LoveFrames/objects/columnlist.lua
2013-02-24 11:59:03 -05:00

481 lines
11 KiB
Lua

--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
-- Copyright (c) 2013 Kenny Shields --
--]]------------------------------------------------
-- columnlist class
local newobject = loveframes.NewObject("columnlist", "loveframes_object_columnlist", true)
--[[---------------------------------------------------------
- func: initialize()
- desc: intializes the element
--]]---------------------------------------------------------
function newobject:initialize()
self.type = "columnlist"
self.width = 300
self.height = 100
self.columnheight = 16
self.buttonscrollamount = 200
self.mousewheelscrollamount = 1500
self.autoscroll = false
self.dtscrolling = true
self.internal = false
self.children = {}
self.internals = {}
self.OnRowClicked = nil
self.OnScroll = nil
local list = loveframes.objects["columnlistarea"]:new(self)
table.insert(self.internals, list)
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates the object
--]]---------------------------------------------------------
function newobject:update(dt)
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
local alwaysupdate = self.alwaysupdate
if not visible then
if not alwaysupdate then
return
end
end
local parent = self.parent
local base = loveframes.base
local children = self.children
local internals = self.internals
local update = self.Update
self:CheckHover()
-- move to parent if there is a parent
if parent ~= base then
self.x = self.parent.x + self.staticx
self.y = self.parent.y + self.staticy
end
for k, v in ipairs(children) do
v:update(dt)
end
for k, v in ipairs(internals) do
v:update(dt)
end
if update then
update(self, dt)
end
end
--[[---------------------------------------------------------
- func: draw()
- desc: draws the object
--]]---------------------------------------------------------
function newobject:draw()
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
return
end
local children = self.children
local internals = self.internals
local skins = loveframes.skins.available
local skinindex = loveframes.config["ACTIVESKIN"]
local defaultskin = loveframes.config["DEFAULTSKIN"]
local selfskin = self.skin
local skin = skins[selfskin] or skins[skinindex]
local drawfunc = skin.DrawColumnList or skins[defaultskin].DrawColumnList
local draw = self.Draw
local drawcount = loveframes.drawcount
-- set the object's draw order
self:SetDrawOrder()
if draw then
draw(self)
else
drawfunc(self)
end
for k, v in ipairs(internals) do
v:draw()
end
for k, v in ipairs(children) do
v:draw()
end
end
--[[---------------------------------------------------------
- func: mousepressed(x, y, button)
- desc: called when the player presses a mouse button
--]]---------------------------------------------------------
function newobject:mousepressed(x, y, button)
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
return
end
local hover = self.hover
local children = self.children
local internals = self.internals
if hover and button == "l" then
local baseparent = self:GetBaseParent()
if baseparent and baseparent.type == "frame" then
baseparent:MakeTop()
end
end
for k, v in ipairs(internals) do
v:mousepressed(x, y, button)
end
for k, v in ipairs(children) do
v:mousepressed(x, y, button)
end
end
--[[---------------------------------------------------------
- func: mousereleased(x, y, button)
- desc: called when the player releases a mouse button
--]]---------------------------------------------------------
function newobject:mousereleased(x, y, button)
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
return
end
local children = self.children
local internals = self.internals
for k, v in ipairs(internals) do
v:mousereleased(x, y, button)
end
for k, v in ipairs(children) do
v:mousereleased(x, y, button)
end
end
--[[---------------------------------------------------------
- func: Adjustchildren()
- desc: adjusts the width of the object's children
--]]---------------------------------------------------------
function newobject:AdjustColumns()
local width = self.width
local bar = self.internals[1].bar
if bar then
width = width - self.internals[1].internals[1].width
end
local children = self.children
local numchildren = #children
local columnwidth = width/numchildren
local x = 0
for k, v in ipairs(children) do
if bar then
v:SetWidth(columnwidth)
else
v:SetWidth(columnwidth)
end
v:SetPos(x, 0)
x = x + columnwidth
end
end
--[[---------------------------------------------------------
- func: AddColumn(name)
- desc: gives the object a new column with the specified
name
--]]---------------------------------------------------------
function newobject:AddColumn(name)
local internals = self.internals
local list = internals[1]
local width = self.width
local height = self.height
loveframes.objects["columnlistheader"]:new(name, self)
self:AdjustColumns()
list:SetSize(width, height)
list:SetPos(0, 0)
end
--[[---------------------------------------------------------
- func: AddRow(...)
