include a brief reference enabling many useful apps

[?]
Apr 10, 2023, 2:01 AM
N2NUGNN4E37TNLC6JZE4H4HKJZPNVBV4VYTLXW57AP5BOU4ZK7LQC

Dependencies

  • [2] ISOFHXB2 App.width can no longer take a Text
  • [3] H4R5BHVY no more Text allocations
  • [4] AVTNUQYR basic test-enabled framework
  • [5] PX7DDEMO autosave slightly less aggressively
  • [6] JF5L2BBS test harness now supports copy/paste
  • [7] R3KXFRZN get rid of to_text
  • [8] HKV72RZV bugfix: save modified files in save directory
  • [9] 2L4DL7PG go through App in a couple more places
  • [*] R5QXEHUI somebody stop me
  • [*] 3QNOKBFM beginnings of a test harness

Change contents

  • file addition: reference.md (----------)
    [11.2]
    # Some useful building blocks
    Apps can be composed of a wide variety of building blocks that you
    can use in your functions, including a small number of functions that get
    automatically called for you as appropriate.
    ## Variables you can read
    * `App.screen`
    * `width` and `height` -- integer dimensions for the app window in pixels.
    * `flags` -- some properties of the app window. See [`flags` in `love.graphics.getMode`](https://love2d.org/wiki/love.window.getMode)
    for details.
    ## Functions that get automatically called
    * `App.initialize_globals()` -- called before running each test and also
    before the app starts up. As the name suggests, use this to initialize all
    your global variables to something consistent. I also find it useful to be
    able to see all my global variables in one place, and avoid defining
    top-level variables anywhere else (unless they're constants and never going
    to be modified).
    * `App.initialize(arg)` -- called when app starts up after
    `App.initialize_globals`. Provides in `arg` an array of words typed in if
    you ran it from a terminal window.
    (Based on [LÖVE](https://love2d.org/wiki/love.load).)
    * `App.quit()` -- called before the app shuts down.
    (Based on [LÖVE](https://love2d.org/wiki/love.quit).)
    * `App.focus(start?)` -- called when the app starts or stops receiving
    keypresses. `start?` will be `true` when app starts receiving keypresses and
    `false` when keypresses move to another window.
    (Based on [LÖVE](https://love2d.org/wiki/love.focus).)
    * `App.resize(w,h)` -- called when you resize the app window. Provides new
    window dimensions in `w` and `h`. Don't bother updating `App.screen.width`
    and `App.screen.height`, that will happen automatically before calling
    `on.resize`.
    (Based on [LÖVE](https://love2d.org/wiki/love.resize))
    * `App.filedropped(file)` -- called when a file icon is dragged and dropped on
    the app window. Provides in `file` an object representing the file that was
    dropped, that will respond to the following messages:
    * `file:getFilename()` returning a string name
    * `file:read()` returning the entire file contents in a single string
    (Based on [LÖVE](https://love2d.org/wiki/love.filedropped).)
    * `App.draw()` -- called to draw on the window, around 30 times a second.
    (Based on [LÖVE](https://love2d.org/wiki/love.draw).)
    * `App.update(dt)` -- called after every call to `on.draw`. Make changes to
    your app's variables here rather than in `on.draw`. Provides in `dt` the
    time since the previous call to `on.update`, which can be useful for things
    like smooth animations.
    (Based on [LÖVE](https://love2d.org/wiki/love.update).)
    * `App.mousepressed(x,y, mouse_button)` -- called when you press down on a
    mouse button. Provides in `x` and `y` the point on the screen at which the
    click occurred, and in `mouse_button` an integer id of the mouse button
    pressed.
    `1` is the primary mouse button (the left button on a right-handed mouse),
    `2` is the secondary button (the right button on a right-handed mouse),
    and `3` is the middle button. Further buttons are mouse-dependent.
    (Based on [LÖVE](https://love2d.org/wiki/love.mousepressed).)
    * `App.mousereleased(x,y, mouse_button)` -- called when you release a mouse
    button. Provides the same arguments as `on.mouse_press()` above.
    (Based on [LÖVE](https://love2d.org/wiki/love.mousereleased).)
    * `App.wheelmoved(dx,dy)` -- called when you use the scroll wheel on a mouse
    that has it. Provides in `dx` and `dy` an indication of how fast the wheel
    is being scrolled. Positive values for `dx` indicate movement to the right.
    Positive values for `dy` indicate upward movement.
    (Based on [LÖVE](https://love2d.org/wiki/love.wheelmoved).)
    * `App.keychord_press(chord, key)` -- called when you press a key-combination.
    Provides in `key` a string name for the key most recently pressed ([valid
