elm/libraries/Graphics/Input.elm
2013-09-02 20:37:39 -07:00

199 lines
No EOL
7.3 KiB
Elm

module Graphics.Input where
{-| This module is for creating standard input widgets such as buttons and
text boxes. In general, functions in this library return a signal representing
events from the user.
The simplest inputs are *one-way inputs*, meaning the user can update
them, but the programmer cannot. If you need to update an input from
within the program you want the slightly more complex *two-way inputs*.
This document will always show the one-way inputs first, *then* the
two-way inputs.
# Buttons
@docs button, customButton, buttons, customButtons
# Fields
@docs field, password, email, fields, FieldState, emptyFieldState
# Checkboxes
@docs checkbox, checkboxes
# Drop Downs
@docs stringDropDown, dropDown
# Mouse Hover
@docs hoverable, hoverables
-}
import Basics (String)
import Signal (Signal,lift,dropRepeats)
import Native.Graphics.Input
import List
import Graphics.Element (Element)
import Maybe (Maybe)
import JavaScript (JSString)
id x = x
{-| Create a group of buttons.
* The first argument is the default value of the `events` signal.
* The `events` signal represents all of the activity in this group
of buttons.
* The `button` function creates a button
with the given name, like “Submit” or “Cancel”.
The `a` value is sent to `events` whenever the button is pressed.
-}
buttons : a -> { events : Signal a,
button : a -> String -> Element }
buttons = Native.Graphics.Input.buttons
{-| Create a button with a given label. The result is an `Element` and
a signal of units. This signal triggers whenever the button is pressed.
-}
button : String -> (Element, Signal ())
button txt =
let pool = buttons ()
in (pool.button () txt, pool.events)
{-| Create a group of custom buttons.
* The first argument is the default value of the `events` signal.
* The `events` signal represents all of the activity in this group
of custom buttons.
* The `customButton` function creates a button with three different visual
states, one for up, hovering, and down. The resulting button has dimensions
large enough to fit all three possible `Elements`.
The `a` value is sent to `events` whenever the button is pressed.
-}
customButtons : a -> { events : Signal a,
customButton : a -> Element -> Element -> Element -> Element }
customButtons = Native.Graphics.Input.customButtons
{-| Create a button with custom states for up, hovering, and down
(given in that order). The result is an `Element` and a signal of
units. This signal triggers whenever the button is pressed.
-}
customButton : Element -> Element -> Element -> (Element, Signal ())
customButton up hover down =
let pool = customButtons ()
in (pool.customButton () up hover down, pool.events)
{-| Create a group of checkboxes.
* The first argument is the default value of the `events` signal.
* The `events` signal represents all of the activity in this group
of checkboxes.
* The `checkbox` function creates a
checkbox with a given state. The `(Bool -> a)` function is used
when the checkbox is modified. It takes the new state and turns
it into a value that can be sent to `events`. For example, this
lets you add an ID to distinguish between checkboxes.
-}
checkboxes : a -> { events : Signal a,
checkbox : (Bool -> a) -> Bool -> Element }
checkboxes = Native.Graphics.Input.checkboxes
{-| Create a checkbox with a given start state. Unlike `button`, this
result is a *signal* of elements. That is because a checkbox has state
that updates based on user input. The boolean signal represents the
current state of the checkbox.
-}
checkbox : Bool -> (Signal Element, Signal Bool)
checkbox b =
let cbs = checkboxes b
in (lift (cbs.checkbox id) cbs.events, cbs.events)
{-| Detect when the mouse is hovering over some elements. This
allows you to create and destroy elements dynamically and still
detect hover information.
-}
hoverables : a -> { events : Signal a,
hoverable : (Bool -> a) -> Element -> Element }
hoverables = Native.Graphics.Input.hoverables
{-| Detect when the mouse is hovering over a specifici `Element`. -}
hoverable : Element -> (Element, Signal Bool)
hoverable elem =
let pool = hoverables False
in (pool.hoverable id elem, pool.events)
{-| Represents the current state of a text field. The `string` represents the
characters filling the text field. The `selectionStart` and `selectionEnd`
values represent what the user has selected with their mouse or keyboard.
For example:
{ string="She sells sea shells", selectionStart=3, selectionEnd=0 }
This means the user highlighted the substring `"She"` backwards.
-}
type FieldState = { string:String, selectionStart:Int, selectionEnd:Int }
{-| Create a group of text input fields.
* The first argument is the default value of the `events` signal.
* The `events` signal represents all of the activity in this group
of text fields.
* The `field` function creates a
field with the given ghost text and initial field state.
When the field is modified, the `(FieldState -> a)` function
takes the new state and turns
it into a value that can be sent to `events`. For example, this
lets you add an ID to distinguish between input fields.
-}
fields : a -> { events : Signal a,
field : (FieldState -> a) -> String -> FieldState -> Element }
fields = Native.Graphics.Input.fields
{-| The empty field state:
{ string="", selectionStart=0, selectionEnd=0 }
-}
emptyFieldState : FieldState
emptyFieldState = { string="", selectionStart=0, selectionEnd=0 }
{-| Create a field with the given default text. The output is an element
that updates to match the user input and a signal of strings representing
the content of the field.
-}
field : String -> (Signal Element, Signal String)
field placeHolder =
let tfs = fields emptyFieldState
changes = dropRepeats tfs.events
in (lift (tfs.field id placeHolder) changes,
dropRepeats (lift .string changes))
{-| Same as `field` but the UI element blocks out each characters. -}
password : String -> (Signal Element, Signal String)
password placeHolder =
let tfs = Native.Graphics.Input.passwords emptyFieldState
changes = dropRepeats tfs.events
in (lift (tfs.field id placeHolder) changes,
dropRepeats (lift .string changes))
{-| Same as `field` but it adds an annotation that this field is for email
addresses. This is helpful for auto-complete and for mobile users who may
get a custom keyboard with an `@` and `.com` button.
-}
email : String -> (Signal Element, Signal String)
email placeHolder =
let tfs = Native.Graphics.Input.emails emptyFieldState
changes = dropRepeats tfs.events
in (lift (tfs.field id placeHolder) changes,
dropRepeats (lift .string changes))
{-| Create a drop-down menu. When the user selects a string,
the current state of the drop-down is set to the associated
value. This lets you avoid manually mapping the string onto
functions and values.
-}
dropDown : [(String,a)] -> (Signal Element, Signal a)
dropDown = Native.Graphics.Input.dropDown
{-| Create a drop-down menu for selecting strings. The resulting
signal of strings represents the string that is currently selected.
-}
stringDropDown : [String] -> (Signal Element, Signal String)
stringDropDown strs =
dropDown (List.map (\s -> (s,s)) strs)