Merge branch 'master' of https://github.com/Pyroxenium/Basalt
This commit is contained in:
16
docs/Home.md
16
docs/Home.md
@@ -1,24 +1,24 @@
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# Welcome to The Basalt Wiki!<br>
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# Welcome to The Basalt Wiki!
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_Note: The Basalt Wiki is a work in progress. Please treat Wiki errors the same as bugs and report them accordingly._
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*Note: The Basalt Wiki is a work in progress. Please treat Wiki errors the same as bugs and report them accordingly.*
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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.
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## About Basalt
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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>.
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<br><br>
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Basalt is intended to be an easy-to-understand UI Framework designed for CC:Tweaked (Also know as "ComputerCraft: Tweaked") - a popular minecraft mod. For more information about CC:Tweaked, checkout the project's [wiki](https://tweaked.cc/) or [download](https://www.curseforge.com/minecraft/mc-mods/cc-tweaked).
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## Quick Demo
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<br><br>
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## Questions & Bugs
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Obviously I've 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/NoryiE/Basalt/issues">issue</a>.
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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>.
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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/NoryiE/Basalt/discussions">Basalt's Discussion Board</a>.
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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>, or ask in our [discord](https://discord.gg/yNNnmBVBpE).
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You may also message me on Discord: NyoriE#8206
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---
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Feel free to join our [discord](https://discord.gg/yNNnmBVBpE)!
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<br><br>
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- [Quick Start](home/Quick-Start.md)
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- [Installer](home/installer)
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- Objects
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- - [Object](objects/Object)
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- [Object](objects/Object)
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- [Basalt](objects/Basalt)
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- [Button](objects/Button)
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- [Checkbox](objects/Checkbox)
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@@ -28,4 +28,4 @@
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- Tips & Tricks
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- [Component Logic](tips/logic)
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- [Changing Button Color](tips/buttons)
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- [Design Tips](tips/design.md)
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- [Advanced usage of Events](tips/events.md)
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Here we will talk about mouse events and how you can manipulate them. There are 2 possible mouse events you can add to almost every visual object.
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# onClick
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`onClick(self, button, x, y)`<br>
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The computercraft event which triggers this method is `mouse_click` and `monitor_touch`.
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Any visual object can register onClick events.
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Here is a example on how to add a onClick event to your button:
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```lua
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local basalt = dofile("basalt.lua")
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local mainFrame = basalt.createFrame("myMainFrame"):show()
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local button = mainFrame:addButton("myButton"):setPosition(3,3):setSize(12,3):setText("Click"):show()
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function buttonOnClick()
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basalt.debug("Button got clicked!")
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end
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button:onClick(buttonOnClick())
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```
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# onClickUp
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`onClickUp(self, button, x, y)`<br>
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The computercraft event which triggers this method is `mouse_up`.
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Any visual object can register onClickUp events.
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Here is a example on how to add a onClickUp event to your button:
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```lua
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local basalt = dofile("basalt.lua")
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local mainFrame = basalt.createFrame("myMainFrame"):show()
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local button = mainFrame:addButton("myButton"):setPosition(3,3):setSize(12,3):setText("Click"):show()
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function buttonOnClick()
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basalt.debug("Button got clicked!")
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end
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button:onClick(buttonOnClick)
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function buttonOnRelease()
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basalt.debug("Button got released!")
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end
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button:onClickUp(buttonOnRelease)
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```
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# onScroll
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`onScroll(self, direction, x, y)`<br>
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The computercraft event which triggers this method is `mouse_scroll`.
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Any visual object can register a onScroll events.
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Here is a example on how to add a onScroll event to your button:
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```lua
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local basalt = dofile("basalt.lua")
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local mainFrame = basalt.createFrame("myMainFrame"):show()
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local button = mainFrame:addButton("myButton"):setPosition(3,3):setSize(12,3):setText("Click"):show()
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function buttonOnScroll()
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basalt.debug("Someone scrolls on me!")
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end
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button:onScroll(buttonOnScroll)
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```
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# Getting Started!
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Basalt aims to be a relatively small, easy to use framework.
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Accordingly, we have provided an installation script.
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Just use the following command in any CC:Tweaked shell:
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`wget https://github.com/Pyroxenium/Basalt/raw/master/basalt.lua basalt.lua`
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This will download `basalt.lua` to your local directory.
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To load the framework, make use of the following snippet:
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````lua
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--> For those who are unfamiliar with lua, dofile executes the code in the referenced file
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local basalt = dofile("basalt.lua")
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````
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Here is a fully functioning example of Basalt code:
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````lua
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local basalt = dofile("basalt.lua") --> Load the Basalt framework
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--> Create the first frame. Please note that Basalt needs at least one active "non-parent" frame to properly supply events
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--> When Basalt#createFrame makes use of unique identifiers (commonly referred to as UIDs), meaning that the supplied value must be UNIQUE
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--> If the supplied UID is ambiguous, Basalt#createFrame returns a nil value
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local mainFrame = basalt.createFrame("mainFrame")
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--> Show the frame to the user
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mainFrame:show()
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local button = mainFrame:addButton("clickableButton") --> Add a button to the mainFrame (With a unique identifier)
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--> Set the position of the button, Button#setPosition follows an x, y pattern.
