LoveFrames/objects/multichoice.lua

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--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
-- Copyright (c) 2012 Kenny Shields --
--]]------------------------------------------------
-- multichoice class
multichoice = class("multichoice", base)
multichoice:include(loveframes.templates.default)
--[[---------------------------------------------------------
- func: initialize()
- desc: initializes the object
--]]---------------------------------------------------------
function multichoice:initialize()
self.type = "multichoice"
self.choice = ""
self.text = "Select an option"
self.width = 200
self.height = 25
self.listpadding = 0
self.listspacing = 0
self.haslist = false
self.internal = false
self.choices = {}
self.listheight = nil
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates the object
--]]---------------------------------------------------------
function multichoice:update(dt)
local visible = self.visible
local alwaysupdate = self.alwaysupdate
if not visible then
if not alwaysupdate then
return
end
end
local parent = self.parent
local update = self.Update
self:CheckHover()
-- move to parent if there is a parent
if parent then
self.x = self.parent.x + self.staticx
self.y = self.parent.y + self.staticy
end
if update then
update(self, dt)
end
end
--[[---------------------------------------------------------
- func: draw()
- desc: draws the object
--]]---------------------------------------------------------
function multichoice:draw()
local visible = self.visible
if not visible then
return
end
local skins = loveframes.skins.available
local skinindex = loveframes.config["ACTIVESKIN"]
local defaultskin = loveframes.config["DEFAULTSKIN"]
local selfskin = self.skin
local skin = skins[selfskin] or skins[skinindex]
local drawfunc = skin.DrawMultiChoice or skins[defaultskin].DrawMultiChoice
local draw = self.Draw
local drawcount = loveframes.drawcount
loveframes.drawcount = drawcount + 1
self.draworder = loveframes.drawcount
if draw then
draw(self)
else
drawfunc(self)
end
end
--[[---------------------------------------------------------
- func: mousepressed(x, y, button)
- desc: called when the player presses a mouse button
--]]---------------------------------------------------------
function multichoice:mousepressed(x, y, button)
local visible = self.visible
if not visible then
return
end
local hover = self.hover
local haslist = self.haslist
if hover and not haslist and button == "l" then
local baseparent = self:GetBaseParent()
if baseparent and baseparent.type == "frame" then
baseparent:MakeTop()
end
self.haslist = true
self.list = multichoicelist:new(self)
loveframes.hoverobject = self
end
end
--[[---------------------------------------------------------
- func: mousereleased(x, y, button)
- desc: called when the player releases a mouse button
--]]---------------------------------------------------------
function multichoice:mousereleased(x, y, button)
local visible = self.visible
if not visible then
return
end
end
--[[---------------------------------------------------------
- func: AddChoice(choice)
- desc: adds a choice to the current list of choices
--]]---------------------------------------------------------
function multichoice:AddChoice(choice)
local choices = self.choices
table.insert(choices, choice)
end
--[[---------------------------------------------------------
- func: SetChoice(choice)
- desc: sets the current choice
--]]---------------------------------------------------------
function multichoice:SetChoice(choice)
self.choice = choice
end
--[[---------------------------------------------------------
- func: SelectChoice(choice)
- desc: selects a choice
--]]---------------------------------------------------------
function multichoice:SelectChoice(choice)
local onchoiceselected = self.OnChoiceSelected
self.choice = choice
self.list:Close()
if onchoiceselected then
onchoiceselected(self, choice)
end
end
--[[---------------------------------------------------------
- func: SetListHeight(height)
- desc: sets the height of the list of choices
--]]---------------------------------------------------------
function multichoice:SetListHeight(height)
self.listheight = height
end
--[[---------------------------------------------------------
- func: SetPadding(padding)
- desc: sets the padding of the list of choices
--]]---------------------------------------------------------
function multichoice:SetPadding(padding)
self.listpadding = padding
end
--[[---------------------------------------------------------
- func: SetSpacing(spacing)
- desc: sets the spacing of the list of choices
--]]---------------------------------------------------------
function multichoice:SetSpacing(spacing)
self.listspacing = spacing
end
--[[---------------------------------------------------------
- func: GetValue()
- desc: gets the value (choice) of the object
--]]---------------------------------------------------------
function multichoice:GetValue()
return self.choice
end
--[[---------------------------------------------------------
- func: GetChoice()
- desc: gets the current choice (same as get value)
--]]---------------------------------------------------------
function multichoice:GetChoice()
return self.choice
end
--[[---------------------------------------------------------
- func: SetText(text)
- desc: sets the object's text
--]]---------------------------------------------------------
function multichoice:SetText(text)
self.text = text
end
--[[---------------------------------------------------------
- func: GetText()
- desc: gets the object's text
--]]---------------------------------------------------------
function multichoice:GetText()
return self.text
2012-05-06 00:24:42 +00:00
end