clocktoy/loveframes/skins/Default/skin.lua

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--[[------------------------------------------------
-- Love Frames - A GUI library for LOVE --
-- Copyright (c) 2012-2014 Kenny Shields --
--]]------------------------------------------------
return function(loveframes)
---------- module start ----------
-- skin table
local skin = {}
-- skin info (you always need this in a skin)
skin.name = "Default"
skin.author = "ingsoc451"
skin.version = "0.9"
local color = function(s, a) return {loveframes.Color(s, a)} end
-- Controls
skin.controls = {}
skin.controls.smallfont = love.graphics.newFont(11)
skin.controls.imagebuttonfont = love.graphics.newFont(15)
skin.controls.color_image = color"FFFFFF"
skin.controls.color_back0 = color"f0f0f0"
skin.controls.color_back1 = color"e0e0e0"
skin.controls.color_back2 = color"c0c0c0"
skin.controls.color_back3 = color"a0a0a0"
skin.controls.color_fore0 = color"505050"
skin.controls.color_fore1 = color"373737"
skin.controls.color_fore2 = color"202020"
skin.controls.color_fore3 = color"101010"
skin.controls.color_active = color"6298b3" --some blue
-- Directives
skin.directives = {}
skin.directives.text_default_color = skin.controls.color_fore0
local function ParseHeaderText(str, hx, hwidth, tx)
local font = love.graphics.getFont()
local twidth = love.graphics.getFont():getWidth(str)
if (tx + twidth) - hwidth/2 > hx + hwidth then
if #str > 1 then
return ParseHeaderText(loveframes.utf8.sub(str, 1, #str - 1), hx, hwidth, tx, twidth)
else
return str
end
else
return str
end
end
local function ParseRowText(str, rx, rwidth, tx1, tx2)
local twidth = love.graphics.getFont():getWidth(str)
if (tx1 + tx2) + twidth > rx + rwidth then
if #str > 1 then
return ParseRowText(loveframes.utf8.sub(str, 1, #str - 1), rx, rwidth, tx1, tx2)
else
return str
end
else
return str
end
end
function skin.PrintText(text, x, y)
love.graphics.print(text, math.floor(x + 0.5), math.floor(y + 0.5))
end
--[[---------------------------------------------------------
- func: OutlinedRectangle(x, y, width, height, ovt, ovb, ovl, ovr)
- desc: creates and outlined rectangle
--]]---------------------------------------------------------
function skin.OutlinedRectangle(x, y, width, height, ovt, ovb, ovl, ovr)
local ovt = ovt or false
local ovb = ovb or false
local ovl = ovl or false
local ovr = ovr or false
-- top
if not ovt then
love.graphics.rectangle("fill", x, y, width, 1)
end
-- bottom
if not ovb then
love.graphics.rectangle("fill", x, y + height - 1, width, 1)
end
-- left
if not ovl then
love.graphics.rectangle("fill", x, y, 1, height)
end
-- right
if not ovr then
love.graphics.rectangle("fill", x + width - 1, y, 1, height)
end
end
--[[---------------------------------------------------------
- func: DrawFrame(object)
- desc: draws the frame object
--]]---------------------------------------------------------
function skin.frame(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local hover = object:IsTopChild()
local name = object:GetName()
local icon = object:GetIcon()
local font = skin.controls.smallfont
local body = skin.controls.color_back0
local top = hover and skin.controls.color_active or skin.controls.color_fore0
local fore = skin.controls.color_back0
local border = skin.controls.color_back1
-- frame body
love.graphics.setColor(body)
love.graphics.rectangle("fill", x, y, width, height)
-- frame top bar
love.graphics.setColor(top)
love.graphics.rectangle("fill", x, y, width, 25)
-- frame name section
love.graphics.setFont(font)
if icon then
local iconwidth = icon:getWidth()
local iconheight = icon:getHeight()
--icon:setFilter("nearest", "nearest")
love.graphics.setColor(skin.controls.color_image)
love.graphics.draw(icon, x + 5, y + 5)
love.graphics.setColor(fore)
skin.PrintText(name, x + iconwidth + 10, y + 5)
else
love.graphics.setColor(fore)
skin.PrintText(name, x + 5, y + 5)
end
-- frame border
love.graphics.setColor(border)
skin.OutlinedRectangle(x, y, width, height)
love.graphics.setColor(border)
skin.OutlinedRectangle(x, y, width, height)
end
--[[---------------------------------------------------------
- func: DrawButton(object)
- desc: draws the button object
--]]---------------------------------------------------------
function skin.button(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local hover = object:GetHover()
local text = object:GetText()
local font = skin.controls.smallfont
local twidth = font:getWidth(object.text)
local theight = font:getHeight(object.text)
local down = object:GetDown()
local checked = object.checked
local enabled = object:GetEnabled()
local clickable = object:GetClickable()
local back, fore, border
love.graphics.setFont(font)
if not enabled or not clickable then
back = skin.controls.color_back1
fore = skin.controls.color_back2
border = skin.controls.color_back2
-- button body
love.graphics.setColor(back)
love.graphics.rectangle("fill", x, y, width, height)
-- button text
love.graphics.setFont(font)
love.graphics.setColor(skin.controls.color_back3)
skin.PrintText(text, x + width/2 - twidth/2, y + height/2 - theight/2)
-- button border
love.graphics.setColor(border)
skin.OutlinedRectangle(x, y, width, height)
return
end
if object.toggleable then
if hover then
if down then
back = skin.controls.color_active
fore = skin.controls.color_back0
border = skin.controls.color_fore2
else
back = skin.controls.color_active
fore = skin.controls.color_back0
border = skin.controls.color_fore1
end
else
if object.toggle then
back = skin.controls.color_fore0
fore = skin.controls.color_back0
border = skin.controls.color_fore2
else
back = skin.controls.color_back2
fore = skin.controls.color_fore0
border = skin.controls.color_fore0
end
end
-- button body
love.graphics.setColor(back)
love.graphics.rectangle("fill", x, y, width, height)
