mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-11-18 16:04:22 +00:00
341 lines
7.5 KiB
Lua
341 lines
7.5 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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-- form object
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local newobject = loveframes.NewObject("form", "loveframes_object_form", 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 = "form"
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self.name = "Form"
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self.layout = "vertical"
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self.width = 200
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self.height = 50
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self.padding = 5
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self.spacing = 5
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self.topmargin = 12
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self.internal = false
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self.children = {}
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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 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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local children = self.children
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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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-- move to parent if there is a parent
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if parent ~= base and parent.type ~= "list" 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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self:CheckHover()
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for k, v in ipairs(children) do
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v:update(dt)
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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 children = self.children
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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.DrawForm or skins[defaultskin].DrawForm
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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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-- loop through the object's children and draw them
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for k, v in ipairs(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 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 children = self.children
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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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end
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for k, v in ipairs(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 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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local children = self.children
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if not visible then
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return
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end
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for k, v in ipairs(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: AddItem(object)
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- desc: adds an item to the object
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--]]---------------------------------------------------------
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function newobject:AddItem(object)
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local objtype = object.type
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if objtype == "frame" then
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return
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end
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local children = self.children
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local state = self.state
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object:Remove()
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object.parent = self
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object:SetState(state)
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table.insert(children, object)
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self:LayoutObjects()
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return self
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end
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--[[---------------------------------------------------------
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- func: RemoveItem(object or number)
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- desc: removes an item from the object
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--]]---------------------------------------------------------
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function newobject:RemoveItem(data)
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local dtype = type(data)
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if dtype == "number" then
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local children = self.children
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local item = children[data]
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if item then
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item:Remove()
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end
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else
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data:Remove()
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end
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self:LayoutObjects()
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return self
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end
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--[[---------------------------------------------------------
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- func: LayoutObjects()
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- desc: positions the object's children and calculates
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a new size for the object
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--]]---------------------------------------------------------
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function newobject:LayoutObjects()
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local layout = self.layout
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local padding = self.padding
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local spacing = self.spacing
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local topmargin = self.topmargin
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local children = self.children
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local width = padding * 2
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local height = padding * 2 + topmargin
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local x = padding
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local y = padding + topmargin
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if layout == "vertical" then
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local largest_width = 0
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for k, v in ipairs(children) do
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v.staticx = x
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v.staticy = y
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y = y + v.height + spacing
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height = height + v.height + spacing
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if v.width > largest_width then
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largest_width = v.width
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end
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end
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height = height - spacing
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self.width = width + largest_width
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self.height = height
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elseif layout == "horizontal" then
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local largest_height = 0
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for k, v in ipairs(children) do
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v.staticx = x
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v.staticy = y
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x = x + v.width + spacing
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width = width + v.width + spacing
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if v.height > largest_height then
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largest_height = v.height
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end
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end
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width = width - spacing
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self.width = width
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self.height = height + largest_height
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end
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return self
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end
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--[[---------------------------------------------------------
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- func: SetLayoutType(ltype)
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- desc: sets the object's layout type
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--]]---------------------------------------------------------
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function newobject:SetLayoutType(ltype)
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self.layout = ltype
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return self
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end
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--[[---------------------------------------------------------
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- func: GetLayoutType()
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- desc: gets the object's layout type
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--]]---------------------------------------------------------
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function newobject:GetLayoutType()
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return self.layout
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end
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--[[---------------------------------------------------------
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- func: SetTopMargin(margin)
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- desc: sets the margin between the top of the object
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and its children
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--]]---------------------------------------------------------
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function newobject:SetTopMargin(margin)
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self.topmargin = margin
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return self
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end
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--[[---------------------------------------------------------
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- func: GetTopMargin()
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- desc: gets the margin between the top of the object
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and its children
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--]]---------------------------------------------------------
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function newobject:GetTopMargin()
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return self.topmargin
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end
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--[[---------------------------------------------------------
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- func: SetName(name)
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- desc: sets the object's name
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--]]---------------------------------------------------------
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function newobject:SetName(name)
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self.name = name
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return self
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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 |