cplayer

procedural graphics & IMGUI toolkit

 
 
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local player = require'cplayer'

CPlayer is a procedural graphics player with an IMGUI toolkit. It can be used for anything from quick demos, prototyping graphics apps, to full-fledged apps and games.

Features

  • single rendering event receiving a cairo context to draw the frame on
  • simplified access to keyboard and mouse state
  • a bunch of very easy to use immediate mode GUI widgets for making interactive demos
  • user-selectable color themes

How it works

  1. You define the function player:on_render(cr) in which you draw your frame using the cr argument which is a cairo context. The function gets called continuously on a 1 ms timer. The current framerate is displayed on the title bar.

  2. You call player:play() to display the player's main window and enter the Windows message loop. The function returns after the user has closed the window.

Quick example:

local player = require'cplayer'

function player:on_render(cr)
    --draw a red square
    cr:set_source_rgb(1, 0, 0)
    cr:rectangle(100, 100, 100, 100)
    cr:fill()
end

player:play()

Mouse state

self.mousex mouse coordinates in device space.
self.mousey use cr:device_to_user() to translate them.
self.clicked true if the left mouse button was clicked (one-shot)
self.rightclick true if the right mouse button was clicked (one-shot)
self.doubleclicked true if the left mouse button was double-clicked (one-shot)
self.lbutton true if the left mouse button is down
self.rbutton true if the right mouse button is down
self.wheel_delta mouse wheel movement as number of scroll pages (one-shot)
self:hotbox(x, y, w, h) -> true | false check if the mouse hovers a rectangle

Keyboard state

self.key set if a key was pressed (one-shot); values are 'left', 'right', etc. (see source for complete list of key names; one-shot)
self.char set if a key combination representing a unicode character was pressed (one-shot); value is the character in utf-8
self.shift true if shift key is pressed; only check it when self.key is set
self.ctrl true if alt key is pressed; only check it when self.key is set
self.alt true if control key is pressed; only check it when self.key is set
self:keypressed(keyname) -> true | false check if a key is pressed

One-shot means that the value is only available for the current frame, then it is cleared. With very slow framerates, some mouse or key events could be lost (for simplicity, there's no event queue).

Wall clock

A wall clock in milliseconds is available as self.clock. Interpolating your animations over clock deltas will result in framerate-independent animations. Currently, it is used to blink the editbox caret.

Mouse cursor

self.cursor = <name>

Changes the mouse pointer to one of the standard pointers: 'link', 'text', 'busy', etc. Look at the cursors table for the full list. The variable is not retained between frames, so it must be set every time to keep the mouse pointer changed otherwise the pointer will revert back to normal.

Theme-aware API

self:setcolor(color)
self:fill(color)
self:stroke(color[, line_width])
self:fillstroke([fill_color], [stroke_color][, line_width])

The color argument can be either a color name from the current theme, a hex color in #rrggbb or #rrggbbaa format, or a table of form {r, g, b, a} where each channel is in the 0..1 range. Look at player.themes.* tables for available themes and color names. To change the current theme just set self.theme to a different theme table. Controls also have a theme parameter.

Drawing helpers

self:dot(x, y, r, [fill_color], [stroke_color][, line_width])
self:rect(x, y, w, h, [fill_color], [stroke_color][, line_width])
self:circle(x, y, r, [fill_color], [stroke_color][, line_width])
self:line(x1, y1, x2, y2, [stroke_color][, line_width])
self:curve(x1, y1, x2, y2, x3, y3, x4, y4, [stroke_color][, line_width])
self:text(text, font_size, color, halign, valign, x, y, w, h)
self:text_path(text, font_size, halign, valign, x, y, w, h)
* halign = 'center', 'left', 'right'
* valign = 'middle', 'top', 'bottom'

GUI widgets

The GUI Widgets are implemented in cplayer/*.lua. The modules are loaded automatically as needed. For the full list of available widgets and the module where each is implemented in, look for autoload in the code. The player demo should also include a usage example for each widget.

Quick example:

if self:button{id = 'ok', x = 100, y = 100, w = 100, h = 24, text = 'Okay'} then
  print'button pressed'
end

Additional windows

You can create and show additional windows from the main window with self:window(). Windows are not like other widget methods: each invocation of self:window() creates a new window on screen that doesn't close when the frame ends, but persists until the user closes it (I'll probably change that in the future and have a unique window per id and activate it when invoked and set self.active or something).

local window = self:window{
   w = 500, h = 300, title = 'Ima window',
   on_render = function(cr)
      ...
   end}