-- button text
love.graphics.setColor(fore)
skin.PrintText(text, x + width/2 - twidth/2, y + height/2 - theight/2)
-- button border
love.graphics.setColor(border)
skin.OutlinedRectangle(x, y, width, height)
else
if down or checked then
back = skin.controls.color_fore0
fore = skin.controls.color_back0
border = skin.controls.color_fore2
elseif hover then
back = skin.controls.color_active
fore = skin.controls.color_back0
border = skin.controls.color_fore1
else
back = skin.controls.color_back2
fore = skin.controls.color_fore0
border = skin.controls.color_fore0
end
-- button body
love.graphics.setColor(back)
love.graphics.rectangle("fill", x, y, width, height)
-- button text
if object.image then
love.graphics.setColor(skin.controls.color_image)
love.graphics.draw(object.image, x + 5, y + height/2 - object.image:getHeight()/2)
end
love.graphics.setColor(fore)
skin.PrintText(text, x + width/2 - twidth/2, y + height/2 - theight/2)
-- button border
love.graphics.setColor(border)
skin.OutlinedRectangle(x, y, width, height)
end
love.graphics.setColor(skin.controls.color_back0)
skin.OutlinedRectangle(x + 1, y + 1, width - 2, height - 2)
end
--[[---------------------------------------------------------
- func: DrawCloseButton(object)
- desc: draws the close button object
--]]---------------------------------------------------------
function skin.closebutton(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local parent = object.parent
local parentwidth = parent:GetWidth()
local hover = object:GetHover()
local down = object.down
local image = skin.images["close.png"]
local fore
--image:setFilter("nearest", "nearest")
if down then
fore = skin.controls.color_back2
elseif hover then
fore = skin.controls.color_back1
else
fore = skin.controls.color_back0
end
love.graphics.setColor(fore)
love.graphics.draw(image, x, y)
end
--[[---------------------------------------------------------
- func: DrawImage(object)
- desc: draws the image object
--]]---------------------------------------------------------
function skin.image(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local orientation = object:GetOrientation()
local scalex = object:GetScaleX()
local scaley = object:GetScaleY()
local offsetx = object:GetOffsetX()
local offsety = object:GetOffsetY()
local shearx = object:GetShearX()
local sheary = object:GetShearY()
local image = object.image
local imagecolor = object.imagecolor or skin.controls.color_image
local stretch = object.stretch
if stretch then
scalex, scaley = object:GetWidth() / image:getWidth(), object:GetHeight() / image:getHeight()
end
love.graphics.setColor(imagecolor)
love.graphics.draw(image, x, y, orientation, scalex, scaley, offsetx, offsety, shearx, sheary)
end
--[[---------------------------------------------------------
- func: DrawImageButton(object)
- desc: draws the image button object
--]]---------------------------------------------------------
function skin.imagebutton(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local text = object:GetText()
local hover = object:GetHover()
local image = object:GetImage()
local imagecolor = object.imagecolor or skin.controls.color_image
local down = object.down
local font = skin.controls.imagebuttonfont
local twidth = font:getWidth(object.text)
local theight = font:getHeight(object.text)
local checked = object.checked
local fore1, fore2 = skin.controls.color_back0
if down then
if image then
love.graphics.setColor(imagecolor)
love.graphics.draw(image, x + 1, y + 1)
end
love.graphics.setFont(font)
love.graphics.setColor(skin.controls.color_back2)
skin.PrintText(text, x + width/2 - twidth/2 + 1, y + height - theight - 5 + 1)
love.graphics.setColor(skin.controls.color_fore3)
skin.PrintText(text, x + width/2 - twidth/2 + 1, y + height - theight - 6 + 1)
elseif hover then
if image then
love.graphics.setColor(imagecolor)
love.graphics.draw(image, x, y)
end
love.graphics.setFont(font)
love.graphics.setColor(skin.controls.color_back1)
skin.PrintText(text, x + width/2 - twidth/2, y + height - theight - 5)
love.graphics.setColor(skin.controls.color_fore2)
skin.PrintText(text, x + width/2 - twidth/2, y + height - theight - 6)
else
if image then
love.graphics.setColor(imagecolor)
love.graphics.draw(image, x, y)
end
love.graphics.setFont(font)
love.graphics.setColor(skin.controls.color_back0)
skin.PrintText(text, x + width/2 - twidth/2, y + height - theight - 5)
love.graphics.setColor(skin.controls.color_fore0)
skin.PrintText(text, x + width/2 - twidth/2, y + height - theight - 6)
end
if checked == true then
love.graphics.setColor(skin.controls.color_back2)
love.graphics.setLineWidth(3)
love.graphics.setLineStyle("smooth")
love.graphics.rectangle("line", x+1, y+1, width-2, height-2)
end
end
--[[---------------------------------------------------------
- func: DrawProgressBar(object)
- desc: draws the progress bar object
--]]---------------------------------------------------------
function skin.progressbar(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local value = object:GetValue()
local max = object:GetMax()
local text = object:GetText()
local barwidth = object:GetBarWidth()
local font = skin.controls.smallfont
local twidth = font:getWidth(text)
local theight = font:getHeight("m")
-- progress bar body
love.graphics.setColor(skin.controls.color_back0)
love.graphics.rectangle("fill", x, y, width, height)
love.graphics.setColor(skin.controls.color_back2)
love.graphics.rectangle("fill", x, y, barwidth, height)
love.graphics.setFont(font)
love.graphics.setColor(skin.controls.color_fore0)
skin.PrintText(text, x + width/2 - twidth/2, y + height/2 - theight/2)
-- progress bar border
love.graphics.setColor(skin.controls.color_fore0)
skin.OutlinedRectangle(x, y, width, height)
object:SetText(value .. "/" ..max)
end
