LoveFrames/objects/internal/columnlist/columnlistrow.lua

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--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
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-- Copyright (c) 2012-2014 Kenny Shields --
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--]]------------------------------------------------
-- columnlistrow class
local newobject = loveframes.NewObject("columnlistrow", "loveframes_object_columnlistrow", true)
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--[[---------------------------------------------------------
- func: initialize()
- desc: intializes the element
--]]---------------------------------------------------------
function newobject:initialize(parent, data)
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self.type = "columnlistrow"
self.parent = parent
self.state = parent.state
self.colorindex = self.parent.rowcolorindex
self.font = loveframes.basicfontsmall
self.width = 80
self.height = 25
self.textx = 5
self.texty = 5
self.selected = false
self.internal = true
self.columndata = {}
for k, v in ipairs(data) do
self.columndata[k] = tostring(v)
end
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-- 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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if not self.visible then
if not self.alwaysupdate then
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return
end
end
local parent = self.parent
local update = self.Update
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self:CheckHover()
-- move to parent if there is a parent
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if parent ~= loveframes.base then
self.x = parent.x + self.staticx
self.y = parent.y + self.staticy
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end
if update then
update(self, dt)
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end
end
--[[---------------------------------------------------------
- func: draw()
- desc: draws the object
--]]---------------------------------------------------------
function newobject:draw()
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if not self.visible then
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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.DrawColumnListRow or skins[defaultskin].DrawColumnListRow
local draw = self.Draw
local drawcount = loveframes.drawcount
-- set the object's draw order
self:SetDrawOrder()
if draw then
draw(self)
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else
drawfunc(self)
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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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if not self.visible then
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return
end
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if self.hover and button == "l" then
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local baseparent = self:GetBaseParent()
if baseparent and baseparent.type == "frame" then
baseparent:MakeTop()
end
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self:GetParent():GetParent():SelectRow(self, loveframes.util.IsCtrlDown())
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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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if not self.visible then
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return
end
if self.hover then
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local parent = self:GetParent():GetParent()
if button == "l" then
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local onrowclicked = parent.OnRowClicked
if onrowclicked then
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onrowclicked(parent, self, self.columndata)
end
elseif button == "r" then
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local onrowrightclicked = parent.OnRowRightClicked
if onrowrightclicked then
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onrowrightclicked(parent, self, self.columndata)
end
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end
end
end
--[[---------------------------------------------------------
- func: SetTextPos(x, y)
- desc: sets the positions of the object's text
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--]]---------------------------------------------------------
function newobject:SetTextPos(x, y)
self.textx = x
self.texty = y
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end
--[[---------------------------------------------------------
- func: GetTextX()
- desc: gets the object's text x position
--]]---------------------------------------------------------
function newobject:GetTextX()
return self.textx
end
--[[---------------------------------------------------------
- func: GetTextY()
- desc: gets the object's text y position
--]]---------------------------------------------------------
function newobject:GetTextY()
return self.texty
end
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--[[---------------------------------------------------------
- func: SetFont(font)
- desc: sets the object's font
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--]]---------------------------------------------------------
function newobject:SetFont(font)
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self.font = font
end
--[[---------------------------------------------------------
- func: GetFont()
- desc: gets the object's font
--]]---------------------------------------------------------
function newobject:GetFont()
return self.font
end
--[[---------------------------------------------------------
- func: GetColorIndex()
- desc: gets the object's color index
--]]---------------------------------------------------------
function newobject:GetColorIndex()
return self.colorindex
end
--[[---------------------------------------------------------
- func: SetColumnData(data)
- desc: sets the object's column data
--]]---------------------------------------------------------
function newobject:SetColumnData(data)
self.columndata = data
end
--[[---------------------------------------------------------
- func: GetColumnData()
- desc: gets the object's column data
--]]---------------------------------------------------------
function newobject:GetColumnData()
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return self.columndata
end
--[[---------------------------------------------------------
- func: SetSelected(selected)
- desc: sets whether or not the object is selected
--]]---------------------------------------------------------
function newobject:SetSelected(selected)
self.selected = true
end
--[[---------------------------------------------------------
- func: GetSelected()
- desc: gets whether or not the object is selected
--]]---------------------------------------------------------
function newobject:GetSelected()
return self.selected
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end