LoveFrames/objects/multichoice.lua
2012-11-24 17:42:16 -05:00

289 lines
7.6 KiB
Lua

--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
-- Copyright (c) 2012 Kenny Shields --
--]]------------------------------------------------
-- multichoice class
local newobject = loveframes.NewObject("multichoice", "loveframes_object_multichoice", true)
--[[---------------------------------------------------------
- func: initialize()
- desc: initializes the object
--]]---------------------------------------------------------
function newobject:initialize()
self.type = "multichoice"
self.choice = ""
self.text = "Select an option"
self.width = 200
self.height = 25
self.listpadding = 0
self.listspacing = 0
self.buttonscrollamount = 0.10
self.mousewheelscrollamount = 5
self.haslist = false
self.internal = false
self.choices = {}
self.listheight = nil
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
local parent = self.parent
local base = loveframes.base
local update = self.Update
self:CheckHover()
-- 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
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.DrawMultiChoice or skins[defaultskin].DrawMultiChoice
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
if not visible then
return
end
local hover = self.hover
local haslist = self.haslist
if hover and not haslist and button == "l" then
local baseparent = self:GetBaseParent()
if baseparent and baseparent.type == "frame" then
baseparent:MakeTop()
end
self.haslist = true
self.list = loveframes.objects["multichoicelist"]:new(self)
loveframes.hoverobject = self
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
end
--[[---------------------------------------------------------
- func: AddChoice(choice)
- desc: adds a choice to the current list of choices
--]]---------------------------------------------------------
function newobject:AddChoice(choice)
local choices = self.choices
table.insert(choices, choice)
end
--[[---------------------------------------------------------
- func: SetChoice(choice)
- desc: sets the current choice
--]]---------------------------------------------------------
function newobject:SetChoice(choice)
self.choice = choice
end
--[[---------------------------------------------------------
- func: SelectChoice(choice)
- desc: selects a choice
--]]---------------------------------------------------------
function newobject:SelectChoice(choice)
local onchoiceselected = self.OnChoiceSelected
self.choice = choice
self.list:Close()
if onchoiceselected then
onchoiceselected(self, choice)
end
end
--[[---------------------------------------------------------
- func: SetListHeight(height)
- desc: sets the height of the list of choices
--]]---------------------------------------------------------
function newobject:SetListHeight(height)
self.listheight = height
end
--[[---------------------------------------------------------
- func: SetPadding(padding)
- desc: sets the padding of the list of choices
--]]---------------------------------------------------------
function newobject:SetPadding(padding)
self.listpadding = padding
end
--[[---------------------------------------------------------
- func: SetSpacing(spacing)
- desc: sets the spacing of the list of choices
--]]---------------------------------------------------------
function newobject:SetSpacing(spacing)
self.listspacing = spacing
end
--[[---------------------------------------------------------
- func: GetValue()
- desc: gets the value (choice) of the object
--]]---------------------------------------------------------
function newobject:GetValue()
return self.choice
end
--[[---------------------------------------------------------
- func: GetChoice()
- desc: gets the current choice (same as get value)
--]]---------------------------------------------------------
function newobject:GetChoice()
return self.choice
end
--[[---------------------------------------------------------
- func: SetText(text)
- desc: sets the object's text
--]]---------------------------------------------------------
function newobject:SetText(text)
self.text = text
end
--[[---------------------------------------------------------
- func: GetText()
- desc: gets the object's text
--]]---------------------------------------------------------
function newobject:GetText()
return self.text
end
--[[---------------------------------------------------------
- func: SetButtonScrollAmount(speed)
- desc: sets the scroll amount of the object's scrollbar
buttons
--]]---------------------------------------------------------
function newobject:SetButtonScrollAmount(amount)
self.buttonscrollamount = amount
end
--[[---------------------------------------------------------
- func: GetButtonScrollAmount()
- desc: gets the scroll amount of the object's scrollbar
buttons
--]]---------------------------------------------------------
function newobject:GetButtonScrollAmount()
return self.buttonscrollamount
end
--[[---------------------------------------------------------
- func: SetMouseWheelScrollAmount(amount)
- desc: sets the scroll amount of the mouse wheel
--]]---------------------------------------------------------
function newobject:SetMouseWheelScrollAmount(amount)
self.mousewheelscrollamount = amount
end
--[[---------------------------------------------------------
- func: GetMouseWheelScrollAmount()
- desc: gets the scroll amount of the mouse wheel
--]]---------------------------------------------------------
function newobject:GetButtonScrollAmount()
return self.mousewheelscrollamount
end