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
254 lines
6.2 KiB
Lua
254 lines
6.2 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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-- 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 |