number index<br>
**returns:** self<br>
## editItem
Edits a item on the dropdown
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aDropdown = mainFrame:addDropdown("myFirstDropdown"):show()
aDropdown:addItem("1. Entry")
aDropdown:addItem("2. Entry",colors.yellow)
aDropdown:addItem("3. Entry",colors.yellow,colors.green)
aDropdown:editItem(3,"3. Edited Entry",colors.yellow,colors.green)
````
**parameters:** number index, string text, number bgcolor, number fgcolor, any ...<br>
**returns:** self<br>
## setScrollable
Makes the dropdown scrollable
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aDropdown = mainFrame:addDropdown("myFirstDropdown"):show()
aDropdown:addItem("1. Entry")
aDropdown:addItem("2. Entry",colors.yellow)
aDropdown:addItem("3. Entry",colors.yellow,colors.green)
aDropdown:setScrollable(true)
````
**parameters:** boolean isScrollable<br>
**returns:** self<br>
## selectItem
selects a item in the dropdown (same as a player would click on a item)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aDropdown = mainFrame:addDropdown("myFirstDropdown"):show()
aDropdown:addItem("1. Entry")
aDropdown:addItem("2. Entry",colors.yellow)
aDropdown:addItem("3. Entry",colors.yellow,colors.green)
aDropdown:selectItem(1)
````
**parameters:** number index<br>
**returns:** self<br>
## clear
clears the entire list (dropdown)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aDropdown = mainFrame:addDropdown("myFirstDropdown"):show()
aDropdown:addItem("1. Entry")
aDropdown:addItem("2. Entry",colors.yellow)
aDropdown:addItem("3. Entry",colors.yellow,colors.green)
aDropdown:clear()
````
**parameters:** -<br>
**returns:** self<br>
## getItemIndex
returns the item index of the currently selected item
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aDropdown = mainFrame:addDropdown("myFirstDropdown"):show()
aDropdown:addItem("1. Entry")
aDropdown:addItem("2. Entry",colors.yellow)
aDropdown:addItem("3. Entry",colors.yellow,colors.green)
aDropdown:getItemIndex()
````
**parameters:** -<br>
**returns:** number index<br>
## setSelectedItem
Sets the background of the item which is currently selected
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aDropdown = mainFrame:addDropdown("myFirstDropdown"):show()
aDropdown:addItem("1. Entry")
aDropdown:addItem("2. Entry",colors.yellow)
aDropdown:addItem("3. Entry",colors.yellow,colors.green)
aDropdown:setSelectedItem(colors.green, colors.blue)
````
**parameters:** number bgcolor, number fgcolor, boolean isActive (isActive means if different colors for selected item should be used)<br>
**returns:** self<br>
## setOffset
sets the dropdown offset (will automatically change if scrolling is active)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aDropdown = mainFrame:addDropdown("myFirstDropdown"):show()
aDropdown:addItem("1. Entry")
aDropdown:addItem("2. Entry",colors.yellow)
aDropdown:addItem("3. Entry",colors.yellow,colors.green)
aDropdown:setOffset(3)
````
**parameters:** number offsetValue<br>
**returns:** self<br>
## getOffset
returns the current offset
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aDropdown = mainFrame:addDropdown("myFirstDropdown"):show()
aDropdown:addItem("1. Entry")
aDropdown:addItem("2. Entry",colors.yellow)
aDropdown:addItem("3. Entry",colors.yellow,colors.green)
aDropdown:getOffset()
````
**parameters:** -<br>
**returns:** number offsetValue<br>
## getOffset
returns the current offset
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aDropdown = mainFrame:addDropdown("myFirstDropdown"):show()
aDropdown:addItem("1. Entry")
aDropdown:addItem("2. Entry",colors.yellow)
aDropdown:addItem("3. Entry",colors.yellow,colors.green)
aDropdown:getOffset()
````
**parameters:** -<br>
**returns:** number offsetValue<br>
## setDropdownSize
sets the dropdown size (if you click on the button)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aDropdown = mainFrame:addDropdown("myFirstDropdown"):show()
aDropdown:addItem("1. Entry")
aDropdown:addItem("2. Entry",colors.yellow)
aDropdown:addItem("3. Entry",colors.yellow,colors.green)
aDropdown:setDropdownSize(12, 4)
````
**parameters:** number width, number height<br>
**returns:** self<br>

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# Frames
<a href="https://i.imgur.com/aikc0K1.png"><img src="https://i.imgur.com/aikc0K1.png" height="500" /></a>
Frames are like containers, but are also normal objects.
In other words, you can add other objects _(even frames)_ to a frame; if the frame itself is visible
all sub-objects _(if they are set as visible)_ are also visible. A better description will follow.
## basalt.createFrame
Creates a new non-parent frame - in most cases it is the first thing you need.
