Added progress bar

This commit is contained in:
Cooldude2606
2019-08-31 17:46:19 +01:00
parent b385cd64a5
commit 129610679e
99 changed files with 903 additions and 97 deletions

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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc </a></i>
</div>
<div class="content-footer column col-9 col-sm-12">
<i>Last updated 2019-08-31 15:13:50 UTC</i>
<i>Last updated 2019-08-31 17:46:10 UTC</i>
</div>
</div>
</div>

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@@ -1413,7 +1413,7 @@
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc </a></i>
</div>
<div class="content-footer column col-9 col-sm-12">
<i>Last updated 2019-08-31 15:13:50 UTC</i>
<i>Last updated 2019-08-31 17:46:10 UTC</i>
</div>
</div>
</div>

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@@ -1972,7 +1972,7 @@
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc </a></i>
</div>
<div class="content-footer column col-9 col-sm-12">
<i>Last updated 2019-08-31 15:13:50 UTC</i>
<i>Last updated 2019-08-31 17:46:10 UTC</i>
</div>
</div>
</div>

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@@ -2680,7 +2680,7 @@ Common.table_insert(tbl,<span class="number">50</span>,tbl2)</code></pre>
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc </a></i>
</div>
<div class="content-footer column col-9 col-sm-12">
<i>Last updated 2019-08-31 15:13:50 UTC</i>
<i>Last updated 2019-08-31 17:46:10 UTC</i>
</div>
</div>
</div>

