local elementManager = require("elementManager") local errorManager = require("errorManager") local propertySystem = require("propertySystem") local expect = require("libraries/expect") --- This is the UI Manager and the starting point for your project. The following functions allow you to influence the default behavior of Basalt. --- --- Before you can access Basalt, you need to add the following code on top of your file: --- @usage local basalt = require("basalt") --- What this code does is it loads basalt into the project, and you can access it by using the variable defined as "basalt". --- @class basalt --- @field traceback boolean Whether to show a traceback on errors --- @field _events table A table of events and their callbacks --- @field _schedule function[] A table of scheduled functions --- @field _plugins table A table of plugins --- @field isRunning boolean Whether the Basalt runtime is active --- @field LOGGER Log The logger instance --- @field path string The path to the Basalt library local basalt = {} basalt.traceback = true basalt._events = {} basalt._schedule = {} basalt._plugins = {} basalt.isRunning = false basalt.LOGGER = require("log") if(minified)then basalt.path = fs.getDir(shell.getRunningProgram()) else basalt.path = fs.getDir(select(2, ...)) end local main = nil local focusedFrame = nil local activeFrames = {} local _type = type local lazyElements = {} local lazyElementCount = 10 local lazyElementsTimer = 0 local isLazyElementsTimerActive = false local function queueLazyElements() if(isLazyElementsTimerActive)then return end lazyElementsTimer = os.startTimer(0.2) isLazyElementsTimerActive = true end local function loadLazyElements(count) for _=1,count do local blueprint = lazyElements[1] if(blueprint)then blueprint:create() end table.remove(lazyElements, 1) end end local function lazyElementsEventHandler(event, timerId) if(event=="timer")then if(timerId==lazyElementsTimer)then loadLazyElements(lazyElementCount) isLazyElementsTimerActive = false lazyElementsTimer = 0 if(#lazyElements>0)then queueLazyElements() end return true end end end --- Creates and returns a new UI element of the specified type. --- @shortDescription Creates a new UI element --- @param type string The type of element to create (e.g. "Button", "Label", "BaseFrame") --- @param properties? string|table Optional name for the element or a table with properties to initialize the element with --- @return table element The created element instance --- @usage local button = basalt.create("Button") function basalt.create(type, properties, lazyLoading, parent) if(_type(properties)=="string")then properties = {name=properties} end if(properties == nil)then properties = {name = type} end local elementClass = elementManager.getElement(type) if(lazyLoading)then local blueprint = propertySystem.blueprint(elementClass, properties, basalt, parent) table.insert(lazyElements, blueprint) queueLazyElements() return blueprint else local element = elementClass.new() element:init(properties, basalt) return element end end --- Creates and returns a new BaseFrame --- @shortDescription Creates a new BaseFrame --- @return BaseFrame BaseFrame The created frame instance function basalt.createFrame() local frame = basalt.create("BaseFrame") frame:postInit() if(main==nil)then main = tostring(term.current()) basalt.setActiveFrame(frame, true) end return frame end --- Returns the element manager instance --- @shortDescription Returns the element manager --- @return table ElementManager The element manager function basalt.getElementManager() return elementManager end --- Returns the error manager instance --- @shortDescription Returns the error manager --- @return table ErrorManager The error manager function basalt.getErrorManager() return errorManager end --- Gets or creates the main frame --- @shortDescription Gets or creates the main frame --- @return BaseFrame BaseFrame The main frame instance function basalt.getMainFrame() local _main = tostring(term.current()) if(activeFrames[_main] == nil)then main = _main basalt.createFrame() end return activeFrames[_main] end --- Sets the active frame --- @shortDescription Sets the active frame --- @param frame BaseFrame The frame to set as active --- @param setActive? boolean Whether to set the frame as active (default: true) function basalt.setActiveFrame(frame, setActive) local t = frame:getTerm() if(setActive==nil)then setActive = true end if(t~=nil)then activeFrames[tostring(t)] = setActive and frame or nil frame:updateRender() end end --- Returns the active frame --- @shortDescription Returns the active frame --- @param