mirror of
https://github.com/TangentFoxy/Pop.Box.git
synced 2024-12-15 12:44:20 +00:00
297 lines
7.7 KiB
Lua
297 lines
7.7 KiB
Lua
local graphics
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graphics = love.graphics
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local floor
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floor = math.floor
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local insert, remove
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do
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local _obj_0 = table
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insert, remove = _obj_0.insert, _obj_0.remove
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end
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local tonumber = tonumber
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local element
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do
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local _class_0
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local _base_0 = {
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debugDraw = function(self)
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graphics.setLineWidth(0.5)
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graphics.setColor(0, 0, 0, 100)
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graphics.rectangle("fill", self.x, self.y, self.w, self.h)
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graphics.setColor(0, 200, 0, 200)
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graphics.rectangle("line", self.x, self.y, self.w, self.h)
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graphics.setColor(200, 255, 200, 255)
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graphics.print("e", self.x, self.y)
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return self
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end,
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addChild = function(self, child)
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if child.parent then
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child.parent:removeChild(child)
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end
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insert(self.child, child)
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child.parent = self
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child:align()
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return self
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end,
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removeChild = function(self, child)
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if tonumber(child) == child then
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self.child[child].parent = false
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return remove(self.child, child)
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else
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for k, v in ipairs(self.child) do
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if v == child then
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return remove(self.child, k)
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end
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end
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return "Element \"" .. tostring(child) .. "\" is not a child of element \"" .. tostring(self) .. "\". Cannot remove it."
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end
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end,
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getChildren = function(self)
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return self.child
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end,
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move = function(self, x, y)
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if x then
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self.x = self.x + x
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end
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if y then
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self.y = self.y + y
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end
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for i = 1, #self.child do
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if not (self.child[i].excludeMovement) then
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self.child[i]:move(x, y)
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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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setPosition = function(self, x, y)
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local oldX = self.x
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local oldY = self.y
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if x then
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local _exp_0 = self.horizontal
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if "left" == _exp_0 then
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self.x = x
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elseif "center" == _exp_0 then
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self.x = x - self.w / 2
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elseif "right" == _exp_0 then
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self.x = x - self.w
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end
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else
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x = oldX
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end
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if y then
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local _exp_0 = self.vertical
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if "top" == _exp_0 then
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self.y = y
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elseif "center" == _exp_0 then
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self.y = y - self.h / 2
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elseif "bottom" == _exp_0 then
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self.y = y - self.h
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end
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else
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y = oldY
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end
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for i = 1, #self.child do
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self.child[i]:move(x - oldX, y - oldY)
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end
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return self
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end,
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getPosition = function(self)
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local resultX = self.x
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local resultY = self.y
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local _exp_0 = self.horizontal
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if "center" == _exp_0 then
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resultX = resultX + (self.w / 2)
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elseif "right" == _exp_0 then
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resultY = resultY + self.w
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end
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local _exp_1 = self.vertical
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if "center" == _exp_1 then
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resultY = resultY + (self.h / 2)
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elseif "bottom" == _exp_1 then
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resultY = resultY + self.h
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end
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return resultX, resultY
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end,
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setSize = function(self, w, h)
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if w then
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local _exp_0 = self.horizontal
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if "center" == _exp_0 then
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self.x = self.x - ((w - self.w) / 2)
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elseif "right" == _exp_0 then
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self.x = self.x - (w - self.w)
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end
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self.w = w
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end
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if h then
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local _exp_0 = self.vertical
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if "center" == _exp_0 then
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self.y = self.y - ((h - self.h) / 2)
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elseif "bottom" == _exp_0 then
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self.y = self.y - (h - self.h)
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end
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self.h = h
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end
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return self
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end,
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getSize = function(self)
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return self.w, self.h
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end,
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setWidth = function(self, w)
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local _exp_0 = self.horizontal
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if "center" == _exp_0 then
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self.x = self.x - ((w - self.w) / 2)
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elseif "right" == _exp_0 then
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self.x = self.x - (w - self.w)
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end
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self.w = w
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return self
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end,
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getWidth = function(self)
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return self.w
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end,
