--[[------------------------------------------------ -- Love Frames - A GUI library for LOVE -- -- Copyright (c) 2012-2014 Kenny Shields -- --]]------------------------------------------------ -- base object local newobject = loveframes.NewObject("base", "loveframes_object_base") --[[--------------------------------------------------------- - func: initialize() - desc: intializes the element --]]--------------------------------------------------------- function newobject:initialize() -- width and height of the window local w = love.graphics.getWidth() local h = love.graphics.getHeight() self.type = "base" self.width = w self.height = h self.internal = true self.children = {} self.internals = {} 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 children = self.children local internals = self.internals for k, v in ipairs(children) do v:update(dt) end for k, v in ipairs(internals) do v:update(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 children = self.children local internals = self.internals -- set the object's draw order self:SetDrawOrder() for k, v in ipairs(children) do v:draw() end for k, v in ipairs(internals) 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 local children = self.children local internals = self.internals if not visible then return end if children then for k, v in ipairs(children) do v:mousepressed(x, y, button) end end if internals then for k, v in ipairs(internals) do v:mousepressed(x, y, button) end 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 local children = self.children local internals = self.internals if not visible then return end if children then for k, v in ipairs(children) do v:mousereleased(x, y, button) end end if internals then for k, v in ipairs(internals) do v:mousereleased(x, y, button) end end end --[[--------------------------------------------------------- - func: keypressed(key, isrepeat) - desc: called when the player presses a key --]]--------------------------------------------------------- function newobject:keypressed(key, isrepeat) local state = loveframes.state local selfstate = self.state if state ~= selfstate then return end local visible = self.visible local children = self.children local internals = self.internals if not visible then return end if children then for k, v in ipairs(children) do v:keypressed(key, unicode) end end if internals then for k, v in ipairs(internals) do v:keypressed(key, unicode) end end end --[[--------------------------------------------------------- - func: keyreleased(key) - desc: called when the player releases a key --]]--------------------------------------------------------- function newobject:keyreleased(key) local state = loveframes.state local selfstate = self.state if state ~= selfstate then return end local visible = self.visible local children = self.children local internals = self.internals if not visible then return end if children then for k, v in ipairs(children) do v:keyreleased(key) end end if internals then for k, v in ipairs(internals) do v:keyreleased(key) end end end --[[--------------------------------------------------------- - func: textinput(text) - desc: called when the user inputs text --]]--------------------------------------------------------- function newobject:textinput(text) local state = loveframes.state local selfstate = self.state if state ~= selfstate then return end local visible = self.visible local children = self.children local internals = self.internals if not visible then return end if children then for k, v in ipairs(children) do v:textinput(text) end end if internals then for k, v in ipairs(internals) do v:textinput(text) end end end --[[--------------------------------------------------------- - func: SetPos(x, y, center) - desc: sets the object's position --]]--------------------------------------------------------- function newobject:SetPos(x, y, center) local base = loveframes.base local parent = self.parent if center then local width = self.width local height = self.height x = x - width/2 y = y - height/2 end if parent == base then self.x = x self.y = y else self.staticx = x self.staticy = y end return self end --[[--------------------------------------------------------- - func: SetX(x, center) - desc: sets the object's x position --]]--------------------------------------------------------- function newobject:SetX(x, center) local base = loveframes.base local parent = self.parent if center then local width = self.width x = x - width/2 end if parent == base then self.x = x else self.staticx = x end return self end --[[--------------------------------------------------------- - func: SetY(y, center) - desc: sets the object's y position --]]--------------------------------------------------------- function newobject:SetY(y, center) local base = loveframes.base local parent = self.parent if center then local height = self.height y = y - height/2 end if parent == base then self.y = y else self.staticy = y end return self end --[[--------------------------------------------------------- - func: GetPos() - desc: gets the object's position --]]--------------------------------------------------------- function newobject:GetPos() return self.x, self.y end --[[--------------------------------------------------------- - func: GetX() - desc: gets the object's x position --]]--------------------------------------------------------- function newobject:GetX() return self.x end --[[--------------------------------------------------------- - func: GetY() - desc: gets the object's y position --]]--------------------------------------------------------- function newobject:GetY() return self.y end --[[--------------------------------------------------------- - func: GetStaticPos() - desc: gets the object's static position --]]--------------------------------------------------------- function newobject:GetStaticPos() return self.staticx, self.staticy end --[[--------------------------------------------------------- - func: GetStaticX() - desc: gets the object's static x position --]]--------------------------------------------------------- function newobject:GetStaticX() return self.staticx end --[[--------------------------------------------------------- - func: GetStaticY() - desc: gets the object's static y position --]]--------------------------------------------------------- function newobject:GetStaticY() return self.staticy end --[[--------------------------------------------------------- - func: Center() - desc: centers the object in the game window or in its parent if it has one --]]--------------------------------------------------------- function newobject:Center(area) local base = loveframes.base local parent = self.parent if parent == base then local width = love.graphics.getWidth() local height = love.graphics.getHeight() self.x = width/2 - self.width/2 self.y = height/2 - self.height/2 else local width = parent.width local height = parent.height self.staticx = width/2 - self.width/2 self.staticy = height/2 - self.height/2 end return self end --[[--------------------------------------------------------- - func: CenterX() - desc: centers the object by its x value --]]--------------------------------------------------------- function newobject:CenterX() local base = loveframes.base local parent = self.parent if parent == base then local width = love.graphics.getWidth() self.x = width/2 - self.width/2 else local width = parent.width self.staticx = width/2 - self.width/2 end return self end --[[--------------------------------------------------------- - func: CenterY() - desc: centers the object by its y value --]]--------------------------------------------------------- function newobject:CenterY() local base = loveframes.base local parent = self.parent if parent == base then local height = love.graphics.getHeight() self.y = height/2 - self.height/2 else local height = parent.height self.staticy = height/2 - self.height/2 end return self end --[[--------------------------------------------------------- - func: CenterWithinArea() - desc: centers the object within the given area --]]--------------------------------------------------------- function newobject:CenterWithinArea(x, y, width, height) local selfwidth = self.width local selfheight = self.height self.x = x + width/2 - selfwidth/2 self.y = y + height/2 - selfheight/2 return self end --[[--------------------------------------------------------- - func: SetSize(width, height) - desc: sets the object's size --]]--------------------------------------------------------- function newobject:SetSize(width, height) self.width = width self.height = height return self end --[[--------------------------------------------------------- - func: SetWidth(width) - desc: sets the object's width --]]--------------------------------------------------------- function newobject:SetWidth(width) self.width = width return self end --[[--------------------------------------------------------- - func: SetHeight(height) - desc: sets the object's height --]]--------------------------------------------------------- function newobject:SetHeight(height) self.height = height return self end --[[--------------------------------------------------------- - func: GetSize() - desc: gets the object's size --]]--------------------------------------------------------- function newobject:GetSize() return self.width, self.height end --[[--------------------------------------------------------- - func: GetWidth() - desc: gets the object's width --]]--------------------------------------------------------- function newobject:GetWidth() return self.width end --[[--------------------------------------------------------- - func: GetHeight() - desc: gets the object's height --]]--------------------------------------------------------- function newobject:GetHeight() return self.height end --[[--------------------------------------------------------- - func: SetVisible(bool) - desc: sets the object's visibility --]]--------------------------------------------------------- function newobject:SetVisible(bool) local children = self.children local internals = self.internals self.visible = bool if children then for k, v in ipairs(children) do v:SetVisible(bool) end end if internals then for k, v in ipairs(internals) do v:SetVisible(bool) end end return self end --[[--------------------------------------------------------- - func: GetVisible() - desc: gets the object's visibility --]]--------------------------------------------------------- function newobject:GetVisible() return self.visible end --[[--------------------------------------------------------- - func: SetParent(parent) - desc: sets the object's parent --]]--------------------------------------------------------- function newobject:SetParent(parent) local tparent = parent local cparent = self.parent local ptype = tparent.type local stype = self.type if ptype ~= "frame" and ptype ~= "panel" and ptype ~= "list" then return end self:Remove() self.parent = tparent self:SetState(tparent.state) table.insert(tparent.children, self) return self end --[[--------------------------------------------------------- - func: GetParent() - desc: gets the object's parent --]]--------------------------------------------------------- function newobject:GetParent() local parent = self.parent return parent end --[[--------------------------------------------------------- - func: Remove() - desc: removes the object --]]--------------------------------------------------------- function newobject:Remove() local pinternals = self.parent.internals local pchildren = self.parent.children if pinternals then for k, v in ipairs(pinternals) do if v == self then table.remove(pinternals, k) end end end if pchildren then for k, v in ipairs(pchildren) do if v == self then table.remove(pchildren, k) end end end return self end --[[--------------------------------------------------------- - func: SetClickBounds(x, y, width, height) - desc: sets a boundary box for the object's collision detection --]]--------------------------------------------------------- function newobject:SetClickBounds(x, y, width, height) local internals = self.internals local children = self.children self.clickbounds = {x = x, y = y, width = width, height = height} if internals then for k, v in ipairs(internals) do v:SetClickBounds(x, y, width, height) end end if children then for k, v in