Spell Check and Lua Check

This commit is contained in:
Cooldude2606
2019-01-11 22:32:30 +00:00
parent 7110b76444
commit 082d9e5439
65 changed files with 760 additions and 724 deletions

View File

@@ -78,8 +78,8 @@ function inputs._prototype:draw(root)
local success, err = pcall(self.data._items,player,root)
if success then data.items = err else error(err) end
if is_type(self.data._index,'function') then
local success, err = pcall(self.data._index,player,root)
if success then data.selected_index = err else error(err) end
local _success, _err = pcall(self.data._index,player,root)
if _success then data.selected_index = _err else error(_err) end
end
return root.add(data)
else
@@ -87,25 +87,25 @@ function inputs._prototype:draw(root)
end
end
--- Add a new input, this is the same as doing frame.add{} but returns a diffrent object
--- Add a new input, this is the same as doing frame.add{} but returns a different object
-- @usage Gui.inputs.add{type='button',name='test',caption='Test'}
-- @usage return_value(frame) -- draws the button onto that frame
-- @tparam table obj the new element to add if caption is a sprite path then sprite is used
-- @treturn table the custom input object, calling the returned calue will draw the button
-- @treturn table the custom input object, calling the returned value will draw the button
function inputs.add(obj)
if not is_type(obj,'table') then return end
if not is_type(obj.type,'string') then return end
local type = obj.type
if type == 'button' or
type == 'sprite-button' or
type == 'choose-elem-button' or
type == 'checkbox' or
type == 'radiobutton' or
type == 'textfield' or
type == 'text-box' or
type == 'slider' or
type == 'drop-down'
then else return end
if type ~= 'button'
and type ~= 'sprite-button'
and type ~= 'choose-elem-button'
and type ~= 'checkbox'
and type ~= 'radiobutton'
and type ~= 'textfield'
and type ~= 'text-box'
and type ~= 'slider'
and type ~= 'drop-down'
then return end
verbose('Created Input: '..obj.name..' ('..obj.type..')')
if obj.type == 'button' or obj.type == 'sprite-button' then obj.style = mod_gui.button_style end
obj.draw_data = table.deepcopy(obj)
@@ -139,23 +139,23 @@ end
script.on_event(inputs.events,inputs._event_handler)
inputs.events.error = {}
-- the folwing functions are just to make inputs easier but if what you want is not include use inputs.add(obj)
-- the following functions are just to make inputs easier but if what you want is not include use inputs.add(obj)
--- Used to define a button, can have many function
-- @usage Gui.inputs.add_button('test','Test','Just for testing',{{condition,callback},...})
-- @tparam string name the name of this button
-- @tparam string the display for this button, either text or sprite path
-- @tparam string tooltip the tooltip to show on the button
-- @param callbacks can either be a single function or a list of function pairs see exaplmes at bottom
-- @param callbacks can either be a single function or a list of function pairs see examples at bottom
-- @treturn table the button object that was made, to allow a custom error event if wanted
function inputs.add_button(name,display,tooltip,callbacks)
local button = inputs.add{
local rtn_button = inputs.add{
type='button',
name=name,
caption=display,
tooltip=tooltip
}
button.data._callbacks = callbacks
button:on_event('click',function(event)
rtn_button.data._callbacks = callbacks
rtn_button:on_event('click',function(event)
local elements = Gui.data['inputs_'..event.element.type] or {}
local button = elements[event.element.name]
if not button and event.element.type == 'sprite-button' then
@@ -166,19 +166,19 @@ function inputs.add_button(name,display,tooltip,callbacks)
local mouse = event.button
local keys = {alt=event.alt,ctrl=event.control,shift=event.shift}
local element = event.element
local callbacks = button.data._callbacks
if is_type(callbacks,'function') then callbacks = {{function(...) return true end,callbacks}} end
for _,data in pairs(callbacks) do
local btn_callbacks = button.data._callbacks
if is_type(btn_callbacks,'function') then btn_callbacks = {{function() return true end,btn_callbacks}} end
for _,data in pairs(btn_callbacks) do
if is_type(data[1],'function') and is_type(data[2],'function') then
local success, err = pcall(data[1],player,mouse,keys,event)
if success and err == true then
local success, err = pcall(data[2],player,element,event)
if not success then error(err) end
local _success, _err = pcall(data[2],player,element,event)
if not _success then error(_err) end
elseif not success then error(err) end
