mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-11-26 05:14:21 +00:00
408 lines
8.9 KiB
Lua
408 lines
8.9 KiB
Lua
--[[------------------------------------------------
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-- LÖVE Frames --
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-- By Nikolai Resokav --
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--]]------------------------------------------------
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-- frame class
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frame = class("frame", base)
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frame:include(loveframes.templates.default)
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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 frame:initialize()
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self.type = "frame"
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self.name = "Frame"
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self.width = 300
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self.height = 150
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self.clickx = 0
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self.clicky = 0
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self.internal = false
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self.draggable = true
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self.screenlocked = false
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self.dragging = false
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self.modal = false
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self.modalbackground = false
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self.showclose = true
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self.internals = {}
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self.children = {}
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self.OnClose = nil
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local close = closebutton:new()
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close.parent = self
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close:SetSize(16, 16)
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close.OnClick = function()
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self:Remove()
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if self.OnClose then
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self.OnClose(self)
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end
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end
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table.insert(self.internals, close)
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end
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--[[---------------------------------------------------------
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- func: update(deltatime)
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- desc: updates the element
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--]]---------------------------------------------------------
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function frame:update(dt)
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local x, y = love.mouse.getPosition()
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local showclose = self.showclose
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local close = self.internals[1]
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if self.visible == false then
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if self.alwaysupdate == false then
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return
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end
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end
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close:SetPos(self.width - 22, 4)
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self:CheckHover()
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-- dragging check
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if self.dragging == true then
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self.x = x - self.clickx
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self.y = y - self.clicky
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end
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-- if screenlocked then keep within screen
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if self.screenlocked == true then
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local width = love.graphics.getWidth()
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local height = love.graphics.getHeight()
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if self.x < 0 then
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self.x = 0
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end
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if self.x + self.width > width then
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self.x = width - self.width
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end
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if self.y < 0 then
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self.y = 0
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end
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if self.y + self.height > height then
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self.y = height - self.height
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end
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end
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if self.modal == true then
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local numtooltips = 0
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for k, v in ipairs(loveframes.base.children) do
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if v.type == "tooltip" then
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numtooltips = numtooltips + 1
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end
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end
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if self.draworder ~= #loveframes.base.children - numtooltips then
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self.modalbackground:MoveToTop()
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self:MoveToTop()
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end
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end
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for k, v in ipairs(self.internals) do
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v:update(dt)
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end
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for k, v in ipairs(self.children) do
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v:update(dt)
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end
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if self.Update then
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self.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 frame:draw()
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if self.visible == false then
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return
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end
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-- skin variables
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local index = 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 = loveframes.skins.available[selfskin] or loveframes.skins.available[index] or loveframes.skins.available[defaultskin]
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loveframes.drawcount = loveframes.drawcount + 1
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self.draworder = loveframes.drawcount
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if self.Draw ~= nil then
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self.Draw(self)
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else
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skin.DrawFrame(self)
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end
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for k, v in ipairs(self.internals) do
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v:draw()
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end
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-- loop through the object's children and draw them
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for k, v in ipairs(self.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 frame:mousepressed(x, y, button)
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local width = self.width
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local height = self.height
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local selfcol = loveframes.util.BoundingBox(x, self.x, y, self.y, 1, self.width, 1, self.height)
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if self.visible == false then
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return
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end
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if selfcol == true then
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local top = self:IsTopCollision()
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-- initiate dragging if not currently dragging
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if self.dragging == false and top == true and button == "l" then
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if y < self.y + 25 and self.draggable == true then
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self.clickx = x - self.x
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self.clicky = y - self.y
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self.dragging = true
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end
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end
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if top == true and button == "l" then
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self:MakeTop()
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end
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end
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for k, v in ipairs(self.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(self.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 frame:mousereleased(x, y, button)
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if self.visible == false then
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return
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end
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-- exit the dragging state
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if self.dragging == true then
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self.dragging = false
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end
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for k, v in ipairs(self.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(self.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: SetName(name)
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- desc: sets the frame's name
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--]]---------------------------------------------------------
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function frame:SetName(name)
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self.name = name
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end
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--[[---------------------------------------------------------
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- func: GetName()
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- desc: gets the frame's name
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--]]---------------------------------------------------------
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function frame:GetName()
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return self.name
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end
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--[[---------------------------------------------------------
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- func: SetDraggable(true/false)
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- desc: sets whether the frame can be dragged or not
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--]]---------------------------------------------------------
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function frame:SetDraggable(bool)
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self.draggable = bool
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end
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--[[---------------------------------------------------------
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- func: GetDraggable()
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- desc: gets whether the frame can be dragged ot not
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--]]---------------------------------------------------------
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function frame:GetDraggable()
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return self.draggable
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end
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--[[---------------------------------------------------------
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- func: SetScreenLocked(bool)
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- desc: sets whether the frame can be moved passed the
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boundaries of the window or not
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--]]---------------------------------------------------------
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function frame:SetScreenLocked(bool)
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self.screenlocked = bool
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end
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--[[---------------------------------------------------------
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- func: GetScreenLocked()
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- desc: gets whether the frame can be moved passed the
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boundaries of window or not
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--]]---------------------------------------------------------
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function frame:GetScreenLocked()
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return self.screenlocked
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end
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--[[---------------------------------------------------------
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- func: ShowCloseButton(bool)
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- desc: sets whether the close button should be drawn
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--]]---------------------------------------------------------
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function frame:ShowCloseButton(bool)
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local close = self.internals[1]
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close.visible = bool
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self.showclose = bool
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end
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--[[---------------------------------------------------------
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- func: MakeTop()
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- desc: makes the object the top object in the drawing
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order
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--]]---------------------------------------------------------
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function frame:MakeTop()
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local x, y = love.mouse.getPosition()
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local children = loveframes.base.children
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local numchildren = #children
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local key = 0
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if numchildren == 1 then
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return
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end
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if children[numchildren] == self then
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return
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end
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-- make this the top element
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for k, v in ipairs(children) do
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if v == self then
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table.remove(loveframes.base.children, k)
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table.insert(loveframes.base.children, self)
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key = k
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break
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end
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end
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loveframes.base.children[key]:mousepressed(x, y, "l")
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end
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--[[---------------------------------------------------------
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- func: SetModal(bool)
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- desc: makes the object the top object in the drawing
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order
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--]]---------------------------------------------------------
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function frame:SetModal(bool)
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self.modal = bool
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if bool == true then
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if loveframes.modalobject ~= false then
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loveframes.modalobject:SetModal(false)
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end
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loveframes.modalobject = self
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if self.modalbackground == false then
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self.modalbackground = modalbackground:new(self)
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self.modal = true
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end
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else
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if loveframes.modalobject == self then
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loveframes.modalobject = false
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if self.modalbackground ~= false then
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self.modalbackground:Remove()
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self.modalbackground = false
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self.modal = false
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end
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end
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end
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end
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--[[---------------------------------------------------------
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- func: GetModal()
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- desc: gets whether or not the object is in a modal
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state
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--]]---------------------------------------------------------
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function frame:GetModal()
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return self.modal
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end
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--[[---------------------------------------------------------
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- func: SetVisible(bool)
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- desc: set's whether the object is visible or not
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--]]---------------------------------------------------------
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function frame:SetVisible(bool)
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self.visible = bool
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for k, v in ipairs(self.children) do
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v:SetVisible(bool)
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end
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if self.showclose == true then
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self.internals[1].visible = bool
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end
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end |