LoveFrames/objects/frame.lua
2012-05-14 22:47:38 -04:00

408 lines
8.9 KiB
Lua

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