Hello!
+
+
Shoes is a tiny graphics toolkit. It's simple and straightforward. Shoes was
+born to be easy! Really, it was made for absolute beginners. There's really
+nothing to it.
+
+
You see, the trivial Shoes program can be just one line:
+
+
Shoes.app { button("Click me!") { alert("Good job.") } }
+
+
+
Shoes programs are written in a language called Ruby. When Shoes is handed
+this simple line of Ruby code, a window appears with a button inside reading
+"Click me!" When the button is clicked, a message pops up.
+
+
On Linux, here's how this might look:
+
+
While lots of Shoes apps are graphical games and art programs, you can also
+layout text and edit controls easily.
+
+
And, ideally, Shoes programs will run on any of the major platforms out there.
+Microsoft Windows, Apple's Mac OS X, Linux and many others.
+
+
So, welcome to Shoes' built-in manual. This manual is a Shoes program itself!
+
+
Introducing Shoes
+
+
How does Shoes look on OS X and Windows? Does it really look okay? Is it all
+ugly and awkward? People must immediately convulse! It must be so watered down
+trying to do everything.
+
+
Well, before getting into the stuff about installing and running Shoes, time to
+just check out some screenshots, to give you an idea of what you can do.
+
+
Mac OS X
+
+
Shoes runs on Apple Mac OS X Leopard, as well as Tiger. Shoes supports PowerPC
+machines as well, however, there is no video support on that platform.
+!man-look-tiger.png!
+
+
This is the simple-sphere.rb
sample running on Tiger. Notice that the app
+runs inside a normal OS X window border.
+
+
The whole sphere is drawn with blurred ovals and shadows. You can draw and
+animate shapes and apply effects to those shapes in Shoes.
+
+
Windows
+
+
Shoes runs on all versions of 'Microsoft Windows XP
', 'Windows Vista
',
+'Windows 7
', and anything else 'Windows 2000
' compatible.
+!man-look-vista.png!
+
+
Above is pictured the simple-clock.rb
sample running on Windows Vista. This
+example is also draws ovals and lines to build the clock, which is animated to
+repaint itself several times each second.
+
+
Notice the text on the top of the app, showing the current time. Shoes has the
+skills to layout words using any color, bold, italics, underlines, and supports
+loading fonts from a file.
+
+
Linux
+
+
Here's a screenshot of the simple-downloader.rb
sample running on 'Ubuntu
+Linux
'. !man-look-ubuntu.png!
+
+
Notice the buttons and progress bars. These types of controls look different on
+OS X and Windows. The text and links would look the same, though.
+
+
Shapes, text, images and videos all look the same on every platforms. However,
+native controls (like edit lines and edit boxes) will match the look of the
+window theme. Shoes will try to keep native controls all within the size you
+give them, only the look will vary.
+
+
Installing Shoes
+
+
Okay, on to installing Shoes. I'm sure you're wondering: do I need to install
+Ruby? Do I need to unzip anything? What commands do I need to type?
+
+
Nope. You don't need Ruby. You don't need WinZip. Nothing to type.
+
+
On most systems, starting Shoes is just a matter of running the installer and
+clicking the Shoes icon. Shoes comes with everything built in. We'll talk
+through all the steps, though, just to be clear about it.
+
+
Step 1: Installing Shoes
+
+
You'll want to visit the site of Shoes to download
+the Shoes installer. Usually, you'll just want one of the installers on the
+downloads page of the site. !man-builds1.png!
+
+
Here's how to run the installer:
+
+
+- On
'Mac OS X
', you'll have a file ending with '.dmg
'. Double-click this file and a window should appear with a 'Shoes
' icon and an 'Applications
' folder. Following the arrow, drag the Shoes icon into the 'Applications
' folder. !man-intro-dmg.png!
+- On
'Windows
', you'll download a '.exe
' file. Double-click this file and follow the instructions. !man-intro-exe.png!
+- On
'Linux
', you'll need to compile your own Shoes. Check out this page for more. We want to provide packages eventually!
+
+
+
Step 2: Start a New Text File
+
+
Shoes programs are just plain text files ending with a '.rb
' extension.
+
+
Here are a few ways to create a blank text file:
+
+
+- On
'Mac OS X
', visit your 'Applications
' folder and double-click on the 'TextEdit
' app. A blank editor window should come up. Now, go to the 'Format
' menu and select the 'Make Plain Text
' option. Okay, you're all set! !man-editor-osx.png!
+- On
'Windows
', go to the Start menu. Select 'All Programs
', then 'Accessories
', then 'Notepad
'. !man-editor-notepad.png!
+- On
'Linux
', most distros come with 'gedit
'. You might try running that. Or, if your distro is KDE-based, run 'kate
'.
+
+
+
Now, in your blank window, type in the following:
+
+
Shoes.app do
+ background "#DFA"
+ para "Welcome to Shoes"
+ end
+
+
+
Save to your desktop as welcome.rb
.
+
+
Step 3: Run It! Go Shoes!
+
+
To run your program:
+
+
+- On
'Mac OS X
', visit your 'Applications
' folder again. This time, double-click the 'Shoes
' icon in that folder. You should see the red shoes icon appear in the dock. Drag your welcome.rb
from the desktop on to that dock icon. !man-run-osx.png!
+- On
'Windows
', get to the Start menu. Go into 'All Programs
', then 'Shoes
', then 'Shoes
'. A file selector box should come up. Browse to your desktop and select welcome.rb
. Click 'OK
' and you're on your way. !man-run-xp.png! !man-run-vista.png!
+- On
'Linux
', run Shoes just like you did in step one. You should see a file selector box. Browse to your desktop, select welcome.rb
and hit 'OK
'.
+
+
+
So, not much of a program yet. But it's something! You've got the knack of it, at least!
+
+
What Can You Make With Shoes?
+
+
Well, you can make windowing applications. But Shoes is inspired by the web, so
+applications tend to use images and text layout rather than a lot of widgets.
+For example, Shoes doesn't come with tabbed controls or toolbars. Shoes is a
+tiny
toolkit, remember?
+
+
Still, Shoes does have a few widgets like buttons and edit boxes. And many
+missing elements (like tabbed controls or toolbars) can be simulated with
+images.
+
+
Shoes is written in part thanks to a very good art engine called Cairo, which
+is used for drawing with shapes and colors. In this way, Shoes is inspired by
+NodeBox and Processing, two very good languages for drawing animated graphics.
+
+
The Rules of Shoes
+
+
Time to stop guessing how Shoes works. Some of the tricky things will come
+back to haunt you. I've boiled down the central rules to Shoes. These are the
+things you MUST know to really make it all work.
+
+
These are general rules found throughout Shoes. While Shoes has an overall
+philosophy of simplicity and clarity, there are a few points that need to be
+studied and remembered.
+
+
Shoes Tricky Blocks
+
+
Okay, this is absolutely crucial. Shoes does a trick with blocks. This trick
+makes everything easier to read. But it also can make blocks harder to use
+once you're in deep.
+
+
'Let's take a normal Ruby block:
'
+
+
ary = ['potion', 'swords', 'shields']
+ ary.each do |item|
+ puts item
+ end
+
+
+
In Shoes, these sorts of blocks work the same. This block above loops through
+the array and stores each object in the item
variable. The item
variable
+disappears (goes out of scope) when the block ends.
+
+
One other thing to keep in mind is that self
stays the same inside normal
+Ruby blocks. Whatever self
was before the call to each
, it is the same
+inside the each
block.
+
+
'Both of these things are also true for most Shoes blocks.
'
+
+
Shoes.app do
+ stack do
+ para "First"
+ para "Second"
+ para "Third"
+ end
+ end
+
+
+
Here we have two blocks. The first block is sent to Shoes.app
. This app
+block changes self
.
+
+
The other block is the stack
block. That block does NOT change self.
+
+
'For what reason does the
appblock change self?
' Let's start by
+spelling out that last example completely.
+
+
Shoes.app do
+ self.stack do
+ self.para "First"
+ self.para "Second"
+ self.para "Third"
+ end
+ end
+
+
+
All of the self
s in the above example are the App object. Shoes uses Ruby's
+instance_eval
to change self inside the app
block. So the method calls to
+stack
and para
get sent to the app.
+
+
'This also is why you can use instance variables throughout a Shoes app:
'
+
+
Shoes.app do
+ @s = stack do
+ @p1 = para "First"
+ @p2 = para "Second"
+ @p3 = para "Third"
+ end
+ end
+
+
+
These instance variables will all end up inside the App object.
+
+
'Whenever you create a new window,
selfis also changed.
' So, this means
+the [[Element.window]] and [[Element.dialog]] methods, in addition to
+Shoes.app.
+
+
Shoes.app title: "MAIN" do
+ para self
+ button "Spawn" do
+ window title: "CHILD" do
+ para self
+ end
+ end
+ end
+
+
+
Block Redirection
+
+
The stack
block is a different story, though. It doesn't change self
and
+it's basically a regular block.
+
+
'But there's a trick:
' when you attach a stack
and give it a block, the
+App object places that stack in its memory. The stack gets popped off when the
+block ends. So all drawing inside the block gets 'redirected
' from the
+App's top slot to the new stack.
+
+
So those three para
s will get drawn on the stack
, even though they actually
+get sent to the App object first.
+
+
Shoes.app do
+ stack do
+ para "First"
+ para "Second"
+ para "Third"
+ end
+ end
+
+
+
A bit tricky, you see? This can bite you even if you know about it.
+
+
One way it'll get you is if you try to edit a stack somewhere else in your
+program, outside the app
block.
+
+
Like let's say you pass around a stack object. And you have a class that edits
+that object.
+
+
class Messenger
+ def initialize(stack)
+ @stack = stack
+ end
+ def add(msg)
+ @stack.append do
+ para msg
+ end
+ end
+ end
+
+
+
So, let's assume you pass the stack object into your Messenger class when the
+app starts. And, later, when a message comes in, the add
method gets used to
+append a paragraph to that stack. Should work, right?
+
+
Nope, it won't work. The para
method won't be found. The App object isn't
+around any more. And it's the one with the para
method.
+
+
Fortunately, each Shoes object has an app
method that will let you reopen the
+App object so you can do somefurther editing.
+
+
class Messenger
+ def initialize(stack)
+ @stack = stack
+ end
+ def add(msg)
+ @stack.app do
+ @stack.append do
+ para msg
+ end
+ end
+ end
+ end
+
+
+
As you can imagine, the app
method changes self
to the App object.
+
+
So the rules here are:
+
+
+'Methods named "app" or which create new windows alter
selfto the App
+object.
'[BR][[BR]]
+'Blocks attached to stacks, flows or any manipulation method (such as
+append) do not change self. Instead, they pop the slot on to the app's editing
+stack.
'
+
+
+
Careful With Fixed Heights
+
+
Fixed widths on slots are great so you can split the window into columns.
+
+
Shoes.app do
+ flow do
+ stack width: 200 do
+ caption "Column one"
+ para "is 200 pixels wide"
+ end
+ stack width: -200 do
+ caption "Column two"
+ para "is 100% minus 200 pixels wide"
+ end
+ end
+ end
+
+
+
Fixed heights on slots should be less common. Usually you want your text and
+images to just flow down the window as far as they can. Height usually happens
+naturally.
+
+
The important thing here is that fixed heights actually force slots to behave
+differently. To be sure that the end of the slot is chopped off perfectly, the
+slot becomes a 'nested window
'. A new layer is created by the operating
+system to keep the slot in a fixed square.
+
+
One difference between normal slots and nested window slots is that the latter
+can have scrollbars.
+
+
Shoes.app do
+ stack width: 200, height: 200, scroll: true do
+ background "#DFA"
+ 100.times do |i|
+ para "Paragraph No. #{i}"
+ end
+ end
+ end
+
+
+
These nested windows require more memory. They tax the application a bit more.
+So if you're experiencing some slowness with hundreds of fixed-height slots,
+try a different approach.
+
+
Image and Shape Blocks
+
+
Most beginners start littering the window with shapes. It's just easier to
+throw all your rectangles and ovals in a slot.
+
+
'However, bear in mind that Shoes will create objects for all those
+shapes!
'
+
+
Shoes.app do
+ fill black(0.1)
+ 100.times do |i|
+ oval i, i, i * 2
+ end
+ end
+
+
+
In this example, one-hundred Oval objects are created. This isn't too bad.
+But things would be slimmer if we made these into a single shape.
+
+
Shoes.app do
+ fill black(0.1)
+ shape do
+ 100.times do |i|
+ oval i, i, i * 2
+ end
+ end
+ end
+
+
+
Oh, wait. The ovals aren't filled in this time! That's because the ovals have
+been combined into a single huge shape. And Shoes isn't sure where to fill in
+this case.
+
+
So you usually only want to combine into a single shape when you're dealing
+strictly with outlines.
+
+
Another option is to combine all those ovals into a single image.
+
+
Shoes.app do
+ fill black(0.1)
+ image 300, 300 do
+ 100.times do |i|
+ oval i, i, i * 2
+ end
+ end
+ end
+
+
+
There we go! The ovals are all combined into a single 300 x 300 pixel image.
+In this case, storing that image in memory might be much bigger than having
+one-hundred ovals around. But when you're dealing with thousands of shapes,
+the image block can be cheaper.
