Pop.Box/elements/element.lua

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local graphics
graphics = love.graphics
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local floor, max
do
local _obj_0 = math
floor, max = _obj_0.floor, _obj_0.max
end
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local element
do
local _class_0
local _base_0 = {
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align = function(self, horizontal, vertical, toPixel)
if toPixel == nil then
toPixel = true
end
if not (self.data.align) then
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return self
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end
if horizontal then
self.data.horizontal = horizontal
end
if vertical then
self.data.vertical = vertical
end
self.data.x = self.parent.data.x
self.data.y = self.parent.data.y
local _exp_0 = self.data.horizontal
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if "left" == _exp_0 then
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self.data.x = self.data.x + max(self.parent.data.padding + self.parent.data.horizontalPadding, self.data.margin + self.data.horizontalMargin)
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elseif "center" == _exp_0 then
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self.data.x = self.data.x + ((self.parent.data.w - self.data.w) / 2)
elseif "right" == _exp_0 then
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self.data.x = self.data.x + (self.parent.data.w - self.data.w - max(self.parent.data.padding + self.parent.data.horizontalPadding, self.data.margin + self.data.horizontalMargin))
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end
local _exp_1 = self.data.vertical
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if "top" == _exp_1 then
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self.data.y = self.data.y + (self.parent.data.padding + self.data.margin + self.data.verticalMargin)
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elseif "center" == _exp_1 then
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self.data.y = self.data.y + ((self.parent.data.h - self.data.h) / 2)
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elseif "bottom" == _exp_1 then
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self.data.y = self.data.y + (self.parent.data.h - self.data.h - max(self.parent.data.padding + self.parent.data.verticalPadding, self.data.margin + self.data.verticalMargin))
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end
if toPixel then
self.data.x = floor(self.data.x)
self.data.y = floor(self.data.y)
end
return self
end,
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setPosition = function(self, x, y, toPixel)
if toPixel == nil then
toPixel = true
end
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local dx, dy = self.data.x, self.data.y
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if x then
self.data.x = x
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local _exp_0 = self.data.horizontal
if "center" == _exp_0 then
self.data.x = self.data.x - (self.data.w / 2)
elseif "right" == _exp_0 then
self.data.x = self.data.x - self.data.w
end
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end
if y then
self.data.y = y
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local _exp_0 = self.data.vertical
if "center" == _exp_0 then
self.data.y = self.data.y - (self.data.h / 2)
elseif "bottom" == _exp_0 then
self.data.y = self.data.y - self.data.h
end
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end
if toPixel then
self.data.x = floor(self.data.x)
self.data.y = floor(self.data.y)
end
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dx = self.data.x - dx
dy = self.data.y - dy
local _list_0 = self.child
for _index_0 = 1, #_list_0 do
local child = _list_0[_index_0]
child:move(dx, dy)
end
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return self
end,
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getPosition = function(self)
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local x, y = self.data.x, self.data.y
local _exp_0 = self.data.horizontal
if "center" == _exp_0 then
x = x + (self.data.w / 2)
elseif "right" == _exp_0 then
y = y + self.data.w
end
local _exp_1 = self.data.vertical
if "center" == _exp_1 then
y = y + (self.data.h / 2)
elseif "bottom" == _exp_1 then
y = y + self.data.h
end
return x, y
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end,
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setSize = function(self, w, h)
if w then
self.data.w = w
end
if h then
self.data.h = h
end
self:align()
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return self
end,
getSize = function(self)
return self.data.w, self.data.h
end,
setWidth = function(self, w)
self.data.w = w
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self:align()
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return self
end,
getWidth = function(self)
return self.data.w
end,
setHeight = function(self, h)
self.data.h = h
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self:align()
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return self
end,
getHeight = function(self)
return self.data.h
end,
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adjustSize = function(self, w, h)
local W, H = self:getSize()
if w then
W = W + w
end
if h then
H = H + h
end
self:setSize(W, H)
return self
end,
move = function(self, x, y)
if x == nil then
x = 0
end
if y == nil then
y = 0
end
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self.data.x = self.data.x + x
self.data.y = self.data.y + y
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local _list_0 = self.child
for _index_0 = 1, #_list_0 do
local child = _list_0[_index_0]
child:move(x, y)
end
return self
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end,
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setPadding = function(self, padding)
self.data.padding = padding
self:align()
return self
end,
getPadding = function(self)
return self.data.padding
end,
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indexOf = function(self, element)
for i = 1, #self.child do
if self.child[i] == element then
return i
end
end
end,
dataIndexOf = function(self, data)
for i = 1, #self.data.child do
if self.data.child[i] == data then
return i
end
end
end,
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delete = function(self)
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for i = #self.child, 1, -1 do
self.child[i]:delete()
end
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if self.parent then
for i = 1, #self.parent.child do
if self.parent.child[i] == self then
table.remove(self.parent.child, i)
break
end
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end
end
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if self.parent then
for i = 1, #self.parent.data.child do
if self.parent.data.child[i] == self.data then
table.remove(self.parent.data.child, i)
break
end
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end
end
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self.parent = nil
self.data.parent = nil
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self = nil
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end
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}
_base_0.__index = _base_0
_class_0 = setmetatable({
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__init = function(self, parent, data)
if data == nil then
data = { }
end
self.parent, self.data = parent, data
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if type(self.data) ~= "table" then
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self.data = { }
end
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if not (self.data.parent) then
self.data.parent = false
end
if not (self.data.child) then
self.data.child = { }
end
if not (self.data.type) then
self.data.type = "element"
end
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if not (self.data.x) then
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if self.parent then
self.data.x = self.parent.data.x
else
self.data.x = 0
end
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end
if not (self.data.y) then
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if self.parent then
self.data.y = self.parent.data.y
else
self.data.y = 0
end
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end
if not (self.data.w) then
self.data.w = 0
end
if not (self.data.h) then
self.data.h = 0
end
if self.data.update == nil then
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self.data.update = true
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end
if self.data.draw == nil then
self.data.draw = true
end
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if self.data.hoverable == nil then
self.data.hoverable = true
end
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if (self.data.align == nil) and self.parent then
self.data.align = true
end
if not (self.data.vertical) then
self.data.vertical = "top"
end
if not (self.data.horizontal) then
self.data.horizontal = "left"
end
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if not (self.data.margin) then
self.data.margin = 0
end
if not (self.data.horizontalMargin) then
self.data.horizontalMargin = 0
end
if not (self.data.verticalMargin) then
self.data.verticalMargin = 0
end
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if not (self.data.padding) then
self.data.padding = 0
end
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if not (self.data.horizontalPadding) then
self.data.horizontalPadding = 0
end
if not (self.data.verticalPadding) then
self.data.verticalPadding = 0
end
self.child = { }
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end,
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__base = _base_0,
__name = "element"
}, {
__index = _base_0,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
element = _class_0
return _class_0
end