mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-12-11 07:24:24 +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
155 lines
3.4 KiB
Lua
155 lines
3.4 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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-- closebutton class
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local newobject = loveframes.NewObject("closebutton", "loveframes_object_closebutton", 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 = "closebutton"
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self.width = 16
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self.height = 16
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self.internal = true
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self.hover = false
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self.down = false
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self.OnClick = function() end
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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 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 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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else
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if loveframes.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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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.DrawCloseButton or skins[defaultskin].DrawCloseButton
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local draw = self.Draw
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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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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 hover = self.hover
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local onclick = self.OnClick
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if hover and self.down then
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if button == "l" then
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onclick(x, y, self)
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end
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end
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self.down = false
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end |