    values](https://love2d.org/wiki/KeyConstant)). Provides in `chord` a
    string representation of the current key combination, consisting of the key
    with the following prefixes:
    * `C-` if one of the `ctrl` keys is pressed,
    * `M-` if one of the `alt` keys is pressed,
    * `S-` if one of the `shift` keys is pressed, and
    * `s-` if the `windows`/`cmd`/`super` key is pressed.
    * `App.textinput(t)` -- called when you press a key combination that yields
    (roughly) a printable character. For example, `shift` and `a` pressed
    together will call `on.textinput` with `A`.
    (Based on [LÖVE](https://love2d.org/wiki/love.textinput).)
    * `App.keyrelease(key)` -- called when you press a key on the keyboard.
    Provides in `key` a string name for the key ([valid values](https://love2d.org/wiki/KeyConstant)).
    (Based on [LÖVE](https://love2d.org/wiki/love.keyreleased), including other
    variants.)
    ## Functions you can call
    Everything in the [LÖVE](https://love2d.org/wiki/Main_Page) and
    [Lua](https://www.lua.org/manual/5.1/manual.html) guides is available to you,
    but here's a brief summary of the most useful primitives. Some primitives have
    new, preferred names under the `App` namespace, often because these variants
    are more testable. If you run them within a test you'll be able to make
    assertions on their side-effects.
    ### regarding the app window
    * `width, height, flags = App.screen.size()` -- returns the dimensions and
    some properties of the app window.
    (Based on [LÖVE](https://love2d.org/wiki/love.window.getMode).)
    * `App.screen.resize(width, height, flags)` -- modify the size and properties
    of the app window. The OS may or may not act on the request.
    (Based on [LÖVE](https://love2d.org/wiki/love.window.setMode).)
    * `x, y, displayindex = App.screen.position()` -- returns the coordinates and
    monitor index (if you have more than one monitor) for the top-left corner of
    the app window.
    (Based on [LÖVE](https://love2d.org/wiki/love.window.getPosition).)
    * `App.screen.move(x, y, displayindex)` -- moves the app window so its
    top-left corner is at the specified coordinates of the specified monitor.
    The OS may or may not act on the request.
    (Based on [LÖVE](https://love2d.org/wiki/love.window.setPosition).)
    ### drawing to the app window
    * `App.screen.print(text, x,y)` -- print the given `text` in the current font
    using the current color so its top-left corner is at the specified
    coordinates of the app window.
    (Based on [LÖVE](https://love2d.org/wiki/love.graphics.print).)
    * `love.graphics.getFont()` -- returns a representation of the current font.
    (From [LÖVE](https://love2d.org/wiki/love.graphics.getFont).)
    * `love.graphics.setFont(font)` -- switches the current font to `font`.
    (From [LÖVE](https://love2d.org/wiki/love.graphics.setFont).)
    * `love.graphics.newFont(filename)` -- creates a font from the given font
    file.
    (From [LÖVE](https://love2d.org/wiki/love.graphics.newFont), including other
    variants.)
    * `App.width(text)` returns the width of `text` in pixels when rendered using
    the current font.
    (Based on [LÖVE](https://love2d.org/wiki/Font:getWidth).)
    * `App.color(color)` -- sets the current color based on the fields `r`, `g`,
    `b` and `a` (for opacity) of the table `color`.
    (Based on [LÖVE](https://love2d.org/wiki/love.graphics.setColor).)
    * `love.graphics.line(x1,y1, x2,y2)` -- draws a line from (`x1`,`y1`) to
    (`x2`, `y2`) in the app window using the current color, clipping data for
    negative coordinates and coordinates outside (`App.screen.width`,
    `App.screen.height`)
    (From [LÖVE](https://love2d.org/wiki/love.graphics.line), including other
    variants.)
    * `love.graphics.rectangle(mode, x, y, w, h)` -- draws a rectangle using the
    current color, with a top-left corner at (`x`, `y`), with dimensions `width`
    along the x axis and `height` along the y axis
    (though check out https://love2d.org/wiki/love.graphics for ways to scale
    and rotate shapes).
    `mode` is a string, either `'line'` (to draw just the outline) and `'fill'`.
    (From [LÖVE](https://love2d.org/wiki/love.graphics.circle), including other
    variants.)
    * `love.graphics.circle(mode, x, y, r)` -- draws a circle using the current
    color, centered at (`x`, `y`) and with radius `r`.
    `mode` is a string, either `'line'` and `'fill'`.
    (From [LÖVE](https://love2d.org/wiki/love.graphics.circle), including other
    variants.)
    * `love.graphics.arc(mode, x, y, r, angle1, angle2)` -- draws an arc of a
