mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-11-18 16:04:22 +00:00
481 lines
11 KiB
Lua
481 lines
11 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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-- columnlist class
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local newobject = loveframes.NewObject("columnlist", "loveframes_object_columnlist", true)
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--[[---------------------------------------------------------
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- func: initialize()
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- desc: intializes the element
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--]]---------------------------------------------------------
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function newobject:initialize()
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self.type = "columnlist"
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self.width = 300
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self.height = 100
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self.columnheight = 16
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self.buttonscrollamount = 200
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self.mousewheelscrollamount = 1500
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self.autoscroll = false
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self.dtscrolling = true
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self.internal = false
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self.children = {}
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self.internals = {}
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self.OnRowClicked = nil
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self.OnScroll = nil
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local list = loveframes.objects["columnlistarea"]:new(self)
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table.insert(self.internals, list)
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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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local parent = self.parent
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local base = loveframes.base
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local children = self.children
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local internals = self.internals
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local update = self.Update
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self:CheckHover()
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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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for k, v in ipairs(children) do
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v:update(dt)
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end
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for k, v in ipairs(internals) 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 internals = self.internals
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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.DrawColumnList or skins[defaultskin].DrawColumnList
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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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for k, v in ipairs(internals) do
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v:draw()
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end
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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 hover = self.hover
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local children = self.children
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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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end
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for k, v in ipairs(internals) do
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v:mousepressed(x, y, button)
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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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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 internals = self.internals
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for k, v in ipairs(internals) do
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v:mousereleased(x, y, button)
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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
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--[[---------------------------------------------------------
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- func: Adjustchildren()
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- desc: adjusts the width of the object's children
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--]]---------------------------------------------------------
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function newobject:AdjustColumns()
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local width = self.width
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local bar = self.internals[1].bar
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if bar then
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width = width - self.internals[1].internals[1].width
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end
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local children = self.children
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local numchildren = #children
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local columnwidth = width/numchildren
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local x = 0
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for k, v in ipairs(children) do
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if bar then
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v:SetWidth(columnwidth)
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else
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v:SetWidth(columnwidth)
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end
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v:SetPos(x, 0)
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x = x + columnwidth
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end
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end
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--[[---------------------------------------------------------
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- func: AddColumn(name)
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- desc: gives the object a new column with the specified
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name
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--]]---------------------------------------------------------
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function newobject:AddColumn(name)
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local internals = self.internals
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local list = internals[1]
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local width = self.width
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local height = self.height
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loveframes.objects["columnlistheader"]:new(name, self)
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self:AdjustColumns()
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list:SetSize(width, height)
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list:SetPos(0, 0)
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end
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--[[---------------------------------------------------------
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- func: AddRow(...)
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- desc: adds a row of data to the object's list
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--]]---------------------------------------------------------
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function newobject:AddRow(...)