+
+
The point is: it's easy to group shapes together into image or shape blocks, so
+give it a try if you're looking to gain some speed. Shape blocks particularly
+will save you some memory and speed.
+
+
UTF-8 Everywhere
+
+
Ruby itself isn't Unicode aware. And UTF-8 is a type of Unicode. (See
+Wikipedia for a full explanation of
+UTF-8.)
+
+
However, UTF-8 is common on the web. And lots of different platforms support
+it. So to cut down on the amount of conversion that Shoes has to do, Shoes
+expects all strings to be in UTF-8 format.
+
+
This is great because you can show a myriad of languages (Russian, Japanese,
+Spanish, English) using UTF-8 in Shoes. Just be sure that your text editor
+uses UTF-8!
+
+
To illustrate:
+
+
Shoes.app do
+ stack margin: 10 do
+ @edit = edit_box width: 1.0 do
+ @para.text = @edit.text
+ end
+ @para = para ""
+ end
+ end
+
+
+
This app will copy anything you paste into the edit box and display it in a
+Shoes paragraph. You can try copying some foreign text (such as Greek or
+Japanese) into this box to see how it displays.
+
+
This is a good test because it proves that the edit box gives back UTF-8
+characters. And the paragraph can be set to any UTF-8 characters.
+
+
'Important note:
' if some UTF-8 characters don't display for you, you will
+need to change the paragraph's font. This is especially common on OS X.
+
+
So, a good Japanese font on OS X is 'AppleGothic
' and on Windows is 'MS
+UI Gothic
'.
+
+
Shoes.app do
+ para "てすと (te-su-to)", font: case RUBY_PLATFORM
+ when /mingw/; "MS UI Gothic"
+ when /darwin/; "AppleGothic, Arial"
+ else "Arial"
+ end
+ end
+
+
+
Again, anything which takes a string in Shoes will need a UTF-8 string. Edit
+boxes, edit lines, list boxes, window titles and text blocks all take UTF-8. If
+you give a string with bad characters in it, an error will show up in the
+console.
+
+
The Main App and Its Requires
+
+
'NOTE:
' This rule is for Raisins. Policeman uses TOPLEVEL_BINDING. So, you
+can get main
, Ruby top-level object, with the first snippet. Although you
+need to use Shoes::Para
instead of Para
outside Shoes.app
block.
+
+
Each Shoes app is given a little room where it can create itself. You can
+create classes and set variables and they won't be seen by other Shoes
+programs. Each program runs inside its own anonymous class.
+
+
main = self
+ Shoes.app do
+ para main.to_s
+ end
+
+
+
This anonymous class is called (shoes)
and it's just an empty, unnamed class.
+The Shoes
module is mixed into this class (using include Shoes
) so that you
+can use either Para
or Shoes::Para
when referring to the paragraph class.
+
+
The advantages of this approach are:
+
+
+- Shoes apps cannot share local variables.
+- Classes created in the main app code are temporary.
+- The Shoes module can be mixed in to the anonymous class, but not the top-level environment of Ruby itself.
+- Garbage collection can clean up apps entirely once they complete.
+
+
+
The second part is especially important to remember.
+
+
class Storage; end
+
+ Shoes.app do
+ para Storage.new
+ end
+
+
+
The Storage
class will disappear once the app completes. Other apps aren't
+able to use the Storage class. And it can't be gotten to from files that are
+loaded using require
.
+
+
When you require
code, though, that code will stick around. It will be kept
+in the Ruby top-level environment.
+
+
So, the rule is: 'keep your temporary classes in the code with the app and
+keep your permanent classes in requires.
'
+
+
Shoes
+
+
Shoes is all about drawing windows and the stuff inside those windows. Let's
+focus on the window itself, for now. The other sections [[Slots]] and
+[[Elements]] cover everything that goes inside the window.
+
+
For here on, the manual reads more like a dictionary. Each page is mostly a
+list of methods you can use for each topic covered. The idea is to be very
+thorough and clear about everything.
+
+
So, if you've hit this far in the manual and you're still hazy about getting
+started, you should probably either go back to the [[Hello! beginning]] of the
+manual. Or you could try Nobody Knows Shoes, the beginner's leaflet PDF.
+
+
Finding Your Way
+
+
This section covers:
+
+
+- [[Built-in Built-in methods]] - general methods available anywhere in a Shoes program.
+- [[App The App window]] - methods found attached to every main Shoes window.
+- [[Styles The Styles Master List]] - a complete list of every style in Shoes.
+- [[Classes The Classes list]] - a chart showing what Shoes classes subclass what.
+- [[Colors The Colors list]] - a chart of all built-in colors and the [[Built-in.rgb]] numbers for each.
+
+
+
If you find yourself paging around a lot and not finding something, give the
+[[Search]] page a try. It's the quickest way to get around.
+
+
After this general reference, there are two other more specific sections:
+
+
+- [[Slots]] - covering [[Element.stack]] and [[Element.flow]], the two types of slots.
+- [[Elements]] - documentation for all the buttons, shapes, images, and so on.
+
+
+
Two really important pages in there are the [[Element Element Creation]] page
+(which lists all the elements you can add) and the [[Common Common Methods]]
+page (which lists methods you'll find on any slot or element.)
+
+
Built-in Methods
+
+
These methods can be used anywhere throughout Shoes programs.
+
+
All of these commands are unusual because you don't attach them with a dot.
+'Every other method in this manual must be attached to an object with a dot.
'
+But these are built-in methods (also called: Kernel methods.) Which means no dot!
+
+
A common one is alert
:
+
+
alert "No dots in sight"
+
+
+
Compare that to the method reverse
, which isn't a Kernel method and is only
+available for Arrays and Strings:
+
+
"Plaster of Paris".reverse
+ [:dogs, :cows, :snakes].reverse
+
+
+
Most Shoes methods for drawing and making buttons and so on are attached to
+slots. See the section on [[Slots]] for more.
+
+
Built-in Constants
+
+
Shoes also has a handful of built-in constants which may prove useful if you
+are trying to sniff out what release of Shoes is running.
+
+
'Shoes::RELEASE_NAME
' contains a string with the name of the Shoes release.
+All Shoes releases are named, starting with Curious.
+
+
'Shoes::RELEASE_ID
' contains a number representing the Shoes release. So,
+for example, Curious is number 1, as it was the first official release.
+
+
'Shoes::REVISION
' is the Subversion revision number for this build.
+
+
'Shoes::FONTS
' is a complete list of fonts available to the app. This list
+includes any fonts loaded by the [[Built-in.font]] method.
+
+
alert(message: a string) » nil
+
+
Pops up a window containing a short message.
+
+
alert("I'm afraid I must interject!")
+
+
+
Please use alerts sparingly, as they are incredibly annoying! If you are using
+alerts to show messages to help you debug your program, try checking out the
+[[Built-in.debug]] or [[Built-in.info]] methods.
+
+
ask(message: a string) » a string
+
+
Pops up a window and asks a question. For example, you may want to ask someone
+their name.
+
+
name = ask("Please, enter your name:")
+
+
+
When the above script is run, the person at the computer will see a window with
+a blank box for entering their name. The name will then be saved in the name
+variable.
+
+
ask_color(title: a string) » Shoes::Color
+
+
Pops up a color picker window. The program will wait for a color to be picked,
+then gives you back a Color object. See the Color
help for some ways you can
+use this color.
+
+
backcolor = ask_color("Pick a background")
+ Shoes.app do
+ background backcolor
+ end
+
+
+
ask_open_file() » a string
+
+
Pops up an "Open file..." window. It's the standard window which shows all of
+your folders and lets you select a file to open. Hands you back the name of the
+file.
+
+
filename = ask_open_file
+ Shoes.app do
+ para File.read(filename)
+ end
+
+
+
ask_save_file() » a string
+
+
Pops up a "Save file..." window, similiar to ask_open_file
, described
+previously.
+
+
save_as = ask_save_file
+
+
+
ask_open_folder() » a string
+
+
Pops up an "Open folder..." window. It's the standard window which shows all of
+your folders and lets you select a folder to open. Hands you back the name of
+the folder.
+
+
folder = ask_open_folder
+ Shoes.app do
+ para Dir.entries(folder)
+ end
+
+
+
ask_save_folder() » a string
+
+
Pops up a "Save folder..." window, similiar to ask_open_folder
, described
+previously. On OS X, this method currently behaves like an alias of
+ask_open_folder
.
+
+
save_to = ask_save_folder
+
+
+
confirm(question: a string) » true or false
+
+
Pops up a yes-or-no question. If the person at the computer, clicks 'yes
',
+you'll get back a true
. If not, you'll get back false
.
+
+
if confirm("Draw a circle?")
+ Shoes.app{ oval top: 0, left: 0, radius: 50 }
+ end
+
+
+
debug(message: a string) » nil
+
+
Sends a debug message to the Shoes console. You can bring up the Shoes console
+by pressing Alt-/
on any Shoes window (or ⌘-/
on OS X.)
+
+
debug("Running Shoes on " + RUBY_PLATFORM)
+
+
+
Also check out the [[Built-in.error]], [[Built-in.warn]] and [[Built-in.info]]
+methods.
+
+
error(message: a string) » nil
+
+
Sends an error message to the Shoes console. This method should only be used
+to log errors. Try the [[Built-in.debug]] method for logging messages to
+yourself.
+
+
Oh, and, rather than a string, you may also hand exceptions directly to this
+method and they'll be formatted appropriately.
+
+
exit()
+
+
Stops your program. Call this anytime you want to suddenly call it quits.
+
+
'PLEASE NOTE:
' If you need to use Ruby's own exit
method (like in a
+forked Ruby process,) call Kernel.exit
.
+
+
font(message: a string) » an array of font family names
+
+
Loads a TrueType (or other type of font) from a file. While TrueType is
+supported by all platforms, your platform may support other types of fonts.
+Shoes uses each operating system's built-in font system to make this work.
+
+
Here's a rough idea of what fonts work on which platforms:
+
+
+- Bitmap fonts (.bdf, .pcf, .snf) - Linux
+- Font resource (.fon) - Windows
+- Windows bitmap font file (.fnt) - Linux, Windows
+- PostScript OpenType font (.otf) - Mac OS X, Linux, Windows
+- Type1 multiple master (.mmm) - Windows
+- Type1 font bits (.pfb) - Linux, Windows
+- Type1 font metrics (.pfm) - Linux, Windows
+- TrueType font (.ttf) - Mac OS X, Linux, Windows
+- TrueType collection (.ttc) - Mac OS X, Linux, Windows
+
+
+
If the font is properly loaded, you'll get back an array of font names found in
+the file. Otherwise, nil
is returned if no fonts were found in the file.
+
+
Also of interest: the Shoes::FONTS
constant is a complete list of fonts
+available to you on this platform. You can check for a certain font by using
+include?
.
+
+
if Shoes::FONTS.include? "Helvetica"
+ alert "Helvetica is available on this system."
+ else
+ alert "You do not have the Helvetica font."
+ end
+
+
+
If you have trouble with fonts showing up, make sure your app loads the font
+before it is used. Especially on OS X, if fonts are used before they are
+loaded, the font cache will tend to ignore loaded fonts.
+
+
gradient(color1, color2) » Shoes::Pattern
+
+
Builds a linear gradient from two colors. For each color, you may pass in a
+Shoes::Color object or a string describing the color.
+
+
gray(the numbers: darkness, alpha) » Shoes::Color
+
+
Create a grayscale color from a level of darkness and, optionally, an alpha
+level.
+
+
black = gray(0.0)
+ white = gray(1.0)
+
+
+
info(message: a string) » nil
+
+
Logs an informational message to the user in the Shoes console. So, where
+debug messages are designed to help the program figure out what's happening,
+info
messages tell the user extra information about the program.
+
+
+ info("You just ran the info example on Shoes #{Shoes::RELEASE_NAME}.")
+
+
+
For example, whenever a Shy file loads, Shoes prints an informational message
+in the console describing the author of the Shy and its version.
+
+
rgb(a series of numbers: red, green, blue, alpha) » Shoes::Color
+
+
Create a color from red, green and blue components. An alpha level (indicating
+transparency) can also be added, optionally.
+
+
When passing in a whole number, use values from 0 to 255.
+
+
blueviolet = rgb(138, 43, 226)
+ darkgreen = rgb(0, 100, 0)
+
+
+
Or, use a decimal number from 0.0 to 1.0.
+
+
blueviolet = rgb(0.54, 0.17, 0.89)
+ darkgreen = rgb(0, 0.4, 0)
+
+
+
This method may also be called as Shoes.rgb
.
+
+
warn(message: a string) » nil
+
+
Logs a warning for the user. A warning is not a catastrophic error (see
+[[Built-in.error]] for that.) It is just a notice that the program will be
+changing in the future or that certain parts of the program aren't reliable
+yet.
+
+
To view warnings and errors, open the Shoes console with Alt-/
(or ⌘-/
on
+OS X.)
+
+
The App Object
+
+
An App is a single window running code at a URL. When you switch URLs, a new
+App object is created and filled up with stacks, flows and other Shoes
+elements.
+
+
The App is the window itself. Which may be closed or cleared and filled with
+new elements.
+
+
The App itself, in slot/box terminology, is a flow. See the Slots
section
+for more, but this just means that any elements placed directly at the
+top-level will flow.
