mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-11-18 16:04:22 +00:00
072918fbea
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
185 lines
4.2 KiB
Lua
185 lines
4.2 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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-- columnlistheader class
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local newobject = loveframes.NewObject("columnlistheader", "loveframes_object_columnlistheader", 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(name, parent)
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self.type = "columnlistheader"
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self.parent = parent
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self.name = name
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self.state = parent.state
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self.width = 80
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self.height = self.parent.columnheight
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self.hover = false
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self.down = false
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self.clickable = true
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self.enabled = true
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self.descending = true
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self.internal = true
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table.insert(parent.children, self)
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local key = 0
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for k, v in ipairs(parent.children) do
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if v == self then
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key = k
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end
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end
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self.OnClick = function(object)
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local descending = object.descending
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local parent = object.parent
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local pinternals = parent.internals
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local list = pinternals[1]
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if descending then
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object.descending = false
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else
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object.descending = true
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end
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list:Sort(key, object.descending)
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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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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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if not self.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 self.down and loveframes.downobject == self then
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self.hover = true
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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.DrawColumnListHeader or skins[defaultskin].DrawColumnListHeader
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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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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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if self.hover and button == "l" then
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local baseparent = self:GetBaseParent()
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if baseparent and baseparent.type == "frame" and button == "l" 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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if not self.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 onclick = self.OnClick
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if hover and down and clickable and button == "l" then
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if enabled then
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onclick(self, x, y)
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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: GetName()
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- desc: gets the object's name
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--]]---------------------------------------------------------
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function newobject:GetName()
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return self.name
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end
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