mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-12-11 07:24:24 +00:00
176 lines
3.8 KiB
Lua
176 lines
3.8 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.panel"))
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local loveframes = require(path .. ".libraries.common")
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-- panel object
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local newobject = loveframes.NewObject("panel", "loveframes_object_panel", 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 = "panel"
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self.width = 200
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self.height = 50
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self.internal = false
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self.children = {}
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end
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--[[---------------------------------------------------------
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- func: update(deltatime)
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- desc: updates the element
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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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local children = self.children
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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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-- move to parent if there is a parent
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if parent ~= base and parent.type ~= "list" 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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self:CheckHover()
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for k, v in ipairs(children) do
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v:update(dt)
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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 children = self.children
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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.DrawPanel or skins[defaultskin].DrawPanel
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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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-- loop through the object's children and draw them
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for k, v in ipairs(children) do
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v:draw()
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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 children = self.children
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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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end
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for k, v in ipairs(children) do
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v:mousepressed(x, y, button)
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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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local children = self.children
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if not visible then
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return
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end
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for k, v in ipairs(children) do
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v:mousereleased(x, y, button)
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end
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end |