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@@ -43,6 +43,7 @@
<ul class="nav">
<li class="nav-item"><a href="#Elements"><span class="fragment-hashtag">#</span> Elements</a></li>
<li class="nav-item"><a href="#Dropdowns"><span class="fragment-hashtag">#</span> Dropdowns </a></li>
<li class="nav-item"><a href="#Progress_Bars"><span class="fragment-hashtag">#</span> Progress Bars </a></li>
<li class="nav-item"><a href="#Concept_Control"><span class="fragment-hashtag">#</span> Concept Control </a></li>
<li class="nav-item"><a href="#Element_Control"><span class="fragment-hashtag">#</span> Element Control </a></li>
<li class="nav-item"><a href="#Store_Categories"><span class="fragment-hashtag">#</span> Store Categories </a></li>
@@ -212,6 +213,7 @@
<ul class="nav">
<li class="nav-item"><a href="#Elements"><span class="fragment-hashtag">#</span> Elements</a></li>
<li class="nav-item"><a href="#Dropdowns"><span class="fragment-hashtag">#</span> Dropdowns </a></li>
<li class="nav-item"><a href="#Progress_Bars"><span class="fragment-hashtag">#</span> Progress Bars </a></li>
<li class="nav-item"><a href="#Concept_Control"><span class="fragment-hashtag">#</span> Concept Control </a></li>
<li class="nav-item"><a href="#Element_Control"><span class="fragment-hashtag">#</span> Element Control </a></li>
<li class="nav-item"><a href="#Store_Categories"><span class="fragment-hashtag">#</span> Store Categories </a></li>
@@ -338,6 +340,10 @@ button:clone(<span class="string">'CustomButton'</span>)
<td class="name"><a href="#frame">frame</a></td>
<td class="summary">The basic frame element</td>
</tr>
<tr>
<td class="name"><a href="#progress_bar">progress_bar</a></td>
<td class="summary">The basic checkbox element</td>
</tr>
</tbody>
</table>
<table class="section-content-list">
@@ -362,6 +368,34 @@ button:clone(<span class="string">'CustomButton'</span>)
</table>
<table class="section-content-list">
<thead>
<h3><a href="#Progress_Bars">Progress Bars </a></h3>
<span></span>
</thead>
<tbody>
<tr>
<td class="name"><a href="#progress_bar:increment">progress_bar:increment(element[, amount=1])</a></td>
<td class="summary">Will increase the progress of a progress bar based on this concept, if the concept has an instance store then element acts as the category, if you have a combined store it will NOT update all instances</td>
</tr>
<tr>
<td class="name"><a href="#progress_bar:decrement">progress_bar:decrement(element[, amount=1])</a></td>
<td class="summary">Will decrease the progress of a progress bar based on this concept, if the concept has an instance store then element acts as the category, if you have a combined store it will NOT update all instances</td>
</tr>
<tr>
<td class="name"><a href="#progress_bar:reset">progress_bar:reset(element)</a></td>
<td class="summary">Resets the progress back to 0% for this element, if the concept has an instance store then element acts as the category, if you have a combined store it will NOT update all instances</td>
</tr>
<tr>
<td class="name"><a href="#increment_progress_bar">increment_progress_bar(element[, amount=0.01])</a></td>
<td class="summary">Increment any progress bar by the given percentage</td>
</tr>
<tr>
<td class="name"><a href="#decrement_progress_bar">decrement_progress_bar(element[, amount=0.01])</a></td>
<td class="summary">Decrement any progress bar by the given percentage</td>
</tr>
</tbody>
</table>
<table class="section-content-list">
<thead>
<h3><a href="#Concept_Control">Concept Control </a></h3>
<span></span>
</thead>
@@ -1042,7 +1076,7 @@ Gui.clone_concept(<span class="string">'dropdown'</span>,<span class="string">'d
<strong>Usage:</strong>
<pre class="code" data-lang="Lua"><code><span class="comment">-- Making a basic elem button
</span><span class="keyword">local</span> basic_elem_button =
Gui.clone_concept(<span class="string">'elem_button'</span>,TEST <span class="string">'basic_elembutton'</span>)
Gui.clone_concept(<span class="string">'elem_button'</span>,<span class="string">'basic_elembutton'</span>)
:on_selection_change(<span class="keyword">function</span>(event)
event.player.<span class="global">print</span>(<span class="string">'Basic elem button is now: '</span>..event.element.elem_value)
<span class="keyword">end</span>)</code></pre>
@@ -1084,6 +1118,22 @@ Gui.clone_concept(<span class="string">'elem_button'</span>,TEST <span class="st
</li>
<li class="section-subitem-li">
<strong><em>direction</em></strong>
<strong> : </strong>
(<span class="types"><a class="type" href="http://lua-api.factorio.com/latest/Builtin-Types.html#string">string</a></span>)
the direction that children will be added
</li>
</ul>
<!-- parameters end -->
