LoveFrames/objects/numberbox.lua

527 lines
12 KiB
Lua

--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
-- Copyright (c) 2012-2014 Kenny Shields --
--]]------------------------------------------------
-- get the current require path
local path = string.sub(..., 1, string.len(...) - string.len(".objects.numberbox"))
local loveframes = require(path .. ".libraries.common")
-- numberbox object
local newobject = loveframes.NewObject("numberbox", "loveframes_object_numberbox", true)
--[[---------------------------------------------------------
- func: initialize()
- desc: initializes the object
--]]---------------------------------------------------------
function newobject:initialize()
self.type = "numberbox"
self.width = 80
self.height = 20
self.value = 0
self.increaseamount = 1
self.decreaseamount = 1
self.min = -100
self.max = 100
self.delay = 0
self.decimals = 0
self.internal = false
self.canmodify = false
self.lastbuttonclicked = false
self.internals = {}
self.OnValueChanged = nil
local input = loveframes.objects["textinput"]:new()
input.parent = self
input:SetSize(50, 20)
input:SetUsable({"1", "2", "3", "4", "5", "6", "7", "8", "9", "0", ".", "-"})
input:SetTabReplacement("")
input:SetText(self.value)
input.OnTextChanged = function(object)
local value = self.value
local newvalue = tonumber(object.lines[1])
if not newvalue then
self.value = value
input:SetText(value)
return
end
self.value = newvalue
if self.value > self.max then
self.value = self.max
object:SetText(self.value)
end
if self.value < self.min then
self.value = self.min
object:SetText(self.value)
end
if value ~= self.value then
if self.OnValueChanged then
self.OnValueChanged(self, self.value)
end
end
end
input.Update = function(object)
object:SetSize(object.parent.width - 20, object.parent.height)
end
local increasebutton = loveframes.objects["button"]:new()
increasebutton.parent = self
increasebutton:SetWidth(21)
increasebutton:SetText("+")
increasebutton.OnClick = function()
local canmodify = self.canmodify
if not canmodify then
self:ModifyValue("add")
else
self.canmodify = false
end
end
increasebutton.Update = function(object)
local time = 0
time = love.timer.getTime()
local delay = self.delay
local down = object.down
local canmodify = self.canmodify
local lastbuttonclicked = self.lastbuttonclicked
object:SetPos(object.parent.width - 21, 0)
object:SetHeight(object.parent.height/2 + 1)
if down and not canmodify then
self:ModifyValue("add")
self.canmodify = true
self.delay = time + 0.80
self.lastbuttonclicked = object
elseif down and canmodify and delay < time then
self:ModifyValue("add")
self.delay = time + 0.02
elseif not down and canmodify and lastbuttonclicked == object then
self.canmodify = false
self.delay = time + 0.80
end
end
local decreasesbutton = loveframes.objects["button"]:new()
decreasesbutton.parent = self
decreasesbutton:SetWidth(21)
decreasesbutton:SetText("-")
decreasesbutton.OnClick = function()
local canmodify = self.canmodify
if not canmodify then
self:ModifyValue("subtract")
else
self.canmodify = false
end
end
decreasesbutton.Update = function(object)
local time = 0
time = love.timer.getTime()
local delay = self.delay
local down = object.down
local canmodify = self.canmodify
local lastbuttonclicked = self.lastbuttonclicked
object:SetPos(object.parent.width - 21, object.parent.height/2)
object:SetHeight(object.parent.height/2)
if down and not canmodify then
self:ModifyValue("subtract")
self.canmodify = true
self.delay = time + 0.80
self.lastbuttonclicked = object
elseif down and canmodify and delay < time then
self:ModifyValue("subtract")
self.delay = time + 0.02
elseif not down and canmodify and lastbuttonclicked == object then
self.canmodify = false
self.delay = time + 0.80
end
end
table.insert(self.internals, input)
table.insert(self.internals, increasebutton)
table.insert(self.internals, decreasesbutton)
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates the element
--]]---------------------------------------------------------
function newobject:update(dt)
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
local alwaysupdate = self.alwaysupdate
if not visible then
if not alwaysupdate then
return
end
end
local internals = self.internals
local parent = self.parent
local base = loveframes.base
local update = self.Update
-- move to parent if there is a parent
if parent ~= base and parent.type ~= "list" then
self.x = self.parent.x + self.staticx
self.y = self.parent.y + self.staticy
end
self:CheckHover()
for k, v in ipairs(internals) do
v:update(dt)
end
if update then
update(self, dt)
end
end
--[[---------------------------------------------------------
- func: draw()
- desc: draws the object
--]]---------------------------------------------------------
function newobject:draw()
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
return
end
local internals = self.internals
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.DrawNumberBox or skins[defaultskin].DrawNumberBox
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
-- loop through the object's internals and draw them
for k, v in ipairs(internals) do
v:draw()
end
end
--[[---------------------------------------------------------
- func: mousepressed(x, y, button)
- desc: called when the player presses a mouse button
--]]---------------------------------------------------------
function newobject:mousepressed(x, y, button)
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
return
end
local internals = self.internals
local hover = self.hover
if hover and button == "l" then
local baseparent = self:GetBaseParent()
if baseparent and baseparent.type == "frame" then
baseparent:MakeTop()
end
end
for k, v in ipairs(internals) do
v:mousepressed(x, y, button)
end
end
--[[---------------------------------------------------------