--[[---------------------------------------------------------
- func: DrawScrollArea(object)
- desc: draws the scroll area object
--]]---------------------------------------------------------
function skin.scrollarea(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local bartype = object:GetBarType()
love.graphics.setColor(skin.controls.color_back0)
love.graphics.rectangle("fill", x, y, width, height)
love.graphics.setColor(skin.controls.color_back1)
if bartype == "vertical" then
skin.OutlinedRectangle(x, y, width, height, true, true)
elseif bartype == "horizontal" then
skin.OutlinedRectangle(x, y, width, height, false, false, true, true)
end
end
--[[---------------------------------------------------------
- func: DrawScrollBar(object)
- desc: draws the scroll bar object
--]]---------------------------------------------------------
function skin.scrollbar(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local dragging = object:IsDragging()
local hover = object:GetHover()
local bartype = object:GetBarType()
local back, border
if dragging then
back = skin.controls.color_fore0
border = skin.controls.color_fore2
elseif hover then
back = skin.controls.color_active
border = skin.controls.color_fore1
else
back = skin.controls.color_back2
border = skin.controls.color_fore0
end
love.graphics.setColor(back)
love.graphics.rectangle("fill", x, y, width, height)
love.graphics.setColor(border)
skin.OutlinedRectangle(x, y, width, height)
love.graphics.setColor(skin.controls.color_back0)
skin.OutlinedRectangle(x + 1, y + 1, width - 2, height - 2)
end
--[[---------------------------------------------------------
- func: DrawScrollBody(object)
- desc: draws the scroll body object
--]]---------------------------------------------------------
function skin.scrollbody(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local bodycolor = skin.controls.scrollbody_body_color
love.graphics.setColor(skin.controls.color_back1)
love.graphics.rectangle("fill", x, y, width, height)
love.graphics.setColor(skin.controls.color_back2)
skin.OutlinedRectangle(x, y, width, height)
end
--[[---------------------------------------------------------
- func: DrawScrollButton(object)
- desc: draws the scroll button object
--]]---------------------------------------------------------
function skin.scrollbutton(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local hover = object:GetHover()
local scrolltype = object:GetScrollType()
local down = object.down
local back, fore, border
if down then
back = skin.controls.color_fore0
fore = skin.controls.color_back0
border = skin.controls.color_fore2
elseif hover then
back = skin.controls.color_active
fore = skin.controls.color_back0
border = skin.controls.color_fore1
else
back = skin.controls.color_back2
fore = skin.controls.color_fore0
border = skin.controls.color_fore0
end
-- button back
love.graphics.setColor(back)
love.graphics.rectangle("fill", x, y, width, height)
-- button border
love.graphics.setColor(border)
skin.OutlinedRectangle(x, y, width, height)
local image
if scrolltype == "up" then
image = skin.images["arrow-up.png"]
elseif scrolltype == "down" then
image = skin.images["arrow-down.png"]
elseif scrolltype == "left" then
image = skin.images["arrow-left.png"]
elseif scrolltype == "right" then
image = skin.images["arrow-right.png"]
end
local imagewidth = image:getWidth()
local imageheight = image:getHeight()
--image:setFilter("nearest", "nearest")
love.graphics.setColor(fore)
love.graphics.draw(image, x + width/2 - imagewidth/2, y + height/2 - imageheight/2)
love.graphics.setColor(skin.controls.color_back0)
skin.OutlinedRectangle(x + 1, y + 1, width - 2, height - 2)
end
--[[---------------------------------------------------------
- func: skin.DrawSlider(object)
- desc: draws the slider object
--]]---------------------------------------------------------
function skin.slider(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local slidtype = object:GetSlideType()
local body = skin.controls.color_back1
local border = skin.controls.color_back3
if slidtype == "horizontal" then
love.graphics.setColor(body)
love.graphics.rectangle("fill", x, y + height/2 - 3, width, 6)
love.graphics.setColor(border)
love.graphics.rectangle("fill", x + 5, y + height/2 - 1, width - 10, 2)
elseif slidtype == "vertical" then
love.graphics.setColor(body)
love.graphics.rectangle("fill", x + width/2 - 3, y, 6, height)
love.graphics.setColor(border)
love.graphics.rectangle("fill", x + width/2 - 1, y + 5, 2, height - 10)
end
end
--[[---------------------------------------------------------
- func: skin.DrawSliderButton(object)
- desc: draws the slider button object
--]]---------------------------------------------------------
function skin.sliderbutton(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local hover = object:GetHover()
local down = object.down
local parent = object:GetParent()
local enabled = parent:GetEnabled()
if not enabled then
-- button body
love.graphics.setColor(skin.controls.color_back1)
love.graphics.rectangle("fill", x, y, width, height)
-- button border
love.graphics.setColor(skin.controls.color_back2)
skin.OutlinedRectangle(x, y, width, height)
return
end
local image = skin.images["slider.png"]
local imagewidth = image:getWidth()
local imageheight = image:getHeight()
--image:setFilter("nearest", "nearest")
local fore
if down then
fore = skin.controls.color_fore0
elseif hover then
fore = skin.controls.color_active
else
fore = skin.controls.color_back3
end
love.graphics.setColor(fore)
love.graphics.draw(image, x + (width - imagewidth) / 2, y + (height - imageheight) / 2)
end
--[[---------------------------------------------------------
- func: DrawPanel(object)
- desc: draws the panel object
--]]---------------------------------------------------------
function skin.panel(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
