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Updated ExpGamingCore.Gui
This commit is contained in:
@@ -1,215 +0,0 @@
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--- Adds a uniform preset for guis in the center of the screen which allow for different tabs to be opened
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-- @module ExpGamingCore.Gui.Center
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-- @alias center
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-- @author Cooldude2606
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-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
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--- This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module
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-- @function _comment
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local Game = require('FactorioStdLib.Game')
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local Color = require('FactorioStdLib.Color')
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local mod_gui = require("mod-gui")
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local Gui = Gui -- this is to force gui to remain in the ENV
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local center = {}
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center._prototype = {}
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--- Adds a new obj to the center gui
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-- @usage Gui.center.add{name='foo',caption='Foo',tooltip='Testing',draw=function}
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-- @usage return_value(player) -- opens the center gui for that player
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-- @param obj contains the new object, needs name, fraw is opt and is function(root_frame)
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-- @return the object made, used to add tabs, calling the returned value will open the center for the given player
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function center.add(obj)
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if not is_type(obj,'table') then return end
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if not is_type(obj.name,'string') then return end
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verbose('Created Center Gui: '..obj.name)
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setmetatable(obj,{__index=center._prototype,__call=function(self,player) return center.open(player,self.name) end})
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obj.tabs = {}
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obj._tabs = {}
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Gui.data('center',obj.name,obj)
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Gui.toolbar(obj.name,obj.caption,obj.tooltip,obj.open)
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return obj
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end
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--- Used to get the center frame of the player, used mainly in script
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-- @usage Gui.center.get_flow(player) -- returns gui emelemt
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-- @param player a player indifier to get the flow for
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-- @treturn table the gui element flow
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function center.get_flow(player)
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local player = Game.get_player(player)
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if not player then error('Invalid player',2) end
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return player.gui.center.exp_center or player.gui.center.add{name='exp_center',type='flow'}
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end
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--- Used to open a center frame for a player
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-- @usage Gui.center.open(player,'server-info') -- return true
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-- @param player a player indifier to get the flow for
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-- @tparam string center the name of the center frame to open
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-- @treturn boelon based on if it successed or not
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function center.open(player,center)
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local player = Game.get_player(player)
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if not player then error('Invalid player',2) return false end
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Gui.center.clear(player)
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if not Gui.data.center[center] then return false end
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Gui.data.center[center].open{
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element={name=center},
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player_index=player.index
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}
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return true
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end
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--- Used to open a center frame for a player
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-- @usage Gui.center.open_tab(player,'readme','rules') -- return true
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-- @param player a player indifier to get the flow for
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-- @tparam string center the name of the center frame to open
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-- @tparam string tab the name of the tab to open
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-- @treturn boelon based on if it successed or not
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function center.open_tab(player,center,tab)
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local player = Game.get_player(player)
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if not player then error('Invalid player',2) end
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if not Gui.center.open(player,center) then return false end
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local name = center..'_'..tab
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if not Gui.data.inputs_button[name] then return false end
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Gui.data.inputs_button[name].events[defines.events.on_gui_click]{
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element=Gui.center.get_flow(player)[center].tab_bar.tab_bar_scroll.tab_bar_scroll_flow[name],
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}
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return true
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end
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--- Used to clear the center frame of the player, used mainly in script
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-- @usage Gui.center.clear(player)
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-- @param player a player indifier to get the flow for
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function center.clear(player)
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local player = Game.get_player(player)
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center.get_flow(player).clear()
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end
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-- used on the button press when the toolbar button is press, can be overriden
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-- not recomented for direct use see Gui.center.open
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function center._prototype.open(event)
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local player = Game.get_player(event)
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local _center = Gui.data.center[event.element.name]
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local center_flow = center.get_flow(player)
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if center_flow[_center.name] then Gui.center.clear(player) return end
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local center_frame = center_flow.add{
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name=_center.name,
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type='frame',
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caption=_center.caption,
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direction='vertical',
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style=mod_gui.frame_style
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}
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if is_type(center_frame.caption,'string') and player.gui.is_valid_sprite_path(center_frame.caption) then center_frame.caption = '' end
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if is_type(_center.draw,'function') then
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local success, err = pcall(_center.draw,_center,center_frame)
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if not success then error(err) end
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else error('No Callback on center frame '.._center.name)
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end
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player.opened=center_frame
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end
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-- this is the default draw function if one is not provided, can be overriden
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-- not recomented for direct use see Gui.center.open
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function center._prototype:draw(frame)
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Gui.bar(frame,510)
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local tab_bar = frame.add{
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type='frame',
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name='tab_bar',
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style='image_frame',
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direction='vertical'
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}
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tab_bar.style.width = 510
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tab_bar.style.height = 65
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local tab_bar_scroll = tab_bar.add{
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type='scroll-pane',
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name='tab_bar_scroll',
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horizontal_scroll_policy='auto-and-reserve-space',
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vertical_scroll_policy='never'
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}
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tab_bar_scroll.style.vertically_squashable = false
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tab_bar_scroll.style.vertically_stretchable = true
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tab_bar_scroll.style.width = 500
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local tab_bar_scroll_flow = tab_bar_scroll.add{
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type='flow',
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name='tab_bar_scroll_flow',
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direction='horizontal'
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}
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Gui.bar(frame,510)
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local tab = frame.add{
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type ='frame',
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name='tab',
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direction='vertical',
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style='image_frame'
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}
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tab.style.width = 510
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tab.style.height = 305
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local tab_scroll = tab.add{
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type ='scroll-pane',
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name='tab_scroll',
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horizontal_scroll_policy='never',
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vertical_scroll_policy='auto'
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}
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tab_scroll.style.vertically_squashable = false
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tab_scroll.style.vertically_stretchable = true
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tab_scroll.style.width = 500
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local tab_scroll_flow = tab_scroll.add{
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type='flow',
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name='tab_scroll_flow',
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direction='vertical'
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}
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tab_scroll_flow.style.width = 480
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Gui.bar(frame,510)
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local first_tab = nil
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for name,button in pairs(self.tabs) do
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first_tab = first_tab or name
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button(tab_bar_scroll_flow).style.font_color = defines.color.white
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end
