mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-11-18 16:04:22 +00:00
258 lines
6.4 KiB
Lua
258 lines
6.4 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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-- get the current require path
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local path = string.sub(..., 1, string.len(...) - string.len(".objects.internal.sliderbutton"))
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local loveframes = require(path .. ".libraries.common")
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-- sliderbutton class
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local newobject = loveframes.NewObject("sliderbutton", "loveframes_object_sliderbutton", 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.type = "sliderbutton"
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self.width = 10
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self.height = 20
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self.staticx = 0
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self.staticy = 0
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self.startx = 0
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self.clickx = 0
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self.starty = 0
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self.clicky = 0
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self.intervals = true
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self.internal = true
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self.down = false
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self.dragging = false
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self.parent = parent
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-- apply template properties to the object
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loveframes.templates.ApplyToObject(self)
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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 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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self:CheckHover()
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local x, y = love.mouse.getPosition()
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local intervals = self.intervals
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local progress = 0
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local nvalue = 0
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local pvalue = self.parent.value
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local hover = self.hover
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local down = self.down
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local downobject = loveframes.downobject
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local parent = self.parent
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local slidetype = parent.slidetype
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local dragging = self.dragging
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local base = loveframes.base
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local update = self.Update
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if not hover then
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self.down = false
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if downobject == self then
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self.hover = true
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end
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else
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if downobject == self then
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self.down = true
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end
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end
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if not down and downobject == self then
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self.hover = true
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end
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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 = parent.x + self.staticx
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self.y = parent.y + self.staticy
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end
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-- start calculations if the button is being dragged
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if dragging then
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-- calculations for horizontal sliders
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if slidetype == "horizontal" then
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self.staticx = self.startx + (x - self.clickx)
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progress = self.staticx/(self.parent.width - self.width)
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nvalue = self.parent.min + (self.parent.max - self.parent.min) * progress
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nvalue = loveframes.util.Round(nvalue, self.parent.decimals)
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-- calculations for vertical sliders
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elseif slidetype == "vertical" then
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self.staticy = self.starty + (y - self.clicky)
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local space = self.parent.height - self.height
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local remaining = (self.parent.height - self.height) - self.staticy
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local percent = remaining/space
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nvalue = self.parent.min + (self.parent.max - self.parent.min) * percent
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nvalue = loveframes.util.Round(nvalue, self.parent.decimals)
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end
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if nvalue > self.parent.max then
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nvalue = self.parent.max
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end
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if nvalue < self.parent.min then
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nvalue = self.parent.min
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end
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self.parent.value = nvalue
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if self.parent.value == -0 then
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self.parent.value = math.abs(self.parent.value)
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end
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if nvalue ~= pvalue and nvalue >= self.parent.min and nvalue <= self.parent.max then
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if self.parent.OnValueChanged then
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self.parent.OnValueChanged(self.parent, self.parent.value)
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end
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end
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loveframes.downobject = self
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end
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if slidetype == "horizontal" then
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if (self.staticx + self.width) > self.parent.width then
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self.staticx = self.parent.width - self.width
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end
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if self.staticx < 0 then
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self.staticx = 0
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end
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end
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if slidetype == "vertical" then
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if (self.staticy + self.height) > self.parent.height then
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self.staticy = self.parent.height - self.height
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end
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if self.staticy < 0 then
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self.staticy = 0
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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 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 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.DrawSliderButton or skins[defaultskin].DrawSliderButton
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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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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 == "l" 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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self.dragging = true
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self.startx = self.staticx
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self.clickx = x
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self.starty = self.staticy
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self.clicky = y
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loveframes.downobject = self
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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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local down = self.down
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local dragging = self.dragging
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if dragging then
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local parent = self.parent
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local onrelease = parent.OnRelease
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if onrelease then
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onrelease(parent)
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end
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end
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self.down = false
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self.dragging = false
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end
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--[[---------------------------------------------------------
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- func: MoveToX(x)
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- desc: moves the object to the specified x position
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--]]---------------------------------------------------------
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function newobject:MoveToX(x)
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self.staticx = x
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end
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--[[---------------------------------------------------------
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- func: MoveToY(y)
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- desc: moves the object to the specified y position
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--]]---------------------------------------------------------
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function newobject:MoveToY(y)
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self.staticy = y
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end |