mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-10-11 22:34:17 +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
330 lines
7.3 KiB
Lua
330 lines
7.3 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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-- imagebutton class
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local newobject = loveframes.NewObject("imagebutton", "loveframes_object_imagebutton", 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 = "imagebutton"
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self.text = "Image Button"
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self.width = 50
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self.height = 50
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self.internal = 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.image = nil
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self.OnClick = 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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self:CheckHover()
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local hover = self.hover
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local downobject = loveframes.downobject
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local down = self.down
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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 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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-- move to parent if there is a parent
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if parent ~= base 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 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 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.DrawImageButton or skins[defaultskin].DrawImageButton
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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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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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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 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 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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if onclick then
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onclick(self, x, y)
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end
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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: 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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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: SetClickable(bool)
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- desc: sets whether the object can be clicked or not
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--]]---------------------------------------------------------
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function newobject:SetClickable(bool)
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self.clickable = bool
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end
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--[[---------------------------------------------------------
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- func: GetClickable(bool)
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- desc: gets whether the object can be clicked or not
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--]]---------------------------------------------------------
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function newobject:GetClickable()
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return self.clickable
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end
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--[[---------------------------------------------------------
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- func: SetClickable(bool)
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- desc: sets whether the object is enabled or not
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--]]---------------------------------------------------------
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function newobject:SetEnabled(bool)
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self.enabled = bool
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end
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--[[---------------------------------------------------------
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- func: GetEnabled()
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- desc: gets whether the object is enabled or not
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--]]---------------------------------------------------------
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function newobject:GetEnabled()
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return self.enabled
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end
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--[[---------------------------------------------------------
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- func: SetImage(image)
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- desc: sets the object's image
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--]]---------------------------------------------------------
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function newobject:SetImage(image)
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if type(image) == "string" then
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self.image = love.graphics.newImage(image)
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else
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self.image = image
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end
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end
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--[[---------------------------------------------------------
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- func: GetImage()
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- desc: gets whether the object is enabled or not
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--]]---------------------------------------------------------
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function newobject:GetImage()
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return self.image
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end
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--[[---------------------------------------------------------
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- func: SizeToImage()
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- desc: makes the object the same size as its image
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--]]---------------------------------------------------------
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function newobject:SizeToImage()
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local image = self.image
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if image then
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self.width = image:getWidth()
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self.height = image:getHeight()
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end
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end
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--[[---------------------------------------------------------
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- func: GetImageSize()
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- desc: gets the size of the object's image
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--]]---------------------------------------------------------
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function newobject:GetImageSize()
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local image = self.image
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if image then
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return image:getWidth(), image:getHeight()
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end
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end
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--[[---------------------------------------------------------
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- func: GetImageWidth()
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- desc: gets the width of the object's image
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--]]---------------------------------------------------------
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function newobject:GetImageWidth()
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local image = self.image
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if image then
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return image:getWidth()
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end
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end
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--[[---------------------------------------------------------
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- func: GetImageWidth()
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- desc: gets the height of the object's image
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--]]---------------------------------------------------------
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function newobject:GetImageHeight()
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local image = self.image
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if image then
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return image:getHeight()
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end
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end |