More spelling fixes

This commit is contained in:
bbassie
2019-07-03 16:16:39 +02:00
parent 786525f58f
commit 36aae4fd12
42 changed files with 312 additions and 312 deletions

View File

@@ -7,7 +7,7 @@
CenterFrames.redraw_frame(player,name) --- Draws the center frame for a player, if already open then will destroy it and redraw
CenterFrames.toggle_frame(player,name,state) --- Toggles if the frame is currently open or not, will open if closed and close if open
CenterFrames.new_frame(permision_name) --- Sets the frame to be the current active gui when opened and closes all other frames
CenterFrames.new_frame(permission_name) --- Sets the frame to be the current active gui when opened and closes all other frames
CenterFrames._prototype:on_draw(player,frame) --- Use to draw your elements onto the new frame
CenterFrames._prototype:set_auto_focus(state) --- Sets the frame to be the current active gui when opened and closes all other frames
CenterFrames._prototype:draw_frame(player) --- Draws this frame to the player, if already open does nothing (will call on_draw to draw to the frame)
@@ -87,10 +87,10 @@ function CenterFrames.toggle_frame(player,name,state)
end
--- Creates a new center frame define
-- @tparam string permision_name the name that can be used with the permision system
-- @tparam string permission_name the name that can be used with the permission system
-- @treturn table the new center frame define
function CenterFrames.new_frame(permision_name)
local self = Toolbar.new_button(permision_name)
function CenterFrames.new_frame(permission_name)
local self = Toolbar.new_button(permission_name)
self:on_click(function(player,element)
self:toggle_frame(player)

View File

@@ -29,16 +29,16 @@
LeftFrames.get_flow(player) --- Gets the left frame flow for a player
LeftFrames.get_frame(name,player) --- Gets one frame from the left flow by its name
LeftFrames.get_open(player) --- Gets all open frames for a player, if non are open it will remove the close all button
LeftFrames.toggle_frame(name,player,state) --- Toggles the visiblty of a left frame, or sets its visiblty state
LeftFrames.toggle_frame(name,player,state) --- Toggles the visibility of a left frame, or sets its visibility state
LeftFrames.new_frame(permision_name) --- Creates a new left frame define
LeftFrames.new_frame(permission_name) --- Creates a new left frame define
LeftFrames._prototype:set_open_by_default(state) --- Sets if the frame is visible when a player joins, can also be a function to return a boolean
LeftFrames._prototype:set_direction(direction) --- Sets the direction of the frame, either vertical or horizontal
LeftFrames._prototype:get_frame(player) --- Gets the frame for this define from the left frame flow
LeftFrames._prototype:is_open(player) --- Returns if the player currently has this define visible
LeftFrames._prototype:toggle(player) --- Toggles the visiblty of the left frame
LeftFrames._prototype:toggle(player) --- Toggles the visibility of the left frame
LeftFrames._prototype:update(player) --- Updates the contents of the left frame, first tries update callback, oter wise will clear and redraw
LeftFrames._prototype:update(player) --- Updates the contents of the left frame, first tries update callback, other wise will clear and redraw
LeftFrames._prototype:update_all(update_offline) --- Updates the frame for all players, see update
LeftFrames._prototype:redraw(player) --- Redraws the frame by calling on_draw, will always clear the frame
LeftFrames._prototype:redraw_all(update_offline) --- Redraws the frame for all players, see redraw
@@ -106,11 +106,11 @@ function LeftFrames.get_open(player)
return open
end
--- Toggles the visiblty of a left frame, or sets its visiblty state
--- Toggles the visibility of a left frame, or sets its visibility state
-- @tparam string name the name of the gui frame to toggle
-- @tparam LuaPlayer player the player to get the frame of
-- @tparam[opt] boolean state when given will be the state that the visiblty is set to
-- @treturn boolean the new state of the visiblity
-- @tparam[opt] boolean state when given will be the state that the visibility is set to
-- @treturn boolean the new state of the visibility
function LeftFrames.toggle_frame(name,player,state)
local define = LeftFrames.frames[name]
if not define then
@@ -130,10 +130,10 @@ function LeftFrames.toggle_frame(name,player,state)
end
--- Creates a new left frame define
-- @tparam string permision_name the name that can be used with the permision system
-- @tparam string permission_name the name that can be used with the permission system
-- @treturn table the new left frame define
function LeftFrames.new_frame(permision_name)
local self = Toolbar.new_button(permision_name)
function LeftFrames.new_frame(permission_name)
local self = Toolbar.new_button(permission_name)
local mt = getmetatable(self)
mt.__index = LeftFrames._prototype
@@ -151,7 +151,7 @@ function LeftFrames.new_frame(permision_name)
end
--- Sets if the frame is visible when a player joins, can also be a function to return a boolean
-- @tparam[opt=true] ?boolean|function state the default state of the visiblty, can be a function
-- @tparam[opt=true] ?boolean|function state the default state of the visibility, can be a function
-- state param - player LuaPlayer - the player that has joined the game
-- state param - define_name string - the define name for the frame
-- state return - boolean - false will hide the frame
@@ -167,7 +167,7 @@ function LeftFrames._prototype:set_open_by_default(state)
end
--- Sets the direction of the frame, either vertical or horizontal
-- @tparam string direction the direction to have the elements be added to thef frame
-- @tparam string direction the direction to have the elements be added to the frame
function LeftFrames._prototype:set_direction(direction)
self.direction = direction
return self
@@ -221,9 +221,9 @@ function LeftFrames._prototype:is_open(player)
return frame and frame.visible or false
end
--- Toggles the visiblty of the left frame
--- Toggles the visibility of the left frame
-- @tparam LuaPlayer player the player to toggle the frame of
-- @treturn boolean the new state of the visiblity
-- @treturn boolean the new state of the visibility
function LeftFrames._prototype:toggle(player)
local frame = self:get_frame(player)
Gui.toggle_visible(frame)
@@ -231,7 +231,7 @@ function LeftFrames._prototype:toggle(player)
return frame.visible
end
--- Updates the contents of the left frame, first tries update callback, oter wise will clear and redraw
--- Updates the contents of the left frame, first tries update callback, other wise will clear and redraw
-- @tparam LuaPlayer player the player to update the frame of
function LeftFrames._prototype:update(player)
local frame = self:get_frame(player)