````lua
local myFirstFrame = basalt.createFrame("myFirstFrame")
````
**Parameters:** <br>
1. string name (should be unique)<br>
**returns:** new frame object<br>
## addFrame
The same as basalt.createFrame, but it will have a parent frame
````lua
frame:addFrame("myFirstFrame")
````
**Parameters:** string name (should be unique)<br>
**returns:** new frame object<br>
Example:
````lua
local mainFrame = basalt.createFrame("myFirstFrame")
local aFrame = mainFrame:addFrame("myFirstSubFrame")
````
## setBar
Changes the frame bar
````lua
frame:setBar("My first Frame!", colors.gray, colors.lightGray)
````
**Parameters:** string text, number bgcolor, number fgcolor<br>
**returns:** self<br>
Example:
````lua
local mainFrame = basalt.createFrame("myFirstFrame")
local aFrame = MainFrame:addFrame("myFirstSubFrame")
aFrame:setBar("My first Frame!")
````
or:
````lua
local mainFrame = basalt.createFrame("myFirstFrame")
local aFrame = mainFrame:addFrame("myFirstSubFrame"):setBar("My first Frame!")
````
## setBarTextAlign
Sets the bar text alignment
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):setBar("My first Frame!"):setBarTextAlign("right")
````
**Parameters:** string value - ("left", "center", "right"))<br>
**returns:** self<br>
## showBar
shows/hides the bar on top where you will see the title if its active
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):setBar("Hello World!"):showBar()
````
**Parameters:** bool visible (no Parameters = true)<br>
**returns:** self<br>
## isModifierActive -- DISABLED this function will work very soon
returns true if user is currently holding a key down
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):isModifierActive("shift")
````
**Parameters:** int or string - int can be any os.queueEvent("key") key, or instead of int you can use the following strings: "shift", "ctrl", "alt"<br>
**returns:** boolean - if the user is holding the key down<br>
**Example:**
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):setSize(20,8):show()
local aLabel = mainFrame:addLabel("myFirstLabel"):setText("shift inactive")
mainFrame:addButton("myFirstButton"):setText("Click"):onClick(function()
if(mainFrame:isModifierActive("shift")then
aLabel:setText("shift is active yay")
else
aLabel:setText("shift is not active ohno")
end)
````
## getObject
returns a children object
````lua
local mainFrame = basalt.createFrame("myFirstFrame")
mainFrame:addButton("myFirstButton")
local aButton = mainFrame:getObject("myFirstButton")
````
**Parameters:** string name (has to be a children)<br>
**returns:** any object<br>
## removeObject
removes the object
````lua
local mainFrame = basalt.createFrame("myFirstFrame")
mainFrame:addButton("myFirstButton")
mainFrame:removeObject("myFirstButton")
````
**Parameters:** string name (has to be a children)<br>
**returns:** any object<br>
## setFocusedObject
changes the currently focused object
````lua
local mainFrame = basalt.createFrame("myFirstFrame")
local aButton = mainFrame:addButton("myFirstButton")
mainFrame:setFocusedObject(aButton)
````
**Parameters:** any object (has to be a children)<br>
**returns:** self<br>
## removeFocusedObject
removes the focus of the currently focused object
````lua
local mainFrame = basalt.createFrame("myFirstFrame")
local aButton = mainFrame:addButton("myFirstButton")
mainFrame:removeFocusedObject(aButton)
````
**Parameters:** any object (has to be a children)<br>
**returns:** self<br>
## getFocusedObject
gets the currently focused object
````lua
local mainFrame = basalt.createFrame("myFirstFrame")
local aButton = mainFrame:addButton("myFirstButton")
local focusedObject = mainFrame:getFocusedObject()
````
**Parameters:** -<br>
**returns:** object<br>
## setMovable
## setMoveable
##### _Deprecated in favor of setMovable_
sets if the frame should be moveable or not (to move the frame you need to drag it on the top bar)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):setMoveable(true)
````
**Parameters:** bool moveable<br>
**returns:** self<br>
## setOffset
sets the frame's coordinate offset, they will get added to their children objects. For example, if you use the scrollbar and you use its value to add a offset to a frame, you will get a scrollable frame.
objects are also able to ignore the offset by using :ignoreOffset() (maybe your scrollbar if its a children of the frame should ignore offset)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):setOffset(5, 3)
````
**Parameters:** number x, number y (offset in x direction and offset in y direction, also doesn't matter if its a negative value or positive<br>
**returns:** self<br>

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# Image
The image object is for adding more advanced backgrounds.
It also provides a :shrink() function, where you can shrink the images to smaller ones. This functionallity is fully provided by the blittle library created by Bomb Bloke. I did not ask for permission to add it into the framework. If the creator wants me to remove the blittle part, just text me on discord!
Here are all possible functions available for image:<be>
Remember image inherits from [object](/objects/Object):
## loadImage
loads a image into the memory.
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aImage = mainFrame:addImage("myFirstImage"):loadImage("randomImage.nfp"):show()
````
**Arguments:** string path<br>
**returns:** self<br>
## loadBlittleImage -- not finished yet
loads a blittle image into the memory.
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aImage = mainFrame:addImage("myFirstImage"):loadBlittleImage("blittleImage.blt"):show()
````
**Arguments:** string path<br>
**returns:** self<br>
## shrink
If you were loading a normal (paint) image into the memory, this function would shrink it to a
blittle image and immediatly draws it (if it's visible)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aImage = mainFrame:addImage("myFirstImage"):loadBlittleImage("randomImage.nfp"):shrink():show()
````
**Arguments:** -<br>
**returns:** self<br>

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# Input
With input's you are able to create a object where the user can type something in.<br>
Here are all possible functions available for inputs:<br>
Remember input inherits from [object](/objects/Object):
## setInputType
changes the input type
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aInput = mainFrame:addInput("myFirstInput"):setInputType("password"):show()
````
**parameters:** string value ("text", "password", "number")<br>
**returns:** self<br>

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# Label
With the Label object you are able to add some text.