@@ -1109,6 +1159,133 @@ Gui.clone_concept(<span class="string">'dropdown'</span>,<span class="string">'b
<span class="keyword">end</span>)</code></pre>
<!-- usage end -->
</dd>
<dt>
<div class="divider divider-custom"></div>
<div class="block section-item-header">
<a href="#progress_bar" class="fragment-hashtag">#</a>
<span class="section-item-title" id="progress_bar">progress_bar</span>
</div>
</dt>
<dd>
<div class="section-item-body">
<p class="section-item-summary">The basic checkbox element</p>
<p class="section-item-description"></p>
<!-- parameters start -->
<strong>Properties / Events:</strong>
<ul>
<li class="section-subitem-li">
<strong><em>on_completion</em></strong>
<strong> : </strong>
fired when increment reaches the maxium value set by set_maximum
</li>
<li class="section-subitem-li">
<strong><em>tooltip</em></strong>
<strong> : </strong>
(<span class="types"><a class="type" href="http://lua-api.factorio.com/latest/Builtin-Types.html#string">string</a> or <a class="type" href="http://lua-api.factorio.com/latest/Concepts.html#LocalisedString">LocalisedString</a></span>)
the tooltip that will show for this element
</li>
<li class="section-subitem-li">
<strong><em>maximum</em></strong>
<strong> : </strong>
(<span class="types"><a class="type" href="https://www.lua.org/pil/2.3.html">number</a></span>)
the maxium amount an instance can be increased, default 100
</li>
<li class="section-subitem-li">
<strong><em>delay_completion</em></strong>
<strong> : </strong>
(<span class="types"><a class="type" href="http://lua-api.factorio.com/latest/Builtin-Types.html#boolean">boolean</a></span>)
when true the progress will be completed untill after the maximum rather than at the maximum
</li>
<li class="section-subitem-li">
<strong><em>inverted</em></strong>
<strong> : </strong>
(<span class="types"><a class="type" href="http://lua-api.factorio.com/latest/Builtin-Types.html#boolean">boolean</a></span>)
although this will NOT effect how you use the functions it will make the element start full and reduce as you call increase, note issues with 0 detections
</li>
</ul>
<!-- parameters end -->
<!-- returns start -->
<!-- returns end -->
<!-- see also start -->
<!-- see also end -->
<!-- usage start -->
<strong>Usage:</strong>
<pre class="code" data-lang="Lua"><code><span class="comment">-- Making a basic progress bar, will increase when pressed then will reset when full
</span><span class="keyword">local</span> basic_progress_bar =
Gui.clone_concept(<span class="string">'progress_bar'</span>,<span class="string">'basic_progress_bar'</span>)
:set_tooltip(<span class="string">'Basic progress bar'</span>)
:set_maximum(<span class="number">5</span>)
:new_event(<span class="string">'on_click'</span>,defines.events.on_gui_click)
:on_click(<span class="keyword">function</span>(event)
event.concept:increment(event.element)
<span class="keyword">end</span>)
:set_delay_completion(<span class="keyword">true</span>)
:on_completion(<span class="keyword">function</span>(event)
event.concept:reset(event.element)
<span class="keyword">end</span>)</code></pre>
<!-- usage end -->
</dd>
</dl>
<h3><span id="Dropdowns" class="section-title"><a href="#Dropdowns">Dropdowns </a></span></h3>
@@ -1343,6 +1520,383 @@ Gui.clone_concept(<span class="string">'dropdown'</span>,<span class="string">'b
</span>Gui.add_dropdown_items(element,<span class="number">1</span>,{<span class="string">'foo'</span>,<span class="string">'bar'</span>})</code></pre>
<!-- usage end -->
</dd>
</dl>
<h3><span id="Progress_Bars" class="section-title"><a href="#Progress_Bars">Progress Bars </a></span></h3>
<dl class="section-body-container">
<dt>
<div class="divider divider-custom"></div>
<div class="block section-item-header">
<a href="#progress_bar:increment" class="fragment-hashtag">#</a>
<span class="section-item-title" id="progress_bar:increment">progress_bar:increment(element[, amount=1])</span>
</div>
</dt>
<dd>
<div class="section-item-body">
<p class="section-item-summary">Will increase the progress of a progress bar based on this concept, if the concept has an instance store then element acts as the category, if you have a combined store it will NOT update all instances</p>
<p class="section-item-description"></p>
<!-- parameters start -->
<strong>Parameters:</strong>
<ul>
<li class="section-subitem-li">
<strong><em>element</em></strong>
<strong> : </strong>
(<span class="types"><a class="type" href="http://lua-api.factorio.com/latest/LuaGuiElement.html">LuaGuiElement</a> or <a class="type" href="http://lua-api.factorio.com/latest/Builtin-Types.html#string">string</a></span>)
