mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-11-26 05:14:21 +00:00
289 lines
7.6 KiB
Lua
289 lines
7.6 KiB
Lua
--[[------------------------------------------------
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-- Love Frames - A GUI library for LOVE --
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-- Copyright (c) 2012 Kenny Shields --
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--]]------------------------------------------------
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-- multichoice class
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local newobject = loveframes.NewObject("multichoice", "loveframes_object_multichoice", 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 = "multichoice"
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self.choice = ""
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self.text = "Select an option"
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self.width = 200
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self.height = 25
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self.listpadding = 0
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self.listspacing = 0
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self.buttonscrollamount = 0.10
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self.mousewheelscrollamount = 5
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self.haslist = false
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self.internal = false
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self.choices = {}
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self.listheight = 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 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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-- 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 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.DrawMultiChoice or skins[defaultskin].DrawMultiChoice
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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 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 haslist = self.haslist
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if hover and not haslist 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.haslist = true
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self.list = loveframes.objects["multichoicelist"]:new(self)
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loveframes.hoverobject = 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 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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end
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--[[---------------------------------------------------------
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- func: AddChoice(choice)
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- desc: adds a choice to the current list of choices
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--]]---------------------------------------------------------
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function newobject:AddChoice(choice)
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local choices = self.choices
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table.insert(choices, choice)
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end
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--[[---------------------------------------------------------
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- func: SetChoice(choice)
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- desc: sets the current choice
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--]]---------------------------------------------------------
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function newobject:SetChoice(choice)
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self.choice = choice
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end
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--[[---------------------------------------------------------
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- func: SelectChoice(choice)
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- desc: selects a choice
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--]]---------------------------------------------------------
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function newobject:SelectChoice(choice)
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local onchoiceselected = self.OnChoiceSelected
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self.choice = choice
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self.list:Close()
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if onchoiceselected then
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onchoiceselected(self, choice)
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end
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end
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--[[---------------------------------------------------------
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- func: SetListHeight(height)
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- desc: sets the height of the list of choices
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--]]---------------------------------------------------------
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function newobject:SetListHeight(height)
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self.listheight = height
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end
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--[[---------------------------------------------------------
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- func: SetPadding(padding)
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- desc: sets the padding of the list of choices
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--]]---------------------------------------------------------
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function newobject:SetPadding(padding)
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self.listpadding = padding
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end
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--[[---------------------------------------------------------
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- func: SetSpacing(spacing)
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- desc: sets the spacing of the list of choices
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--]]---------------------------------------------------------
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function newobject:SetSpacing(spacing)
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self.listspacing = spacing
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end
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--[[---------------------------------------------------------
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- func: GetValue()
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- desc: gets the value (choice) of the object
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--]]---------------------------------------------------------
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function newobject:GetValue()
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return self.choice
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end
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--[[---------------------------------------------------------
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- func: GetChoice()
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- desc: gets the current choice (same as get value)
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--]]---------------------------------------------------------
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function newobject:GetChoice()
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return self.choice
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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: SetButtonScrollAmount(speed)
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- desc: sets the scroll amount of the object's scrollbar
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buttons
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--]]---------------------------------------------------------
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function newobject:SetButtonScrollAmount(amount)
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self.buttonscrollamount = amount
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end
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--[[---------------------------------------------------------
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- func: GetButtonScrollAmount()
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- desc: gets the scroll amount of the object's scrollbar
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buttons
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--]]---------------------------------------------------------
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function newobject:GetButtonScrollAmount()
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return self.buttonscrollamount
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end
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--[[---------------------------------------------------------
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- func: SetMouseWheelScrollAmount(amount)
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- desc: sets the scroll amount of the mouse wheel
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--]]---------------------------------------------------------
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function newobject:SetMouseWheelScrollAmount(amount)
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self.mousewheelscrollamount = amount
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end
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--[[---------------------------------------------------------
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- func: GetMouseWheelScrollAmount()
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- desc: gets the scroll amount of the mouse wheel
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--]]---------------------------------------------------------
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function newobject:GetButtonScrollAmount()
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return self.mousewheelscrollamount
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end |