- desc: adds a row of data to the object's list
--]]---------------------------------------------------------
function newobject:AddRow(...)
local internals = self.internals
local list = internals[1]
list:AddRow(arg)
end
--[[---------------------------------------------------------
- func: Getchildrenize()
- desc: gets the size of the object's children
--]]---------------------------------------------------------
function newobject:GetColumnSize()
local children = self.children
local numchildren = #self.children
if numchildren > 0 then
local column = self.children[1]
local colwidth = column.width
local colheight = column.height
return colwidth, colheight
else
return 0, 0
end
end
--[[---------------------------------------------------------
- func: SetSize(width, height)
- desc: sets the object's size
--]]---------------------------------------------------------
function newobject:SetSize(width, height)
local internals = self.internals
local list = internals[1]
self.width = width
self.height = height
self:AdjustColumns()
list:SetSize(width, height)
list:SetPos(0, 0)
list:CalculateSize()
list:RedoLayout()
end
--[[---------------------------------------------------------
- func: SetWidth(width)
- desc: sets the object's width
--]]---------------------------------------------------------
function newobject:SetWidth(width)
local internals = self.internals
local list = internals[1]
self.width = width
self:AdjustColumns()
list:SetSize(width)
list:SetPos(0, 0)
list:CalculateSize()
list:RedoLayout()
end
--[[---------------------------------------------------------
- func: SetHeight(height)
- desc: sets the object's height
--]]---------------------------------------------------------
function newobject:SetHeight(height)
local internals = self.internals
local list = internals[1]
self.height = height
self:AdjustColumns()
list:SetSize(height)
list:SetPos(0, 0)
list:CalculateSize()
list:RedoLayout()
end
--[[---------------------------------------------------------
- func: SetMaxColorIndex(num)
- desc: sets the object's max color index for
alternating row colors
--]]---------------------------------------------------------
function newobject:SetMaxColorIndex(num)
local internals = self.internals
local list = internals[1]
list.colorindexmax = num
end
--[[---------------------------------------------------------
- func: Clear()
- desc: removes all items from the object's list
--]]---------------------------------------------------------
function newobject:Clear()
local internals = self.internals
local list = internals[1]
list:Clear()
end
--[[---------------------------------------------------------
- func: SetAutoScroll(bool)
- desc: sets whether or not the list's scrollbar should
auto scroll to the bottom when a new object is
added to the list
--]]---------------------------------------------------------
function newobject:SetAutoScroll(bool)
local internals = self.internals
local list = internals[1]
local scrollbar = list:GetScrollBar()
self.autoscroll = bool
if list then
if scrollbar then
scrollbar.autoscroll = bool
end
end
end
--[[---------------------------------------------------------
- func: SetButtonScrollAmount(speed)
- desc: sets the scroll amount of the object's scrollbar
buttons
--]]---------------------------------------------------------
function newobject:SetButtonScrollAmount(amount)
self.buttonscrollamount = amount
self.internals[1].buttonscrollamount = amount
end
--[[---------------------------------------------------------
- func: GetButtonScrollAmount()
- desc: gets the scroll amount of the object's scrollbar
buttons
--]]---------------------------------------------------------
function newobject:GetButtonScrollAmount()
return self.buttonscrollamount
end
--[[---------------------------------------------------------
- func: SetMouseWheelScrollAmount(amount)
- desc: sets the scroll amount of the mouse wheel
--]]---------------------------------------------------------
function newobject:SetMouseWheelScrollAmount(amount)
self.mousewheelscrollamount = amount
self.internals[1].mousewheelscrollamount = amount
end
--[[---------------------------------------------------------
- func: GetMouseWheelScrollAmount()
- desc: gets the scroll amount of the mouse wheel
--]]---------------------------------------------------------
function newobject:GetButtonScrollAmount()
return self.mousewheelscrollamount
end
--[[---------------------------------------------------------
- func: SetColumnHeight(height)
- desc: sets the height of the object's columns
--]]---------------------------------------------------------
function newobject:SetColumnHeight(height)
local children = self.children
local internals = self.internals
local list = internals[1]
self.columnheight = height
for k, v in ipairs(children) do
v:SetHeight(height)
end
list:CalculateSize()
list:RedoLayout()
end
--[[---------------------------------------------------------
- func: SetDTScrolling(bool)
- desc: sets whether or not the object should use delta
time when scrolling
--]]---------------------------------------------------------
function newobject:SetDTScrolling(bool)
self.dtscrolling = bool
self.internals[1].dtscrolling = bool
end
--[[---------------------------------------------------------
- func: GetDTScrolling()
- desc: gets whether or not the object should use delta
time when scrolling
--]]---------------------------------------------------------
function newobject:GetDTScrolling()
return self.dtscrolling
end