+
+
Shoes.app(styles) { ... } » Shoes::App
+
+
Starts up a Shoes app window. This is the starting place for making a Shoes
+program. Inside the block, you fill the window with various Shoes elements
+(buttons, artwork, etc.) and, outside the block, you use the styles
to
+describe how big the window is. Perhaps also the name of the app or if it's
+resizable.
+
+
Shoes.app(title: "White Circle",
+ width: 200, height: 200, resizable: false) {
+ background black
+ fill white
+ oval top: 20, left: 20, radius: 160
+ }
+
+
+
In the case above, a small window is built. 200 pixels by 200 pixels. It's
+not resizable. And, inside the window, two elements: a black background and a
+white circle.
+
+
Once an app is created, it is added to the [[App.Shoes.APPS]] list. If you
+want an app to spawn more windows, see the [[Element.window]] method and the
+[[Element.dialog]] method.
+
+
Shoes.APPS() » An array of Shoes::App objects
+
+
Builds a complete list of all the Shoes apps that are open right now. Once an
+app is closed, it is removed from the list. Yes, you can run many apps at once
+in Shoes. It's completely encouraged.
+
+
clipboard() » a string
+
+
Returns a string containing all of the text that's on the system clipboard.
+This is the global clipboard that every program on the computer cuts and pastes
+into.
+
+
clipboard = a string
+
+
Stores a string
of text in the system clipboard.
+
+
close()
+
+
Closes the app window. If multiple windows are open and you want to close the
+entire application, use the built-in method exit
.
+
+
download(url: a string, styles)
+
+
Starts a download thread (much like XMLHttpRequest, if you're familiar with
+JavaScript.) This method returns immediately and runs the download in the
+background. Each download thread also fires start
, progress
and finish
+events. You can send the download to a file or just get back a string (in the
+finish
event.)
+
+
If you attach a block to a download, it'll get called as the finish
event.
+
+
Shoes.app do
+ stack do
+ title "Searching Google", size: 16
+ @status = para "One moment..."
+
+ download "http://www.google.com/search?q=shoes" do |goog|
+ @status.text = "Headers: " + goog.response..inspect
+ end
+ end
+ end
+
+
+
And, if we wanted to use the downloaded data, we'd get it using
+goog.response.body
. This example is truly the simplest form of download
:
+pulling some web data down into memory and handling it once it's done.
+
+
Another simple use of download
is to save some web data to a file, using the
+:save
style.
+
+
Shoes.app do
+ stack do
+ title "Downloading Google image", size: 16
+ @status = para "One moment..."
+
+ download "http://www.google.com/logos/nasa50th.gif",
+ save: "nasa50th.gif" do
+ @status.text = "Okay, is downloaded."
+ end
+ end
+ end
+
+
+
In this case, you can still get the headers for the downloaded file, but
+response.body
will be nil
, since the data wasn't saved to memory. You will
+need to open the file to get the downloaded goods.
+
+
If you need to send certain headers or actions to the web server, you can use
+the :method
, :headers
and :body
styles to customize the HTTP request.
+(And, if you need to go beyond these, you can always break out Ruby's OpenURI
+class.)
+
+
Shoes.app do
+ stack do
+ title "GET Google", size: 16
+ @status = para "One moment..."
+
+ download "http://www.google.com/search?q=shoes",
+ method: "GET" do |dump|
+ @status.text = dump.response.body
+ end
+ end
+ end
+
+
+
As you can see from the above example, Shoes makes use of the "GET" method to
+query google's search engine.
+
+
location() » a string
+
+
Gets a string containing the URL of the current app.
+
+
+
+
Identifies the mouse cursor's location, along with which button is being
+pressed.
+
+
Shoes.app do
+ @p = para
+ animate do
+ button, left, top = self.mouse
+ @p.replace "mouse: #{button}, #{left}, #{top}"
+ end
+ end
+
+
+
owner() » Shoes::App
+
+
Gets the app which launched this app. In most cases, this will be nil
. But
+if this app was launched using the [[Element.window]] method, the owner will be
+the app which called window
.
+
+
started?() » true or false
+
+
Has the window been fully constructed and displayed? This is useful for
+threaded code which may try to use the window before it is completely built.
+(Also see the start
event which fires once the window is open.)
+
+
visit(url: a string)
+
+
Changes the location, in order to view a different Shoes URL.
+
+
Absolute URLs (such as http://google.com) are okay, but Shoes will be expecting
+a Shoes application to be at that address. (So, google.com won't work, as it's
+an HTML app.)
+
+
The Styles Master List
+
+
You want to mess with the look of things? Well, throughout Shoes, styles are
+used to change the way elements appear. In some cases, you can even style an
+entire class of elements. (Like giving all paragraphs a certain font.)
+
+
Styles are easy to spot. They usually show up when the element is created.
+
+
Shoes.app title: "A Styling Sample" do
+ para "Red with an underline", stroke: red, underline: "single"
+ end
+
+
+
Here we've got a :title
style on the app. And on the paragraph inside the
+app, a red :stroke
style and an :underline
style.
+
+
The style hash can also be changed by using the [[Common.style]] method,
+available on every element and slot.
+
+
Shoes.app title: "A Styling Sample" do
+ @text = para "Red with an underline"
+ @text.style(stroke: red, underline: "single")
+ end
+
+
+
Most styles can also be set by calling them as methods. (I'd use the manual
+search to find the method.)
+
+
Shoes.app title: "A Styling Sample" do
+ @text = para "Red with an underline"
+ @text.stroke = red
+ @text.underline = "single"
+ end
+
+
+
Rather than making you plow through the whole manual to figure out what styles
+go where, this helpful page speeds through every style in Shoes and suggests
+where that style is used.
+
+
:align » a string
+
+
For: banner, caption, code, del, em, ins, inscription, link, para, span,
+strong, sub, sup, subtitle, tagline, title
+
+
The alignment of the text. It is either:
+
+
+- "left" - Align the text to the left.
+- "center" - Align the text in the center.
+- "right" - Align the text to the right.
+
+
+
:angle » a number
+
+
For: background, border, gradient
.
+
+
The angle at which to apply a gradient. Normally, gradient colors range from
+top to bottom. If the :angle
is set to 90, the gradient will rotate 90
+degrees counter-clockwise and the gradient will go from left to right.
+
+
:attach » a slot or element
+
+
For: flow, stack
.
+
+
Pins a slot relative to another slot or element. Also, one may write attach: Window
to position the slot at the window's top, left corner. Taking this
+a bit further, the style top: 10, left: 10, attach: Window
would
+place the slot at (10, 10) in the window's coordinates.
+
+
If a slot is attached to an element that moves, the slot will move with it. If
+the attachment is reset to nil
, the slot will flow in with the other objects
+that surround, as normal.
+
+
:autoplay » true or false
+
+
For: video
.
+
+
Should this video begin playing after it appears? If set to true
, the video
+will start without asking the user.
+
+
:bottom » a number
+
+
For: all slots and elements
.
+
+
Sets the pixel coordinate of an element's lower edge. The edge is placed
+relative to its container's lower edge. So, bottom: 0
will align the
+element so that its bottom edge and the bottom edge of its slot touch.
+
+
:cap » :curve or :rect or :project
+
+
For: arc, arrow, border, flow, image, mask, rect, star, shape, stack
.
+
+
Sets the shape of the line endpoint, whether curved or square. See the
+[[Art.cap]] method for more explanation.
+
+
:center » true or false
+
+
For: arc, image, oval, rect, shape
.
+
+
Indicates whether the :top
and :left
coordinates refer to the center of the
+shape or not. If set to true
, this is similar to setting the
+[[Art.transform]] method to :center
.
+
+
:change » a proc
+
+
For: edit_box, edit_line, list_box
.
+
+
The change
event handler is stored in this style. See the [[EditBox.change]]
+method for the edit_box, as an example.
+
+
:checked » true or false
+
+
For: check, radio
.
+
+
Is this checkbox or radio button checked? If set to true
, the box is
+checked. Also see the [[Check.checked=]] method.
+
+
:choose » a string
+
+
For: list_box
.
+
+
Sets the currently chosen item in the list. More information at
+[[ListBox.choose]].
+
+
:click » a proc
+
+
For: arc, arrow, banner, button, caption, check, flow, image, inscription,
+line, link, mask, oval, para, radio, rect, shape, stack, star, subtitle,
+tagline, title
.
+
+
The click
event handler is stored in this style. See the [[Events.click]]
+method for a description.
+
+
:curve » a number
+
+
For: background, border, rect
.
+
+
The radius of curved corners on each of these rectangular elements. As an
+example, if this is set to 6, the corners of the rectangle are given a curve
+with a 6-pixel radius.
+
+
:displace_left » a number
+
+
For: all slots and elements
.
+
+
Moves a shape, text block or any other kind of object to the left or right. A
+positive number displaces to the right by the given number of pixels; a
+negative number displaces to the left. Displacing an object doesn't effect the
+actual layout of the page. Before using this style, be sure to read the
+[[Position.displace]] docs, since its behavior can be a bit surprising.
+
+
:displace_top » a number
+
+
For: all slots and elements
.
+
+
Moves a shape, text block or any other kind of object up or down. A positive
+number moves the object down by this number of pixels; a negative number moves
+it up. Displacing doesn't effect the actual layout of the page or the object's
+true coordinates. Read the [[Position.displace]] docs, since its behavior can
+be a bit surprising.
+
+
:emphasis » a string
+
+
For: banner, caption, code, del, em, ins, inscription, link, para, span,
+strong, sub, sup, subtitle, tagline, title
.
+
+
Styles the text with an emphasis (commonly italicized.)
+
+
This style recognizes three possible settings:
+
+
+- "normal" - the font is upright.
+- "oblique" - the font is slanted, but in a roman style.
+- "italic" - the font is slanted in an italic style.
+
+
+
:family » a string
+
+
For: banner, caption, code, del, em, ins, inscription, link, para, span,
+strong, sub, sup, subtitle, tagline, title
.
+
+
Styles the text with a given font family. The string should contain the family
+name or a comma-separated list of families.
+
+
:fill » a hex code, a Shoes::Color or a range of either
+
+
For: arc, arrow, background, banner, caption, code, del, em, flow, image,
+ins, inscription, line, link, mask, oval, para, rect, shape, span, stack, star,
+strong, sub, sup, subtitle, tagline, title
.
+
+
The color of the background pen. For shapes, this is the fill color, the paint
+inside the shape. For text stuffs, this color is painted in the background (as
+if marked with a highlighter pen.)
+
+
:font » a string
+
+
For: banner, caption, code, del, em, ins, inscription, link, para, span,
+strong, sub, sup, subtitle, tagline, title
.
+
+
Styles the text with a font description. The string is pretty flexible, but
+can take the form "[FAMILY-LIST] [STYLE-OPTIONS] [SIZE]", where FAMILY-LIST is
+a comma separated list of families optionally terminated by a comma,
+STYLE_OPTIONS is a whitespace separated list of words where each WORD describes
+one of style, variant, weight, stretch, or gravity, and SIZE is a decimal
+number (size in points) or optionally followed by the unit modifier "px" for
+absolute size. Any one of the options may be absent. If FAMILY-LIST is absent,
+then the default font family (Arial) will be used.
+
+
:group » a string
+
+
For: radio
.
+
+
Indicates what group a radio button belongs to. Without this setting, radio
+buttons are grouped together with other radio buttons in their immediate slot.
+"Grouping" radio buttons doesn't mean they'll be grouped next to each other on
+the screen. It means that only one radio button from the group can be selected
+at a time.
+
+
By giving this style a string, the radio button will be grouped with other
+radio buttons that have the same group name.
+
+
:height » a number
+
+
For: all slots and elements
.
+
+
Sets the pixel height of this object. If the number is a decimal number, the
+height becomes a percentage of its parent's height (with 0.0 being 0% and 1.0
+being 100%.)
+
+
:hidden » true or false
+
+
For: all slots and elements
.
+
+
Hides or shows this object. Any object with hidden: true
are not
+displayed on the screen. Neither are its children.
+
+
:inner » a number
+
+
For: star
.
+
+
The size of the inner radius (in pixels.) The inner radius describes the solid
+circle within the star where the points begin to separate.
+
+
:items » an array
+
+
For: list_box
.
+
+
The list of selections in the list box. See the [[Element.list_box]] method
+for an example.
+
+
:justify » true or false
+
+
For: banner, caption, code, del, em, ins, inscription, link, para, span,
+strong, sub, sup, subtitle, tagline, title
+
+
Evenly spaces the text horizontally.
+
+
:kerning » a number
+
+
For: banner, caption, code, del, em, ins, inscription, link, para, span,
+strong, sub, sup, subtitle, tagline, title
.
+
+
Adds to the natural spacing between letters, in pixels.
+
+
:leading » a number
+
+
For: banner, caption, inscription, para, subtitle, tagline, title
.
+
+
Sets the spacing between lines in a text block. Defaults to 4 pixels.
+
+
:left » a number
+
+
For: all slots and elements
.
+
+
Sets the left coordinate of this object to a specific pixel. Setting left: 10
places the object's left edge ten pixels away from the left edge of the
+slot containing it. If this style is left unset (or set to nil
,) the object
+will flow in with the other objects surrounding it.
