LoveFrames/objects/internal/scrollable/scrollbar.lua
Kenny Shields 072918fbea textinput custom cursor fixes
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
2013-10-30 19:05:10 -04:00

350 lines
8.3 KiB
Lua

--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
-- Copyright (c) 2013 Kenny Shields --
--]]------------------------------------------------
-- scrollbar class
local newobject = loveframes.NewObject("scrollbar", "loveframes_object_scrollbar", true)
--[[---------------------------------------------------------
- func: initialize()
- desc: initializes the object
--]]---------------------------------------------------------
function newobject:initialize(parent, bartype)
self.type = "scrollbar"
self.bartype = bartype
self.parent = parent
self.x = 0
self.y = 0
self.staticx = 0
self.staticy = 0
self.maxx = 0
self.maxy = 0
self.clickx = 0
self.clicky = 0
self.starty = 0
self.lastwidth = 0
self.lastheight = 0
self.lastx = 0
self.lasty = 0
self.internal = true
self.hover = false
self.dragging = false
self.autoscroll = false
self.internal = true
if self.bartype == "vertical" then
self.width = self.parent.width
self.height = 5
elseif self.bartype == "horizontal" then
self.width = 5
self.height = self.parent.height
end
-- apply template properties to the object
loveframes.templates.ApplyToObject(self)
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates the object
--]]---------------------------------------------------------
function newobject:update(dt)
local visible = self.visible
local alwaysupdate = self.alwaysupdate
if not visible then
if not alwaysupdate then
return
end
end
self:CheckHover()
local x, y = love.mouse.getPosition()
local bartype = self.bartype
local cols = {}
local basecols = {}
local dragging = self.dragging
if bartype == "vertical" then
self.width = self.parent.width
elseif bartype == "horizontal" then
self.height = self.parent.height
end
if bartype == "vertical" then
local parent = self.parent
local listo = parent.parent.parent
local height = parent.height * (listo.height/listo.itemheight)
local update = self.Update
if height < 20 then
self.height = 20
else
self.height = height
end
self.maxy = parent.y + (parent.height - self.height)
self.x = parent.x + parent.width - self.width
self.y = parent.y + self.staticy
if dragging then
if self.staticy ~= self.lasty then
if listo.OnScroll then
listo.OnScroll(listo)
end
self.lasty = self.staticy
end
self.staticy = self.starty + (y - self.clicky)
end
local space = (self.maxy - parent.y)
local remaining = (0 + self.staticy)
local percent = remaining/space
local extra = listo.extraheight * percent
local autoscroll = self.autoscroll
local lastheight = self.lastheight
listo.offsety = 0 + extra
if self.staticy > space then
self.staticy = space
listo.offsety = listo.extraheight
end
if self.staticy < 0 then
self.staticy = 0
listo.offsety = 0
end
if autoscroll then
if listo.itemheight > lastheight then
local type = listo.type
self.lastheight = listo.itemheight
if type == "textinput" then
local indicatory = listo.indicatory
local font = listo.font
local theight = font:getHeight("a")
local y = listo.y
local height = listo.height
local linecount = #listo.lines
local parentheight = self.parent.height
if (indicatory + theight) > (y + height) then
self:Scroll(parentheight/linecount)
end
else
local maxy = self.maxy
self:Scroll(maxy)
end
end
end
elseif bartype == "horizontal" then
local parent = self.parent
local listo = self.parent.parent.parent
local width = self.parent.width * (listo.width/listo.itemwidth)
if width < 20 then
self.width = 20
else
self.width = width
end
self.maxx = parent.x + (parent.width) - self.width
self.x = parent.x + self.staticx
self.y = parent.y + self.staticy
if dragging then
if self.staticx ~= self.lastx then
if listo.OnScroll then
listo.OnScroll(listo)
end
self.lastx = self.staticx
end
self.staticx = self.startx + (x - self.clickx)
end
local space = (self.maxx - parent.x)
local remaining = (0 + self.staticx)
local percent = remaining/space
local extra = listo.extrawidth * percent
local autoscroll = self.autoscroll
local lastwidth = self.lastwidth
listo.offsetx = 0 + extra
if self.staticx > space then
self.staticx = space
listo.offsetx = listo.extrawidth
end
if self.staticx < 0 then
self.staticx = 0
listo.offsetx = 0
end
if autoscroll then
if listo.itemwidth > lastwidth then
self.lastwidth = listo.itemwidth
self:Scroll(self.maxx)
end
end
end
if update then
update(self, dt)
end
end
--[[---------------------------------------------------------
- func: draw()
- desc: draws the object
--]]---------------------------------------------------------
function newobject:draw()
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.DrawScrollBar or skins[defaultskin].DrawScrollBar
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 visible = self.visible
local hover = self.hover
if not visible then
return
end
if not hover then
return
end
local baseparent = self:GetBaseParent()
if baseparent.type == "frame" then
baseparent:MakeTop()
end
local dragging = self.dragging
if not dragging then
if button == "l" then
self.starty = self.staticy
self.startx = self.staticx
self.clickx = x
self.clicky = y
self.dragging = true
loveframes.downobject = self
end
end
end
--[[---------------------------------------------------------
- func: mousereleased(x, y, button)
- desc: called when the player releases a mouse button
--]]---------------------------------------------------------
function newobject:mousereleased(x, y, button)
local visible = self.visible
if not visible then
return
end
if self.dragging then
self.dragging = false
end
end
--[[---------------------------------------------------------
- func: SetMaxX(x)
- desc: sets the object's max x position
--]]---------------------------------------------------------
function newobject:SetMaxX(x)
self.maxx = x
end
--[[---------------------------------------------------------
- func: SetMaxY(y)
- desc: sets the object's max y position
--]]---------------------------------------------------------
function newobject:SetMaxY(y)
self.maxy = y
end
--[[---------------------------------------------------------
- func: Scroll(amount)
- desc: scrolls the object
--]]---------------------------------------------------------
function newobject:Scroll(amount)
local bartype = self.bartype
local listo = self.parent.parent.parent
local onscroll = listo.OnScroll
if bartype == "vertical" then
local newy = (self.y + amount)
if newy > self.maxy then
self.staticy = self.maxy - self.parent.y
elseif newy < self.parent.y then
self.staticy = 0
else
self.staticy = self.staticy + amount
end
elseif bartype == "horizontal" then
local newx = (self.x + amount)
if newx > self.maxx then
self.staticx = self.maxx - self.parent.x
elseif newx < self.parent.x then
self.staticx = 0
else
self.staticx = self.staticx + amount
end
end
if onscroll then
onscroll(listo)
end
end
--[[---------------------------------------------------------
- func: IsDragging()
- desc: gets whether the object is being dragged or not
--]]---------------------------------------------------------
function newobject:IsDragging()
return self.dragging
end
--[[---------------------------------------------------------
- func: GetBarType()
- desc: gets the object's bartype
--]]---------------------------------------------------------
function newobject:GetBarType()
return self.bartype
end