LoveFrames/objects/radiobutton.lua

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Lua
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2014-07-14 02:37:37 +00:00
--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
-- Copyright (c) 2012-2014 Kenny Shields --
--]]------------------------------------------------
-- radiobutton object
local newobject = loveframes.NewObject("radiobutton", "loveframes_object_radiobutton", true)
--[[---------------------------------------------------------
- func: initialize()
- desc: initializes the object
--]]---------------------------------------------------------
function newobject:initialize()
self.type = "radiobutton"
self.width = 0
self.height = 0
self.boxwidth = 20
self.boxheight = 20
self.font = loveframes.basicfont
self.checked = false
self.lastvalue = false
self.internal = false
self.down = true
self.enabled = true
self.internals = {}
self.OnChanged = function () end
self.group = {}
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates the object
--]]---------------------------------------------------------
function newobject:update(dt)
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
return
end
end
self:CheckHover()
local hover = self.hover
local internals = self.internals
local boxwidth = self.boxwidth
local boxheight = self.boxheight
local parent = self.parent
local base = loveframes.base
local update = self.Update
if not hover then
self.down = false
else
if loveframes.downobject == self then
self.down = true
end
end
if not self.down and loveframes.downobject == self then
self.hover = true
end
-- move to parent if there is a parent
if parent ~= base and parent.type ~= "list" then
self.x = self.parent.x + self.staticx
self.y = self.parent.y + self.staticy
end
if internals[1] then
self.width = boxwidth + 5 + internals[1].width
if internals[1].height == boxheight then
self.height = boxheight
else
if internals[1].height > boxheight then
self.height = internals[1].height
else
self.height = boxheight
end
end
else
self.width = boxwidth
self.height = boxheight
end
for k, v in ipairs(internals) do
v:update(dt)
end
if update then
update(self, dt)
end
end
--[[---------------------------------------------------------
- func: draw()
- desc: draws the object
--]]---------------------------------------------------------
function newobject:draw()
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 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.DrawRadioButton or skins[defaultskin].DrawRadioButton
local draw = self.Draw
local internals = self.internals
local drawcount = loveframes.drawcount
-- set the object's draw order
self:SetDrawOrder()
if draw then
draw(self)
else
drawfunc(self)
end
for k, v in ipairs(internals) do
v:draw()
end
end
--[[---------------------------------------------------------
- func: mousepressed(x, y, button)
- desc: called when the player presses a mouse button
--]]---------------------------------------------------------
function newobject:mousepressed(x, y, button)
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 hover = self.hover
if hover and button == "l" then
local baseparent = self:GetBaseParent()
if baseparent and baseparent.type == "frame" then
baseparent:MakeTop()
end
self.down = true
loveframes.downobject = self
end
end
--[[---------------------------------------------------------
- func: mousereleased(x, y, button)
- desc: called when the player releases a mouse button
--]]---------------------------------------------------------
function newobject:mousereleased(x, y, button)
if loveframes.state ~= self.state then
return
end
if not self.visible then
return
end
if self.hover and self.down and self.enabled and button == "l" then
if not self.checked then
-- a radio button can only be unchecked by checking another radio button
self:SetChecked(true)
end
end
end
--[[---------------------------------------------------------
- func: SetText(text)
- desc: sets the object's text
--]]---------------------------------------------------------
function newobject:SetText(text)
local boxwidth = self.boxwidth
local boxheight = self.boxheight
if text ~= "" then
self.internals = {}
local textobject = loveframes.Create("text")
local skin = loveframes.util.GetActiveSkin()
if not skin then
skin = loveframes.config["DEFAULTSKIN"]
end
local directives = skin.directives
if directives then
local default_color = directives.radiobutton_text_default_color
local default_shadowcolor = directives.radiobutton_text_default_shadowcolor
local default_font = directives.radiobutton_text_default_font
if default_color then
textobject.defaultcolor = default_color
end
if default_shadowcolor then
textobject.shadowcolor = default_shadowcolor
end
if default_font then
self.font = default_font
end
end
textobject:Remove()
textobject.parent = self
textobject.state = self.state
textobject.collide = false
textobject:SetFont(self.font)
textobject:SetText(text)
