More spelling fixes
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@@ -1,5 +1,5 @@
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--- This file is used to require all the different elements of the gui module
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-- each module has an outline here but for more details see their seperate files in ./gui
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-- each module has an outline here but for more details see their separate files in ./gui
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local Gui = require 'expcore.gui.core'
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--[[
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@@ -13,11 +13,11 @@ local Gui = require 'expcore.gui.core'
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Gui.categorize_by_surface(element) --- A categorize function to be used with add_store, each surface has its own value
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Gui.toggle_enabled(element) --- Will toggle the enabled state of an element
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Gui.toggle_visible(element) --- Will toggle the visiblity of an element
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Gui.toggle_visible(element) --- Will toggle the visibility of an element
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Gui.set_padding(element,up,down,left,right) --- Sets the padding for a gui element
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Gui.set_padding_style(style,up,down,left,right) --- Sets the padding for a gui style
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Gui.create_alignment(element,flow_name) --- Allows the creation of a right align flow to place elements into
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Gui.destory_if_valid(element) --- Destroies an element but tests for it being present and valid first
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Gui.destroy_if_valid(element) --- Destroys an element but tests for it being present and valid first
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Gui.create_scroll_table(element,table_size,maximal_height,name) --- Creates a scroll area with a table inside, table can be any size
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Gui.create_header(element,caption,tooltip,right_align,name) --- Creates a header section with a label and button area
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@@ -35,7 +35,7 @@ local Gui = require 'expcore.gui.core'
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Prototype:set_caption(value) --- Sets the caption for the element define
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Prototype:set_tooltip(value) --- Sets the tooltip for the element define
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Prototype:set_style(style,callback) --- Sets the style for the element define
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Prototype:set_embeded_flow(state) --- Sets the element to be drawn inside a nameless flow, can be given a name using a function
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Prototype:set_embedded_flow(state) --- Sets the element to be drawn inside a nameless flow, can be given a name using a function
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Prototype:set_pre_authenticator --- Sets an authenticator that blocks the draw function if check fails
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Prototype:set_post_authenticator --- Sets an authenticator that disables the element if check fails
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@@ -55,7 +55,7 @@ Gui.add_instance = Instances.get_elements
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Gui.update_instances = Instances.apply_to_elements
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Gui.classes.instances = Instances
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--[[
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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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@@ -77,12 +77,12 @@ Gui.classes.button = Button
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Button._prototype:on_left_click(player,element) --- Registers a handler for when the button is clicked with the left mouse button
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Button._prototype:on_right_click(player,element) --- Registers a handler for when the button is clicked with the right mouse button
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Button._prototype:set_sprites(sprite,hovered_sprite,clicked_sprite) --- Adds sprites to a button making it a spirte button
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Button._prototype:set_sprites(sprite,hovered_sprite,clicked_sprite) --- Adds sprites to a button making it a sprite button
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Button._prototype:set_click_filter(filter,...) --- Adds a click / mouse button filter to the button
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Button._prototype:set_key_filter(filter,...) --- Adds a control key filter to the button
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]]
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local Checkbox = require 'expcore.gui.elements.checkboxs'
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local Checkbox = require 'expcore.gui.elements.checkbox'
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Gui.new_checkbox = Checkbox.new_checkbox
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Gui.new_radiobutton = Checkbox.new_radiobutton
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Gui.new_radiobutton_option_set = Checkbox.new_option_set
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@@ -98,10 +98,10 @@ Gui.classes.checkbox = Checkbox
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Checkbox._prototype_radiobutton:on_store_update(callback) --- Registers a handler for when the stored value updates
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Checkbox._prototype_radiobutton:add_as_option(option_set,option_name) --- Adds this radiobutton to be an option in the given option set (only one can be true at a time)
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Checkbox.new_option_set(name,callback,categorize) --- Registers a new option set that can be linked to radiobutotns (only one can be true at a time)
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Checkbox.new_option_set(name,callback,categorize) --- Registers a new option set that can be linked to radiobuttons (only one can be true at a time)
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Checkbox.draw_option_set(name,element) --- Draws all radiobuttons that are part of an option set at once (Gui.draw will not work)
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Checkbox.reset_radiobutton(element,exclude,recursive) --- Sets all radiobutotn in a element to false (unless excluded) and can act recursivly
