--[[------------------------------------------------ -- Love Frames - A GUI library for LOVE -- -- Copyright (c) 2013 Kenny Shields -- --]]------------------------------------------------ -- columnlist class local newobject = loveframes.NewObject("columnlist", "loveframes_object_columnlist", true) --[[--------------------------------------------------------- - func: initialize() - desc: intializes the element --]]--------------------------------------------------------- function newobject:initialize() self.type = "columnlist" self.width = 300 self.height = 100 self.columnheight = 16 self.buttonscrollamount = 200 self.mousewheelscrollamount = 1500 self.autoscroll = false self.dtscrolling = true self.internal = false self.selectionenabled = true self.multiselect = false self.children = {} self.internals = {} self.OnRowClicked = nil self.OnRowRightClicked = nil self.OnRowSelected = nil self.OnScroll = nil local list = loveframes.objects["columnlistarea"]:new(self) table.insert(self.internals, list) 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 local parent = self.parent local base = loveframes.base local children = self.children local internals = self.internals local update = self.Update self:CheckHover() -- move to parent if there is a parent if parent ~= base then self.x = self.parent.x + self.staticx self.y = self.parent.y + self.staticy end for k, v in ipairs(children) do v:update(dt) 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 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.DrawColumnList or skins[defaultskin].DrawColumnList local draw = self.Draw 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 for k, v in ipairs(children) 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 local children = self.children local internals = self.internals if hover and button == "l" then local baseparent = self:GetBaseParent() if baseparent and baseparent.type == "frame" then baseparent:MakeTop() end end for k, v in ipairs(internals) do v:mousepressed(x, y, button) end for k, v in ipairs(children) do 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) 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 children = self.children local internals = self.internals for k, v in ipairs(internals) do v:mousereleased(x, y, button) end for k, v in ipairs(children) do v:mousereleased(x, y, button) end end --[[--------------------------------------------------------- - func: Adjustchildren() - desc: adjusts the width of the object's children --]]--------------------------------------------------------- function newobject:AdjustColumns() local width = self.width local bar = self.internals[1].bar if bar then width = width - self.internals[1].internals[1].width end local children = self.children local numchildren = #children local columnwidth = width/numchildren local x = 0 for k, v in ipairs(children) do if bar then v:SetWidth(columnwidth) else v:SetWidth(columnwidth) end v:SetPos(x, 0) x = x + columnwidth end end --[[--------------------------------------------------------- - func: AddColumn(name) - desc: gives the object a new column with the specified name --]]--------------------------------------------------------- function newobject:AddColumn(name) local internals = self.internals local list = internals[1] local width = self.width local height = self.height loveframes.objects["columnlistheader"]:new(name, self) self:AdjustColumns() list:SetSize(width, height) list:SetPos(0, 0) end --[[--------------------------------------------------------- - func: AddRow(...) - desc: adds a row of data to the object's list --]]--------------------------------------------------------- function newobject:AddRow(...) local internals = self.internals local list = internals[1] list:AddRow(arg) end --[[--------------------------------------------------------- - func: Getchildrenize() - desc: gets the size of the object's children --]]--------------------------------------------------------- function newobject:GetColumnSize() local children = self.children local numchildren = #self.children if numchildren > 0 then local column = self.children[1] local colwidth = column.width local colheight = column.height return colwidth, colheight else return 0, 0 end end --[[--------------------------------------------------------- - func: SetSize(width, height) - desc: sets the object's size --]]--------------------------------------------------------- function newobject:SetSize(width, height) local internals = self.internals local list = internals[1] self.width = width self.height = height self:AdjustColumns() list:SetSize(width, height) list:SetPos(0, 0) list:CalculateSize() list:RedoLayout() end --[[--------------------------------------------------------- - func: SetWidth(width) - desc: sets the object's width --]]--------------------------------------------------------- function newobject:SetWidth(width) local internals = self.internals local list = internals[1] self.width = width self:AdjustColumns() list:SetSize(width) list:SetPos(0, 0) list:CalculateSize() list:RedoLayout() end --[[--------------------------------------------------------- - func: SetHeight(height) - desc: sets the object's height --]]--------------------------------------------------------- function newobject:SetHeight(height) local internals = self.internals local list = internals[1] self.height = height self:AdjustColumns() list:SetSize(height) list:SetPos(0, 0) list:CalculateSize() list:RedoLayout() end --[[--------------------------------------------------------- - func: SetMaxColorIndex(num) - desc: sets the object's max color index for alternating row colors --]]--------------------------------------------------------- function newobject:SetMaxColorIndex(num) local internals = self.internals local list = internals[1] list.colorindexmax = num end --[[--------------------------------------------------------- - func: Clear() - desc: removes all items from the object's list --]]--------------------------------------------------------- function newobject:Clear() local internals = self.internals local list = internals[1] list:Clear() end --[[--------------------------------------------------------- - func: SetAutoScroll(bool) - desc: sets whether or not the list's scrollbar should auto scroll to the bottom when a new object is added to the list --]]--------------------------------------------------------- function newobject:SetAutoScroll(bool) local internals = self.internals local list = internals[1] local scrollbar = list:GetScrollBar() self.autoscroll = bool if list then if scrollbar then scrollbar.autoscroll = bool end end end --[[--------------------------------------------------------- - func: SetButtonScrollAmount(speed) - desc: sets the scroll amount of the object's scrollbar buttons --]]--------------------------------------------------------- function newobject:SetButtonScrollAmount(amount) self.buttonscrollamount = amount self.internals[1].buttonscrollamount = amount end --[[--------------------------------------------------------- - func: GetButtonScrollAmount() - desc: gets the scroll amount of the object's scrollbar buttons --]]--------------------------------------------------------- function newobject:GetButtonScrollAmount() return self.buttonscrollamount end --[[--------------------------------------------------------- - func: SetMouseWheelScrollAmount(amount) - desc: sets the scroll amount of the mouse wheel --]]--------------------------------------------------------- function newobject:SetMouseWheelScrollAmount(amount) self.mousewheelscrollamount = amount self.internals[1].mousewheelscrollamount = amount end --[[--------------------------------------------------------- - func: GetMouseWheelScrollAmount() - desc: gets the scroll amount of the mouse wheel --]]--------------------------------------------------------- function newobject:GetButtonScrollAmount() return self.mousewheelscrollamount end --[[--------------------------------------------------------- - func: SetColumnHeight(height) - desc: sets the height of the object's columns --]]--------------------------------------------------------- function newobject:SetColumnHeight(height) local children = self.children local internals = self.internals local list = internals[1] self.columnheight = height for k, v in ipairs(children) do v:SetHeight(height) end list:CalculateSize() list:RedoLayout() end --[[--------------------------------------------------------- - func: SetDTScrolling(bool) - desc: sets whether or not the object should use delta time when scrolling --]]--------------------------------------------------------- function newobject:SetDTScrolling(bool) self.dtscrolling = bool self.internals[1].dtscrolling = bool end --[[--------------------------------------------------------- - func: GetDTScrolling() - desc: gets whether or not the object should use delta time when scrolling --]]--------------------------------------------------------- function newobject:GetDTScrolling() return self.dtscrolling end --[[--------------------------------------------------------- - func: SelectRow(row, ctrl) - desc: selects the specfied row in the object's list of rows --]]--------------------------------------------------------- function newobject:SelectRow(row, ctrl) local selectionenabled = self.selectionenabled if not selectionenabled then return end local list = self.internals[1] local children = list.children local multiselect = self.multiselect local onrowselected = self.OnRowSelected for k, v in ipairs(children) do if v == row then if v.selected and ctrl then v.selected = false else v.selected = true if onrowselected then onrowselected(self, row, row:GetColumnData()) end end elseif v ~= row and not multiselect and not ctrl then v.selected = false end end end --[[--------------------------------------------------------- - func: DeselectRow(row) - desc: deselects the specfied row in the object's list of rows --]]--------------------------------------------------------- function newobject:DeselectRow(row) row.selected = false end --[[--------------------------------------------------------- - func: GetSelectedRows() - desc: gets the object's selected rows --]]--------------------------------------------------------- function newobject:GetSelectedRows() local rows = {} local list = self.internals[1] local children = list.children for k, v in ipairs(children) do if v.selected then table.insert(rows, v) end end return v end --[[--------------------------------------------------------- - func: SetSelectionEnabled(bool) - desc: sets whether or not the object's rows can be selected --]]--------------------------------------------------------- function newobject:SetSelectionEnabled(bool) self.selectionenabled = bool end --[[--------------------------------------------------------- - func: GetSelectionEnabled() - desc: gets whether or not the object's rows can be selected --]]--------------------------------------------------------- function newobject:GetSelectionEnabled() return self.selectionenabled end --[[--------------------------------------------------------- - func: SetMultiselectEnabled(bool) - desc: sets whether or not the object can have more than one row selected --]]--------------------------------------------------------- function newobject:SetMultiselectEnabled(bool) self.multiselect = bool end --[[--------------------------------------------------------- - func: GetMultiselectEnabled() - desc: gets whether or not the object can have more than one row selected --]]--------------------------------------------------------- function newobject:GetMultiselectEnabled() return self.multiselect end