[*] Add examples.
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--- Basic menu example
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--
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-- Trivial menu made of buttons.
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-- Illustrates onHit() and onEnter()/onLeave()
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-- events.
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--
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-- Relevant code to build UI inside: makeMainMenu().
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--
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-- Layout: Rows
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-- Widget: Button
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local yui = require 'lib.yui'
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local Button = yui.Button
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local Rows = yui.Rows
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local Ui = yui.Ui
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local GUI_WIDTH = 500
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local GUI_HEIGHT = 300
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local FONT_SIZE = 32
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local function centerRectOnScreen(w, h)
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local x = math.floor((love.graphics.getWidth() - w) / 2)
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local y = math.floor((love.graphics.getHeight() - h) / 2)
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return x, y
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end
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-- Creates main menu.
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local function makeMainMenu()
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-- Position the UI
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local x,y = centerRectOnScreen(GUI_WIDTH, GUI_HEIGHT)
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local rh = GUI_HEIGHT / 5 -- 5 elements along height
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-- Keep track what's being focused...
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widgetEnter = function (w)
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guiStatus.current = "You're hovering \""..w.text.."\", feel like pressing it?"
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end
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widgetLeave = function (w)
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guiStatus.previous = "So you left \""..w.text.."\"..."
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end
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return Ui.new {
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x = x, y = y, -- Place UI at the calculated spot
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-- Place the elements in rows from top to bottom
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Rows {
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Button {
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-- Provide first button's size...
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w = GUI_WIDTH, h = rh,
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text = "Start game",
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onHit = function ()
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guiStatus = { current = "Game started!" }
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end,
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onEnter = widgetEnter,
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onLeave = widgetLeave
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},
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Button {
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-- ...subsequent widgets _in the same layout_
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-- take last widget's size by default.
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text = "Continue",
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onHit = function()
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guiStatus = { current = "Loading game..." }
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end,
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onEnter = widgetEnter,
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onLeave = widgetLeave
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},
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Button {
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text = "Options",
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onHit = function()
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guiStatus = { current = "Options pressed." }
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end,
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onEnter = widgetEnter,
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onLeave = widgetLeave
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},
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Button {
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text = "Credits",
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onHit = function()
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guiStatus = { current = "Showcasing credits 8)" }
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end,
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onEnter = widgetEnter,
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onLeave = widgetLeave
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},
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Button {
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text = "Quit",
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onHit = function () love.event.quit() end,
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onEnter = widgetEnter,
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onLeave = widgetLeave
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}
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}
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}
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end
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function love.load()
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guiStatus = { current = "Menu is open." }
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guiFont = love.graphics.newFont('fonts/PixelDroidMenu.ttf', FONT_SIZE)
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gui = makeMainMenu()
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end
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function love.update(dt)
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-- Let the UI update its status
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gui:update(dt)
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end
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function love.draw()
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love.graphics.setFont(guiFont)
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-- Print UI status
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local y = 0
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if guiStatus.previous ~= nil then
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love.graphics.print(guiStatus.previous, 0, y)
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y = y + guiFont:getHeight()
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end
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love.graphics.print(guiStatus.current, 0, y)
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-- Draw UI
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gui:draw()
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end
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-- the ubiquitous "Hello, World!" demo.
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-- 'Nuff said.
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--
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-- Layout: Rows
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-- Widgets: Label, Button
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-- Relevant UI construction code in: love.load()
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local yui = require 'lib.yui'
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-- Some convenience aliases
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local Ui = yui.Ui
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local Rows = yui.Rows
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local Button, Label = yui.Button, yui.Label
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local function centerRectOnScreen(w, h)
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local x = math.floor((love.graphics.getWidth() - w) / 2)
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local y = math.floor((love.graphics.getHeight() - h) / 2)
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return x, y
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end
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function love.load()
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local W, H = 400, 80 -- pick arbitrary UI size
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local x, y = centerRectOnScreen(W, H)
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gui = Ui.new {
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x = x, y = y,
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Rows {
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Label {
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w = W, h = H,
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text = "Hello, World!"
