LoveFrames/objects/frame.lua

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--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
-- Copyright (c) 2013 Kenny Shields --
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--]]------------------------------------------------
-- frame class
local newobject = loveframes.NewObject("frame", "loveframes_object_frame", true)
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--[[---------------------------------------------------------
- func: initialize()
- desc: initializes the object
--]]---------------------------------------------------------
function newobject:initialize()
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self.type = "frame"
self.name = "Frame"
self.width = 300
self.height = 150
self.clickx = 0
self.clicky = 0
self.internal = false
self.draggable = true
self.screenlocked = false
self.parentlocked = false
self.dragging = false
self.modal = false
self.modalbackground = false
self.showclose = true
self.internals = {}
self.children = {}
self.OnClose = nil
-- create the close button for the frame
local close = loveframes.objects["closebutton"]:new()
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close.parent = self
close.OnClick = function()
local onclose = self.OnClose
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self:Remove()
if onclose then
onclose(self)
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end
end
table.insert(self.internals, close)
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates the element
--]]---------------------------------------------------------
function newobject:update(dt)
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local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
local alwaysupdate = self.alwaysupdate
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if not visible then
if not alwaysupdate then
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return
end
end
local x, y = love.mouse.getPosition()
local showclose = self.showclose
local close = self.internals[1]
local dragging = self.dragging
local screenlocked = self.screenlocked
local parentlocked = self.parentlocked
local modal = self.modal
local base = loveframes.base
local basechildren = base.children
local numbasechildren = #basechildren
local draworder = self.draworder
local children = self.children
local internals = self.internals
local parent = self.parent
local update = self.Update
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self:CheckHover()
-- dragging check
if dragging then
if parent == base then
self.x = x - self.clickx
self.y = y - self.clicky
else
self.staticx = x - self.clickx
self.staticy = y - self.clicky
end
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end
-- if screenlocked then keep within screen
if screenlocked then
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local width = love.graphics.getWidth()
local height = love.graphics.getHeight()
local selfwidth = self.width
local selfheight = self.height
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if self.x < 0 then
self.x = 0
end
if self.x + selfwidth > width then
self.x = width - selfwidth
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end
if self.y < 0 then
self.y = 0
end
if self.y + selfheight > height then
self.y = height - selfheight
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end
end
if parentlocked then
local width = self.parent.width
local height = self.parent.height
local selfwidth = self.width
local selfheight = self.height
if self.staticx < 0 then
self.staticx = 0
end
if self.staticx + selfwidth > width then
self.staticx = width - selfwidth
end
if self.staticy < 0 then
self.staticy = 0
end
if self.staticy + selfheight > height then
self.staticy = height - selfheight
end
end
if modal then
local tip = false
local key = 0
for k, v in ipairs(basechildren) do
if v.type == "tooltip" and v.show == true then
tip = v
key = k
end
end
if tip ~= false then
self:Remove()
self.modalbackground:Remove()
table.insert(basechildren, key - 2, self.modalbackground)
table.insert(basechildren, key - 1, self)
end
if self.modalbackground.draworder > self.draworder then
self:MakeTop()
end
end
if parent ~= base then
self.x = self.parent.x + self.staticx
self.y = self.parent.y + self.staticy
end
for k, v in ipairs(internals) do
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v:update(dt)
end
for k, v in ipairs(children) do
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v:update(dt)
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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local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
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return
end
local children = self.children
local internals = self.internals
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.DrawFrame or skins[defaultskin].DrawFrame
local draw = self.Draw
local drawcount = loveframes.drawcount
-- set the object's draw order
self:SetDrawOrder()
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if draw then
draw(self)
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else
drawfunc(self)
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end
for k, v in ipairs(internals) do
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v:draw()
end
-- loop through the object's children and draw them
for k, v in ipairs(children) do
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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 width = self.width
local height = self.height
local selfcol = loveframes.util.BoundingBox(x, self.x, y, self.y, 1, self.width, 1, self.height)
local internals = self.internals
local children = self.children
local dragging = self.dragging
local parent = self.parent
local base = loveframes.base
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if selfcol then
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local top = self:IsTopCollision()
-- initiate dragging if not currently dragging
if not dragging and top and button == "l" then
if y < self.y + 25 and self.draggable then
if parent == base then
self.clickx = x - self.x
self.clicky = y - self.y
else
self.clickx = x - self.staticx
self.clicky = y - self.staticy
end
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self.dragging = true
end
end
if top and button == "l" then
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self:MakeTop()
end
end
for k, v in ipairs(internals) do
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v:mousepressed(x, y, button)
end
for k, v in ipairs(children) do
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v:mousepressed(x, y, button)
