--[[------------------------------------------------ -- Love Frames - A GUI library for LOVE -- -- Copyright (c) 2012-2014 Kenny Shields -- --]]------------------------------------------------ -- button object local newobject = loveframes.NewObject("treenode", "loveframes_object_treenode", true) --[[--------------------------------------------------------- - func: initialize() - desc: initializes the object --]]--------------------------------------------------------- function newobject:initialize() self.type = "treenode" self.text = "Node" self.width = 250 self.height = 16 self.level = 0 self.leftpadding = 0 self.open = false self.internal = true self.internals = {} self.icon = 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 parent = self.parent local base = loveframes.base local update = self.Update local tree = self.tree self:SetClickBounds(tree.x, tree.y, tree.width, tree.height) for k, v in ipairs(self.internals) do if v.type == "treenode" then if self.open then v.x = v.tree.x - v.tree.offsetx v.y = (v.tree.y + self.tree.itemheight) - v.tree.offsety if v.width > self.tree.itemwidth then self.tree.itemwidth = v.width end self.tree.itemheight = self.tree.itemheight + v.height v:update(dt) end else v:update(dt) end 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.DrawTreeNode or skins[defaultskin].DrawTreeNode 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 for k, v in ipairs(self.internals) do if v.type == "treenode" then if self.open then v:draw() end else v:draw() end 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 for k, v in ipairs(self.internals) 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 for k, v in ipairs(self.internals) do v:mousereleased(x, y, button) end end function newobject:SetIcon(icon) if type(icon) == "string" then self.icon = love.graphics.newImage(icon) else self.icon = icon end return self end function newobject:AddNode(text) if not self.internals[1] then local openbutton = loveframes.objects["treenodebutton"]:new() openbutton.parent = self openbutton.staticx = 2 openbutton.staticy = 2 table.insert(self.internals, openbutton) end local node = loveframes.objects["treenode"]:new() node.parent = self node.tree = self.tree node.text = text node.level = self.level + 1 table.insert(self.internals, node) return node end function newobject:SetOpen(bool) self.open = bool return self end