Examples
This section describes the demo scenes from Examples/: what they are made of,
which patterns they show, and which files to inspect in code.
Use this page as a map. If you already know what task you are solving, jump straight to the matching demo; otherwise start with the table below.
What Each Demo Shows
| Demo | Contents |
|---|---|
| Demo1 Inventories | Basic inventory list, simple rules, and drop areas. The simplest item list, basic binding, and local drag/drop checks. |
| Demo2 Loot | Slot synchronization with data. Chest, pickup/drop, and connecting UI to world objects. A "world -> event -> UI -> inventory" flow with chests, pickup/drop, and filters. |
| Demo3 Craft | Crafting grid and result slot. |
| Demo4 Trading | Transfer between different data models, prices, buying and selling, and equipment inventory. |
| Demo5 Containers | Container as item and data source, nested inventory, and cycle protection. |
| Demo6 Shaped Items | Complex-shaped items occupying several slots in a rectangular grid: rotation and drawing the item over slots. Compatible with regular inventories and strategies. |
How To Read Demo Pages
Each demo page answers four questions:
- what the demo shows
- which runtime objects participate
- how the main scenario works
- which files to inspect if you want to move the pattern into your own project
Important Notes
- Demos show integration patterns, not the only correct architecture.
- You can combine parts from different demos, such as containers from Demo5 and fixed slots from Demo4.
- If your domain model is different, you usually change bindings, adapters, and converters, not the base transfer pipeline.
See also:
- Quick Start — for a basic setup from scratch
- Data Binding — for the full lifecycle and hooks
- Transfer Pipeline — for transfer order and rollback
- File Map — for quickly finding a concrete runtime or example type