- func: SetValue(value)
- desc: sets the object's value
--]]---------------------------------------------------------
function newobject:SetValue(value)
local min = self.min
local curvalue = self.value
local value = tonumber(value) or min
local internals = self.internals
local input = internals[1]
local onvaluechanged = self.OnValueChanged
self.value = value
input:SetText(value)
if value ~= curvalue and onvaluechanged then
onvaluechanged(self, value)
end
return self
end
--[[---------------------------------------------------------
- func: GetValue()
- desc: gets the object's value
--]]---------------------------------------------------------
function newobject:GetValue()
return self.value
end
--[[---------------------------------------------------------
- func: SetIncreaseAmount(amount)
- desc: sets the object's increase amount
--]]---------------------------------------------------------
function newobject:SetIncreaseAmount(amount)
self.increaseamount = amount
return self
end
--[[---------------------------------------------------------
- func: GetIncreaseAmount()
- desc: gets the object's increase amount
--]]---------------------------------------------------------
function newobject:GetIncreaseAmount()
return self.increaseamount
end
--[[---------------------------------------------------------
- func: SetDecreaseAmount(amount)
- desc: sets the object's decrease amount
--]]---------------------------------------------------------
function newobject:SetDecreaseAmount(amount)
self.decreaseamount = amount
return self
end
--[[---------------------------------------------------------
- func: GetDecreaseAmount()
- desc: gets the object's decrease amount
--]]---------------------------------------------------------
function newobject:GetDecreaseAmount()
return self.decreaseamount
end
--[[---------------------------------------------------------
- func: SetMax(max)
- desc: sets the object's maximum value
--]]---------------------------------------------------------
function newobject:SetMax(max)
local internals = self.internals
local input = internals[1]
local onvaluechanged = self.OnValueChanged
self.max = max
if self.value > max then
self.value = max
input:SetValue(max)
if onvaluechanged then
onvaluechanged(self, max)
end
end
return self
end
--[[---------------------------------------------------------
- func: GetMax()
- desc: gets the object's maximum value
--]]---------------------------------------------------------
function newobject:GetMax()
return self.max
end
--[[---------------------------------------------------------
- func: SetMin(min)
- desc: sets the object's minimum value
--]]---------------------------------------------------------
function newobject:SetMin(min)
local internals = self.internals
local input = internals[1]
local onvaluechanged = self.OnValueChanged
self.min = min
if self.value < min then
self.value = min
input:SetValue(min)
if onvaluechanged then
onvaluechanged(self, min)
end
end
return self
end
--[[---------------------------------------------------------
- func: GetMin()
- desc: gets the object's minimum value
--]]---------------------------------------------------------
function newobject:GetMin()
return self.min
end
--[[---------------------------------------------------------
- func: SetMinMax()
- desc: sets the object's minimum and maximum values
--]]---------------------------------------------------------
function newobject:SetMinMax(min, max)
local internals = self.internals
local input = internals[1]
local onvaluechanged = self.OnValueChanged
self.min = min
self.max = max
if self.value > max then
self.value = max
input:SetValue(max)
if onvaluechanged then
onvaluechanged(self, max)
end
end
if self.value < min then
self.value = min
input:SetValue(min)
if onvaluechanged then
onvaluechanged(self, min)
end
end
return self
end
--[[---------------------------------------------------------
- func: GetMinMax()
- desc: gets the object's minimum and maximum values
--]]---------------------------------------------------------
function newobject:GetMinMax()
return self.min, self.max
end
--[[---------------------------------------------------------
- func: ModifyValue(type)
- desc: modifies the object's value
--]]---------------------------------------------------------
function newobject:ModifyValue(type)
local value = self.value
local internals = self.internals
local input = internals[1]
local decimals = self.decimals
local onvaluechanged = self.OnValueChanged
if not value then
return
end
if type == "add" then
local increaseamount = self.increaseamount
local max = self.max
self.value = value + increaseamount
if self.value > max then
self.value = max
end
self.value = loveframes.util.Round(self.value, decimals)
input:SetText(self.value)
if value ~= self.value then
if onvaluechanged then
onvaluechanged(self, self.value)
end
end
elseif type == "subtract" then
local decreaseamount = self.decreaseamount
local min = self.min
self.value = value - decreaseamount
if self.value < min then
self.value = min
end
self.value = loveframes.util.Round(self.value, decimals)
input:SetText(self.value)
if value ~= self.value then
if onvaluechanged then
onvaluechanged(self, self.value)
end
end
end
return self
end
--[[---------------------------------------------------------
- func: SetDecimals(decimals)
- desc: sets how many decimals the object's value
can have
--]]---------------------------------------------------------
function newobject:SetDecimals(decimals)
self.decimals = decimals
return self
end
--[[---------------------------------------------------------
- func: GetDecimals()
- desc: gets how many decimals the object's value
can have
--]]---------------------------------------------------------
function newobject:GetDecimals()
return self.decimals
end