--[[------------------------------------------------ -- Love Frames - A GUI library for LOVE -- -- Copyright (c) 2012-2014 Kenny Shields -- --]]------------------------------------------------ -- button object local newobject = loveframes.NewObject("button", "loveframes_object_button", true) --[[--------------------------------------------------------- - func: initialize() - desc: initializes the object --]]--------------------------------------------------------- function newobject:initialize() self.type = "button" self.text = "Button" self.width = 80 self.height = 25 self.internal = false self.down = false self.clickable = true self.enabled = true self.OnClick = 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 hover = self.hover local down = self.down local downobject = loveframes.downobject local parent = self.parent local base = loveframes.base local update = self.Update if not hover then self.down = false if downobject == self then self.hover = true end else if downobject == self then self.down = true end end -- 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 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.DrawButton or skins[defaultskin].DrawButton 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) 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 hover = self.hover if hover and button == "l" then local baseparent = self:GetBaseParent() if baseparent and baseparent.type == "frame" 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) 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 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 if onclick then onclick(self, x, y) end end end self.down = false end --[[--------------------------------------------------------- - func: SetText(text) - desc: sets the object's text --]]--------------------------------------------------------- function newobject:SetText(text) self.text = text end --[[--------------------------------------------------------- - func: GetText() - desc: gets the object's text --]]--------------------------------------------------------- function newobject:GetText() return self.text end --[[--------------------------------------------------------- - func: SetClickable(bool) - desc: sets whether the object can be clicked or not --]]--------------------------------------------------------- function newobject:SetClickable(bool) self.clickable = bool end --[[--------------------------------------------------------- - func: GetClickable(bool) - desc: gets whether the object can be clicked or not --]]--------------------------------------------------------- function newobject:GetClickable() return self.clickable end --[[--------------------------------------------------------- - func: SetClickable(bool) - desc: sets whether or not the object is enabled --]]--------------------------------------------------------- function newobject:SetEnabled(bool) self.enabled = bool end --[[--------------------------------------------------------- - func: GetEnabled() - desc: gets whether or not the object is enabled --]]--------------------------------------------------------- function newobject:GetEnabled() return self.enabled end