LoveFrames/objects/multichoice.lua
2012-05-05 20:24:42 -04:00

204 lines
5.0 KiB
Lua

--[[------------------------------------------------
-- LÖVE Frames --
-- By Nikolai Resokav --
--]]------------------------------------------------
-- progress bar class
multichoice = class("multichoice", base)
multichoice:include(loveframes.templates.default)
--[[---------------------------------------------------------
- func: initialize()
- desc: initializes the object
--]]---------------------------------------------------------
function multichoice:initialize()
self.type = "multichoice"
self.choice = ""
self.text = "Select an option"
self.width = 200
self.height = 25
self.listpadding = 0
self.listspacing = 0
self.listheight = nil
self.haslist = false
self.internal = false
self.choices = {}
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates the object
--]]---------------------------------------------------------
function multichoice:update(dt)
if self.visible == false then
if self.alwaysupdate == false then
return
end
end
self:CheckHover()
-- move to parent if there is a parent
if self.parent ~= nil then
self.x = self.parent.x + self.staticx
self.y = self.parent.y + self.staticy
end
if self.Update then
self.Update(self, dt)
end
end
--[[---------------------------------------------------------
- func: draw()
- desc: draws the object
--]]---------------------------------------------------------
function multichoice:draw()
if self.visible == false then
return
end
-- skin variables
local index = loveframes.config["ACTIVESKIN"]
local defaultskin = loveframes.config["DEFAULTSKIN"]
local selfskin = self.skin
local skin = loveframes.skins.available[selfskin] or loveframes.skins.available[index] or loveframes.skins.available[defaultskin]
loveframes.drawcount = loveframes.drawcount + 1
self.draworder = loveframes.drawcount
if self.Draw ~= nil then
self.Draw(self)
else
skin.DrawMultiChoice(self)
end
end
--[[---------------------------------------------------------
- func: mousepressed(x, y, button)
- desc: called when the player presses a mouse button
--]]---------------------------------------------------------
function multichoice:mousepressed(x, y, button)
if self.visible == false then
return
end
if self.hover == true and self.haslist == false and button == "l" then
local baseparent = self:GetBaseParent()
if baseparent and baseparent.type == "frame" then
baseparent:MakeTop()
end
self.haslist = true
self.list = multichoicelist:new(self)
end
end
--[[---------------------------------------------------------
- func: mousereleased(x, y, button)
- desc: called when the player releases a mouse button
--]]---------------------------------------------------------
function multichoice:mousereleased(x, y, button)
if self.visible == false then
return
end
end
--[[---------------------------------------------------------
- func: AddChoice(choice)
- desc: adds a choice to the current list of choices
--]]---------------------------------------------------------
function multichoice:AddChoice(choice)
table.insert(self.choices, choice)
end
--[[---------------------------------------------------------
- func: SetChoice(choice)
- desc: sets the current choice
--]]---------------------------------------------------------
function multichoice:SetChoice(choice)
self.choice = choice
end
--[[---------------------------------------------------------
- func: SelectChoice(choice)
- desc: selects a choice
--]]---------------------------------------------------------
function multichoice:SelectChoice(choice)
self.choice = choice
self.list:Close()
if self.OnChoiceSelected then
self.OnChoiceSelected(self, choice)
end
end
--[[---------------------------------------------------------
- func: SetListHeight(height)
- desc: sets the height of the list of choices
--]]---------------------------------------------------------
function multichoice:SetListHeight(height)
self.listheight = height
end
--[[---------------------------------------------------------
- func: SetPadding(padding)
- desc: sets the padding of the list of choices
--]]---------------------------------------------------------
function multichoice:SetPadding(padding)
self.listpadding = padding
end
--[[---------------------------------------------------------
- func: SetSpacing(spacing)
- desc: sets the spacing of the list of choices
--]]---------------------------------------------------------
function multichoice:SetSpacing(spacing)
self.listspacing = spacing
end
--[[---------------------------------------------------------
- func: GetValue()
- desc: gets the value (choice) of the object
--]]---------------------------------------------------------
function multichoice:GetValue()
return self.choice
end
--[[---------------------------------------------------------
- func: GetChoice()
- desc: gets the current choice (same as get value)
--]]---------------------------------------------------------
function multichoice:GetChoice()
return self.choice
end