LoveFrames/objects/form.lua

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Lua
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2013-11-25 13:06:41 +00:00
--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
-- Copyright (c) 2013 Kenny Shields --
--]]------------------------------------------------
-- form object
local newobject = loveframes.NewObject("form", "loveframes_object_form", true)
--[[---------------------------------------------------------
- func: initialize()
- desc: initializes the object
--]]---------------------------------------------------------
function newobject:initialize()
self.type = "form"
self.name = "Form"
self.layout = "vertical"
self.width = 200
self.height = 50
self.padding = 5
self.spacing = 5
self.topmargin = 12
self.internal = false
self.children = {}
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates the element
--]]---------------------------------------------------------
function newobject:update(dt)
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
local alwaysupdate = self.alwaysupdate
if not visible then
if not alwaysupdate then
return
end
end
local children = self.children
local parent = self.parent
local base = loveframes.base
local update = self.Update
-- move to parent if there is a parent
if parent ~= base and parent.type ~= "list" then
self.x = self.parent.x + self.staticx
self.y = self.parent.y + self.staticy
end
self:CheckHover()
for k, v in ipairs(children) do
v:update(dt)
end
if update then
update(self, dt)
end
end
--[[---------------------------------------------------------
- func: draw()
- desc: draws the object
--]]---------------------------------------------------------
function newobject:draw()
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
return
end
local children = self.children
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.DrawForm or skins[defaultskin].DrawForm
local draw = self.Draw
local drawcount = loveframes.drawcount
-- set the object's draw order
self:SetDrawOrder()
if draw then
draw(self)
else
drawfunc(self)
end
-- loop through the object's children and draw them
for k, v in ipairs(children) do
v:draw()
end
end
--[[---------------------------------------------------------
- func: mousepressed(x, y, button)
- desc: called when the player presses a mouse button
--]]---------------------------------------------------------
function newobject:mousepressed(x, y, button)
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
return
end
local children = self.children
local hover = self.hover
if hover and button == "l" then
local baseparent = self:GetBaseParent()
if baseparent and baseparent.type == "frame" then
baseparent:MakeTop()
end
end
for k, v in ipairs(children) do
v:mousepressed(x, y, button)
end
end
--[[---------------------------------------------------------
- func: mousereleased(x, y, button)
- desc: called when the player releases a mouse button
--]]---------------------------------------------------------
function newobject:mousereleased(x, y, button)
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
local children = self.children
if not visible then
return
end
for k, v in ipairs(children) do
v:mousereleased(x, y, button)
end
end
--[[---------------------------------------------------------
- func: AddItem(object)
- desc: adds an item to the object
--]]---------------------------------------------------------
function newobject:AddItem(object)
local objtype = object.type
if objtype == "frame" then
return
end
local children = self.children
local state = self.state
object:Remove()
object.parent = self
object:SetState(state)
table.insert(children, object)
self:LayoutObjects()
end
--[[---------------------------------------------------------
- func: RemoveItem(object or number)
- desc: removes an item from the object
--]]---------------------------------------------------------
function newobject:RemoveItem(data)
local dtype = type(data)
if dtype == "number" then
local children = self.children
local item = children[data]
if item then
item:Remove()
end
else
data:Remove()
end
self:LayoutObjects()
end
--[[---------------------------------------------------------
- func: LayoutObjects()
- desc: positions the object's children and calculates
a new size for the object
--]]---------------------------------------------------------
function newobject:LayoutObjects()
local layout = self.layout
local padding = self.padding
local spacing = self.spacing
local topmargin = self.topmargin
local children = self.children
local width = padding * 2
local height = padding * 2 + topmargin
local x = padding
local y = padding + topmargin
if layout == "vertical" then
local largest_width = 0
for k, v in ipairs(children) do
v.staticx = x
v.staticy = y
y = y + v.height + spacing
height = height + v.height + spacing
if v.width > largest_width then
largest_width = v.width
end
end
height = height - spacing
self.width = width + largest_width
self.height = height
elseif layout == "horizontal" then
local largest_height = 0
for k, v in ipairs(children) do
v.staticx = x
v.staticy = y
x = x + v.width + spacing
width = width + v.width + spacing
if v.height > largest_height then
largest_height = v.height
end
end
width = width - spacing
self.width = width
self.height = height + largest_height
end
end
--[[---------------------------------------------------------
- func: SetLayoutType(ltype)
- desc: sets the object's layout type
--]]---------------------------------------------------------
function newobject:SetLayoutType(ltype)
self.layout = ltype
end
--[[---------------------------------------------------------
- func: GetLayoutType()
- desc: gets the object's layout type
--]]---------------------------------------------------------
function newobject:GetLayoutType()
return self.layout
end
--[[---------------------------------------------------------
- func: SetTopMargin(margin)
- desc: sets the margin between the top of the object
and its children
--]]---------------------------------------------------------
function newobject:SetTopMargin(margin)
self.topmargin = margin
end
--[[---------------------------------------------------------
- func: GetTopMargin()
- desc: gets the margin between the top of the object
and its children
--]]---------------------------------------------------------
function newobject:GetTopMargin()
return self.topmargin
end
--[[---------------------------------------------------------
- func: SetName(name)
- desc: sets the object's name
--]]---------------------------------------------------------
function newobject:SetName(name)
self.name = name
end
--[[---------------------------------------------------------
- func: GetName()
- desc: gets the object's name
--]]---------------------------------------------------------
function newobject:GetName()
return self.name
end