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--> The x value is how far right the object should be from its anchor (negative values from an anchor will travel left)
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--> The y value is how far down the object should be from its anchor (negative values from an anchor will travel up)
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button:setPosition(4, 4)
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button:setText("Click me!") --> Set the text of our button
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local function buttonClick() --> This function serves as our click logic
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basalt.debug("I got clicked!")
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end
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--> Remember! You cannot supply buttonClick(), that will only supply the result of the function
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--> Make sure the button knows which function to call when it's clicked
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button:onClick(buttonClick)
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button:show() --> Make the button visible, so the user can click it
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basalt.autoUpdate() --> Basalt#autoUpdate starts the event listener to detect user input
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````
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If you're like us and strive for succinct and beautiful code, here is a cleaner implementation of the code above:
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````lua
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local basalt = dofile("basalt.lua")
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local mainFrame = basalt.createFrame("mainFrame"):show()
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local button = mainFrame --> Basalt returns an instance of the object on most methods, to make use of "call-chaining"
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:addButton("clickableButton") --> This is an example of call chaining
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:setPosition(4,4)
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:setText("Click me!")
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:onClick(
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function()
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basalt.debug("I got clicked!")
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end)
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:show()
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basalt.autoUpdate()
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````
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@@ -15,7 +15,7 @@ local basalt = dofile(filePath) -- here you can change the variablename in any v
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## Advanced Installer
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This is a visual version, it asks the user if he wants to install basalt.lua (if not found)<br>
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````lua
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--Basalt configurated installer
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local filePath = "basalt.lua" --here you can change the file path default: basalt.lua
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@@ -51,12 +51,12 @@ if not(fs.exists(filePath))then
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local event, p1,p2,p3,p4 = os.pullEvent()
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if(event=="mouse_click")then
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if(p3==math.floor(h/2+2))and(p2>=w/2-8)and(p2<=w/2-2)then
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shell.run("pastebin run ESs1mg7P "..filePath) -- this is an alternative to the wget command
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shell.run("pastebin run ESs1mg7P "..filePath)
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_installerWindow.setVisible(false)
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term.clear()
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break
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end
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if(p3==h/2+2)and(p2<=w/2+9)and(p2>=w/2+4)then
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if(p3==math.floor(h/2+2))and(p2<=w/2+9)and(p2>=w/2+4)then
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_installerWindow.clear()
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_installerWindow.setVisible(false)
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term.setCursorPos(1,1)
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@@ -70,4 +70,5 @@ if not(fs.exists(filePath))then
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end
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local basalt = dofile(filePath) -- here you can change the variablename in any variablename you want default: basalt
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------------------------------
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````
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@@ -8,6 +8,8 @@
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<meta name="viewport" content="width=device-width, initial-scale=1.0, minimum-scale=1.0">
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<!-- <link rel="stylesheet" href="//cdn.jsdelivr.net/npm/docsify@4/lib/themes/vue.css">-->
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<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/docsify-themeable@0/dist/css/theme-simple-dark.css">
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<link rel="icon" type="image/png" sizes="32x32" href="/favicon-32x32.png">
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<link rel="icon" type="image/png" sizes="16x16" href="/favicon-16x16.png">
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<style>
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:root {
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--theme-color: #16CC27;
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@@ -68,8 +68,10 @@ Sets the frame's bar-text alignment
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#### Parameters:
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1. `string` Can be supplied with "left", "center", or "right"
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#### Returns:
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1. `frame` The frame being used
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#### Usage:
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* Set the title of myFrame to "My first frame!", and align it to the right.
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````lua
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@@ -78,10 +80,13 @@ local mainFrame = myFrame:setBar("My first Frame!"):setBarTextAlign("right")
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## showBar
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Toggles the frame's upper bar
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#### Parameters:
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1. `boolean | nil` Whether the frame's bar is visible or if supplied `nil`, is automatically visible
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#### Returns:
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1. `frame` The frame being used
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#### Usage:
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* Sets myFrame to have a bar titled "Hello World!" and subsequently displays it.
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````lua
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@@ -90,10 +95,13 @@ local mainFrame = myFrame:setBar("Hello World!"):showBar()
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## addMonitor
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adds a monitor to the active main frame.
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#### Parameters:
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1. `string` The monitor name ("right", "left",... "monitor_1", "monitor_2",...)
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#### Returns:
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1. `frame` returns a frame which you can use like normal frames
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#### Usage:
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* Adds a monitor to the mainFrame. Only as long as this frame is also the active Frame, the monitor will be shown.