By default label's width is auto sizing based on the length of the text. If you change the size with setSize it will automatically stop autosizing the width.
Here are all possible functions available for labels.<br>
Remember label inherits from [object](/objects/Object):
## setText
sets the text which gets displayed.
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aInput = mainFrame:addLabel("myFirstLabel"):setText("Hello lovely basalt community!"):show()
````
**arguments:** string text<br>
**returns:** self<br>

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# List
Lists are objects where you can create endless entrys and the user can choose one of them
Here is a example of how to create a standard list:
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aList = mainFrame:addList("myFirstList"):show()
````
This will create a default list with the size 8 width and 5 height on position 1 1 (relative to its parent frame), the default background is colors.lightGray, the default text color is colors.black and the default zIndex is 5. The default horizontal text align is "center", default symbol is ">"
Here are all possible functions available for lists. Remember list inherit from [object](/objects/Object):
## addItem
Adds a item to the list
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aList = mainFrame:addList("myFirstList"):show()
aList:addItem("1. Entry")
aList:addItem("2. Entry",colors.yellow)
aList:addItem("3. Entry",colors.yellow,colors.green)
````
**parameters:** string text, number bgcolor, number fgcolor, any ... - (text is the displayed text, bgcolor and fgcolors the colors of background/text and args (...) is something dynamic, you wont see them but if you require some more information per item you can use that)<br>
**returns:** self<br>
## removeItem
Removes a item from the list
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aList = mainFrame:addList("myFirstList"):show()
aList:addItem("1. Entry")
aList:addItem("2. Entry",colors.yellow)
aList:addItem("3. Entry",colors.yellow,colors.green)
aList:removeItem(2)
````
**parameters:** number index<br>
**returns:** self<br>
## editItem
Edits a item on the list
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aList = mainFrame:addList("myFirstList"):show()
aList:addItem("1. Entry")
aList:addItem("2. Entry",colors.yellow)
aList:addItem("3. Entry",colors.yellow,colors.green)
aList:editItem(3,"3. Edited Entry",colors.yellow,colors.green)
````
**parameters:** number index, string text, number bgcolor, number fgcolor, any ...<br>
**returns:** self<br>
## setScrollable
Makes the list scrollable
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aList = mainFrame:addList("myFirstList"):show()
aList:addItem("1. Entry")
aList:addItem("2. Entry",colors.yellow)
aList:addItem("3. Entry",colors.yellow,colors.green)
aList:setScrollable(true)
````
**parameters:** boolean isScrollable<br>
**returns:** self<br>
## selectItem
selects a item in the list (same as a player would click on a item)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aList = mainFrame:addList("myFirstList"):show()
aList:addItem("1. Entry")
aList:addItem("2. Entry",colors.yellow)
aList:addItem("3. Entry",colors.yellow,colors.green)
aList:selectItem(1)
````
**parameters:** number index<br>
**returns:** self<br>
## clear
clears the entire list
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aDropdown = mainFrame:addDropdown("myFirstDropdown"):show()
aDropdown:addItem("1. Entry")
aDropdown:addItem("2. Entry",colors.yellow)
aDropdown:addItem("3. Entry",colors.yellow,colors.green)
aDropdown:clear()
````
**parameters:** -<br>
**returns:** self<br>
## getItemIndex
returns the item index of the currently selected item
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aDropdown = mainFrame:addDropdown("myFirstDropdown"):show()
aDropdown:addItem("1. Entry")
aDropdown:addItem("2. Entry",colors.yellow)
aDropdown:addItem("3. Entry",colors.yellow,colors.green)
aDropdown:getItemIndex()
````
**parameters:** -<br>
**returns:** number index<br>
## setSelectedItem
Sets the background of the item which is currently selected
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aList = mainFrame:addList("myFirstList"):show()
aList:addItem("1. Entry")
aList:addItem("2. Entry",colors.yellow)
aList:addItem("3. Entry",colors.yellow,colors.green)
aList:setSelectedItem(colors.green, colors.blue)
````
**parameters:** number bgcolor, number fgcolor, boolean isActive (isActive means if different colors for selected item should be used)<br>
**returns:** self<br>
## setOffset
sets the list offset (will automatically change if scrolling is active)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aList = mainFrame:addList("myFirstList"):show()
aList:addItem("1. Entry")
aList:addItem("2. Entry",colors.yellow)
aList:addItem("3. Entry",colors.yellow,colors.green)
aList:setOffset(3)
````
**parameters:** number offsetValue<br>
**returns:** self<br>
## getOffset
returns the current offset
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aList = mainFrame:addList("myFirstList"):show()
aList:addItem("1. Entry")
aList:addItem("2. Entry",colors.yellow)
aList:addItem("3. Entry",colors.yellow,colors.green)
aList:getOffset()
````
**parameters:** -<br>
**returns:** number offsetValue<br>

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# Menubar
WIP

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# Objects
This is the base class of all visual objects. This means, if you create a button, label, frame or something else visual (no timers, threads or animations) the following list can be used:
## show
shows the object (only if the parent frame is already visible)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local button = mainFrame:addButton("myFirstButton")
button:show()
````
**parameters:** -<br>
**returns:** self<br>
## hide
hides the object
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local button = mainFrame:addButton("myFirstButton"):setText("Close"):onClick(function() mainFrame:hide() end)
button:show()
````
**parameters:** -<br>
**returns:** self<br>
## setPosition
Changes the position relative to its parent frame
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):setPosition(2,3)
````
**parameters:** number x, number y[, boolean relative], if relative is set to true it will add/remove instead of set x, y<br>
**returns:** self<br>
## setBackground
Changes the object background color
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):setBackground(colors.lightGray)
````
**parameters:** number color<br>
**returns:** self<br>
## setForeground
Changes the object text color
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):setForeground(colors.black)
````
**parameters:** number color<br>
**returns:** self<br>
## setSize
Changes the object size
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):setSize(15,5)
````
**parameters:** number width, number length<br>
**returns:** self<br>
## setFocus
sets the object to be the focused object.