either the element that is changed or the category that is being changed (only if an instance store is defined)
</li>
<li class="section-subitem-li">
<strong><em>amount</em></strong>
<strong> : </strong>
(<span class="types"><a class="type" href="https://www.lua.org/pil/2.3.html">number</a></span>)
the amount that will bar will increase, note that this amount must be less than the max
(<em>default</em>: 1)
</li>
</ul>
<!-- parameters end -->
<!-- returns start -->
<strong>Returns:</strong>
<ul>
<li>
(<span class="types"><a class="type" href="https://www.lua.org/pil/2.3.html">number</a> or <a class="type" href="https://www.lua.org/pil/2.1.html">nil</a></span>)
<span class="return-text">the new value of the element, use this to sync a data store, if the return is nil then either a instance store was used or the new value may have changed</span>
</li>
</ul>
<!-- returns end -->
<!-- see also start -->
<!-- see also end -->
<!-- usage start -->
<strong>Usage:</strong>
<pre class="code" data-lang="Lua"><code><span class="comment">-- Incrementing progress bar with no instance store
</span><span class="keyword">local</span> new_value = progress_bar:increment(element)</code></pre>
<pre class="code" data-lang="Lua"><code><span class="comment">-- Incrementing progress bar with an instance store
</span>progress_bar:increment(category)</code></pre>
<!-- usage end -->
</dd>
<dt>
<div class="divider divider-custom"></div>
<div class="block section-item-header">
<a href="#progress_bar:decrement" class="fragment-hashtag">#</a>
<span class="section-item-title" id="progress_bar:decrement">progress_bar:decrement(element[, amount=1])</span>
</div>
</dt>
<dd>
<div class="section-item-body">
<p class="section-item-summary">Will decrease the progress of a progress bar based on this concept, if the concept has an instance store then element acts as the category, if you have a combined store it will NOT update all instances</p>
<p class="section-item-description"></p>
<!-- parameters start -->
<strong>Parameters:</strong>
<ul>
<li class="section-subitem-li">
<strong><em>element</em></strong>
<strong> : </strong>
(<span class="types"><a class="type" href="http://lua-api.factorio.com/latest/LuaGuiElement.html">LuaGuiElement</a> or <a class="type" href="http://lua-api.factorio.com/latest/Builtin-Types.html#string">string</a></span>)
either the element that is changed or the category that is being changed (only if an instance store is defined)
</li>
<li class="section-subitem-li">
<strong><em>amount</em></strong>
<strong> : </strong>
(<span class="types"><a class="type" href="https://www.lua.org/pil/2.3.html">number</a></span>)
the amount that will bar will decrease, note that this amount must be less than the max
(<em>default</em>: 1)
</li>
</ul>
<!-- parameters end -->
<!-- returns start -->
<strong>Returns:</strong>
<ul>
<li>
(<span class="types"><a class="type" href="https://www.lua.org/pil/2.3.html">number</a></span>)
<span class="return-text">the new value of the element, use this to sync a data store, if the return is nil then either a instance store was used or the new value may have changed</span>
</li>
</ul>
<!-- returns end -->
<!-- see also start -->
<!-- see also end -->
<!-- usage start -->
<strong>Usage:</strong>
<pre class="code" data-lang="Lua"><code><span class="comment">-- Decrementing progress bar with no instance store
</span><span class="keyword">local</span> new_value = progress_bar:decrement(element)</code></pre>
<pre class="code" data-lang="Lua"><code><span class="comment">-- Decrementing progress bar with an instance store
</span>progress_bar:decrement(category)</code></pre>
<!-- usage end -->
</dd>
<dt>
<div class="divider divider-custom"></div>
<div class="block section-item-header">
<a href="#progress_bar:reset" class="fragment-hashtag">#</a>
<span class="section-item-title" id="progress_bar:reset">progress_bar:reset(element)</span>
</div>
</dt>
<dd>
<div class="section-item-body">
<p class="section-item-summary">Resets the progress back to 0% for this element, if the concept has an instance store then element acts as the category, if you have a combined store it will NOT update all instances</p>
<p class="section-item-description"></p>
<!-- parameters start -->
<strong>Parameters:</strong>
<ul>
<li class="section-subitem-li">
<strong><em>element</em></strong>
<strong> : </strong>
(<span class="types"><a class="type" href="http://lua-api.factorio.com/latest/LuaGuiElement.html">LuaGuiElement</a> or <a class="type" href="http://lua-api.factorio.com/latest/Builtin-Types.html#string">string</a></span>)
either the element that is changed or the category that is being changed (only if an instance store is defined)
</li>
</ul>
<!-- parameters end -->