textobject.Update = function(object, dt)
if object.height > boxheight then
object:SetPos(boxwidth + 5, 0)
else
object:SetPos(boxwidth + 5, boxheight/2 - object.height/2)
end
end
table.insert(self.internals, textobject)
else
self.width = boxwidth
self.height = boxheight
self.internals = {}
end
return self
end
--[[---------------------------------------------------------
- func: GetText()
- desc: gets the object's text
--]]---------------------------------------------------------
function newobject:GetText()
local internals = self.internals
local text = internals[1]
if text then
return text.text
else
return false
end
end
--[[---------------------------------------------------------
- func: SetSize(width, height, r1, r2)
- desc: sets the object's size
--]]---------------------------------------------------------
function newobject:SetSize(width, height, r1, r2)
if r1 then
self.boxwidth = self.parent.width * width
else
self.boxwidth = width
end
if r2 then
self.boxheight = self.parent.height * height
else
self.boxheight = height
end
return self
end
--[[---------------------------------------------------------
- func: SetWidth(width, relative)
- desc: sets the object's width
--]]---------------------------------------------------------
function newobject:SetWidth(width, relative)
if relative then
self.boxwidth = self.parent.width * width
else
self.boxwidth = width
end
return self
end
--[[---------------------------------------------------------
- func: SetHeight(height, relative)
- desc: sets the object's height
--]]---------------------------------------------------------
function newobject:SetHeight(height, relative)
if relative then
self.boxheight = self.parent.height * height
else
self.boxheight = height
end
return self
end
--[[---------------------------------------------------------
- func: SetChecked(bool)
- desc: sets whether the object is checked or not
--]]---------------------------------------------------------
function newobject:SetChecked(checked)
if self.checked ~= checked then
self.checked = checked
self:OnChanged(checked)
end
if checked then
for _, button in pairs(self.group) do
if button ~= self and button.checked then
button:SetChecked(false)
end
end
end
return self
end
--[[---------------------------------------------------------
- func: GetChecked()
- desc: gets whether the object is checked or not
--]]---------------------------------------------------------
function newobject:GetChecked()
return self.checked
end
--[[---------------------------------------------------------
- func: SetGroup()
- desc: set the object's group. only one radio button in a
group is checked at a time.
--]]---------------------------------------------------------
function newobject:SetGroup(group)
self.group = group
self.group[self] = self
end
--[[---------------------------------------------------------
- func: GetGroup()
- desc: gets the object's group
--]]---------------------------------------------------------
function newobject:GetGroup(group)
return self.group
end
--[[---------------------------------------------------------
- func: SetFont(font)
- desc: sets the font of the object's text
--]]---------------------------------------------------------
function newobject:SetFont(font)
local internals = self.internals
local text = internals[1]
self.font = font
if text then
text:SetFont(font)
end
return self
end
--[[---------------------------------------------------------
- func: newobject:GetFont()
- desc: gets the font of the object's text
--]]---------------------------------------------------------
function newobject:GetFont()
return self.font
end
--[[---------------------------------------------------------
- func: newobject:GetBoxHeight()
- desc: gets the object's box size
--]]---------------------------------------------------------
function newobject:GetBoxSize()
return self.boxwidth, self.boxheight
end
--[[---------------------------------------------------------
- func: newobject:GetBoxWidth()
- desc: gets the object's box width
--]]---------------------------------------------------------
function newobject:GetBoxWidth()
return self.boxwidth
end
--[[---------------------------------------------------------
- func: newobject:GetBoxHeight()
- desc: gets the object's box height
--]]---------------------------------------------------------
function newobject:GetBoxHeight()
return self.boxheight
end
--[[---------------------------------------------------------
- func: SetClickable(bool)
- desc: sets whether or not the object is enabled
--]]---------------------------------------------------------
function newobject:SetEnabled(bool)
self.enabled = bool
return self
end
--[[---------------------------------------------------------
- func: GetEnabled()
- desc: gets whether or not the object is enabled
--]]---------------------------------------------------------
function newobject:GetEnabled()
return self.enabled
end