--[[------------------------------------------------ -- Love Frames - A GUI library for LOVE -- -- Copyright (c) 2012-2014 Kenny Shields -- --]]------------------------------------------------ -- get the current require path local path = string.sub(..., 1, string.len(...) - string.len(".objects.imagebutton")) local loveframes = require(path .. ".libraries.common") -- imagebutton object local newobject = loveframes.NewObject("imagebutton", "loveframes_object_imagebutton", true) --[[--------------------------------------------------------- - func: initialize() - desc: initializes the object --]]--------------------------------------------------------- function newobject:initialize() self.type = "imagebutton" self.text = "Image Button" self.width = 50 self.height = 50 self.internal = false self.down = false self.clickable = true self.enabled = true self.image = nil self.imagecolor = {255, 255, 255, 255} self.OnClick = nil 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 self:CheckHover() local hover = self.hover local downobject = loveframes.downobject local down = self.down local parent = self.parent local base = loveframes.base local update = self.Update if not hover then self.down = false else if downobject == self then self.down = true end end if not down and downobject == self then self.hover = true end -- 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 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 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.DrawImageButton or skins[defaultskin].DrawImageButton 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) 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 if hover and button == "l" then local baseparent = self:GetBaseParent() if baseparent and baseparent.type == "frame" then baseparent:MakeTop() end self.down = true loveframes.downobject = self 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 hover = self.hover local down = self.down local clickable = self.clickable local enabled = self.enabled local onclick = self.OnClick if hover and down and clickable and button == "l" then if enabled then if onclick then onclick(self, x, y) end end end self.down = false end --[[--------------------------------------------------------- - func: SetText(text) - desc: sets the object's text --]]--------------------------------------------------------- function newobject:SetText(text) self.text = text return self end --[[--------------------------------------------------------- - func: GetText() - desc: gets the object's text --]]--------------------------------------------------------- function newobject:GetText() return self.text end --[[--------------------------------------------------------- - func: SetClickable(bool) - desc: sets whether the object can be clicked or not --]]--------------------------------------------------------- function newobject:SetClickable(bool) self.clickable = bool return self end --[[--------------------------------------------------------- - func: GetClickable(bool) - desc: gets whether the object can be clicked or not --]]--------------------------------------------------------- function newobject:GetClickable() return self.clickable end --[[--------------------------------------------------------- - func: SetClickable(bool) - desc: sets whether the object is enabled or not --]]--------------------------------------------------------- function newobject:SetEnabled(bool) self.enabled = bool return self end --[[--------------------------------------------------------- - func: GetEnabled() - desc: gets whether the object is enabled or not --]]--------------------------------------------------------- function newobject:GetEnabled() return self.enabled end --[[--------------------------------------------------------- - func: SetImage(image) - desc: sets the object's image --]]--------------------------------------------------------- function newobject:SetImage(image) if type(image) == "string" then self.image = love.graphics.newImage(image) else self.image = image end return self end --[[--------------------------------------------------------- - func: GetImage() - desc: gets whether the object is enabled or not --]]--------------------------------------------------------- function newobject:GetImage() return self.image end --[[--------------------------------------------------------- - func: SizeToImage() - desc: makes the object the same size as its image --]]--------------------------------------------------------- function newobject:SizeToImage() local image = self.image if image then self.width = image:getWidth() self.height = image:getHeight() end return self end --[[--------------------------------------------------------- - func: GetImageSize() - desc: gets the size of the object's image --]]--------------------------------------------------------- function newobject:GetImageSize() local image = self.image if image then return image:getWidth(), image:getHeight() end end --[[--------------------------------------------------------- - func: GetImageWidth() - desc: gets the width of the object's image --]]--------------------------------------------------------- function newobject:GetImageWidth() local image = self.image if image then return image:getWidth() end end --[[--------------------------------------------------------- - func: GetImageWidth() - desc: gets the height of the object's image --]]--------------------------------------------------------- function newobject:GetImageHeight() local image = self.image if image then return image:getHeight() end end --[[--------------------------------------------------------- - func: SetColor(r, g, b, a) - desc: sets the object's color --]]--------------------------------------------------------- function newobject:SetColor(r, g, b, a) self.imagecolor = {r, g, b, a} return self end --[[--------------------------------------------------------- - func: GetColor() - desc: gets the object's color --]]--------------------------------------------------------- function newobject:GetColor() return unpack(self.imagecolor) end