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Checkbox.reset_radiobutton(element,exclude,recursive) --- Sets all radiobuttons in a element to false (unless excluded) and can act recursively
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]]
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local Dropdown = require 'expcore.gui.elements.dropdown'
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@@ -176,7 +176,7 @@ Gui.classes.progressbar = ProgressBar
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--[[
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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.decrement(element,amount) --- Decreases the value of the progressbar, if a define is given all of its instances are decreased
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ProgressBar.new_progressbar(name) --- Creates a new progressbar element define
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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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@@ -188,10 +188,10 @@ Gui.classes.progressbar = ProgressBar
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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(callback) --- Triggers when a progress bar element compeltes (hits 0 or 1)
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ProgressBar._prototype:on_complete(callback) --- Triggers when a progress bar element completes (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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ProgressBar._prototype:event_counter(filter) --- Event handler factory that counts up by 1 every time the event triggers, 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 triggers, can filter which elements are decremented
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]]
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local Toolbar = require 'expcore.gui.concepts.toolbar'
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@@ -214,16 +214,16 @@ Gui.classes.left_frames = LeftFrames
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LeftFrames.get_flow(player) --- Gets the left frame flow for a player
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LeftFrames.get_frame(name,player) --- Gets one frame from the left flow by its name
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LeftFrames.get_open(player) --- Gets all open frames for a player, if non are open it will remove the close all button
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LeftFrames.toggle_frame(name,player,state) --- Toggles the visiblty of a left frame, or sets its visiblty state
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LeftFrames.toggle_frame(name,player,state) --- Toggles the visibility of a left frame, or sets its visibility state
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LeftFrames.new_frame(permision_name) --- Creates a new left frame define
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LeftFrames.new_frame(permission_name) --- Creates a new left frame define
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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
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LeftFrames._prototype:set_direction(direction) --- Sets the direction of the frame, either vertical or horizontal
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LeftFrames._prototype:get_frame(player) --- Gets the frame for this define from the left frame flow
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LeftFrames._prototype:is_open(player) --- Returns if the player currently has this define visible
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LeftFrames._prototype:toggle(player) --- Toggles the visiblty of the left frame
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LeftFrames._prototype:toggle(player) --- Toggles the visibility of the left frame
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LeftFrames._prototype:update(player) --- Updates the contents of the left frame, first tries update callback, oter wise will clear and redraw
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LeftFrames._prototype:update(player) --- Updates the contents of the left frame, first tries update callback, other wise will clear and redraw
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LeftFrames._prototype:update_all(update_offline) --- Updates the frame for all players, see update
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LeftFrames._prototype:redraw(player) --- Redraws the frame by calling on_draw, will always clear the frame
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LeftFrames._prototype:redraw_all(update_offline) --- Redraws the frame for all players, see redraw
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@@ -245,10 +245,10 @@ Gui.classes.center_frames = CenterFrames
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CenterFrames.get_flow(player) --- Gets the center flow for a player
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CenterFrames.clear_flow(player) --- Clears the center flow for a player
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CenterFrames.draw_frame(player,name) --- Draws the center frame for a player, if already open then will do nothing
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CenterFrames.redraw_frame(player,name) --- Draws the center frame for a player, if already open then will destory it and redraw
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CenterFrames.redraw_frame(player,name) --- Draws the center frame for a player, if already open then will destroy it and redraw
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CenterFrames.toggle_frame(player,name,state) --- Toggles if the frame is currently open or not, will open if closed and close if open
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CenterFrames.new_frame(permision_name) --- Sets the frame to be the current active gui when opened and closes all other frames
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CenterFrames.new_frame(permission_name) --- Sets the frame to be the current active gui when opened and closes all other frames
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CenterFrames._prototype:on_draw(player,frame) --- Use to draw your elements onto the new frame
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CenterFrames._prototype:set_auto_focus(state) --- Sets the frame to be the current active gui when opened and closes all other frames
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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)
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@@ -266,7 +266,7 @@ Gui.classes.popup_frames = PopupFrames
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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_progress --- Progress bar which when depleted 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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