ipairs(children) do v:SetClickBounds(x, y, width, height) end end return self end --[[--------------------------------------------------------- - func: GetClickBounds() - desc: gets the boundary box for the object's collision detection --]]--------------------------------------------------------- function newobject:GetClickBounds() return self.clickbounds end --[[--------------------------------------------------------- - func: RemoveClickBounds() - desc: removes the collision detection boundary for the object --]]--------------------------------------------------------- function newobject:RemoveClickBounds() local internals = self.internals local children = self.children self.clickbounds = nil if internals then for k, v in ipairs(internals) do v:RemoveClickBounds() end end if children then for k, v in ipairs(children) do v:RemoveClickBounds() end end return self end --[[--------------------------------------------------------- - func: InClickBounds() - desc: checks if the mouse is inside the object's collision detection boundaries --]]--------------------------------------------------------- function newobject:InClickBounds() local x, y = love.mouse.getPosition() local bounds = self.clickbounds if bounds then local col = loveframes.util.BoundingBox(x, bounds.x, y, bounds.y, 1, bounds.width, 1, bounds.height) return col else return false end return self end --[[--------------------------------------------------------- - func: GetBaseParent(object, t) - desc: finds the object's base parent --]]--------------------------------------------------------- function newobject:GetBaseParent(t) local t = t or {} local base = loveframes.base local parent = self.parent if parent ~= base then table.insert(t, parent) parent:GetBaseParent(t) end return t[#t] end --[[--------------------------------------------------------- - func: CheckHover() - desc: checks to see if the object should be in a hover state --]]--------------------------------------------------------- function newobject:CheckHover() local x = self.x local y = self.y local width = self.width local height = self.height local mx, my = love.mouse.getPosition() local selfcol = loveframes.util.BoundingBox(mx, x, my, y, 1, width, 1, height) local collisioncount = loveframes.collisioncount local curstate = loveframes.state local state = self.state local visible = self.visible local type = self.type local hoverobject = loveframes.hoverobject -- check if the mouse is colliding with the object if state == curstate and visible then local collide = self.collide if selfcol and collide then loveframes.collisioncount = collisioncount + 1 local clickbounds = self.clickbounds if clickbounds then local cx = clickbounds.x local cy = clickbounds.y local cwidth = clickbounds.width local cheight = clickbounds.height local clickcol = loveframes.util.BoundingBox(mx, cx, my, cy, 1, cwidth, 1, cheight) if clickcol then table.insert(loveframes.collisions, self) end else table.insert(loveframes.collisions, self) end end end -- check if the object is being hovered if hoverobject == self and type ~= "base" then self.hover = true else self.hover = false end local hover = self.hover local calledmousefunc = self.calledmousefunc -- check for mouse enter and exit events if hover then loveframes.hover = true if not calledmousefunc then local on_mouse_enter = self.OnMouseEnter if on_mouse_enter then on_mouse_enter(self) self.calledmousefunc = true else self.calledmousefunc = true end end else if calledmousefunc then local on_mouse_exit = self.OnMouseExit if on_mouse_exit then on_mouse_exit(self) self.calledmousefunc = false else self.calledmousefunc = false end end end end --[[--------------------------------------------------------- - func: GetHover() - desc: return if the object is in a hover state or not --]]--------------------------------------------------------- function newobject:GetHover() return self.hover end --[[--------------------------------------------------------- - func: GetChildren() - desc: returns the object's children --]]--------------------------------------------------------- function newobject:GetChildren() local children = self.children if children then return children end end --[[--------------------------------------------------------- - func: GetInternals() - desc: returns the object's internals --]]--------------------------------------------------------- function newobject:GetInternals() local internals = self.internals if internals then return internals end end --[[--------------------------------------------------------- - func: IsTopList() - desc: returns true if the object is the top most list object or false if not --]]--------------------------------------------------------- function newobject:IsTopList() local cols = loveframes.util.GetCollisions() local children = self:GetChildren() local order = self.draworder local top = true local found = false local function IsChild(object) local parents = object:GetParents() for k, v in ipairs(parents) do if v == self then return true end end return false end for k, v in ipairs(cols) do if v == self then found = true else if v.draworder > order then if IsChild(v) ~= true then top = false break end end end end if found == false then top = false end return top end --[[--------------------------------------------------------- - func: IsTopChild() - desc: returns true if the object is the top most child in its parent's children table or false if not --]]--------------------------------------------------------- function newobject:IsTopChild() local children = self.parent.children local num = #children if children[num] == self then return true else return false end end --[[--------------------------------------------------------- - func: MoveToTop() - desc: moves the object to the top of its parent's children table --]]--------------------------------------------------------- function newobject:MoveToTop() local pchildren = self.parent.children local pinternals = self.parent.internals local internal = false if pinternals then for k, v in ipairs(pinternals) do if v == self then internal = true end end end self:Remove() if internal then table.insert(pinternals, self) else table.insert(pchildren, self) end