LoveFrames/objects/internal/multichoice/multichoicelist.lua

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--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
-- Copyright (c) 2013 Kenny Shields --
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--]]------------------------------------------------
-- multichoicelist class
local newobject = loveframes.NewObject("multichoicelist", "loveframes_object_multichoicelist", true)
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--[[---------------------------------------------------------
- func: initialize()
- desc: initializes the object
--]]---------------------------------------------------------
function newobject:initialize(object)
self.type = "multichoicelist"
self.parent = loveframes.base
self.list = object
self.x = object.x
self.y = object.y + self.list.height
self.width = self.list.width
self.height = 0
self.clickx = 0
self.clicky = 0
self.padding = self.list.listpadding
self.spacing = self.list.listspacing
self.buttonscrollamount = object.buttonscrollamount
self.mousewheelscrollamount = object.mousewheelscrollamount
self.offsety = 0
self.offsetx = 0
self.extrawidth = 0
self.extraheight = 0
self.canremove = false
self.dtscrolling = self.list.dtscrolling
self.internal = true
self.vbar = false
self.children = {}
self.internals = {}
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for k, v in ipairs(object.choices) do
local row = loveframes.objects["multichoicerow"]:new()
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row:SetText(v)
self:AddItem(row)
end
table.insert(loveframes.base.internals, self)
-- apply template properties to the object
loveframes.templates.ApplyToObject(self)
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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 width = love.graphics.getWidth()
local height = love.graphics.getHeight()
local x, y = love.mouse.getPosition()
local selfcol = loveframes.util.BoundingBox(x, self.x, y, self.y, 1, self.width, 1, self.height)
local parent = self.parent
local base = loveframes.base
local upadte = self.Update
local internals = self.internals
local children = self.children
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-- move to parent if there is a parent
if parent ~= base then
self.x = parent.x + self.staticx
self.y = parent.y + self.staticy
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end
if self.x < 0 then
self.x = 0
end
if self.x + self.width > width then
self.x = width - self.width
end
if self.y < 0 then
self.y = 0
end
if self.y + self.height > height then
self.y = height - self.height
end
for k, v in ipairs(internals) do
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v:update(dt)
end
for k, v in ipairs(children) do
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v:update(dt)
v:SetClickBounds(self.x, self.y, self.width, self.height)
v.y = (v.parent.y + v.staticy) - self.offsety
v.x = (v.parent.x + v.staticx) - self.offsetx
end
if upadte then
upadte(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
return
end
local x = self.x
local y = self.y
local width = self.width
local height = self.height
local stencilfunc = function() love.graphics.rectangle("fill", x, y, width, height) end
local loveversion = love._version
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.DrawMultiChoiceList or skins[defaultskin].DrawMultiChoiceList
local drawoverfunc = skin.DrawOverMultiChoiceList or skins[defaultskin].DrawOverMultiChoiceList
local draw = self.Draw
local drawcount = loveframes.drawcount
local internals = self.internals
local children = self.children
-- set the object's draw order
self:SetDrawOrder()
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if draw then
draw(self)
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else
drawfunc(self)
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end
for k, v in ipairs(internals) do
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v:draw()
end
if loveversion == "0.8.0" then
local stencil = love.graphics.newStencil(stencilfunc)
love.graphics.setStencil(stencil)
else
love.graphics.setStencil(stencilfunc)
end
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for k, v in ipairs(children) do
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local col = loveframes.util.BoundingBox(self.x, v.x, self.y, v.y, self.width, v.width, self.height, v.height)
if col then
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v:draw()
end
end
love.graphics.setStencil()
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if not draw then
drawoverfunc(self)
end
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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 selfcol = loveframes.util.BoundingBox(x, self.x, y, self.y, 1, self.width, 1, self.height)
local toplist = self:IsTopList()
local internals = self.internals
local children = self.children
local scrollamount = self.mousewheelscrollamount
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if not selfcol and self.canremove and button == "l" then
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self:Close()
end
if self.vbar and toplist then
local bar = internals[1].internals[1].internals[1]
local dtscrolling = self.dtscrolling
if dtscrolling then
local dt = love.timer.getDelta()
if button == "wu" then
bar:Scroll(-scrollamount * dt)
elseif button == "wd" then
