--[[------------------------------------------------
	-- Love Frames - A GUI library for LOVE --
	-- Copyright (c) 2012 Kenny Shields --
--]]------------------------------------------------

-- scrollbar class
scrollbody = class("scrollbody", base)

--[[---------------------------------------------------------
	- func: initialize()
	- desc: initializes the object
--]]---------------------------------------------------------
function scrollbody:initialize(parent, bartype)
	
	self.type           = "scrollbody"
	self.bartype        = bartype
	self.parent         = parent
	self.x              = 0
	self.y              = 0
	self.internal       = true
	self.internals      = {}
	
	if self.bartype == "vertical" then
		self.width      = 16
		self.height     = self.parent.height
		self.staticx    = self.parent.width - self.width
		self.staticy    = 0
	elseif self.bartype == "horizontal" then
		self.width      = self.parent.width
		self.height     = 16
		self.staticx    = 0
		self.staticy    = self.parent.height - self.height
	end
	
	table.insert(self.internals, scrollarea:new(self, bartype))
	
	local bar = self.internals[1].internals[1]
	
	if self.bartype == "vertical" then 
	
		local upbutton          = scrollbutton:new("up")
		upbutton.parent         = self
		upbutton.Update	= function(object, dt)
			upbutton.staticx = 0 + self.width - upbutton.width
			upbutton.staticy = 0
			if object.down and object.hover then
				bar:Scroll(-0.10)
			end
		end
			
		local downbutton        = scrollbutton:new("down")
		downbutton.parent       = self
		downbutton.Update = function(object, dt)
			downbutton.staticx = 0 + self.width - downbutton.width
			downbutton.staticy = 0 + self.height - downbutton.height
			if object.down and object.hover then
				bar:Scroll(0.10)
			end
		end
		
		table.insert(self.internals, upbutton)
		table.insert(self.internals, downbutton)
		
	elseif self.bartype == "horizontal" then
		
		local leftbutton        = scrollbutton:new("left")
		leftbutton.parent       = self
		leftbutton.Update = function(object, dt)
			leftbutton.staticx = 0
			leftbutton.staticy = 0
			if object.down and object.hover then
				bar:Scroll(-0.10)
			end
		end
			
		local rightbutton       = scrollbutton:new("right")
		rightbutton.parent      = self
		rightbutton.Update = function(object, dt)
			rightbutton.staticx = 0 + self.width - rightbutton.width
			rightbutton.staticy = 0
			if object.down and object.hover then
				bar:Scroll(0.10)
			end
		end
		
		table.insert(self.internals, leftbutton)
		table.insert(self.internals, rightbutton)
		
	end
	
	-- apply template properties to the object
	loveframes.templates.ApplyToObject(self)
	
end

--[[---------------------------------------------------------
	- func: update(deltatime)
	- desc: updates the object
--]]---------------------------------------------------------
function scrollbody:update(dt)
	
	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
	local internals = self.internals
	
	-- move to parent if there is a parent
	if parent ~= base then
		self.x = parent.x + self.staticx
		self.y = parent.y + self.staticy
	end
	
	self:CheckHover()
	
	for k, v in ipairs(internals) do
		v:update(dt)
	end
	
	if update then
		update(self, dt)
	end
	
end

--[[---------------------------------------------------------
	- func: draw()
	- desc: draws the object
--]]---------------------------------------------------------
function scrollbody:draw()

	local visible = self.visible
	
	if not visible then
		return
	end
	
	local skins         = loveframes.skins.available
	local skinindex     = loveframes.config["ACTIVESKIN"]
	local defaultskin   = loveframes.config["DEFAULTSKIN"]
	local selfskin      = self.skin
	local skin          = skins[selfskin] or skins[skinindex]
	local drawfunc      = skin.DrawScrollBody or skins[defaultskin].DrawScrollBody
	local draw          = self.Draw
	local drawcount     = loveframes.drawcount
	local internals     = self.internals
	
	-- set the object's draw order
	self:SetDrawOrder()
		
	if draw then
		draw(self)
	else
		drawfunc(self)
	end
	
	for k, v in ipairs(internals) do
		v:draw()
	end
	
end