If you click on a object, it's normaly automatically the focused object. As example, if you :show() a frame and you want this particular frame to be in
the foreground, you have to use :setFocus()
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aButton = mainFrame:addButton("myFirstButton"):setFocus():show()
````
**parameters:** -<br>
**returns:** self<br>
## setZIndex
changes the z index (higher z index do have higher draw/event priority) 10 is more important than 5 or 1. You are also able to add multiple objects to the same z index, which means if you create a couple of buttons, you set their z index to 10, everything below 10 is less important, everything above 10 is more important. On the same z index: the last object which gets created is the most important one.
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aButton = mainFrame:addButton("myFirstButton"):setZIndex(1):show()
````
**parameters:** number index<br>
**returns:** self<br>
## setParent
changes the frame parent of that object
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aRandomFrame = basalt.createFrame("aRandomFrame"):show()
local aButton = mainFrame:addButton("myFirstButton"):onClick(function() aRandomFrame:setParent(mainFrame) end):show()
````
**parameters:** frame object<br>
**returns:** self<br>
## isFocused
returns if the object is currently the focused object of the parent frame
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aButton = mainFrame:addButton("myFirstButton"):show()
basalt.debug(aButton:isFocused()) -- shows true or false as a debug message
````
**parameters:** -<br>
**returns:** boolean<br>
## getAnchorPosition
converts the x,y coordinates into the anchor coordinates of that object
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):setSize(15,15):show()
local aButton = mainFrame:addButton("myFirstButton"):setAnchor("right","bottom"):setSize(8,1):setPosition(1,1):show()
basalt.debug(aButton:getAnchorPosition()) -- returns 7,14 (framesize - own size) instead of 1,1
````
**parameters:** number x, number y - or nothing (if nothing it uses the object's x, y)<br>
**returns:** number x, number y (converted)<br>
## setAnchor
sets the anchor of that object
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):setAnchor("right"):show()
local aButton = mainFrame:addButton("myFirstButton"):setAnchor("bottom","right"):setSize(8,1):setPosition(1,1):show()
````
**parameters:** string sides - ("left", "right", "top", "bottom") you can stack positions like so ..:setAnchor("right", "bottom")<br>
**returns:** self<br>
## getAbsolutePosition
converts the relative coordinates into absolute coordinates
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):setPosition(3,3):show()
local aButton = mainFrame:addButton("myFirstButton"):setSize(8,1):setPosition(4,2):show()
basalt.debug(aButton:getAbsolutePosition()) -- returns 7,5 (frame coords + own coords) instead of 4,2
````
**parameters:** number x, number y - or nothing (if nothing it uses the object's x, y)<br>
**returns:** self<br>
## setTextAlign
sets the text align of the object (for example buttons)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aButton = mainFrame:addButton("myFirstButton"):setSize(12,3):setTextAlign("right", "center"):setText("Dont't..."):show()
````
**parameters:** string horizontal, string vertical - ("left", "center", "right")<br>
**returns:** self<br>
## setValue
sets the value of that object (input, label, checkbox, textfield, scrollbar,...)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aCheckbox = mainFrame:addCheckbox("myFirstCheckbox"):setValue(true):show()
````
**parameters:** any value<br>
**returns:** self<br>
## getValue
returns the currently saved value
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aCheckbox = mainFrame:addCheckbox("myFirstCheckbox"):setValue(true):show()
basalt.debug(aCheckbox:getValue()) -- returns true
````
**parameters:**-<br>
**returns:** any value<br>
## getHeight/getWidth
returns the height or width
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aButton = mainFrame:addButton("myFirstButton"):setSize(5,8):show()
basalt.debug(aButton:getHeight()) -- returns 8
````
**parameters:**-<br>
**returns:** number height/width<br>
## isVisible
returns if the object is currently visible
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aButton = mainFrame:addButton("myFirstButton"):setSize(5,8):show()
basalt.debug(aButton:isVisible()) -- returns true
````
**parameters:**-<br>
**returns:** boolean<br>
## getName
returns the given name of that object
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
basalt.debug(mainFrame:getName()) -- returns myFirstFrame
````
**parameters:**-<br>
**returns:** string name<br>
# Object Events
These object events are available for all objects, if a object got some unique events, you can see them in their own category
## onClick
creates a mouse_click event
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aButton = mainFrame:addButton("myFirstButton"):setSize(10,3):onClick(function(self,event,button,x,y) basalt.debug("Hellooww UwU") end):show()
````
**parameters:** function func<br>
**returns:** self<br>
## onClickUp
creates a click_up event
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aButton = mainFrame:addButton("myFirstButton"):setSize(10,3):onClickUp(function(self,event,button,x,y) basalt.debug("Byeeeee UwU") end):show()