<!-- returns start -->
<strong>Returns:</strong>
<ul>
<li>
(<span class="types"><a class="type" href="https://www.lua.org/pil/2.3.html">number</a> or <a class="type" href="https://www.lua.org/pil/2.1.html">nil</a></span>)
<span class="return-text">the new value of the element, use this to sync a data store, if the return is nil then either a instance store was used or the new value may have changed</span>
</li>
</ul>
<!-- returns end -->
<!-- see also start -->
<!-- see also end -->
<!-- usage start -->
<strong>Usage:</strong>
<pre class="code" data-lang="Lua"><code><span class="comment">-- Reseting a progress bar with no instance store
</span><span class="keyword">local</span> new_value = progress_bar:reset(element)</code></pre>
<pre class="code" data-lang="Lua"><code><span class="comment">-- Reseting a progress bar with an instance store
</span>progress_bar:reset(category)</code></pre>
<!-- usage end -->
</dd>
<dt>
<div class="divider divider-custom"></div>
<div class="block section-item-header">
<a href="#increment_progress_bar" class="fragment-hashtag">#</a>
<span class="section-item-title" id="increment_progress_bar">increment_progress_bar(element[, amount=0.01])</span>
</div>
</dt>
<dd>
<div class="section-item-body">
<p class="section-item-summary">Increment any progress bar by the given percentage</p>
<p class="section-item-description"></p>
<!-- parameters start -->
<strong>Parameters:</strong>
<ul>
<li class="section-subitem-li">
<strong><em>element</em></strong>
<strong> : </strong>
(<span class="types"><a class="type" href="http://lua-api.factorio.com/latest/LuaGuiElement.html">LuaGuiElement</a></span>)
the progress bar that you want to update
</li>
<li class="section-subitem-li">
<strong><em>amount</em></strong>
<strong> : </strong>
(<span class="types"><a class="type" href="https://www.lua.org/pil/2.3.html">number</a></span>)
the percentage that you want to increment the progress bar by
(<em>default</em>: 0.01)
</li>
</ul>
<!-- parameters end -->
<!-- returns start -->
<strong>Returns:</strong>
<ul>
<li>
(<span class="types"><a class="type" href="http://lua-api.factorio.com/latest/Builtin-Types.html#boolean">boolean</a></span>)
<span class="return-text">true if the bar is now full</span>
</li>
</ul>
<!-- returns end -->
<!-- see also start -->
<!-- see also end -->
<!-- usage start -->
<strong>Usage:</strong>
<pre class="code" data-lang="Lua"><code><span class="comment">-- Increment any progress bar by 10%
</span>Gui.increment_progress_bar(element,<span class="number">0.1</span>)</code></pre>
<!-- usage end -->
</dd>
<dt>
<div class="divider divider-custom"></div>
<div class="block section-item-header">
<a href="#decrement_progress_bar" class="fragment-hashtag">#</a>
<span class="section-item-title" id="decrement_progress_bar">decrement_progress_bar(element[, amount=0.01])</span>
</div>
</dt>
<dd>
<div class="section-item-body">
<p class="section-item-summary">Decrement any progress bar by the given percentage</p>
<p class="section-item-description"></p>
<!-- parameters start -->
<strong>Parameters:</strong>
<ul>
<li class="section-subitem-li">
<strong><em>element</em></strong>
<strong> : </strong>
(<span class="types"><a class="type" href="http://lua-api.factorio.com/latest/LuaGuiElement.html">LuaGuiElement</a></span>)
the progress bar that you want to update
</li>
<li class="section-subitem-li">
<strong><em>amount</em></strong>
<strong> : </strong>
(<span class="types"><a class="type" href="https://www.lua.org/pil/2.3.html">number</a></span>)
the percentage that you want to decrement the progress bar by
(<em>default</em>: 0.01)
</li>
</ul>
<!-- parameters end -->
<!-- returns start -->
<strong>Returns:</strong>
<ul>
<li>
(<span class="types"><a class="type" href="http://lua-api.factorio.com/latest/Builtin-Types.html#boolean">boolean</a></span>)
<span class="return-text">true if the bar is now empty</span>
</li>
</ul>
<!-- returns end -->
<!-- see also start -->
<!-- see also end -->
<!-- usage start -->
<strong>Usage:</strong>
<pre class="code" data-lang="Lua"><code><span class="comment">-- Decrement any progress bar by 10%
</span>Gui.decrement_progress_bar(element,<span class="number">0.1</span>)</code></pre>
<!-- usage end -->
</dd>
</dl>
<h3><span id="Concept_Control" class="section-title"><a href="#Concept_Control">Concept Control </a></span></h3>
@@ -3886,7 +4440,7 @@ Gui.get_concept(<span class="string">'CustomButton'</span>)
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc </a></i>
</div>
<div class="content-footer column col-9 col-sm-12">
<i>Last updated 2019-08-31 15:13:50 UTC</i>
<i>Last updated 2019-08-31 17:46:10 UTC</i>
</div>
</div>
</div>

