LoveFrames/objects/collapsiblecategory.lua

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--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
-- Copyright (c) 2013 Kenny Shields --
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--]]------------------------------------------------
-- collapsiblecategory class
local newobject = loveframes.NewObject("collapsiblecategory", "loveframes_object_collapsiblecategory", true)
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--[[---------------------------------------------------------
- func: initialize()
- desc: initializes the object
--]]---------------------------------------------------------
function newobject:initialize()
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self.type = "collapsiblecategory"
self.text = "Category"
self.width = 200
self.height = 25
self.closedheight = 25
self.padding = 5
self.internal = false
self.open = false
self.down = false
self.children = {}
self.OnOpenedClosed = nil
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end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates the object
--]]---------------------------------------------------------
function newobject:update(dt)
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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
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return
end
end
local open = self.open
local children = self.children
local curobject = children[1]
local parent = self.parent
local base = loveframes.base
local update = self.Update
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self:CheckHover()
-- move to parent if there is a parent
if parent ~= base and parent.type ~= "list" then
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self.x = self.parent.x + self.staticx
self.y = self.parent.y + self.staticy
end
if open and curobject then
curobject:SetWidth(self.width - self.padding * 2)
curobject:update(dt)
elseif not open and curobject then
if curobject:GetVisible() then
curobject:SetVisible(false)
end
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end
if update then
update(self, dt)
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end
end
--[[---------------------------------------------------------
- func: draw()
- desc: draws the object
--]]---------------------------------------------------------
function newobject:draw()
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local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
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return
end
local open = self.open
local children = self.children
local curobject = children[1]
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.DrawCollapsibleCategory or skins[defaultskin].DrawCollapsibleCategory
local draw = self.Draw
local drawcount = loveframes.drawcount
-- set the object's draw order
self:SetDrawOrder()
if draw then
draw(self)
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else
drawfunc(self)
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end
if open and curobject then
curobject:draw()
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end
end
--[[---------------------------------------------------------
- func: mousepressed(x, y, button)
- desc: called when the player presses a mouse button
--]]---------------------------------------------------------
function newobject:mousepressed(x, y, button)
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local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
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return
end
local hover = self.hover
local open = self.open
local children = self.children
local curobject = children[1]
if hover then
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local col = loveframes.util.BoundingBox(self.x, x, self.y, y, self.width, 1, self.closedheight, 1)
if button == "l" and col then
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local baseparent = self:GetBaseParent()
if baseparent and baseparent.type == "frame" then
baseparent:MakeTop()
end
self.down = true
loveframes.downobject = self
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end
end
if open and curobject then
curobject:mousepressed(x, y, button)
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end
end
--[[---------------------------------------------------------
- func: mousereleased(x, y, button)
- desc: called when the player releases a mouse button
--]]---------------------------------------------------------
function newobject:mousereleased(x, y, button)
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local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
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return
end
local hover = self.hover
local down = self.down
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local clickable = self.clickable
local enabled = self.enabled
local open = self.open
local col = loveframes.util.BoundingBox(self.x, x, self.y, y, self.width, 1, self.closedheight, 1)
local children = self.children
local curobject = children[1]
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if hover and col and down and button == "l" then
if open then
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self:SetOpen(false)
else
self:SetOpen(true)
end
self.down = false
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end
if open and curobject then
curobject:mousereleased(x, y, button)
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end
end
--[[---------------------------------------------------------
- func: SetText(text)
- desc: sets the object's text
--]]---------------------------------------------------------
function newobject:SetText(text)
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self.text = text
end
--[[---------------------------------------------------------
- func: GetText()
- desc: gets the object's text
--]]---------------------------------------------------------
function newobject:GetText()
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return self.text
end
--[[---------------------------------------------------------
- func: SetObject(object)
- desc: sets the category's object
--]]---------------------------------------------------------
function newobject:SetObject(object)
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local children = self.children
local curobject = children[1]
if curobject then
curobject:Remove()
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self.children = {}
end
object:Remove()
object.parent = self
object:SetState(self.state)
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object:SetWidth(self.width - self.padding*2)
object:SetPos(self.padding, self.closedheight + self.padding)
table.insert(self.children, object)
end
--[[---------------------------------------------------------
- func: SetObject(object)
- desc: sets the category's object
--]]---------------------------------------------------------
function newobject:GetObject()
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local children = self.children
local curobject = children[1]
if curobject then
return curobject
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else
return false
end
end
--[[---------------------------------------------------------
- func: SetSize(width, height)
- desc: sets the object's size
--]]---------------------------------------------------------
function newobject:SetSize(width, height)
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self.width = width
end
--[[---------------------------------------------------------
- func: SetHeight(height)
- desc: sets the object's height
--]]---------------------------------------------------------
function newobject:SetHeight(height)
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return
end
--[[---------------------------------------------------------
- func: SetClosedHeight(height)
- desc: sets the object's closed height
--]]---------------------------------------------------------
function newobject:SetClosedHeight(height)
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self.closedheight = height
end
--[[---------------------------------------------------------
- func: GetClosedHeight()
- desc: gets the object's closed height
--]]---------------------------------------------------------
function newobject:GetClosedHeight()
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return self.closedheight
end
--[[---------------------------------------------------------
- func: SetOpen(bool)
- desc: sets whether the object is opened or closed
--]]---------------------------------------------------------
function newobject:SetOpen(bool)
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local children = self.children
local curobject = children[1]
local closedheight = self.closedheight
local padding = self.padding
local onopenedclosed = self.OnOpenedClosed
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self.open = bool
if not bool then
self.height = closedheight
if curobject then
local curobjectheight = curobject.height
curobject:SetVisible(false)
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end
else
if curobject then
local curobjectheight = curobject.height
self.height = closedheight + padding * 2 + curobjectheight
curobject:SetVisible(true)
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end
end
-- call the on opened closed callback if it exists
if onopenedclosed then
onopenedclosed(self)
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end
end
--[[---------------------------------------------------------
- func: GetOpen()
- desc: gets whether the object is opened or closed
--]]---------------------------------------------------------
function newobject:GetOpen()
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return self.open
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end