love.graphics.setColor(skin.controls.color_back1)
love.graphics.rectangle("fill", x, y, width, height)
--love.graphics.setColor(skin.controls.color_back1)
--skin.OutlinedRectangle(x + 1, y + 1, width - 2, height - 2)
love.graphics.setColor(skin.controls.color_back2)
skin.OutlinedRectangle(x, y, width, height)
end
--[[---------------------------------------------------------
- func: DrawList(object)
- desc: draws the list object
--]]---------------------------------------------------------
function skin.list(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local bodycolor = skin.controls.list_body_color
love.graphics.setColor(skin.controls.color_back0)
love.graphics.rectangle("fill", x, y, width, height)
--love.graphics.setColor(skin.controls.color_back3)
--skin.OutlinedRectangle(x, y, width, height)
end
--[[---------------------------------------------------------
- func: DrawList(object)
- desc: used to draw over the object and its children
--]]---------------------------------------------------------
function skin.list_over(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
love.graphics.setColor(skin.controls.color_back3)
skin.OutlinedRectangle(x, y, width, height)
end
--[[---------------------------------------------------------
- func: DrawTabPanel(object)
- desc: draws the tab panel object
--]]---------------------------------------------------------
function skin.tabpanel(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local buttonheight = object:GetHeightOfButtons()
love.graphics.setColor(skin.controls.color_back1)
love.graphics.rectangle("fill", x, y + buttonheight, width, height - buttonheight)
love.graphics.setColor(skin.controls.color_back2)
skin.OutlinedRectangle(x, y + buttonheight - 1, width, height - buttonheight + 2)
object:SetScrollButtonSize(15, buttonheight)
end
--[[---------------------------------------------------------
- func: DrawOverTabPanel(object)
- desc: draws over the tab panel object
--]]---------------------------------------------------------
function skin.tabpanel_over(object)
end
--[[---------------------------------------------------------
- func: DrawTabButton(object)
- desc: draws the tab button object
--]]---------------------------------------------------------
function skin.tabbutton(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local hover = object:GetHover()
local text = object:GetText()
local image = object:GetImage()
local tabnumber = object:GetTabNumber()
local parent = object:GetParent()
local ptabnumber = parent:GetTabNumber()
local font = skin.controls.smallfont
local twidth = font:getWidth(object.text)
local theight = font:getHeight(object.text)
local imagewidth = 0
local imageheight = 0
local texthovercolor = skin.controls.button_text_hover_color
local textnohovercolor = skin.controls.button_text_nohover_color
if image then
--image:setFilter("nearest", "nearest")
imagewidth = image:getWidth()
imageheight = image:getHeight()
object.width = imagewidth + 15 + twidth
if imageheight > theight then
parent:SetTabHeight(imageheight + 10)
object.height = imageheight + 10
else
object.height = parent.tabheight
end
else
object.width = 10 + twidth
object.height = parent.tabheight
end
local width = object:GetWidth()
local height = object:GetHeight()
local back, fore, border
if tabnumber ~= ptabnumber then
back = skin.controls.color_back1
border = skin.controls.color_back2
fore = skin.controls.color_fore0
else
back = skin.controls.color_active
border = skin.controls.color_back2
fore = skin.controls.color_back0
end
-- button body
love.graphics.setColor(back)
love.graphics.rectangle("fill", x, y, width, height)
-- button border
love.graphics.setColor(border)
skin.OutlinedRectangle(x, y, width, height)
love.graphics.setFont(font)
if image then
-- button image
love.graphics.setColor(skin.controls.color_image)
love.graphics.draw(image, x + 5, y + height/2 - imageheight/2)
-- button text
love.graphics.setColor(fore)
skin.PrintText(text, x + imagewidth + 10, y + height/2 - theight/2)
else
-- button text
love.graphics.setColor(fore)
skin.PrintText(text, x + 5, y + height/2 - theight/2)
end
end
--[[---------------------------------------------------------
- func: DrawMultiChoice(object)
- desc: draws the multi choice object
--]]---------------------------------------------------------
function skin.multichoice(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local text = object:GetText()
local choice = object:GetChoice()
local image = skin.images["multichoice-arrow.png"]
local font = skin.controls.smallfont
local theight = font:getHeight("a")
local hover = object:GetHover()
--local down = object:GetDown()
--image:setFilter("nearest", "nearest")
local back, fore, border
if hover then
back = skin.controls.color_active
fore = skin.controls.color_back0
border = skin.controls.color_fore1
else
back = skin.controls.color_back2
fore = skin.controls.color_fore0
border = skin.controls.color_fore0
end
love.graphics.setColor(back)
love.graphics.rectangle("fill", x, y, width, height)
love.graphics.setColor(fore)
love.graphics.setFont(font)
if choice == "" then
skin.PrintText(text, x + 5, y + height/2 - theight/2)
else
skin.PrintText(choice, x + 5, y + height/2 - theight/2)
end
love.graphics.draw(image, x + width - 20, y + 5)
love.graphics.setColor(border)
skin.OutlinedRectangle(x, y, width, height)
love.graphics.setColor(skin.controls.color_back0)
skin.OutlinedRectangle(x + 1, y + 1, width - 2, height - 2)
end
--[[---------------------------------------------------------
- func: DrawMultiChoiceList(object)
- desc: draws the multi choice list object
--]]---------------------------------------------------------
function skin.multichoicelist(object)
local skin = object:GetSkin()
local x = object:GetX() + 2
local y = object:GetY()
