mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-12-03 18:24:21 +00:00
428 lines
10 KiB
Lua
428 lines
10 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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-- multichoicelist class
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local newobject = loveframes.NewObject("multichoicelist", "loveframes_object_multichoicelist", 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(object)
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self.type = "multichoicelist"
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self.parent = loveframes.base
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self.list = object
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self.x = object.x
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self.y = object.y + self.list.height
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self.width = self.list.width
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self.height = 0
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self.clickx = 0
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self.clicky = 0
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self.padding = self.list.listpadding
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self.spacing = self.list.listspacing
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self.buttonscrollamount = object.buttonscrollamount
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self.mousewheelscrollamount = object.mousewheelscrollamount
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self.offsety = 0
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self.offsetx = 0
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self.extrawidth = 0
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self.extraheight = 0
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self.canremove = false
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self.dtscrolling = self.list.dtscrolling
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self.internal = true
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self.vbar = false
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self.children = {}
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self.internals = {}
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for k, v in ipairs(object.choices) do
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local row = loveframes.objects["multichoicerow"]:new()
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row:SetText(v)
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self:AddItem(row)
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end
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table.insert(loveframes.base.internals, self)
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-- apply template properties to the object
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loveframes.templates.ApplyToObject(self)
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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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local width = love.graphics.getWidth()
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local height = love.graphics.getHeight()
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local x, y = love.mouse.getPosition()
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local selfcol = loveframes.util.BoundingBox(x, self.x, y, self.y, 1, self.width, 1, self.height)
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local parent = self.parent
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local base = loveframes.base
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local upadte = self.Update
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local internals = self.internals
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local children = self.children
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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 = parent.x + self.staticx
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self.y = parent.y + self.staticy
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end
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if self.x < 0 then
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self.x = 0
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end
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if self.x + self.width > width then
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self.x = width - self.width
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end
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if self.y < 0 then
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self.y = 0
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end
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if self.y + self.height > height then
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self.y = height - self.height
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end
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for k, v in ipairs(internals) do
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v:update(dt)
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end
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for k, v in ipairs(children) do
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v:update(dt)
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v:SetClickBounds(self.x, self.y, self.width, self.height)
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v.y = (v.parent.y + v.staticy) - self.offsety
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v.x = (v.parent.x + v.staticx) - self.offsetx
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end
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if upadte then
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upadte(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 x = self.x
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local y = self.y
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local width = self.width
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local height = self.height
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local stencilfunc = function() love.graphics.rectangle("fill", x, y, width, height) 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.DrawMultiChoiceList or skins[defaultskin].DrawMultiChoiceList
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local drawoverfunc = skin.DrawOverMultiChoiceList or skins[defaultskin].DrawOverMultiChoiceList
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local draw = self.Draw
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local drawcount = loveframes.drawcount
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local internals = self.internals
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local children = self.children
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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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for k, v in ipairs(internals) do
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v:draw()
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end
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love.graphics.setStencil(stencilfunc)
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for k, v in ipairs(children) do
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local col = loveframes.util.BoundingBox(self.x, v.x, self.y, v.y, self.width, v.width, self.height, v.height)
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if col then
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v:draw()
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end
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end
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love.graphics.setStencil()
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if not draw then
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drawoverfunc(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 selfcol = loveframes.util.BoundingBox(x, self.x, y, self.y, 1, self.width, 1, self.height)
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local toplist = self:IsTopList()
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local internals = self.internals
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local children = self.children
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local scrollamount = self.mousewheelscrollamount
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if not selfcol and self.canremove and button == "l" then
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self:Close()
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end
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if self.vbar and toplist then
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local bar = internals[1].internals[1].internals[1]
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local dtscrolling = self.dtscrolling
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if dtscrolling then
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local dt = love.timer.getDelta()
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if button == "wu" then
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bar:Scroll(-scrollamount * dt)
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elseif button == "wd" then
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bar:Scroll(scrollamount * dt)
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end
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else
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if button == "wu" then
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bar:Scroll(-scrollamount)
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elseif button == "wd" then
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bar:Scroll(scrollamount)
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end
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end
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end
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for k, v in ipairs(internals) do
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v:mousepressed(x, y, button)
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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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if not visible then
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return
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end
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local internals = self.internals
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local children = self.children
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self.canremove = true
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for k, v in ipairs(internals) do
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v:mousereleased(x, y, button)
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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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if object.type ~= "multichoicerow" then
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return
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end
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object.parent = self
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table.insert(self.children, object)
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self:CalculateSize()
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self:RedoLayout()
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end
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--[[---------------------------------------------------------
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- func: RemoveItem(object)
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- desc: removes an item from the object
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--]]---------------------------------------------------------
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function newobject:RemoveItem(object)
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local children = self.children
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for k, v in ipairs(children) do
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if v == object then
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table.remove(children, k)
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end
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end
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self:CalculateSize()
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self:RedoLayout()
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end
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--[[---------------------------------------------------------
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- func: CalculateSize()
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- desc: calculates the size of the object's children
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--]]---------------------------------------------------------
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function newobject:CalculateSize()
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self.height = self.padding
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if self.list.listheight then
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self.height = self.list.listheight
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else
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for k, v in ipairs(self.children) do
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self.height = self.height + (v.height + self.spacing)
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end
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end
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if self.height > love.graphics.getHeight() then
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self.height = love.graphics.getHeight()
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end
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local numitems = #self.children
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local height = self.height
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local padding = self.padding
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local spacing = self.spacing
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local itemheight = self.padding
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local vbar = self.vbar
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local children = self.children
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for k, v in ipairs(children) do
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itemheight = itemheight + v.height + spacing
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end
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self.itemheight = (itemheight - spacing) + padding
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if self.itemheight > height then
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self.extraheight = self.itemheight - height
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if not vbar then
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local scroll = loveframes.objects["scrollbody"]:new(self, "vertical")
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table.insert(self.internals, scroll)
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self.vbar = true
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end
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else
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if vbar then
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self.internals[1]:Remove()
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self.vbar = false
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self.offsety = 0
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end
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end
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end
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--[[---------------------------------------------------------
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- func: RedoLayout()
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- desc: used to redo the layour of the object
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--]]---------------------------------------------------------
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function newobject:RedoLayout()
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local children = self.children
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local padding = self.padding
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local spacing = self.spacing
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local starty = padding
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local vbar = self.vbar
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if #children > 0 then
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for k, v in ipairs(children) do
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v.staticx = padding
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v.staticy = starty
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if vbar then
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v.width = (self.width - self.internals[1].width) - padding * 2
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self.internals[1].staticx = self.width - self.internals[1].width
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self.internals[1].height = self.height
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else
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v.width = self.width - padding * 2
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end
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starty = starty + v.height
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starty = starty + spacing
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end
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end
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end
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--[[---------------------------------------------------------
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- func: SetPadding(amount)
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- desc: sets the object's padding
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--]]---------------------------------------------------------
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function newobject:SetPadding(amount)
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self.padding = amount
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end
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--[[---------------------------------------------------------
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- func: SetSpacing(amount)
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- desc: sets the object's spacing
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--]]---------------------------------------------------------
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function newobject:SetSpacing(amount)
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self.spacing = amount
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end
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--[[---------------------------------------------------------
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- func: Close()
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- desc: closes the object
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--]]---------------------------------------------------------
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function newobject:Close()
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self:Remove()
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self.list.haslist = false
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end |