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NumberUpDownElement.lua
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NumberUpDownElement.lua
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local mapping = Gui.CONFIGURATION_CLASS_MAPPING
if mapping["numberUpDown"] == nil then
NumberUpDownElement = {}
local NumberUpDownElement_mt = Class(NumberUpDownElement, GuiElement)
function NumberUpDownElement:new(target, custom_mt)
local self = GuiElement:new(target, custom_mt or NumberUpDownElement_mt)
self:include(IndexChangeSubjectMixin)
self:include(PlaySampleMixin)
self.roundDecimals = 1000
self.isChecked = false
self.mouseEntered = false
self.buttonLRChange = false
self.value = 0
self.increment = 1
self.min = nil
self.max = nil
self.scrollDelayDuration = 300
self.leftDelayTime = 0
self.rightDelayTime = 0
self.forceHighlight = false
self.leftButtonElement = nil
self.rightButtonElement = nil
self.textElement = nil
self.labelElement = nil
return self
end
function NumberUpDownElement:loadFromXML(xmlFile, key)
NumberUpDownElement:superClass().loadFromXML(self, xmlFile, key)
print("Load xml")
self:addCallback(xmlFile, key.."#onClick", "onClickCallback")
self:addCallback(xmlFile, key.."#onFocus", "onFocusCallback")
self:addCallback(xmlFile, key.."#onLeave", "onLeaveCallback")
self.buttonLRChange = Utils.getNoNil(getXMLBool(xmlFile, key.."#buttonLRChange"), self.buttonLRChange)
self:setIncrement(Utils.getNoNil(getXMLFloat(xmlFile, key.."#increment"), self.increment))
self:setMin(getXMLFloat(xmlFile, key.."#min"))
self:setMax(getXMLFloat(xmlFile, key.."#max"))
end
function NumberUpDownElement:loadProfile(profile, applyProfile)
NumberUpDownElement:superClass().loadProfile(self, profile, applyProfile)
self.buttonLRChange = profile:getBool("buttonLRChange", self.buttonLRChange)
self:setIncrement(profile:getNumber("increment", self.increment))
self:setMin(profile:getNumber("min", self.min))
self:setMax(profile:getNumber("max", self.max))
end
function NumberUpDownElement:copyAttributes(src)
NumberUpDownElement:superClass().copyAttributes(self, src)
self.isChecked = src.isChecked
self.buttonLRChange = src.buttonLRChange
self.value = src.value
self.increment = src.increment
self.min = src.min
self.max = src.max
self.scrollDelayDuration = src.scrollDelayDuration
self.onClickCallback = src.onClickCallback
self.onLeaveCallback = src.onLeaveCallback
self.onFocusCallback = src.onFocusCallback
GuiMixin.cloneMixin(IndexChangeSubjectMixin, src, self)
GuiMixin.cloneMixin(PlaySampleMixin, src, self)
end
function NumberUpDownElement:setForceHighlight(needForceHighlight)
self.forceHighlight = needForceHighlight
end
function NumberUpDownElement:addElement(element)
NumberUpDownElement:superClass().addElement(self, element)
if table.getn(self.elements) == 1 then
-- left
self.leftButtonElement = element
self.leftButtonElement.forceHighlight = true
element:setHandleFocus(false)
element.target = self
element.onClickCallback = self.onLeftButtonClicked
self:setDisabled(self.disabled)
elseif table.getn(self.elements) == 2 then
-- right button
self.rightButtonElement = element
self.rightButtonElement.forceHighlight = true
element.target = self
element:setHandleFocus(false)
element.onClickCallback = self.onRightButtonClicked
self:setDisabled(self.disabled)
elseif table.getn(self.elements) == 3 then
self.textElement = element
self:updateTextElement()
elseif table.getn(self.elements) == 4 then
self.labelElement = element
end
end
function NumberUpDownElement:onRightButtonClicked(steps, noFocus)
if steps == nil then steps = 1 end
if steps ~= nil and type(steps) ~= "number" then steps = 1 end
for i = 1, steps do
if self.max ~= nil and (self.value + self.increment) > self.max then
self.value = self.max
else
self.value = MathUtil.round(self.value + self.increment, self.roundDecimals)
end
end
self:playSample(GuiSoundPlayer.SOUND_SAMPLES.SLIDER)
self:setSoundSuppressed(true)
FocusManager:setFocus(self)