+
+
You might also want to give it a :top, if it's acting a bit funny. Sometimes it needs both. :)
+
+
:margin » a number or an array of four numbers
+
+
For: all slots and elements
.
+
+
Margins space an element out from its surroundings. Each element has a left,
+top, right, and bottom margin. If the :margin
style is set to a single
+number, the spacing around the element uniformly matches that number. In other
+words, if margin: 8
is set, all the margins around the element are set to
+eight pixels in length.
+
+
This style can also be given an array of four numbers in the form [left, top,
+right, bottom]
.
+
+
:margin_bottom » a number
+
+
For: all slots and elements
.
+
+
Sets the bottom margin of the element to a specific pixel size.
+
+
:margin_left » a number
+
+
For: all slots and elements
.
+
+
Sets the left margin of the element to a specific pixel size.
+
+
:margin_right » a number
+
+
For: all slots and elements
.
+
+
Sets the right margin of the element to a specific pixel size.
+
+
:margin_top » a number
+
+
For: all slots and elements
.
+
+
Sets the top margin of the element to a specific pixel size.
+
+
:outer » a number
+
+
For: star
.
+
+
Sets the outer radius (half of the total
width) of the star, in pixels.
+
+
:points » a number
+
+
For: star
.
+
+
How many points does this star have? A style of points: 5
creates a
+five-pointed star.
+
+
:radius » a number
+
+
For: arc, arrow, background, border, gradient, oval, rect, shape
.
+
+
Sets the radius (half of the diameter or total width) for each of these
+elements. Setting this is equivalent to setting both :width
and :height
to
+double this number.
+
+
:right » a number
+
+
For: all slots and elements
.
+
+
Sets the pixel coordinate of an element's right edge. The edge is placed
+relative to its container's rightmost edge. So, right: 0
will align the
+element so that its own right edge and the right edge of its slot touch.
+Whereas right: 20
will position the right edge of the element off to the
+left of its slot's right edge by twenty pixels.
+
+
:rise » a number
+
+
For: banner, caption, code, del, em, ins, inscription, link, para, span,
+strong, sub, sup, subtitle, tagline, title
.
+
+
Lifts or plunges the font baseline for some text. For example, a
+[[Element.sup]] has a :rise
of 10 pixels. Conversely, the [[Element.sub]]
+element has a :rise
of -10 pixels.
+
+
+
+
For: flow, stack
.
+
+
Establishes this slot as a scrolling slot. If scroll: true
is set, the
+slot will show a scrollbar if any of its contents go past its height. The
+scrollbar will appear and disappear as needed. It will also appear inside the
+width of the slot, meaning the slot's width will never change, regardless of
+whether there is a scrollbar or not.
+
+
:secret » true or false
+
+
For: ask, edit_line
.
+
+
Used for password fields, this setting keeps any characters typed in from
+becoming visible on the screen. Instead, a replacement character (such as an
+asterisk) is show for each letter typed.
+
+
:size » a number
+
+
For: banner, caption, code, del, em, ins, inscription, link, para, span,
+strong, sub, sup, subtitle, tagline, title
.
+
+
Sets the pixel size for the font used inside this text block or text fragment.
+
+
Font size may also be augmented, through use of the following strings:
+
+
+- "xx-small" - 57% of present size.
+- "x-small" - 64% of present size.
+- "small" - 83% of present size.
+- "medium" - no change in size.
+- "large" - 120% of present size.
+- "x-large" - 143% of present size.
+- "xx-large" - 173% of present size.
+
+
+
:state » a string
+
+
For: button, check, edit_box, edit_line, list_box, radio
.
+
+
The :state
style is for disabling or locking certain controls, if you don't
+want them to be edited.
+
+
Here are the possible style settings:
+
+
+- nil - the control is active and editable.
+- "readonly" - the control is active but cannot be edited.
+- "disabled" - the control is not active (grayed out) and cannot be edited.
+
+
+
:stretch » a string
+
+
For: banner, caption, code, del, em, ins, inscription, link, para, span,
+strong, sub, sup, subtitle, tagline, title
.
+
+
Sets the font stretching used for a text object.
+
+
Possible settings are:
+
+
+- "condensed" - a smaller width of letters.
+- "normal" - the standard width of letters.
+- "expanded" - a larger width of letters.
+
+
+
:strikecolor » a Shoes::Color
+
+
For: banner, caption, code, del, em, ins, inscription, link, para, span,
+strong, sub, sup, subtitle, tagline, title
.
+
+
The color used to paint any lines stricken through this text.
+
+
:strikethrough » a string
+
+
For: banner, caption, code, del, em, ins, inscription, link, para, span,
+strong, sub, sup, subtitle, tagline, title
.
+
+
Is this text stricken through? Two options here:
+
+
+- "none" - no strikethrough
+- "single" - a single-line strikethrough.
+
+
+
:stroke » a hex code, a Shoes::Color or a range of either
+
+
For: arc, arrow, banner, border, caption, code, del, em, flow, image, ins,
+inscription, line, link, mask, oval, para, rect, shape, span, stack, star,
+strong, sub, sup, subtitle, tagline, title
.
+
+
The color of the foreground pen. In the case of shapes, this is the color the
+lines are drawn with. For paragraphs and other text, the letters are printed
+in this color.
+
+
:strokewidth » a number
+
+
For: arc, arrow, border, flow, image, line, mask, oval, rect, shape, star, stack
.
+
+
The thickness of the stroke, in pixels, of the line defining each of these
+shapes. For example, the number two would set the strokewidth to 2 pixels.
+
+
:text » a string
+
+
For: button, edit_box, edit_line
.
+
+
Sets the message displayed on a button control, or the contents of an edit_box
+or edit_line.
+
+
:top » a number
+
+
For: all slots and elements
.
+
+
Sets the top coordinate for an object, relative to its parent slot. If an
+object is set with top: 40
, this means the object's top edge will be
+placed 40 pixels beneath the top edge of the slot that contains it. If no
+:top
style is given, the object is automatically placed in the natural flow
+of its slot.
+
+
You should probably give it a :left, too, if it's acting strange. It likes to have both. :)
+
+
:undercolor » a Shoes::Color
+
+
For: banner, caption, code, del, em, ins, inscription, link, para, span,
+strong, sub, sup, subtitle, tagline, title
.
+
+
The color used to underline text.
+
+
:underline » a string
+
+
For: banner, caption, code, del, em, ins, inscription, link, para, span,
+strong, sub, sup, subtitle, tagline, title
.
+
+
Dictates the style of underline used in the text.
+
+
The choices for this setting are:
+
+
+- "none" - no underline at all.
+- "single" - a continuous underline.
+- "double" - two continuous parallel underlines.
+- "low" - a lower underline, beneath the font baseline. (This is generally recommended only for single characters, particularly when showing keyboard accelerators.)
+- "error" - a wavy underline, usually found indicating a misspelling.
+
+
+
:variant » a string
+
+
For: banner, caption, code, del, em, ins, inscription, link, para, span,
+strong, sub, sup, subtitle, tagline, title
.
+
+
Vary the font for a group of text. Two choices:
+
+
+- "normal" - standard font.
+- "smallcaps" - font with the lower case characters replaced by smaller variants of the capital characters.
+
+
+
:weight » a string
+
+
For: banner, caption, code, del, em, ins, inscription, link, para, span,
+strong, sub, sup, subtitle, tagline, title
.
+
+
Set the boldness of the text. Commonly, this style is set to one of the
+following strings:
+
+
+- "ultralight" - the ultralight weight (= 200)
+- "light" - the light weight (= 300)
+- "normal" - the default weight (= 400)
+- "semibold" - a weight intermediate between normal and bold (= 600)
+- "bold" - the bold weight (= 700)
+- "ultrabold" - the ultrabold weight (= 800)
+- "heavy" - the heavy weight (= 900)
+
+
+
However, you may also pass in the numerical weight directly.
+
+
:width » a number
+
+
For: all slots and elements
.
+
+
Sets the pixel width for the element. If the number is a decimal, the width is
+converted to a percentage (with 0.0 being 0% and 1.0 being 100%.) A width of
+100% means the object fills its parent slot.
+
+
:wrap » a string
+
+
For: banner, caption, code, del, em, ins, inscription, link, para, span,
+strong, sub, sup, subtitle, tagline, title
+
+
How should the text wrap when it fills its width? Possible options are:
+
+
+- "word" - Break lines at word breaks.
+- "char" - Break lines between characters, thus breaking some words.
+- "trim" - Cut the line off with an ellipsis if it goes too long.
+
+
+
Classes List
+
+
Here is a complete list of all the classes introduced by Shoes. This chart is
+laid out according to how classes inherits from each other. Subclasses are
+indented one level to the right, beneath their parent class.
+
+
INDEX
+
+
Colors List
+
+
The following list of colors can be used throughout Shoes. As background
+colors or border colors. As stroke and fill colors. Most of these colors come
+from the X11 and HTML palettes.
+
+
All of these colors can be used by name. (So calling the tomato
method from
+inside any slot will get you a nice reddish color.) Below each color, also
+find the exact numbers which can be used with the [[Built-in.rgb]] method.
+
+
COLORS
+
+
Slots
+
+
Slots are boxes used to lay out images, text and so on. The two most common
+slots are stacks
and flows
. Slots can also be referred to as "boxes" or
+"canvases" in Shoes terminology.
+
+
Since the mouse wheel and PageUp and PageDown are so pervasive on every
+platform, vertical scrolling has really become the only overflow that matters.
+So, in Shoes, just as on the web, width is generally fixed. While height goes
+on and on.
+
+
Now, you can also just use specific widths and heights for everything, if you
+want. That'll take some math, but everything could be perfect.
+
+
Generally, I'd suggest using stacks and flows. The idea here is that you want
+to fill up a certain width with things, then advance down the page, filling up
+further widths. You can think of these as being analogous to HTML's "block" and
+"inline" styles.
+
+
Stacks
+
+
A stack is simply a vertical stack of elements. Each element in a stack is
+placed directly under the element preceding it.
+
+
A stack is also shaped like a box. So if a stack is given a width of 250, that
+stack is itself an element which is 250 pixels wide.
+
+
To create a new stack, use the [[Element.stack]] method, which is available
+inside any slot. So stacks can contain other stacks and flows.
+
+
Flows
+
+
A flow will pack elements in as tightly as it can. A width will be filled, then
+will wrap beneath those elements. Text elements placed next to each other will
+appear as a single paragraph. Images and widgets will run together as a series.
+
+
Like the stack, a flow is a box. So stacks and flows can safely be embedded
+and, without respect to their contents, are identical. They just treat their
+contents differently.
+
+
Making a flow means calling the [[Element.flow]] method. Flows may contain
+other flows and stacks.
+
+
Last thing: The Shoes window itself is a flow.
+
+
Art for Slots
+
+
Each slot is like a canvas, a blank surface which can be covered with an
+assortment of colored shapes or gradients.
+
+
Many common shapes can be drawn with methods like oval
and rect
. You'll
+need to set up the paintbrush colors first, though.
+
+
The stroke
command sets the line color. And the fill
command sets the
+color used to paint inside the lines.
+
+
Shoes.app do
+ stroke red
+ fill blue
+ oval top: 10, left: 10,
+ radius: 100
+ end
+
+
+
That code gives you a blue pie with a red line around it. One-hundred pixels
+wide, placed just a few pixels southeast of the window's upper left corner.
+
+
The blue
and red
methods above are Color objects. See the section on
+Colors for more on how to mix colors.
+
+
Inspiration from Processing and NodeBox
+
+
The artful methods generally come verbatim from NodeBox, a drawing kit for
+Python. In turn, NodeBox gets much of its ideas from Processing, a Java-like
+language for graphics and animation. I owe a great debt to the creators of
+these wonderful programs!
+
+
Shoes does a few things differently from NodeBox and Processing. For example,
+Shoes has different color methods, including having its own Color objects,
+though these are very similar to Processing's color methods. And Shoes also
+allows images and gradients to be used for drawing lines and filling in shapes.
+
+
Shoes also borrows some animation ideas from Processing and will continue to
+closely consult Processing's methods as it expands.
+
+
arc(left, top, width, height, angle1, angle2) » Shoes::Shape
+
+
Draws an arc shape (a section of an oval) at coordinates (left, top). This
+method just give you a bit more control than [[oval]], by offering the
+:angle1
and :angle2
styles. (In fact, you can mimick the oval
method by
+setting :angle1
to 0 and :angle2
to Shoes::TWO_PI
.)
+
+
arrow(left, top, width) » Shoes::Shape
+
+
Draws an arrow at coordinates (left, top) with a pixel width
.
+
+
cap(:curve or :rect or :project) » self
+
+
Sets the line cap, which is the shape at the end of every line you draw. If
+set to :curve
, the end is rounded. The default is :rect
, a line which ends
+abruptly flat. The :project
cap is also fat, but sticks out a bit longer.
+
+
fill(pattern) » pattern
+
+
Sets the fill bucket to a specific color (or pattern.) Patterns can be colors,
+gradients or images. So, once the fill bucket is set, you can draw shapes and
+they will be colored in with the pattern you've chosen.