local width = object:GetWidth() - 4
local height = object:GetHeight()
love.graphics.setColor(skin.controls.color_back1)
love.graphics.rectangle("fill", x, y, width, height)
end
--[[---------------------------------------------------------
- func: DrawOverMultiChoiceList(object)
- desc: draws over the multi choice list object
--]]---------------------------------------------------------
function skin.multichoicelist_over(object)
local skin = object:GetSkin()
local x = object:GetX() + 2
local y = object:GetY() - 1
local width = object:GetWidth() - 4
local height = object:GetHeight() + 1
love.graphics.setColor(skin.controls.color_fore0)
skin.OutlinedRectangle(x, y, width, height)
end
--[[---------------------------------------------------------
- func: DrawMultiChoiceRow(object)
- desc: draws the multi choice row object
--]]---------------------------------------------------------
function skin.multichoicerow(object)
local skin = object:GetSkin()
local x = object:GetX() + 2
local y = object:GetY()
local width = object:GetWidth() - 4
local height = object:GetHeight()
local text = object:GetText()
local font = skin.controls.smallfont
local back, fore
love.graphics.setFont(font)
if object.hover then
back = skin.controls.color_active
fore = skin.controls.color_back0
else
back = skin.controls.color_back2
fore = skin.controls.color_fore0
end
love.graphics.setColor(back)
love.graphics.rectangle("fill", x, y, width, height)
love.graphics.setColor(fore)
skin.PrintText(text, x + 5, y + 5)
end
--[[---------------------------------------------------------
- func: DrawToolTip(object)
- desc: draws the tool tip object
--]]---------------------------------------------------------
function skin.tooltip(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
love.graphics.setColor(skin.controls.color_back1)
love.graphics.rectangle("fill", x, y, width, height)
love.graphics.setColor(skin.controls.color_back2)
skin.OutlinedRectangle(x, y, width, height)
end
--[[---------------------------------------------------------
- func: DrawText(object)
- desc: draws the text object
--]]---------------------------------------------------------
function skin.text(object)
local textdata = object.formattedtext
local x = object.x
local y = object.y
local shadow = object.shadow
local shadowxoffset = object.shadowxoffset
local shadowyoffset = object.shadowyoffset
local shadowcolor = object.shadowcolor
local inlist, list = object:IsInList()
local printfunc = function(text, x, y)
love.graphics.print(text, math.floor(x + 0.5), math.floor(y + 0.5))
end
for k, v in ipairs(textdata) do
local textx = v.x
local texty = v.y
local text = v.text
local color = v.color
local font = v.font
local link = v.link
local theight = font:getHeight("a")
if inlist then
local listy = list.y
local listhieght = list.height
if (y + texty) <= (listy + listhieght) and y + ((texty + theight)) >= listy then
love.graphics.setFont(font)
if shadow then
love.graphics.setColor(unpack(shadowcolor))
printfunc(text, x + textx + shadowxoffset, y + texty + shadowyoffset)
end
if link then
local linkcolor = v.linkcolor
local linkhovercolor = v.linkhovercolor
local hover = v.hover
if hover then
love.graphics.setColor(linkhovercolor)
else
love.graphics.setColor(linkcolor)
end
else
love.graphics.setColor(unpack(color))
end
printfunc(text, x + textx, y + texty)
end
else
love.graphics.setFont(font)
if shadow then
love.graphics.setColor(unpack(shadowcolor))
printfunc(text, x + textx + shadowxoffset, y + texty + shadowyoffset)
end
if link then
local linkcolor = v.linkcolor
local linkhovercolor = v.linkhovercolor
local hover = v.hover
if hover then
love.graphics.setColor(linkhovercolor)
else
love.graphics.setColor(linkcolor)
end
else
love.graphics.setColor(unpack(color))
end
printfunc(text, x + textx, y + texty)
end
end
end
--[[---------------------------------------------------------
- func: DrawTextInput(object)
- desc: draws the text input object
--]]---------------------------------------------------------
function skin.textinput(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local font = object:GetFont()
local focus = object:GetFocus()
local showindicator = object:GetIndicatorVisibility()
local alltextselected = object:IsAllTextSelected()
local textx = object:GetTextX()
local texty = object:GetTextY()
local text = object:GetText()
local multiline = object:GetMultiLine()
local lines = object:GetLines()
local placeholder = object:GetPlaceholderText()
local offsetx = object:GetOffsetX()
local offsety = object:GetOffsetY()
local indicatorx = object:GetIndicatorX()
local indicatory = object:GetIndicatorY()
local vbar = object:HasVerticalScrollBar()
local hbar = object:HasHorizontalScrollBar()
local linenumbers = object:GetLineNumbersEnabled()
local itemwidth = object:GetItemWidth()
local masked = object:GetMasked()
local theight = font:getHeight("a")
love.graphics.setColor(skin.controls.color_back0)
love.graphics.rectangle("fill", x, y, width, height)
if alltextselected then
local bary = 0
if multiline then
for i=1, #lines do
local str = lines[i]
if masked then
str = loveframes.utf8.gsub(str, ".", "*")
end
local twidth = font:getWidth(str)
if twidth == 0 then
twidth = 5
end
love.graphics.setColor(skin.controls.color_active)
love.graphics.rectangle("fill", textx, texty + bary, twidth, theight)
bary = bary + theight
end
else
local twidth = 0
if masked then
local maskchar = object:GetMaskChar()
twidth = font:getWidth(loveframes.utf8.gsub(text, ".", maskchar))
else
twidth = font:getWidth(text)
end
love.graphics.setColor(skin.controls.color_active)
love.graphics.rectangle("fill", textx, texty, twidth, theight)
end
end
if showindicator and focus then
love.graphics.setColor(skin.controls.color_fore0)
love.graphics.rectangle("fill", indicatorx, indicatory, 1, theight)
end
