mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-11-18 16:04:22 +00:00
edab2be4c7
- Grid span feature - Added offset from parent to update each element (for correct positioning relative to each parent) - OnClick event rework - Multichoice: new function GetChoiceIndex - Added positioning of items in the grid using the align parameter in AddItem - Correct positioning of multichoice-arrow image - Fixed stencil test for list - Fixed a bug that can trigger OnClick events again, even if the mouse cursor is not already hovering over the object - Fixed a bug where "backspace" leads to an incorrect positioning of the entry if the text is overflowed 'textinput' element
365 lines
8.2 KiB
Lua
365 lines
8.2 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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return function(loveframes)
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---------- module start ----------
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-- imagebutton object
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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.imagecolor = {1, 1, 1, 1}
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self.OnClick = nil
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self.groupIndex = 0
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self.checked = false
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self:SetDrawFunc()
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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 - (parent.offsetx or 0)
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self.y = self.parent.y + self.staticy - (parent.offsety or 0)
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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: 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 == 1 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 == 1 then
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if enabled then
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if self.groupIndex ~= 0 then
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local baseparent = self.parent
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if baseparent then
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for k, v in ipairs(baseparent.children) do
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if v.groupIndex then
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if v.groupIndex == self.groupIndex then
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v.checked = false
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end
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end
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end
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end
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self.checked = true
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end
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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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return self
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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: SetFont(font)
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- desc: sets the object's font, nil uses the skin's default
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--]]---------------------------------------------------------
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function newobject:SetFont(font)
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self.font = font
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return self
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end
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--[[---------------------------------------------------------
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- func: GetFont()
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- desc: gets the object's font
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--]]---------------------------------------------------------
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function newobject:GetFont()
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return self.font
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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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return self
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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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return self
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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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self.image:setFilter("nearest", "nearest")
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else
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self.image = image
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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: 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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return self
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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
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--[[---------------------------------------------------------
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- func: SetColor(r, g, b, a)
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- desc: sets the object's color
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--]]---------------------------------------------------------
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function newobject:SetColor(r, g, b, a)
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self.imagecolor = {r, g, b, a}
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return self
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end
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--[[---------------------------------------------------------
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- func: GetColor()
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- desc: gets the object's color
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--]]---------------------------------------------------------
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function newobject:GetColor()
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return unpack(self.imagecolor)
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end
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---------- module end ----------
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end
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