mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-11-26 05:14:21 +00:00
072918fbea
Updated the textinput custom cursor code to use the newest 0.9.0 cursor functions Fixed textinput custom cursors not being reset in certain situations loveframes.hoverobject is now used to reference the currently hovered object loveframes.downobject has been added to assume the previous role of loveframes.hoverobject
355 lines
8.2 KiB
Lua
355 lines
8.2 KiB
Lua
--[[------------------------------------------------
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-- Love Frames - A GUI library for LOVE --
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-- Copyright (c) 2013 Kenny Shields --
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--]]------------------------------------------------
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-- collapsiblecategory class
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local newobject = loveframes.NewObject("collapsiblecategory", "loveframes_object_collapsiblecategory", 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()
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self.type = "collapsiblecategory"
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self.text = "Category"
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self.width = 200
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self.height = 25
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self.closedheight = 25
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self.padding = 5
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self.internal = false
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self.open = false
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self.down = false
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self.children = {}
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self.OnOpenedClosed = nil
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end
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--[[---------------------------------------------------------
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- func: update(deltatime)
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- desc: updates the object
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--]]---------------------------------------------------------
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function newobject:update(dt)
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local state = loveframes.state
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local selfstate = self.state
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if state ~= selfstate then
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return
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end
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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 open = self.open
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local children = self.children
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local curobject = children[1]
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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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self:CheckHover()
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-- move to parent if there is a parent
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if parent ~= base and parent.type ~= "list" then
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self.x = self.parent.x + self.staticx
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self.y = self.parent.y + self.staticy
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end
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if open and curobject then
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curobject:SetWidth(self.width - self.padding * 2)
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curobject:update(dt)
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elseif not open and curobject then
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if curobject:GetVisible() then
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curobject:SetVisible(false)
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end
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end
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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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local state = loveframes.state
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local selfstate = self.state
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if state ~= selfstate then
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return
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end
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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 open = self.open
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local children = self.children
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local curobject = children[1]
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local skins = loveframes.skins.available
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local skinindex = loveframes.config["ACTIVESKIN"]
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local defaultskin = loveframes.config["DEFAULTSKIN"]
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local selfskin = self.skin
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local skin = skins[selfskin] or skins[skinindex]
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local drawfunc = skin.DrawCollapsibleCategory or skins[defaultskin].DrawCollapsibleCategory
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local draw = self.Draw
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local drawcount = loveframes.drawcount
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-- set the object's draw order
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self:SetDrawOrder()
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if draw then
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draw(self)
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else
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drawfunc(self)
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end
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if open and curobject then
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curobject:draw()
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end
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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 state = loveframes.state
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local selfstate = self.state
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if state ~= selfstate then
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return
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end
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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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local open = self.open
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local children = self.children
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local curobject = children[1]
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if hover then
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local col = loveframes.util.BoundingBox(self.x, x, self.y, y, self.width, 1, self.closedheight, 1)
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if button == "l" and col 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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self.down = true
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loveframes.downobject = self
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end
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end
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if open and curobject then
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curobject:mousepressed(x, y, button)
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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 state = loveframes.state
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local selfstate = self.state
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if state ~= selfstate then
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return
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end
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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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local down = self.down
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local clickable = self.clickable
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local enabled = self.enabled
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local open = self.open
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local col = loveframes.util.BoundingBox(self.x, x, self.y, y, self.width, 1, self.closedheight, 1)
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local children = self.children
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local curobject = children[1]
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if hover and col and down and button == "l" then
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if open then
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self:SetOpen(false)
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else
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self:SetOpen(true)
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end
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self.down = false
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end
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if open and curobject then
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curobject:mousereleased(x, y, button)
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end
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end
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--[[---------------------------------------------------------
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- func: SetText(text)
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- desc: sets the object's text
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--]]---------------------------------------------------------
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function newobject:SetText(text)
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self.text = text
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end
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--[[---------------------------------------------------------
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- func: GetText()
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- desc: gets the object's text
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--]]---------------------------------------------------------
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function newobject:GetText()
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return self.text
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end
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--[[---------------------------------------------------------
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- func: SetObject(object)
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- desc: sets the category's object
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--]]---------------------------------------------------------
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function newobject:SetObject(object)
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local children = self.children
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local curobject = children[1]
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if curobject then
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curobject:Remove()
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self.children = {}
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end
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object:Remove()
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object.parent = self
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object:SetState(self.state)
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object:SetWidth(self.width - self.padding*2)
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object:SetPos(self.padding, self.closedheight + self.padding)
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table.insert(self.children, object)
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end
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--[[---------------------------------------------------------
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- func: SetObject(object)
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- desc: sets the category's object
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--]]---------------------------------------------------------
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function newobject:GetObject()
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local children = self.children
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local curobject = children[1]
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if curobject then
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return curobject
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else
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return false
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end
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end
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--[[---------------------------------------------------------
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- func: SetSize(width, height)
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- desc: sets the object's size
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--]]---------------------------------------------------------
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function newobject:SetSize(width, height)
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self.width = width
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end
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--[[---------------------------------------------------------
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- func: SetHeight(height)
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- desc: sets the object's height
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--]]---------------------------------------------------------
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function newobject:SetHeight(height)
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return
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end
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--[[---------------------------------------------------------
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- func: SetClosedHeight(height)
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- desc: sets the object's closed height
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--]]---------------------------------------------------------
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function newobject:SetClosedHeight(height)
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self.closedheight = height
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end
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--[[---------------------------------------------------------
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- func: GetClosedHeight()
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- desc: gets the object's closed height
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--]]---------------------------------------------------------
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function newobject:GetClosedHeight()
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return self.closedheight
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end
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--[[---------------------------------------------------------
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- func: SetOpen(bool)
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- desc: sets whether the object is opened or closed
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--]]---------------------------------------------------------
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function newobject:SetOpen(bool)
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local children = self.children
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local curobject = children[1]
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local closedheight = self.closedheight
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local padding = self.padding
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local onopenedclosed = self.OnOpenedClosed
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self.open = bool
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if not bool then
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self.height = closedheight
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if curobject then
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local curobjectheight = curobject.height
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curobject:SetVisible(false)
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end
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else
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if curobject then
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local curobjectheight = curobject.height
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self.height = closedheight + padding * 2 + curobjectheight
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curobject:SetVisible(true)
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end
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end
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-- call the on opened closed callback if it exists
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if onopenedclosed then
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onopenedclosed(self)
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end
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end
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--[[---------------------------------------------------------
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- func: GetOpen()
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- desc: gets whether the object is opened or closed
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--]]---------------------------------------------------------
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function newobject:GetOpen()
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return self.open
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end |