# The `.60` language reference This page is work in progress as the language is not yet set in stones. `TODO` indicates things that are not yet implemented. ## `.60` files The basic idea is that the `.60` files contains one or several components. These components contain a tree of elements. Each declared component can be given a name and re-used under that name as an an element later. By default, the SixtyFPS comes with some [builtin elements](#builtin-elements). Below is an example of components and elements: ```60 MyButton := Text { color: black; // ... } export MyApp := Window { width: 200lx; height: 100lx; Rectangle { width: 200lx; height: 100lx; color: green; } MyButton { text: "hello"; } MyButton { x: 50lx; text: "world"; } } ``` Here, both `MyButton` and `MyApp` are components. `Window` and `Rectangle` are built-in elements used by `MyApp`. `MyApp` also re-uses the `MyButton` component. You can assign a name to the elements using the `:=` syntax in front an element: ```60 //... MyApp := Window { hello := MyButton { text: "hello"; } world := MyButton { text: "world"; } } ``` The outermost element of a component is always accessible under the name `root`. The current element can be referred as `self`. The parent element can be referred as `parent`. These names are reserved and cannot be used as element names. ### Container Components When creating components, it may sometimes be useful to influence where child elements are placed when they are used. For example, imagine a component that draws label above whatever element the user places inside: ```60 MyApp := Window { BoxWithLabel { Text { // ... } } // ... } ``` Such a `BoxWithLabel` could be implemented using a layout, but by default child elements like the `Text` element become children of the `BoxWithLlabel`, when they would have to be somewhere else, inside the layout. For this purpose, you can change the default child placement by using the `$children` expression inside the element hierarchy of a component: ```60 BoxWithLabel := GridLayout { Row { Text { // label text here } } Row { $children } } ``` ## Comments C-style comments are supported: - line comments: `//` means everything to the end of the line is commented. - block comments: `/* .. */`. Note that the blocks comments can be nested, so `/* this is a /* single */ comment */` ## Properties The elements can have properties. Built-in elements come with common properties such as color or dimensional properties. You can assign values or entire [expressions](#expressions) to them: ```60 Example := Window { // Simple expression: ends with a semi colon width: 42lx; // or a code block height: { 42lx } } ``` You can also declare your own properties. The properties declared at the top level of a component are public and can be accessed by the component using it as an element, or using the language bindings: ```60 Example := Rectangle { // declare a property of type int with the name `my_property` property my_property; // declare a property with a default value property my_second_property: 42; } ``` ### Bindings The expression on the right of a binding is automatically re-evaluated when the expression changes. In the followinf example, the text of the button is automaticallty changed when the button is pressed, because changing the `counter` property automatically changes the text. ```60 import { Button } from "sixtyfps_widgets.60"; Example := Button { property counter: 3; clicked => { counter += 3 } text: counter * 2; } ``` ### Two ways bindings (TODO) using the `<=>` syntax, one can create two ways binding between properties. These properties are now linked together. The right hand side of the `<=>` must be a reference to a property of the same type. ```60 Example := Window { property rect_color <=> r.color; r:= Rectangle { width: parent.width; height: parent.height; color: blue; } } ``` ## Types All properties in elements have a type. The following types are supported: | Type | Description | | --- | --- | | `int` | Signed integral number. | | `float` | Signed, 32-bit floating point number. Numbers with a `%` suffix are automatically divided by 100, so for example `30%` is the same as `0.30`. | | `string` | UTF-8 encoded, reference counted string. | | `color` | RGB color with an alpha channel, with 8 bit precision for each channel. | | `length` | The type used for `x`, `y`, `width` and `height` coordinates. This is an amount of physical pixels. To convert from an integer to a length unit, one can simply multiply by `1px`. Or to convert from a length to a float, one can divide by `1px`. | | `logical_length` | Corresponds to a literal like `1lx`, `1pt`, `1in`, `1mm`, or `1cm`. It can be converted to and from length provided the binding is run in a context where there is an access to the device pixel ratio. | | `duration` | Type for the duration of animations. A suffix like `ms` (milisecond) or `s` (second) is used to indicate the precision. | | `easing` | Property animation allow specifying an easing curve. Valid values are `linear` (values are interpolated linearly) and the [four common cubiz-bezier functions known from CSS](https://developer.mozilla.org/en-US/docs/Web/CSS/easing-function#Keywords_for_common_cubic-bezier_easing_functions): `ease`, `ease_in`, `ease_in_out`, `ease_out`. | Please see the language specific API references how these types are mapped to the APIs of the different programming languages. ### Custom named structures It is possible to define a new type as a component without a base type. For example: ```60 export Player := { property name; property score; } Example := Window { property player: { name: "Foo", score: 100 }; } ``` ## Signal Components may declare signals, that allow it to communicate change of state to the outside. Signals are emitted by "calling" them and you can re-act to signal emissions by declaring a handler using the `=>` arrow syntax. The built-in `TouchArea` element comes with a `clicked` signal, that's emitted when the user