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self._tabs[self.name..'_'..first_tab](tab_scroll_flow)
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tab_bar_scroll_flow.children[1].style.font_color = defines.color.orange
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frame.parent.add{type='frame',name='temp'}.destroy()--recenter the GUI
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end
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--- If deafult draw is used then you can add tabs to the gui with this function
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-- @usage _center:add_tab('foo','Foo','Just a tab',function)
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-- @tparam string name this is the name of the tab
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-- @tparam string caption this is the words that appear on the tab button
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-- @tparam[opt] string tooltip the tooltip that is on the button
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-- @tparam function callback this is called when button is pressed with function(root_frame)
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-- @return self to allow chaining of _center:add_tab
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function center._prototype:add_tab(name,caption,tooltip,callback)
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verbose('Created Tab: '..self.name..'/'..name)
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self._tabs[self.name..'_'..name] = callback
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self.tabs[name] = Gui.inputs.add{
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type='button',
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name=self.name..'_'..name,
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caption=caption,
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tooltip=tooltip
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}:on_event('click',function(event)
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local tab = event.element.parent.parent.parent.parent.tab.tab_scroll.tab_scroll_flow
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tab.clear()
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local frame_name = tab.parent.parent.parent.name
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local _center = Gui.data.center[frame_name]
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local _tab = _center._tabs[event.element.name]
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if is_type(_tab,'function') then
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for _,button in pairs(event.element.parent.children) do
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if button.name == event.element.name then
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button.style.font_color = defines.color.orange
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else
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button.style.font_color = defines.color.white
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end
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end
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local success, err = pcall(_tab,tab)
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if not success then error(err) end
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end
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end)
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return self
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end
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-- used so that when gui close key is pressed this will close the gui
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center._events = {[defines.events.on_gui_closed]=function(event)
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if event.element and event.element.valid then event.element.destroy() end
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end}
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center.on_role_change = center.clear
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-- calling will attempt to add a new gui
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return setmetatable(center,{__call=function(self,...) return self.add(...) end})
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@@ -1,385 +0,0 @@
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--- Adds a clean way of making new inputs for a gui allowing for sliders and text inputs to be hanndleded with custom events
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-- @module ExpGamingCore.Gui.Inputs
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-- @alias inputs
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-- @author Cooldude2606
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-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
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--- This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module
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-- @function _comment
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local Game = require('FactorioStdLib.Game')
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local Color = require('FactorioStdLib.Color')
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local mod_gui = require("mod-gui")
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local Gui = Gui -- this is to force gui to remain in the ENV
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local inputs = {}
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inputs._prototype = {}
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-- these are just so you can have short cuts to this
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inputs.events = {
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error='error',
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state=defines.events.on_gui_checked_state_changed,
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click=defines.events.on_gui_click,
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elem=defines.events.on_gui_elem_changed,
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selection=defines.events.on_gui_selection_state_changed,
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text=defines.events.on_gui_text_changed,
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slider=defines.events.on_gui_value_changed
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}
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--- Sets the input to trigger on an certain event
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-- @usage button:on_event(defines.events.on_gui_click,player_return)
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-- @param event the event to raise callback on | can be number of the event | can be a key of inputs.events
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-- @tparam function callback the function you want to run on the event
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-- @treturn table returns self so you can chain together
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function inputs._prototype:on_event(event,callback)
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if not is_type(callback,'function') then return self end
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if inputs.events[event] then event = inputs.events[event] end
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if event == 'error' then self._error = callback return self end
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self.events[event] = callback
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return self
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end
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--- Draw the input into the root element
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-- @usage button:draw(frame)
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-- @param root the element you want to add the input to
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-- @return returns the element that was added
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function inputs._prototype:draw(root)
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local player = Game.get_player(root.player_index)
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if is_type(self.draw_data.caption,'string') and player.gui.is_valid_sprite_path(self.draw_data.caption) then
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local data = table.deepcopy(self.draw_data)
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data.type = 'sprite-button'
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data.sprite = data.caption
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data.caption = nil
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return root.add(data)
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elseif is_type(self.draw_data.sprite,'string') and player.gui.is_valid_sprite_path(self.draw_data.sprite) then
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local data = table.deepcopy(self.draw_data)
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data.type = 'sprite-button'
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return root.add(data)
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elseif is_type(self.data._state,'function') then
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local data = table.deepcopy(self.draw_data)
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local success, err = pcall(self.data._state,player,root)
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if success then data.state = err else error(err) end
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return root.add(data)
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elseif is_type(self.data._start,'function') then
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local data = table.deepcopy(self.draw_data)
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local success, err = pcall(self.data._start,player,root)
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if success then data.value = err else error(err) end
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return root.add(data)
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elseif is_type(self.data._index,'function') then
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local data = table.deepcopy(self.draw_data)
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local success, err = pcall(self.data._index,player,root)
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if success then data.selected_index = err else error(err) end
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if is_type(self.data._items,'function') then
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local success, err = pcall(self.data._items,player,root)
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if success then data.items = err else error(err) end
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end
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return root.add(data)
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elseif is_type(self.data._items,'function') then
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local data = table.deepcopy(self.draw_data)
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local success, err = pcall(self.data._items,player,root)
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if success then data.items = err else error(err) end
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if is_type(self.data._index,'function') then
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local success, err = pcall(self.data._index,player,root)
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if success then data.selected_index = err else error(err) end
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end
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return root.add(data)
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else
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return root.add(self.draw_data)
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end
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end
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--- Add a new input, this is the same as doing frame.add{} but returns a diffrent object
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-- @usage Gui.inputs.add{type='button',name='test',caption='Test'}
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-- @usage return_value(frame) -- draws the button onto that frame
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-- @tparam table obj the new element to add if caption is a sprite path then sprite is used
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-- @treturn table the custom input object, calling the returned calue will draw the button
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function inputs.add(obj)
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if not is_type(obj,'table') then return end
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if not is_type(obj.type,'string') then return end
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local type = obj.type
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if type == 'button' or
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type == 'sprite-button' or
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type == 'choose-elem-button' or
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type == 'checkbox' or
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type == 'radiobutton' or
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type == 'textfield' or
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type == 'text-box' or
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type == 'slider' or
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type == 'drop-down'
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then else return end
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verbose('Created Input: '..obj.name..' ('..obj.type..')')