self:setSoundSuppressed(false)
self:updateTextElement()
self:raiseCallback("onClickCallback", self.value, self)
if (noFocus == nil or not noFocus) then
if self.leftButtonElement ~= nil then
self.leftButtonElement:onFocusEnter()
end
if self.rightButtonElement ~= nil then
self.rightButtonElement:onFocusEnter()
end
end
end
function NumberUpDownElement:onLeftButtonClicked(steps, noFocus)
if steps == nil then steps = 1 end
if steps ~= nil and type(steps) ~= "number" then steps = 1 end
for i = 1, steps do
if self.min ~= nil and self.value - self.increment < self.min then
self.value = self.min
else
self.value = MathUtil.round(self.value - self.increment, self.roundDecimals)
end
end
self:playSample(GuiSoundPlayer.SOUND_SAMPLES.SLIDER)
self:setSoundSuppressed(true)
FocusManager:setFocus(self)
self:setSoundSuppressed(false)
self:updateTextElement()
self:raiseCallback("onClickCallback", self.state, self)
if (noFocus == nil or not noFocus) then
if self.leftButtonElement ~= nil then
self.leftButtonElement:onFocusEnter()
end
if self.rightButtonElement ~= nil then
self.rightButtonElement:onFocusEnter()
end
end
end
function NumberUpDownElement:disableButtonSounds()
if self.leftButtonElement ~= nil then
self.leftButtonElement:disablePlaySample()
end
if self.rightButtonElement ~= nil then
self.rightButtonElement:disablePlaySample()
end
end
function NumberUpDownElement:setLabel(labelString)
self.labelElement.setText(labelString)
end
function NumberUpDownElement:mouseEvent(posX, posY, isDown, isUp, button, eventUsed)
if self:getIsActive() then
if NumberUpDownElement:superClass().mouseEvent(self, posX, posY, isDown, isUp, button, eventUsed) then
eventUsed = true
end
if not eventUsed and not self.forceHighlight and GuiUtils.checkOverlayOverlap(posX, posY, self.absPosition[1], self.absPosition[2], self.size[1], self.size[2], nil) then
if not self.mouseEntered and not self.focusActive then
FocusManager:setHighlight(self)
self.mouseEntered = true
end
else
if self.mouseEntered and not self.focusActive then
FocusManager:unsetHighlight(self)
self.mouseEntered = false
end
end
end
return eventUsed
end
function NumberUpDownElement:inputEvent(action, value, eventUsed)
eventUsed = NumberUpDownElement:superClass().inputEvent(self, action, value, eventUsed)
if not eventUsed then
if action == InputAction.MENU_AXIS_LEFT_RIGHT then
if value < -g_analogStickHTolerance then
eventUsed = true
self:inputLeft(false)
elseif value > g_analogStickHTolerance then
eventUsed = true
self:inputRight(false)
end
elseif action == InputAction.MENU_PAGE_PREV then
eventUsed = true
self:inputLeft(true)
elseif action == InputAction.MENU_PAGE_NEXT then
eventUsed = true
self:inputRight(true)
end
end
return eventUsed
end
function NumberUpDownElement:update(dt)
if self.leftDelayTime ~= nil and self.leftDelayTime > 0 then
self.leftDelayTime = self.leftDelayTime - dt
if self.leftDelayTime < 0 then
self.leftDelayTime = 0;
end
end
if self.rightDelayTime ~= nil and self.rightDelayTime > 0 then
self.rightDelayTime = self.rightDelayTime - dt
if self.rightDelayTime < 0 then
self.rightDelayTime = 0;
end
end
end
function NumberUpDownElement:inputLeft(isShoulderButton)
if self.leftDelayTime == 0 then
if self.buttonLRChange then
if isShoulderButton then
self.leftButtonElement:onFocusActivate()
self.leftDelayTime = self.scrollDelayDuration
end
else
self.leftButtonElement:onFocusActivate()
self.leftDelayTime = self.scrollDelayDuration
end
end
end
function NumberUpDownElement:inputRight(isShoulderButton)
if self.rightDelayTime == 0 then
if self.buttonLRChange then
if isShoulderButton then
self.rightButtonElement:onFocusActivate()
self.rightDelayTime = self.scrollDelayDuration
end
else
self.rightButtonElement:onFocusActivate()
self.rightDelayTime = self.scrollDelayDuration
end
end
end
function NumberUpDownElement:canReceiveFocus(element, direction)
return not self.disabled and self:getIsVisible()
end
function NumberUpDownElement:onFocusLeave()