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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local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
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return
end
local dragging = self.dragging
local children = self.children
local internals = self.internals
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-- exit the dragging state
if dragging then
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self.dragging = false
end
for k, v in ipairs(internals) do
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v:mousereleased(x, y, button)
end
for k, v in ipairs(children) do
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v:mousereleased(x, y, button)
end
end
--[[---------------------------------------------------------
- func: SetName(name)
- desc: sets the frame's name
--]]---------------------------------------------------------
function newobject:SetName(name)
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self.name = name
end
--[[---------------------------------------------------------
- func: GetName()
- desc: gets the frame's name
--]]---------------------------------------------------------
function newobject:GetName()
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return self.name
end
--[[---------------------------------------------------------
- func: SetDraggable(true/false)
- desc: sets whether the frame can be dragged or not
--]]---------------------------------------------------------
function newobject:SetDraggable(bool)
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self.draggable = bool
end
--[[---------------------------------------------------------
- func: GetDraggable()
- desc: gets whether the frame can be dragged ot not
--]]---------------------------------------------------------
function newobject:GetDraggable()
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return self.draggable
end
--[[---------------------------------------------------------
- func: SetScreenLocked(bool)
- desc: sets whether the frame can be moved passed the
boundaries of the window or not
--]]---------------------------------------------------------
function newobject:SetScreenLocked(bool)
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self.screenlocked = bool
end
--[[---------------------------------------------------------
- func: GetScreenLocked()
- desc: gets whether the frame can be moved passed the
boundaries of window or not
--]]---------------------------------------------------------
function newobject:GetScreenLocked()
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return self.screenlocked
end
--[[---------------------------------------------------------
- func: ShowCloseButton(bool)
- desc: sets whether the close button should be drawn
--]]---------------------------------------------------------
function newobject:ShowCloseButton(bool)
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local close = self.internals[1]
close.visible = bool
self.showclose = bool
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end
--[[---------------------------------------------------------
- func: MakeTop()
- desc: makes the object the top object in the drawing
order
--]]---------------------------------------------------------
function newobject:MakeTop()
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local x, y = love.mouse.getPosition()
local key = 0
local base = loveframes.base
local basechildren = base.children
local numbasechildren = #basechildren
local parent = self.parent
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-- check to see if the object's parent is not the base object
if parent ~= base then
local baseparent = self:GetBaseParent()
if baseparent.type == "frame" then
baseparent:MakeTop()
end
return
end
-- check to see if the object is the only child of the base object
if numbasechildren == 1 then
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return
end
-- check to see if the object is already at the top
if basechildren[numbasechildren] == self then
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return
end
-- make this the top object
for k, v in ipairs(basechildren) do
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if v == self then
table.remove(basechildren, k)
table.insert(basechildren, self)
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key = k
break
end
end
end
--[[---------------------------------------------------------
- func: SetModal(bool)
- desc: makes the object the top object in the drawing
order
--]]---------------------------------------------------------
function newobject:SetModal(bool)
local modalobject = loveframes.modalobject
local mbackground = self.modalbackground
local parent = self.parent
local base = loveframes.base
if parent ~= base then
return
end
self.modal = bool
if bool then
if modalobject then
modalobject:SetModal(false)
end
loveframes.modalobject = self
if not mbackground then
self.modalbackground = loveframes.objects["modalbackground"]:new(self)
self.modal = true
end
else
if modalobject == self then
loveframes.modalobject = false
if mbackground then
self.modalbackground:Remove()
self.modalbackground = false
self.modal = false
end
end
end
end
--[[---------------------------------------------------------
- func: GetModal()
- desc: gets whether or not the object is in a modal
state
--]]---------------------------------------------------------
function newobject:GetModal()
return self.modal
end
--[[---------------------------------------------------------
- func: SetVisible(bool)
- desc: set's whether the object is visible or not
--]]---------------------------------------------------------
function newobject:SetVisible(bool)
local children = self.children
local internals = self.internals
local closebutton = internals[1]
self.visible = bool
for k, v in ipairs(children) do
v:SetVisible(bool)
end
if self.showclose then
closebutton.visible = bool
end
end
--[[---------------------------------------------------------
- func: SetParentLocked(bool)
- desc: sets whether the frame can be moved passed the
boundaries of its parent or not
--]]---------------------------------------------------------
function newobject:SetParentLocked(bool)
self.parentlocked = bool
end
--[[---------------------------------------------------------
- func: GetParentLocked(bool)
- desc: gets whether the frame can be moved passed the
boundaries of its parent or not
--]]---------------------------------------------------------
function newobject:GetParentLocked()
return self.parentlocked
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end