Pop.Box/dummy/main.lua
2016-03-31 16:19:52 -07:00

35 lines
1.3 KiB
Lua

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