mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 11:35:22 +09:00
Added popup frames
This commit is contained in:
@@ -278,8 +278,8 @@ function Gui._define_factory(prototype)
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}
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},{
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__index=prototype,
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__call=function(self,element)
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return self:draw_to(element)
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__call=function(self,element,...)
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return self:draw_to(element,...)
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end
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})
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Gui.defines[define.name] = define
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@@ -350,7 +350,7 @@ end
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-- the data with in the draw_data is set up through the use of all the other functions
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-- @tparam element LuaGuiElement the element that the define will draw a copy of its self onto
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-- @treturn LuaGuiElement the new element that was drawn so styles can be applied
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function Gui._prototype:draw_to(element)
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function Gui._prototype:draw_to(element,...)
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if element[self.name] then return end
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local player = Game.get_player_by_index(element.player_index)
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@@ -368,7 +368,7 @@ function Gui._prototype:draw_to(element)
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Instances.add_element(self.name,new_element)
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end
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if self.post_draw then self.post_draw(new_element) end
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if self.post_draw then self.post_draw(new_element,...) end
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return new_element
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end
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@@ -469,9 +469,9 @@ end
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-- @tparam name ?string|table the uid, debug name or define for the element define to draw
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-- @tparam element LuaGuiEelement the parent element that it the define will be drawn to
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-- @treturn LuaGuiElement the new element that was created
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function Gui.draw(name,element)
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function Gui.draw(name,element,...)
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local define = Gui.get_define(name,true)
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return define:draw_to(element)
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return define:draw_to(element,...)
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end
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--- Will toggle the enabled state of an element
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@@ -496,4 +496,18 @@ function Gui.toggle_visible(element)
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end
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end
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--- Sets the padding for a gui element
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-- @tparam element LuaGuiElement the element to set the padding for
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-- @tparam[opt=0] up number the amount of padding on the top
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-- @tparam[opt=0] down number the amount of padding on the bottom
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-- @tparam[opt=0] left number the amount of padding on the left
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-- @tparam[opt=0] right number the amount of padding on the right
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function Gui.set_padding(element,up,down,left,right)
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local style = element.style
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style.top_padding = up or 0
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style.bottom_padding = down or 0
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style.left_padding = left or 0
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style.right_padding = right or 0
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end
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return Gui
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@@ -206,8 +206,8 @@ end
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-- @treturn table the table of element instances with all invalid ones removed
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function Instances.unregistered_get_elements(name,category,callback)
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local elements = Instances.data[name]
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if category then
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elements = Instances.data[name][category]
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if elements and category then
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elements = elements[category]
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end
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if not elements then return {} end
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@@ -253,13 +253,11 @@ Event.add(defines.events.on_player_created,function(event)
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local player = Game.get_player_by_index(event.player_index)
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local flow = LeftFrames.get_flow(player)
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local style = LeftFrames.toggle_button(flow).style
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local close_button = LeftFrames.toggle_button(flow)
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Gui.set_padding(close_button)
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local style = close_button.style
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style.width = 18
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style.height = 36
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style.left_padding = 0
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style.top_padding = 0
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style.right_padding = 0
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style.bottom_padding = 0
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style.font = 'default-small-bold'
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for _,define in pairs(LeftFrames.frames) do
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228
expcore/Gui/popups.lua
Normal file
228
expcore/Gui/popups.lua
Normal file
@@ -0,0 +1,228 @@
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--- Gui structure define for popup gui
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--[[
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>>>> Functions
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PopupFrames.get_flow(player) --- Gets the left flow that contains the popup frames
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PopupFrames.open(define_name,player,open_time,...) --- Opens a popup for the player, can give the amount of time it is open as well as params for the draw function
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PopupFrames.close_progress --- Progress bar which when depleaded will close the popup frame
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PopupFrames.close_button --- A button which can be used to close the gui before the timer runs out
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PopupFrames.new_popup(name) --- Creates a new popup frame define
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PopupFrames._prototype:set_default_open_time(amount) --- Sets the default open time for the popup, will be used if non is provided with open
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PopupFrames._prototype:open(player,open_time,...) --- Opens this define for a player, can be given open time and any other params for the draw function
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]]
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local Gui = require 'expcore.gui.core'
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local Game = require 'utils.game'
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local Event = require 'utils.event'
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local ProgressBar = require 'expcore.gui.progress-bar'
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local Button = require 'expcore.gui.buttons'
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local mod_gui = require 'mod-gui'
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local Color = require 'resources.color_presets'
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local Global = require 'utils.global'
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local PopupFrames = {
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paused_popups={},
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popup_flow_name = Gui.uid_name(),
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main_frame_name = Gui.uid_name(),
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close_frame_name = Gui.uid_name(),
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_prototype = Gui._prototype_factory{
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on_draw = Gui._event_factory('on_draw')
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}
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}
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Global.register(PopupFrames.paused_popups,function(tbl)
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PopupFrames.paused_popups = tbl
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end)
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--- Sets the state of the element in the pasued list, nil or true
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-- @tparam element LuaGuiElement the element to set the state of
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-- @tparam[opt] state boolean the state to set it to, true will pause the the progress bar
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local function set_pasued_state(element,state)
