|Number of watchers on Github||37|
|Number of open issues||3|
|Average time to close an issue||3 days|
|Open pull requests||0+|
|Closed pull requests||0+|
|Last commit||over 4 years ago|
|Repo Created||over 4 years ago|
|Repo Last Updated||over 1 year ago|
|Organization / Author||technomancy|
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Create a stack consisting of cards with drawings and buttons on them. Write code to run when buttons get clicked. Explore through the stacks you've created.
Right-click to change modes.
Buttons are invisible unless you're in
buttons mode. Double-clicking
on a button gives you edit mode, where you can either give the button
a target card or write a function that takes the state and can return
a modification of it. Buttons only run the code if their action is set
<code>, otherwise they only jump to the specified card.
Drawing is only straight lines for now.
Card Zero is where you start; it's a card that gets prepopulated with a self-hosted card listing/editing interface.
If you get lost at any point, control-0 will return you to card zero.
Control-s saves, and control-l loads.
Control-c clears background, control-b clears buttons, control-n creates cards.
cooper/cooper.rkt for an overview of the structs used and the
contracts on their fields. State is tracked with the
box. Each mode defines a number of callback functions for
various event handling. Handlers take the current state (along with
event and canvas objects) and return a modified state.
Cards can have event handler functions attached to them. The card
listing is implemented on the
zero card, which comes pre-populated
"enter" event handler that creates buttons pointing to all
the cards in the stack.
Copyright 2014 Phil Hagelberg and contributors
Image above 2014 Boom Entertainment, Inc.
Distributed under the GNU General Public License version 3; see file LICENSE.