    circle using the current color, centered at (`x`, `y`) and with radius `r`.
    `mode` is a string, either `'line'` and `'fill'`.
    `angle1` and `angle2` are in [radians](https://en.wikipedia.org/wiki/Radian).
    (From [LÖVE](https://love2d.org/wiki/love.graphics.circle), including other
    variants.)
    There's much more I could include here; check out [the LÖVE manual](https://love2d.org/wiki/love.graphics).
    ### mouse primitives
    * `App.mouse_move(x, y)` -- sets the current position of the mouse to (`x`,
    `y`).
    (Based on [LÖVE](https://love2d.org/wiki/love.mouse.setPosition).)
    * `App.mouse_down(mouse_button)` -- returns `true` if the button
    `mouse_button` is pressed. See `on.mouse_press` for `mouse_button` codes.
    (Based on [LÖVE](https://love2d.org/wiki/love.mouse.isDown).)
    * `App.mouse_x()` -- returns the x coordinate of the current position of the
    mouse.
    (Based on [LÖVE](https://love2d.org/wiki/love.mouse.getX).)
    * `App.mouse_y()` -- returns the x coordinate of the current position of the
    mouse.
    (Based on [LÖVE](https://love2d.org/wiki/love.mouse.getY).)
    ### keyboard primitives
    * `App.modifier_down(key)` -- returns `true` if the given key (doesn't
    actually have to be just a modifier) is currently pressed.
    (Based on [LÖVE](https://love2d.org/wiki/love.keyboard.isDown).)
    ### interacting with files
    * `App.open_for_reading(filename)` -- returns a file handle that you can
    [`read()`](https://www.lua.org/manual/5.1/manual.html#pdf-file:read) from.
    Make sure `filename` is an absolute path so that your app can work reliably
    by double-clicking on it.
    (Based on [Lua](https://www.lua.org/manual/5.1/manual.html#pdf-io.open).)
    * `App.open_for_writing(filename)` -- returns a file handle that you can
    [`write()`](https://www.lua.org/manual/5.1/manual.html#pdf-file:write) to.
    Make sure `filename` is an absolute path so that your app can work reliably
    by double-clicking on it.
    (Based on [Lua](https://www.lua.org/manual/5.1/manual.html#pdf-io.open).)
    * `json.encode(obj)` -- returns a JSON string for an object `obj` that will
    recreate `obj` when passed to `json.decode`. `obj` can be of most types but
    has some exceptions.
    (From [json.lua](https://github.com/rxi/json.lua).)
    * `json.decode(obj)` -- turns a JSON string into a Lua object.
    (From [json.lua](https://github.com/rxi/json.lua).)
    * `love.filesystem.getDirectoryItems(dir)` -- returns an unsorted array of the
    files and directories available under `dir`. `dir` must be relative to
    [LÖVE's save directory](https://love2d.org/wiki/love.filesystem.getSaveDirectory).
    There is no easy, portable way in Lua/LÖVE to list directories outside the
    save dir.
    (From [LÖVE](https://love2d.org/wiki/love.filesystem.getDirectoryItems).]
    * `love.filesystem.getInfo(filename)` -- returns some information about
    `filename`, particularly whether it exists (non-`nil` return value) or not.
    `filename` must be relative to [LÖVE's save directory](https://love2d.org/wiki/love.filesystem.getSaveDirectory).
    (From [LÖVE](https://love2d.org/wiki/love.filesystem.getInfo).]
    * `os.remove(filename)` -- removes a file or empty directory. Definitely make
    sure `filename` is an absolute path.
    (From [Lua](https://www.lua.org/manual/5.1/manual.html#pdf-os.remove).)
    There's much more I could include here; check out [the LÖVE manual](https://love2d.org/wiki/love.filesystem)
    and [the Lua manual](https://www.lua.org/manual/5.1/manual.html#5.7).
    ### desiderata
    * `App.getTime()` -- returns the number of seconds elapsed since some
    unspecified start time.
    (Based on [LÖVE](https://love2d.org/wiki/love.timer.getTime).)
    * `App.getClipboardText()` -- returns a string with the current clipboard
    contents.
    (Based on [LÖVE](https://love2d.org/wiki/love.system.getClipboardText).)
    * `App.setClipboardText(text)` -- stores the string `text` in the clipboard.
    (Based on [LÖVE](https://love2d.org/wiki/love.system.setClipboardText).)
    There's much more I could include here; check out [the LÖVE manual](https://love2d.org/wiki)
    and [the Lua manual](https://www.lua.org/manual/5.1/manual.html).
  • edit in app.lua at line 215
    [3.326][3.6717:6979](),[2.1272][3.6717:6979](),[3.6717][3.6717:6979]()
    end
    function App.screen.draw(obj, x,y)
    if type(obj) == 'userdata' then
    -- ignore most things as graphics the test harness can't handle
    elseif obj.type == 'text' then
    App.screen.print(obj.data, x,y)
    else
    print(obj.type)
    assert(false)
    end
  • edit in app.lua at line 407
    [3.8067][3.8067:8106]()
    App.screen.draw = love.graphics.draw