touches the rectangular area covered by the element, or clicks into it with the mouse. In the example below, the emission of that signal is forwarded to another custom signal (`hello`) by declaring a handler and emitting our custom signal: ```60 Example := Rectangle { // declares a signal signal hello; area := TouchArea { // sets a handler with `=>` clicked => { // emit the signal root.hello() } } } ``` It is also possible to add parameters to the signal. ```60 Example := Rectangle { // declares a signal signal hello(int, string); hello(aa, bb) => { /* ... */ } } ``` ## Expressions Expressions are a powerful way to declare relationships and connections in your user interface. They are typically used to combine basic arithmetic with access to properties of other elements. When these properties change, the expression is automatically re-evaluated and a new value is assigned to the property the expression is associated with: ```60 Example := Rectangle { // declare a property of type int property my_property; // This access the property width: root.my_property * 20px; } ``` If someone changes `my_property`, the width will be updated automatically. Arithmetic in expression works like in most programming language with the operators `*`, `+`, `-`, `/`: ```60 Example := Rectangle { property p: 1 * 2 + 3 * 4; // same as (1 * 2) + (3 * 4) } ``` You can access properties by addressing the associated element, followed by a `.` and the property name: ```60 Example := Rectangle { foo := Rectangle { x: 42lx; } x: foo.x; } ``` ### Strings Strings can be used with surrounding quote: `"foo"`. (TODO: escaping, support using stuff like `` `hello {foo}` ``) (TODO: translations: `tr!"Hello"`) ```60 Example := Text { text: "hello"; } ``` ### Colors Color literals follow the syntax of CSS: ```60 Example := Rectangle { color: blue; property c1: #ffaaff; } ``` (TODO: currently color name are only limited to a handfull and only supported in color property) ### Arrays/Objects Array are currently only supported in for expression. `[1, 2, 3]` is an array of integer. All the types in the array have to be of the same type. It is usefull to have array of objects. An Object is between curly braces: `{ a: 12, b: "hello"}`. ## Statements Inside signal handlers, more complicated statements are allowed: Assignment: ``` clicked => { some_property = 42; } ``` Self-assignement with `+=` `-=` `*=` `/=` ``` clicked => { some_property += 42; } ``` Calling a signal ``` clicked => { root.some_signal(); } ``` Conditional expression ``` clicked => { if (condition) { foo = 42; } else { bar = 28; } } ``` Empty expression ``` clicked => { } // or clicked => { ; } ``` ## Repetition The `for` syntax ```60 Example := Window { height: 100lx; width: 300lx; for my_color[index] in [ #e11, #1a2, #23d ]: Rectangle { height: 100lx; width: 60lx; x: width * index; color: my_color; } } ``` ## Animations Simple animation that animates a property can be declared with `animate` like so: ```60 Example := Rectangle { property pressed; color: pressed ? blue : red; animate color { duration: 100ms; } } ``` This will aniate the color property for 100ms when it changes. Animation can be configured with the following parameter: * `duration`: the amount of time it takes for the animation to complete * `loop_count`: FIXME * `easing`: can be `linear`, `ease`, `ease_in`, `ease_out`, `ease_in_out`, `cubic_bezier(a, b, c, d)` as in CSS It is also possible to animate sevaral properties with the same animation: ``` animate x, y { duration: 100ms; } ``` is the same as ``` animate x { duration: 100ms; } animate y { duration: 100ms; } ``` ## States The `states` statement alow to declare states like so: ```60 Example := Rectangle { text := Text { text: "hello"; } property pressed; property is_enabled; states [ disabled when !is_enabled : { color: gray; // same as root.color: gray; text.color: white; } down when pressed : { color: blue; } ] } ``` In that example, when the `is_enabled` property is set to false, the `disabled` state will be entered This will change the color of the Rectangle and of the Text. ### Transitions (TODO) Complex animation can be declared on state transitions: ```60 Example := Rectangle { text := Text { text: "hello"; } property pressed; property is_enabled; states [ disabled when !is_enabled : { color: gray; // same as root.color: gray; text.color: white; } down when pressed : { color: blue; } ] transitions [ to down : { animate color { duration: 300ms; } } out disabled : { animate * { duration: 800ms; } } ] } ``` ## Modules Components declared in a .60 file can be shared with components in other .60 files, by means of exporting and importing them. By default, everything declared in a .60 file is private, but it can be made accessible from the outside using the export keyword: ```60 ButtonHelper := Rectangle { // ... } Button := Rectangle { // ... ButtonHelper { // ... } } export { Button } ``` In the above example, `Button` is usable from other .60 files, but `ButtonHelper` isn't. It's also possible to change the name just for the purpose of exporting, without affecting its internal use: ```60 Button := Rectangle { // ... } export { Button as ColorButton } ``` In the above example, ```Button``` is not accessible from the outside, but instead it is available under the name ```ColorButton```. For convenience, a third way of exporting a component is to declare it exported right away: ```60 export Button := Rectangle { // ... } ``` Similarly, components exported from other files can be accessed by importing them: ```60 import { Button } from "./button.60"; App := Rectangle { // ... Button { // ... } } ``` In the event that two files export a type under the same then, then you have the option of assigning a different name at import type: ```60 import { Button } from "./button.60"; import { Button as CoolButton } from "../other_theme/button.60"; App := Rectangle { // ... CoolButton {} // from cool_button.60 Button {} // from button.60 } ```