return self end --[[--------------------------------------------------------- - func: SetSkin(name) - desc: sets the object's skin --]]--------------------------------------------------------- function newobject:SetSkin(name) local children = self.children local internals = self.internals self.skin = name if children then for k, v in ipairs(children) do v:SetSkin(name) end end if internals then for k, v in ipairs(internals) do v:SetSkin(name) end end return self end --[[--------------------------------------------------------- - func: GetSkin(name) - desc: gets the object's skin --]]--------------------------------------------------------- function newobject:GetSkin(name) 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] return skin end --[[--------------------------------------------------------- - func: GetSkinName() - desc: gets the name of the object's skin --]]--------------------------------------------------------- function newobject:GetSkinName() return self.skin end --[[--------------------------------------------------------- - func: SetAlwaysUpdate(bool) - desc: sets the object's skin --]]--------------------------------------------------------- function newobject:SetAlwaysUpdate(bool) self.alwaysupdate = bool return self end --[[--------------------------------------------------------- - func: GetAlwaysUpdate() - desc: gets whether or not the object will always update --]]--------------------------------------------------------- function newobject:GetAlwaysUpdate() return self.alwaysupdate end --[[--------------------------------------------------------- - func: SetRetainSize(bool) - desc: sets whether or not the object should retain its size when another object tries to resize it --]]--------------------------------------------------------- function newobject:SetRetainSize(bool) self.retainsize = bool return self end --[[--------------------------------------------------------- - func: GetRetainSize() - desc: gets whether or not the object should retain its size when another object tries to resize it --]]--------------------------------------------------------- function newobject:GetRetainSize() return self.retainsize end --[[--------------------------------------------------------- - func: IsActive() - desc: gets whether or not the object is active within its parent's child table --]]--------------------------------------------------------- function newobject:IsActive() local parent = self.parent local pchildren = parent.children local valid = false for k, v in ipairs(pchildren) do if v == self then valid = true end end return valid end --[[--------------------------------------------------------- - func: GetParents() - desc: returns a table of the object's parents and its sub-parents --]]--------------------------------------------------------- function newobject:GetParents() local function GetParents(object, t) local t = t or {} local type = object.type local parent = object.parent if type ~= "base" then table.insert(t, parent) GetParents(parent, t) end return t end local parents = GetParents(self) return parents end --[[--------------------------------------------------------- - func: IsTopInternal() - desc: returns true if the object is the top most internal in its parent's internals table or false if not --]]--------------------------------------------------------- function newobject:IsTopInternal() local parent = self.parent local internals = parent.internals local topitem = internals[#internals] if topitem ~= self then return false else return true end end --[[--------------------------------------------------------- - func: IsInternal() - desc: returns true if the object is internal or false if not --]]--------------------------------------------------------- function newobject:IsInternal() return self.internal end --[[--------------------------------------------------------- - func: GetType() - desc: gets the type of the object --]]--------------------------------------------------------- function newobject:GetType() return self.type end --[[--------------------------------------------------------- - func: SetDrawOrder() - desc: sets the object's draw order --]]--------------------------------------------------------- function newobject:SetDrawOrder() loveframes.drawcount = loveframes.drawcount + 1 self.draworder = loveframes.drawcount return self end --[[--------------------------------------------------------- - func: GetDrawOrder() - desc: sets the object's draw order --]]--------------------------------------------------------- function newobject:GetDrawOrder() return self.draworder end --[[--------------------------------------------------------- - func: SetProperty(name, value) - desc: sets a property on the object --]]--------------------------------------------------------- function newobject:SetProperty(name, value) self[name] = value return self end --[[--------------------------------------------------------- - func: GetProperty(name) - desc: gets the value of an object's property --]]--------------------------------------------------------- function newobject:GetProperty(name) return self[name] end --[[--------------------------------------------------------- - func: IsInList() - desc: checks to see if an object is in a list --]]--------------------------------------------------------- function newobject:IsInList() local parents = self:GetParents() for k, v in ipairs(parents) do if v.type == "list" then return true, v end end return false, false end --[[--------------------------------------------------------- - func: SetState(name) - desc: sets the object's state --]]--------------------------------------------------------- function newobject:SetState(name) local children = self.children local internals = self.internals self.state = name if children then for k, v in ipairs(children) do v:SetState(name) end end if internals then for k, v in ipairs(internals) do v:SetState(name) end end return self end --[[--------------------------------------------------------- - func: GetState() - desc: gets the object's state --]]--------------------------------------------------------- function newobject:GetState() return self.state end