````
**parameters:** function func<br>
**returns:** self<br>
## onMouseDrag
creates a mouse_drag event
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aButton = mainFrame:addButton("myFirstButton"):setSize(10,3):onClickUp(function(self,event,button,x,y) basalt.debug("Byeeeee UwU") end):show()
````
**parameters:** function func<br>
**returns:** self<br>
## onChange
creates a change event (fires as soon as the value gets changed)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aCheckbox = mainFrame:addCheckbox("myFirstCheckbox"):onChange(function(self) basalt.debug("i got changed into "..self:getValue()) end):show()
````
**parameters:** function func<br>
**returns:** self<br>
## onKey
creates a key(board) - event can be key or char
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):onKey(function(self,event,key) basalt.debug("you clicked "..key) end):show()
````
**parameters:** function func<br>
**returns:** self<br>
## onLoseFocus
creates a lose focus event
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):onLoseFocus(function(self) basalt.debug("please come back..") end):show()
````
**parameters:** function func<br>
**returns:** self<br>
## onGetFocus
creates a get focus event
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):onGetFocus(function(self) basalt.debug("thanks!") end):show()
````
**parameters:** function func<br>
**returns:** self<br>

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# Pane
Panes are very simple sizeable background objects.
The following list is only available to panes: <br>
Remember pane also inherits from [object](/objects/Object):
Pane doesn't have any custom functionallity. If you want to change the color/position or size, just check out the [object](/objects/Object) wikipage.
## Example:
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aPane = mainFrame:addPane("myFirstBackground")
aPane:setSize(30, 10)
aPane:setBackground(colors.yellow)
aPane:show()
````

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# Program
With a program object you are able to open programs like shell or worm or any custom program you've made. There is only 1 thing you have to remember: the program needs at least one os.sleep() or coroutine.yield() somewhere.
<br>
Here is a list of all available functions for programs: <br>
Remember program inherits from [object](/objects/Object):
## getStatus
returns the current status
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aProgram = mainFrame:addProgram("myFirstProgram"):show()
basalt.debug(aProgram:getStatus()) -- returns "running", "normal", "suspended" or "dead"
````
**parameters:**-<br>
**returns:** string "running" - if its running, "normal" - is active but not running (waiting for a event), "suspended" - is suspended or not started, "dead" - has finished or stopped with an error<br>
## execute
executes the given path (-program)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aProgram = mainFrame:addProgram("myFirstProgram"):show()
aProgram:execute("rom/programs/fun/worm.lua") -- executes worm
````
**parameters:** string filepath - (the path to the program you want to execute)<br>
**returns:** self<br>
## stop
gives a terminate event to the program, which means if you are running a shell, and the shell executes a program by itself you have to call stop 2 times to entirely close the running program
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aProgram = mainFrame:addProgram("myFirstProgram"):execute("rom/programs/shell.lua"):show()
mainFrame:addButton("myFirstButton"):setText("close"):onClick(function() aProgram:stop() end):show()
````
**parameters:**-<br>
**returns:** self<br>
## pause
pauses the program (prevents the program from receiving events)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aProgram = mainFrame:addProgram("myFirstProgram"):execute("rom/programs/shell.lua"):show()
mainFrame:addButton("myFirstButton"):setText("close"):onClick(function() aProgram:pause(true) end):show()
````
**parameters:** boolean pause<br>
**returns:** self<br>
## isPaused
returns if the program is currently paused
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aProgram = mainFrame:addProgram("myFirstProgram"):execute("rom/programs/shell.lua"):show()
mainFrame:addButton("myFirstButton"):setText("pause"):onClick(function() basalt.debug(aProgram:isPaused()) end):show()
````
**parameters:** -<br>
**returns:** boolean isPaused<br>
## injectEvent
injects a event into the program manually
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aProgram = mainFrame:addProgram("myFirstProgram"):execute("rom/programs/shell.lua"):show()
mainFrame:addButton("myFirstButton"):setText("inject"):onClick(function() aProgram:injectEvent("char", "w") end):show()
````
**parameters:** string event, any parameter, any parameter, any parameter, any parameter, boolean ignorePause<br>
**returns:** self<br>
## injectEvents
injects a event table into the program manually
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aProgram = mainFrame:addProgram("myFirstProgram"):execute("rom/programs/shell.lua"):show()
--example will follow
````
**parameters:** string event, any parameter, any parameter, any parameter, any parameter, boolean ignorePause<br>
**returns:** self<br>
## getQueuedEvents
returns a table of all currently queued events (while pause is active incomming events will go into a queueEvents table) as soon as the program gets unpaused