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},
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Button {
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text = "OBEY",
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onHit = function () love.event.quit() end
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}
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}
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}
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end
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function love.update(dt)
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gui:update(dt)
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end
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function love.draw()
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-- Pretty black out there, isn't it?
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-- See more complete examples for shinier stuff :)
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gui:draw()
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end
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local BASE = (...)..'.'
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local endswith = require('lib.gear.strings').endswith
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local yui = require 'lib.yui'
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local Button = yui.Button
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local Rows = yui.Rows
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local Ui = yui.Ui
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local Examples = {}
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Examples.__index = Examples
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local function isexample(file)
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return file ~= 'init.lua' and endswith(file, '.lua')
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end
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local function loadexample(file)
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love.event.clear()
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for i in ipairs(love.handlers) do
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love.handlers[i] = nil
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end
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-- Restart to next example.
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require(BASE..file)
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if love.load then love.load() end
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end
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local W = 400
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local RH = 32
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local function makeSelectionMenu()
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local menu = Rows {}
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local files = love.filesystem.getDirectoryItems('examples')
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table.sort(files)
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for _,file in ipairs(files) do
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if isexample(file) then
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local name = file:sub(1, -5)
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menu[#menu+1] = Button {
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w = W, h = RH,
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text = name,
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notranslate = true,
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onHit = function() loadexample(name) end
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}
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end
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end
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menu[#menu+1] = Button {
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w = W, h = RH,
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text = "Quit",
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onHit = function() love.event.quit() end
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}
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local x = math.floor(love.graphics.getWidth() - W) / 2
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local y = math.floor(love.graphics.getHeight() - RH * #menu) / 2
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return Ui.new {
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x = x, y = y,
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menu
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}
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end
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function love.load()
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gui = makeSelectionMenu()
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end
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function love.update(dt)
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gui:update(dt)
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end
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function love.draw()
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gui:draw()
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end
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return Examples
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--- Options screen example
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--
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-- A fairly complete configuration menu to demonstrate
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-- several types of widgets coexisting.
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-- Many widgets' behavior is tuned by their attributes.
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--
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-- Relevant code to build UI inside: makeOptionsMenu().
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--
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-- Layout: Rows, Columns
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-- Widget: Button, Checkbox, Choice, Input, Label, Slider, Spacer
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local yui = require 'lib.yui'
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local Button = yui.Button
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local Checkbox = yui.Checkbox
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local Choice = yui.Choice
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local Columns = yui.Columns
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local Input = yui.Input
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local Label = yui.Label
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local Rows = yui.Rows
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local Slider = yui.Slider
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local Spacer = yui.Spacer
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local Ui = yui.Ui
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local GUI_WIDTH = 500
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local GUI_HEIGHT = 300
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local FONT_SIZE = 32
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-- A dummy save file, for demo purposes.
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local dummySave = {}
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-- Dummy config load mock.
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function dummySave.load()
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local config = {}
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-- The default configuration
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local defconfig = {
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name = "Player 1",
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graphics = 'medium',
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lang = 'en',
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fullscreen = false,
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musicVolume = 80,
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sfxVolume = 90
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}
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local saved = dummySave.latest or defconfig
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print("Loading configuration: {")
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for k,v in pairs(saved) do
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config[k] = v
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print(("\t%s = %s,"):format(k, v))
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end
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print("}")
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return config
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end
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-- Dummy config save mock
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function dummySave.save(config)
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dummySave.latest = {}
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print("Saving configuration: {")
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for k,v in pairs(config) do
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dummySave.latest[k] = v
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print(("\t%s = %s,"):format(k, v))
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end
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print("}")
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end
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-- Center rectangle on screen.
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local function centerRectOnScreen(w, h)
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local x = math.floor((love.graphics.getWidth() - w) / 2)
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local y = math.floor((love.graphics.getHeight() - h) / 2)
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return x, y
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end
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-- Actual menu creation.
