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https://github.com/qeffects/helium


https://github.com/qeffects/helium

gui helium love2d ui

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![alt text](https://i.imgur.com/ZQBQfsa.png "Helium")
# Helium

![Helium main menu demo](https://j.gifs.com/nRrKmp.gif)

*a main menu demo made with helium, in action, find [it here](https://github.com/qeffects/main-menu-example)*

## Basic overview:
Helium is practically more like a UI framework than a fully fledged UI library.
The idea is to build custom and build simple.

## Getting started:
Load helium with `local helium = require 'helium'`
or [check out the pre-configured demo repository](https://github.com/qeffects/helium-demo/)

The structure of an element's function is:

```lua
function(param, view)
--State/setup/load
return function()
--Rendering zone
end
end
```

and you can make that function into an element 'factory' like this:
```lua
elementCreator = helium(function(param, view)

return function()

end
end)
```

then you call the element factory with a table of parameters that will get passed to the element and optionally width and height:

```lua
element = elementCreator({text = 'foo-bar'}, 100, 20)
```

this will create a new instance of the element, and then you can draw it to whatever position you wish (x, y):

```lua
element:draw(100, 100)
```

A quick detour in to 'scenes' which are a collection of elements to be drawn onscreen

A scene is necessary to start drawing elements, so let's create one like this and set it to active:

```lua
local scene = helium.scene.new(true)
scene:activate()
```

Then you can draw and update the scene in love's functions:

```lua
function love.update(dt)
scene:update(dt)
end

function love.draw()
--drawn below the ui element
scene:draw()
--drawn above the ui elements
end
```

Let's draw a rectangle with text with the previous skeleton and functions:

```lua
local helium = require 'helium'
local scene = helium.scene.new(true)
scene:activate()

local elementCreator = helium(function(param, view)

return function()
love.graphics.setColor(0.3, 0.3, 0.3)
love.graphics.rectangle('fill', 0, 0, view.w, view.h)
love.graphics.setColor(1, 1, 1)
love.graphics.print('hello world')
end
end)

local element = elementCreator({text = 'foo-bar'}, 100, 20)
--Needs to be called only once, to draw and then :undraw to stop drawing it onscreen
element:draw(100, 100)

function love.update(dt)
scene:update(dt)
end

function love.draw()
scene:draw()
end
```

As you can see, you can use regular love.graphics functions inside the element's rendering function, furthermore you don't have to worry about coordinates, as x:0,y:0 inside the element's rendering function will always be the element's onscreen x,y, and the element's dimensions are passed in the view table.

Also whatever you pass to the factory here
```lua
local element = elementCreator({text = 'foo-bar'}, 100, 20)
```
is accessible in the param table like so:
```lua
local elementCreator = helium(function(param, view)
return function()
love.graphics.setColor(0.3, 0.3, 0.3)
love.graphics.rectangle('fill', 0, 0, view.w, view.h)
love.graphics.setColor(1, 1, 1)
love.graphics.print(param.text)
end
end)
```

[View the resulting hello world repository here](https://github.com/qeffects/helium-demo/)

Or continue on to the State and Input guide: [Here](./docs/State-Input-Guide.md)
If you are using gamestates, scene guide will be of interest: [Here](./docs/core/Scenes.md)
For a more general overview of the whole library: [Module index](./docs/Modules-Index.md)

Also check out the helium configuration values: [Config](./docs/Configuration.md)

There's also a main menu example project available here: [Project](https://github.com/qeffects/main-menu-example)