mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-11-26 05:14:21 +00:00
188 lines
4.3 KiB
Lua
188 lines
4.3 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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-- get the current require path
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local path = string.sub(..., 1, string.len(...) - string.len(".objects.internal.closebutton"))
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local loveframes = require(path .. ".libraries.common")
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-- closebutton class
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local newobject = loveframes.NewObject("closebutton", "loveframes_object_closebutton", 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 = "closebutton"
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self.width = 16
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self.height = 16
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self.internal = true
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self.hover = false
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self.down = false
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self.autoposition = true
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self.OnClick = function() 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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self:CheckHover()
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local hover = self.hover
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local down = self.down
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local downobject = loveframes.downobject
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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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if not hover then
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self.down = false
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else
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if loveframes.downobject == self then
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self.down = true
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end
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end
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if not down and downobject == self then
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self.hover = true
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end
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if self.autoposition then
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self.staticx = self.parent.width - self.width - 4
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self.staticy = 4
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end
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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 = parent.x + self.staticx
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self.y = parent.y + self.staticy
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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 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 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.DrawCloseButton or skins[defaultskin].DrawCloseButton
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local draw = self.Draw
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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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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 onclick = self.OnClick
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if hover and self.down then
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if button == "l" then
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onclick(x, y, self)
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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: SetAutoPosition(bool)
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- desc: sets whether or not the object should be
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positioned automatically
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--]]---------------------------------------------------------
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function newobject:SetAutoPosition(bool)
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self.autoposition = bool
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end
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--[[---------------------------------------------------------
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- func: GetAutoPosition()
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- desc: gets whether or not the object should be
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positioned automatically
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--]]---------------------------------------------------------
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function newobject:GetAutoPosition()
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return self.autoposition
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end
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