- 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
2.1 KiB
2.1 KiB
How-To
After downloading the project, you can start creating your own program and use Basalt. The first thing you want to include in your program is always:
local basalt = require("basalt")
It doesn't matter if you're using the source folder or the minified/packed version of Basalt. Both can be found by using require("basalt") without .lua.
To run Basalt, you should use:
basalt.autoUpdate()
This should be placed at the bottom of your program. basalt.autoUpdate() starts the event listener and the draw handler.
Example
Here's a fully working example of how a program could look like:
local basalt = require("basalt") --> Load the Basalt framework into the variable called "basalt"
--> Now we want to create a base frame, we call the variable "main" - by default everything you create is visible. (you don't need to use :show())
local main = basalt.createFrame()
local button = main:addButton() --> Here we add our first button
button:setPosition(4, 4) -- We want to change the default position of our button
button:setSize(16, 3) -- And the default size.
button:setText("Click me!") --> This method sets the text displayed on our button
local function buttonClick() --> Create a function we want to call when the button gets clicked
basalt.debug("I got clicked!")
end
-- Now we just need to register the function to the button's onClick event handlers, this is how we can achieve that:
button:onClick(buttonClick)
basalt.autoUpdate() -- As soon as we call basalt.autoUpdate, the event and draw handlers will listen to any incoming events (and draw if necessary)
If you strive for succinct and beautiful code, here's a cleaner implementation of the code above:
local basalt = require("basalt")
local main = basalt.createFrame()
local button = main --> Basalt returns an instance of the object on most methods, to make use of "call-chaining"
:addButton() --> This is an example of call chaining
:setPosition(4, 4)
:setText("Click me!")
:onClick(
function()
basalt.debug("I got clicked!")
end)
basalt.autoUpdate()