Fix example in readme
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README.md
217
README.md
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@ -5,129 +5,138 @@ Quickie is an [immediate mode gui][IMGUI] library for [LÖVE][LOVE]. Initial
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# Example
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# Example
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local gui = require "Quickie"
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local gui = require "Quickie"
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-- lazy font loading
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function love.load()
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local fonts = setmetatable({}, {__index = function(t,k)
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-- preload fonts
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local f = love.graphics.newFont(k)
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fonts = {
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rawset(t, k, f)
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[12] = love.graphics.newFont(12),
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return f
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[20] = love.graphics.newFont(20),
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end })
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}
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love.graphics.setBackgroundColor(17,17,17)
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love.graphics.setFont(fonts[12])
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function love.load()
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-- group defaults
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love.graphics.setBackgroundColor(17,17,17)
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gui.group.default.size[1] = 150
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love.graphics.setFont(fonts[12])
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gui.group.default.size[2] = 25
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gui.group.default.spacing = 5
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end
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-- group defaults
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local menu_open = {
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gui.group.default.size[1] = 150
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main = false,
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gui.group.default.size[2] = 25
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right = false,
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gui.group.default.spacing = 5
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foo = false,
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end
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demo = false
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}
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local check1 = false
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local check2 = false
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local input = {text = ""}
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local slider = {value = .5}
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local slider2d = {value = {.5,.5}}
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local menu_open = {
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function love.update(dt)
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main = false,
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gui.group.push{grow = "down", pos = {5,5}}
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right = false,
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foo = false,
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demo = false
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}
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local check1 = false
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local check2 = false
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local input = {text = ""}
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local slider = {value = .5}
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local slider2d = {value = {.5,.5}}
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function love.update(dt)
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gui.group.push{grow = "down", pos = {5,5}}
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if gui.Checkbox{checked = menu_open.main, text = "Show Menu"} then
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menu_open.main = not menu_open.main
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end
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if menu_open.main then
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-- all widgets return true if they are clicked on/activated
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gui.group.push{grow = "right"}
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if gui.Checkbox{checked = menu_open.main, text = "Show Menu"} then
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if gui.Button{text = "Group stacking"} then
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menu_open.main = not menu_open.main
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menu_open.right = not menu_open.right
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end
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end
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if menu_open.right then
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if menu_open.main then
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gui.group.push{grow = "up"}
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gui.group.push{grow = "right"}
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if gui.Button{text = "Foo"} then
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menu_open.foo = not menu_open.foo
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end
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if menu_open.foo then
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gui.Button{text = "???"}
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end
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gui.group.pop{}
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gui.Button{text = "Bar"}
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-- widgets can have custom ID's for tooltips etc (see below)
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gui.Button{text = "Baz"}
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if gui.Button{id = "group stacking", text = "Group stacking"} then
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end
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menu_open.right = not menu_open.right
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gui.group.pop{}
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end
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if gui.Button{text = "Widget demo"} then
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if menu_open.right then
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menu_open.demo = not menu_open.open
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gui.group.push{grow = "up"}
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end
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if gui.Button{text = "Foo"} then
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menu_open.foo = not menu_open.foo
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end
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if menu_open.foo then
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gui.Button{text = "???"}
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end
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gui.group.pop{}
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end
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gui.Button{text = "Bar"}
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gui.group.pop{}
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gui.Button{text = "Baz"}
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end
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gui.group.pop{}
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if menu_open.demo then
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if gui.Button{text = "Widget demo"} then
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gui.group{grow = "down", pos = {200, 80}, function()
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menu_open.demo = not menu_open.open
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end
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love.graphics.setFont(fonts[20])
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end
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gui.Label{text = "Widgets"}
