--[[------------------------------------------------ -- Love Frames - A GUI library for LOVE -- -- Copyright (c) 2012 Kenny Shields -- --]]------------------------------------------------ -- panel class local newobject = loveframes.NewObject("panel", "loveframes_object_panel", true) --[[--------------------------------------------------------- - func: initialize() - desc: initializes the object --]]--------------------------------------------------------- function newobject:initialize() self.type = "panel" self.width = 200 self.height = 50 self.internal = false self.children = {} end --[[--------------------------------------------------------- - func: update(deltatime) - desc: updates the element --]]--------------------------------------------------------- function newobject:update(dt) local visible = self.visible local alwaysupdate = self.alwaysupdate if not visible then if not alwaysupdate then return end end local children = self.children local parent = self.parent local base = loveframes.base local update = self.Update -- 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 self:CheckHover() for k, v in ipairs(children) do v:update(dt) end if update then update(self, dt) end end --[[--------------------------------------------------------- - func: draw() - desc: draws the object --]]--------------------------------------------------------- function newobject:draw() local visible = self.visible if not visible then return end local children = self.children 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.DrawPanel or skins[defaultskin].DrawPanel 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 -- loop through the object's children and draw them 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 visible = self.visible if not visible then return end local children = self.children local hover = self.hover 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(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 visible = self.visible local children = self.children if not visible then return end for k, v in ipairs(children) do v:mousereleased(x, y, button) end end