LoveFrames/objects/internal/multichoice/multichoice-list.lua

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2012-05-06 00:24:42 +00:00
--[[------------------------------------------------
-- L<>VE Frames --
-- By Nikolai Resokav --
--]]------------------------------------------------
-- multichoicelist class
multichoicelist = class("multichoicelist", base)
multichoicelist:include(loveframes.templates.default)
--[[---------------------------------------------------------
- func: initialize()
- desc: initializes the object
--]]---------------------------------------------------------
function multichoicelist:initialize(object)
self.type = "multichoice-list"
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.offsety = 0
self.offsetx = 0
self.extra = 0
self.canremove = false
self.internal = true
self.vbar = false
self.children = {}
self.internals = {}
for k, v in ipairs(object.choices) do
local row = multichoicerow:new()
row:SetText(v)
self:AddItem(row)
end
table.insert(loveframes.base.children, self)
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates the object
--]]---------------------------------------------------------
function multichoicelist:update(dt)
local visible = self.visible
local alwaysupdate = self.alwaysupdate
if visible == false then
if alwaysupdate == false then
2012-05-06 00:24:42 +00:00
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)
-- 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.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(self.internals) do
v:update(dt)
end
for k, v in ipairs(self.children) do
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 self.Update then
self.Update(self, dt)
end
end
--[[---------------------------------------------------------
- func: draw()
- desc: draws the object
--]]---------------------------------------------------------
function multichoicelist:draw()
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.DrawMultiChoiceList(self)
end
for k, v in ipairs(self.internals) do
v:draw()
end
love.graphics.setScissor(self.x, self.y, self.width, self.height)
for k, v in ipairs(self.children) do
local col = loveframes.util.BoundingBox(self.x, v.x, self.y, v.y, self.width, v.width, self.height, v.height)
if col == true then
v:draw()
end
end
love.graphics.setScissor()
skin.DrawOverMultiChoiceList(self)
end
--[[---------------------------------------------------------
- func: mousepressed(x, y, button)
- desc: called when the player presses a mouse button
--]]---------------------------------------------------------
function multichoicelist:mousepressed(x, y, button)
if self.visible == false then
return
end
local selfcol = loveframes.util.BoundingBox(x, self.x, y, self.y, 1, self.width, 1, self.height)
local toplist = self:IsTopList()
if selfcol == false and button == "l" and self.canremove == true then
self:Close()
end
if self.vbar == true and toplist == true then
if button == "wu" then
self.internals[1].internals[1].internals[1]:Scroll(-5)
elseif button == "wd" then
self.internals[1].internals[1].internals[1]:Scroll(5)
end
end
for k, v in ipairs(self.internals) do
v:mousepressed(x, y, button)
end
for k, v in ipairs(self.children) do
v:mousepressed(x, y, button)
end
end
--[[---------------------------------------------------------
- func: mousereleased(x, y, button)
- desc: called when the player releases a mouse button
--]]---------------------------------------------------------
function multichoicelist:mousereleased(x, y, button)
if self.visible == false then
return
end
self.canremove = true
for k, v in ipairs(self.internals) do
v:mousereleased(x, y, button)
end
for k, v in ipairs(self.children) do
v:mousereleased(x, y, button)
end
end
--[[---------------------------------------------------------
- func: AddItem(object)
- desc: adds an item to the object
--]]---------------------------------------------------------
function multichoicelist:AddItem(object)
if object.type ~= "multichoice-row" then
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 multichoicelist:RemoveItem(object)
for k, v in ipairs(self.children) do
if v == object then
table.remove(self.children, k)
end
end
self:CalculateSize()
self:RedoLayout()
end
--[[---------------------------------------------------------
- func: CalculateSize()
- desc: calculates the size of the object's children
--]]---------------------------------------------------------
function multichoicelist:CalculateSize()
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
local itemheight = self.padding
local vbar = self.vbar
for k, v in ipairs(self.children) do
itemheight = itemheight + v.height + spacing
end
self.itemheight = (itemheight - spacing) + padding
if self.itemheight > height then
self.extra = self.itemheight - height
if vbar == false then
local scroll = scrollbody:new(self, "vertical")
table.insert(self.internals, scroll)
self.vbar = true
end
else
if vbar == true then
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 multichoicelist:RedoLayout()
local children = self.children
local padding = self.padding
local spacing = self.spacing
local starty = padding
local vbar = self.vbar
if #children > 0 then
for k, v in ipairs(children) do
v.staticx = padding
v.staticy = starty
if vbar == true then
v.width = (self.width - self.internals[1].width) - padding*2
self.internals[1].staticx = self.width - self.internals[1].width
self.internals[1].height = self.height
else
v.width = self.width - padding*2
end
starty = starty + v.height
starty = starty + spacing
end
end
end
--[[---------------------------------------------------------
- func: SetPadding(amount)
- desc: sets the object's padding
--]]---------------------------------------------------------
function multichoicelist:SetPadding(amount)
self.padding = amount
end
--[[---------------------------------------------------------
- func: SetSpacing(amount)
- desc: sets the object's spacing
--]]---------------------------------------------------------
function multichoicelist:SetSpacing(amount)
self.spacing = amount
end
function multichoicelist:Close()
self:Remove()
self.list.haslist = false
end