2013-05-05 23:51:20 +00:00
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--[[------------------------------------------------
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-- Love Frames - A GUI library for LOVE --
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-- Copyright (c) 2013 Kenny Shields --
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--]]------------------------------------------------
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-- button class
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local newobject = loveframes.NewObject("grid", "loveframes_object_grid", true)
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--[[---------------------------------------------------------
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- func: initialize()
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- desc: initializes the object
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--]]---------------------------------------------------------
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function newobject:initialize()
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self.type = "grid"
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self.width = 100
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self.height = 100
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self.prevwidth = 100
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self.prevheight = 100
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self.rows = 0
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self.columns = 0
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self.cellwidth = 25
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self.cellheight = 25
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self.cellpadding = 5
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self.itemautosize = false
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self.children = {}
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self.OnSizeChanged = nil
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end
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--[[---------------------------------------------------------
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- func: update(deltatime)
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- desc: updates the object
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--]]---------------------------------------------------------
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function newobject:update(dt)
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local state = loveframes.state
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local selfstate = self.state
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if state ~= selfstate then
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return
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end
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local visible = self.visible
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local alwaysupdate = self.alwaysupdate
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if not visible then
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if not alwaysupdate then
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return
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end
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end
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self:CheckHover()
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local parent = self.parent
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local children = self.children
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2013-09-14 15:37:01 +00:00
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local base = loveframes.base
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2013-05-05 23:51:20 +00:00
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-- move to parent if there is a parent
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if parent ~= base then
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self.x = self.parent.x + self.staticx
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self.y = self.parent.y + self.staticy
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end
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local cw = self.cellwidth + (self.cellpadding * 2)
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local ch = self.cellheight + (self.cellpadding * 2)
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local prevwidth = self.prevwidth
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local prevheight = self.prevheight
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self.width = (self.columns * self.cellwidth) + (self.columns * (self.cellpadding * 2))
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self.height = (self.rows * self.cellheight) + (self.rows * (self.cellpadding * 2))
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if self.width ~= prevwidth or self.height ~= prevheight then
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local onsizechanged = self.OnSizeChanged
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self.prevwidth = self.width
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self.prevheight = self.height
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if onsizechanged then
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onsizechanged(self)
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end
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end
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for k, v in ipairs(children) do
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local x = 0 + ((cw * v.gridcolumn) - cw ) + (cw/2 - v.width/2)
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local y = 0 + ((ch * v.gridrow) - ch) + (ch/2 - v.height/2)
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v.staticx = x
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v.staticy = y
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v:update(dt)
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end
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if update then
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update(self, dt)
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end
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end
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--[[---------------------------------------------------------
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- func: draw()
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- desc: draws the object
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--]]---------------------------------------------------------
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function newobject:draw()
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local state = loveframes.state
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local selfstate = self.state
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if state ~= selfstate then
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return
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end
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local visible = self.visible
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if not visible then
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return
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end
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local skins = loveframes.skins.available
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local skinindex = loveframes.config["ACTIVESKIN"]
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local defaultskin = loveframes.config["DEFAULTSKIN"]
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local selfskin = self.skin
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local skin = skins[selfskin] or skins[skinindex]
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local drawfunc = skin.DrawGrid or skins[defaultskin].DrawGrid
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local draw = self.Draw
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local drawcount = loveframes.drawcount
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local children = self.children
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-- set the object's draw order
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self:SetDrawOrder()
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if draw then
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draw(self)
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else
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drawfunc(self)
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end
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for k, v in ipairs(children) do
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v:draw()
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end
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end
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--[[---------------------------------------------------------
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- func: mousepressed(x, y, button)
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- desc: called when the player presses a mouse button
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--]]---------------------------------------------------------
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function newobject:mousepressed(x, y, button)
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local state = loveframes.state
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local selfstate = self.state
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if state ~= selfstate then
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return
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end
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local visible = self.visible
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if not visible then
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return
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end
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local children = self.children
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local hover = self.hover
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if hover and button == "l" then
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local baseparent = self:GetBaseParent()
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if baseparent and baseparent.type == "frame" then
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baseparent:MakeTop()
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end
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end
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for k, v in ipairs(children) do
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v:mousepressed(x, y, button)
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end
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end
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--[[---------------------------------------------------------
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- func: mousereleased(x, y, button)
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- desc: called when the player releases a mouse button
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--]]---------------------------------------------------------
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function newobject:mousereleased(x, y, button)
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local state = loveframes.state
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local selfstate = self.state
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if state ~= selfstate then
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return
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end
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local visible = self.visible
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local children = self.children
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if not visible then
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return
