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search.lua
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search.lua
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-----------------------------------------------------------------------------------------
--
-- view2.lua
--
-----------------------------------------------------------------------------------------
local storyboard = require( "storyboard" )
local scene = storyboard.newScene()
-----------------------------------------------------------------------------------------
-- BEGINNING OF YOUR IMPLEMENTATION
--
-- NOTE: Code outside of listener functions (below) will only be executed once,
-- unless storyboard.removeScene() is called.
--
-----------------------------------------------------------------------------------------
-- Called when the scene's view does not exist:
function scene:createScene( event )
local group = self.view
-- create a white background to fill screen
local bg = display.newRect( 0, 0, display.contentWidth, display.contentHeight )
bg:setFillColor( 255 ) -- white
-- create some text
local title = display.newRetinaText( "Second View", 0, 0, native.systemFont, 32 )
title:setTextColor( 0 ) -- black
title:setReferencePoint( display.CenterReferencePoint )
title.x = display.contentWidth * 0.5
title.y = 125
local summary = display.newRetinaText( "Loaded by the first tab 'onPress' listener\n— specified in the 'tabButtons' table.", 0, 0, 292, 292, native.systemFont, 14 )
summary:setTextColor( 0 ) -- black
summary:setReferencePoint( display.CenterReferencePoint )
summary.x = display.contentWidth * 0.5 + 10
summary.y = title.y + 215
-- all objects must be added to group (e.g. self.view)
group:insert( bg )
group:insert( title )
group:insert( summary )
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
local group = self.view
-- do nothing
end
-- Called when scene is about to move offscreen:
function scene:exitScene( event )
local group = self.view
-- INSERT code here (e.g. stop timers, remove listenets, unload sounds, etc.)
end
-- If scene's view is removed, scene:destroyScene() will be called just prior to:
function scene:destroyScene( event )
local group = self.view
-- INSERT code here (e.g. remove listeners, remove widgets, save state variables, etc.)
end
-----------------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
-----------------------------------------------------------------------------------------
-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener( "createScene", scene )
-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener( "enterScene", scene )
-- "exitScene" event is dispatched whenever before next scene's transition begins
scene:addEventListener( "exitScene", scene )
-- "destroyScene" event is dispatched before view is unloaded, which can be
-- automatically unloaded in low memory situations, or explicitly via a call to
-- storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener( "destroyScene", scene )
-----------------------------------------------------------------------------------------
return scene