t? term The term to get the active frame for (default: current term) --- @return BaseFrame? BaseFrame The frame to set as active function basalt.getActiveFrame(t) if(t==nil)then t = term.current() end return activeFrames[tostring(t)] end --- Sets a frame as focused --- @shortDescription Sets a frame as focused --- @param frame BaseFrame The frame to set as focused function basalt.setFocus(frame) if(focusedFrame==frame)then return end if(focusedFrame~=nil)then focusedFrame:dispatchEvent("blur") end focusedFrame = frame if(focusedFrame~=nil)then focusedFrame:dispatchEvent("focus") end end --- Returns the focused frame --- @shortDescription Returns the focused frame --- @return BaseFrame? BaseFrame The focused frame function basalt.getFocus() return focusedFrame end --- Schedules a function to run in a coroutine --- @shortDescription Schedules a function to run in a coroutine --- @function scheduleUpdate --- @param func function The function to schedule --- @return thread func The scheduled function function basalt.schedule(func) expect(1, func, "function") local co = coroutine.create(func) local ok, result = coroutine.resume(co) if(ok)then table.insert(basalt._schedule, {coroutine=co, filter=result}) else errorManager.header = "Basalt Schedule Error" errorManager.error(result) end return co end --- Removes a scheduled update --- @shortDescription Removes a scheduled update --- @function removeSchedule --- @param func thread The scheduled function to remove --- @return boolean success Whether the scheduled function was removed function basalt.removeSchedule(func) for i, v in ipairs(basalt._schedule) do if(v.coroutine==func)then table.remove(basalt._schedule, i) return true end end return false end local mouseEvents = { mouse_click = true, mouse_up = true, mouse_scroll = true, mouse_drag = true, } local keyEvents = { key = true, key_up = true, char = true, } local function updateEvent(event, ...) if(event=="terminate")then basalt.stop() end if lazyElementsEventHandler(event, ...) then return end if(mouseEvents[event])then activeFrames[main]:dispatchEvent(event, ...) elseif(keyEvents[event])then if(focusedFrame~=nil)then focusedFrame:dispatchEvent(event, ...) end else for _, frame in pairs(activeFrames) do frame:dispatchEvent(event, ...) end end for _, func in ipairs(basalt._schedule) do if(coroutine.status(func.coroutine)=="suspended")then if(event==func.filter)or(func.filter==nil)then local ok, result = coroutine.resume(func.coroutine, event, ...) if(not ok)then errorManager.header = "Basalt Schedule Error" errorManager.error(result) end func.filter = result end end if(coroutine.status(func.coroutine)=="dead")then basalt.removeSchedule(func.coroutine) end end if basalt._events[event] then for _, callback in ipairs(basalt._events[event]) do callback(...) end end end local function renderFrames() for _, frame in pairs(activeFrames)do frame:render() frame:postRender() end end --- Runs basalt once, can be used to update the UI manually, but you have to feed it the events --- @shortDescription Runs basalt once --- @vararg any The event to run with function basalt.update(...) local f = function(...) updateEvent(...) renderFrames() end local ok, err = pcall(f, ...) if not(ok)then errorManager.header = "Basalt Runtime Error" errorManager.error(err) end end --- Stops the Basalt runtime --- @shortDescription Stops the Basalt runtime function basalt.stop() basalt.isRunning = false term.clear() term.setCursorPos(1,1) end --- Starts the Basalt runtime --- @shortDescription Starts the Basalt runtime --- @param isActive? boolean Whether to start active (default: true) function basalt.run(isActive) if(basalt.isRunning)then errorManager.error("Basalt is already running") end if(isActive==nil)then basalt.isRunning = true else basalt.isRunning = isActive end local function f() renderFrames() while basalt.isRunning do updateEvent(os.pullEventRaw()) if(basalt.isRunning)then renderFrames() end end end while basalt.isRunning do local ok, err = pcall(f) if not(ok)then errorManager.header = "Basalt Runtime Error" errorManager.error(err) end end end --- Returns an element's class without creating a instance --- @shortDescription Returns an element class --- @param name string The name of the element --- @return table Element The element class function basalt.getElementClass(name) return elementManager.getElement(name) end --- Returns a Plugin API --- @shortDescription Returns a Plugin API --- @param name string The name of the plugin --- @return table Plugin The plugin API function basalt.getAPI(name) return elementManager.getAPI(name) end return basalt