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end
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for k, v in ipairs(children) do
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v:mousereleased(x, y, button)
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end
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end
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--[[---------------------------------------------------------
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- func: AddItem(object, row, column)
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- desc: adds and item to the object
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--]]---------------------------------------------------------
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function newobject:AddItem(object, row, column)
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local itemautosize = self.itemautosize
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local children = self.children
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object:Remove()
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table.insert(children, object)
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object.parent = self
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object.gridrow = row
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object.gridcolumn = column
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if itemautosize then
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local cw = self.cellwidth + (self.cellpadding * 2)
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local ch = self.cellheight + (self.cellpadding * 2)
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object.width = cw - (self.cellpadding * 2)
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object.height = ch - (self.cellpadding * 2)
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end
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end
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--[[---------------------------------------------------------
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- func: GetItem(row, column)
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- desc: gets an item from the object at the specified
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row and column
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--]]---------------------------------------------------------
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function newobject:GetItem(row, column)
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local children = self.children
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for k, v in ipairs(children) do
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if v.gridrow == row and v.gridcolumn == column then
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return v
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end
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end
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return false
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end
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--[[---------------------------------------------------------
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- func: SetItemAutoSize(bool)
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- desc: sets whether or not the object should auto-size
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its items
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--]]---------------------------------------------------------
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function newobject:SetItemAutoSize(bool)
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self.itemautosize = bool
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end
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--[[---------------------------------------------------------
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- func: GetItemAutoSize()
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- desc: gets whether or not the object should auto-size
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its items
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--]]---------------------------------------------------------
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function newobject:GetItemAutoSize()
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return self.itemautosize
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end
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--[[---------------------------------------------------------
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- func: SetRows(rows)
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- desc: sets the number of rows the object should have
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--]]---------------------------------------------------------
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function newobject:SetRows(rows)
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self.rows = rows
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end
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--[[---------------------------------------------------------
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- func: SetRows(rows)
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- desc: gets the number of rows the object has
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--]]---------------------------------------------------------
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function newobject:GetRows()
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return self.rows
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end
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--[[---------------------------------------------------------
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- func: SetColumns(columns)
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- desc: sets the number of columns the object should
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have
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--]]---------------------------------------------------------
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function newobject:SetColumns(columns)
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self.columns = columns
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end
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--[[---------------------------------------------------------
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- func: GetColumns()
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- desc: gets the number of columns the object has
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--]]---------------------------------------------------------
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function newobject:GetColumns()
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return self.columns
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end
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--[[---------------------------------------------------------
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- func: SetCellWidth(width)
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- desc: sets the width of the object's cells
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--]]---------------------------------------------------------
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function newobject:SetCellWidth(width)
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self.cellwidth = width
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end
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--[[---------------------------------------------------------
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- func: GetCellWidth()
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- desc: gets the width of the object's cells
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--]]---------------------------------------------------------
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function newobject:GetCellWidth()
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return self.cellwidth
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end
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--[[---------------------------------------------------------
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- func: SetCellHeight(height)
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- desc: sets the height of the object's cells
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--]]---------------------------------------------------------
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function newobject:SetCellHeight(height)
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self.cellheight = height
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end
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--[[---------------------------------------------------------
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- func: GetCellHeight()
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- desc: gets the height of the object's cells
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--]]---------------------------------------------------------
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function newobject:GetCellHeight()
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return self.cellheight
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end
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--[[---------------------------------------------------------
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- func: SetCellSize(width, height)
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- desc: sets the size of the object's cells
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--]]---------------------------------------------------------
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function newobject:SetCellSize(width, height)
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self.cellwidth = width
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self.cellheight = height
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end
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--[[---------------------------------------------------------
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- func: GetCellSize()
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- desc: gets the size of the object's cells
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--]]---------------------------------------------------------
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function newobject:GetCellSize()
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return self.cellwidth, self.cellheight
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end
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--[[---------------------------------------------------------
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- func: SetCellPadding(padding)
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- desc: sets the padding of the object's cells
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--]]---------------------------------------------------------
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function newobject:SetCellPadding(padding)
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self.cellpadding = padding
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end
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--[[---------------------------------------------------------
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- func: GetCellPadding
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- desc: gets the padding of the object's cells
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--]]---------------------------------------------------------
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function newobject:GetCellPadding()
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return self.cellpadding
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end
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