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@@ -1432,7 +1432,7 @@
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc </a></i>
</div>
<div class="content-footer column col-9 col-sm-12">
<i>Last updated 2019-08-31 15:13:50 UTC</i>
<i>Last updated 2019-08-31 17:46:10 UTC</i>
</div>
</div>
</div>

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@@ -3152,7 +3152,7 @@
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc </a></i>
</div>
<div class="content-footer column col-9 col-sm-12">
<i>Last updated 2019-08-31 15:13:50 UTC</i>
<i>Last updated 2019-08-31 17:46:10 UTC</i>
</div>
</div>
</div>

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@@ -1145,7 +1145,7 @@ Store.register(team_scores,<span class="keyword">function</span>(value,key)
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc </a></i>
</div>
<div class="content-footer column col-9 col-sm-12">
<i>Last updated 2019-08-31 15:13:50 UTC</i>
<i>Last updated 2019-08-31 17:46:10 UTC</i>
</div>
</div>
</div>

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@@ -544,7 +544,7 @@
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc </a></i>
</div>
<div class="content-footer column col-9 col-sm-12">
<i>Last updated 2019-08-31 15:13:50 UTC</i>
<i>Last updated 2019-08-31 17:46:10 UTC</i>
</div>
</div>
</div>

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@@ -626,7 +626,7 @@
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc </a></i>
</div>
<div class="content-footer column col-9 col-sm-12">
<i>Last updated 2019-08-31 15:13:50 UTC</i>
<i>Last updated 2019-08-31 17:46:10 UTC</i>
</div>
</div>
</div>

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@@ -629,7 +629,7 @@
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc </a></i>
</div>
<div class="content-footer column col-9 col-sm-12">
<i>Last updated 2019-08-31 15:13:50 UTC</i>
<i>Last updated 2019-08-31 17:46:10 UTC</i>
</div>
</div>
</div>

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@@ -449,7 +449,7 @@
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc </a></i>
</div>
<div class="content-footer column col-9 col-sm-12">
<i>Last updated 2019-08-31 15:13:50 UTC</i>
<i>Last updated 2019-08-31 17:46:10 UTC</i>
</div>
</div>
</div>

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@@ -632,7 +632,7 @@
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc </a></i>
</div>
<div class="content-footer column col-9 col-sm-12">
<i>Last updated 2019-08-31 15:13:50 UTC</i>
<i>Last updated 2019-08-31 17:46:10 UTC</i>
</div>
</div>
</div>

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@@ -837,7 +837,7 @@
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc </a></i>
</div>
<div class="content-footer column col-9 col-sm-12">
<i>Last updated 2019-08-31 15:13:50 UTC</i>
<i>Last updated 2019-08-31 17:46:10 UTC</i>
</div>
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@@ -510,7 +510,7 @@ see ./expcore/commands.lua for more details</span></td>
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@@ -351,7 +351,7 @@
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@@ -419,7 +419,7 @@ fraction will decide a chance to spawn. 1 alien for 2 spawner's will have 50% on
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@@ -1164,7 +1164,7 @@
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@@ -654,7 +654,7 @@
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@@ -323,7 +323,7 @@
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@@ -1292,7 +1292,7 @@
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@@ -434,7 +434,7 @@
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@@ -338,7 +338,7 @@
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@@ -441,7 +441,7 @@
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@@ -752,7 +752,7 @@
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@@ -1382,7 +1382,7 @@
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@@ -651,7 +651,7 @@
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@@ -442,7 +442,7 @@
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@@ -789,7 +789,7 @@ Public License instead of this License. But first, please read
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@@ -332,7 +332,7 @@
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@@ -72,5 +72,6 @@ Gui.require_concept('button')
Gui.require_concept('checkbox')
Gui.require_concept('dropdown')
Gui.require_concept('elem_button')
Gui.require_concept('progress_bar')
return Gui

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@@ -12,7 +12,7 @@ local Gui = require 'expcore.gui.core'
@tparam string elem_type the type of elem selection that this is, default is item selection
@usage-- Making a basic elem button
local basic_elem_button =
Gui.clone_concept('elem_button',TEST 'basic_elembutton')
Gui.clone_concept('elem_button','basic_elembutton')
:on_selection_change(function(event)
event.player.print('Basic elem button is now: '..event.element.elem_value)
end)

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@@ -8,6 +8,7 @@ local Gui = require 'expcore.gui.core'
--[[-- The basic frame element
@element frame
@tparam ?string|Concepts.LocalisedString title the title that will show in the frame
@tparam string direction the direction that children will be added
@usage-- Making a basic frame, contains a label with hello world
local basic_frame =
Gui.clone_concept('dropdown','basic_frame')
@@ -21,11 +22,13 @@ end)
]]
Gui.new_concept('frame')
:new_property('title')
:new_property('direction')
:define_draw(function(properties,parent,element)
element = parent.add{
name = properties.name,
type = 'frame',
caption = properties.title
caption = properties.title,
direction = properties.direction
}
return element