+
+
To draw a star with an image pattern:
+
+
Shoes.app do
+ fill "static/avatar.png"
+ star 200, 200, 5
+ end
+
+
+
To clear the fill bucket, use nofill
. And to set the line color (the border
+of the star,) use the stroke
method.
+
+
nofill() » self
+
+
Blanks the fill color, so that any shapes drawn will not be filled in.
+Instead, shapes will have only a lining, leaving the middle transparent.
+
+
nostroke() » self
+
+
Empties the line color. Shapes drawn will have no outer line. If nofill
is
+also set, shapes drawn will not be visible.
+
+
line(left, top, x2, y2) » Shoes::Shape
+
+
Draws a line using the current line color (aka "stroke") starting at
+coordinates (left, top) and ending at coordinates (x2, y2).
+
+
oval(left, top, radius) » Shoes::Shape
+
+
Draws a circular form at pixel coordinates (left, top) with a width and height
+of radius
pixels. The line and fill colors are used to draw the shape. By
+default, the coordinates are for the oval's leftmost, top corner, but this can
+be changed by calling the [[Art.transform]] method or by using the :center
+style on the next method below.
+
+
Shoes.app do
+ stroke blue
+ strokewidth 4
+ fill black
+ oval 10, 10, 50
+ end
+
+
+
To draw an oval of varied proportions, you may also use the syntax: oval(left, top, width, height)
.
+
+
oval(styles) » Shoes::Shape
+
+
Draw circular form using a style hash. The following styles are supported:
+
+
+top
: the y-coordinate for the oval pen.
+left
: the x-coordinate for the oval pen.
+radius
: the width and height of the circle.
+width
: a specific pixel width for the oval.
+height
: a specific pixel height for the oval.
+center
: do the coordinates specific the oval's center? (true or false)
+
+
+
These styles may also be altered using the style
method on the Shape object.
+
+
rect(top, left, width, height, corners = 0) » Shoes::Shape
+
+
Draws a rectangle starting from coordinates (top, left) with dimensions of
+width x height. Optionally, you may give the rectangle rounded corners with a
+fifth argument: the radius of the corners in pixels.
+
+
As with all other shapes, the rectangle is drawn using the stroke and fill colors.
+
+
Shoes.app do
+ stroke rgb(0.5, 0.5, 0.7)
+ fill rgb(1.0, 1.0, 0.9)
+ rect 10, 10, self.width - 20, self.height - 20
+ end
+
+
+
The above sample draws a rectangle which fills the area of its parent box,
+leaving a margin of 10 pixels around the edge. Also see the background
+method for a rectangle which defaults to filling its parent box.
+
+
rect(styles) » Shoes::Shape
+
+
Draw a rectangle using a style hash. The following styles are supported:
+
+
+top
: the y-coordinate for the rectangle.
+left
: the x-coordinate for the rectangle.
+curve
: the pixel radius of the rectangle's corners.
+width
: a specific pixel width for the rectangle.
+height
: a specific pixel height for the rectangle.
+center
: do the coordinates specific the rectangle's center? (true or false)
+
+
+
These styles may also be altered using the style
method on the Shape object.
+
+
rotate(degrees: a number) » self
+
+
Rotates the pen used for drawing by a certain number of degrees
, so that any
+shapes will be drawn at that angle.
+
+
In this example below, the rectangle drawn at (30, 30) will be rotated 45 degrees.
+
+
Shoes.app do
+ fill "#333"
+ rotate 45
+ rect 30, 30, 40, 40
+ end
+
+
+
shape(left, top) { ... } » Shoes::Shape
+
+
Describes an arbitrary shape to draw, beginning at coordinates (left, top) and
+continued by calls to line_to
, move_to
, curve_to
and arc_to
inside the
+block. You can look at it as sketching a shape with a long line that curves
+and arcs and bends.
+
+
Shoes.app do
+ fill red(0.2)
+ shape do
+ move_to(90, 55)
+ arc_to(50, 55, 50, 50, 0, PI/2)
+ arc_to(50, 55, 60, 60, PI/2, PI)
+ arc_to(50, 55, 70, 70, PI, TWO_PI-PI/2)
+ arc_to(50, 55, 80, 80, TWO_PI-PI/2, TWO_PI)
+ end
+ end
+
+
+
A shape can also contain other shapes. So, you can place an [[Art.oval]], a
+[[Art.rect]], a [[Art.line]], a [[Art.star]] or an [Art.arrow] inside a shape, but they will not be
+part of the line. They will be more like a group of shapes are all drawn as
+one.
+
+
star(left, top, points = 10, outer = 100.0, inner = 50.0) » Shoes::Shape
+
+
Draws a star using the stroke and fill colors. The star is positioned with its
+center point at coordinates (left, top) with a certain number of points
. The
+outer
width defines the full radius of the star; the inner
width specifies
+the radius of the star's middle, where points stem from.
+
+
stroke(pattern) » pattern
+
+
Set the active line color for this slot. The pattern
may be a color, a
+gradient or an image, all of which are categorized as "patterns." The line
+color is then used to draw the borders of any subsequent shape.
+
+
So, to draw an arrow with a red line around it:
+
+
Shoes.app do
+ stroke red
+ arrow 0, 100, 10
+ end
+
+
+
To clear the line color, use the nostroke
method.
+
+
strokewidth(a number) » self
+
+
Sets the line size for all drawing within this slot. Whereas the stroke
+method alters the line color, the strokewidth
method alters the line size in
+pixels. Calling strokewidth(4)
will cause lines to be drawn 4 pixels wide.
+
+
+
+
Should transformations (such as skew
and rotate
) be performed around the
+center of the shape? Or the corner of the shape? Shoes defaults to :corner
.
+
+
translate(left, top) » self
+
+
Moves the starting point of the drawing pen for this slot. Normally, the pen
+starts at (0, 0) in the top-left corner, so that all shapes are drawn from that
+point. With translate
, if the starting point is moved to (10, 20) and a
+shape is drawn at (50, 60), then the shape is actually drawn at (60, 80) on the
+slot.
+
+
Element Creation
+
+
Shoes has a wide variety of elements, many cherry-picked from HTML. This page
+describes how to create these elements in a slot. See the Elements section of
+the manual for more on how to modify and use these elements after they have
+been placed.
+
+
animate(fps) { |frame| ... } » Shoes::Animation
+
+
Starts an animation timer, which runs parallel to the rest of the app. The
+fps
is a number, the frames per seconds. This number dictates how many times
+per second the attached block will be called.
+
+
The block is given a frame
number. Starting with zero, the frame
number
+tells the block how many frames of the animation have been shown.
+
+
Shoes.app do
+ @counter = para "STARTING"
+ animate(24) do |frame|
+ @counter.replace "FRAME #{frame}"
+ end
+ end
+
+
+
The above animation is shown 24 times per second. If no number is given, the
+fps
defaults to 10.
+
+
background(pattern) » Shoes::Background
+
+
Draws a Background element with a specific color (or pattern.) Patterns can be
+colors, gradients or images. Colors and images will tile across the
+background. Gradients stretch to fill the background.
+
+
'PLEASE NOTE:
' Backgrounds are actual elements, not styles. HTML treats
+backgrounds like styles. Which means every box can only have one background.
+Shoes layers background elements.
+
+
Shoes.app do
+ background black
+ background white, width: 50
+ end
+
+
+
The above example paints two backgrounds. First, a black background is painted
+over the entire app's surface area. Then a 50 pixel white stripe is painted
+along the left side.
+
+
banner(text) » Shoes::Banner
+
+
Creates a Banner text block. Shoes automatically styles this text to 48 pixels high.
+
+
border(text, strokewidth: a number) » Shoes::Border
+
+
Draws a Border element using a specific color (or pattern.) Patterns can be
+colors, gradients or images. Colors and images will tile across the border.
+Gradients stretch to fill the border.
+
+
'PLEASE NOTE:
' Like Backgrounds, Borders are actual elements, not styles.
+HTML treats backgrounds and borders like styles. Which means every box can
+only have one borders. Shoes layers border and background elements, along with
+text blocks, images, and everything else.
+
+
button(text) { ... } » Shoes::Button
+
+
Adds a push button with the message text
written across its surface. An
+optional block can be attached, which is called if the button is pressed.
+
+
caption(text) » Shoes::Caption
+
+
Creates a Caption text block. Shoes styles this text to 14 pixels high.
+
+
check() » Shoes::Check
+
+
Adds a check box.
+
+
code(text) » Shoes::Code
+
+
Create a Code text fragment. This text defaults to a monospaced font.
+
+
del(text) » Shoes::Del
+
+
Creates a Del text fragment (short for "deleted") which defaults to text with a
+single strikethrough in its middle.
+
+
dialog(styles) { ... } » Shoes::App
+
+
Opens a new app window (just like the [[Element.window]] method does,) but the
+window is given a dialog box look.
+
+
edit_box(text) » Shoes::EditBox
+
+
Adds a large, multi-line textarea to this slot. The text
is optional and
+should be a string that will start out the box. An optional block can be
+attached here which is called any type the user changes the text in the box.
+
+
Shoes.app do
+ edit_box
+ edit_box "HORRAY EDIT ME"
+ edit_box "small one", width: 100, height: 160
+ end
+
+
+
edit_line(text) » Shoes::EditLine
+
+
Adds a single-line text box to this slot. The text
is optional and should be
+a string that will start out the box. An optional block can be attached here
+which is called any type the user changes the text in the box.
+
+
em(text) » Shoes::Em
+
+
Creates an Em text fragment (short for "emphasized") which, by default, is
+styled with italics.
+
+
every(seconds) { |count| ... } » Shoes::Every
+
+
A timer similar to the animation
method, but much slower. This timer fires a
+given number of seconds, running the block attached. So, for example, if you
+need to check a web site every five minutes, you'd call every(300)
with a
+block containing the code to actually ping the web site.
+
+
flow(styles) { ... } » Shoes::Flow
+
+
A flow is an invisible box (or "slot") in which you place Shoes elements. Both
+flows and stacks are explained in great detail on the main [[Slots]] page.
+
+
Flows organize elements horizontally. Where one would use a [[Element.stack]]
+to keep things stacked vertically, a flow places its contents end-to-end across
+the page. Once the end of the page is reached, the flow starts a new line of
+elements.
+
+
image(path) » Shoes::Image
+
+
Creates an [[Image]] element for displaying a picture. PNG, JPEG and GIF
+formats are allowed.
+
+
The path
can be a file path or a URL. All images loaded are temporarily
+cached in memory, but remote images are also cached locally in the user's
+personal Shoes directory. Remote images are loaded in the background; as with
+browsers, the images will not appear right away, but will be shown when they
+are loaded.
+
+
imagesize(path) » [width, height]
+
+
Quickly grab the width and height of an image. The image won't be loaded into
+the cache or displayed.
+
+
URGENT NOTE: This method cannot be used with remote images (loaded from HTTP,
+rather than the hard drive.)
+
+
ins(text) » Shoes::Ins
+
+
Creates an Ins text fragment (short for "inserted") which Shoes styles with a
+single underline.
+
+
inscription(text) » Shoes::Inscription
+
+
Creates an Inscription text block. Shoes styles this text at 10 pixels high.
+
+
link(text, click: proc or string) » Shoes::Link
+
+
Creates a Link text block, which Shoes styles with a single underline and
+colors with a #06E (blue) colored stroke.
+
+
The default LinkHover style is also single-underlined with a #039 (dark blue) stroke.
+
+
list_box(items: [strings, ...]) » Shoes::ListBox
+
+
Adds a drop-down list box containing entries for everything in the items
+array. An optional block may be attached, which is called if anything in the
+box becomes selected by the user.
+
+
Shoes.app do
+ stack margin: 10 do
+ para "Pick a card:"
+ list_box items: ["Jack", "Ace", "Joker"]
+ end
+ end
+
+
+
Call ListBox#text
to get the selected string. See the ListBox
section
+under Native
controls for more help.
+
+
progress() » Shoes::Progress
+
+
Adds a progress bar.
+
+
para(text) » Shoes::Para
+
+
Create a Para text block (short for "paragraph") which Shoes styles at 12
+pixels high.
+
+
radio(group name: a string or symbol) » Shoes::Radio
+
+
Adds a radio button. If a group name
is given, the radio button is
+considered part of a group. Among radio buttons in the same group, only one
+may be checked. (If no group name is given, the radio button is grouped with
+any other radio buttons in the same slot.)
+
+
span(text) » Shoes::Span
+
+
Creates a Span text fragment, unstyled by default.
+
+
stack(styles) { ... } » Shoes::Stack
+
+
Creates a new stack. A stack is a type of slot. (See the main [[Slots]] page
+for a full explanation of both stacks and flows.)
+
+
In short, stacks are an invisible box (a "slot") for placing stuff. As you add
+things to the stack, such as buttons or images, those things pile up
+vertically. Yes, they stack up!
+
+
strong(text) » Shoes::Strong
+
+
Creates a Strong text fragment, styled in bold by default.
+
+
sub(text) » Shoes::Sub
+
+
Creates a Sub text fragment (short for "subscript") which defaults to lowering
+the text by 10 pixels and styling it in an x-small font.
+
+
subtitle(text) » Shoes::Subtitle
+
+
Creates a Subtitle text block. Shoes styles this text to 26 pixels high.
