## Element The element is helium's basic building block, in practice it consists of 2 nested functions, the basic pattern looks like this ```lua element = function() return function() end end ``` So, what's what? Well this outer part is what i call the loader function, it runs once per created element ```lua element = function() end ``` It's where you'll set up variables for later, callbacks and state ```lua element = function() local x = 'blah' end ``` Of course, the variables in this first function become attached to the 'closure' ```lua element = function() local x = 'blah' return function() --so you can use X in here print(x) end end ``` So now we have a function, but this isn't an element yet, to create an element you need to import helium and call the function with helium ```lua local helium = require('helium') local elementFactory = helium(function() return function() end end) ``` This returns a new 'factory', that is a function that will create a new element when called: ```lua local element = elementFactory(params, width, height, flags) ``` Param is an arbitrary table that you can pass in for the element to use, width and height are the 'minimum' dimensions of the new element and flags is an arbitrary table of flags, currently only used in layout. Now that we've learned about params, the first function gets passed them and another table: ```lua element = function(param, view) return function() end end ``` The first parameter is what got passed to the factory, view table looks like : {x, y, w, h} and it contains the size and coordinates of the element. so: ```lua local elementFactory = helium(function(param, view) print(param.x) return function() end end) elementFactory({x = 10}, 10, 10) ``` ### Methods The element has a few methods meant for user interaction, these are: `Element:draw(x, y, w, h)` Use this to draw something onscreen, you can also call this every frame if it's something that moves with your game objects This checks equality to the current viewport so it'll only get re-rendered if something actually changes, furthermore translations don't cause re-renders. This method performs slightly differently inside an element and outside Outside it inserts the element in to the buffer if it isn't already there, and will render at the scene:draw() Inside it renders immediately, so you can put it inbetween other graphics operations. --- `Element:destroy()` Use destroy to remove this element from the scene --- `Element:setParam(newParam)` Use setParam to pass new parameters to this element ### Nested/Child Elements Within helium you can use nested/child elements without any special provisions, everything will work just like if it was outside (Only difference is that inside :draw will be immediate, and also you should create the element in the element you intend to draw it in) ```lua local childElementFactory = helium(function(param, view) return function() love.graphics.rectangle('fill', 0, 0, view.w, view.h) end end) local elementFactory = helium(function(param, view) local child = childElementFactory({x = 10}, 20, 20) return function() child:draw(100, 100) end end) ```