mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-11-18 16:04:22 +00:00
edab2be4c7
- Grid span feature - Added offset from parent to update each element (for correct positioning relative to each parent) - OnClick event rework - Multichoice: new function GetChoiceIndex - Added positioning of items in the grid using the align parameter in AddItem - Correct positioning of multichoice-arrow image - Fixed stencil test for list - Fixed a bug that can trigger OnClick events again, even if the mouse cursor is not already hovering over the object - Fixed a bug where "backspace" leads to an incorrect positioning of the entry if the text is overflowed 'textinput' element
162 lines
3.8 KiB
Lua
162 lines
3.8 KiB
Lua
--[[------------------------------------------------
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-- Love Frames - A GUI library for LOVE --
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-- Copyright (c) 2012-2014 Kenny Shields --
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--]]------------------------------------------------
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return function(loveframes)
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---------- module start ----------
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-- linenumberspanel class
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local newobject = loveframes.NewObject("linenumberspanel", "loveframes_object_linenumberspanel", true)
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--[[---------------------------------------------------------
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- func: initialize()
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- desc: initializes the object
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--]]---------------------------------------------------------
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function newobject:initialize(parent)
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self.parent = parent
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self.type = "linenumberspanel"
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self.width = 5
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self.height = 5
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self.offsety = 0
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self.staticx = 0
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self.staticy = 0
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self.internal = true
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-- apply template properties to the object
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loveframes.ApplyTemplatesToObject(self)
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self:SetDrawFunc()
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end
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--[[---------------------------------------------------------
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- func: update(deltatime)
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- desc: updates the element
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--]]---------------------------------------------------------
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function newobject:update(dt)
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local visible = self.visible
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local alwaysupdate = self.alwaysupdate
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if not visible then
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if not alwaysupdate then
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return
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end
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end
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local parent = self.parent
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local base = loveframes.base
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local update = self.Update
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local height = self.parent.height
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local parentinternals = parent.internals
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self.height = height
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self.offsety = self.parent.offsety - self.parent.textoffsety
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-- move to parent if there is a parent
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if parent ~= base then
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self.x = self.parent.x + self.staticx - (parent.offsetx or 0)
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self.y = self.parent.y + self.staticy - (parent.offsety or 0)
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end
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if parentinternals[1] ~= self then
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self:Remove()
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table.insert(parentinternals, 1, self)
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return
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end
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self:CheckHover()
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if update then
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update(self, dt)
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end
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end
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--[[---------------------------------------------------------
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- func: draw()
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- desc: draws the object
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--]]---------------------------------------------------------
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function newobject:draw()
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if loveframes.state ~= self.state then
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return
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end
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if not self.visible then
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return
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end
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local x = self.x
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local y = self.y
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local width = self.width
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local height = self.height
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local stencilfunc = function() love.graphics.rectangle("fill", self.parent.x, self.parent.y, width, height) end
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if self.parent.hbar then
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stencilfunc = function() love.graphics.rectangle("fill", self.parent.x, self.parent.y, self.width, self.parent.height - 16) end
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end
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self:SetDrawOrder()
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love.graphics.stencil(stencilfunc)
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love.graphics.setStencilTest("greater", 0)
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local drawfunc = self.Draw or self.drawfunc
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if drawfunc then
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drawfunc(self)
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end
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love.graphics.setStencilTest()
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end
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--[[---------------------------------------------------------
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- func: mousepressed(x, y, button)
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- desc: called when the player presses a mouse button
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--]]---------------------------------------------------------
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function newobject:mousepressed(x, y, button)
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local visible = self.visible
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if not visible then
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return
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end
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local hover = self.hover
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if hover and button == 1 then
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local baseparent = self:GetBaseParent()
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if baseparent and baseparent.type == "frame" then
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baseparent:MakeTop()
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end
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end
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end
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--[[---------------------------------------------------------
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- func: mousereleased(x, y, button)
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- desc: called when the player releases a mouse button
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--]]---------------------------------------------------------
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function newobject:mousereleased(x, y, button)
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local visible = self.visible
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if not visible then
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return
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end
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end
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--[[---------------------------------------------------------
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- func: GetOffsetY()
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- desc: gets the object's y offset
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--]]---------------------------------------------------------
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function newobject:GetOffsetY()
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return self.offsety
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end
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---------- module end ----------
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end
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