+
+
sup(text) » Shoes::Sup
+
+
Creates a Sup text fragment (short for "superscript") which defaults to raising
+the text by 10 pixels and styling it in an x-small font.
+
+
tagline(text) » Shoes::Tagline
+
+
Creates a Tagline text block. Shoes styles this text to 18 pixels high.
+
+
timer(seconds) { ... } » Shoes::Timer
+
+
A one-shot timer. If you want to schedule to run some code in a few seconds
+(or minutes, hours) you can attach the code as a block here.
+
+
To display an alert box five seconds from now:
+
+
Shoes.app do
+ timer(5) do
+ alert("Your five seconds are up.")
+ end
+ end
+
+
+
title(text) » Shoes::Title
+
+
Creates a Title text block. Shoes styles these elements to 34 pixels high.
+
+
video(path or url) » Shoes::Video
+
+
Embeds a movie in this slot.
+
+
window(styles) { ... } » Shoes::App
+
+
Opens a new app window. This method is almost identical to the
+[[App.Shoes.app]] method used to start an app in the first place. The
+difference is that the window
method sets the new window's [[App.owner]]
+property. (A normal Shoes.app has its owner
set to nil
.)
+
+
So, the new window's owner
will be set to the Shoes::App which launched the
+window. This way the child window can call the parent.
+
+
Shoes.app title: "The Owner" do
+ button "Pop up?" do
+ window do
+ para "Okay, popped up from #{owner}"
+ end
+ end
+ end
+
+
+
Events
+
+
Wondering how to catch stray mouse clicks or keyboard typing? Events are sent
+to a slot whenever a mouse moves inside the slot. Or whenever a key is
+pressed. Even when the slot is created or destroyed. You can attach a block
+to each of these events.
+
+
Mouse events include motion
, click
, hover
and leave
. Keyboard typing
+is represented by the keypress
event. And the start
and finish
events
+indicate when a canvas comes into play or is discarded.
+
+
So, let's say you want to change the background of a slot whenever the mouse
+floats over it. We can use the hover
event to change the background when the
+mouse comes inside the slot. And leave
to change back when the mouse floats
+away.
+
+
Shoes.app do
+ s = stack width: 200, height: 200 do
+ background red
+ hover do
+ s.clear { background blue }
+ end
+ leave do
+ s.clear { background red }
+ end
+ end
+ end
+
+
+
+
+
The click block is called when a mouse button is clicked. The button
is the
+number of the mouse button which has been pressed. The left
and top
are
+the mouse coordinates at which the click happened.
+
+
To catch the moment when the mouse is unclicked, see the [[Events.release]] event.
+
+
finish { |self| ... } » self
+
+
When a slot is removed, it's finish event occurs. The finish block is
+immediately handed self
, the slot object which has been removed.
+
+
hover { |self| ... } » self
+
+
The hover event happens when the mouse enters the slot. The block gets self
,
+meaning the object which was hovered over.
+
+
To catch the mouse exiting the slot, check out the [[Events.leave]] event.
+
+
keypress { |key| ... } » self
+
+
Whenever a key (or combination of keys) is pressed, the block gets called. The
+block is sent a key
which is a string representing the character (such as the
+letter or number) on the key. For special keys and key combos, a Ruby symbol
+is sent, rather than a string.
+
+
So, for example, if Shift-a
is pressed, the block will get the string "A"
.
+
+
However, if the F1 key is pressed, the :f1
symbol is received. For
+Shift-F1
, the symbol would be :shift_f1
.
+
+
The modifier keys are control
, shift
and alt
. They appear in that order.
+If Shift-Control-Alt-PgUp
is pressed, the symbol will be
+:control_shift_alt_page_up
.
+
+
One thing about the shift key. You won't see the shift key on most keys. On
+US keyboards, Shift-7
is an ampersand. So you'll get the string "&"
rather
+than :shift_5
. And, if you press Shift-Alt-7
on such a keyboard, you'll
+get the symbol: :alt_&
. You'll only see the shift modifier on the special
+keys listed a few paragraphs down.
+
+
Shoes.app do
+ @info = para "NO KEY is PRESSED."
+ keypress do |k|
+ @info.replace "#{k.inspect} was PRESSED."
+ end
+ end
+
+
+
Keep in mind that Shoes itself uses a few hotkeys. Alt-Period (:alt_.
),
+Alt-Question (:alt_?
) and Alt-Slash (:alt_/
) are reserved for Shoes.
+
+
The list of special keys is as follows: :escape
, :delete
, :backspace
,
+:tab
, :page_up
, :page_down
, :home
, :end
, :left
, :up
, :right
,
+:down
, :f1
, :f2
, :f3
, :f4
, :f5
, :f6
, :f7
, :f8
, :f9
, :f10
,
+:f11
and :f12
.
+
+
One caveat to all of those rules: normally the Return key gives you a string
+"\n"
. When pressed with modifier keys, however, you end up with
+:control_enter
, :control_alt_enter
, :shift_alt_enter
and the like.
+
+
leave { |self| ... } » self
+
+
The leave event takes place when the mouse cursor exits a slot. The moment it
+no longer is inside the slot's edges. When that takes place, the block is
+called with self
, the slot object which is being left.
+
+
Also see [[Events.hover]] if you'd like to detect the mouse entering a slot.
+
+
motion { |left, top| ... } » self
+
+
The motion block gets called every time the mouse moves around inside the slot.
+The block is handed the cursor's left
and top
coordinates.
+
+
Shoes.app width: 200, height: 200 do
+ background black
+ fill white
+ @circ = oval 0, 0, 100, 100
+
+ motion do |top, left|
+ @circ.move top - 50, left - 50
+ end
+ end
+
+
+
+
+
The release block runs whenever the mouse is unclicked (on mouse up). When the
+finger is lifted. The button
is the number of the button that was depressed.
+The left
and top
are the coordinates of the mouse at the time the button
+was released.
+
+
To catch the actual mouse click, use the [[Events.click]] event.
+
+
start { |self| ... } » self
+
+
The first time the slot is drawn, the start event fires. The block is handed
+self
, the slot object which has just been drawn.
+
+
Manipulation Blocks
+
+
The manipulation methods below make quick work of shifting around slots and
+inserting new elements.
+
+
append() { ... } » self
+
+
Adds elements to the end of a slot.
+
+
Shoes.app do
+ @slot = stack { para 'Good Morning' }
+ timer 3 do
+ @slot.append do
+ title "Breaking News"
+ tagline "Astronauts arrested for space shuttle DUI."
+ end
+ end
+ end
+
+
+
The title
and tagline
elements will be added to the end of the @slot
.
+
+
after(element) { ... } » self
+
+
Adds elements to a specific place in a slot, just after the element
which is
+a child of the slot.
+
+
before(element) { ... } » self
+
+
Adds elements to a specific place in a slot, just before the element
which is
+a child of the slot.
+
+
clear() » self
+
+
Empties the slot of any elements, timers and nested slots. This is effectively
+identical to looping through the contents of the slot and calling each
+element's remove
method.
+
+
clear() { ... } » self
+
+
The clear method also takes an optional block. The block will be used to
+replace the contents of the slot.
+
+
Shoes.app do
+ @slot = stack { para "Old text" }
+ timer 3 do
+ @slot.clear { para "Brand new text" }
+ end
+ end
+
+
+
In this example, the "Old text" paragraph will be cleared out, replaced by the
+"Brand new text" paragraph.
+
+
prepend() { ... } » self
+
+
Adds elements to the beginning of a slot.
+
+
Shoes.app do
+ @slot = stack { para 'Good Morning' }
+ timer 3 do
+ @slot.prepend { para "Your car is ready." }
+ end
+ end
+
+
+
The para
element is added to the beginning of the @slot
.
+
+
Position of a Slot
+
+
Like any other element, slots can be styled and customized when they are created.
+
+
To set the width of a stack to 150 pixels:
+
+
Shoes.app do
+ stack(width: 150) { para "Now that's precision." }
+ end
+
+
+
Each style setting also has a method, which can be used to grab that particular
+setting. (So, like, the width
method returns the width of the slot in
+pixels.)
+
+
displace(left: a number, top: a number) » self
+
+
A shortcut method for setting the :displace_left and :displace_top styles.
+Displacing is a handy way of moving a slot without altering the layout. In
+fact, the top
and left
methods will not report displacement at all. So,
+generally, displacement is only for temporary animations. For example,
+jiggling a button in place.
+
+
The left
and top
numbers sent to displace
are added to the slot's own
+top-left coordinates. To subtract from the top-left coordinate, use negative
+numbers.
+
+
gutter() » a number
+
+
The size of the scrollbar area. When Shoes needs to show a scrollbar, the
+scrollbar may end up covering up some elements that touch the edge of the
+window. The gutter
tells you how many pixels to expect the scrollbar to
+cover.
+
+
This is commonly used to pad elements on the right, like so:
+
+
Shoes.app do
+ stack margin_right: 20 + gutter do
+ para "Insert fat and ratified declaration of independence here..."
+ end
+ end
+
+
+
height() » a number
+
+
The vertical size of the viewable slot in pixels. So, if this is a scrolling
+slot, you'll need to use scroll_height()
to get the full size of the slot.
+
+
hide() » self
+
+
Hides the slot, so that it can't be seen. See also [[Position.show]] and [[Position.toggle]].
+
+
left() » a number
+
+
The left pixel location of the slot. Also known as the x-axis coordinate.
+
+
move(left, top) » self
+
+
Moves the slot to specific coordinates, the (left, top) being the upper left
+hand corner of the slot.
+
+
remove() » self
+
+
Removes the slot. It will no longer be displayed and will not be listed in its
+parent's contents. It's gone.
+
+
+
+
Is this slot allowed to show a scrollbar? True or false. The scrollbar will
+only appear if the height of the slot is also fixed.
+
+
+
+
The vertical size of the full slot, including any of it which is hidden by scrolling.
+
+
+
+
The top coordinate which this slot can be scrolled down to. The top coordinate
+of a scroll bar is always zero. The bottom coordinate is the full height of
+the slot minus one page of scrolling. This bottom coordinate is what
+scroll_max
returns.
+
+
This is basically a shortcut for writing slot.scroll_height - slot.height
.
+
+
To scroll to the bottom of a slot, use slot.scroll_top = slot.scroll_max
.
+
+
+
+
The top coordinate which this slot is scrolled down to. So, if the slot is
+scrolled down twenty pixels, this method will return 20
.
+
+
+
+
Scrolls the slot to a certain coordinate. This must be between zero and
+scroll_max
.
+
+
show() » self
+
+
Reveals the slot, if it is hidden. See also [[Position.hide]] and
+[[Position.toggle]].
+
+
style() » styles
+
+
Calling the style
method with no arguments returns a hash of the styles
+presently applied to this slot.
+
+
While methods such as height
and width
return the true pixel dimensions of
+the slot, you can use style[:height]
or style[:width]
to get the dimensions
+originally requested.
+
+
Shoes.app do
+ @s = stack width: "100%"
+ para @s.style[:width]
+ end
+
+
+
In this example, the paragraph under the stack will display the string "100%".
+
+
style(styles) » styles
+
+
Alter the slot using a hash of style settings. Any of the methods on this page
+(aside from this method, of course) can be used as a style setting. So, for
+example, there is a width
method, thus there is also a width
style.
+
+
Shoes.app do
+ @s = stack { background green }
+ @s.style(width: 400, height: 200)
+ end
+
+
+
toggle() » self
+
+
Hides the slot, if it is shown. Or shows the slot, if it is hidden.
+
+
top() » a number
+
+
The top pixel location of the slot. Also known as the y-axis coordinate.
+
+
width() » a number
+
+
The horizontal size of the slot in pixels.
+
+
Traversing the Page
+
+
You may find yourself needing to loop through the elements inside a slot. Or
+maybe you need to climb the page, looking for a stack that is the parent of an
+element.
+
+
On any element, you may call the parent
method to get the slot directly above
+it. And on slots, you can call the contents
method to get all of the
+children. (Some elements, such as text blocks, also have a contents
method
+for getting their children.)
+
+
contents() » an array of elements
+
+
Lists all elements in a slot.
+
+
parent() » a Shoes::Stack or Shoes::Flow
+
+
Gets the object for this element's container.
+
+
Elements
+
+
Ah, here's the stuff of Shoes. An element can be as simple as an oval shape. Or
+as complex as a video stream. You've encountered all of these elements before
+in the Slots section of the manual.
+
+
Shoes has seven native controls: the Button, the EditLine, the EditBox, the
+ListBox, the Progress meter, the Check box and the Radio. By "native"
+controls, we mean that each of these seven elements is drawn by the operating
+system. So, a Progress bar will look one way on Windows and another way on OS
+X.
+
+
Shoes also has seven basic other types of elements: Background, Border, Image,
+Shape, TextBlock, Timer and Video. These all should look and act the same on
+every operating system.
+
+
Once an element is created, you will often still want to change it. To move it
+or hide it or get rid of it. You'll use the commands in this section to do that
+sort of stuff. (Especially check out the [[Common Common Methods]] section for
+commands you can use on any element.)
+
+
So, for example, use the image
method of a Slot to place a PNG on the screen.
+The image
method gives you back an Image object. Use the methods of the Image
+object to change things up.
