LoveFrames/objects/internal/columnlist/coulmnlist-header.lua

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--[[------------------------------------------------
-- L<>VE Frames --
-- By Nikolai Resokav --
--]]------------------------------------------------
-- columnlistheader object
columnlistheader = class("columnlistheader", base)
columnlistheader:include(loveframes.templates.default)
--[[---------------------------------------------------------
- func: initialize()
- desc: intializes the element
--]]---------------------------------------------------------
function columnlistheader:initialize(name, parent)
self.type = "columnlistheader"
self.parent = parent
self.name = name
self.width = 80
self.height = 16
self.hover = false
self.down = false
self.clickable = true
self.enabled = true
self.descending = true
self.internal = true
table.insert(parent.children, self)
local key = 0
for k, v in ipairs(self.parent.children) do
if v == self then
key = k
end
end
self.OnClick = function()
if self.descending == true then
self.descending = false
else
self.descending = true
end
self.parent.internals[1]:Sort(key, self.descending)
end
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates the object
--]]---------------------------------------------------------
function columnlistheader:update(dt)
local visible = self.visible
local alwaysupdate = self.alwaysupdate
if visible == false then
if alwaysupdate == false then
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return
end
end
self:CheckHover()
if self.hover == false then
self.down = false
elseif self.hover == true then
if loveframes.hoverobject == self then
self.down = true
end
end
if self.down == false and loveframes.hoverobject == self then
self.hover = true
end
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-- move to parent if there is a parent
if self.parent ~= loveframes.base then
self.x = self.parent.x + self.staticx
self.y = self.parent.y + self.staticy
end
if self.Update then
self.Update(self, dt)
end
end
--[[---------------------------------------------------------
- func: draw()
- desc: draws the object
--]]---------------------------------------------------------
function columnlistheader:draw()
local visible = self.visible
if visible == false then
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return
end
loveframes.drawcount = loveframes.drawcount + 1
self.draworder = loveframes.drawcount
-- skin variables
local index = loveframes.config["ACTIVESKIN"]
local defaultskin = loveframes.config["DEFAULTSKIN"]
local selfskin = self.skin
local skin = loveframes.skins.available[selfskin] or loveframes.skins.available[index] or loveframes.skins.available[defaultskin]
if self.Draw ~= nil then
self.Draw(self)
else
skin.DrawColumnListHeader(self)
end
end
--[[---------------------------------------------------------
- func: mousepressed(x, y, button)
- desc: called when the player presses a mouse button
--]]---------------------------------------------------------
function columnlistheader:mousepressed(x, y, button)
if self.hover == true and button == "l" then
local baseparent = self:GetBaseParent()
if baseparent and baseparent.type == "frame" and button == "l" then
baseparent:MakeTop()
end
self.down = true
loveframes.hoverobject = self
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end
end
--[[---------------------------------------------------------
- func: mousereleased(x, y, button)
- desc: called when the player releases a mouse button
--]]---------------------------------------------------------
function columnlistheader:mousereleased(x, y, button)
if self.visible == false then
return
end
local hover = self.hover
local down = self.down
local clickable = self.clickable
local enabled = self.enabled
if hover == true and down == true and button == "l" and clickable == true then
if enabled == true then
self.OnClick(self, x, y)
end
end
self.down = false
end