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@@ -0,0 +1,155 @@
--[[-- Core Module - Gui
@module Gui
@alias Gui
]]
local Gui = require 'expcore.gui.core'
--[[-- The basic checkbox element
@element progress_bar
@param on_completion fired when increment reaches the maxium value set by set_maximum
@tparam ?string|Concepts.LocalisedString tooltip the tooltip that will show for this element
@tparam number maximum the maxium amount an instance can be increased, default 100
@tparam boolean delay_completion when true the progress will be completed untill after the maximum rather than at the maximum
@tparam boolean inverted although this will NOT effect how you use the functions it will make the element start full and reduce as you call increase, note issues with 0 detections
@usage-- Making a basic progress bar, will increase when pressed then will reset when full
local basic_progress_bar =
Gui.clone_concept('progress_bar','basic_progress_bar')
:set_tooltip('Basic progress bar')
:set_maximum(5)
:new_event('on_click',defines.events.on_gui_click)
:on_click(function(event)
event.concept:increment(event.element)
end)
:set_delay_completion(true)
:on_completion(function(event)
event.concept:reset(event.element)
end)
]]
local progress_bar =
Gui.new_concept('progress_bar')
:new_event('on_completion')
:new_property('tooltip')
:new_property('maximum',100)
:new_property('delay_completion',false)
:new_property('inverted',false)
:define_draw(function(properties,parent,element)
element = parent.add{
name = properties.name,
tooltip = properties.tooltip,
type = 'progressbar',
value = properties.inverted and 1 or 0
}
return element
end)
--- Progress Bars.
-- functions used with progress bars
-- @section progress_bars
-- logic for changing the value of a progress bar
local function raw_update(concept,element,amount)
local old_value = element.value
local new_value = old_value + amount
element.value = new_value
local check_value = concept.properties.delay_completion and old_value or new_value
if amount < 0 and check_value <= 0 or amount > 0 and check_value >= 1 then
concept:raise_event('on_completion',{
element = element
})
else
return new_value
end
end
--[[-- Will increase the progress of a progress bar based on this concept, if the concept has an instance store then element acts as the category, if you have a combined store it will NOT update all instances
@tparam ?LuaGuiElement|string element either the element that is changed or the category that is being changed (only if an instance store is defined)
@tparam[opt=1] number amount the amount that will bar will increase, note that this amount must be less than the max
@treturn ?number|nil the new value of the element, use this to sync a data store, if the return is nil then either a instance store was used or the new value may have changed
@usage-- Incrementing progress bar with no instance store
local new_value = progress_bar:increment(element)
@usage-- Incrementing progress bar with an instance store
progress_bar:increment(category)
]]
function progress_bar:increment(element,amount)
local properties = self.properties
local inverted = properties.inverted
local maximum = properties.maximum
amount = amount and amount/maximum or 1/maximum
amount = inverted and -amount or amount
if self.instance_store and not self.sync_instance then
self.update_instances(element,function(next_element)
raw_update(self,next_element,amount)
end)
else
return raw_update(self,element,amount)
end
end
--[[-- Will decrease the progress of a progress bar based on this concept, if the concept has an instance store then element acts as the category, if you have a combined store it will NOT update all instances
@tparam ?LuaGuiElement|string element either the element that is changed or the category that is being changed (only if an instance store is defined)
@tparam[opt=1] number amount the amount that will bar will decrease, note that this amount must be less than the max
@treturn number the new value of the element, use this to sync a data store, if the return is nil then either a instance store was used or the new value may have changed
@usage-- Decrementing progress bar with no instance store
local new_value = progress_bar:decrement(element)
@usage-- Decrementing progress bar with an instance store
progress_bar:decrement(category)
]]
function progress_bar:decrement(element,amount)
self:increment(element,-amount)
end
--[[-- Resets the progress back to 0% for this element, if the concept has an instance store then element acts as the category, if you have a combined store it will NOT update all instances
@tparam ?LuaGuiElement|string element either the element that is changed or the category that is being changed (only if an instance store is defined)
@treturn ?number|nil the new value of the element, use this to sync a data store, if the return is nil then either a instance store was used or the new value may have changed
@usage-- Reseting a progress bar with no instance store
local new_value = progress_bar:reset(element)
@usage-- Reseting a progress bar with an instance store
progress_bar:reset(category)
]]
function progress_bar:reset(element)
local new_value = self.properties.inverted and 1 or 0
if self.instacne_store and not self.sync_instance then
self.update_instances(element,function(next_element)
next_element.value = new_value
end)
else
element.value = new_value
return new_value
end
end
--[[-- Increment any progress bar by the given percentage
@tparam LuaGuiElement element the progress bar that you want to update
@tparam[opt=0.01] number amount the percentage that you want to increment the progress bar by
@treturn boolean true if the bar is now full
@usage-- Increment any progress bar by 10%
Gui.increment_progress_bar(element,0.1)
]]
function Gui.increment_progress_bar(element,amount)
amount = amount or 0.01
element.value = element.value + amount
return element.value >= 1
end
--[[-- Decrement any progress bar by the given percentage
@tparam LuaGuiElement element the progress bar that you want to update
@tparam[opt=0.01] number amount the percentage that you want to decrement the progress bar by
@treturn boolean true if the bar is now empty
@usage-- Decrement any progress bar by 10%
Gui.decrement_progress_bar(element,0.1)
]]
function Gui.decrement_progress_bar(element,amount)
amount = amount or 0.01
element.value = element.value - amount
return element.value <= 0
end

