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Immediate Mode GUI library for LÖVE

branch: master

Added utf8.encode

Here's a function that takes a Unicode code point and returns the corresponding UTF-8 encoded character bytes. Example:

    utf8.encode(0x265c) -- returns '♜'

Please feel free to edit or revert if it's not your style. It might not be relevant to Quickie, though it's a handy UTF-8 utility.
latest commit 52d06037d1
hryx authored
Octocat-spinner-32 .gitignore Fix file permissions February 22, 2012
Octocat-spinner-32 README.md Fix bug in input.lua, make 0.9-ready, add utf8 editing December 11, 2013
Octocat-spinner-32 button.lua Fix #11: Right click support. November 04, 2013
Octocat-spinner-32 checkbox.lua Allow setting custom widget ids January 23, 2013
Octocat-spinner-32 core.lua Fix bug in input.lua, make 0.9-ready, add utf8 editing December 11, 2013
Octocat-spinner-32 group.lua Add gui.group{arguments-gui.group.push, func}. January 23, 2013
Octocat-spinner-32 init.lua Mega update: Auto layout, code cleanup, api change. May 09, 2012
Octocat-spinner-32 input.lua Fix bug in input.lua, make 0.9-ready, add utf8 editing December 11, 2013
Octocat-spinner-32 keyboard.lua Fix bug in input.lua, make 0.9-ready, add utf8 editing December 11, 2013
Octocat-spinner-32 label.lua Allow setting custom widget ids January 23, 2013
Octocat-spinner-32 mouse.lua Fix #11: Right click support. November 04, 2013
Octocat-spinner-32 slider.lua Fix vertical Slider March 25, 2013
Octocat-spinner-32 slider2d.lua Fix #6: Arrow key input on Slider2D widget March 24, 2013
Octocat-spinner-32 style-default.lua Fix bug in input.lua, make 0.9-ready, add utf8 editing December 11, 2013
Octocat-spinner-32 utf8.lua Added utf8.encode December 31, 2013
README.md

QUICKIE

Quickie is an immediate mode gui library for LÖVE. Initial inspiration came from the article Sol on Immediate Mode GUIs (IMGUI). You should check it out to understand how Quickie works.

Example

local gui = require "Quickie"

function love.load()
    -- preload fonts
    fonts = {
        [12] = love.graphics.newFont(12),
        [20] = love.graphics.newFont(20),
    }
    love.graphics.setBackgroundColor(17,17,17)
    love.graphics.setFont(fonts[12])

    -- group defaults
    gui.group.default.size[1] = 150
    gui.group.default.size[2] = 25
    gui.group.default.spacing = 5
end

local menu_open = {
    main  = false,
    right = false,
    foo   = false,
    demo  = false
}
local check1   = false
local check2   = false
local input    = {text = ""}
local slider   = {value = .5}
local slider2d = {value = {.5,.5}}

function love.update(dt)
    gui.group.push{grow = "down", pos = {5,5}}

    -- all widgets return true if they are clicked on/activated
    if gui.Checkbox{checked = menu_open.main, text = "Show Menu"} then
        menu_open.main = not menu_open.main
    end

    if menu_open.main then
        gui.group.push{grow = "right"}

        -- widgets can have custom ID's for tooltips etc (see below)
        if gui.Button{id = "group stacking", text = "Group stacking"} then
            menu_open.right = not menu_open.right
        end

        if menu_open.right then
            gui.group.push{grow = "up"}
            if gui.Button{text = "Foo"} then
                menu_open.foo = not menu_open.foo
            end
            if menu_open.foo then
                gui.Button{text = "???"}
            end
            gui.group.pop{}

            gui.Button{text = "Bar"}
            gui.Button{text = "Baz"}
        end
        gui.group.pop{}

        if gui.Button{text = "Widget demo"} then
            menu_open.demo = not menu_open.open
        end

    end
    gui.group.pop{}

    if menu_open.demo then
        gui.group{grow = "down", pos = {200, 80}, function()
            love.graphics.setFont(fonts[20])
            gui.Label{text = "Widgets"}
            love.graphics.setFont(fonts[12])
            gui.group{grow = "right", function()
                gui.Button{text = "Button"}
                gui.Button{text = "Tight Button", size = {"tight"}}
                gui.Button{text = "Tight² Button", size = {"tight", "tight"}}
            end}

            gui.group{grow = "right", function()
                gui.Button{text = "", size = {2}} -- acts as separator
                gui.Label{text = "Tight Label", size = {"tight"}}
                gui.Button{text = "", size = {2}}
                gui.Label{text = "Center Label", align = "center"}
                gui.Button{text = "", size = {2}}
                gui.Label{text = "Another Label"}
                gui.Button{text = "", size = {2}}
            end}

            gui.group.push{grow = "right"}
            if gui.Checkbox{checked = check1, text = "Checkbox", size = {"tight"}} then
                check1 = not check1
                print(check1)
            end
            if gui.Checkbox{checked = check2, text = "Another Checkbox"} then
                check2 = not check2
            end
            if gui.Checkbox{checked = check2, text = "Linked Checkbox"} then
                check2 = not check2
            end
            gui.group.pop{}

            gui.group{grow = "right", function()
                gui.Label{text = "Input", size = {70}}
                gui.Input{info = input, size = {300}}
            end}

            gui.group{grow = "right", function()
                gui.Label{text = "Slider", size = {70}}
                gui.Slider{info = slider}
                gui.Label{text = ("Value: %.2f"):format(slider.value), size = {70}}
            end}

            gui.Label{text = "2D Slider", pos = {nil,10}}
            gui.Slider2D{info = slider2d, size = {250, 250}}
            gui.Label{text = ("Value: %.2f, %.2f"):format(slider2d.value[1], slider2d.value[2])}
        end}
    end

    -- tooltip (see above)
    if gui.mouse.isHot('group stacking') then
        local mx,my = love.mouse.getPosition()
        gui.Label{text = 'Demonstrates group stacking', pos = {mx+10,my-20}}
    end
end

function love.draw()
    gui.core.draw()
end

function love.keypressed(key, code)
    gui.keyboard.pressed(key)
    -- LÖVE 0.8: see if this code can be converted in a character
    if pcall(string.char, code) code > 0 then
        gui.keyboard.textinput(string.char(code))
    end
end

-- LÖVE 0.9
function love.textinput(str)
    gui.keyboard.textinput(str)
end

Documentation

To be done...

License

Copyright (c) 2012 Matthias Richter

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

Except as contained in this notice, the name(s) of the above copyright holders shall not be used in advertising or otherwise to promote the sale, use or other dealings in this Software without prior written authorization.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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