LoveFrames/objects/grid.lua
2014-02-11 07:34:07 -05:00

396 lines
9.4 KiB
Lua

--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
-- Copyright (c) 2012-2014 Kenny Shields --
--]]------------------------------------------------
-- grid object
local newobject = loveframes.NewObject("grid", "loveframes_object_grid", true)
--[[---------------------------------------------------------
- func: initialize()
- desc: initializes the object
--]]---------------------------------------------------------
function newobject:initialize()
self.type = "grid"
self.width = 100
self.height = 100
self.prevwidth = 100
self.prevheight = 100
self.rows = 0
self.columns = 0
self.cellwidth = 25
self.cellheight = 25
self.cellpadding = 5
self.itemautosize = false
self.children = {}
self.OnSizeChanged = nil
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates the object
--]]---------------------------------------------------------
function newobject:update(dt)
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
local alwaysupdate = self.alwaysupdate
if not visible then
if not alwaysupdate then
return
end
end
self:CheckHover()
local parent = self.parent
local children = self.children
local base = loveframes.base
-- move to parent if there is a parent
if parent ~= base then
self.x = self.parent.x + self.staticx
self.y = self.parent.y + self.staticy
end
local cw = self.cellwidth + (self.cellpadding * 2)
local ch = self.cellheight + (self.cellpadding * 2)
local prevwidth = self.prevwidth
local prevheight = self.prevheight
self.width = (self.columns * self.cellwidth) + (self.columns * (self.cellpadding * 2))
self.height = (self.rows * self.cellheight) + (self.rows * (self.cellpadding * 2))
if self.width ~= prevwidth or self.height ~= prevheight then
local onsizechanged = self.OnSizeChanged
self.prevwidth = self.width
self.prevheight = self.height
if onsizechanged then
onsizechanged(self)
end
end
for k, v in ipairs(children) do
local x = 0 + ((cw * v.gridcolumn) - cw ) + (cw/2 - v.width/2)
local y = 0 + ((ch * v.gridrow) - ch) + (ch/2 - v.height/2)
v.staticx = x
v.staticy = y
v:update(dt)
end
if update then
update(self, dt)
end
end
--[[---------------------------------------------------------
- func: draw()
- desc: draws the object
--]]---------------------------------------------------------
function newobject:draw()
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
return
end
local skins = loveframes.skins.available
local skinindex = loveframes.config["ACTIVESKIN"]
local defaultskin = loveframes.config["DEFAULTSKIN"]
local selfskin = self.skin
local skin = skins[selfskin] or skins[skinindex]
local drawfunc = skin.DrawGrid or skins[defaultskin].DrawGrid
local draw = self.Draw
local drawcount = loveframes.drawcount
local children = self.children
-- set the object's draw order
self:SetDrawOrder()
if draw then
draw(self)
else
drawfunc(self)
end
for k, v in ipairs(children) do
v:draw()
end
end
--[[---------------------------------------------------------
- func: mousepressed(x, y, button)
- desc: called when the player presses a mouse button
--]]---------------------------------------------------------
function newobject:mousepressed(x, y, button)
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
if not visible then
return
end
local children = self.children
local hover = self.hover
if hover and button == "l" then
local baseparent = self:GetBaseParent()
if baseparent and baseparent.type == "frame" then
baseparent:MakeTop()
end
end
for k, v in ipairs(children) do
v:mousepressed(x, y, button)
end
end
--[[---------------------------------------------------------
- func: mousereleased(x, y, button)
- desc: called when the player releases a mouse button
--]]---------------------------------------------------------
function newobject:mousereleased(x, y, button)
local state = loveframes.state
local selfstate = self.state
if state ~= selfstate then
return
end
local visible = self.visible
local children = self.children
if not visible then
return
end
for k, v in ipairs(children) do
v:mousereleased(x, y, button)
end
end
--[[---------------------------------------------------------
- func: AddItem(object, row, column)
- desc: adds and item to the object
--]]---------------------------------------------------------
function newobject:AddItem(object, row, column)
local itemautosize = self.itemautosize
local children = self.children
object:Remove()
table.insert(children, object)
object.parent = self
object.gridrow = row
