--[[------------------------------------------------ -- Love Frames - A GUI library for LOVE -- -- Copyright (c) 2013 Kenny Shields -- --]]------------------------------------------------ -- columnlistrow class local newobject = loveframes.NewObject("columnlistrow", "loveframes_object_columnlistrow", true) --[[--------------------------------------------------------- - func: initialize() - desc: intializes the element --]]--------------------------------------------------------- function newobject:initialize(parent, data) self.type = "columnlistrow" self.parent = parent self.colorindex = self.parent.rowcolorindex self.font = loveframes.basicfontsmall self.width = 80 self.height = 25 self.textx = 5 self.texty = 5 self.internal = true self.columndata = data -- apply template properties to the object loveframes.templates.ApplyToObject(self) end --[[--------------------------------------------------------- - func: update(deltatime) - desc: updates the object --]]--------------------------------------------------------- function newobject:update(dt) 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 update = self.Update self:CheckHover() -- move to parent if there is a parent if parent ~= base then self.x = parent.x + self.staticx self.y = parent.y + self.staticy end if update then update(self, dt) end end --[[--------------------------------------------------------- - func: draw() - desc: draws the object --]]--------------------------------------------------------- function newobject:draw() local visible = self.visible if visible == false 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.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) else drawfunc(self) end end --[[--------------------------------------------------------- - func: mousepressed(x, y, button) - desc: called when the player presses a mouse button --]]--------------------------------------------------------- function newobject:mousepressed(x, y, button) if not self.visible then return end if self.hover and button == "l" then local baseparent = self:GetBaseParent() if baseparent and baseparent.type == "frame" then baseparent:MakeTop() end end end --[[--------------------------------------------------------- - func: mousereleased(x, y, button) - desc: called when the player releases a mouse button --]]--------------------------------------------------------- function newobject:mousereleased(x, y, button) if not self.visible then return end if self.hover and button == "l" then local parent1 = self:GetParent() local parent2 = parent1:GetParent() local onrowclicked = parent2.OnRowClicked if onrowclicked then onrowclicked(parent2, self, self.columndata) end end end --[[--------------------------------------------------------- - func: SetTextPos(x, y) - desc: sets the positions of the object's text --]]--------------------------------------------------------- function newobject:SetTextPos(x, y) self.textx = x self.texty = y 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 --[[--------------------------------------------------------- - func: SetFont(font) - desc: sets the object's font --]]--------------------------------------------------------- function newobject:SetFont(font) 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: GetColumnData() - desc: gets the object's column data --]]--------------------------------------------------------- function newobject:GetColumnData() return self.columndata end