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local name = element.player_index..':'..element.index
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PopupFrames.paused_popups[name] = state
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end
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--- Gets the state of the element in the pasued list, nil or true
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-- @tparam element LuaGuiElement the element to get the state of
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local function get_pasued_state(element)
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local name = element.player_index..':'..element.index
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return PopupFrames.paused_popups[name]
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end
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--- Gets the left flow that contains the popup frames
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-- @tparam player LuaPlayer the player to get the flow for
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-- @treturn LuaGuiElement the left flow that contains the popup frames
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function PopupFrames.get_flow(player)
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player = Game.get_player_from_any(player)
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local flow = mod_gui.get_frame_flow(player)
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return flow[PopupFrames.popup_flow_name]
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end
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--- Opens a popup for the player, can give the amount of time it is open as well as params for the draw function
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-- @tparam define_name string the name of the define that you want to open for the player
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-- @tparam player LuaPlayer the player to open the popup for
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-- @tparam[opt] open_time number the minimum number of ticks you want the popup open for, 0 means no limit, nil will take default
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-- @tparam ... any the other params that you want to pass to your on_draw event
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-- @treturn LuaGuiElement the frame that was drawn, the inner gui flow which contains the content
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function PopupFrames.open(define_name,player,open_time,...)
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local define = Gui.get_define(define_name,true)
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player = Game.get_player_from_any(player)
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return define:open(player,open_time,...)
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end
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--- Closes the popup, is called by progress bar and close button
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-- @tparam element LuaGuiElement either the progress bar or the close button
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local function close_popup(element)
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local frame = element.parent.parent.parent
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if not frame or not frame.valid then return end
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set_pasued_state(element.parent[PopupFrames.close_progress:uid()])
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frame.destroy()
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end
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--- Progress bar which when depleaded will close the popup frame
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PopupFrames.close_progress =
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ProgressBar.new_progressbar()
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:use_count_down()
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:set_tooltip('Pause/Resume Auto-close')
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:on_complete(function(player,element)
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close_popup(element)
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end)
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--- A button which can be used to close the gui before the timer runs out
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PopupFrames.close_button =
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Button.new_button()
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:set_sprites('utility/close_white')
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:set_tooltip('Close Popup')
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:on_click(function(player,element)
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close_popup(element)
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end)
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--- When the progress bar is clicked it will pause its progress, or resume if previously paused
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Gui.on_click(PopupFrames.close_progress:uid(),function(event)
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local element = event.element
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if get_pasued_state(element) then
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set_pasued_state(element)
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else
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set_pasued_state(element,true)
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end
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end)
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--- When the parent flow of the progress bar is clicked it will pause its progress, or resume if previously paused
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Gui.on_click(PopupFrames.close_frame_name,function(event)
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local element = event.element[PopupFrames.close_progress:uid()]
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if get_pasued_state(element) then
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set_pasued_state(element)
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else
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set_pasued_state(element,true)
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end
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end)
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--- Creates a new popup frame define
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-- @tparam[opt] name string the optional debug name that can be added
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-- @treturn table the new popup frame define
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function PopupFrames.new_popup(name)
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local self = Gui._define_factory(PopupFrames._prototype)
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self.draw_data.type = 'flow'
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self.draw_data.direction = 'vertical'
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if name then
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self:debug_name(name)
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end
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local mt = getmetatable(self)
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mt.__call = function(tbl,player,open_time,...)
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return tbl:open(player,open_time,...)
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end
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self.post_draw = function(element,maximum,...)
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-- main content frame
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local frame = element.add{
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type='flow',
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name=PopupFrames.main_frame_name
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}
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frame.style.horizontally_stretchable = true
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-- flow for progress bar and close button
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local close_flow = element.add{
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type='flow',
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name=PopupFrames.close_frame_name
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}
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close_flow.style.horizontally_stretchable = true
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-- progress bar, when 0 then a static full one is drawn
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local progress_style
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if maximum == 0 then
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progress_style = close_flow.add{
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type='progressbar',
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tooltip='No Auto-close',
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value=1
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}.style
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else
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progress_style = PopupFrames.close_progress(close_flow,maximum).style
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end
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progress_style.top_padding = 6
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progress_style.bottom_padding = 3
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progress_style.height = 11
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progress_style.color = Color.grey
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-- close button, will close the popup when clicked
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local close_button = PopupFrames.close_button(close_flow)
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Gui.set_padding(close_button)
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local close_button_style = close_button.style
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close_button_style.width = 20
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close_button_style.height = 20
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-- event trigger to draw the gui content
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if self.events.on_draw then
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local player = Game.get_player_by_index(element.player_index)
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self.events.on_draw(player,frame,...)
