LoveFrames/objects/columnlist.lua

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2012-05-06 00:24:42 +00:00
--[[------------------------------------------------
-- L<>VE Frames --
-- By Nikolai Resokav --
--]]------------------------------------------------
-- columnlist object
columnlist = class("columnlist", base)
columnlist:include(loveframes.templates.default)
--[[---------------------------------------------------------
- func: initialize()
- desc: intializes the element
--]]---------------------------------------------------------
function columnlist:initialize()
self.type = "columnlist"
self.width = 300
self.height = 100
self.internal = false
self.children = {}
self.internals = {}
self.OnRowClicked = nil
self.OnScroll = nil
local list = columnlistarea:new(self)
table.insert(self.internals, list)
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates the object
--]]---------------------------------------------------------
function columnlist:update(dt)
if self.visible == false then
if self.alwaysupdate == false then
return
end
end
self:CheckHover()
-- move to parent if there is a parent
if self.parent ~= loveframes.base then
self.x = self.parent.x + self.staticx
self.y = self.parent.y + self.staticy
end
for k, v in ipairs(self.children) do
v:update(dt)
end
for k, v in ipairs(self.internals) do
v:update(dt)
end
if self.Update then
self.Update(self, dt)
end
end
--[[---------------------------------------------------------
- func: draw()
- desc: draws the object
--]]---------------------------------------------------------
function columnlist:draw()
if self.visible == false then
return
end
loveframes.drawcount = loveframes.drawcount + 1
self.draworder = loveframes.drawcount
-- skin variables
local index = loveframes.config["ACTIVESKIN"]
local defaultskin = loveframes.config["DEFAULTSKIN"]
local selfskin = self.skin
local skin = loveframes.skins.available[selfskin] or loveframes.skins.available[index] or loveframes.skins.available[defaultskin]
if self.Draw ~= nil then
self.Draw(self)
else
skin.DrawColumnList(self)
end
for k, v in ipairs(self.internals) do
v:draw()
end
for k, v in ipairs(self.children) do
v:draw()
end
end
--[[---------------------------------------------------------
- func: mousepressed(x, y, button)
- desc: called when the player presses a mouse button
--]]---------------------------------------------------------
function columnlist:mousepressed(x, y, button)
if self.hover == true and button == "l" then
local baseparent = self:GetBaseParent()
if baseparent and baseparent.type == "frame" then
baseparent:MakeTop()
end
end
for k, v in ipairs(self.internals) do
v:mousepressed(x, y, button)
end
for k, v in ipairs(self.children) do
v:mousepressed(x, y, button)
end
end
--[[---------------------------------------------------------
- func: mousereleased(x, y, button)
- desc: called when the player releases a mouse button
--]]---------------------------------------------------------
function columnlist:mousereleased(x, y, button)
for k, v in ipairs(self.internals) do
v:mousereleased(x, y, button)
end
for k, v in ipairs(self.children) do
v:mousereleased(x, y, button)
end
end
--[[---------------------------------------------------------
- func: keypressed(key)
- desc: called when the player presses a key
--]]---------------------------------------------------------
function columnlist:keypressed(key, unicode)
for k, v in ipairs(self.internals) do
v:keypressed(key, unicode)
end
for k, v in ipairs(self.children) do
v:keypressed(key, unicode)
end
end
--[[---------------------------------------------------------
- func: keyreleased(key)
- desc: called when the player releases a key
--]]---------------------------------------------------------
function columnlist:keyreleased(key)
for k, v in ipairs(self.internals) do
v:keyreleased(key)
end
for k, v in ipairs(self.children) do
v:keyreleased(key)
end
end
--[[---------------------------------------------------------
- func: Adjustchildren()
- desc: adjusts the width of the object's children
--]]---------------------------------------------------------
function columnlist:AdjustColumns()
local width = self.width
local bar = self.internals[1].bar
if bar == true then
width = width - 16
end
local children = self.children
local numchildren = #children
local columnwidth = width/numchildren
local x = 0
for k, v in ipairs(children) do
if bar == true then
v:SetWidth(columnwidth)
else
v:SetWidth(columnwidth)
end
v:SetPos(x, 0)
x = x + columnwidth
end
end
--[[---------------------------------------------------------
- func: AddColumn(name)
- desc: gives the object a new column with the specified
name
--]]---------------------------------------------------------
function columnlist:AddColumn(name)
columnlistheader:new(name, self)
self:AdjustColumns()
self.internals[1]:SetSize(self.width, self.height)
self.internals[1]:SetPos(0, 0)
end
--[[---------------------------------------------------------
- func: AddRow(...)
- desc: adds a row of data to the object's list
--]]---------------------------------------------------------
function columnlist:AddRow(...)
self.internals[1]:AddRow(arg)
end
--[[---------------------------------------------------------
- func: Getchildrenize()
- desc: gets the size of the object's children
--]]---------------------------------------------------------
function columnlist:GetColumnSize()
if #self.children > 0 then
return self.children[1].width, self.children[1].height
else
return 0, 0
end
end
--[[---------------------------------------------------------
- func: SetSize(width, height)
- desc: sets the object's size
--]]---------------------------------------------------------
function columnlist:SetSize(width, height)
self.width = width
self.height = height
self.internals[1]:SetSize(width, height)
self.internals[1]:SetPos(0, 0)
end
--[[---------------------------------------------------------
- func: SetWidth(width)
- desc: sets the object's width
--]]---------------------------------------------------------
function columnlist:SetWidth(width)
self.width = width
self.internals[1]:SetSize(width)
self.internals[1]:SetPos(0, 0)
end
--[[---------------------------------------------------------
- func: SetHeight(height)
- desc: sets the object's height
--]]---------------------------------------------------------
function columnlist:SetHeight(height)
self.height = height
self.internals[1]:SetSize(height)
self.internals[1]:SetPos(0, 0)
end
--[[---------------------------------------------------------
- func: SetMaxColorIndex(num)
- desc: sets the object's max color index for
alternating row colors
--]]---------------------------------------------------------
function columnlist:SetMaxColorIndex(num)
self.internals[1].colorindexmax = num
end