--[[------------------------------------------------ -- Love Frames - A GUI library for LOVE -- -- Copyright (c) 2013 Kenny Shields -- --]]------------------------------------------------ -- columnlistheader class local newobject = loveframes.NewObject("columnlistheader", "loveframes_object_columnlistheader", true) --[[--------------------------------------------------------- - func: initialize() - desc: intializes the element --]]--------------------------------------------------------- function newobject:initialize(name, parent) self.type = "columnlistheader" self.parent = parent self.name = name self.state = parent.state self.width = 80 self.height = self.parent.columnheight self.hover = false self.down = false self.clickable = true self.enabled = true self.descending = true self.internal = true table.insert(parent.children, self) local key = 0 for k, v in ipairs(parent.children) do if v == self then key = k end end self.OnClick = function(object) local descending = object.descending local parent = object.parent local pinternals = parent.internals local list = pinternals[1] if descending then object.descending = false else object.descending = true end list:Sort(key, object.descending) end -- 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() if not self.hover then self.down = false else if loveframes.downobject == self then self.down = true end end if self.down and loveframes.downobject == self then self.hover = true end -- 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 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.DrawColumnListHeader or skins[defaultskin].DrawColumnListHeader 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 self.hover and button == "l" then local baseparent = self:GetBaseParent() if baseparent and baseparent.type == "frame" and button == "l" 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) if not self.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 onclick(self, x, y) end end self.down = false end --[[--------------------------------------------------------- - func: GetName() - desc: gets the object's name --]]--------------------------------------------------------- function newobject:GetName() return self.name end