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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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--- Sets the default open time for the popup, will be used if non is provided with open
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-- @tparam amount number the number of ticks, by default, the popup will be open for
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-- @treturn table the define to allow for chaining
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function PopupFrames._prototype:set_default_open_time(amount)
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self.default_open_time = amount
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return self
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end
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--- Opens this define for a player, can be given open time and any other params for the draw function
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-- @tparam player LuaPlayer the player to open the popup for
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-- @tparam[opt] open_time number the minimum number of ticks you want the popup open for, 0 means no limit, nil will take default
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-- @tparam ... any the other params that you want to pass to your on_draw event
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-- @treturn LuaGuiElement the frame that was drawn, the inner gui flow which contains the content
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function PopupFrames._prototype:open(player,open_time,...)
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open_time = open_time or self.default_open_time or 0
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player = Game.get_player_from_any(player)
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local flow = PopupFrames.get_flow(player)
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local frame = flow.add{
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type='frame',
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style='blurry_frame'
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}
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Gui.set_padding(frame,3,3,4,4)
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return self:draw_to(frame,open_time,...)[PopupFrames.main_frame_name]
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end
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--- When player is first created the popup flow is added to they left flow
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Event.add(defines.events.on_player_created,function(event)
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local player = Game.get_player_by_index(event.player_index)
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local flow = mod_gui.get_frame_flow(player)
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flow.add{
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type='flow',
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direction='vertical',
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name=PopupFrames.popup_flow_name
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}
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end)
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--- Every tick any, not pasued, progress bars will go down by one tick
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Event.add(defines.events.on_tick,PopupFrames.close_progress:event_countdown(function(element)
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return not get_pasued_state(element)
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end))
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return PopupFrames
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@@ -1,21 +1,24 @@
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--- Gui element define for progess bars
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--[[
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>>>> Functions
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ProgressBar.set_maximum(element,amount,start_full) --- Sets the maximum value that represents the end value of the progress bar
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ProgressBar.set_maximum(element,amount,count_down) --- Sets the maximum value that represents the end value of the progress bar
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ProgressBar.increment(element,amount) --- Increases the value of the progressbar, if a define is given all of its instances are incremented
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ProgressBar.decrement(element,amount) --- Decreases the value of the progressbar, if a define is given all of its instances are decresed
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ProgressBar.new_progressbar(name) --- Creates a new progressbar element define
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ProgressBar._prototype:set_maximum(amount,start_full) --- Sets the maximum value that represents the end value of the progress bar
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ProgressBar._prototype:set_maximum(amount,count_down) --- Sets the maximum value that represents the end value of the progress bar
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ProgressBar._prototype:use_count_down(state) --- Will set the progress bar to start at 1 and trigger when it hits 0
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ProgressBar._prototype:increment(amount,category) --- Increases the value of the progressbar
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ProgressBar._prototype:increment_filtered(amount,filter) --- Increases the value of the progressbar, if the filter condition is met, does not work with store