else error('Invalid Callback Condition Format') end
end
end
end)
return button
return rtn_button
end
--- Used to define a choose-elem-button callback only on elem_changed
@@ -221,20 +221,19 @@ end
function inputs.add_checkbox(name,radio,display,default,callback_true,callback_false)
local type = 'checkbox'; if radio then type='radiobutton' end
local state = false; if is_type(default,'boolean') then state = default end
local checkbox = inputs.add{
local rtn_checkbox = inputs.add{
type=type,
name=name,
caption=display,
state=state
}
if is_type(default,'function') then checkbox.data._state = default end
checkbox.data._true = callback_true
checkbox.data._false = callback_false
checkbox:on_event('state',function(event)
if is_type(default,'function') then rtn_checkbox.data._state = default end
rtn_checkbox.data._true = callback_true
rtn_checkbox.data._false = callback_false
rtn_checkbox:on_event('state',function(event)
local checkbox = Gui.data['inputs_'..event.element.type][event.element.name]
local player = Game.get_player(event)
local state = event.element.state
if state then
if event.element.state then
if is_type(checkbox.data._true,'function') then
local success, err = pcall(checkbox.data._true,player,event.element)
if not success then error(err) end
@@ -246,10 +245,10 @@ function inputs.add_checkbox(name,radio,display,default,callback_true,callback_f
else error('Invalid Callback') end
end
end)
return checkbox
return rtn_checkbox
end
--- Used to reset the state of radio buttons, recomened to be called on_state_change to reset any radio buttons it is ment to work with.
--- Used to reset the state of radio buttons, recommended to be called on_state_change to reset any radio buttons it is meant to work with.
-- @usage Gui.inputs.reset_radio{radio1,radio2,...}
-- @param elements can be a list of elements or a single element
function inputs.reset_radio(elements)
@@ -287,23 +286,23 @@ end
-- @treturn table the text object that was made, to allow a custom error event if wanted
function inputs.add_text(name,box,text,callback)
local type = 'textfield'; if box then type='text-box' end
local textbox = inputs.add{
local rtn_textbox = inputs.add{
type=type,
name=name,
text=text
}
textbox.data._callback = callback
textbox:on_event('text',function(event)
rtn_textbox.data._callback = callback
rtn_textbox:on_event('text',function(event)
local textbox = Gui.data['inputs_'..event.element.type][event.element.name]
local player = Game.get_player(event)
local element = event.element
local callback = textbox.data._callback
if is_type(callback,'function') then
local success, err = pcall(callback,player,element.text,element)
local event_callback = textbox.data._callback
if is_type(event_callback,'function') then
local success, err = pcall(event_callback,player,element.text,element)
if not success then error(err) end
else error('Invalid Callback Condition Format') end
end)
return textbox
return rtn_textbox
end
--- Used to define a slider callback only on value_changed
@@ -348,28 +347,28 @@ end
-- @tparam function callback the callback which is called when a new index is selected function(player,selected,items,element)
-- @treturn table the drop-down object that was made, to allow a custom error event if wanted
function inputs.add_drop_down(name,items,index,callback)
local drop_down = inputs.add{
local rtn_dropdown = inputs.add{
type='drop-down',
name=name,
items=items,
selected_index=index
}
drop_down.data._items = items
drop_down.data._index = index
drop_down.data._callback = callback
drop_down:on_event('selection',function(event)
local drop_down = Gui.data['inputs_'..event.element.type][event.element.name]
rtn_dropdown.data._items = items
rtn_dropdown.data._index = index
rtn_dropdown.data._callback = callback
rtn_dropdown:on_event('selection',function(event)
local dropdown = Gui.data['inputs_'..event.element.type][event.element.name]
local player = Game.get_player(event)
local element = event.element
local items = element.items
local selected = items[element.selected_index]
local callback = drop_down.data._callback
if is_type(callback,'function') then
local success, err = pcall(callback,player,selected,items,element)
local drop_items = element.items
local selected = drop_items[element.selected_index]
local drop_callback = dropdown.data._callback
if is_type(drop_callback,'function') then
local success, err = pcall(drop_callback,player,selected,drop_items,element)
if not success then error(err) end
else error('Invalid Callback Condition Format') end
end)
return drop_down
return rtn_dropdown
end
-- calling will attempt to add a new input