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local internals = self.internals
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local list = internals[1]
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list:AddRow(arg)
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end
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--[[---------------------------------------------------------
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- func: Getchildrenize()
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- desc: gets the size of the object's children
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--]]---------------------------------------------------------
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function newobject:GetColumnSize()
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local children = self.children
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local numchildren = #self.children
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if numchildren > 0 then
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local column = self.children[1]
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local colwidth = column.width
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local colheight = column.height
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return colwidth, colheight
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else
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return 0, 0
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end
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end
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--[[---------------------------------------------------------
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- func: SetSize(width, height)
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- desc: sets the object's size
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--]]---------------------------------------------------------
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function newobject:SetSize(width, height)
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local internals = self.internals
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local list = internals[1]
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self.width = width
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self.height = height
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self:AdjustColumns()
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list:SetSize(width, height)
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list:SetPos(0, 0)
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list:CalculateSize()
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list:RedoLayout()
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end
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--[[---------------------------------------------------------
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- func: SetWidth(width)
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- desc: sets the object's width
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--]]---------------------------------------------------------
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function newobject:SetWidth(width)
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local internals = self.internals
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local list = internals[1]
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self.width = width
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self:AdjustColumns()
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list:SetSize(width)
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list:SetPos(0, 0)
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list:CalculateSize()
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list:RedoLayout()
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end
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--[[---------------------------------------------------------
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- func: SetHeight(height)
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- desc: sets the object's height
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--]]---------------------------------------------------------
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function newobject:SetHeight(height)
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local internals = self.internals
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local list = internals[1]
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self.height = height
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self:AdjustColumns()
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list:SetSize(height)
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list:SetPos(0, 0)
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list:CalculateSize()
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list:RedoLayout()
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end
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--[[---------------------------------------------------------
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- func: SetMaxColorIndex(num)
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- desc: sets the object's max color index for
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alternating row colors
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--]]---------------------------------------------------------
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function newobject:SetMaxColorIndex(num)
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local internals = self.internals
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local list = internals[1]
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list.colorindexmax = num
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end
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--[[---------------------------------------------------------
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- func: Clear()
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- desc: removes all items from the object's list
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--]]---------------------------------------------------------
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function newobject:Clear()
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local internals = self.internals
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local list = internals[1]
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list:Clear()
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end
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--[[---------------------------------------------------------
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- func: SetAutoScroll(bool)
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- desc: sets whether or not the list's scrollbar should
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auto scroll to the bottom when a new object is
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added to the list
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--]]---------------------------------------------------------
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function newobject:SetAutoScroll(bool)
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local internals = self.internals
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local list = internals[1]
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local scrollbar = list:GetScrollBar()
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self.autoscroll = bool
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if list then
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if scrollbar then
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scrollbar.autoscroll = bool
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end
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end
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end
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--[[---------------------------------------------------------
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- func: SetButtonScrollAmount(speed)
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- desc: sets the scroll amount of the object's scrollbar
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buttons
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--]]---------------------------------------------------------
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function newobject:SetButtonScrollAmount(amount)
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self.buttonscrollamount = amount
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self.internals[1].buttonscrollamount = amount
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end
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--[[---------------------------------------------------------
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- func: GetButtonScrollAmount()
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- desc: gets the scroll amount of the object's scrollbar
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buttons
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--]]---------------------------------------------------------
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function newobject:GetButtonScrollAmount()
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return self.buttonscrollamount
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end
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--[[---------------------------------------------------------
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- func: SetMouseWheelScrollAmount(amount)
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- desc: sets the scroll amount of the mouse wheel
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--]]---------------------------------------------------------
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function newobject:SetMouseWheelScrollAmount(amount)
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self.mousewheelscrollamount = amount
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self.internals[1].mousewheelscrollamount = amount
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end
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--[[---------------------------------------------------------
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- func: GetMouseWheelScrollAmount()
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- desc: gets the scroll amount of the mouse wheel
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--]]---------------------------------------------------------
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function newobject:GetButtonScrollAmount()
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return self.mousewheelscrollamount
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end
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--[[---------------------------------------------------------
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- func: SetColumnHeight(height)
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- desc: sets the height of the object's columns
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--]]---------------------------------------------------------
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function newobject:SetColumnHeight(height)
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local children = self.children
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local internals = self.internals
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local list = internals[1]
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self.columnheight = height
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for k, v in ipairs(children) do
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v:SetHeight(height)
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end
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list:CalculateSize()
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list:RedoLayout()
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end
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--[[---------------------------------------------------------
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- func: SetDTScrolling(bool)
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- desc: sets whether or not the object should use delta
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time when scrolling
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--]]---------------------------------------------------------
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function newobject:SetDTScrolling(bool)
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self.dtscrolling = bool
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self.internals[1].dtscrolling = bool
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end
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--[[---------------------------------------------------------
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- func: GetDTScrolling()
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- desc: gets whether or not the object should use delta
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time when scrolling
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--]]---------------------------------------------------------
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function newobject:GetDTScrolling()
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return self.dtscrolling
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end |