--[[------------------------------------------------ -- 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.internal.multichoice.multichoicelist")) local loveframes = require(path .. ".libraries.common") -- multichoicelist class local newobject = loveframes.NewObject("multichoicelist", "loveframes_object_multichoicelist", true) --[[--------------------------------------------------------- - func: initialize() - desc: initializes the object --]]--------------------------------------------------------- function newobject:initialize(object) self.type = "multichoicelist" self.parent = loveframes.base self.list = object self.x = object.x self.y = object.y + self.list.height self.width = self.list.width self.height = 0 self.clickx = 0 self.clicky = 0 self.padding = self.list.listpadding self.spacing = self.list.listspacing self.buttonscrollamount = object.buttonscrollamount self.mousewheelscrollamount = object.mousewheelscrollamount self.offsety = 0 self.offsetx = 0 self.extrawidth = 0 self.extraheight = 0 self.canremove = false self.dtscrolling = self.list.dtscrolling self.internal = true self.vbar = false self.children = {} self.internals = {} for k, v in ipairs(object.choices) do local row = loveframes.objects["multichoicerow"]:new() row:SetText(v) self:AddItem(row) end table.insert(loveframes.base.internals, self) -- apply template properties to the object loveframes.templates.ApplyToObject(self) 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 local width = love.graphics.getWidth() local height = love.graphics.getHeight() local x, y = love.mouse.getPosition() local selfcol = loveframes.util.BoundingBox(x, self.x, y, self.y, 1, self.width, 1, self.height) local parent = self.parent local base = loveframes.base local upadte = self.Update local internals = self.internals local children = self.children -- 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 self.x < 0 then self.x = 0 end if self.x + self.width > width then self.x = width - self.width end if self.y < 0 then self.y = 0 end if self.y + self.height > height then self.y = height - self.height end for k, v in ipairs(internals) do v:update(dt) end for k, v in ipairs(children) do v:update(dt) v:SetClickBounds(self.x, self.y, self.width, self.height) v.y = (v.parent.y + v.staticy) - self.offsety v.x = (v.parent.x + v.staticx) - self.offsetx end if upadte then upadte(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 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.DrawMultiChoiceList or skins[defaultskin].DrawMultiChoiceList local drawoverfunc = skin.DrawOverMultiChoiceList or skins[defaultskin].DrawOverMultiChoiceList local draw = self.Draw local drawcount = loveframes.drawcount local internals = self.internals local children = self.children -- set the object's draw order self:SetDrawOrder() if draw then draw(self) else drawfunc(self) end for k, v in ipairs(internals) do v:draw() end love.graphics.setStencil(stencilfunc) for k, v in ipairs(children) do local col = loveframes.util.BoundingBox(self.x, v.x, self.y, v.y, self.width, v.width, self.height, v.height) if col then v:draw() end end love.graphics.setStencil() if not draw then drawoverfunc(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 selfcol = loveframes.util.BoundingBox(x, self.x, y, self.y, 1, self.width, 1, self.height) local toplist = self:IsTopList() local internals = self.internals local children = self.children local scrollamount = self.mousewheelscrollamount if not selfcol and self.canremove and button == "l" then self:Close() end if self.vbar and toplist then local bar = internals[1].internals[1].internals[1] local dtscrolling = self.dtscrolling if dtscrolling then local dt = love.timer.getDelta() if button == "wu" then bar:Scroll(-scrollamount * dt) elseif button == "wd" then bar:Scroll(scrollamount * dt) end else if button == "wu" then bar:Scroll(-scrollamount) elseif button == "wd" then bar:Scroll(scrollamount) end end end for k, v in ipairs(internals) do v:mousepressed(x, y, button) end for k, v in ipairs(children) do v:mousepressed(x, y, button) 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 internals = self.internals local children = self.children self.canremove = true for k, v in ipairs(internals) do v:mousereleased(x, y, button) end for k, v in ipairs(children) do v:mousereleased(x, y, button) end end --[[--------------------------------------------------------- - func: AddItem(object) - desc: adds an item to the object --]]--------------------------------------------------------- function newobject:AddItem(object) if object.type ~= "multichoicerow" then return end object.parent = self table.insert(self.children, object) self:CalculateSize() self:RedoLayout() end --[[--------------------------------------------------------- - func: RemoveItem(object) - desc: removes an item from the object --]]--------------------------------------------------------- function newobject:RemoveItem(object) local children = self.children for k, v in ipairs(children) do if v == object then table.remove(children, k) end end self:CalculateSize() self:RedoLayout() end --[[--------------------------------------------------------- - func: CalculateSize() - desc: calculates the size of the object's children --]]--------------------------------------------------------- function newobject:CalculateSize() self.height = self.padding if self.list.listheight then self.height = self.list.listheight else for k, v in ipairs(self.children) do self.height = self.height + (v.height + self.spacing) end end if self.height > love.graphics.getHeight() then self.height = love.graphics.getHeight() end local numitems = #self.children local height = self.height local padding = self.padding local spacing = self.spacing local itemheight = self.padding local vbar = self.vbar local children = self.children for k, v in ipairs(children) do itemheight = itemheight + v.height + spacing end self.itemheight = (itemheight - spacing) + padding if self.itemheight > height then self.extraheight = self.itemheight - height if not vbar then local scroll = loveframes.objects["scrollbody"]:new(self, "vertical") table.insert(self.internals, scroll) self.vbar = true end else if vbar then self.internals[1]:Remove() self.vbar = false self.offsety = 0 end end end --[[--------------------------------------------------------- - func: RedoLayout() - desc: used to redo the layour of the object --]]--------------------------------------------------------- function newobject:RedoLayout() local children = self.children local padding = self.padding local spacing = self.spacing local starty = padding local vbar = self.vbar if #children > 0 then for k, v in ipairs(children) do v.staticx = padding v.staticy = starty if vbar then v.width = (self.width - self.internals[1].width) - padding * 2 self.internals[1].staticx = self.width - self.internals[1].width self.internals[1].height = self.height else v.width = self.width - padding * 2 end starty = starty + v.height starty = starty + spacing end end end --[[--------------------------------------------------------- - func: SetPadding(amount) - desc: sets the object's padding --]]--------------------------------------------------------- function newobject:SetPadding(amount) self.padding = amount end --[[--------------------------------------------------------- - func: SetSpacing(amount) - desc: sets the object's spacing --]]--------------------------------------------------------- function newobject:SetSpacing(amount) self.spacing = amount end --[[--------------------------------------------------------- - func: Close() - desc: closes the object --]]--------------------------------------------------------- function newobject:Close() self:Remove() self.list.haslist = false end