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Widget Candy. .NewButton() - Snippet icon Widget Candy. .NewButton()
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  3. WIDGET CANDY FOR CORONA & GIDEROS iPHONE ANDROID SDK Creates a button, showing an icon and text of your choice. Use the textAlign property (see Widget Properties) to display the icon to the left or right of the text, also to align the text caption.
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  5. A button's icon size is defined in the theme's lua file. See 'ButtonIconSize' there. Text buttons can be auto-sized (if there width property is set
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Widget Candy. .NewWindow() - Snippet icon Widget Candy. .NewWindow()
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  2. WIDGET CANDY FOR CORONA & GIDEROS iPHONE ANDROID SDK Creates a window widget. Window widgets can hold other widgets and even arrange (layout) them automatically for you. Window widgets can be dragged (horizontally, vertically, or both) within a specified drag area, which is the screen size, for example. Window widgets also provide a close button to let them disappear again.
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  4. To add any widget to
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Widget Candy GENERAL WIDGET METHODS - Snippet icon Widget Candy GENERAL WIDGET METHODS
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  2. MyWidget:show ( state, fadeDuration )
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  4. state (Boolean) Shows (true) or hides (false) the widget.
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  6. fadeDuration (Number) If specified, the widget will smoothly fade in or out, using the specified duration for the fade effect.
  7. —————————————
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  9. MyWidget:enable ( state )
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  11. state (Boolean) Enables (true) or disables (false) the widget. If disabled, the widget will appear greyed-
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Widget Candy. GENERAL LAYOUT PROPERTIES - Snippet icon Widget Candy. GENERAL LAYOUT PROPERTIES
  1. Use these widget properties to control the automatic layout of the widget:
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  3. includeInLayout (Boolean) True or false. If set to true (default), this widget will be taken into account for automatic layouting. This means, the next widget that is placed within the same window will be positioned next to this widget. If set to false, this widget will be ignored by the automatic layout system.
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  5. newLayout
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Widget Candy. .Show() - Snippet icon Widget Candy. .Show()
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  4. Shows or hides a widget, with or without a fade animation.
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  6. -- LOAD THE LIBRARY AND USE A GLOBAL VAR TO STORE A REFERENCE:
  7. _G.GUI = require("widget_candy")
  8.  
  9. -- CREATE A BUTTON
  10. _G.GUI.NewButton(
  11. {
  12. x = 50,
  13. y = 50,
  14. theme = "MyTheme",
  15. name = "Button1",
  16. caption = "HELLO!",
  17. } )
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  19. -- FADE-OUT AND HIDE THE BUTTON
  20. _G.GUI.Show("Button1", false, true )
  21.  
  22. Show (widgetName, isVisible,
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Widget Candy. .Get() - Snippet icon Widget Candy. .Get()
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  3. Returns the current value of the specified widget property.
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  5. -- LOAD THE LIBRARY AND USE A GLOBAL VAR TO STORE A REFERENCE:
  6. _G.GUI = require("widget_candy")
  7.  
  8. -- CREATE A BUTTON
  9. _G.GUI.NewButton(
  10. {
  11. x = 50,
  12. y = 50,
  13. theme = "MyTheme",
  14. name = "Button1",
  15. caption = "HELLO!",
  16. } )
  17.  
  18. -- GET THE CAPTION OF THIS BUTTON
  19. print( _G.GUI.Get("Button1", "caption") )
  20.  
  21. GetHandle (widgetName,
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Widget Candy. .Set() - Snippet icon Widget Candy. .Set()
Widget Candy
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  3. Changes a widget's properties (either a single property or multiple properties at once). It's basically the same as using a widget's :set() method -whatever you prefer.
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  5. -- LOAD THE LIBRARY AND USE A GLOBAL VAR TO STORE A REFERENCE:
  6. _G.GUI = require("widget_candy")
  7.  
  8. -- CREATE A BUTTON
  9. _G.GUI.NewButton(
  10. {
  11. x = 50,
  12. y = 50,
  13. theme = "MyTheme",
  14. name = "Button1",
  15. caption = "HI!"
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Widget Candy. .GetHandle() - Snippet icon Widget Candy. .GetHandle()
Widget Candy
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  2.  
  3. Each command that creates a widget returns a reference (handle) to the created widget. You can either store this handle within a variable at creation time or use the .GetHandle() command at any later time to get the handle of a certain widget.
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  5. The main purpose of the GetHandle() command is to eliminate the need to store any permanent references to your widgets. Remember, objects cannot be delet
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Widget Candy. .RemoveAllWidgets() - Snippet icon Widget Candy. .RemoveAllWidgets()
Widget Candy
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  3. Removes (deletes) all existing widgets. If the "unloadThemes" parameter is set to true, all loaded themes are removed as well.