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if obj.type == 'button' or obj.type == 'sprite-button' then obj.style = mod_gui.button_style end
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obj.draw_data = table.deepcopy(obj)
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obj.data = {}
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obj.events = {}
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setmetatable(obj,{__index=inputs._prototype,__call=function(self,...) return self:draw(...) end})
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Gui.data('inputs_'..type,obj.name,obj)
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return obj
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end
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-- this just runs the events given to inputs
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function inputs._event_handler(event)
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if not event.element then return end
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local elements = Gui.data['inputs_'..event.element.type] or {}
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local element = elements[event.element.name]
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if not element and event.element.type == 'sprite-button' then
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elements = Gui.data.inputs_button or {}
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element = elements[event.element.name]
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end
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if element then
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verbose('There was a gui event ('..Event.names[event.name]..') with element: '..event.element.name)
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if not is_type(element.events[event.name],'function') then return end
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local success, err = Manager.sandbox(element.events[event.name],{},event)
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if not success then
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if is_type(element._error,'function') then pcall(element._error)
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else error(err) end
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end
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end
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end
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inputs._events = {
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[inputs.events.state]=inputs._event_handler,
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[inputs.events.click]=inputs._event_handler,
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[inputs.events.elem]=inputs._event_handler,
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[inputs.events.state]=inputs._event_handler,
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[inputs.events.text]=inputs._event_handler,
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[inputs.events.slider]=inputs._event_handler,
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[inputs.events.selection]=inputs._event_handler
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}
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-- the folwing functions are just to make inputs easier but if what you want is not include use inputs.add(obj)
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--- Used to define a button, can have many function
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-- @usage Gui.inputs.add_button('test','Test','Just for testing',{{condition,callback},...})
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-- @tparam string name the name of this button
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-- @tparam string the display for this button, either text or sprite path
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-- @tparam string tooltip the tooltip to show on the button
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-- @param callbacks can either be a single function or a list of function pairs see exaplmes at bottom
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-- @treturn table the button object that was made, to allow a custom error event if wanted
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function inputs.add_button(name,display,tooltip,callbacks)
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local button = inputs.add{
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type='button',
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name=name,
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caption=display,
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tooltip=tooltip
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}
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button.data._callbacks = callbacks
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button:on_event('click',function(event)
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local elements = Gui.data['inputs_'..event.element.type] or {}
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local button = elements[event.element.name]
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if not button and event.element.type == 'sprite-button' then
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elements = Gui.data.inputs_button or {}
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button = elements[event.element.name]
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end
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local player = Game.get_player(event)
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local mouse = event.button
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local keys = {alt=event.alt,ctrl=event.control,shift=event.shift}
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local element = event.element
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local callbacks = button.data._callbacks
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if is_type(callbacks,'function') then callbacks = {{function(...) return true end,callbacks}} end
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for _,data in pairs(callbacks) do
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if is_type(data[1],'function') and is_type(data[2],'function') then
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local success, err = pcall(data[1],player,mouse,keys,event)
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if success and err == true then
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local success, err = pcall(data[2],player,element,event)
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if not success then error(err) end
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elseif not success then error(err) end
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else error('Invalid Callback Condition Format') end
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end
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end)
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return button
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end
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||||
--- Used to define a choose-elem-button callback only on elem_changed
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||||
-- @usage Gui.inputs.add_elem_button('test','Test','Just for testing',function)
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-- @tparam string name the name of this button
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||||
-- @tparam string elem_type the display for this button, either text or sprite path
|
||||
-- @tparam string tooltip the tooltip to show on the button
|
||||
-- @tparam function callback the callback to call on change function(player,element,elem)
|
||||
-- @treturn table the button object that was made, to allow a custom error event if wanted
|
||||
function inputs.add_elem_button(name,elem_type,tooltip,callback)
|
||||
local button = inputs.add{
|
||||
type='choose-elem-button',
|
||||
name=name,
|
||||
elem_type=elem_type,
|
||||
tooltip=tooltip
|
||||
}
|
||||
button.data._callback = callback
|
||||
button:on_event('elem',function(event)
|
||||
local button = Gui.data['inputs_'..event.element.type][event.element.name]
|
||||
local player = Game.get_player(event)
|
||||
local element = event.element or {elem_type=nil,elem_value=nil}
|
||||
local elem = {type=element.elem_type,value=element.elem_value}
|
||||
if is_type(button.data._callback,'function') then
|
||||
local success, err = pcall(button.data._callback,player,element,elem)
|
||||
if not success then error(err) end
|
||||
else error('Invalid Callback') end
|
||||
end)
|
||||
return button
|
||||
end
|
||||
|
||||
--- Used to define a checkbox callback only on state_changed
|
||||
-- @usage Gui.inputs.add_checkbox('test',false,'Just for testing',function,function,funvtion)
|
||||
-- @tparam string name the name of this button
|
||||
-- @tparam boolean radio if this is a radio button
|
||||
-- @tparam string display the display for this button, either text or sprite path
|
||||
-- @tparam function default the callback which choses the default check state
|
||||
-- @tparam function callback_true the callback to call when changed to true
|
||||
-- @tparam function callback_false the callback to call when changed to false
|
||||
-- @treturn table the button object that was made, to allow a custom error event if wanted
|
||||
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{
|
||||
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)
|
||||
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 is_type(checkbox.data._true,'function') then
|
||||
local success, err = pcall(checkbox.data._true,player,event.element)
|
||||
if not success then error(err) end
|
||||
else error('Invalid Callback') end
|
||||
else
|
||||
if is_type(checkbox.data._false,'function') then
|
||||
local success, err = pcall(checkbox.data._false,player,event.element)
|
||||
if not success then error(err) end
|
||||
else error('Invalid Callback') end
|
||||
end
|
||||
end)
|
||||
return 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.