it will inject these events
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aProgram = mainFrame:addProgram("myFirstProgram"):execute("rom/programs/shell.lua"):show()
mainFrame:addButton("myFirstButton"):setText("inject"):onClick(function() basalt.debug(aProgram:getQueuedEvents()) end):show()
````
**parameters:** -<br>
**returns:** table queuedEvents<br>
## updateQueuedEvents
here you can manipulate the queuedEvents table with your own events table
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aProgram = mainFrame:addProgram("myFirstProgram"):execute("rom/programs/shell.lua"):show()
--example will follow
````
**parameters:** table queuedEvents<br>
**returns:** self<br>

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# Radio
Radios are objects where you can create endless entrys the user can click on a button and it opens a "list" where the user can choose a entry
Here is a example of how to create a standard radio:
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aRadio = mainFrame:addRadio("myFirstRadio"):show()
````
Here are all possible functions available for radios: <br>
Remember radio inherits from [object](/objects/Object):
## addItem
Adds a item to the radio
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aRadio = mainFrame:addRadio("myFirstRadio"):show()
aRadio:addItem("1. Entry",3,4)
aRadio:addItem("2. Entry",3,5,colors.yellow)
aRadio:addItem("3. Entry",3,6,colors.yellow,colors.green)
````
**parameters:** string text, number x, number y, number bgcolor, number fgcolor, any ... - (text is the displayed text, bgcolor and fgcolors the colors of background/text and args (...) is something dynamic, you wont see them but if you require some more information per item you can use that)<br>
**returns:** self<br>
## removeItem
Removes a item from the radio
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aRadio = mainFrame:addRadio("myFirstRadio"):show()
aRadio:addItem("1. Entry",3,4)
aRadio:addItem("2. Entry",3,5,colors.yellow)
aRadio:addItem("3. Entry",3,6,colors.yellow,colors.green)
aRadio:removeItem(2)
````
**parameters:** number index<br>
**returns:** self<br>
## editItem
Edits a item on the radio
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aRadio = mainFrame:addRadio("myFirstRadio"):show()
aRadio:addItem("1. Entry",3,4)
aRadio:addItem("2. Entry",3,5,colors.yellow)
aRadio:addItem("3. Entry",3,6,colors.yellow,colors.green)
aRadio:editItem(3,"3. Edited Entry",3,6,colors.yellow,colors.green)
````
**parameters:** number index, string text, number x, number y, number bgcolor, number fgcolor, any ...<br>
**returns:** self<br>
## setScrollable
Makes the radio scrollable
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aRadio = mainFrame:addRadio("myFirstRadio"):show()
aRadio:addItem("1. Entry",3,4)
aRadio:addItem("2. Entry",3,5,colors.yellow)
aRadio:addItem("3. Entry",3,6,colors.yellow,colors.green)
aRadio:setScrollable(true)
````
**parameters:** boolean isScrollable<br>
**returns:** self<br>
## selectItem
selects a item in the radio (same as a player would click on a item)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aRadio = mainFrame:addRadio("myFirstRadio"):show()
aRadio:addItem("1. Entry",3,4)
aRadio:addItem("2. Entry",3,5,colors.yellow)
aRadio:addItem("3. Entry",3,6,colors.yellow,colors.green)
aRadio:selectItem(1)
````
**parameters:** number index<br>
**returns:** self<br>
## clear
clears the entire list (radio)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aRadio = mainFrame:addRadio("myFirstRadio"):show()
aRadio:addItem("1. Entry",3,4)
aRadio:addItem("2. Entry",3,5,colors.yellow)
aRadio:addItem("3. Entry",3,6,colors.yellow,colors.green)
aRadio:clear()
````
**parameters:** -<br>
**returns:** self<br>
## getItemIndex
returns the item index of the currently selected item
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aRadio = mainFrame:addRadio("myFirstRadio"):show()
aRadio:addItem("1. Entry",3,4)
aRadio:addItem("2. Entry",3,5,colors.yellow)
aRadio:addItem("3. Entry",3,6,colors.yellow,colors.green)
aRadio:getItemIndex()
````
**parameters:** -<br>
**returns:** number index<br>
## setSelectedItem
Sets the background of the item which is currently selected
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aRadio = mainFrame:addRadio("myFirstRadio"):show()
aRadio:addItem("1. Entry",3,4)
aRadio:addItem("2. Entry",3,5,colors.yellow)
aRadio:addItem("3. Entry",3,6,colors.yellow,colors.green)
aRadio:setSelectedItem(colors.green, colors.blue)
````
**parameters:** number bgcolor, number fgcolor, boolean isActive (isActive means if different colors for selected item should be used)<br>
**returns:** self<br>

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# Scrollbar
Scrollbars are objects, the user can scroll vertically or horizontally, this can change the value.<br>
Here is a example of how to create a standard scrollbar:
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aScrollbar = mainFrame:addScrollbar("myFirstScrollbar"):show()
````
This will create a default label with a size 5 width and 1 height on position 1 1 (relative to its parent frame), the default background is colors.gray, the default text color is colors.black. the default bar type is vertical, the default symbol is " " and the default symbol color is colors.lightGray. The default zIndex is 5.