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ProgressBar._prototype:decrement(amount,category) --- Decreases the value of the progressbar
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ProgressBar._prototype:add_element(element) --- Adds an element into the list of instances that will are waiting to complete, does not work with store
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ProgressBar._prototype:decrement_filtered(amount,filter) --- Decreases the value of the progressbar, if the filter condition is met, does not work with store
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ProgressBar._prototype:add_element(element,maximum) --- Adds an element into the list of instances that will are waiting to complete, does not work with store
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ProgressBar._prototype:reset_element(element) --- Resets an element, or its store, to be back at the start, either 1 or 0
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ProgressBar._prototype:on_complete() --- Triggers when a progress bar element compeltes (hits 0 or 1)
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ProgressBar._prototype:on_complete() --- Triggers when a store value completes (hits 0 or 1)
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ProgressBar._prototype:event_counter() --- Event handler factory that counts up by 1 every time the event triggeres
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ProgressBar._prototype:event_countdown() --- Event handler factory that counts down by 1 every time the event triggeres
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ProgressBar._prototype:on_complete(callback) --- Triggers when a progress bar element compeltes (hits 0 or 1)
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ProgressBar._prototype:on_complete(callback) --- Triggers when a store value completes (hits 0 or 1)
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ProgressBar._prototype:event_counter(filter) --- Event handler factory that counts up by 1 every time the event triggeres, can filter which elements are incremented
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ProgressBar._prototype:event_countdown(filter) --- Event handler factory that counts down by 1 every time the event triggeres, can filter which elements are decremented
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]]
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local Gui = require 'expcore.gui.core'
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local Global = require 'utils.global'
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@@ -39,15 +42,18 @@ end
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-- @tparam define table the define that this is acting on
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-- @tparam element LuaGuiElement the element that triggered the event
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local function store_call(define,element,value)
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element.value = value
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if define.start_full and value <= 0 or not define.start_full and value >= 1 then
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event_call(define,element)
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if value then
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element.value = value
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if define.count_down and value <= 0
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or not define.count_down and value >= 1 then
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event_call(define,element)
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end
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end
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end
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local ProgressBar = {
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unregistered={},
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independent={},
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unregistered={}, -- elements with no callbacks
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independent={}, -- elements with a link to a deinfe
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_prototype=Gui._prototype_factory{
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-- note both events will recive a reset function that can be used to reset the progress of the element/store
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on_complete = Gui._event_factory('on_complete'),
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@@ -86,36 +92,32 @@ local function get_element(element)
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if ProgressBar.unregistered[name] then
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return ProgressBar.unregistered[name]
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else
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ProgressBar.unregistered[name] = {
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element=element,
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maximum=1
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}
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return ProgressBar.unregistered[name]
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end
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end
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--- Sets the maximum value that represents the end value of the progress bar
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-- @tparam element ?LuaGuiElement|string either a gui element or a registered define
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-- @tparam amount number the amount to have set as the maximum