|
||||
-- @usage Gui.inputs.reset_radio{radio1,radio2,...}
|
||||
-- @param elements can be a list of elements or a single element
|
||||
function inputs.reset_radio(elements)
|
||||
if #elements > 0 then
|
||||
for _,element in pairs(elements) do
|
||||
if element.valid then
|
||||
local _elements = Gui.data['inputs_'..element.type] or {}
|
||||
local _element = _elements[element.name]
|
||||
local player = Game.get_player(element.player_index)
|
||||
local state = false
|
||||
local success, err = pcall(_element.data._state,player,element.parent)
|
||||
if success then state = err else error(err) end
|
||||
element.state = state
|
||||
end
|
||||
end
|
||||
else
|
||||
if elements.valid then
|
||||
local _elements = Gui.data['inputs_'..elements.type] or {}
|
||||
local _element = _elements[elements.name]
|
||||
local player = Game.get_player(elements.player_index)
|
||||
local state = false
|
||||
local success, err = pcall(_element.data._state,player,elements.parent)
|
||||
if success then state = err else error(err) end
|
||||
elements.state = state
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Used to define a text callback only on text_changed
|
||||
-- @usage Gui.inputs.add_text('test',false,'Just for testing',function)
|
||||
-- @tparam string name the name of this button
|
||||
-- @tparam boolean box is it a text box rather than a text field
|
||||
-- @tparam string text the starting text
|
||||
-- @tparam function callback the callback to call on change function(player,text,element)
|
||||
-- @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{
|
||||
type=type,
|
||||
name=name,
|
||||
text=text
|
||||
}
|
||||
textbox.data._callback = callback
|
||||
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)
|
||||
if not success then error(err) end
|
||||
else error('Invalid Callback Condition Format') end
|
||||
end)
|
||||
return textbox
|
||||
end
|
||||
|
||||
--- Used to define a slider callback only on value_changed
|
||||
-- @usage Gui.inputs.add_slider('test','horizontal',1,10,5,function)
|
||||
-- @tparam string name the name of this button
|
||||
-- @tparam string orientation direction of the slider
|
||||
-- @tparam number min the lowest number
|
||||
-- @tparam number max the highest number
|
||||
-- @tparam function start_callback either a number or a function to return a number
|
||||
-- @tparam function callback the function to be called on value_changed function(player,value,percent,element)
|
||||
-- @treturn table the slider object that was made, to allow a custom error event if wanted
|
||||
function inputs.add_slider(name,orientation,min,max,start_callback,callback)
|
||||
local slider = inputs.add{
|
||||
type='slider',
|
||||
name=name,
|
||||
orientation=orientation,
|
||||
minimum_value=min,
|
||||
maximum_value=max,
|
||||
value=start_callback
|
||||
}
|
||||
slider.data._start = start_callback
|
||||
slider.data._callback = callback
|
||||
slider:on_event('slider',function(event)
|
||||
local slider = Gui.data['inputs_'..event.element.type][event.element.name]
|
||||
local player = Game.get_player(event)
|
||||
local value = event.element.slider_value
|
||||
local data = slider.data
|
||||
local percent = value/event.element.get_slider_maximum()
|
||||
if is_type(data._callback,'function') then
|
||||
local success, err = pcall(data._callback,player,value,percent,event.element)
|
||||
if not success then error(err) end
|
||||
else error('Invalid Callback Condition Format') end
|
||||
end)
|
||||
return slider
|
||||
end
|
||||
|
||||
--- Used to define a drop down callback only on value_changed
|
||||
-- @usage Gui.inputs.add_drop_down('test',{1,2,3},1,function)
|
||||
-- @tparam string name name of the drop down
|
||||
-- @param items either a list or a function which returns a list
|
||||
-- @param index either a number or a function which returns a number
|
||||
-- @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{
|
||||
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]
|
||||
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)
|
||||
if not success then error(err) end
|
||||
else error('Invalid Callback Condition Format') end
|
||||
end)
|
||||
return drop_down
|
||||
end
|
||||
|
||||
-- calling will attempt to add a new input
|
||||
return setmetatable(inputs,{__call=function(self,...) return self.add(...) end})
|
||||
|
||||
-- to see examples look at GuiParts/test.lua
|
||||
@@ -1,240 +0,0 @@
|
||||
--- Adds a organiser for left gui ellements which will automaticaly update there information and have open requirements
|
||||
-- @module ExpGamingCore.Gui.Left
|
||||
-- @alias left
|
||||
-- @author Cooldude2606
|
||||
-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
|
||||
|
||||
--- This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module
|
||||
-- @function _comment
|
||||
|
||||
local Game = require('FactorioStdLib.Game')
|
||||
local Server = require('ExpGamingCore.Server')
|
||||
local Color = require('FactorioStdLib.Color')
|
||||
