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# Handylib - by TheCookingSenpai
## An handy library for Love2D that allows you to create and manage buttons and other GUI elements easily
### Install & Usage
Just download handylib.lua and put it in your project directory.
Then, you just need to:
local handy = require("handylib")
### Requirements
- LUA (duh)
- Love2D (duh x2)
- Lovebrew ([https://lovebrew.org/](https://lovebrew.org/))
- Some patience to learn the basics of love2d and lovebrew
- Possibly a Nintendo 3DS
### Buttons
#### Methods
- addButton(name, text, x, y, size, image, callback)
- removeButton(name)
- checkButton(x, y)
- buttonExists(name)
- callButtonName(name)
- callButtonIndex(index)
#### Logic
A 400x240 navigation table is created, as well as a buttons table.
The navigation table is used to check if a button exists at a certain position.
The buttons table is used to store the button data.
The buttons have a name, a text (the one appearing in the GUI itself), an image and a callback function
that is called when the button is pressed.
Every button occupies a certain area in the navigation table, based on the starting position
and the size of the button. A 20x20 button at position 100,200 would occupy 20x20 cells in
the navigation table starting from 100,200 to 120,220.
Using the classic Love2D callback functions, is possible to check if a button is pressed, clicked,
hovered, released and so on.
Thanks to the cursor property it is also possible to navigate through the buttons using the dpad
by increasing or decreasing the cursor value and using the callButtonIndex method.
This is useful to enable a non-touch navigation system (or an hybrid one).
#### Example
This snippet shows how to add a button to the GUI from any script that includes
handylib.
local addButton = function (name, text, image, callback, x, y)
if not handy:buttonExists(name) then
local testButtonImage = love.graphics.newImage(Program.Attributes.AssetsFolder .. image)
local size_x = testButtonImage:getWidth()
local size_y = testButtonImage:getHeight()
handy:addButton(name, text, x, y, {size_x, size_y}, testButtonImage,
callback)
local textPosition = {x + handy.buttons[name].size[1]/3, y + handy.buttons[name].size[2]/4}
love.graphics.draw(handy.buttons[name].image, x, y)
love.graphics.print(handy.buttons[name].text, textPosition[1], textPosition[2])
return true
end
return false
end
### Other GUI elements
Work in progress.
### License
This library is released under the Creative Common BY-NC-SA license 4.0.
You can obtain a copy of the license at [https://creativecommons.org/licenses/by-nc-sa/4.0/](https://creativecommons.org/licenses/by-nc-sa/4.0/).

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-- Description: Handy library for Love2D
-- A library that allows you to create and manage buttons and other GUI elements easily
--[[
- Buttons
Methods:
- addButton(name, text, x, y, size, image, callback)
- removeButton(name)
- checkButton(x, y)
- buttonExists(name)
- callButtonName(name)
- callButtonIndex(index)
Logic:
A 400x240 navigation table is created, as well as a buttons table.
The navigation table is used to check if a button exists at a certain position.
The buttons table is used to store the button data.
The buttons have a name, a text (the one appearing in the GUI itself), an image and a callback function
that is called when the button is pressed.
Every button occupies a certain area in the navigation table, based on the starting position
and the size of the button. A 20x20 button at position 100,200 would occupy 20x20 cells in
the navigation table starting from 100,200 to 120,220.
Using the classic Love2D callback functions, is possible to check if a button is pressed, clicked,
hovered, released and so on.
Thanks to the cursor property it is also possible to navigate through the buttons using the dpad
by increasing or decreasing the cursor value and using the callButtonIndex method.
This is useful to enable a non-touch navigation system (or an hybrid one).
Example:
This snippet shows how to add a button to the GUI from any script that includes
handylib.
local addButton = function (name, text, image, callback, x, y)
if not handy:buttonExists(name) then
local testButtonImage = love.graphics.newImage(Program.Attributes.AssetsFolder .. image)
local size_x = testButtonImage:getWidth()
local size_y = testButtonImage:getHeight()
handy:addButton(name, text, x, y, {size_x, size_y}, testButtonImage,
callback)
local textPosition = {x + handy.buttons[name].size[1]/3, y + handy.buttons[name].size[2]/4}
love.graphics.draw(handy.buttons[name].image, x, y)
love.graphics.print(handy.buttons[name].text, textPosition[1], textPosition[2])
return true
end
return false
end
--]]
local handy = {
cursor = 0,
navigation = {},
buttons = {}
}
-- ANCHOR Initializes the class first
function handy:new ()
-- Creates the class instance
local inst = {}
setmetatable(inst, self)
self.__index = self
-- Creates a 400x240 navigation table
for i = 1, 400 do
self.navigation[i] = {}
for j = 1, 240 do
self.navigation[i][j] = nil
end
end
-- Returns the class instance
return inst
end
-- Derived classes
function handy:addButton(name, text, x, y, size, image, callback) -- Add a button to the navigation table
-- Setting X
for i = x, x + size[1] do
-- Setting Y
for j = y, y + size[2] do -- Assigning button name to the navigation table
self.navigation[i][j] = name
end
end
-- Adding button to the buttons table
self.buttons[name] = {
text = text,
image = image,
callback = callback,
x = x,
y = y,
size = size
}
end
function handy:removeButton(name) -- Allows to remove a button from the navigation table
-- Checking if the button exists in the buttons table
if self.buttons[name] ~= nil then
local x = self.buttons[name].x
local y = self.buttons[name].y
local size = self.buttons[name].size
-- Checking if the button exists in the navigation table and removing it
-- Setting X
for i = x, x + size[1] do
-- Setting Y
for j = y, y + size[2] do -- Assigning button name to the navigation table
if self.navigation[i][j] == name then
self.navigation[i][j] = nil
end
end
end
end
end
function handy:checkButton(x, y) -- Allows to check if a button exists at cohordinates and returns its callback
-- Checking if the button exists in the navigation table
if self.navigation[x][y] ~= nil then
-- Checking if the button exists in the buttons table
if self.buttons[self.navigation[x][y]] ~= nil then
-- Returning the callback
print("Button found at " .. x .. ", " .. y .. " (" .. self.navigation[x][y] .. ")" )
return self.buttons[self.navigation[x][y]].callback()
end
end
return nil
end
function handy:buttonExists(name) -- Returns a button if it exists in the buttons table
if self.buttons[name] ~= nil then
return self.buttons[name]
end
return false
end
function handy:callButtonName(name) -- Allows to call a button by its name
if self.buttons[name] ~= nil then
self.buttons[name].callback()
return true
else
print("[navigation] Button " .. name .. " not found")
return false
end
end
function handy:callButtonIndex(index) -- Allows to call a button in the button table
print("[navigation] Calling button at index " .. index)
-- Converting index to name
local buttonName = ""
for i in pairs(self.buttons) do
if index == 1 then
buttonName = i
break
end
index = index - 1
end
-- Calling the button if it exists
if buttonName ~= "" then
print("[navigation] Calling button " .. buttonName)
self.buttons[buttonName].callback()
return true
else
print("[navigation] Button not found")
return false
end
end
-- !SECTION Navigation prototypes
-- Returns the handy object
local Navigator = handy:new()
return Navigator