Helium
Major features:
Custom elements
Write your own elements, and interface with them however you want to
Efficient rendering & updating
The elements only update&re-render when state changes
Code hotswap
Save a file, and see changes immediately
User facing interface
helium.element(function,reloader,w,h,parameters)
->Element --Creates a new element
:draw(x,y) --Renders the element at a location
:undraw() --Removes the element from the render buffer
--The intended loader for element files (supports optional live hotswapping)
HeliumLoader(filepath) -> ElementFactory
ElementFactory(parameters,w,h) -> Element
helium.input
.subscribe(x, y, w, h, subType, callback, startOn)
subType -- Subscription type
callback -- Subscription callback on event
startOn -- a bool to disable a subscription by default
-> Subscription
:on() --Turns an inactive subscription on
:off() --Turns an active subscription off
subType:
Advanced:
"clicked" --Gets called whenever the subscribed area is pressed, with an optional return callback
"dragged" --Gets called whenever the subscribed area is dragged, with an optional 'finish' callback
Basic events:
"mousepressed" --Gets called whenever the subscribed area gets pressed
"mousereleased" --Gets called whenever mouse is released in the subscription area
"mousepressed_outside" --This type gets called when mouse is pressed outside the subscription area
"mousereleased_outside" --This type gets called when mouse is released outside the sub area
"keypressed" --Basic keyboard input
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.
Getting started:
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:
return function(param,state,view)
--Setup zone
return function()
--Rendering zone
end
end
That's it, it's now a correct helium element
So lets make a simple button!
In helloWorld.lua:
local input = require "helium.core.input"
return function(param,state,view)
--Press state
state.pressed = false
--The callback for the input subscription
local callback = function() state.pressed = true end
--The actual input subscription
input.subscribe(0,0,view.w,view.h,'clicked',callback)
return function()
if state.pressed then
love.graphics.setColor(0.3,0.3,0.9)
else
love.graphics.setColor(0.3,0.3,0.5)
end
love.graphics.rectangle('fill', 0, 0, view.w, view.h)
love.graphics.setColor(1,1,1)
love.graphics.printf("Pressed? "..tostring(state.pressed),0,view.h/2-5,view.w,'center')
end
end
And in main.lua:
local buttonFactory = HeliumLoader('helloWorld.lua')
local button = buttonFactory({}, 200, 100)
button:draw(10,10)
Now theres a lot to explain, but its fairly simple, so lets take it by chunks Here we import the input module of Helium, so that we can later subscribe to an event:
local input = require "helium.core.input"
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 = {}
state.pressed = false
Then we overwrite that state.pressed inside a callback which will be called every time our button is pressed
local callback = function() state.pressed = true end
This is creating an input subscription for the event of your choice
input.subscribe(0,0,view.w,view.h,'clicked',callback)
Is the rendering code, it works more or less like a mini window of a love.draw()
return function()
if state.pressed then
love.graphics.setColor(0.3,0.3,0.9)
else
love.graphics.setColor(0.3,0.3,0.5)
end
love.graphics.rectangle('fill', 0, 0, view.w, view.h)
love.graphics.setColor(1,1,1)
love.graphics.printf("Pressed? "..tostring(state.pressed),0,view.h/2-5,view.w,'center')
end
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
there's a configuration table inside of helium, which has a couple of default settings AUTO_RUN if true will give you a basic 11.3 version love.run 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:
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)
end