local Role -- this is optional and is hanndled by it being present, it is loaded on init
|
||||
local mod_gui = require("mod-gui")
|
||||
local Gui = Gui -- this is to force gui to remain in the ENV
|
||||
local order_config = order_config
|
||||
|
||||
local left = {}
|
||||
left._prototype = {}
|
||||
|
||||
left.hide = Gui.inputs{
|
||||
name='gui-left-hide',
|
||||
type='button',
|
||||
caption='<'
|
||||
}:on_event('click',function(event)
|
||||
for _,child in pairs(event.element.parent.children) do
|
||||
if child.name ~= 'popups' then child.style.visible = false end
|
||||
end
|
||||
end)
|
||||
|
||||
local global = self_global
|
||||
|
||||
-- used for debugging
|
||||
function left.override_open(state)
|
||||
global.over_ride_left_can_open = state
|
||||
end
|
||||
--- Used to add a left gui frame
|
||||
-- @usage Gui.left.add{name='foo',caption='Foo',tooltip='just testing',open_on_join=true,can_open=function,draw=function}
|
||||
-- @usage return_value(player) -- toggles visiblity for that player, if no player then updates for all players
|
||||
-- @param obj this is what will be made, needs a name and a draw function(root_frame), open_on_join can be used to set the deaful state true/false, can_open is a test to block it from opening but is not needed
|
||||
-- @return the object that is made, calling the returned value with out a param will update the gui, else will toggle visiblity for that player
|
||||
function left.add(obj)
|
||||
if not is_type(obj,'table') then return end
|
||||
if not is_type(obj.name,'string') then return end
|
||||
verbose('Created Left Gui: '..obj.name)
|
||||
setmetatable(obj,{__index=left._prototype,__call=function(self,player) if player then return self:toggle(player) else return left.update(self.name) end end})
|
||||
Gui.data('left',obj.name,obj)
|
||||
Gui.toolbar(obj.name,obj.caption,obj.tooltip,function(event) obj:toggle(event) end)
|
||||
return obj
|
||||
end
|
||||
|
||||
--- This is used to update all the guis of connected players, good idea to use our thread system as it as nested for loops
|
||||
-- @usage Gui.left.update()
|
||||
-- @tparam[opt] string frame this is the name of a frame if you only want to update one
|
||||
-- @param[opt] players the player to update for, if not given all players are updated, can be one player
|
||||
function left.update(frame,players)
|
||||
if not Server or not Server._thread then
|
||||
local players = is_type(players,'table') and #players > 0 and {unpack(players)} or is_type(players,'table') and {players} or Game.get_player(players) and {Game.get_player(players)} or game.connected_players
|
||||
for _,player in pairs(players) do
|
||||
local frames = Gui.data.left or {}
|
||||
if frame then frames = {[frame]=frames[frame]} or {} end
|
||||
for name,left in pairs(frames) do
|
||||
if _left then left:first_open(player) end
|
||||
end
|
||||
end
|
||||
else
|
||||
local frames = Gui.data.left or {}
|
||||
if frame then frames = {[frame]=frames[frame]} or {} end
|
||||
local players = is_type(players,'table') and #players > 0 and {unpack(players)} or is_type(players,'table') and {players} or Game.get_player(players) and {Game.get_player(players)} or game.connected_players
|
||||
Server.new_thread{
|
||||
data={players=players,frames=frames}
|
||||
}:on_event('tick',function(thread)
|
||||
if #thread.data.players == 0 then thread:close() return end
|
||||
local player = table.remove(thread.data.players,1)
|
||||
Server.new_thread{
|
||||
data={player=player,frames=thread.data.frames}
|
||||
}:on_event('resolve',function(thread)
|
||||
for name,left in pairs(thread.data.frames) do
|
||||
if left then left:first_open(thread.data.player) end
|
||||
end
|
||||
end):queue()
|
||||
end):open()
|
||||
end
|
||||
end
|
||||
|
||||
--- Used to open the left gui of every player
|
||||
-- @usage Gui.left.open('foo')
|
||||
-- @tparam string left_name this is the gui that you want to open
|
||||
-- @tparam[opt] LuaPlayer the player to open the gui for
|
||||
function left.open(left_name,player)
|
||||
local players = player and {player} or game.connected_players
|
||||
local _left = Gui.data.left[left_name]
|
||||
if not _left then return end
|
||||
if not Server or not Server._thread then
|
||||
for _,player in pairs(players) do _left:open(player) end
|
||||
else
|
||||
Server.new_thread{
|
||||
data={players=players}
|
||||
}:on_event('tick',function(thread)
|
||||
if #thread.data.players == 0 then thread:close() return end
|
||||
local player = table.remove(thread.data.players,1)
|
||||
_left:open(player)
|
||||
end):open()
|
||||
end
|
||||
end
|
||||
|
||||
--- Used to close the left gui of every player
|
||||
-- @usage Gui.left.close('foo')
|
||||
-- @tparam string left_name this is the gui that you want to close
|
||||
-- @tparam[opt] LuaPlayer the player to close the gui for
|
||||
function left.close(left_name,player)
|
||||
local players = player and {player} or game.connected_players
|
||||
local _left = Gui.data.left[left_name]
