--[[------------------------------------------------ -- 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.treenodebutton")) local loveframes = require(path .. ".libraries.common") -- button object local newobject = loveframes.NewObject("treenodebutton", "loveframes_object_treenodebutton", true) --[[--------------------------------------------------------- - func: initialize() - desc: initializes the object --]]--------------------------------------------------------- function newobject:initialize() self.type = "treenodebutton" self.width = 16 self.height = 16 self.internal = true 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 -- 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.DrawTreeNodeButton or skins[defaultskin].DrawTreeNodeButton 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 bool = not self.parent.open if bool then local onopen = self.parent.OnOpen if onopen then onopen(self.parent) end else local onclose = self.parent.OnClose if onclose then onclose(self.parent) end end self.parent:SetOpen(bool) print("!") print(self.parent.level) end end