LoveFrames/objects/internal/sliderbutton.lua
Kenny Shields 072918fbea textinput custom cursor fixes
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
2013-10-30 19:05:10 -04:00

254 lines
6.2 KiB
Lua

--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
-- Copyright (c) 2013 Kenny Shields --
--]]------------------------------------------------
-- sliderbutton class
local newobject = loveframes.NewObject("sliderbutton", "loveframes_object_sliderbutton", true)
--[[---------------------------------------------------------
- func: initialize()
- desc: initializes the object
--]]---------------------------------------------------------
function newobject:initialize(parent)
self.type = "sliderbutton"
self.width = 10
self.height = 20
self.staticx = 0
self.staticy = 0
self.startx = 0
self.clickx = 0
self.starty = 0
self.clicky = 0
self.intervals = true
self.internal = true
self.down = false
self.dragging = false
self.parent = parent
-- apply template properties to the object
loveframes.templates.ApplyToObject(self)
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates the object
--]]---------------------------------------------------------
function newobject:update(dt)
local visible = self.visible
local alwaysupdate = self.alwaysupdate
if not visible then
if not alwaysupdate then
return
end
end
self:CheckHover()
local x, y = love.mouse.getPosition()
local intervals = self.intervals
local progress = 0
local nvalue = 0
local pvalue = self.parent.value
local hover = self.hover
local down = self.down
local downobject = loveframes.downobject
local parent = self.parent
local slidetype = parent.slidetype
local dragging = self.dragging
local base = loveframes.base
local update = self.Update
if not hover then
self.down = false
if downobject == self then
self.hover = true
end
else
if downobject == self then
self.down = true
end
end
if not down and downobject == self then
self.hover = true
end
-- move to parent if there is a parent
if parent ~= base then
self.x = parent.x + self.staticx
self.y = parent.y + self.staticy
end
-- start calculations if the button is being dragged
if dragging then
-- calculations for horizontal sliders
if slidetype == "horizontal" then
self.staticx = self.startx + (x - self.clickx)
progress = self.staticx/(self.parent.width - self.width)
nvalue = self.parent.min + (self.parent.max - self.parent.min) * progress
nvalue = loveframes.util.Round(nvalue, self.parent.decimals)
-- calculations for vertical sliders
elseif slidetype == "vertical" then
self.staticy = self.starty + (y - self.clicky)
local space = self.parent.height - self.height
local remaining = (self.parent.height - self.height) - self.staticy
local percent = remaining/space
nvalue = self.parent.min + (self.parent.max - self.parent.min) * percent
nvalue = loveframes.util.Round(nvalue, self.parent.decimals)
end
if nvalue > self.parent.max then
nvalue = self.parent.max
end
if nvalue < self.parent.min then
nvalue = self.parent.min
end
self.parent.value = nvalue
if self.parent.value == -0 then
self.parent.value = math.abs(self.parent.value)
end
if nvalue ~= pvalue and nvalue >= self.parent.min and nvalue <= self.parent.max then
if self.parent.OnValueChanged then
self.parent.OnValueChanged(self.parent, self.parent.value)
end
end
loveframes.downobject = self
end
if slidetype == "horizontal" then
if (self.staticx + self.width) > self.parent.width then
self.staticx = self.parent.width - self.width
end
if self.staticx < 0 then
self.staticx = 0
end
end
if slidetype == "vertical" then
if (self.staticy + self.height) > self.parent.height then
self.staticy = self.parent.height - self.height
end
if self.staticy < 0 then
self.staticy = 0
end
end
if update then
update(self, dt)
end
end
--[[---------------------------------------------------------
- func: draw()
- desc: draws the object
--]]---------------------------------------------------------
function newobject:draw()
local visible = self.visible
if not visible then
return
end
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.DrawSliderButton or skins[defaultskin].DrawSliderButton
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
end
--[[---------------------------------------------------------
- func: mousepressed(x, y, button)
- desc: called when the player presses a mouse button
--]]---------------------------------------------------------
function newobject:mousepressed(x, y, button)
local visible = self.visible
if not visible then
return
end
local hover = self.hover
if hover and button == "l" then
local baseparent = self:GetBaseParent()
if baseparent and baseparent.type == "frame" then
baseparent:MakeTop()
end
self.down = true
self.dragging = true
self.startx = self.staticx
self.clickx = x
self.starty = self.staticy
self.clicky = y
loveframes.downobject = self
end
end
--[[---------------------------------------------------------
- func: mousereleased(x, y, button)
- desc: called when the player releases a mouse button
--]]---------------------------------------------------------
function newobject:mousereleased(x, y, button)
local visible = self.visible
if not visible then
return
end
local down = self.down
local dragging = self.dragging
if dragging then
local parent = self.parent
local onrelease = parent.OnRelease
if onrelease then
onrelease(parent)
end
end
self.down = false
self.dragging = false
end
--[[---------------------------------------------------------
- func: MoveToX(x)
- desc: moves the object to the specified x position
--]]---------------------------------------------------------
function newobject:MoveToX(x)
self.staticx = x
end
--[[---------------------------------------------------------
- func: MoveToY(y)
- desc: moves the object to the specified y position
--]]---------------------------------------------------------
function newobject:MoveToY(y)
self.staticy = y
end