|
||||
if not _left then return end
|
||||
if not Server or not Server._thread or player then
|
||||
for _,player in pairs(players) do _left:close(player) end
|
||||
else
|
||||
Server.new_thread{
|
||||
data={players=players}
|
||||
}:on_event('tick',function(thread)
|
||||
if #thread.data.players == 0 then thread:close() return end
|
||||
local player = table.remove(thread.data.players,1)
|
||||
_left:close(player)
|
||||
end):open()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Used to force the gui open for the player
|
||||
-- @usage left:open(player)
|
||||
-- @tparam luaPlayer player the player to open the gui for
|
||||
function left._prototype:open(player)
|
||||
local player = Game.get_player(player)
|
||||
if not player then error('Invalid Player') end
|
||||
local left_flow = mod_gui.get_frame_flow(player)
|
||||
if not left_flow[self.name] then self:first_open(player) end
|
||||
left_flow[self.name].style.visible = true
|
||||
if left_flow['gui-left-hide'] then left_flow['gui-left-hide'].style.visible = true end
|
||||
end
|
||||
|
||||
--- Used to force the gui closed for the player
|
||||
-- @usage left:open(player)
|
||||
-- @tparam luaPlayer player the player to close the gui for
|
||||
function left._prototype:close(player)
|
||||
local player = Game.get_player(player)
|
||||
if not player then error('Invalid Player') end
|
||||
local left_flow = mod_gui.get_frame_flow(player)
|
||||
if not left_flow[self.name] then self:first_open(player) end
|
||||
left_flow[self.name].style.visible = false
|
||||
local count = 0
|
||||
for _,child in pairs(left_flow.children) do if child.style.visible then count = count+1 end if count > 1 then break end end
|
||||
if count == 1 and left_flow['gui-left-hide'] then left_flow['gui-left-hide'].style.visible = false end
|
||||
end
|
||||
|
||||
--- When the gui is first made or is updated this function is called, used by the script
|
||||
-- @usage left:first_open(player) -- returns the frame
|
||||
-- @tparam LuaPlayer player the player to draw the gui for
|
||||
-- @treturn LuaFrame the frame made/updated
|
||||
function left._prototype:first_open(player)
|
||||
local player = Game.get_player(player)
|
||||
local left_flow = mod_gui.get_frame_flow(player)
|
||||
local frame = nil
|
||||
if left_flow[self.name] then
|
||||
frame = left_flow[self.name]
|
||||
frame.clear()
|
||||
else
|
||||
if not left_flow['gui-left-hide'] then left.hide(left_flow).style.maximal_width=15 end
|
||||
frame = left_flow.add{type='frame',name=self.name,style=mod_gui.frame_style,caption=self.caption,direction='vertical'}
|
||||
frame.style.visible = false
|
||||
if is_type(self.open_on_join,'boolean') then frame.style.visible = self.open_on_join left_flow['gui-left-hide'].style.visible = true end
|
||||
end
|
||||
if is_type(self.draw,'function') then self.draw(frame) else frame.style.visible = false error('No Callback On '..self.name) end
|
||||
return frame
|
||||
end
|
||||
|
||||
--- Toggles the visiblity of the gui based on some conditions
|
||||
-- @usage left:toggle(player) -- returns new state
|
||||
-- @tparam LuaPlayer player the player to toggle the gui for, remember there are condition which need to be met
|
||||
-- @treturn boolean the new state that the gui is in
|
||||
function left._prototype:toggle(player)
|
||||
local player = Game.get_player(player)
|
||||
local left_flow = mod_gui.get_frame_flow(player)
|
||||
if not left_flow[self.name] then self:first_open(player) end
|
||||
local left = left_flow[self.name]
|
||||
local open = false
|
||||
if is_type(self.can_open,'function') then
|
||||
local success, err = pcall(self.can_open,player)
|
||||
if not success then error(err)
|
||||
elseif err == true then open = true
|
||||
elseif global.over_ride_left_can_open then
|
||||
if is_type(Role,'table') then
|
||||
if Role.allowed(player,self.name) then open = true
|
||||
else open = {'ExpGamingCore_Gui.unauthorized'} end
|
||||
else open = true end
|
||||
else open = err end
|
||||
else
|
||||
if is_type(Role,'table') then
|
||||
if Role.allowed(player,self.name) then open = true
|
||||
else open = {'ExpGamingCore_Gui.unauthorized'} end
|
||||
else open = true end
|
||||
end
|
||||
if open == true and left.style.visible ~= true then
|
||||
left.style.visible = true
|
||||
left_flow['gui-left-hide'].style.visible = true
|
||||
else
|
||||
left.style.visible = false
|
||||
local count = 0
|
||||
for _,child in pairs(left_flow.children) do if child.style.visible then count = count+1 end if count > 1 then break end end
|
||||
if count == 1 and left_flow['gui-left-hide'] then left_flow['gui-left-hide'].style.visible = false end
|
||||
end
|
||||
if open == false then player_return({'ExpGamingCore_Gui.cant-open-no-reason'},defines.textcolor.crit,player) player.play_sound{path='utility/cannot_build'}
|
||||
elseif open ~= true then player_return({'ExpGamingCore_Gui.cant-open',open},defines.textcolor.crit,player) player.play_sound{path='utility/cannot_build'} end
|
