--[[------------------------------------------------ -- Love Frames - A GUI library for LOVE -- -- Copyright (c) 2012-2014 Kenny Shields -- --]]------------------------------------------------ -- linenumberspanel class local newobject = loveframes.NewObject("linenumberspanel", "loveframes_object_linenumberspanel", true) --[[--------------------------------------------------------- - func: initialize() - desc: initializes the object --]]--------------------------------------------------------- function newobject:initialize(parent) self.parent = parent self.type = "linenumberspanel" self.width = 5 self.height = 5 self.offsety = 0 self.staticx = 0 self.staticy = 0 self.internal = true -- apply template properties to the object loveframes.templates.ApplyToObject(self) 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 parent = self.parent local base = loveframes.base local update = self.Update local height = self.parent.height local parentinternals = parent.internals self.height = height self.offsety = self.parent.offsety - self.parent.textoffsety -- 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 parentinternals[1] ~= self then self:Remove() table.insert(parentinternals, 1, self) return end self:CheckHover() 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 x = self.x local y = self.y local width = self.width local height = self.height local stencilfunc = function() love.graphics.rectangle("fill", x, y, width, height) 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.DrawLineNumbersPanel or skins[defaultskin].DrawLineNumbersPanel local draw = self.Draw local drawcount = loveframes.drawcount local stencilfunc = function() love.graphics.rectangle("fill", self.parent.x, self.parent.y, self.width, self.height) end if self.parent.hbar then stencilfunc = function() love.graphics.rectangle("fill", self.parent.x, self.parent.y, self.width, self.parent.height - 16) end end -- set the object's draw order self:SetDrawOrder() love.graphics.setStencil(stencilfunc) if draw then draw(self) else drawfunc(self) end love.graphics.setStencil() 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 hover = self.hover if 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) local visible = self.visible if not visible then return end end --[[--------------------------------------------------------- - func: GetOffsetY() - desc: gets the object's y offset --]]--------------------------------------------------------- function newobject:GetOffsetY() return self.offsety end