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qfx 2020-02-13 19:17:37 +02:00
parent 77f20a1b8c
commit 59d71e3c27

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```
## Basic overview:
Helium is practically more like a UI framework than a fully fledged UI library.
The idea is to build custom, build simple and build fast, encapsulate.
Helium is practically more like a UI framework than a fully fledged UI library.
The idea is to build custom, build simple and build fast, encapsulate.
## Getting started:
Load helium with helium = require 'helium'
Create a new file for your awesome element, say 'helloWorld.lua'
Load helium with helium = require 'helium'
Create a new file for your awesome element, say 'helloWorld.lua'
The basic structure for an element file is:
The basic structure for an element file is:
```lua
return function(param,state,view)
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end
```
That's it, it's now a correct helium element
That's it, it's now a correct helium element
So lets make a simple button!
So lets make a simple button!
In helloWorld.lua:
In helloWorld.lua:
```lua
local input = require "helium.core.input"
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end
end
```
And in main.lua:
And in main.lua:
```lua
local buttonFactory = HeliumLoader('helloWorld.lua')
local button = buttonFactory({}, 200, 100)
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Now theres a lot to explain, but its fairly simple, so lets take it by chunks
Now theres a lot to explain, but its fairly simple, so lets take it by chunks
```lua
local input = require "helium.core.input"
Here we import the input module of Helium, so that we can later subscribe to an event
```
Here we import the input module of Helium, so that we can later subscribe to an event
```lua
state.pressed = false
```
Here we create a state field called pressed, think of state as a helium elements self
It works like a regular table, with the caveat that you shouldnt overwrite it directly like state = {}
Here we create a state field called pressed, think of state as a helium elements self
It works like a regular table, with the caveat that you shouldnt overwrite it directly like state = {}
```lua
local callback = function() state.pressed = true end
```
Then we overwrite that state.pressed inside a callback which will be called every time our button is pressed
Then we overwrite that state.pressed inside a callback which will be called every time our button is pressed
```lua
input.subscribe(0,0,view.w,view.h,'clicked',callback)
```
This is creating an input subscription for the event of your choice
This is creating an input subscription for the event of your choice
```lua
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love.graphics.printf("Pressed? "..tostring(state.pressed),0,view.h/2-5,view.w,'center')
end
```
Is the rendering code, it works more or less like a mini window of a love.draw()
Is the rendering code, it works more or less like a mini window of a love.draw()
Additional details:
view is a table that holds the information about the position and size of an element
x,y
w,h
Setting this from inside the element works as expected(so you can dynamically resize and reposition the element from inside)
### Additional details:
**view** is a table that holds the information about the position and size of an element
x, y, w, h
Setting this from inside the element works as expected(so you can dynamically resize and reposition the element from inside)
param is the table that you pass in buttonFactory({}, 200, 100), it can be anything you need
param is the table that you pass in buttonFactory({}, 200, 100), it can be anything you need
there's a configuration table inside of helium, which has a couple of default settings
if autorun is off then you NEED to place helium.update(dt), helium.render() somewhere
there's a configuration table inside of helium, which has a couple of default settings
if autorun is off then you NEED to place helium.update(dt), helium.render() somewhere
and if you need input, hook it up to the eventHandlers in your own love.run:
and if you need input, hook it up to the eventHandlers in your own love.run:
```lua
if not(helium.input.eventHandlers[name]) or not(helium.input.eventHandlers[name](a, b, c, d, e, f)) then
love.handlers[name](a, b, c, d, e, f)