||||
return left.style.visible
|
||||
end
|
||||
|
||||
left.on_player_joined_game = function(event)
|
||||
-- draws the left guis when a player first joins, fake_event is just because i am lazy
|
||||
local player = Game.get_player(event)
|
||||
local frames = Gui.data.left or {}
|
||||
local left_flow = mod_gui.get_frame_flow(player)
|
||||
if not left_flow['gui-left-hide'] then left.hide(left_flow).style.maximal_width=15 end
|
||||
local done = {}
|
||||
for _,name in pairs(order_config) do
|
||||
local left = Gui.data.left[name]
|
||||
if left then
|
||||
done[name] = true
|
||||
left:first_open(player)
|
||||
end
|
||||
end
|
||||
for name,left in pairs(frames) do
|
||||
if not done[name] then left:first_open(player) end
|
||||
end
|
||||
end
|
||||
|
||||
function left:on_init()
|
||||
if loaded_modules['ExpGamingCore.Role'] then Role = require('ExpGamingCore.Role') end
|
||||
end
|
||||
|
||||
-- calling will attempt to add a new gui
|
||||
return setmetatable(left,{__call=function(self,...) return self.add(...) end})
|
||||
@@ -1,124 +0,0 @@
|
||||
--- Adds a location for popups which can be dismissed by a player and created from other scripts
|
||||
-- @module ExpGamingCore.Gui.Popup
|
||||
-- @alias popup
|
||||
-- @author Cooldude2606
|
||||
-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
|
||||
|
||||
--- This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module
|
||||
-- @function _comment
|
||||
|
||||
local Game = require('FactorioStdLib.Game')
|
||||
local mod_gui = require("mod-gui")
|
||||
local Gui = Gui -- this is to force gui to remain in the ENV
|
||||
|
||||
local popup = {}
|
||||
popup._prototype = {}
|
||||
|
||||
function popup.load()
|
||||
popup._prototype.close = Gui.inputs.add{
|
||||
type='button',
|
||||
name='popup-close',
|
||||
caption='utility/set_bar_slot',
|
||||
tooltip='Close This Popup'
|
||||
}:on_event('click',function(event)
|
||||
local frame = event.element.parent
|
||||
local parent = frame.parent
|
||||
if frame and frame.valid then frame.destroy() if #parent.children == 0 then parent.style.visible = false end end
|
||||
end)
|
||||
end
|
||||
|
||||
--- Used to add a popup gui style
|
||||
-- @usage Gui.left.add{name='foo',caption='Foo',draw=function}
|
||||
-- @usage return_value(data,player) -- opens popup for one player use popup.open to open for more than one player
|
||||
-- @param obj this is what will be made, needs a name and a draw function(root_frame,data)
|
||||
-- @return the object that is made, calling the returned value will open the popup for that player
|
||||
function popup.add(obj)
|
||||
if not is_type(obj,'table') then return end
|
||||
if not is_type(obj.name,'string') then return end
|
||||
verbose('Created Popup Gui: '..obj.name)
|
||||
setmetatable(obj,{__index=popup._prototype,__call=function(self,data,player) local players = player and {player} or nil return popup.open(self.name,data,players) end})
|
||||
local name = obj.name; obj.name = nil
|
||||
Gui.data('popup',name,obj)
|
||||
obj.name = name
|
||||
return obj
|
||||
end
|
||||
|
||||
-- this is used by the script to find the popup flow
|
||||
function popup.flow(player)
|
||||
local player = Game.get_player(player)
|
||||
if not player then error('Invalid Player',2) end
|
||||
local flow = mod_gui.get_frame_flow(player).popups
|
||||
if not flow then flow = mod_gui.get_frame_flow(player).add{name='popups',type='flow',direction='vertical'} flow.style.visible=false end
|
||||
return flow
|
||||
end
|
||||
|
||||
--- Use to open a popup for these players
|
||||
-- @usage Gui.popup.open('ban',nil,{player=1,reason='foo'})
|
||||
-- @tparam string style this is the name you gave to the popup when added
|
||||
-- @param data this is the data that is sent to the draw function
|
||||
-- @tparam[opt=game.connected_players] table players the players to open the popup for
|
||||
function popup.open(style,data,players)
|
||||
local _popup = Gui.data.popup[style]
|
||||
local players = players or game.connected_players
|
||||
local data = data or {}
|
||||
if not _popup then return end
|
||||
if not Server or not Server._thread then
|
||||
for _,player in pairs(players) do
|
||||
if _popup.left then _popup.left:close(player) end
|
||||
local flow = popup.flow(player)
|
||||
flow.style.visible=true
|
||||
local _frame = flow.add{
|
||||
type='frame',
|
||||
direction='horizontal',
|
||||
style=mod_gui.frame_style
|
||||
}
|
||||
local frame = _frame.add{
|
||||
type='frame',
|
||||
name='inner_frame',
|
||||
direction='vertical',
|
||||
style='image_frame'
|
||||
}
|
||||
_popup.close(_frame)
|
||||
if is_type(_popup.draw,'function') then
|
||||
local success, err = pcall(_popup.draw,frame,data)
|
||||
if not success then error(err) end
|
||||
else error('No Draw On Popup '.._popup.name) end
|
||||
end
|
||||
else
|
||||
Server.new_thread{
|
||||
data={players=players,popup=_popup,data=data}
|
||||
}:on_event('tick',function(self)
|
||||
if #self.data.players == 0 then self:close() return end