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-- @tparam[opt=false] start_full boolean when true the bar will start filled, to be used with decrease
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function ProgressBar.set_maximum(element,amount,start_full)
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function ProgressBar.set_maximum(element,amount)
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amount = amount > 0 and amount or error('amount must be greater than 0')
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local define = get_define(element)
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if define then
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define:set_maximum(amount,start_full)
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define:set_deafult_maximum(amount)
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else
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local element_data = get_element(element)
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if element_data then
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element_data.maximum = amount
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if start_full then
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element.value = 1
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end
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else
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local name = element.player_index..':'..element.index
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ProgressBar.unregistered[name] = {
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element=element,
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||||
maximum=amount or 1
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||||
}
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||||
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||||
end
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||||
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||||
end
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||||
@@ -135,11 +137,12 @@ function ProgressBar.increment(element,amount)
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||||
local element_data = get_element(element)
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||||
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||||
if element_data then
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||||
local max = element_data.maximum > 0 and element_data.maximum or 1
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||||
local real_amount = amount/max
|
||||
local real_amount = amount/element_data.maximum
|
||||
element.value = element.value + real_amount
|
||||
|
||||
if element.value >= 1 then
|
||||
local name = element.player_index..':'..element.index
|
||||
ProgressBar.unregistered[name] = nil
|
||||
return true
|
||||
end
|
||||
end
|
||||
@@ -161,11 +164,12 @@ function ProgressBar.decrement(element,amount)
|
||||
local element_data = get_element(element)
|
||||
|
||||
if element_data then
|
||||
local max = element_data.maximum > 0 and element_data.maximum or 1
|
||||
local real_amount = amount/max
|
||||
local real_amount = amount/element_data.maximum
|
||||
element.value = element.value - real_amount
|
||||
|
||||
if element.value <= 0 then
|
||||
local name = element.player_index..':'..element.index
|
||||
ProgressBar.unregistered[name] = nil
|
||||
return true
|
||||
end
|
||||
end
|
||||
@@ -184,26 +188,29 @@ function ProgressBar.new_progressbar(name)
|
||||
self:debug_name(name)
|
||||
end
|
||||
|
||||
self.post_draw = function(element)
|
||||
self.post_draw = function(element,maximum)
|
||||
if self.store then
|
||||
local category = self.categorize and self.categorize(element) or nil
|
||||
local value = self:get_store(category)
|
||||
if not value then
|
||||
value = self.start_full and 1 or 0
|
||||
value = self.count_down and 1 or 0
|
||||
self:set_store(category,value)
|
||||
end
|
||||
element.value = value
|
||||
|
||||
else
|
||||
if self.start_full then
|
||||
self.value = 1
|
||||
if self.count_down then
|
||||
element.value = 1
|
||||
end
|
||||
|
||||
if not ProgressBar.independent[self.name] then
|
||||
ProgressBar.independent[self.name] = {}
|
||||
end
|
||||
|
||||
table.insert(ProgressBar.independent[self.name],element)
|
||||
table.insert(ProgressBar.independent[self.name],{
|
||||
element = element,
|
||||
maximum = maximum
|
||||
})
|
||||
|
||||
end
|
||||
|
||||
@@ -214,36 +221,46 @@ end
|
||||
|
||||
--- Sets the maximum value that represents the end value of the progress bar
|
||||
-- @tparam amount number the amount to have set as the maximum
|
||||
-- @tparam[opt=false] start_full boolean when true the bar will start filled, to be used with decrease
|
||||
function ProgressBar._prototype:set_maximum(amount,start_full)
|
||||
-- @treturn table the define to allow chaining
|
||||
function ProgressBar._prototype:set_default_maximum(amount)
|
||||
amount = amount > 0 and amount or error('amount must be greater than 0')
|
||||
self.maximum = amount
|
||||
if start_full then
|
||||
self.start_full = true
|
||||
else
|
||||
self.start_full = false
|
||||
end
|
||||
self.default_maximum = amount
|
||||
return self
|
||||
end
|
||||
|
||||
--- Will set the progress bar to start at 1 and trigger when it hits 0
|
||||
-- @tparam[opt=true] state boolean when true the bar will start filled, to be used with decrease
|
||||
-- @treturn table the define to allow chaining
|
||||
function ProgressBar._prototype:use_count_down(state)
|
||||
if state == false then
|
||||
self.count_down = false
|
||||
else
|
||||
self.count_down = true
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Main logic for changing the value of a progress bar, this only applies when its a registered define
