mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-11-18 16:04:22 +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
230 lines
5.3 KiB
Lua
230 lines
5.3 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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-- tabbutton class
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local newobject = loveframes.NewObject("tabbutton", "loveframes_object_tabbutton", 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, text, tabnumber, tip, image, onopened, onclosed)
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self.type = "tabbutton"
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self.font = loveframes.smallfont
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self.text = text
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self.tabnumber = tabnumber
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self.parent = parent
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self.state = parent.state
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self.staticx = 0
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self.staticy = 0
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self.width = 50
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self.height = 25
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self.internal = true
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self.down = false
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self.image = nil
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self.OnOpened = nil
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self.OnClosed = nil
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if tip then
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self.tooltip = loveframes.objects["tooltip"]:new(self, tip)
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self.tooltip:SetFollowCursor(false)
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self.tooltip:SetFollowObject(true)
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self.tooltip:SetOffsets(0, -(self.tooltip.internals[1]:GetHeight() + 12))
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end
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if image then
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self:SetImage(image)
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end
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if onopened then
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self.OnOpened = onopened
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end
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if onclosed then
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self.OnClosed = onclosed
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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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local parent = self.parent
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local base = loveframes.base
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local update = self.Update
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self:CheckHover()
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self:SetClickBounds(parent.x, parent.y, parent.width, parent.height)
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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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if not self.visible then
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return
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end
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local image = self.image
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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.DrawTabButton or skins[defaultskin].DrawTabButton
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local draw = self.Draw
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local drawcount = loveframes.drawcount
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local internals = self.internals
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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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local internals = self.internals
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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 parent = self.parent
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local tabnumber = self.tabnumber
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if hover and button == "l" then
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if button == "l" then
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local tab = parent.tab
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local internals = parent.internals
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local onopened = self.OnOpened
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local prevtab = internals[tab]
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local onclosed = prevtab.OnClosed
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parent:SwitchToTab(tabnumber)
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if onopened then
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onopened(self)
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end
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if onclosed then
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onclosed(prevtab)
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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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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: SetImage(image)
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- desc: adds an image to the object
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--]]---------------------------------------------------------
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function newobject:SetImage(image)
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if type(image) == "string" then
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self.image = love.graphics.newImage(image)
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else
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self.image = image
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end
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end
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--[[---------------------------------------------------------
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- func: GetImage()
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- desc: gets the object's image
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--]]---------------------------------------------------------
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function newobject:GetImage()
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return self.image
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end
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--[[---------------------------------------------------------
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- func: GetTabNumber()
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- desc: gets the object's tab number
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--]]---------------------------------------------------------
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function newobject:GetTabNumber()
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return self.tabnumber
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end |