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gui.group.pop{}
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love.graphics.setFont(fonts[12])
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gui.group.push{grow = "right", function()
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gui.Button{text = "Button"}
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gui.Button{text = "Tight Button", size = {"tight"}}
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gui.Button{text = "Tight² Button", size = {"tight", "tight"}}
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end}
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gui.group.push{grow = "right", function()
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if menu_open.demo then
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gui.Button{text = "", size = {2}} -- acts as separator
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gui.group{grow = "down", pos = {200, 80}, function()
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gui.Label{text = "Tight Label", size = {"tight"}}
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love.graphics.setFont(fonts[20])
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gui.Button{text = "", size = {2}}
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gui.Label{text = "Widgets"}
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gui.Label{text = "Center Label", align = "center"}
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love.graphics.setFont(fonts[12])
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gui.Button{text = "", size = {2}}
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gui.group{grow = "right", function()
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gui.Label{text = "Another Label"}
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gui.Button{text = "Button"}
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gui.Button{text = "", size = {2}}
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gui.Button{text = "Tight Button", size = {"tight"}}
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end}
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gui.Button{text = "Tight² Button", size = {"tight", "tight"}}
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end}
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gui.group.push{grow = "right"}
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gui.group{grow = "right", function()
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if gui.Checkbox{checkbox = check1, text = "Checkbox", size = {"tight"}} then
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gui.Button{text = "", size = {2}} -- acts as separator
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check1 = not check1
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gui.Label{text = "Tight Label", size = {"tight"}}
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if gui.Checkbox{checkbox = check2, text = "Another Checkbox"} then
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gui.Button{text = "", size = {2}}
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check2 = not check2
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gui.Label{text = "Center Label", align = "center"}
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end
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gui.Button{text = "", size = {2}}
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if gui.Checkbox{checkbox = check2, text = "Linked Checkbox"} then
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gui.Label{text = "Another Label"}
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check2 = not check2
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gui.Button{text = "", size = {2}}
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end
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end}
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gui.group.pop{}
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gui.group.push{grow = "right", function()
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gui.group.push{grow = "right"}
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gui.Label{text = "Input", size = {70}}
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if gui.Checkbox{checked = check1, text = "Checkbox", size = {"tight"}} then
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gui.Input{info = input, size = {300}}
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check1 = not check1
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end}
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print(check1)
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end
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if gui.Checkbox{checked = check2, text = "Another Checkbox"} then
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check2 = not check2
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end
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if gui.Checkbox{checked = check2, text = "Linked Checkbox"} then
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check2 = not check2
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end
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gui.group.pop{}
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gui.group.push{grow = "right", function()
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gui.group{grow = "right", function()
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gui.Label{text = "Slider", size = {70}}
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gui.Label{text = "Input", size = {70}}
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gui.Slider{info = slider}
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gui.Input{info = input, size = {300}}
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gui.Label{text = ("Value: %.2f"):format(slider.value), size = {70}}
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end}
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end}
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gui.Label{text = "2D Slider", pos = {nil,10}}
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gui.group{grow = "right", function()
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gui.Slider2D{info = slider2d, size = {250, 250}}
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gui.Label{text = "Slider", size = {70}}
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gui.Label{text = ("Value: %.2f, %.2f"):format(slider2d.value[1], slider2d.value[2])}
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gui.Slider{info = slider}
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end}
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gui.Label{text = ("Value: %.2f"):format(slider.value), size = {70}}
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end
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end}
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end
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function love.draw()
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gui.Label{text = "2D Slider", pos = {nil,10}}
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gui.core.draw()
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gui.Slider2D{info = slider2d, size = {250, 250}}
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end
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gui.Label{text = ("Value: %.2f, %.2f"):format(slider2d.value[1], slider2d.value[2])}
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end}
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end
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function love.keypressed(key, code)
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-- tooltip (see above)
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gui.keyboard.pressed(key, code)
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if gui.mouse.isHot('group stacking') then
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end
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local mx,my = love.mouse.getPosition()
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gui.Label{text = 'Demonstrates group stacking', pos = {mx+10,my-20}}
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end
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end
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function love.draw()
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gui.core.draw()
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end
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function love.keypressed(key, code)
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gui.keyboard.pressed(key, code)
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end
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# Documentation
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# Documentation
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