NumberUpDownElement:superClass().onFocusLeave(self)
self:raiseCallback("onLeaveCallback", self)
if self.rightButtonElement ~= nil and self.rightButtonElement.state ~= GuiOverlay.STATE_NORMAL then
self.rightButtonElement:onFocusLeave()
end
if self.leftButtonElement ~= nil and self.leftButtonElement.state ~= GuiOverlay.STATE_NORMAL then
self.leftButtonElement:onFocusLeave()
end
end
function NumberUpDownElement:onFocusEnter()
NumberUpDownElement:superClass().onFocusEnter(self)
if self.rightButtonElement ~= nil and self.rightButtonElement.state ~= GuiOverlay.STATE_FOCUSED then
self.rightButtonElement:onFocusEnter()
end
if self.leftButtonElement ~= nil and self.leftButtonElement.state ~= GuiOverlay.STATE_FOCUSED then
self.leftButtonElement:onFocusEnter()
end
self:raiseCallback("onFocusCallback", self)
end
function NumberUpDownElement:onHighlight()
NumberUpDownElement:superClass().onHighlight(self)
if self.rightButtonElement ~= nil and self.rightButtonElement:getOverlayState() == GuiOverlay.STATE_NORMAL then
self.rightButtonElement:setOverlayState(GuiOverlay.STATE_HIGHLIGHTED)
end
if self.leftButtonElement ~= nil and self.leftButtonElement:getOverlayState() == GuiOverlay.STATE_NORMAL then
self.leftButtonElement:setOverlayState(GuiOverlay.STATE_HIGHLIGHTED)
end
end
function NumberUpDownElement:onHighlightRemove()
NumberUpDownElement:superClass().onHighlightRemove(self)
if self.rightButtonElement ~= nil and self.rightButtonElement:getOverlayState() == GuiOverlay.STATE_HIGHLIGHTED then
self.rightButtonElement:setOverlayState(GuiOverlay.STATE_NORMAL)
end
if self.leftButtonElement ~= nil and self.leftButtonElement:getOverlayState() == GuiOverlay.STATE_HIGHLIGHTED then
self.leftButtonElement:setOverlayState(GuiOverlay.STATE_NORMAL)
end
end
function NumberUpDownElement:updateTextElement()
if self.textElement ~= nil then
if self.value ~= nil then
self.textElement:setText(tostring(self.value))
else
self.textElement:setText("")
end
end
end
function NumberUpDownElement:getValue()
return self.value
end
function NumberUpDownElement:setValue(value, forceEvent)
if value ~= nil and type(value) == "number" then
local roundedValue = MathUtil.round(value, self.roundDecimals)
if roundedValue == 0 then
print("Error: The new value is to small.")
return
end
if self.min ~= nil then
value = math.max(roundedValue, self.min)
end
if self.max ~= nil then
value = math.min(roundedValue, self.max)
end
self.value = value
self:updateTextElement()
if forceEvent then
self:raiseCallback("onClickCallback", self.state, self)
end
end
end
function NumberUpDownElement:getIncrement()
return self.increment
end
function NumberUpDownElement:setIncrement(increment)
if increment ~= nil and type(increment) == "number" and increment > 0 then
local roundedValue = MathUtil.round(increment, self.roundDecimals)
if roundedValue == 0 then
print("Error: The new value is to small.")
return
end
self.increment = roundedValue
end
end
function NumberUpDownElement:getMin()
return self.min
end
function NumberUpDownElement:setMin(minValue)
if minValue ~= nil and type(minValue) == "number" and (self.max == nil or minValue < self.max) then
local roundedValue = MathUtil.round(minValue, self.roundDecimals)
if roundedValue == 0 then
print("Error: The new minValue is to small.")
return
end
self.min = roundedValue
if self.value < roundedValue then
self:setValue(self.min, true)
self:updateTextElement()
end
else
self.min = nil
end
end
function NumberUpDownElement:getMax()
return self.max
end
function NumberUpDownElement:setMax(maxValue)
if maxValue ~= nil and type(maxValue) == "number" and (self.min == nil or maxValue > self.min) then
local roundedValue = MathUtil.round(maxValue, self.roundDecimals)
if roundedValue == 0 then
print("Error: The new maxValue is to small.")
return
end
self.max = roundedValue
if self.value > roundedValue then
self.value = roundedValue
self:updateTextElement()
end
else
self.max = nil
end
end
mapping["numberUpDown"] = NumberUpDownElement
end