|
||||
-- @tparam self table the define that is being changed
|
||||
-- @tparam amount number the amount which it is being changed by, may be negative
|
||||
-- @tparam[opt] category string the category to use with store
|
||||
local function change_value_prototype(self,amount,category)
|
||||
local function change_value_prototype(self,amount,category,filter)
|
||||
|
||||
local function reset_store()
|
||||
local value = self.start_full and 1 or 0
|
||||
local value = self.count_down and 1 or 0
|
||||
local _category = category or value
|
||||
self:set_store(_category,value)
|
||||
end
|
||||
|
||||
if self.store then
|
||||
local value = self:get_store(category) or self.start_full and 1 or 0
|
||||
local new_value = value + amount
|
||||
local value = self:get_store(category) or self.count_down and 1 or 0
|
||||
local maximum = self.default_maximum or 1
|
||||
local new_value = value + (amount/maximum)
|
||||
|
||||
if self.start_full and value <= 0 or not self.start_full and value >= 1 then
|
||||
if self.count_down and new_value <= 0
|
||||
or not self.count_down and new_value >= 1 then
|
||||
self:set_store(category)
|
||||
|
||||
if self.events.on_store_complete then
|
||||
category = category or reset_store
|
||||
self.events.on_store_complete(category,reset_store)
|
||||
@@ -252,19 +269,28 @@ local function change_value_prototype(self,amount,category)
|
||||
|
||||
category = category or new_value
|
||||
self:set_store(category,new_value)
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
if ProgressBar.independent[self.name] then
|
||||
for key,element in pairs(ProgressBar.independent[self.name]) do
|
||||
for key,element_data in pairs(ProgressBar.independent[self.name]) do
|
||||
local element = element_data.element
|
||||
if not element or not element.valid then
|
||||
ProgressBar.independent[self.name][key] = nil
|
||||
else
|
||||
element.value = element.value + amount
|
||||
|
||||
if self.start_full and element.value <= 0 or not self.start_full and element.value >= 1 then
|
||||
ProgressBar.independent[self.name][key] = nil
|
||||
event_call(self,element)
|
||||
else
|
||||
if not filter or filter(element) then
|
||||
local maximum = element_data.maximum or self.default_maximum or 1
|
||||
element.value = element.value + (amount/maximum)
|
||||
|
||||
if self.count_down and element.value <= 0
|
||||
or not self.count_down and element.value >= 1 then
|
||||
ProgressBar.independent[self.name][key] = nil
|
||||
event_call(self,element)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -276,10 +302,15 @@ end
|
||||
-- @tparam[opt] category string the category that is used with a store
|
||||
function ProgressBar._prototype:increment(amount,category)
|
||||
amount = type(amount) == 'number' and amount or 1
|
||||
local max = self.maximum > 0 and self.maximum or 1
|
||||
local real_amount = amount/max
|
||||
change_value_prototype(self,amount,category)
|
||||
end
|
||||
|
||||
change_value_prototype(self,real_amount,category)
|
||||
--- Increases the value of the progressbar, if the filter condition is met, does not work with store
|
||||
-- @tparam[opt=1] amount number the amount to increase the progressbar by
|
||||
-- @tparam[opt] category string the category that is used with a store
|
||||
function ProgressBar._prototype:increment_filtered(amount,filter)
|
||||
amount = type(amount) == 'number' and amount or 1
|
||||
change_value_prototype(self,amount,nil,filter)
|
||||
end
|
||||
|
||||
--- Decreases the value of the progressbar
|
||||
@@ -287,28 +318,37 @@ end
|
||||
-- @tparam[opt] category string the category that is used with a store
|
||||
function ProgressBar._prototype:decrement(amount,category)
|
||||
amount = type(amount) == 'number' and amount or 1
|
||||
local max = self.maximum > 0 and self.maximum or 1
|
||||
local real_amount = amount/max
|
||||
change_value_prototype(self,-amount,category)
|
||||
end
|
||||
|
||||
change_value_prototype(self,-real_amount,category)
|
||||
--- Decreases the value of the progressbar, if the filter condition is met, does not work with store
|
||||
-- @tparam[opt=1] amount number the amount to decrease the progressbar by
|
||||
-- @tparam[opt] category string the category that is used with a store
|
||||
function ProgressBar._prototype:decrement_filtered(amount,filter)
|
||||
amount = type(amount) == 'number' and amount or 1
|
||||
change_value_prototype(self,-amount,nil,filter)
|
||||
end
|
||||
|
||||
--- Adds an element into the list of instances that will are waiting to complete, does not work with store
|
||||
-- note use store if you want persistent data, this only stores the elements not the values which they have
|
||||
-- @tparam element LuaGuiElement the element that you want to add into the waiting to complete list
|
||||
function ProgressBar._prototype:add_element(element)
|
||||
-- @tparam[opt] maximum number the maximum for this element if not given the default for this define is used
|
||||
function ProgressBar._prototype:add_element(element,maximum)
|
||||
if self.store then return end
|
||||
if not ProgressBar.independent[self.name] then
|
||||
ProgressBar.independent[self.name] = {}
|
||||
end
|
||||
table.insert(ProgressBar.independent[self.name],element)
|
||||
table.insert(ProgressBar.independent[self.name],{
|
||||
element = element,
|
||||
maximum = maximum
|
||||
})
|
||||
end
|
||||
|
||||
--- Resets an element, or its store, to be back at the start, either 1 or 0
|
||||
-- @tparam element LuaGuiElement the element that you want to reset the progress of
|
||||
function ProgressBar._prototype:reset_element(element)
|
||||
if not element or not element.valid then return end
|
||||
local value = self.start_full and 1 or 0
|
||||
local value = self.count_down and 1 or 0
|
||||
if self.store then
|
||||
local category = self.categorize and self.categorize(element) or value
