--[[------------------------------------------------ -- Love Frames - A GUI library for LOVE -- -- Copyright (c) 2013 Kenny Shields -- --]]------------------------------------------------ -- button class local newobject = loveframes.NewObject("grid", "loveframes_object_grid", true) --[[--------------------------------------------------------- - func: initialize() - desc: initializes the object --]]--------------------------------------------------------- function newobject:initialize() self.type = "grid" self.width = 100 self.height = 100 self.prevwidth = 100 self.prevheight = 100 self.rows = 0 self.columns = 0 self.cellwidth = 25 self.cellheight = 25 self.cellpadding = 5 self.itemautosize = false self.children = {} self.OnSizeChanged = 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 children = self.children local base = loveframes.base -- 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 local cw = self.cellwidth + (self.cellpadding * 2) local ch = self.cellheight + (self.cellpadding * 2) local prevwidth = self.prevwidth local prevheight = self.prevheight self.width = (self.columns * self.cellwidth) + (self.columns * (self.cellpadding * 2)) self.height = (self.rows * self.cellheight) + (self.rows * (self.cellpadding * 2)) if self.width ~= prevwidth or self.height ~= prevheight then local onsizechanged = self.OnSizeChanged self.prevwidth = self.width self.prevheight = self.height if onsizechanged then onsizechanged(self) end end for k, v in ipairs(children) do local x = 0 + ((cw * v.gridcolumn) - cw ) + (cw/2 - v.width/2) local y = 0 + ((ch * v.gridrow) - ch) + (ch/2 - v.height/2) v.staticx = x v.staticy = y v:update(dt) 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.DrawGrid or skins[defaultskin].DrawGrid local draw = self.Draw local drawcount = loveframes.drawcount 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(children) do v:draw() 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 children = self.children 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 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 local children = self.children if not visible then return end for k, v in ipairs(children) do v:mousereleased(x, y, button) end end --[[--------------------------------------------------------- - func: AddItem(object, row, column) - desc: adds and item to the object --]]--------------------------------------------------------- function newobject:AddItem(object, row, column) local itemautosize = self.itemautosize local children = self.children object:Remove() table.insert(children, object) object.parent = self object.gridrow = row object.gridcolumn = column if itemautosize then local cw = self.cellwidth + (self.cellpadding * 2) local ch = self.cellheight + (self.cellpadding * 2) object.width = cw - (self.cellpadding * 2) object.height = ch - (self.cellpadding * 2) end end --[[--------------------------------------------------------- - func: GetItem(row, column) - desc: gets an item from the object at the specified row and column --]]--------------------------------------------------------- function newobject:GetItem(row, column) local children = self.children for k, v in ipairs(children) do if v.gridrow == row and v.gridcolumn == column then return v end end return false end --[[--------------------------------------------------------- - func: SetItemAutoSize(bool) - desc: sets whether or not the object should auto-size its items --]]--------------------------------------------------------- function newobject:SetItemAutoSize(bool) self.itemautosize = bool end --[[--------------------------------------------------------- - func: GetItemAutoSize() - desc: gets whether or not the object should auto-size its items --]]--------------------------------------------------------- function newobject:GetItemAutoSize() return self.itemautosize end --[[--------------------------------------------------------- - func: SetRows(rows) - desc: sets the number of rows the object should have --]]--------------------------------------------------------- function newobject:SetRows(rows) self.rows = rows end --[[--------------------------------------------------------- - func: SetRows(rows) - desc: gets the number of rows the object has --]]--------------------------------------------------------- function newobject:GetRows() return self.rows end --[[--------------------------------------------------------- - func: SetColumns(columns) - desc: sets the number of columns the object should have --]]--------------------------------------------------------- function newobject:SetColumns(columns) self.columns = columns end --[[--------------------------------------------------------- - func: GetColumns() - desc: gets the number of columns the object has --]]--------------------------------------------------------- function newobject:GetColumns() return self.columns end --[[--------------------------------------------------------- - func: SetCellWidth(width) - desc: sets the width of the object's cells --]]--------------------------------------------------------- function newobject:SetCellWidth(width) self.cellwidth = width end --[[--------------------------------------------------------- - func: GetCellWidth() - desc: gets the width of the object's cells --]]--------------------------------------------------------- function newobject:GetCellWidth() return self.cellwidth end --[[--------------------------------------------------------- - func: SetCellHeight(height) - desc: sets the height of the object's cells --]]--------------------------------------------------------- function newobject:SetCellHeight(height) self.cellheight = height end --[[--------------------------------------------------------- - func: GetCellHeight() - desc: gets the height of the object's cells --]]--------------------------------------------------------- function newobject:GetCellHeight() return self.cellheight end --[[--------------------------------------------------------- - func: SetCellSize(width, height) - desc: sets the size of the object's cells --]]--------------------------------------------------------- function newobject:SetCellSize(width, height) self.cellwidth = width self.cellheight = height end --[[--------------------------------------------------------- - func: GetCellSize() - desc: gets the size of the object's cells --]]--------------------------------------------------------- function newobject:GetCellSize() return self.cellwidth, self.cellheight end --[[--------------------------------------------------------- - func: SetCellPadding(padding) - desc: sets the padding of the object's cells --]]--------------------------------------------------------- function newobject:SetCellPadding(padding) self.cellpadding = padding end --[[--------------------------------------------------------- - func: GetCellPadding - desc: gets the padding of the object's cells --]]--------------------------------------------------------- function newobject:GetCellPadding() return self.cellpadding end