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  5. RemoveAllWidgets (unloadThemes)
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  7. unloadThemes (Boolean) If true, all loaded themes are removed as well.
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Widget Candy. .UnloadTheme() - Snippet icon Widget Candy. .UnloadTheme()
Widget Candy
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  3. Unloads a widget theme from memory and releases all related graphics and sounds from memory.
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  5. UnloadTheme (themeName)
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  7. themeName (String) The name of the theme to unload.
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Widget Candy. .SetTheme Color() - Snippet icon Widget Candy. .SetTheme Color()
Widget Candy
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  4. Applies a tint color to a theme. Every widget you create, as well as all existing widgets using this theme will be tinted automatically with the specified color.
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  6. Note: specifying an individual color to a widget by using the widget's color property will override the theme's tint color.
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  8. -- REQUIRE THE LIBRARY
  9. _G.GUI = require("widget_candy")
  10.  
  11. -- LOAD A THEME
  12. _G.GUI.LoadTheme("theme_1", "themes
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Widget Candy. .LoadTheme() - Snippet icon Widget Candy. .LoadTheme()
Widget Candy
  1. Loads a new widget theme ("skin" or style) into memory. Once a theme is loaded, it can be applied to any widget to determine its look, colors etc. Each theme consists of a .lua file that is placed in your project's root and a folder (also to be placed in your project's root file). Within this folder, you can collect all graphics and sounds used for this theme.
  2.  
  3. NOTE: When using custom vector fonts
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Widget Candy. .SetAudioChanel() - Snippet icon Widget Candy. .SetAudioChanel()
Widget Candy
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  3. Corona only
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  5. Widget Candy uses a fixed audio channel (channel #1 by default) to play widget sounds. Use SetAudioChannel( ) to change the widget sound channel to any other channel that should be used for widget sound playback.
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  7. SetAudioChannel (channel)
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  9. channel (Number)
  10. Sound channel number to be used for widget sound playback.
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Widget Candy. .SetLogLevel() - Snippet icon Widget Candy. .SetLogLevel()
Widget Candy
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  3. Specifies Widget Candy's console output (error messages only, error messages and info messages or no output at all). Note, that on a device environment, the logging level is ALWAYS set to level 1 (error messages are logged).
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  5. SetLogLevel (level)
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  8. level (Number)
  9. 0 = No messages are logged.
  10. 1 = Error messages only (default).
  11. 2 = All messages (error and info messages).
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Widget Candy .Mute() - Snippet icon Widget Candy .Mute()
Widget Candy
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  4. Disables or enables all widget sound effects.
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  6. Mute (state)
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  8. state Specify true to disable all GUI sounds or false to enable.
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Widget Candy. .SetSounds() - Snippet icon Widget Candy. .SetSounds()
Widget Candy
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  3. While you can apply sound effects to widgets individually using a widget's .tapSound, .dragSound, .releaseSound and .changeSound properties, you can use SetSounds() to globally set (or disable) sound effects for all widgets at once. Using this command will override the individual settings of any existing widgets and set the default values for the widgets you create at a later time.
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  5. Note: If yo
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Widget Candy GENERAL WIDGET PROPERTIES - Snippet icon Widget Candy GENERAL WIDGET PROPERTIES
  1. x = (String or Number) Specifies the horizontal position of the widget. Possible values are:
  2. "left"
  3. "right"
  4. "center"
  5. "0%" to "100%" (using quotes)
  6. Any integer number
  7. Use "left", "right" and "center" to align the widget either to the left, right or middle of the widget's parent (or the screen, if the widget is not placed inside a display group or a window widget).
  8. Use a percentage value in quotes f
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Widget Candy. .Keyboard_Open() - Snippet icon Widget Candy. .Keyboard_Open()
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  3. Returns true if the virtual keyboard is currently active or false, if not. Use this function when the user presses the Android back key, for example, to detect if the keyboard is currently active and needs to be removed first.
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  6. Keyboard_Open ()
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  8. Returns: true | false
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Widget Candy. .Keyboard_ChangeCase() - Snippet icon Widget Candy. .Keyboard_ChangeCase()
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  3. Programmatically changes the case of the keyboard chars.
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  5. Keyboard_ChangeCase (case)
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  7. case (0 | 1 | 2) Defines the case, where 0 = lower case, 1 = shift enabled, 2 = shift locked.
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Widget Candy .Keyboard_Remove() - Snippet icon Widget Candy .Keyboard_Remove()
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  3. Programmatically removes the keyboard, if open.
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  5. Keyboard_Remove (animate)
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  7. animate (Boolean) If false, the keyboard will be removed immediately. If true, the keyboard slides out and is therefore removed with a delay of 200-300 milliseconds.
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