|
||||
self:set_store(category,value)
|
||||
@@ -317,19 +357,33 @@ function ProgressBar._prototype:reset_element(element)
|
||||
end
|
||||
end
|
||||
|
||||
--- Event handler factory that counts up by 1 every time the event triggeres
|
||||
--- Event handler factory that counts up by 1 every time the event triggeres, can filter which elements are incremented
|
||||
-- @tparam[opt] filter function when given will use filtered incerement
|
||||
-- @treturn function the event handler
|
||||
function ProgressBar._prototype:event_counter()
|
||||
return function()
|
||||
self:increment()
|
||||
function ProgressBar._prototype:event_counter(filter)
|
||||
if type(filter) == 'function' then
|
||||
return function()
|
||||
self:increment_filtered(1,filter)
|
||||
end
|
||||
else
|
||||
return function()
|
||||
self:increment()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Event handler factory that counts down by 1 every time the event triggeres
|
||||
--- Event handler factory that counts down by 1 every time the event triggeres, can filter which elements are decremented
|
||||
-- @tparam[opt] filter function when given will use filtered decerement
|
||||
-- @treturn function the event handler
|
||||
function ProgressBar._prototype:event_countdown()
|
||||
return function()
|
||||
self:decrement()
|
||||
function ProgressBar._prototype:event_countdown(filter)
|
||||
if type(filter) == 'function' then
|
||||
return function()
|
||||
self:decrement_filtered(1,filter)
|
||||
end
|
||||
else
|
||||
return function()
|
||||
self:decrement()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
Slider._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates
|
||||
Slider._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates
|
||||
|
||||
Slider._prototype:use_notches(state) --- Adds notches to the slider
|
||||
Slider._prototype:set_range(min,max) --- Sets the range of a slider, if not used will use default values for a slider
|
||||
Slider._prototype:draw_label(element) --- Draws a new label and links its value to the value of this slider, if no store then it will only show one value per player
|
||||
Slider._prototype:enable_auto_draw_label(state) --- Enables auto draw of the label, the label will share the same parent element as the slider
|
||||
@@ -114,6 +115,17 @@ function Slider.new_slider(name)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Adds notches to the slider
|
||||
-- @tparam[opt] state boolean when true will draw notches onto the slider
|
||||
function Slider._prototype:use_notches(state)
|
||||
if state == false then
|
||||
self.draw_data.style = nil
|
||||
else
|
||||
self.draw_data.style = 'notched_slider'
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the range of a slider, if not used will use default values for a slider
|
||||
-- @tparam[opt] min number the minimum value that the slider can take
|
||||
-- @tparam[opt] max number the maximum value that the slider can take
|
||||
|
||||
@@ -116,6 +116,33 @@ end)
|
||||
Event.add(defines.events.on_player_joined_game,left_frame 'update_all')
|
||||
Event.add(defines.events.on_player_left_game,left_frame 'update_all')
|
||||
|
||||
--[[
|
||||
Popup Test
|
||||
> Allows opening a popup which contains the players name and tick it was opened
|
||||
]]
|
||||
|
||||
local test_popup =
|
||||
Gui.new_popup('test-popup')
|
||||
:on_draw(function(player,frame)
|
||||
frame.add{
|
||||
type='label',
|
||||
caption=player.name
|
||||
}
|
||||
frame.add{
|
||||
type='label',
|
||||
caption=game.tick
|
||||
}
|
||||
end)
|
||||
|
||||
Gui.new_toolbar_button('test-popup-open')
|
||||
:set_caption('Test Popup')
|
||||
:set_post_authenticator(function(player,button_name)
|
||||
return global.show_test_gui
|
||||
end)
|
||||
:on_click(function(player,element)
|
||||
test_popup(player,300)
|
||||
end)
|
||||
|
||||
--[[
|
||||
Button Tests
|
||||
> No display - Simple button which has no display
|
||||
@@ -403,6 +430,7 @@ tests["List Boxs"] = {
|
||||
--[[
|
||||
Slider Tests
|
||||
> Local default -- Simple slider with default range
|
||||
> Local notched -- Simple slider with notches
|
||||
> Store default -- Slider with default range that stores value between re-draws
|
||||
> Static range -- Simple slider with a static range
|
||||
> Dynamic range -- Slider with a dynamic range
|
||||
@@ -417,6 +445,14 @@ Gui.new_slider('test-slider-local-default')
|
||||
player.print('Slider local default: '..tostring(math.round(value))..' '..tostring(math.round(percent,1)))
|
||||
end)
|
||||
|
||||
local slider_notched_default =
|
||||
Gui.new_slider('test-slider-notched-default')
|
||||
:set_tooltip('Silder notched default')
|
||||
:use_notches()
|
||||
:on_element_update(function(player,element,value,percent)
|
||||
player.print('Slider notched default: '..tostring(math.round(value))..' '..tostring(math.round(percent,1)))
|
||||
end)
|
||||
|
||||
local slider_player_default =
|
||||
Gui.new_slider('test-slider-store-default')
|
||||
:set_tooltip('Silder store default')
|
||||
@@ -464,6 +500,7 @@ end)
|
||||
|
||||
tests.Sliders = {
|
||||
['Local default']=slider_local_default,
|
||||
['Local notched']=slider_notched_default,
|
||||
['Player default']=slider_player_default,
|
||||
['Static range']=slider_static,
|
||||
['Dynamic range']=slider_dynamic,
|
||||
@@ -584,14 +621,14 @@ tests["Elem Buttons"] = {
|
||||
|
||||
local progressbar_one =
|
||||
Gui.new_progressbar('test-prog-one')
|
||||
:set_maximum(120)
|
||||
:set_default_maximum(120)
|
||||
:on_complete(function(player,element,reset_element)
|
||||
reset_element()
|
||||
end)
|
||||
|
||||
local progressbar_two =
|
||||
Gui.new_progressbar('test-prog-one')
|
||||
:set_maximum(300)
|
||||
:set_default_maximum(300)
|
||||
:add_store(Gui.force_store)
|
||||
:on_complete(function(player,element,reset_element)