+
+
Common Methods
+
+
A few methods are shared by every little element in Shoes. Moving, showing,
+hiding. Removing an element. Basic and very general things. This list
+encompasses those common commands.
+
+
One of the most general methods of all is the style
method (which is also
+covered as the [[Position.style]] method for slots.)
+
+
Shoes.app do
+ stack do
+ @back = background green
+ @text = banner "A Message for You, Rudy"
+ @press = button "Stop your messin about!"
+
+ @text.style size: 12, stroke: red, margin: 10
+ @press.style width: 400
+ @back.style height: 10
+ end
+ end
+
+
+
For specific commands, see the other links to the left in the Elements section.
+Like if you want to pause or play a video file, check the [[Video]] section,
+since pausing and playing is peculiar to videos. No sense pausing a button.
+
+
displace(left: a number, top: a number) » self
+
+
Displacing an element moves it. But without changing the layout around it.
+This is great for subtle animations, especially if you want to reserve a place
+for an element while it is still animating. Like maybe a quick button shake or
+a slot sliding into view.
+
+
When you displace an element, it moves relative to the upper-left corner where
+it was placed. So, if an element is at the coordinates (20, 40) and you
+displace it 2 pixels left and 6 pixels on top, you end up with the coordinates
+(22, 46).
+
+
Shoes.app do
+ flow margin: 12 do
+ button "One"
+ @two = button "Two"
+ button "Three"
+
+ animate do |i|
+ @two.displace(0, (Math.sin(i) * 6).to_i)
+ end
+ end
+ end
+
+
+
Notice that while the second button bounces, the other two buttons stay put.
+If we used a normal move
in this situation, the second button would be moved
+out of the layout and the buttons would act as if the second button wasn't
+there at all. (See the [[Common.move]] example.)
+
+
'Of particular note:
' if you use the left
and top
methods to get the
+coordinates of a displaced element, you'll just get back the normal
+coordinates. As if there was no displacement. Displacing is just intended for
+quick animations!
+
+
height() » a number
+
+
The vertical screen size of the element in pixels. In the case of images, this
+is not the full size of the image. This is the height of the element as it is
+shown right now.
+
+
If you have a 150x150 pixel image and you set the width to 50 pixels, this
+method will return 50.
+
+
Also see the [[Common.width]] method for an example and some other comments.
+
+
hide() » self
+
+
Hides the element, so that it can't be seen. See also [[Common.show]] and
+[[Common.toggle]].
+
+
left() » a number
+
+
Gets you the pixel position of the left edge of the element.
+
+
move(left: a number, top: a number) » self
+
+
Moves the element to a specific pixel position within its slot. The element is
+still inside the slot. But it will no longer be stacked or flowed in with the
+other stuff in the slot. The element will float freely, now absolutely
+positioned instead.
+
+
Shoes.app do
+ flow margin: 12 do
+ button "One"
+ @two = button "Two"
+ button "Three"
+
+ animate do |i|
+ @two.move(40, 40 + (Math.sin(i) * 6).to_i)
+ end
+ end
+ end
+
+
+
The second button is moved to a specific place, allowing the third button to
+slide over into its place. If you want to move an element without shifting
+other pieces, see the [[Common.displace]] method.
+
+
parent() » a Shoes::Stack or Shoes::Flow
+
+
Gets the object for this element's container. Also see the slot's
+[[Traversing.contents]] to do the opposite: get a container's elements.
+
+
remove() » self
+
+
Removes the element from its slot. (In other words: throws it in the garbage.)
+The element will no longer be displayed.
+
+
show() » self
+
+
Reveals the element, if it is hidden. See also [[Common.hide]] and
+[[Common.toggle]].
+
+
style() » styles
+
+
Gives you the full set of styles applied to this element, in the form of a
+Hash. While methods like width
and height
and top
give you back specific
+pixel dimensions, using style[:width]
or style[:top]
, you can get the
+original setting (things like "100%" for width or "10px" for top.)
+
+
Shoes.app do
+ @b = button "All of it", width: 1.0, height: 1.0
+
+ @b.click { alert(@b.style.inspect) }
+ end
+
+
+
style(styles) » styles
+
+
Changes the style of an element. This could include the :width
and :height
+of an element, the font :size
of some text, the :stroke
and :fill
of a
+shape. Or any other number of style settings.
+
+
toggle() » self
+
+
Hides an element if it is shown. Or shows the element, if it is hidden.
+
+
top() » a number
+
+
Gets the pixel position of the top edge of the element.
+
+
width() » a number
+
+
Gets the pixel width for the full size of the element. This method always
+returns an exact pixel size. In the case of images, this is not the full width
+of the image, just the size it is shown at. See the [[Common.height]] method
+for more.
+
+
Also, if you create an element with a width of 100% and that element is inside
+a stack which is 120 pixels wide, you'll get back 120
. However, if you call
+style[:width]
, you'll get "100%"
.
+
+
Shoes.app do
+ stack width: 120 do
+ @b = button "Click me", width: "100%" do
+ alert "button.width = #{@b.width}\n" +
+ "button.style[:width] = #{@b.style[:width]}"
+ end
+ end
+ end
+
+
+
In order to set the width, you'll have to go through the [[Common.style]]
+method again. So, to set the button to 150 pixels wide: @b.style(width: 150)
.
+
+
To let Shoes pick the element's width, go with @b.style(width: nil)
to
+empty out the setting.
+
+
Background
+
+
A background is a color, a gradient or an image that is painted across an
+entire slot. Both backgrounds and borders are a type of Shoes::Pattern.
+
+
+
Even though it's called a background
, you may still place this element in
+front of other elements. If a background comes after something else painted on
+the slot (like a rect
or an oval
,) the background will be painted over that
+element.
+
+
The simplest background is just a plain color background, created with the
+[[Element.background]] method, such as this black background:
+
+
Shoes.app do
+ background black
+ end
+
+
+
A simple background like that paints the entire slot that contains it. (In
+this case, the whole window is painted black.)
+
+
You can use styles to cut down the size or move around the background to your liking.
+
+
To paint a black background across the top fifty pixels of the window:
+
+
Shoes.app do
+ background black, height: 50
+ end
+
+
+
Or, to paint a fifty pixel column on the right-side of the window:
+
+
Shoes.app do
+ background black, width: 50, right: 50
+ end
+
+
+
Since Backgrounds are normal elements as well, see also the start of the
+[[Elements]] section for all of its other methods.
+
+
to_pattern() » a Shoes::Pattern
+
+
Yanks out the color, gradient or image used to paint this background and places
+it in a normal Shoes::Pattern object. You can then pass that object to other
+backgrounds and borders. Reuse it as you like.
+
+
Border
+
+
A border is a color, gradient or image painted in a line around the edge of any
+slot. Like the Background element in the last section, a Border is a kind of
+Shoes::Pattern.
+
+
The first, crucial thing to know about border is that all borders paint a line
+around the 'inside
' of a slot, not the outside. So, if you have a slot
+which is fifty pixels wide and you paint a five pixel border on it, that means
+there is a fourty pixel wide area inside the slot which is surrounded by the
+border.
+
+
This also means that if you paint a Border on top of a [[Background]], the
+edges of the background will be painted over by the border.
+
+
Here is just such a slot:
+
+
Shoes.app do
+ stack width: 50 do
+ border black, strokewidth: 5
+ para "=^.^=", stroke: green
+ end
+ end
+
+
+
If you want to paint a border around the outside of a slot, you'll need to wrap
+that slot in another slot. Then, place the border in the outside slot.
+
+
Shoes.app do
+ stack width: 60 do
+ border black, strokewidth: 5
+ stack width: 50 do
+ para "=^.^=", stroke: green
+ end
+ end
+ end
+
+
+
In HTML and many other languages, the border is painted on the outside of the
+box, thus increasing the overall width of the box. Shoes was designed with
+consistency in mind, so that if you say that a box is fifty pixels wide, it
+stays fifty pixels wide regardless of its borders or margins or anything else.
+
+
Please also check out the [[Elements]] section for other methods used on borders.
+
+
to_pattern() » a Shoes::Pattern
+
+
Creates a basic pattern object based on the color, gradient or image used to
+paint this border. The pattern may then be re-used in new borders and
+backgrounds.
+
+
+
+
Buttons are, you know, push buttons. You click them and they do something.
+Buttons are known to say "OK" or "Are you sure?" And, then, if you're sure,
+you click the button.
+
+
Shoes.app do
+ button "OK!"
+ button "Are you sure?"
+ end
+
+
+
The buttons in the example above don't do anything when you click them. In
+order to get them to work, you've got to hook up a block to each button.
+
+
Shoes.app do
+ button "OK!" do
+ append { para "Well okay then." }
+ end
+ button "Are you sure?" do
+ append { para "Your confidence is inspiring." }
+ end
+ end
+
+
+
So now we've got blocks for the buttons. Each block appends a new paragraph to
+the page. The more you click, the more paragraphs get added.
+
+
It doesn't go much deeper than that. A button is just a clickable phrase.
+
+
Just to be pedantic, though, here's another way to write that last example.
+
+
Shoes.app do
+ @b1 = button "OK!"
+ @b1.click { para "Well okay then." }
+ @b2 = button "Are you sure?"
+ @b2.click { para "Your confidence is inspiring." }
+ end
+
+
+
This looks dramatically different, but it does the same thing. The first
+difference: rather than attaching the block directly to the button, the block
+is attached later, through the click
method.
+
+
The second change isn't related to buttons at all. The append
block was
+dropped since Shoes allows you to add new elements directly to the slot. So we
+can just call para
directly. (This isn't the case with the prepend
,
+before
or after
methods.)
+
+
Beside the methods below, buttons also inherit all of the methods that are
+[[Common]].
+
+
click() { |self| ... } » self
+
+
When a button is clicked, its click
block is called. The block is handed
+self
. Meaning: the button which was clicked.
+
+
focus() » self
+
+
Moves focus to the button. The button will be highlighted and, if the user
+hits Enter, the button will be clicked.
+
+
Check
+
+
Check boxes are clickable square boxes than can be either checked or unchecked.
+A single checkbox usually asks a "yes" or "no" question. Sets of checkboxes
+are also seen in to-do lists.
+
+
Here's a sample checklist.
+
+
Shoes.app do
+ stack do
+ flow { check; para "Frances Johnson" }
+ flow { check; para "Ignatius J. Reilly" }
+ flow { check; para "Winston Niles Rumfoord" }
+ end
+ end
+
+
+
You basically have two ways to use a check. You can attach a block to the
+check and it'll get called when the check gets clicked. And/or you can just
+use the checked?
method to go back and see if a box has been checked or not.
+
+
Okay, let's add to the above example.
+
+
Shoes.app do
+ @list = ['Frances Johnson', 'Ignatius J. Reilly',
+ 'Winston Niles Rumfoord']
+
+ stack do
+ @list.map! do |name|
+ flow { @c = check; para name }
+ [@c, name]
+ end
+
+ button "What's been checked?" do
+ selected = @list.map { |c, name| name if c.checked? }.compact
+ alert("You selected: " + selected.join(', '))
+ end
+ end
+ end
+
+
+
So, when the button gets pressed, each of the checks gets asked for its status,
+using the checked?
method.
+
+
Button methods are listed below, but also see the list of [[Common]] methods,
+which all elements respond to.
+
+
checked?() » true or false
+
+
Returns whether the box is checked or not. So, true
means "yes, the box is checked!"
+
+
checked = true or false
+
+
Marks or unmarks the check box. Using checked = false
, for instance,
+unchecks the box.
+
+
click() { |self| ... } » self
+
+
When the check is clicked, its click
block is called. The block is handed
+self
, which is the check object which was clicked.
+
+
Clicks are sent for both checking and unchecking the box.
+
+
focus() » self
+
+
Moves focus to the check. The check will be highlighted and, if the user hits
+Enter, the check will be toggled between its checked and unchecked states.
+
+
EditBox
+
+
Edit boxes are wide, rectangular boxes for entering text. On the web, they
+call these textareas. These are multi-line edit boxes for entering longer
+descriptions. Essays, even
+
+
Without any other styling, edit boxes are sized 200 pixels by 108 pixels. You
+can also use :width
and :height
styles to set specific sizes.
+
+
Shoes.app do
+ edit_box
+ edit_box width: 100, height: 100
+ end
+
+
+
Other controls (like [[Button]] and [[Check]]) have only click events, but both
+[[EditLine]] and EditBox have a change
event. The change
block is called
+every time someone types into or deletes from the box.
+
+
Shoes.app do
+ edit_box do |e|
+ @counter.text = e.text.size
+ end
+ @counter = strong("0")
+ para @counter, " characters"
+ end
+
+
+
Notice that the example also uses the [[EditBox.text]] method inside the block.
+That method gives you a string of all the characters typed into the box.
+
+
More edit box methods are listed below, but also see the list of [[Common]]
+methods, which all elements respond to.
+
+
change() { |self| ... } » self
+
+
Each time a character is added to or removed from the edit box, its change
+block is called. The block is given self
, which is the edit box object which
+has changed.
+
+
focus() » self
+
+
Moves focus to the edit box. The edit box will be highlighted and the user will
+be able to type into the edit box.
+
+
text() » self
+
+
Return a string of characters which have been typed into the box.
+
+
text = a string
+
+
Fills the edit box with the characters of a string
.