bar:Scroll(scrollamount * dt)
end
else
if button == "wu" then
bar:Scroll(-scrollamount)
elseif button == "wd" then
bar:Scroll(scrollamount)
end
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end
end
for k, v in ipairs(internals) do
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v:mousepressed(x, y, button)
end
for k, v in ipairs(children) do
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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)
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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 internals = self.internals
local children = self.children
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self.canremove = true
for k, v in ipairs(internals) do
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v:mousereleased(x, y, button)
end
for k, v in ipairs(children) do
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v:mousereleased(x, y, button)
end
end
--[[---------------------------------------------------------
- func: AddItem(object)
- desc: adds an item to the object
--]]---------------------------------------------------------
function newobject:AddItem(object)
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if object.type ~= "multichoicerow" then
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return
end
object.parent = self
table.insert(self.children, object)
self:CalculateSize()
self:RedoLayout()
end
--[[---------------------------------------------------------
- func: RemoveItem(object)
- desc: removes an item from the object
--]]---------------------------------------------------------
function newobject:RemoveItem(object)
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local children = self.children
for k, v in ipairs(children) do
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if v == object then
table.remove(children, k)
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end
end
self:CalculateSize()
self:RedoLayout()
end
--[[---------------------------------------------------------
- func: CalculateSize()
- desc: calculates the size of the object's children
--]]---------------------------------------------------------
function newobject:CalculateSize()
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self.height = self.padding
if self.list.listheight then
self.height = self.list.listheight
else
for k, v in ipairs(self.children) do
self.height = self.height + (v.height + self.spacing)
end
end
if self.height > love.graphics.getHeight() then
self.height = love.graphics.getHeight()
end
local numitems = #self.children
local height = self.height
local padding = self.padding
local spacing = self.spacing
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local itemheight = self.padding
local vbar = self.vbar
local children = self.children
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for k, v in ipairs(children) do
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itemheight = itemheight + v.height + spacing
end
self.itemheight = (itemheight - spacing) + padding
if self.itemheight > height then
self.extraheight = self.itemheight - height
if not vbar then
local scroll = loveframes.objects["scrollbody"]:new(self, "vertical")
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table.insert(self.internals, scroll)
self.vbar = true
end
else
if vbar then
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self.internals[1]:Remove()
self.vbar = false
self.offsety = 0
end
end
end
--[[---------------------------------------------------------
- func: RedoLayout()
- desc: used to redo the layour of the object
--]]---------------------------------------------------------
function newobject:RedoLayout()
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local children = self.children
local padding = self.padding
local spacing = self.spacing
local starty = padding
local vbar = self.vbar
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if #children > 0 then
for k, v in ipairs(children) do
v.staticx = padding
v.staticy = starty
if vbar then
v.width = (self.width - self.internals[1].width) - padding * 2
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self.internals[1].staticx = self.width - self.internals[1].width
self.internals[1].height = self.height
else
v.width = self.width - padding * 2
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end
starty = starty + v.height
starty = starty + spacing
end
end
end
--[[---------------------------------------------------------
- func: SetPadding(amount)
- desc: sets the object's padding
--]]---------------------------------------------------------
function newobject:SetPadding(amount)
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self.padding = amount
end
--[[---------------------------------------------------------
- func: SetSpacing(amount)
- desc: sets the object's spacing
--]]---------------------------------------------------------
function newobject:SetSpacing(amount)
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self.spacing = amount
end
--[[---------------------------------------------------------
- func: Close()
- desc: closes the object
--]]---------------------------------------------------------
function newobject:Close()
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self:Remove()
self.list.haslist = false
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end