if not multiline then
object:SetTextOffsetY(height/2 - theight/2)
if offsetx ~= 0 then
object:SetTextOffsetX(0)
else
object:SetTextOffsetX(5)
end
else
if vbar then
if offsety ~= 0 then
if hbar then
object:SetTextOffsetY(5)
else
object:SetTextOffsetY(-5)
end
else
object:SetTextOffsetY(5)
end
else
object:SetTextOffsetY(5)
end
if hbar then
if offsety ~= 0 then
if linenumbers then
local panel = object:GetLineNumbersPanel()
if vbar then
object:SetTextOffsetX(5)
else
object:SetTextOffsetX(-5)
end
else
if vbar then
object:SetTextOffsetX(5)
else
object:SetTextOffsetX(-5)
end
end
else
object:SetTextOffsetX(5)
end
else
object:SetTextOffsetX(5)
end
end
textx = object:GetTextX()
texty = object:GetTextY()
love.graphics.setFont(font)
if alltextselected then
love.graphics.setColor(skin.controls.color_back0)
elseif #lines == 1 and lines[1] == "" then
love.graphics.setColor(skin.controls.color_back2)
else
love.graphics.setColor(skin.controls.color_fore0)
end
local str = ""
if multiline then
for i=1, #lines do
str = lines[i]
if masked then
local maskchar = object:GetMaskChar()
str = loveframes.utf8.gsub(str, ".", maskchar)
end
skin.PrintText(#str > 0 and str or (#lines == 1 and placeholder or ""), textx, texty + theight * i - theight)
end
else
str = lines[1]
if masked then
local maskchar = object:GetMaskChar()
str = loveframes.utf8.gsub(str, ".", maskchar)
end
skin.PrintText(#str > 0 and str or placeholder, textx, texty)
end
--love.graphics.setColor(skin.controls.color_back3)
--skin.OutlinedRectangle(x + 1, y + 1, width - 2, height - 2)
end
--[[---------------------------------------------------------
- func: DrawOverTextInput(object)
- desc: draws over the text input object
--]]---------------------------------------------------------
function skin.textinput_over(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
love.graphics.setColor(skin.controls.color_back3)
skin.OutlinedRectangle(x, y, width, height)
end
--[[---------------------------------------------------------
- func: skin.DrawCheckBox(object)
- desc: draws the check box object
--]]---------------------------------------------------------
function skin.checkbox(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetBoxWidth()
local height = object:GetBoxHeight()
local checked = object:GetChecked()
local hover = object:GetHover()
local buttonimage
if checked then
buttonimage = skin.images["check-on.png"]
else
buttonimage = skin.images["check-off.png"]
end
if hover ~= checked then
love.graphics.setColor(skin.controls.color_active)
else
love.graphics.setColor(skin.controls.color_fore0)
end
local iwidth = buttonimage:getWidth()
local iheight = buttonimage:getHeight()
--buttonimage:setFilter("nearest", "nearest")
love.graphics.draw(buttonimage, x + (width - iwidth) / 2, y + (height - iheight) / 2)
end
--[[---------------------------------------------------------
- func: skin.DrawCheckBox(object)
- desc: draws the radio button object
--]]---------------------------------------------------------
function skin.radiobutton(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetBoxWidth()
local height = object:GetBoxHeight()
local checked = object:GetChecked()
local hover = object:GetHover()
local buttonimage
if checked then
buttonimage = skin.images["radio-on.png"]
else
buttonimage = skin.images["radio-off.png"]
end
if hover ~= checked then
love.graphics.setColor(skin.controls.color_active)
else
love.graphics.setColor(skin.controls.color_fore0)
end
local iwidth = buttonimage:getWidth()
local iheight = buttonimage:getHeight()
--buttonimage:setFilter("nearest", "nearest")
love.graphics.draw(buttonimage, x + (width - iwidth) / 2, y + (height - iheight) / 2)
end
--[[---------------------------------------------------------
- func: skin.DrawCollapsibleCategory(object)
- desc: draws the collapsible category object
--]]---------------------------------------------------------
function skin.collapsiblecategory(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local text = object:GetText()
local open = object:GetOpen()
local font = skin.controls.smallfont
love.graphics.setColor(skin.controls.color_back1)
love.graphics.rectangle("fill", x, y, width, height)
love.graphics.setColor(skin.controls.color_active)
love.graphics.rectangle("fill", x, y, width, 25)
love.graphics.setColor(skin.controls.color_back3)
skin.OutlinedRectangle(x, y, width, height)
love.graphics.setColor(skin.controls.color_back0)
if open then
local icon = skin.images["collapse.png"]
--icon:setFilter("nearest", "nearest")
love.graphics.draw(icon, x + width - 21, y + 5)
love.graphics.setColor(skin.controls.color_back0)
skin.OutlinedRectangle(x + 1, y + 1, width - 2, 24)
else
local icon = skin.images["expand.png"]
--icon:setFilter("nearest", "nearest")
love.graphics.draw(icon, x + width - 21, y + 5)
love.graphics.setColor(skin.controls.color_back0)
skin.OutlinedRectangle(x + 1, y + 1, width - 2, 23)
end
love.graphics.setFont(font)
love.graphics.setColor(skin.controls.color_back0)
skin.PrintText(text, x + 5, y + 5)
end
--[[---------------------------------------------------------
- func: skin.DrawColumnList(object)
- desc: draws the column list object
--]]---------------------------------------------------------
function skin.columnlist(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
love.graphics.setColor(skin.controls.color_active)
love.graphics.rectangle("fill", x, y, width, height)
end
--[[---------------------------------------------------------
- func: skin.DrawColumnListHeader(object)
- desc: draws the column list header object
--]]---------------------------------------------------------
function skin.columnlistheader(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local hover = object:GetHover()
local down = object.down
local font = skin.controls.smallfont
