--[[------------------------------------------------ -- Love Frames - A GUI library for LOVE -- -- Copyright (c) 2012-2014 Kenny Shields -- --]]------------------------------------------------ return function(loveframes) ---------- module start ---------- -- multichoice object local newobject = loveframes.NewObject("multichoice", "loveframes_object_multichoice", true) --[[--------------------------------------------------------- - func: initialize() - desc: initializes the object --]]--------------------------------------------------------- function newobject:initialize() self.type = "multichoice" self.choice = "" self.text = "Select an option" self.width = 200 self.height = 25 self.listpadding = 0 self.listspacing = 0 self.buttonscrollamount = 200 self.mousewheelscrollamount = 1500 self.sortfunc = function(a, b) return a < b end self.haslist = false self.dtscrolling = true self.enabled = true self.internal = false self.choices = {} self.listheight = nil self:SetDrawFunc() end --[[--------------------------------------------------------- - func: update(deltatime) - desc: updates the object --]]--------------------------------------------------------- function newobject:update(dt) local state = loveframes.state local selfstate = self.state if state ~= selfstate then return end 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() -- move to parent if there is a parent if parent ~= base then self.x = self.parent.x + self.staticx self.y = self.parent.y + self.staticy end if update then update(self, dt) end end --[[--------------------------------------------------------- - func: mousepressed(x, y, button) - desc: called when the player presses a mouse button --]]--------------------------------------------------------- function newobject:mousepressed(x, y, button) local state = loveframes.state local selfstate = self.state if state ~= selfstate then return end local visible = self.visible if not visible then return end local hover = self.hover local haslist = self.haslist local enabled = self.enabled if hover and not haslist and enabled and button == 1 then local baseparent = self:GetBaseParent() if baseparent and baseparent.type == "frame" then baseparent:MakeTop() end self.haslist = true self.list = loveframes.objects["multichoicelist"]:new(self) self.list:SetState(self.state) 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 state = loveframes.state local selfstate = self.state if state ~= selfstate then return end local visible = self.visible if not visible then return end end --[[--------------------------------------------------------- - func: AddChoice(choice) - desc: adds a choice to the current list of choices --]]--------------------------------------------------------- function newobject:AddChoice(choice) local choices = self.choices table.insert(choices, choice) return self end --[[--------------------------------------------------------- - func: RemoveChoice(choice) - desc: removes the specified choice from the object's list of choices --]]--------------------------------------------------------- function newobject:RemoveChoice(choice) local choices = self.choices for k, v in ipairs(choices) do if v == choice then table.remove(choices, k) break end end return self end --[[--------------------------------------------------------- - func: SetChoice(choice) - desc: sets the current choice --]]--------------------------------------------------------- function newobject:SetChoice(choice) self.choice = choice return self end --[[--------------------------------------------------------- - func: SelectChoice(choice) - desc: selects a choice --]]--------------------------------------------------------- function newobject:SelectChoice(choice) local onchoiceselected = self.OnChoiceSelected self.choice = choice if self.list then self.list:Close() end if onchoiceselected then onchoiceselected(self, choice) end return self end --[[--------------------------------------------------------- - func: SetListHeight(height) - desc: sets the height of the list of choices --]]--------------------------------------------------------- function newobject:SetListHeight(height) self.listheight = height return self end --[[--------------------------------------------------------- - func: SetPadding(padding) - desc: sets the padding of the list of choices --]]--------------------------------------------------------- function newobject:SetPadding(padding) self.listpadding = padding return self end --[[--------------------------------------------------------- - func: SetSpacing(spacing) - desc: sets the spacing of the list of choices --]]--------------------------------------------------------- function newobject:SetSpacing(spacing) self.listspacing = spacing return self end --[[--------------------------------------------------------- - func: GetValue() - desc: gets the value (choice) of the object --]]--------------------------------------------------------- function newobject:GetValue() return self.choice end --[[--------------------------------------------------------- - func: GetChoice() - desc: gets the current choice (same as get value) --]]--------------------------------------------------------- function newobject:GetChoice() return self.choice end --[[--------------------------------------------------------- - func: SetText(text) - desc: sets the object's text --]]--------------------------------------------------------- function newobject:SetText(text) self.text = text return self end --[[--------------------------------------------------------- - func: GetText() - desc: gets the object's text --]]--------------------------------------------------------- function newobject:GetText() return self.text end --[[--------------------------------------------------------- - func: SetButtonScrollAmount(speed) - desc: sets the scroll amount of the object's scrollbar buttons --]]--------------------------------------------------------- function newobject:SetButtonScrollAmount(amount) self.buttonscrollamount = amount return self end --[[--------------------------------------------------------- - func: GetButtonScrollAmount() - desc: gets the scroll amount of the object's scrollbar buttons --]]--------------------------------------------------------- function newobject:GetButtonScrollAmount() return self.buttonscrollamount end --[[--------------------------------------------------------- - func: SetMouseWheelScrollAmount(amount) - desc: sets the scroll amount of the mouse wheel --]]--------------------------------------------------------- function newobject:SetMouseWheelScrollAmount(amount) self.mousewheelscrollamount = amount return self end --[[--------------------------------------------------------- - func: GetMouseWheelScrollAmount() - desc: gets the scroll amount of the mouse wheel --]]--------------------------------------------------------- function newobject:GetButtonScrollAmount() return self.mousewheelscrollamount end --[[--------------------------------------------------------- - func: SetDTScrolling(bool) - desc: sets whether or not the object should use delta time when scrolling --]]--------------------------------------------------------- function newobject:SetDTScrolling(bool) self.dtscrolling = bool return self end --[[--------------------------------------------------------- - func: GetDTScrolling() - desc: gets whether or not the object should use delta time when scrolling --]]--------------------------------------------------------- function newobject:GetDTScrolling() return self.dtscrolling end --[[--------------------------------------------------------- - func: Sort(func) - desc: sorts the object's choices --]]--------------------------------------------------------- function newobject:Sort(func) local default = self.sortfunc if func then table.sort(self.choices, func) else table.sort(self.choices, default) end return self end --[[--------------------------------------------------------- - func: SetSortFunction(func) - desc: sets the object's default sort function --]]--------------------------------------------------------- function newobject:SetSortFunction(func) self.sortfunc = func return self end --[[--------------------------------------------------------- - func: GetSortFunction(func) - desc: gets the object's default sort function --]]--------------------------------------------------------- function newobject:GetSortFunction() return self.sortfunc end --[[--------------------------------------------------------- - func: Clear() - desc: removes all choices from the object's list of choices --]]--------------------------------------------------------- function newobject:Clear() self.choices = {} self.choice = "" self.text = "Select an option" return self end --[[--------------------------------------------------------- - func: SetClickable(bool) - desc: sets whether or not the object is enabled --]]--------------------------------------------------------- function newobject:SetEnabled(bool) self.enabled = bool return self end --[[--------------------------------------------------------- - func: GetEnabled() - desc: gets whether or not the object is enabled --]]--------------------------------------------------------- function newobject:GetEnabled() return self.enabled end ---------- module end ---------- end