View File

@@ -513,7 +513,7 @@ end)
category = nil
end
local instances = Store.get(self.instance_store,get_category(category))
local instances = Store.get(self.instance_store,get_category(category)) or {}
for key,instance in pairs(instances) do
if not instance or not instance.valid then
instances[key] = nil

View File

@@ -353,4 +353,97 @@ tests['Elem Buttons'] = {
['Basic Elem Button'] = basic_elem_button,
['Defaut Selection Elem Button'] = default_selection_elem_button,
['Player Stored Elem Button'] = player_elem_button
}
--[[
Progress Bars
> Basic Progress Bar -- will increse when pressed, when full then it will reset
> Inverted Progress Bar -- will increse when pressed, when empty then it will reset
> Game Instance Progress Bar -- will take 5 seconds to fill, when full it will reset, note instances are required due to on_tick
> Force Instance Progress Bar -- will increse when pressed, instance only means all instances will increse at same time but may not have the same value
> Force Stored Progress Bar -- will increse when pressed, unlike above all will increse at same time and will have the same value
]]
local basic_progress_bar =
Gui.clone_concept('progress_bar',TEST 'basic_progress_bar')
:set_tooltip('Basic progress bar')
:set_maximum(5)
:new_event('on_click',defines.events.on_gui_click)
:on_click(function(event)
event.concept:increment(event.element)
end)
:set_delay_completion(true)
:on_completion(function(event)
event.concept:reset(event.element)
end)
local inverted_progress_bar =
Gui.clone_concept('progress_bar',TEST 'inverted_progress_bar')
:set_tooltip('Inverted progress bar')
:set_inverted(true)
:set_maximum(5)
:new_event('on_click',defines.events.on_gui_click)
:on_click(function(event)
event.concept:increment(event.element)
end)
:on_completion(function(event)
event.concept:reset(event.element)
end)
local game_progress_bar =
Gui.clone_concept('progress_bar',TEST 'game_progress_bar')
:set_tooltip('Game progress bar')
:set_maximum(300)
:new_event('on_tick',defines.events.on_tick)
:on_tick(function(event)
event.concept:increment(event.element)
end)
:set_delay_completion(true)
:on_completion(function(event)
event.concept:reset(event.element)
end)
:define_instance_store()
local force_instance_progress_bar =
Gui.clone_concept('progress_bar',TEST 'force_instance_progress_bar')
:set_tooltip('Force instance progress bar')
:set_maximum(5)
:new_event('on_click',defines.events.on_gui_click)
:on_click(function(event)
event.concept:increment(event.element)
end)
:set_delay_completion(true)
:on_completion(function(event)
event.concept:reset(event.element)
end)
:define_instance_store(Gui.categorize_by_force)
local force_stored_progress_bar =
Gui.clone_concept('progress_bar',TEST 'force_stored_progress_bar')
:set_tooltip('Force stored progress bar')
:set_maximum(5)
:new_event('on_click',defines.events.on_gui_click)
:on_click(function(event)
local element = event.element
local concept = event.concept
local new_value = concept:increment(element)
if new_value then concept.set_data(element,new_value) end
end)
:set_delay_completion(true)
:on_completion(function(event)
local element = event.element
local concept = event.concept
local new_value = concept:reset(element)
concept.set_data(element,new_value)
end)
:define_combined_store(Gui.categorize_by_force,function(element,value)
element.value = value or 0
end)
tests['Progress Bars'] = {
['Basic Progress Bar'] = basic_progress_bar,
['Inverted Progress Bar'] = inverted_progress_bar,
['Game Instance Progress Bar'] = game_progress_bar,
['Force Instance Progress Bar'] = force_instance_progress_bar,
['Force Stored Progress Bar'] = force_stored_progress_bar
}

View File

@@ -174,7 +174,7 @@ function Store.update(location,key,update_callback,...)
local rtn
if update_callback and type(update_callback) == 'function' then
if args then
rtn = udpate_callback(value,key,unpack(args))
rtn = update_callback(value,key,unpack(args))
else
rtn = update_callback(value,key,...)
end