|
||||
local player = table.remove(self.data.players,1)
|
||||
if self.data.popup.left then self.data.popup.left:close(player) end
|
||||
local flow = popup.flow(player)
|
||||
flow.style.visible=true
|
||||
local _frame = flow.add{
|
||||
type='frame',
|
||||
direction='horizontal',
|
||||
style=mod_gui.frame_style
|
||||
}
|
||||
local frame = _frame.add{
|
||||
type='frame',
|
||||
name='inner_frame',
|
||||
direction='vertical',
|
||||
style='image_frame'
|
||||
}
|
||||
self.data.popup.close(_frame)
|
||||
if is_type(self.data.popup.draw,'function') then
|
||||
local success, err = pcall(self.data.popup.draw,frame,self.data.data)
|
||||
if not success then error(err) end
|
||||
else error('No Draw On Popup '..self.data.popup.name) end
|
||||
end):open()
|
||||
end
|
||||
end
|
||||
|
||||
function popup._prototype:add_left(obj)
|
||||
obj.name = obj.name or self.name
|
||||
self.left = Gui.left(obj)
|
||||
end
|
||||
|
||||
popup.on_player_joined_game = popup.flow
|
||||
|
||||
-- calling will attempt to add a new popup style
|
||||
return setmetatable(popup,{__call=function(self,...) return self.add(...) end})
|
||||
@@ -1,91 +0,0 @@
|
||||
--- Adds a toolbar to the top left of the screen
|
||||
-- @module ExpGamingCore.Gui.Toolbar
|
||||
-- @alias toolbar
|
||||
-- @author Cooldude2606
|
||||
-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
|
||||
|
||||
--- This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module
|
||||
-- @function _comment
|
||||
|
||||
local Game = require('FactorioStdLib.Game')
|
||||
local Role -- this is optional and is hanndled by it being present, it is loaded on init
|
||||
local mod_gui = require("mod-gui")
|
||||
local Gui = Gui -- this is to force gui to remain in the ENV
|
||||
local order_config = order_config
|
||||
|
||||
local toolbar = {}
|
||||
|
||||
toolbar.hide = Gui.inputs{
|
||||
name='gui-toolbar-hide',
|
||||
type='button',
|
||||
caption='<'
|
||||
}:on_event('click',function(event)
|
||||
if event.element.caption == '<' then
|
||||
event.element.caption = '>'
|
||||
for _,child in pairs(event.element.parent.children) do
|
||||
if child.name ~= event.element.name then child.style.visible = false end
|
||||
end
|
||||
else
|
||||
event.element.caption = '<'
|
||||
for _,child in pairs(event.element.parent.children) do
|
||||
if child.name ~= event.element.name then child.style.visible = true end
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
--- Add a button to the toolbar, ranks need to be allowed to use these buttons if ranks is preset
|
||||
-- @usage toolbar.add('foo','Foo','Test',function() game.print('test') end)
|
||||
-- @tparam string name the name of the button
|
||||
-- @tparam string caption can be a sprite path or text to show
|
||||
-- @tparam string tooltip the help to show for the button
|
||||
-- @tparam function callback the function which is called on_click
|
||||
-- @treturn table the button object that was made, calling the returned value will draw the toolbar button added
|
||||
function toolbar.add(name,caption,tooltip,callback)
|
||||
verbose('Created Toolbar Button: '..name)
|
||||
local button = Gui.inputs.add{type='button',name=name,caption=caption,tooltip=tooltip}
|
||||
button:on_event(Gui.inputs.events.click,callback)
|
||||
Gui.data('toolbar',name,button)
|
||||
return button
|
||||
end
|
||||
|
||||
--- Draws the toolbar for a certain player
|
||||
-- @usage toolbar.draw(1)
|
||||
-- @param player the player to draw the tool bar of
|
||||
function toolbar.draw(player)
|
||||
local player = Game.get_player(player)
|
||||
if not player then return end
|
||||
local toolbar_frame = mod_gui.get_button_flow(player)
|
||||
toolbar_frame.clear()
|
||||
if not Gui.data.toolbar then return end
|
||||
toolbar.hide(toolbar_frame).style.maximal_width = 15
|
||||
local done = {}
|
||||
for _,name in pairs(order_config) do
|
||||
local button = Gui.data.toolbar[name]
|
||||
if button then
|
||||
done[name] = true
|
||||
if is_type(Role,'table') then
|
||||
if Role.allowed(player,name) then
|
||||
button(toolbar_frame)
|
||||
end
|
||||
else button(toolbar_frame) end
|
||||
end
|
||||
end
|
||||
for name,button in pairs(Gui.data.toolbar) do
|
||||
if not done[name] then
|
||||
if is_type(Role,'table') then
|
||||
if Role.allowed(player,name) then
|
||||
button(toolbar_frame)
|
||||
end
|
||||
else button(toolbar_frame) end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function toolbar:on_init()
|
||||
if loaded_modules['ExpGamingCore.Role'] then Role = require('ExpGamingCore.Role') end
|
||||
end
|
||||
|
||||
toolbar.on_role_change = toolbar.draw
|
||||
toolbar.on_player_joined_game = toolbar.draw
|
||||
-- calling with only a player will draw the toolbar for that player, more params will attempt to add a button
|
||||
return setmetatable(toolbar,{__call=function(self,player,extra,...) if extra then return self.add(player,extra,...) else self.draw(player) end end})
|
||||
Reference in New Issue
Block a user