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local function makeOptionsMenu()
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-- Position the UI
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local x,y = centerRectOnScreen(GUI_WIDTH, GUI_HEIGHT)
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local vpad = 8
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local hpad = 4
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local w = (GUI_WIDTH - hpad) / 2 -- cut away padding from widget width
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local h = (GUI_HEIGHT - vpad) / 9 -- 9 rows (Spacer counts as 2)
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-- Load configuration "from disk"
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local config = dummySave.load()
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-- Make configuration editable via UI
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return Ui.new {
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x = x, y = y,
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Rows {
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padding = vpad,
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Columns {
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padding = hpad,
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Label {
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w = w, h = h,
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text = "Name"
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},
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Input {
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text = config.name, -- populate initial value
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onChange = function(_, text)
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config.name = text -- write changed value back
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end
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}
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},
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Columns {
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padding = hpad,
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Label {
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w = w, h = h,
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text = "Language"
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},
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Choice {
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-- We don't want languages to be translated.
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notranslate = true,
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choices = {
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{ text = "English", value = 'en' }, -- just kidding, only English in demo :)
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-- { text = "Français", value = 'fr' },
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-- { text = "Italiano", value = 'it' },
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-- { text = "日本語", value = 'ja' }
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},
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default = config.lang,
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nowrap = true,
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onChange = function(_, choice) config.lang = choice.value end
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}
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},
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Columns {
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padding = hpad,
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Label {
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w = w, h = h,
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text = "Graphics"
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},
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Choice {
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choices = {
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-- Text may be localized,
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-- so map entries to well known enum values.
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{ text = "Fastest", value = 'low' },
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{ text = "Normal", value = 'medium' },
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{ text = "Best", value = 'high' }
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},
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default = config.graphics,
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nowrap = true,
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onChange = function(_, choice) config.graphics = choice.value end
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}
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},
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Columns {
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padding = hpad,
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Label {
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w = w, h = h,
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text = "Fullscreen"
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},
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Checkbox {
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checked = config.fullscreen,
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onChange = function(_, checked) config.fullscreen = checked end
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}
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},
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Columns {
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padding = hpad,
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Label {
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w = w, h = h,
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text = "Music"
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},
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Slider {
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min = 0, max = 100,
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value = config.musicVolume,
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onChange = function(_, value) config.musicVolume = value end
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}
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},
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Columns {
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padding = hpad,
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Label {
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w = w, h = h,
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text = "Effects"
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},
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Slider {
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min = 0, max = 100,
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value = config.sfxVolume,
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onChange = function(_, value) config.sfxVolume = value end
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}
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},
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Spacer { h = 2*h }, -- leave 2 rows out.
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Columns {
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padding = hpad,
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Button {
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w = w, h = h,
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text = "Back",
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cancelfocus = true, -- gets focused on ESC.
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onHit = function() love.event.quit() end
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},
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Button {
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text = "Apply",
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onHit = function()
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-- Save configuration "on disk"
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dummySave.save(config)
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end
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}
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}
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}
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}
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end
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function love.load()
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guiFont = love.graphics.newFont('fonts/PixelDroidMenu.ttf', FONT_SIZE)
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gui = makeOptionsMenu()
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end
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function love.update(dt)
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-- Let the UI update its status
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gui:update(dt)
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end
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-- Options menu contains a text input field,
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-- this requires propagating LÖVE input events to UI.
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function love.keypressed(key, scan, isrepeat)
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gui:keypressed(key, scan, isrepeat)
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end
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function love.keyreleased(key, scan)
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gui:keyreleased(key, scan)
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end
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function love.textinput(text)
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gui:textinput(text)
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end
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function love.textedited(text, start, len)
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gui:textedited(text, start, len)
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end
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function love.draw()
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love.graphics.setFont(guiFont)
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-- Draw menu title
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local title = "Options"
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local tw = guiFont:getWidth(title)
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local th = guiFont:getHeight()
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local tx = (love.graphics.getWidth() - tw) / 2
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local ty = th*2
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love.graphics.print(title, tx,ty)
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-- Draw UI
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gui:draw()
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end
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pixeldroid fonts
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Available at: https://github.com/pixeldroid/fonts
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.otf, .ttf, and .fnt files can be downloaded from the releases page.
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pixeldroid fonts are licensed under the Open Font License (OFL).
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Full SIL Open Font License: https://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=OFL
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