mirror of
https://github.com/linux-man/LoveFrames.git
synced 2024-11-26 05:14:21 +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
434 lines
10 KiB
Lua
434 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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return function(loveframes)
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---------- module start ----------
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-- multichoice object
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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 = 200
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self.mousewheelscrollamount = 1500
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self.sortfunc = function(a, b) return a < b end
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self.haslist = false
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self.dtscrolling = true
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self.enabled = true
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self.internal = false
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self.choices = {}
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self.listheight = nil
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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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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 - (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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local haslist = self.haslist
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local enabled = self.enabled
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if hover and not haslist and enabled 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.haslist = true
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self.list = loveframes.objects["multichoicelist"]:new(self)
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self.list:SetState(self.state)
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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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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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return self
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end
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--[[---------------------------------------------------------
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- func: RemoveChoice(choice)
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- desc: removes the specified choice from the object's
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list of choices
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--]]---------------------------------------------------------
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function newobject:RemoveChoice(choice)
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local choices = self.choices
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for k, v in ipairs(choices) do
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if v == choice then
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table.remove(choices, k)
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break
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end
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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: 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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return self
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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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if self.list then
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self.list:Close()
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end
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if onchoiceselected then
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onchoiceselected(self, choice)
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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: 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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return self
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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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return self
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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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return self
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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: GetChoiceIndex()
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- desc: gets the current choice index
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--]]---------------------------------------------------------
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function newobject:GetChoiceIndex()
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local choices = self.choices
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for i, v in ipairs(choices) do
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if self.choice == v then
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return i
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end
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end
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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: 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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return self
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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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return self
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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:GetMouseWheelScrollAmount()
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return self.mousewheelscrollamount
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end
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--[[---------------------------------------------------------
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- func: SetDTScrolling(bool)
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- desc: sets whether or not the object should use delta
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time when scrolling
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--]]---------------------------------------------------------
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function newobject:SetDTScrolling(bool)
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self.dtscrolling = bool
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return self
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end
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--[[---------------------------------------------------------
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- func: GetDTScrolling()
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- desc: gets whether or not the object should use delta
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time when scrolling
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--]]---------------------------------------------------------
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function newobject:GetDTScrolling()
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return self.dtscrolling
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end
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--[[---------------------------------------------------------
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- func: Sort(func)
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- desc: sorts the object's choices
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--]]---------------------------------------------------------
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function newobject:Sort(func)
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local default = self.sortfunc
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if func then
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table.sort(self.choices, func)
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else
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table.sort(self.choices, default)
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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: SetSortFunction(func)
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- desc: sets the object's default sort function
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--]]---------------------------------------------------------
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function newobject:SetSortFunction(func)
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self.sortfunc = func
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return self
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end
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--[[---------------------------------------------------------
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- func: GetSortFunction(func)
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- desc: gets the object's default sort function
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--]]---------------------------------------------------------
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function newobject:GetSortFunction()
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return self.sortfunc
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end
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--[[---------------------------------------------------------
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- func: Clear()
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- desc: removes all choices from the object's list
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of choices
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--]]---------------------------------------------------------
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function newobject:Clear()
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self.choices = {}
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self.choice = ""
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self.text = "Select an option"
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return self
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end
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--[[---------------------------------------------------------
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- func: SetClickable(bool)
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- desc: sets whether or not the object is enabled
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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 or not the object is enabled
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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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---------- module end ----------
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end
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