Basalt 1.7 Update
- New Objects (Flexbox, Graph, Treeview) - Pluginsystem to add/remove functionality - Reworked the entire Object system, instead of one big Object Class we have multiple classes: Object, VisualObject, ChangeableObject - Instead of one big Frame Class we have multiple Frame Classes: BaseFrame, Frame, MovableFrame, ScrollableFrame, MonitorFrame, Flexbox - Removed the Animation Object, and added a animation plugin instead - Removed the Graphic Object and merged it's functionality with the image object - Updated currently existing objects
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docs/docs1_6/objects/Basalt.md
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docs/docs1_6/objects/Basalt.md
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Before you can access Basalt, you need to add the following code on top of your file:
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`local basalt = require("Basalt")`
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Now you are able to access the following methods:
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## basalt.createFrame
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Create a base-frame (main frame)
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#### Parameters:
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1. `string` name
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#### Returns:
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1. `frame` object
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#### Usage:
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* Create and show a frame with id "myFirstFrame"
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```lua
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local mainFrame = basalt.createFrame("myFirstFrame")
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```
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## basalt.removeFrame
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Removes a base frame
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#### Parameters:
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1. `string` name
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#### Usage:
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* Removes the previously created frame with id "myFirstFrame"
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```lua
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local mainFrame = basalt.createFrame("myFirstFrame")
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basalt.removeFrame("myFirstFrame")
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```
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## basalt.getFrame
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Returns a base frame with the given name
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#### Parameters:
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1. `string` name
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#### Returns:
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1. `frame` object
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#### Usage:
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* Creates, fetches and shows the "myFirstFrame" object
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```lua
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basalt.createFrame("myFirstFrame"):hide()
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basalt.getFrame("myFirstFrame"):show()
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```
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## basalt.getActiveFrame
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Returns the currently active base frame
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#### Returns:
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1. `frame` The current frame
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#### Usage:
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* Displays the active frame name in the debug console
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```lua
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basalt.createFrame()
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basalt.debug(basalt.getActiveFrame():getName()) -- returns the uuid
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```
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## basalt.autoUpdate
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Starts the draw and event handler until basalt.stopUpdate() is called
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#### Usage:
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* Enable the basalt updates, otherwise the screen will not continue to update
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```lua
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local mainFrame = basalt.createFrame()
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basalt.autoUpdate()
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```
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## basalt.update
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Calls the draw and event handler once - this gives more flexibility about which events basalt should process. For example you could filter the terminate event.
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#### Parameters:
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1. `string` The event to be received
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2. `...` Additional event variables to capture
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#### Usage:
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* Creates and starts a custom update cycle
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```lua
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local mainFrame = basalt.createFrame()
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local aButton = mainFrame:addButton():setPosition(2,2)
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while true do
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basalt.update(os.pullEventRaw())
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end
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```
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## basalt.stopUpdate
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Stops the automatic draw and event handler which got started by basalt.autoUpdate()
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#### Usage:
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* When the quit button is clicked, the button stops basalt auto updates
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```lua
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local mainFrame = basalt.createFrame()
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local aButton = mainFrame:addButton():setPosition(2,2):setText("Stop Basalt!")
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aButton:onClick(function()
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basalt.stopUpdate()
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end)
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basalt.autoUpdate()
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```
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## basalt.isKeyDown
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Checks if the user is currently holding a key
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#### Parameters:
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1. `number` key code (use the keys table for that)
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#### Returns:
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1. `boolean` true or false
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#### Usage:
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* Shows a debug message with true or false if the left ctrl key is down, as soon as you click on the button.
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```lua
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local mainFrame = basalt.createFrame()
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local aButton = mainFrame:addButton():setPosition(2,2):setText("Check Ctrl")
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aButton:onClick(function()
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basalt.debug(basalt.isKeyDown(keys.leftCtrl))
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end)
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basalt.autoUpdate()
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```
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## basalt.debug
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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
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You can also edit the default debug Label (change position, change color or whatever you want) by accessing the variable basalt.debugLabel
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which returns the debug Label.
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Also basalt.debugFrame and basalt.debugList are available.
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#### Parameters:
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1. `...` (multiple parameters are possible, like print does)
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#### Usage:
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* Prints "Hello! ^-^" to the debug console
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```lua
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basalt.debug("Hello! ", "^-^")
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```
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## basalt.setTheme
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Sets the base theme of the project! Make sure to cover all existing objects, otherwise it will result in errors. A good example is [theme](https://github.com/Pyroxenium/Basalt/blob/master/Basalt/theme.lua)
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#### Parameters:
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1. `table` theme layout look into [theme](https://github.com/Pyroxenium/Basalt/blob/master/Basalt/theme.lua) for a example
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#### Usage:
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* Sets the default theme of basalt.
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```lua
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basalt.setTheme({
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ButtonBG = colors.yellow,
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ButtonText = colors.red,
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...,
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})
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```
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## basalt.setVariable
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This stores a variable which you're able to access via xml. You are also able to add a function, which then gets called by object events created in XML.
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#### Parameters:
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1. `string` a key name
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1. `any` any variable
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#### Usage:
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* Adds a function to basalt.
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```lua
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basalt.setVariable("clickMe", function()
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basalt.debug("I got clicked")
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end)
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```
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```xml
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<button onClick="clickMe" text="Click me" />
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```
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## basalt.schedule
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Schedules a function which gets called in a coroutine. After the coroutine is finished it will get destroyed immediatly. It's something like threads, but with some limits.
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#### Parameters:
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1. `function` a function which should get executed
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#### Returns:
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1. `function` it returns the function which you have to execute in order to start the coroutine
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#### Usage:
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* Creates a schedule which switches the color between red and gray
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```lua
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local mainFrame = basalt.createFrame()
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local aButton = mainFrame:addButton():setText("Click me")
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aButton:onClick(basalt.schedule(function(self)
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self:setBackground(colors.red)
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os.sleep(0.1)
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self:setBackground(colors.gray)
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os.sleep(0.1)
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self:setBackground(colors.red)
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os.sleep(0.1)
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self:setBackground(colors.gray)
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os.sleep(0.1)
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self:setBackground(colors.red)
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os.sleep(0.1)
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self:setBackground(colors.gray)
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end))
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```
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