2012-05-06 00:24:42 +00:00
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--[[------------------------------------------------
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-- L<>VE Frames --
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-- By Nikolai Resokav --
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--]]------------------------------------------------
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-- multichoicelist class
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multichoicelist = class("multichoicelist", base)
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multichoicelist:include(loveframes.templates.default)
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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 multichoicelist:initialize(object)
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self.type = "multichoice-list"
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self.parent = loveframes.base
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self.list = object
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self.x = object.x
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self.y = object.y + self.list.height
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self.width = self.list.width
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self.height = 0
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self.clickx = 0
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self.clicky = 0
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self.padding = self.list.listpadding
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self.spacing = self.list.listspacing
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self.offsety = 0
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self.offsetx = 0
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self.extra = 0
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self.canremove = false
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self.internal = true
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self.vbar = false
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self.children = {}
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self.internals = {}
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for k, v in ipairs(object.choices) do
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local row = multichoicerow:new()
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row:SetText(v)
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self:AddItem(row)
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end
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table.insert(loveframes.base.children, self)
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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 multichoicelist:update(dt)
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2012-05-22 07:10:18 +00:00
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local visible = self.visible
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local alwaysupdate = self.alwaysupdate
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if visible == false then
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if alwaysupdate == false then
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2012-05-06 00:24:42 +00:00
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return
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end
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end
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local width = love.graphics.getWidth()
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local height = love.graphics.getHeight()
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local x, y = love.mouse.getPosition()
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local selfcol = loveframes.util.BoundingBox(x, self.x, y, self.y, 1, self.width, 1, self.height)
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-- move to parent if there is a parent
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if self.parent ~= loveframes.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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if self.x < 0 then
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self.x = 0
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end
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if self.x + self.width > width then
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self.x = width - self.width
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end
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if self.y < 0 then
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self.y = 0
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end
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if self.y + self.height > height then
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self.y = height - self.height
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end
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for k, v in ipairs(self.internals) do
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v:update(dt)
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end
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for k, v in ipairs(self.children) do
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v:update(dt)
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v:SetClickBounds(self.x, self.y, self.width, self.height)
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v.y = (v.parent.y + v.staticy) - self.offsety
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v.x = (v.parent.x + v.staticx) - self.offsetx
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end
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if self.Update then
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self.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 multichoicelist:draw()
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loveframes.drawcount = loveframes.drawcount + 1
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self.draworder = loveframes.drawcount
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-- skin variables
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local index = 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 = loveframes.skins.available[selfskin] or loveframes.skins.available[index] or loveframes.skins.available[defaultskin]
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if self.Draw ~= nil then
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self.Draw(self)
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else
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skin.DrawMultiChoiceList(self)
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end
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for k, v in ipairs(self.internals) do
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v:draw()
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end
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love.graphics.setScissor(self.x, self.y, self.width, self.height)
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for k, v in ipairs(self.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)
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if col == true then
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v:draw()
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end
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end
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love.graphics.setScissor()
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skin.DrawOverMultiChoiceList(self)
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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 multichoicelist:mousepressed(x, y, button)
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if self.visible == false then
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return
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end
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local selfcol = loveframes.util.BoundingBox(x, self.x, y, self.y, 1, self.width, 1, self.height)
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local toplist = self:IsTopList()
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if selfcol == false and button == "l" and self.canremove == true then
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self:Close()
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end
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if self.vbar == true and toplist == true then
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if button == "wu" then
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self.internals[1].internals[1].internals[1]:Scroll(-5)
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elseif button == "wd" then
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self.internals[1].internals[1].internals[1]:Scroll(5)
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end
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end
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for k, v in ipairs(self.internals) do
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v:mousepressed(x, y, button)
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end
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for k, v in ipairs(self.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 multichoicelist:mousereleased(x, y, button)
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if self.visible == false then
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return
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end
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self.canremove = true
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for k, v in ipairs(self.internals) do
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v:mousereleased(x, y, button)
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end
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for k, v in ipairs(self.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)
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- desc: adds an item to the object
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--]]---------------------------------------------------------
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function multichoicelist:AddItem(object)
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if object.type ~= "multichoice-row" then
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return
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end
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object.parent = self
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table.insert(self.children, object)
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self:CalculateSize()
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self:RedoLayout()
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end
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--[[---------------------------------------------------------
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- func: RemoveItem(object)
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- desc: removes an item from the object
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--]]---------------------------------------------------------
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function multichoicelist:RemoveItem(object)
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for k, v in ipairs(self.children) do
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if v == object then
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table.remove(self.children, k)
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end
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end
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self:CalculateSize()
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self:RedoLayout()
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end
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--[[---------------------------------------------------------
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- func: CalculateSize()
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- desc: calculates the size of the object's children
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--]]---------------------------------------------------------
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function multichoicelist:CalculateSize()
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self.height = self.padding
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if self.list.listheight then
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self.height = self.list.listheight
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else
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for k, v in ipairs(self.children) do
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self.height = self.height + (v.height + self.spacing)
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end
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end
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if self.height > love.graphics.getHeight() then
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self.height = love.graphics.getHeight()
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end
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local numitems = #self.children
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local height = self.height
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local padding = self.padding
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local spacing = self.spacing
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local itemheight = self.padding
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local vbar = self.vbar
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for k, v in ipairs(self.children) do
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itemheight = itemheight + v.height + spacing
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end
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self.itemheight = (itemheight - spacing) + padding
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if self.itemheight > height then
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self.extra = self.itemheight - height
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if vbar == false then
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local scroll = scrollbody:new(self, "vertical")
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table.insert(self.internals, scroll)
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self.vbar = true
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end
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else
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if vbar == true then
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self.internals[1]:Remove()
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self.vbar = false
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self.offsety = 0
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end
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end
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end
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--[[---------------------------------------------------------
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- func: RedoLayout()
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- desc: used to redo the layour of the object
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--]]---------------------------------------------------------
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function multichoicelist:RedoLayout()
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local children = self.children
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local padding = self.padding
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local spacing = self.spacing
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local starty = padding
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local vbar = self.vbar
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if #children > 0 then
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for k, v in ipairs(children) do
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v.staticx = padding
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v.staticy = starty
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if vbar == true then
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v.width = (self.width - self.internals[1].width) - padding*2
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self.internals[1].staticx = self.width - self.internals[1].width
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self.internals[1].height = self.height
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else
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v.width = self.width - padding*2
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end
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starty = starty + v.height
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starty = starty + spacing
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end
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end
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end
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--[[---------------------------------------------------------
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- func: SetPadding(amount)
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- desc: sets the object's padding
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--]]---------------------------------------------------------
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function multichoicelist:SetPadding(amount)
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self.padding = amount
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end
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--[[---------------------------------------------------------
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- func: SetSpacing(amount)
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- desc: sets the object's spacing
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--]]---------------------------------------------------------
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function multichoicelist:SetSpacing(amount)
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self.spacing = amount
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end
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function multichoicelist:Close()
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self:Remove()
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self.list.haslist = false
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end
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