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````lua
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@@ -105,10 +113,13 @@ monitor1:setBar("Monitor 1"):showBar()
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## setMonitorScale
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changes the monitor scale (almost the same as setTextScale())
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#### Parameters:
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1. `number` Possible values are: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 (1 is the same as 0.5 by setTextScale, and 10 is the same as 5)
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#### Returns:
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1. `monitor` The monitor being used
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#### Usage:
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* Changes the monitor scale to 2
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````lua
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@@ -124,8 +135,10 @@ Returns true if the user is currently holding the respective key down
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#### Parameters:
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1. `number | string` - Any os.queueEvent("key") key, or you can use the following strings: "shift", "ctrl", "alt"
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#### Returns:
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1. `boolean` - Whether the user is holding the key down
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#### Usage:
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* Checks if the "shift" modifier is active on the myFrame frame
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````lua
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@@ -150,8 +163,10 @@ Returns a child object of the frame
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#### Parameters:
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1. `string` The name of the child object
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#### Returns:
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1. `object | nil` The object with the supplied name, or `nil` if there is no object present with the given name
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#### Usage:
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* Adds a button with id "myFirstButton", then retrieves it again through the frame object
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````lua
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@@ -161,10 +176,13 @@ local aButton = myFrame:getObject("myFirstButton")
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## removeObject
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Removes a child object from the frame
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#### Parameters:
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1. `string` The name of the child object
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#### Returns:
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1. `boolean` Whether the object with the given name was properly removed
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#### Usage:
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* Adds a button with the id "myFirstButton", then removes it with the aforementioned id
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````lua
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@@ -177,8 +195,10 @@ Sets the currently focused object
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#### Parameters:
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1. `object` The child object to focus on
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#### Returns:
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1. `frame` The frame being used
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#### Usage:
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* Creates button with id "myFirstButton", sets the focused object to the previously mentioned button
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````lua
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@@ -187,10 +207,13 @@ myFrame:setFocusedObject(aButton)
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````
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## removeFocusedObject
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Removes the focus of the supplied object
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#### Parameters:
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1. `object` The child object to remove focus from
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#### Returns:
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1. `frame` The frame being used
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#### Usage:
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* Creates a button with id "myFirstButton", then removes the focus from that button
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````lua
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@@ -200,9 +223,9 @@ myFrame:removeFocusedObject(aButton)
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## getFocusedObject
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Gets the currently focused object
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#### Parameters:
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#### Returns:
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1. `object` The currently focused object
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#### Usage:
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* Gets the currently focused object from the frame, storing it in a variable
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````lua
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@@ -213,8 +236,10 @@ local focusedObject = myFrame:getFocusedObject()
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Sets whether the frame can be moved. _In order to move the frame click and drag the upper bar of the frame_
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#### Parameters:
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1. `boolean` Whether the object is movable
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#### Returns:
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1. `frame` The frame being used
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#### Usage:
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* Creates a frame with id "myFirstFrame" and makes it movable
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````lua
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@@ -227,8 +252,10 @@ local myFrame = basalt.createFrame("myFirstFrame"):setMovable(true)
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Sets whether the frame can be moved. _In order to move the frame use the upper bar of the frame_
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#### Parameters:
|
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1. `boolean` Whether the object is movable
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#### Returns:
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1. `frame` The frame being used
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||||
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||||
#### Usage:
|
||||
* Creates a frame with id "myFirstFrame" and makes it movable
|
||||
````lua
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||||
@@ -244,8 +271,10 @@ The function can be supplied negative offsets
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||||
#### Parameters:
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1. `number` The x direction offset (+/-)
|
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2. `number` The y direction offset (+/-)
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||||
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||||
#### Returns:
|
||||
1. `frame` The frame being used
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||||
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||||
#### Usage:
|
||||
* Creates "myFirstFrame" with an x offset of 5 and a y offset of 3
|
||||
````lua
|
||||
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||||
34
docs/tips/events.md
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34
docs/tips/events.md
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@@ -0,0 +1,34 @@
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||||
|
||||
## Short way of adding functions to events
|
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Not everyone knows that a function (or in other words a method) does not need to have a name. Instead of a function name you are also able to add the function itself as a argument.
|
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|
||||
Both do the exact same thing:
|
||||
```lua
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local function clickButton()
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basalt.debug("I got clicked!")
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end
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||||
button:onClick(clickButton)
|
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```
|
||||
|
||||
```lua
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button:onClick(function()
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basalt.debug("I got clicked!")
|
||||
end)
|
||||
```
|
||||
|
||||
## Using isKeyDown for shortcuts
|
||||
there is also a function with which you can check if the user is holding a key down, it is called `basalt.isKeyDown()`. It's especially useful for click events.
|
||||
Let us say you want a button to execute something, but if you are holding ctrl down, something in the execution should get changed. This is how you would
|
||||
achieve that:
|
||||
|
||||
```lua
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button:onClick(function()
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if(basalt.isKeyDown(keys.leftCtrl)then
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basalt.debug("Ctrl is down!")
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else
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basalt.debug("Ctrl is up!")
|
||||
end
|
||||
end)
|
||||
```
|
||||
|
||||
Make sure to always use the available `keys` table: https://computercraft.info/wiki/Keys_(API)
|
||||
@@ -18,7 +18,7 @@ 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
|
||||
You can read [here (tweaked.cc)](https://tweaked.cc/module/parallel.html) what exactly parallel.waitForAll() does
|
||||
|
||||
## Method 2:
|
||||
Using threads
|
||||
|
||||
Reference in New Issue
Block a user