Here are all possible functions available for scrollbars. Remember scrollbar inherit from [object](/objects/Object):
## setSymbol
Changes the symbol
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aScrollbar = mainFrame:addScrollbar("myFirstScrollbar"):setSymbol("X"):show()
````
**parameters:** char symbol<br>
**returns:** self<br>
## setBackgroundSymbol
Changes the background symbol color
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aScrollbar = mainFrame:addScrollbar("myFirstScrollbar"):setSymbol("X"):setBackgroundSymbol(colors.green):show()
````
**parameters:** number symbolcolor<br>
**returns:** self<br>
## setBarType
If the bar goes vertically or horizontally
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aScrollbar = mainFrame:addScrollbar("myFirstScrollbar"):setBarType("horizontal"):show()
````
**parameters:** string value ("vertical" or "horizontal")<br>
**returns:** self<br>
## setMaxValue
the default max value is always the width (if vertical) or height (if horizontal), if you change the max value the bar will always calculate the value based on its width or height - example: you set the max value to 100, the height is 10 and it is a vertical bar, this means if the bar is on top, the value is 10, if the bar goes one below, it is 20 and so on.
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aScrollbar = mainFrame:addScrollbar("myFirstScrollbar"):setMaxValue(123):show()
````
**parameters:** any number<br>
**returns:** self<br>

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# Slider
With sliders you can add a object where the user can change a number value.<br><br>
Here are all possible functions available for sliders: <br>
Remember slider also inherits from [object](/objects/Object)
## setSymbol
this will change the foreground symbol
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aSlider = mainFrame:addSlider("myFirstSlider"):setSymbol("X"):show()
````
**parameters:** char symbol<br>
**returns:** self<br>
## setBackgroundSymbol
this will change the symbol background color
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aSlider = mainFrame:addSlider("myFirstSlider"):setBackgroundSymbol(colors.yellow):show()
````
**parameters:** number color<br>
**returns:** self<br>
## setSymbolColor
this will change the symbol color
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aSlider = mainFrame:addSlider("myFirstSlider"):setSymbolColor(colors.red):show()
````
**parameters:** number color<br>
**returns:** self<br>
## setBarType
this will change the bar to vertical/horizontal (default is horizontal)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aSlider = mainFrame:addSlider("myFirstSlider"):setBarType("vertical"):show()
````
**parameters:** string value ("vertical", "horizontal"<br>
**returns:** self<br>

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# Textfield
Textfields are objects, where the user can write something on multiple lines. it act's like the default edit script (without coloring)<br>
Here is a example of how to create a default textfield:
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aTextfield = mainFrame:addTextfield("myFirstTextfield"):show()
````
This will create a default textfield with the size 10 width and 4 height on position 1 1 (relative to its parent frame), the default background is colors.gray, the default text color is colors.black and the default zIndex is 5.
A list of all possible functions available for textfields. Remember textfield inherits from [object](/objects/Object):
## getLines
returns all lines
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aTextfield = mainFrame:addTextfield("myFirstTextfield"):show()
basalt.debug(aTextfield:getLines())
````
**parameters:** -<br>
**returns:** table lines<br>
## getLine
returns the line on index position
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aTextfield = mainFrame:addTextfield("myFirstTextfield"):show()
basalt.debug(aTextfield:getLine(2))
````
**parameters:** number index<br>
**returns:** string line<br>
## editLine
edits line on index position
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aTextfield = mainFrame:addTextfield("myFirstTextfield"):show()
aTextfield:editLine(2, "hellow")
````
**parameters:** number index, string text<br>
**returns:** self<br>
## addLine
adds a line on index position (if index is nil it just adds the line on the bottom)
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aTextfield = mainFrame:addTextfield("myFirstTextfield"):show()
aTextfield:addLine("hellow")
````
**parameters:** string text, number index<br>
**returns:** self<br>
## removeLine
removes the line on index position
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aTextfield = mainFrame:addTextfield("myFirstTextfield"):show()
aTextfield:removeLine(1)
````
**parameters:** number index<br>
**returns:** self<br>
## getTextCursor
returns the cursor position
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aTextfield = mainFrame:addTextfield("myFirstTextfield"):show()
basalt.debug(aTextfield:getTextCursor())
````
**parameters:** -<br>
**returns:** number x, number y<br>

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# Thread
Threads are "functions" you can execute simultaneously. Ofc the reality is, i am just using coroutine for that. But it works pretty good AND is very easy to use.
<br>
Here is a list of all available functions for threads: <br>
## start
starts a new thread and executes the function
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aThread = mainFrame:addThread("myFirstThread"):show()
local function randomThreadFunction()
while true do
basalt.debug("Thread is active")
os.sleep(1) -- a sleep/coroutine.yield() or pullEvent is required otherwise we will never come back to the main program (error)
end
end
aThread:start(randomThreadfunction)
````
**parameters:**function func<br>
**returns:** self<br>
## getStatus
gets the thread status
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aThread = mainFrame:addThread("myFirstThread"):show()
basalt.debug(aThread:getStatus()) -- returns "running", "normal", "suspended" or "dead"
````
**parameters:** -<br>
**returns:** string "running" - if its running, "normal" - is active but not running (waiting for a event), "suspended" - is suspended<br>
## stop
stops the thread
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aThread = mainFrame:addThread("myFirstThread"):show()
local function randomThreadFunction()
while true do
basalt.debug("Thread is active")
os.sleep(1) -- a sleep/coroutine.yield() or pullEvent is required otherwise we will never come back to the main program (error)
end
end
aThread:start(randomThreadfunction)
local aButton = mainFrame:addButton("myFirstButton"):setText("Stop Thread"):onClick(function() aThread:stop() end):show()
````
**parameters:** -<br>
**returns:** self<br>

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# Timer
With timers you can call delayed functions.
