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More spelling fixes
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@@ -1,17 +1,17 @@
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--- This file is a breakout from core which forcues on instance management of defines
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--[[
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>>>> Using registered instance groups
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The main use of this module is to register a group of elements refered here as "instances of an element define" in which
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The main use of this module is to register a group of elements referred here as "instances of an element define" in which
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is meant that you define the name of a group of drawn elements that are really just multiple versions of a single element.
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For example this might be that you have one label in multiple places (either for one player or many) and you want to update
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the caption of all of them at once; this is where this module comes it.
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First you must register the way that the intances are stored and under what name, using Instances.register you will give the
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name of the collective group of instances followed by an optional categorise function which allows varients to be stored under one
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First you must register the way that the instances are stored and under what name, using Instances.register you will give the
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name of the collective group of instances followed by an optional categorise function which allows variants to be stored under one
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name (like one for each force or player)
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-- categorise works in the same way as store categorise
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-- so the function will worl here but no value is stored only gui elements
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-- so the function will world here but no value is stored only gui elements
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Instances.register('score',Gui.categorize_by_force)
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Then when you draw the new element to a gui you will want to add the element to the group:
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@@ -26,13 +26,13 @@
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element.caption = 0
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end)
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Note that if you dont give a categorise function then you dont need to give a category when getting the elements.
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Note that if you don't give a categorise function then you don't need to give a category when getting the elements.
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>>>> Using unregistered instance groups
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When using a registered group and the functions that go with them it is much simpler to use and more importantly includes error checking
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for valid instance group names; the down side is that the group must be registered which can only be done during startup and not during runtime.
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To counter this there are two functions simlair to those above in order to add and get instances but may lead to errors not being noticed due to
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the error interal error checking being skiped to allow it to work.
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for valid instance group names; the down side is that the group must be registered which can only be done during start-up and not during runtime.
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To counter this there are two functions similar to those above in order to add and get instances but may lead to errors not being noticed due to
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the error internal error checking being skipped to allow it to work.
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The main difference between the two groups of functions is that the category must always be present even if is nil; example below shows how a
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instance group would work when registered vs unregistered:
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@@ -50,7 +50,7 @@
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element.caption = '0'
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end) -- gets all instances from the player force and sets the caption to 0
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-- Registered without category; note that category can just be igroned
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-- Registered without category; note that category can just be ignored
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Instances.register('score') -- all instances will be under one group with no categories
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Instances.add_element('score',new_element) -- adds the new element to the instance list
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Instances.apply_to_elements('score',function(element)
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@@ -64,7 +64,7 @@
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end) -- gets all instances and sets the element caption to 0
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>>>> Functions
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Instances.has_categories(name) --- Returns if a instnace group has a categorise function; must be registerd
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Instances.has_categories(name) --- Returns if a instance group has a categorise function; must be registered
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Instances.is_registered(name) --- Returns if the given name is a registered instance group
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Instances.register(name,categorise) --- Registers the name of an instance group to allow for storing element instances
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@@ -85,7 +85,7 @@ Global.register(Instances.data,function(tbl)
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Instances.data = tbl
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end)
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--- Returns if a instnace group has a categorise function; must be registerd
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--- Returns if a instance group has a categorise function; must be registered
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-- @tparam string name the name of the instance group
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-- @treturn boolean true if there is a categorise function
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function Instances.has_categories(name)
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@@ -104,7 +104,7 @@ end
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-- @tparam[opt] function categorise function used to turn the element into a string
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-- categorise param - element LuaGuiElement - the gui element to be turned into a string
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-- categorise return - string - the category that the element will be added to like the player's name or force's name
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-- @treturn string the name that was added so it can be used as a varible
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-- @treturn string the name that was added so it can be used as a variable
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function Instances.register(name,categorise)
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if _LIFECYCLE ~= _STAGE.control then
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return error('Can only be called during the control stage', 2)
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@@ -127,7 +127,7 @@ end
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-- @tparam LuaGuiElement element the element to add the the instance group
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function Instances.add_element(name,element)
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if not Instances.categorise[name] then
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return error('Inavlid name for instance group: '..name,2)
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return error('Invalid name for instance group: '..name,2)
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end
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if Instances.has_categories(name) then
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@@ -145,7 +145,7 @@ end
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-- @treturn table the table of element instances of which some may be invalid
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function Instances.get_elements_raw(name,category)
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if not Instances.categorise[name] then
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return error('Inavlid name for instance group: '..name,2)
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return error('Invalid name for instance group: '..name,2)
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end
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if Instances.has_categories(name) then
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@@ -158,12 +158,12 @@ end
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--- Gets all valid element instances and has the option of running a callback on those that are valid
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-- @tparam string name the name of the instance group to get the instances of
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-- @tparam[opt] string category the category to get the instances of, not needed when no categorise function
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-- @tparan[opt] callback function when given the callback will be ran on all valid elements
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-- @tparam[opt] callback function when given the callback will be ran on all valid elements
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-- callback param - element LuaGuiElement - the current valid element
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-- @treturn table the table of element instances with all invalid ones removed
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function Instances.get_valid_elements(name,category,callback)
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if not Instances.categorise[name] then
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return error('Inavlid name for instance group: '..name,2)
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return error('Invalid name for instance group: '..name,2)
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end
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category = category or callback
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