View File

@@ -4,7 +4,7 @@
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_progress --- Progress bar which when depleted 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
@@ -34,17 +34,17 @@ Global.register(PopupFrames.paused_popups,function(tbl)
PopupFrames.paused_popups = tbl
end)
--- Sets the state of the element in the pasued list, nil or true
--- Sets the state of the element in the paused list, nil or true
-- @tparam LuaGuiElement element the element to set the state of
-- @tparam[opt] boolean state the state to set it to, true will pause the the progress bar
local function set_pasued_state(element,state)
local function set_paused_state(element,state)
local name = element.player_index..':'..element.index
PopupFrames.paused_popups[name] = state
end
--- Gets the state of the element in the pasued list, nil or true
--- Gets the state of the element in the paused list, nil or true
-- @tparam LuaGuiElement element the element to get the state of
local function get_pasued_state(element)
local function get_paused_state(element)
local name = element.player_index..':'..element.index
return PopupFrames.paused_popups[name]
end
@@ -75,11 +75,11 @@ end
local function close_popup(element)
local frame = element.parent.parent.parent
if not frame or not frame.valid then return end
set_pasued_state(element.parent[PopupFrames.close_progress:uid()])
set_paused_state(element.parent[PopupFrames.close_progress:uid()])
frame.destroy()
end
--- Progress bar which when depleaded will close the popup frame
--- Progress bar which when depleted will close the popup frame
PopupFrames.close_progress =
ProgressBar.new_progressbar()
:use_count_down()
@@ -100,20 +100,20 @@ end)
--- When the progress bar is clicked it will pause its progress, or resume if previously paused
Gui.on_click(PopupFrames.close_progress:uid(),function(event)
local element = event.element
if get_pasued_state(element) then
set_pasued_state(element)
if get_paused_state(element) then
set_paused_state(element)
else
set_pasued_state(element,true)
set_paused_state(element,true)
end
end)
--- When the parent flow of the progress bar is clicked it will pause its progress, or resume if previously paused
Gui.on_click(PopupFrames.close_frame_name,function(event)
local element = event.element[PopupFrames.close_progress:uid()]
if get_pasued_state(element) then
set_pasued_state(element)
if get_paused_state(element) then
set_paused_state(element)
else
set_pasued_state(element,true)
set_paused_state(element,true)
end
end)
@@ -214,9 +214,9 @@ Event.add(defines.events.on_player_created,function(event)
}
end)
--- Every tick any, not pasued, progress bars will go down by one tick
--- Every tick any, not paused, progress bars will go down by one tick
Event.add(defines.events.on_tick,PopupFrames.close_progress:event_countdown(function(element)
return not get_pasued_state(element)
return not get_paused_state(element)
end))
return PopupFrames

View File

@@ -22,17 +22,17 @@ local Game = require 'utils.game'
local mod_gui = require 'mod-gui'
local Toolbar = {
permisison_names = {},
permission_names = {},
buttons = {}
}
function Toolbar.allowed(player,define_name)
local permisison_name = Toolbar.permisison_names[define_name] or define_name
return Roles.player_allowed(player,permisison_name)
local permission_name = Toolbar.permission_names[define_name] or define_name
return Roles.player_allowed(player,permission_name)
end
function Toolbar.permission_alias(define_name,permisison_name)
Toolbar.permisison_names[define_name] = permisison_name
function Toolbar.permission_alias(define_name,permission_name)
Toolbar.permission_names[define_name] = permission_name
end
--- Adds a new button to the toolbar