<br>
Here is a list of all available functions for timers: <br>
## setTime
sets the time the timer should wait after calling your function
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aTimer = mainFrame:addTimer("myFirstTimer")
aTimer:setTime(5)
````
**parameters:**number time[, number repeats] - (time in seconds, if repeats is -1 it will call the function infinitly (every x seconds)<br>
**returns:** self<br>
## start
starts the timer
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aTimer = mainFrame:addTimer("myFirstTimer")
aTimer:setTime(5):start()
````
**parameters:** -<br>
**returns:** self<br>
## cancel
stops/cancels the timer
````lua
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aTimer = mainFrame:addTimer("myFirstTimer")
aTimer:setTime(5):start()
aTimer:cancel()
````
**parameters:** -<br>
**returns:** self<br>
## onCall
adds a function to the timer
````lua
local function timerCall(self)
basalt.debug("i got called!")
end
local mainFrame = basalt.createFrame("myFirstFrame"):show()
local aTimer = mainFrame:addTimer("myFirstTimer")
aTimer:setTime(5):onCall(timerCall):start()
````
**parameters:** function func<br>
**returns:** self<br>

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# Changing button colors
Here i want to explain to you how you would create a button with the default color gray, and as long as the user is clicking on the button it will change its color to black (the default frame-background is lightGray).
To make this possible the button needs 1 onClick event, 1 onClickUp event and 1 onLoseFocus event.
Very interesting sidetip: events can hold multiple functions!<br>
**Example snippet:**
````lua
local function buttonColoring()
-- here you can add some coloring for your button
end
local function buttonLogic()
-- here you can add some logic for your button
end
local button = mainFrame:addButton("ExampleButton"):show()
button:onClick(buttonColoring):onClick(buttonLogic) -- yes this would work, if not its a bug!
````
This means you can create a function wich handles only the coloring side of your button, and if your button also needs some logic you just create your own unique function for that and add it to your button.
With this knowledge we create now a function where we pass a button-object as parameter and this will setup the coloring of our button:
**Example snippet:**
````lua
local basalt = dofile("basalt.lua")
local mainFrame = basalt.createFrame("mainFrame"):show()
local button = mainFrame:addButton("firstButton"):setPosition(3,3):setSize(12,3):setText("Click me"):setBackground(colors.gray):setForeground(colors.black):show()
local button2 = mainFrame:addButton("secondButton"):setPosition(25,3):setSize(16,3):setText("Another Btn"):setBackground(colors.gray):setForeground(colors.black):show()
local function setupButtonColoring(btn)
btn:onClick(function() btn:setBackground(colors.black) btn:setForeground(colors.lightGray) end)
btn:onClickUp(function() btn:setBackground(colors.gray) btn:setForeground(colors.black) end)
btn:onLoseFocus(function() btn:setBackground(colors.gray) btn:setForeground(colors.black) end)
end
setupButtonColoring(button)
setupButtonColoring(button2)
basalt.autoUpdate()
````

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# Executing your own logic
You question yourself how you can execute your own logic while basalt is also active? There are multiple ways of doing that:
## Number 1:
Using parallel.waitForAll
````lua
local basalt = dofile("basalt.lua")
local mainFrame = basalt.createFrame("mainFrame"):show()-- lets create a frame and a button without functionality
mainFrame:addButton("aButton"):onClick(function() end):show()
local function yourCustomHandler()
while true do
-- add your logic here
os.sleep(1) -- you need something which calls coroutine.yield(), yes os.sleep does that os.pullEvent() aswell
end
end
parallel.waitForAll(basalt.autoUpdate, yourCustomHandler) -- here it will handle your function (yourCustomHandler) and basalts handlers at the time
````
You can read [here](http://www.computercraft.info/wiki/Parallel_(API)) what exactly parallel.waitForAll() does
## Number 2:
Using threads
````lua
local basalt = dofile("basalt.lua")
local mainFrame = basalt.createFrame("mainFrame"):show()-- lets create a frame, a button without functionality and a thread
mainFrame:addButton("aButton"):onClick(function() end):show()
local thread = mainFrame:addThread("customHandlerExecutingThread")
local function yourCustomHandler()
while true do
-- add your logic here
os.sleep(1) -- you need something which calls coroutine.yield(), yes os.sleep does that os.pullEvent() aswell
end
end
thread:start(yourCustomHandler) -- this will create a coroutine and starts the coroutine, os.sleep does the rest, so you just have to call start once.
````
## Number 3:
Using timers
````lua
local basalt = dofile("basalt.lua")
local mainFrame = basalt.createFrame("mainFrame"):show()-- lets create a frame, a button without functionality and a timer
mainFrame:addButton("aButton"):onClick(function() end):show()
local timer = mainFrame:addTimer("customHandlerExecutingTimer")
local function yourCustomHandler()
-- add your logic here
end
timer:onCall(yourCustomHandler):setTime(1, -1):start() -- this will call your function every second until you :cancel() the timer