mirror of
https://github.com/TangentFoxy/Pop.Box.git
synced 2024-12-15 12:44:20 +00:00
35 lines
1.3 KiB
Lua
35 lines
1.3 KiB
Lua
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local lg = love.graphics
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local pop, parts
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-- pretend parts has been defined
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function love.load()
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pop = require "lib.pop"
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local width4 = lg.getWidth()/4
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local height2 = lg.getHeight()/2
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local PartList = pop.scrollbox():setSize(width4, height2)--:setSizeControl(true) --defaults to true
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local PartInfo = pop.scrollbox():setSize(width4, height2):move(nil, height2)
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local CraftInfo = pop.box():setSize(width4, height2):move(lg.getWidth()*3/4)
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local columns = math.floor(PartList:getWidth()/128)
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local rows = math.floor(#parts/columns)
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local grid = pop.grid(PartList, columns, rows)
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for i = 1, #parts do
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-- pretend that parts.gui is a box designed to fix in here properly
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grid:add(parts[i].gui) -- pretend by default, adding something to a grid like this adds it to first available spot
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-- also, grids auto-resize their children
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end
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PartList:add(grid) -- BULLSHIT ?!
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end
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-- parts.gui is something like this:
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gui = pop.box(newImage()) -- assumes a box can take 'userdata' as first arg and know it is an image
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gui.clicked = function(x, y, button)
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-- don't care about x/y
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if button == "l" then --left
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selected = gui.partReference -- or something
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elseif button == "r" then --right
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displayPartInfo() -- something happens to display it in the proper spot
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end
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end
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