mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-12-11 07:24:24 +00:00
295 lines
6.6 KiB
Lua
295 lines
6.6 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.button"))
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local loveframes = require(path .. ".libraries.common")
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-- button object
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local newobject = loveframes.NewObject("button", "loveframes_object_button", 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 = "button"
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self.text = "Button"
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self.width = 80
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self.height = 25
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self.internal = false
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self.down = false
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self.clickable = true
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self.enabled = true
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self.toggleable = false
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self.toggle = false
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self.OnClick = nil
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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 state = loveframes.state
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local selfstate = self.state
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if state ~= selfstate then
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return
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end
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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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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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-- move to parent if there is a parent
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if parent ~= base then
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self.x = self.parent.x + self.staticx
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self.y = self.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 state = loveframes.state
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local selfstate = self.state
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if state ~= selfstate then
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return
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end
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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.DrawButton or skins[defaultskin].DrawButton
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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 state = loveframes.state
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local selfstate = self.state
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if state ~= selfstate then
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return
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end
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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 state = loveframes.state
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local selfstate = self.state
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if state ~= selfstate then
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return
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end
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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 down = self.down
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local clickable = self.clickable
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local enabled = self.enabled
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local onclick = self.OnClick
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if hover and down and clickable and button == "l" then
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if enabled then
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if onclick then
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onclick(self, x, y)
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end
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if self.toggleable then
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local ontoggle = self.OnToggle
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self.toggle = not self.toggle
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if ontoggle then
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ontoggle(self, self.toggle)
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end
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end
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end
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end
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self.down = false
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end
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--[[---------------------------------------------------------
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- func: SetText(text)
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- desc: sets the object's text
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--]]---------------------------------------------------------
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function newobject:SetText(text)
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self.text = text
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return self
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end
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--[[---------------------------------------------------------
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- func: GetText()
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- desc: gets the object's text
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--]]---------------------------------------------------------
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function newobject:GetText()
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return self.text
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end
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--[[---------------------------------------------------------
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- func: SetClickable(bool)
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- desc: sets whether the object can be clicked or not
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--]]---------------------------------------------------------
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function newobject:SetClickable(bool)
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self.clickable = bool
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return self
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end
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--[[---------------------------------------------------------
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- func: GetClickable(bool)
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- desc: gets whether the object can be clicked or not
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--]]---------------------------------------------------------
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function newobject:GetClickable()
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return self.clickable
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end
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--[[---------------------------------------------------------
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- func: SetClickable(bool)
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- desc: sets whether or not the object is enabled
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--]]---------------------------------------------------------
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function newobject:SetEnabled(bool)
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self.enabled = bool
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return self
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end
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--[[---------------------------------------------------------
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- func: GetEnabled()
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- desc: gets whether or not the object is enabled
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--]]---------------------------------------------------------
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function newobject:GetEnabled()
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return self.enabled
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end
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--[[---------------------------------------------------------
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- func: GetDown()
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- desc: gets whether or not the object is currently
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being pressed
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--]]---------------------------------------------------------
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function newobject:GetDown()
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return self.down
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end
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--[[---------------------------------------------------------
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- func: SetToggleable(bool)
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- desc: sets whether or not the object is toggleable
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--]]---------------------------------------------------------
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function newobject:SetToggleable(bool)
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self.toggleable = bool
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return self
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end
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--[[---------------------------------------------------------
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- func: GetToggleable()
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- desc: gets whether or not the object is toggleable
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--]]---------------------------------------------------------
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function newobject:GetToggleable()
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return self.toggleable
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end |