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setHeight = function(self, h)
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local _exp_0 = self.vertical
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if "center" == _exp_0 then
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self.y = self.y - ((h - self.h) / 2)
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elseif "bottom" == _exp_0 then
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self.y = self.y - (h - self.h)
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end
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self.h = h
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return self
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end,
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getHeight = function(self)
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return self.h
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end,
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adjustSize = function(self, w, h)
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local W, H = self:getSize()
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if w then
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W = W + w
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end
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if h then
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H = H + h
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end
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self:setSize(W, H)
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return self
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end,
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align = function(self, horizontal, vertical, toPixel)
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if toPixel == nil then
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toPixel = true
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end
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self:setAlignment(horizontal, vertical)
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self.x = self.parent.x
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self.y = self.parent.y
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local _exp_0 = self.horizontal
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if "left" == _exp_0 then
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self.x = self.x + self.spacing
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elseif "center" == _exp_0 then
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self.x = self.x + ((self.parent.w - self.w) / 2)
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elseif "right" == _exp_0 then
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self.x = self.x + (self.parent.w - self.w - self.spacing)
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end
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local _exp_1 = self.vertical
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if "top" == _exp_1 then
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self.y = self.y + self.spacing
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elseif "center" == _exp_1 then
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self.y = self.y + ((self.parent.h - self.h) / 2)
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elseif "bottom" == _exp_1 then
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self.y = self.y + (self.parent.h - self.h - self.spacing)
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end
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if toPixel then
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self.x = floor(self.x)
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self.y = floor(self.y)
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end
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return self
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end,
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alignTo = function(self, element, horizontal, vertical, toPixel)
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if toPixel == nil then
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toPixel = true
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end
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local parent = self.parent
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self.parent = element
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self:align(horizontal, vertical, toPixel)
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self.parent = parent
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return self
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end,
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setAlignment = function(self, horizontal, vertical)
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if horizontal then
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self.horizontal = horizontal
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end
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if vertical then
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self.vertical = vertical
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end
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return self
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end,
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getAlignment = function(self)
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return self.horizontal, self.vertical
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end,
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setMargin = function(self, spacing)
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self.spacing = spacing
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self:align()
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return self
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end,
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getMargin = function(self)
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return self.spacing
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end,
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fill = function(self)
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self.x = self.parent.x + self.spacing
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self.y = self.parent.y + self.spacing
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self.w = self.parent.w - self.spacing * 2
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self.h = self.parent.h - self.spacing * 2
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end,
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delete = function(self)
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for k, v in ipairs(self.child) do
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v:delete()
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end
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self.parent:removeChild(self)
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self = nil
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return nil
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end,
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getVisibility = function(self)
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return (not self.excludeDraw)
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end,
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setVisibility = function(self, isVisible)
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self.excludeDraw = (not isVisible)
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return self
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end,
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getStatic = function(self)
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return self.excludeMovement
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end,
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setStatic = function(self, isStatic)
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self.excludeMovement = isStatic
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return self
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end
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}
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_base_0.__index = _base_0
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_class_0 = setmetatable({
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__init = function(self, parent)
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self.parent = parent
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self.child = { }
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self.w = 0
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self.h = 0
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self.spacing = 0
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if parent then
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self.x = parent.x
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self.y = parent.y
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else
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self.x = 0
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self.y = 0
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end
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self.horizontal = "left"
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self.vertical = "top"
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self.excludeDraw = false
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self.excludeUpdate = false
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self.excludeMovement = false
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end,
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__base = _base_0,
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__name = "element"
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}, {
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__index = _base_0,
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__call = function(cls, ...)
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local _self_0 = setmetatable({}, _base_0)
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cls.__init(_self_0, ...)
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return _self_0
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end
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})
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_base_0.__class = _class_0
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element = _class_0
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return _class_0
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end
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