local theight = font:getHeight(object.name)
local name = ParseHeaderText(object:GetName(), x, width, x + width/2)
local twidth = font:getWidth(name)
local back, fore, border
if down then
back = skin.controls.color_fore0
fore = skin.controls.color_back0
border = skin.controls.color_fore2
elseif hover then
back = skin.controls.color_active
fore = skin.controls.color_back0
border = skin.controls.color_fore1
else
back = skin.controls.color_back2
fore = skin.controls.color_fore0
border = skin.controls.color_fore0
end
-- header body
love.graphics.setColor(back)
love.graphics.rectangle("fill", x, y, width, height)
-- header name
love.graphics.setFont(font)
love.graphics.setColor(fore)
skin.PrintText(name, x + width/2 - twidth/2, y + height/2 - theight/2)
-- header border
love.graphics.setColor(border)
skin.OutlinedRectangle(x, y, width+1, height)
end
--[[---------------------------------------------------------
- func: skin.DrawColumnListArea(object)
- desc: draws the column list area object
--]]---------------------------------------------------------
function skin.columnlistarea(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
love.graphics.setColor(skin.controls.color_back0)
love.graphics.rectangle("fill", x, y, width, height)
local cheight = 0
local columns = object:GetParent():GetChildren()
if #columns > 0 then
cheight = columns[1]:GetHeight()
end
-- header body
love.graphics.setColor(skin.controls.color_back1)
love.graphics.rectangle("fill", x, y, width, cheight)
love.graphics.setColor(skin.controls.color_back2)
skin.OutlinedRectangle(x, y, width, cheight)
end
--[[---------------------------------------------------------
- func: skin.DrawOverColumnListArea(object)
- desc: draws over the column list area object
--]]---------------------------------------------------------
function skin.columnlistarea_over(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
love.graphics.setColor(skin.controls.color_back3)
skin.OutlinedRectangle(x, y, width, height)
end
--[[---------------------------------------------------------
- func: skin.DrawColumnListRow(object)
- desc: draws the column list row object
--]]---------------------------------------------------------
function skin.columnlistrow(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local colorindex = object:GetColorIndex()
local font = object:GetFont()
local columndata = object:GetColumnData()
local textx = object:GetTextX()
local texty = object:GetTextY()
local parent = object:GetParent()
local theight = font:getHeight("a")
local hover = object:GetHover()
local selected = object:GetSelected()
object:SetTextPos(5, height/2 - theight/2)
if selected then
love.graphics.setColor(skin.controls.color_back3)
elseif hover then
love.graphics.setColor(skin.controls.color_active)
elseif colorindex == 1 then
love.graphics.setColor(skin.controls.color_back1)
else
love.graphics.setColor(skin.controls.color_back2)
end
love.graphics.rectangle("fill", x, y, width, height)
love.graphics.setFont(font)
if selected then
love.graphics.setColor(skin.controls.color_fore3)
elseif hover then
love.graphics.setColor(skin.controls.color_back0)
else
love.graphics.setColor(skin.controls.color_fore0)
end
for k, v in ipairs(columndata) do
local rwidth = parent.parent:GetColumnWidth(k)
if rwidth then
local text = ParseRowText(v, x, rwidth, x, textx)
skin.PrintText(text, x + textx, y + texty)
x = x + parent.parent.children[k]:GetWidth()
else
break
end
end
end
--[[---------------------------------------------------------
- func: skin.DrawModalBackground(object)
- desc: draws the modal background object
--]]---------------------------------------------------------
function skin.modalbackground(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
love.graphics.setColor(skin.controls.color_back2)
love.graphics.rectangle("fill", x, y, width, height)
end
--[[---------------------------------------------------------
- func: skin.DrawLineNumbersPanel(object)
- desc: draws the line numbers panel object
--]]---------------------------------------------------------
function skin.linenumberspanel(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local offsety = object:GetOffsetY()
local parent = object:GetParent()
local lines = parent:GetLines()
local font = parent:GetFont()
local theight = font:getHeight("8")
object:SetWidth(10 + font:getWidth(#lines))
love.graphics.setFont(font)
love.graphics.setColor(skin.controls.color_back1)
love.graphics.rectangle("fill", x, y, width, height)
love.graphics.setColor(skin.controls.color_back0)
skin.OutlinedRectangle(x, y, width, height, true, true, true, false)
local startline = math.ceil(offsety / theight)
if startline < 1 then
startline = 1
end
local endline = math.ceil(startline + (height / theight)) + 1
if endline > #lines then
endline = #lines
end
for i=startline, endline do
love.graphics.setColor(skin.controls.color_back3)
skin.PrintText(i, x + 5, (y + (theight * (i - 1))) - offsety)
end
end
--[[---------------------------------------------------------
- func: skin.DrawNumberBox(object)
- desc: draws the numberbox object
--]]---------------------------------------------------------
function skin.numberbox(object)
end
--[[---------------------------------------------------------
- func: skin.DrawGrid(object)
- desc: draws the grid object
--]]---------------------------------------------------------
function skin.grid(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
--love.graphics.setColor(colors.hl4)
--love.graphics.rectangle("fill", x-1, y-1, width+2, height+2)
local cx = x
local cy = y
local cw = object.cellwidth + (object.cellpadding * 2)
local ch = object.cellheight + (object.cellpadding * 2)
for i=1, object.rows do
for n=1, object.columns do
local ovt = false
local ovl = false
if i > 1 then
ovt = true
end
if n > 1 then
ovl = true
end
