LoveFrames/objects/internal/multichoice/multichoicerow.lua
Kenny Shields 072918fbea textinput custom cursor fixes
Updated the textinput custom cursor code to use the newest 0.9.0 cursor
functions
Fixed textinput custom cursors not being reset in certain situations
loveframes.hoverobject is now used to reference the currently hovered
object
loveframes.downobject has been added to assume the previous role of
loveframes.hoverobject
2013-10-30 19:05:10 -04:00

182 lines
4.1 KiB
Lua

--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
-- Copyright (c) 2013 Kenny Shields --
--]]------------------------------------------------
-- multichoicerow class
local newobject = loveframes.NewObject("multichoicerow", "loveframes_object_multichoicerow", true)
--[[---------------------------------------------------------
- func: initialize()
- desc: initializes the object
--]]---------------------------------------------------------
function newobject:initialize()
self.type = "multichoicerow"
self.text = ""
self.width = 50
self.height = 25
self.hover = false
self.internal = true
self.down = false
self.canclick = false
-- apply template properties to the object
loveframes.templates.ApplyToObject(self)
end
--[[---------------------------------------------------------
- func: update(deltatime)
- desc: updates the object
--]]---------------------------------------------------------
function newobject:update(dt)
local visible = self.visible
local alwaysupdate = self.alwaysupdate
if not visible then
if not alwaysupdate then
return
end
end
local parent = self.parent
local base = loveframes.base
local update = self.Update
self:CheckHover()
if not self.hover then
self.down = false
else
if loveframes.downobject == self then
self.down = true
end
end
if not self.down and loveframes.downobject == self then
self.hover = true
end
-- move to parent if there is a parent
if parent ~= base then
self.x = parent.x + self.staticx
self.y = parent.y + self.staticy
end
if update then
update(self, dt)
end
end
--[[---------------------------------------------------------
- func: draw()
- desc: draws the object
--]]---------------------------------------------------------
function newobject:draw()
local visible = self.visible
if not visible then
return
end
local skins = loveframes.skins.available
local skinindex = loveframes.config["ACTIVESKIN"]
local defaultskin = loveframes.config["DEFAULTSKIN"]
local selfskin = self.skin
local skin = skins[selfskin] or skins[skinindex]
local drawfunc = skin.DrawMultiChoiceRow or skins[defaultskin].DrawMultiChoiceRow
local draw = self.Draw
-- set the object's draw order
self:SetDrawOrder()
if draw then
draw(self)
else
drawfunc(self)
end
end
--[[---------------------------------------------------------
- func: mousepressed(x, y, button)
- desc: called when the player presses a mouse button
--]]---------------------------------------------------------
function newobject:mousepressed(x, y, button)
local visible = self.visible
if not visible then
return
end
local hover = self.hover
if hover and button == "l" then
self.down = true
loveframes.downobject = self
end
end
--[[---------------------------------------------------------
- func: mousereleased(x, y, button)
- desc: called when the player releases a mouse button
--]]---------------------------------------------------------
function newobject:mousereleased(x, y, button)
local visible = self.visible
if not visible then
return
end
local text = self.text
if self.hover and self.down and self.canclick and button == "l" then
self.parent.list:SelectChoice(text)
end
self.down = false
self.canclick = true
end
--[[---------------------------------------------------------
- func: keypressed(key)
- desc: called when the player presses a key
--]]---------------------------------------------------------
function newobject:keypressed(key, unicode)
local text = self.text
local selectedobject = loveframes.selectedobject
if key == "return" and selectedobject == self then
self.parent.list:SelectChoice(text)
end
end
--[[---------------------------------------------------------
- func: SetText(text)
- desc: sets the object's text
--]]---------------------------------------------------------
function newobject:SetText(text)
self.text = text
end
--[[---------------------------------------------------------
- func: GetText()
- desc: gets the object's text
--]]---------------------------------------------------------
function newobject:GetText()
return self.text
end