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base_Button.js.html
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<!DOCTYPE html>
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<title>JSDoc: Source: base/Button.js</title>
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<h1 class="page-title">Source: base/Button.js</h1>
<section>
<article>
<pre class="prettyprint source linenums"><code>/*
* Copyright 2020 WICKLETS LLC
*
* This file is part of Wick Engine.
*
* Wick Engine is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Wick Engine is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Wick Engine. If not, see <https://www.gnu.org/licenses/>.
*/
/**
* A class representing a Wick Button.
* Buttons are just clips with special timelines controlled by mouse interactions.
*/
Wick.Button = class extends Wick.Clip {
/**
* Create a new button.
* @param {object} args
*/
constructor (args) {
super(args);
this.cursor = 'pointer';
var frame1 = this.timeline.activeFrame;
var frame2 = frame1.copy();
var frame3 = frame1.copy();
frame2.start = 2;
frame2.end = 2;
frame3.start = 3;
frame3.end = 3;
frame1.identifier = 'up';
frame2.identifier = 'over';
frame3.identifier = 'down';
this.timeline.activeLayer.addFrame(frame2);
this.timeline.activeLayer.addFrame(frame3);
this.removeScript('default');
this.addScript('mouseclick', '');
}
_serialize (args) {
var data = super._serialize(args);
return data;
}
_deserialize (data) {
super._deserialize(data);
}
get classname () {
return 'Button';
}
_onInactive () {
return super._onInactive();
}
_onActivated () {
var error = super._onActivated();
this.timeline.stop();
this.timeline.playheadPosition = 1;
return error;
}
_onActive () {
this.timeline._forceNextFrame = 1;
var frame2Exists = this.timeline.getFramesAtPlayheadPosition(2).length > 0;
var frame3Exists = this.timeline.getFramesAtPlayheadPosition(3).length > 0;
if(this._mouseState === 'over') {
if(frame2Exists) {
this.timeline.gotoFrame(2);
}
} else if(this._mouseState === 'down') {
if(frame3Exists) {
this.timeline.gotoFrame(3);
} else if (frame2Exists) {
this.timeline.gotoFrame(2);
}
}
var error = super._onActive();
if(error) return error;
return null;
}
_onDeactivated () {
super._onDeactivated();
}
}
</code></pre>
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