object.gridcolumn = column
if itemautosize then
local cw = self.cellwidth + (self.cellpadding * 2)
local ch = self.cellheight + (self.cellpadding * 2)
object.width = cw - (self.cellpadding * 2)
object.height = ch - (self.cellpadding * 2)
end
return self
end
--[[---------------------------------------------------------
- func: GetItem(row, column)
- desc: gets an item from the object at the specified
row and column
--]]---------------------------------------------------------
function newobject:GetItem(row, column)
local children = self.children
for k, v in ipairs(children) do
if v.gridrow == row and v.gridcolumn == column then
return v
end
end
return false
end
--[[---------------------------------------------------------
- func: SetItemAutoSize(bool)
- desc: sets whether or not the object should auto-size
its items
--]]---------------------------------------------------------
function newobject:SetItemAutoSize(bool)
self.itemautosize = bool
return self
end
--[[---------------------------------------------------------
- func: GetItemAutoSize()
- desc: gets whether or not the object should auto-size
its items
--]]---------------------------------------------------------
function newobject:GetItemAutoSize()
return self.itemautosize
end
--[[---------------------------------------------------------
- func: SetRows(rows)
- desc: sets the number of rows the object should have
--]]---------------------------------------------------------
function newobject:SetRows(rows)
self.rows = rows
return self
end
--[[---------------------------------------------------------
- func: SetRows(rows)
- desc: gets the number of rows the object has
--]]---------------------------------------------------------
function newobject:GetRows()
return self.rows
end
--[[---------------------------------------------------------
- func: SetColumns(columns)
- desc: sets the number of columns the object should
have
--]]---------------------------------------------------------
function newobject:SetColumns(columns)
self.columns = columns
return self
end
--[[---------------------------------------------------------
- func: GetColumns()
- desc: gets the number of columns the object has
--]]---------------------------------------------------------
function newobject:GetColumns()
return self.columns
end
--[[---------------------------------------------------------
- func: SetCellWidth(width)
- desc: sets the width of the object's cells
--]]---------------------------------------------------------
function newobject:SetCellWidth(width)
self.cellwidth = width
return self
end
--[[---------------------------------------------------------
- func: GetCellWidth()
- desc: gets the width of the object's cells
--]]---------------------------------------------------------
function newobject:GetCellWidth()
return self.cellwidth
end
--[[---------------------------------------------------------
- func: SetCellHeight(height)
- desc: sets the height of the object's cells
--]]---------------------------------------------------------
function newobject:SetCellHeight(height)
self.cellheight = height
return self
end
--[[---------------------------------------------------------
- func: GetCellHeight()
- desc: gets the height of the object's cells
--]]---------------------------------------------------------
function newobject:GetCellHeight()
return self.cellheight
end
--[[---------------------------------------------------------
- func: SetCellSize(width, height)
- desc: sets the size of the object's cells
--]]---------------------------------------------------------
function newobject:SetCellSize(width, height)
self.cellwidth = width
self.cellheight = height
return self
end
--[[---------------------------------------------------------
- func: GetCellSize()
- desc: gets the size of the object's cells
--]]---------------------------------------------------------
function newobject:GetCellSize()
return self.cellwidth, self.cellheight
end
--[[---------------------------------------------------------
- func: SetCellPadding(padding)
- desc: sets the padding of the object's cells
--]]---------------------------------------------------------
function newobject:SetCellPadding(padding)
self.cellpadding = padding
return self
end
--[[---------------------------------------------------------
- func: GetCellPadding
- desc: gets the padding of the object's cells
--]]---------------------------------------------------------
function newobject:GetCellPadding()
return self.cellpadding
end