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https://github.com/PHIDIAS0303/ExpCluster.git
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Add the toolbar manager
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@@ -12,7 +12,7 @@ local credits = {{
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name='Gui Input Handler',
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owner='Explosive Gaming',
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dev='Cooldude2606',
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description='Just A File Header To Organise Code',
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description='Handles all gui inputs',
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factorio_version='0.15.23',
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show=false
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}}
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@@ -22,17 +22,21 @@ local add_input = ExpGui.add_input
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local inputs = ExpGui.inputs
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--allows defining of new buttons;;name how to call button;;default_display what is showen on the button;;default_tooltip the tooltip display;;event function(player,element) that runs on click
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function add_input.button(name,default_display,default_tooltip,event)
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if not name then error('Button requires a name') end
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table.insert(inputs.buttons,{name,default_display,default_tooltip,event})
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end
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--allows defining of text box inputs;;name how to call button;;default_display what is showen on the button;;event function(player,element) that runs on text change
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function add_input.text(name,default_display,event)
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if not name then error('Text Filed requires a name') end
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table.insert(inputs.text,{name,default_display,event})
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end
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--draws the button into a gui;;frame the frame to draw to;;name name of button to draw;;display(opptinal) overides the default;;tooltip(opptinal) overides the default
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function add_input.draw_button(frame,name,display,tooltip)
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if not frame or not frame.valid then error('No frame to draw to') end
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if not name then error('No button to draw') end
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for _,btn in pairs(inputs.buttons) do
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if btn[1] == name then
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local display = display or btn[2]
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local display = display or btn[2] or btn[1]
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local tooltip = tooltip or btn[3]
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if frame.gui.is_valid_sprite_path(display) then
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frame.add{name=name, type = "sprite-button", sprite=display, tooltip=tooltip, style = mod_gui.button_style}
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@@ -43,10 +47,12 @@ function add_input.draw_button(frame,name,display,tooltip)
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end
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end
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--draws the text into a gui;;frame the frame to draw to;;name name of button to draw;;display(opptinal) overides the default;;tooltip(opptinal) overides the default
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function add_input.draw_button(frame,name,display)
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function add_input.draw_text(frame,name,display)
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if not frame or not frame.valid then error('No frame to draw to') end
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if not name then error('No text filed to draw') end
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for _,text in pairs(inputs.text) do
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if text[1] == name then
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local display = display or text[2]
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local display = display or text[2] or text[1]
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frame.add{name=name, type='textfield', text=display}
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break
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end
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