mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-11-26 05:14:21 +00:00
362 lines
8.3 KiB
Lua
362 lines
8.3 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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-- collapsiblecategory object
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local newobject = loveframes.NewObject("collapsiblecategory", "loveframes_object_collapsiblecategory", 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 = "collapsiblecategory"
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self.text = "Category"
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self.width = 200
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self.height = 25
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self.closedheight = 25
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self.padding = 5
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self.internal = false
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self.open = false
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self.down = false
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self.children = {}
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self.OnOpenedClosed = nil
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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 open = self.open
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local children = self.children
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local curobject = children[1]
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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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-- 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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if open and curobject then
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curobject:SetWidth(self.width - self.padding * 2)
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curobject:update(dt)
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elseif not open and curobject then
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if curobject:GetVisible() then
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curobject:SetVisible(false)
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end
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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 open = self.open
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local children = self.children
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local curobject = children[1]
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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.DrawCollapsibleCategory or skins[defaultskin].DrawCollapsibleCategory
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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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if open and curobject then
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curobject: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 open = self.open
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local children = self.children
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local curobject = children[1]
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if hover then
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local col = loveframes.util.BoundingBox(self.x, x, self.y, y, self.width, 1, self.closedheight, 1)
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if button == "l" and col 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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if open and curobject then
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curobject: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 hover = self.hover
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local down = self.down
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local clickable = self.clickable
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local enabled = self.enabled
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local open = self.open
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local col = loveframes.util.BoundingBox(self.x, x, self.y, y, self.width, 1, self.closedheight, 1)
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local children = self.children
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local curobject = children[1]
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if hover and col and down and button == "l" then
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if open then
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self:SetOpen(false)
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else
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self:SetOpen(true)
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end
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self.down = false
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end
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if open and curobject then
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curobject:mousereleased(x, y, button)
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end
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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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return self
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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: SetObject(object)
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- desc: sets the category's object
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--]]---------------------------------------------------------
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function newobject:SetObject(object)
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local children = self.children
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local curobject = children[1]
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if curobject then
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curobject:Remove()
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self.children = {}
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end
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object:Remove()
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object.parent = self
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object:SetState(self.state)
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object:SetWidth(self.width - self.padding*2)
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object:SetPos(self.padding, self.closedheight + self.padding)
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table.insert(self.children, object)
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return self
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end
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--[[---------------------------------------------------------
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- func: SetObject(object)
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- desc: sets the category's object
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--]]---------------------------------------------------------
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function newobject:GetObject()
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local children = self.children
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local curobject = children[1]
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if curobject then
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return curobject
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else
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return false
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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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self.width = width
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return self
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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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return self
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end
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--[[---------------------------------------------------------
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- func: SetClosedHeight(height)
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- desc: sets the object's closed height
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--]]---------------------------------------------------------
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function newobject:SetClosedHeight(height)
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self.closedheight = height
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return self
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end
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--[[---------------------------------------------------------
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- func: GetClosedHeight()
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- desc: gets the object's closed height
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--]]---------------------------------------------------------
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function newobject:GetClosedHeight()
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return self.closedheight
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end
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--[[---------------------------------------------------------
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- func: SetOpen(bool)
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- desc: sets whether the object is opened or closed
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--]]---------------------------------------------------------
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function newobject:SetOpen(bool)
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local children = self.children
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local curobject = children[1]
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local closedheight = self.closedheight
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local padding = self.padding
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local onopenedclosed = self.OnOpenedClosed
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self.open = bool
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if not bool then
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self.height = closedheight
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if curobject then
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local curobjectheight = curobject.height
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curobject:SetVisible(false)
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end
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else
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if curobject then
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local curobjectheight = curobject.height
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self.height = closedheight + padding * 2 + curobjectheight
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curobject:SetVisible(true)
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end
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end
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-- call the on opened closed callback if it exists
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if onopenedclosed then
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onopenedclosed(self)
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end
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return self
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end
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--[[---------------------------------------------------------
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- func: GetOpen()
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- desc: gets whether the object is opened or closed
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--]]---------------------------------------------------------
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function newobject:GetOpen()
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return self.open
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end |