|
||||
reset_element()
|
||||
@@ -602,7 +639,8 @@ end)
|
||||
|
||||
local progressbar_three =
|
||||
Gui.new_progressbar('test-prog-one')
|
||||
:set_maximum(120,true)
|
||||
:set_default_maximum(120)
|
||||
:use_count_down()
|
||||
:on_complete(function(player,element,reset_element)
|
||||
reset_element()
|
||||
end)
|
||||
|
||||
@@ -108,6 +108,7 @@ Gui.classes.slider = Slider
|
||||
Slider._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates
|
||||
Slider._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates
|
||||
|
||||
Slider._prototype:use_notches(state) --- Adds notches to the slider
|
||||
Slider._prototype:set_range(min,max) --- Sets the range of a slider, if not used will use default values for a slider
|
||||
Slider._prototype:draw_label(element) --- Draws a new label and links its value to the value of this slider, if no store then it will only show one value per player
|
||||
Slider._prototype:enable_auto_draw_label(state) --- Enables auto draw of the label, the label will share the same parent element as the slider
|
||||
@@ -148,22 +149,26 @@ Gui.new_progressbar = ProgressBar.new_progressbar
|
||||
Gui.set_progressbar_maximum = ProgressBar.set_maximum
|
||||
Gui.increment_progressbar = ProgressBar.increment
|
||||
Gui.decrement_progressbar = ProgressBar.decrement
|
||||
Gui.classes.progressbar = ProgressBar
|
||||
--[[
|
||||
ProgressBar.set_maximum(element,amount,start_full) --- Sets the maximum value that represents the end value of the progress bar
|
||||
ProgressBar.set_maximum(element,amount,count_down) --- Sets the maximum value that represents the end value of the progress bar
|
||||
ProgressBar.increment(element,amount) --- Increases the value of the progressbar, if a define is given all of its instances are incremented
|
||||
ProgressBar.decrement(element,amount) --- Decreases the value of the progressbar, if a define is given all of its instances are decresed
|
||||
|
||||
ProgressBar.new_progressbar(name) --- Creates a new progressbar element define
|
||||
ProgressBar._prototype:set_maximum(amount,start_full) --- Sets the maximum value that represents the end value of the progress bar
|
||||
ProgressBar._prototype:set_maximum(amount,count_down) --- Sets the maximum value that represents the end value of the progress bar
|
||||
ProgressBar._prototype:use_count_down(state) --- Will set the progress bar to start at 1 and trigger when it hits 0
|
||||
ProgressBar._prototype:increment(amount,category) --- Increases the value of the progressbar
|
||||
ProgressBar._prototype:increment_filtered(amount,filter) --- Increases the value of the progressbar, if the filter condition is met, does not work with store
|
||||
ProgressBar._prototype:decrement(amount,category) --- Decreases the value of the progressbar
|
||||
ProgressBar._prototype:add_element(element) --- Adds an element into the list of instances that will are waiting to complete, does not work with store
|
||||
ProgressBar._prototype:decrement_filtered(amount,filter) --- Decreases the value of the progressbar, if the filter condition is met, does not work with store
|
||||
ProgressBar._prototype:add_element(element,maximum) --- Adds an element into the list of instances that will are waiting to complete, does not work with store
|
||||
ProgressBar._prototype:reset_element(element) --- Resets an element, or its store, to be back at the start, either 1 or 0
|
||||
|
||||
ProgressBar._prototype:on_complete() --- Triggers when a progress bar element compeltes (hits 0 or 1)
|
||||
ProgressBar._prototype:on_complete() --- Triggers when a store value completes (hits 0 or 1)
|
||||
ProgressBar._prototype:event_counter() --- Event handler factory that counts up by 1 every time the event triggeres
|
||||
ProgressBar._prototype:event_countdown() --- Event handler factory that counts down by 1 every time the event triggeres
|
||||
ProgressBar._prototype:on_complete(callback) --- Triggers when a progress bar element compeltes (hits 0 or 1)
|
||||
ProgressBar._prototype:on_complete(callback) --- Triggers when a store value completes (hits 0 or 1)
|
||||
ProgressBar._prototype:event_counter(filter) --- Event handler factory that counts up by 1 every time the event triggeres, can filter which elements are incremented
|
||||
ProgressBar._prototype:event_countdown(filter) --- Event handler factory that counts down by 1 every time the event triggeres, can filter which elements are decremented
|
||||
]]
|
||||
|
||||
local Toolbar = require 'expcore.gui.toolbar'
|
||||
@@ -227,4 +232,21 @@ Gui.classes.center_frames = CenterFrames
|
||||
CenterFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add
|
||||
]]
|
||||
|
||||
local PopupFrames = require 'expcore.gui.popups'
|
||||
Gui.get_popup_flow = PopupFrames.get_flow
|
||||
Gui.open_popup = PopupFrames.open
|
||||
Gui.new_popup = PopupFrames.new_popup
|
||||
Gui.classes.popup_frames = PopupFrames
|
||||
--[[
|
||||
PopupFrames.get_flow(player) --- Gets the left flow that contains the popup frames
|
||||
PopupFrames.open(define_name,player,open_time,...) --- Opens a popup for the player, can give the amount of time it is open as well as params for the draw function
|
||||
|
||||
PopupFrames.close_progress --- Progress bar which when depleaded will close the popup frame
|
||||
PopupFrames.close_button --- A button which can be used to close the gui before the timer runs out
|
||||
|
||||
PopupFrames.new_popup(name) --- Creates a new popup frame define
|
||||
PopupFrames._prototype:set_default_open_time(amount) --- Sets the default open time for the popup, will be used if non is provided with open
|
||||
PopupFrames._prototype:open(player,open_time,...) --- Opens this define for a player, can be given open time and any other params for the draw function
|
||||
]]
|
||||
|
||||
return Gui
|
||||
Reference in New Issue
Block a user