+
+
EditLine
+
+
Edit lines are a slender, little box for entering text. While the EditBox is
+multi-line, an edit line is just one. Line, that is. Horizontal, in fact.
+
+
+
The unstyled edit line is 200 pixels wide and 28 pixels wide. Roughly. The
+height may vary on some platforms.
+
+
Shoes.app do
+ stack do
+ edit_line
+ edit_line width: 400
+ end
+ end
+
+
+
You can change the size by styling both the :width
and the :height
.
+However, you generally only want to style the :width
, as the height will be
+sized to fit the font. (And, in current versions of Shoes, the font for edit
+lines and edit boxes cannot be altered anyway.)
+
+
If a block is given to an edit line, it receives change
events. Check out the
+[[EditBox]] page for an example of using a change block. In fact, the edit box
+has all the same methods as an edit line. Also see the list of [[Common]]
+methods, which all elements respond to.
+
+
change() { |self| ... } » self
+
+
Each time a character is added to or removed from the edit line, its change
+block is called. The block is given self
, which is the edit line object which
+has changed.
+
+
focus() » self
+
+
Moves focus to the edit line. The edit line will be highlighted and the user
+will be able to type into the edit line.
+
+
text() » self
+
+
Return a string of characters which have been typed into the box.
+
+
text = a string
+
+
Fills the edit line with the characters of a string
.
+
+
Image
+
+
An image is a picture in PNG, JPEG or GIF format. Shoes can resize images or
+flow them in with text. Images can be loaded from a file or directly off the
+web.
+
+
To create an image, use the image
method in a slot:
+
+
Shoes.app do
+ para "Nice, nice, very nice. Busy, busy, busy."
+ image "static/shoes-manual-apps.gif"
+ end
+
+
+
When you load any image into Shoes, it is cached in memory. This means that if
+you load up many image elements from the same file, it'll only really load the
+file once.
+
+
You can use web URLs directly as well.
+
+
Shoes.app do
+ image "http://hacketyhack.heroku.com/images/logo.png"
+ end
+
+
+
When an image is loaded from the web, it's cached on the hard drive as well as
+in memory. This prevents a repeat download unless the image has changed. (In
+case you're wondering: Shoes keeps track of modification times and etags just
+like a browser would.)
+
+
Shoes also loads remote images in the background using system threads. So,
+using remote images will not block Ruby or any intense graphical displays you
+may have going on.
+
+
full_height() » a number
+
+
The full pixel height of the image. Normally, you can just use the
+[[Common.height]] method to figure out how many pixels high the image is. But
+if you've resized the image or styled it to be larger or something, then
+height
will return the scaled size.
+
+
The full_height
method gives you the height of image (in pixels) as it was
+stored in the original file.
+
+
full_width() » a number
+
+
The full pixel width of the image. See the [[Image.full_height]] method for an
+explanation of why you might use this method rather than [[Common.width]].
+
+
path() » a string
+
+
The URL or file name of the image.
+
+
path = a string
+
+
Swaps the image with a different one, loaded from a file or URL.
+
+
ListBox
+
+
List boxes (also called "combo boxes" or "drop-down boxes" or "select boxes" in
+some places) are a list of options that drop down when you click on the box.
+
+
+
A list box gets its options from an array. An array (a list) of strings,
+passed into the :items
style.
+
+
Shoes.app do
+ para "Choose a fruit:"
+ list_box items: ["Grapes", "Pears", "Apricots"]
+ end
+
+
+
So, the basic size of a list box is about 200 pixels wide and 28 pixels high.
+You can adjust this length using the :width
style.
+
+
Shoes.app do
+ para "Choose a fruit:"
+ list_box items: ["Grapes", "Pears", "Apricots"],
+ width: 120, choose: "Apricots" do |list|
+ @fruit.text = list.text
+ end
+
+ @fruit = para "No fruit selected"
+ end
+
+
+
Next to the :width
style, the example uses another useful option. The
+:choose
option tells the list box which of the items should be highlighted
+from the beginning. (There's also a [[ListBox.choose]] method for highlighting
+an item after the box is created.)
+
+
List boxes also have a [[ListBox.change]] event. In the last example, we've got
+a block hooked up to the list box. Well, okay, see, that's a change
block.
+The block is called each time someone changes the selected item.
+
+
Those are the basics. Might you also be persuaded to look at the [[Common]]
+methods page, a complete list of the methods that all elements have?
+
+
change() { |self| ... } » self
+
+
Whenever someone highlights a new option in the list box (by clicking on an
+item, for instance,) its change
block is called. The block is given self
,
+which is the list box object which has changed.
+
+
choose(item: a string) » self
+
+
Selects the option in the list box that matches the string given by item
.
+
+
focus() » self
+
+
Moves focus to the list box. The list box will be highlighted and, if the user
+hits the up and down arrow keys, other options in the list will be selected.
+
+
items() » an array of strings
+
+
Returns the complete list of strings that the list box presently shows as its options.
+
+
items = an array of strings
+
+
Replaces the list box's options with a new list of strings.
+
+
text() » a string
+
+
A string containing whatever text is shown highlighted in the list box right
+now. If nothing is selected, nil
will be the reply.
+
+
Progress
+
+
Progress bars show you how far along you are in an activity. Usually, a
+progress bar represents a percentage (from 0% to 100%.) Shoes thinks of
+progress in terms of the decimal numbers 0.0 to 1.0.
+
+
A simple progress bar is 200 pixels wide, but you can use the :width
style
+(as with all Shoes elements) to lengthen it.
+
+
Shoes.app do
+ stack margin: 0.1 do
+ title "Progress example"
+ @p = progress width: 1.0
+
+ animate do |i|
+ @p.fraction = (i % 100) / 100.0
+ end
+ end
+ end
+
+
+
Take a look at the [[Common]] methods page for a list of methods found an all
+elements, including progress bars.
+
+
fraction() » a decimal number
+
+
Returns a decimal number from 0.0 to 1.0, indicating how far along the progress bar is.
+
+
fraction = a decimal number
+
+
Sets the progress to a decimal number between 0.0 and 1.0.
+
+
Radio
+
+
Radio buttons are a group of clickable circles. Click a circle and it'll be
+marked. Only one radio button can be marked at a time. (This is similar to the
+ListBox, where only one option can be selected at a time.)
+
+
So, how do you decide when to use radio buttons and when to use list boxes?
+Well, list boxes only show one highlighted item unless you click on the box and
+the drop-down appears. But radio buttons are all shown, regardless of which is
+marked.
+
+
Shoes.app do
+ para "Among these films, which do you prefer?\n"
+ radio; para strong("The Taste of Tea"), " by Katsuhito Ishii\n"
+ radio; para strong("Kin-Dza-Dza"), " by Georgi Danelia\n"
+ radio; para strong("Children of Heaven"), " by Majid Majidi\n"
+ end
+
+
+
Only one of these three radios can be checked at a time, since they are grouped
+together in the same slot (along with a bunch of para
.)
+
+
If we move them each into their own slot, the example breaks.
+
+
Shoes.app do
+ stack do
+ para "Among these films, which do you prefer?"
+ flow { radio; para "The Taste of Tea by Katsuhito Ishii" }
+ flow { radio; para "Kin-Dza-Dza by Georgi Danelia" }
+ flow { radio; para "Children of Heaven by Majid Majidi" }
+ end
+ end
+
+
+
This can be fixed, though. You can group together radios from different slots,
+you just have to give them all the same group name.
+
+
Here, let's group all these radios in the :films
group.
+
+
Shoes.app do
+ stack do
+ para "Among these films, which do you prefer?"
+ flow do
+ radio :films
+ para "The Taste of Tea by Katsuhito Ishii"
+ end
+ flow do
+ radio :films
+ para "Kin-Dza-Dza by Georgi Danelia"
+ end
+ flow do
+ radio :films
+ para "Children of Heaven by Majid Majidi"
+ end
+ end
+ end
+
+
+
For more methods beyond those listed below, also look into the [[Common]]
+methods page. Because you get those methods on every radio as well.
+
+
checked?() » true or false
+
+
Returns whether the radio button is checked or not. So, true
means "yes, it
+is checked!"
+
+
checked = true or false
+
+
Marks or unmarks the radio button. Using checked = false
, for instance,
+clears the radio.
+
+
click() { |self| ... } » self
+
+
When the radio button is clicked, its click
block is called. The block is
+handed self
, which is an object representing the radio which was clicked.
+
+
Clicks are sent for both marking and unmarking the radio.
+
+
focus() » self
+
+
Moves focus to the radio. The radio will be highlighted and, if the user hits
+Enter, the radio will be toggled between its marked and unmarked states.
+
+
Shape
+
+
A shape is a path outline usually created by drawing methods like oval
and
+rect
.
+
+
See the [[Common]] methods page. Shapes respond to all of those methods.
+
+
TextBlock
+
+
The TextBlock object represents a group of text organized as a single element.
+A paragraph containing bolded text, for example. A caption containing links and
+bolded text. (So, a caption
is a TextBlock type. However, link
and
+strong
are TextClass types.)
+
+
All of the various types of TextBlock are found on the [[Element Element
+Creation]] page.
+
+
+- [[Element.banner]], a 48 pixel font.
+- [[Element.title]], a 34 pixel font.
+- [[Element.subtitle]], a 26 pixel font.
+- [[Element.tagline]], an 18 pixel font.
+- [[Element.caption]], a 14 pixel font.
+- [[Element.para]], a 12 pixel font.
+- [[Element.inscription]], a 10 pixel font.
+
+
+
contents() » an array of elements
+
+
Lists all of the strings and styled text objects inside this block.
+
+
replace(a string)
+
+
Replaces the text of the entire block with the characters of a string
.
+
+
text() » a string
+
+
Return a string of all of the characters in this text box. This will strip off
+any style or text classes and just return the actual characters, as if seen on
+the screen.
+
+
text = a string
+
+
Replaces the text of the entire block with the characters of a string
.
+
+
to_s() » a string
+
+
An alias for [[TextBlock.text]]. Returns a flattened string of all of this
+TextBlock's contents.
+
+
Timers
+
+
Shoes contains three timer classes: the Animation class, the Every class and
+the Timer class. Both Animations and Everies loop over and over after they
+start. Timers happen once. A one-shot timer.
+
+
Animations and Everies are basically the same thing. The difference is that
+Animations usually happen many, many times per second. And Everies happen only
+once every few seconds or rarely.
+
+
start() » self
+
+
Both types of timers automatically start themselves, so there's no need to use
+this normally. But if you [[Timers.stop]] a timer and would like to start it up
+again, then by all means: use this!
+
+
stop() » self
+
+
Pauses the animation or timer. In the case of a one-shot timer that's already
+happened, it's already stopped and this method will have no effect.
+
+
toggle() » self
+
+
If the animation or timer is stopped, it is started. Otherwise, if it is
+already running, it is stopped.
+
+
Video
+
+
Shoes supports embedding of QuickTime, Flash video (FLV), DivX, Xvid and
+various other popular video formats. This is all thanks to VideoLAN and ffmpeg,
+two sensational open source libraries. Use the video
method on a slot to
+setup a Shoes::Video object.
+
+
In addition to video formats, some audio formats are also supported, such as
+MP3, WAV and Ogg Vorbis.
+
+
Video support is optional in Shoes and some builds do not support video. For
+example, video support is unavailable for PowerPC. When you download Shoes, the
+build for your platform will be marked novideo
in the filename if no video
+support is available.
+
+
hide() » self
+
+
Hides the video. If already playing, the video will continue to play. This just
+turns off display of the video. One possible use of this method is to collapse
+the video area when it is playing an audio file, such as an MP3.
+
+
length() » a number
+
+
The full length of the video in milliseconds. Returns nil if the video is not
+yet loaded.
+
+
move(left, top) » self
+
+
Moves the video to specific coordinates, the (left, top) being the upper left
+hand corner of the video.
+
+
pause() » self
+
+
Pauses the video, if it is playing.
+
+
playing?() » true of false
+
+
Returns true if the video is currently playing. Or, false if the video is
+paused or stopped.
+
+
play() » self
+
+
Starts playing the video, if it isn't already playing. If already playing, the
+video is restarted from the beginning.
+
+
position() » a decimal
+
+
The position of the video as a decimanl number (a Float) between the beginning
+(0.0) and the end (1.0). For instance, a Float value of 0.5 indicates the
+halfway point of the video.
+
+
position = a decimal
+
+
Sets the position of the video using a Float value. To move the video to its
+25% position: @video.position = 0.25
.
+
+
remove() » self
+
+
Removes the video from its slot. This will stop the video as well.
+
+
show() » self
+
+
Reveals the video, if it has been hidden by the hide()
method.
+
+
stop() » self
+
+
Stops the video, if it is playing.
+
+
time() » a number
+
+
The time position of the video in milliseconds. So, if the video is 10 seconds
+into play, this method would return the number 10000.
+
+
time = a number
+
+
Set the position of the video to a time in milliseconds.
+
+
toggle() » self
+
+
Toggles the visibility of the video. If the video can be seen, then hide
is
+called. Otherwise, show
is called.
+
+
AndSoForth
+
+
A place for some other information.
+
+
Sample Apps
+
+
Have fun!
+
+
SAMPLES
+
+
FAQ
+
+
Hope this helps:
+
+
+