mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-11-18 16:04:22 +00:00
236 lines
4.6 KiB
Lua
236 lines
4.6 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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-- button object
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local newobject = loveframes.NewObject("treenode", "loveframes_object_treenode", 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 = "treenode"
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self.text = "Node"
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self.width = 250
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self.height = 16
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self.level = 0
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self.leftpadding = 0
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self.open = false
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self.internal = true
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self.internals = {}
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self.icon = 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 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 parent = self.parent
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local base = loveframes.base
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local update = self.Update
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local tree = self.tree
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self:SetClickBounds(tree.x, tree.y, tree.width, tree.height)
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for k, v in ipairs(self.internals) do
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if v.type == "treenode" then
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if self.open then
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v.x = v.tree.x - v.tree.offsetx
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v.y = (v.tree.y + self.tree.itemheight) - v.tree.offsety
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if v.width > self.tree.itemwidth then
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self.tree.itemwidth = v.width
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end
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self.tree.itemheight = self.tree.itemheight + v.height
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v:update(dt)
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end
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else
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v:update(dt)
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end
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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 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.DrawTreeNode or skins[defaultskin].DrawTreeNode
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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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for k, v in ipairs(self.internals) do
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if v.type == "treenode" then
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if self.open then
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v:draw()
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end
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else
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v:draw()
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end
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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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for k, v in ipairs(self.internals) 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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for k, v in ipairs(self.internals) do
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v:mousereleased(x, y, button)
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end
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end
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function newobject:SetIcon(icon)
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if type(icon) == "string" then
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self.icon = love.graphics.newImage(icon)
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else
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self.icon = icon
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end
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return self
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end
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function newobject:GetIcon()
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return self.icon
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end
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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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function newobject:GetText()
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return self.text
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end
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function newobject:AddNode(text)
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if not self.internals[1] then
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local openbutton = loveframes.objects["treenodebutton"]:new()
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openbutton.parent = self
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openbutton.staticx = 2
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openbutton.staticy = 2
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table.insert(self.internals, openbutton)
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end
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local node = loveframes.objects["treenode"]:new()
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node.parent = self
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node.tree = self.tree
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node.text = text
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node.level = self.level + 1
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table.insert(self.internals, node)
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return node
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end
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function newobject:SetOpen(bool)
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self.open = bool
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return self
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end |