love.graphics.setColor(skin.controls.color_back1)
love.graphics.rectangle("fill", cx, cy, cw, ch)
love.graphics.setColor(skin.controls.color_back3)
skin.OutlinedRectangle(cx, cy, cw, ch, ovt, false, ovl, false)
cx = cx + cw
end
cx = x
cy = cy + ch
end
end
--[[---------------------------------------------------------
- func: skin.DrawForm(object)
- desc: draws the form object
--]]---------------------------------------------------------
function skin.form(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local topmargin = object.topmargin
local name = object.name
local font = skin.controls.smallfont
local textcolor = skin.controls.form_text_color
local twidth = font:getWidth(name)
love.graphics.setFont(font)
love.graphics.setColor(skin.controls.color_fore0)
skin.PrintText(name, x + 7, y)
love.graphics.setColor(skin.controls.color_back3)
love.graphics.rectangle("fill", x, y + 7, 5, 1)
love.graphics.rectangle("fill", x + twidth + 9, y + 7, width - (twidth + 9), 1)
love.graphics.rectangle("fill", x, y + height, width, 1)
love.graphics.rectangle("fill", x, y + 7, 1, height - 7)
love.graphics.rectangle("fill", x + width - 1, y + 7, 1, height - 7)
end
--[[---------------------------------------------------------
- func: skin.DrawMenu(object)
- desc: draws the menu object
--]]---------------------------------------------------------
function skin.menu(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
love.graphics.setColor(skin.controls.color_back1)
love.graphics.rectangle("fill", x, y, width, height)
love.graphics.setColor(skin.controls.color_back2)
skin.OutlinedRectangle(x, y, width, height)
end
--[[---------------------------------------------------------
- func: skin.DrawMenuOption(object)
- desc: draws the menuoption object
--]]---------------------------------------------------------
function skin.menuoption(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
local hover = object:GetHover()
local text = object:GetText()
local icon = object:GetIcon()
local option_type = object.option_type
local font = skin.controls.smallfont
local twidth = font:getWidth(text)
if option_type == "divider" then
love.graphics.setColor(skin.controls.color_fore0)
love.graphics.rectangle("fill", x + 4, y + 2, width - 8, 1)
object.contentheight = 10
else
love.graphics.setFont(font)
if hover then
love.graphics.setColor(skin.controls.color_active)
love.graphics.rectangle("fill", x + 2, y + 2, width - 4, height - 4)
love.graphics.setColor(skin.controls.color_back0)
skin.PrintText(text, x + 26, y + 5)
else
love.graphics.setColor(skin.controls.color_fore0)
skin.PrintText(text, x + 26, y + 5)
end
if icon then
love.graphics.setColor(skin.controls.color_image)
love.graphics.draw(icon, x + 5, y + 5)
end
object.contentwidth = twidth + 31
object.contentheight = 25
end
end
function skin.tree(object)
local skin = object:GetSkin()
local x = object:GetX()
local y = object:GetY()
local width = object:GetWidth()
local height = object:GetHeight()
love.graphics.setColor(skin.controls.color_back1)
love.graphics.rectangle("fill", x, y, width, height)
end
function skin.treenode(object)
local icon = object.icon
local buttonimage = skin.images["tree-node-button-open.png"]
local width = 0
local x = object.x
local leftpadding = 15 * object.level
if object.level > 0 then
leftpadding = leftpadding + buttonimage:getWidth() + 5
else
leftpadding = buttonimage:getWidth() + 5
end
local iconwidth = 24
if icon then
iconwidth = icon:getWidth()
end
local twidth = loveframes.basicfont:getWidth(object.text)
local theight = loveframes.basicfont:getHeight(object.text)
if object.tree.selectednode == object then
love.graphics.setColor(skin.controls.color_active)
love.graphics.rectangle("fill", x + leftpadding + 2 + iconwidth, object.y + 2, twidth, theight)
end
width = width + iconwidth + loveframes.basicfont:getWidth(object.text) + leftpadding
--love.graphics.setColor(skin.controls.color_image)
--love.graphics.draw(icon, x + leftpadding, object.y)
love.graphics.setFont(loveframes.basicfont)
love.graphics.setColor(skin.controls.color_fore0)
skin.PrintText(object.text, x + leftpadding + 2 + iconwidth, object.y + 2)
object:SetWidth(width + 5)
end
function skin.treenodebutton(object)
local leftpadding = 15 * object.parent.level
local image
if object.parent.open then
image = skin.images["tree-node-button-close.png"]
else
image = skin.images["tree-node-button-open.png"]
end
--image:setFilter("nearest", "nearest")
love.graphics.setColor(skin.controls.color_image)
love.graphics.draw(image, object.x, object.y)
object:SetPos(2 + leftpadding, 3)
object:SetSize(image:getWidth(), image:getHeight())
end
-- register the main skin
loveframes.RegisterSkin(skin)
-- alternate active colors
local subskin = {}
subskin.author = skin.author
subskin.version = skin.version
subskin.base = skin.name
subskin.directory = skin.dir --loveframes.config["DIRECTORY"] .. "/skins/" ..skin.name
subskin.controls = {}
local colors = {
red = color"b36262",
orange = color"b38a62",
green = color"7db362",
cyan = color"62b3a5",
blue = color"6298b3",
magenta = color"8a62b3",
pink = color"cc70b5"
}
for k, v in pairs(colors) do
subskin.name = skin.name .. " " .. k
subskin.controls.color_active = v
loveframes.RegisterSkin(subskin)
end
-- Dark variant with alternate active colors
subskin.controls.color_back0 = color"101010"
subskin.controls.color_back1 = color"202020"
subskin.controls.color_back2 = color"373737"
subskin.controls.color_back3 = color"505050"
subskin.controls.color_fore0 = color"a0a0a0"
subskin.controls.color_fore1 = color"c0c0c0"
subskin.controls.color_fore2 = color"e0e0e0"
subskin.controls.color_fore3 = color"f0f0f0"
for k, v in pairs(colors) do
subskin.name = "Dark " .. k
subskin.controls.color_active = v
loveframes.RegisterSkin(subskin)
end
--return skin
---------- module end ----------
end