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Dir rename pt2
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513
expcore/gui/core.lua
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513
expcore/gui/core.lua
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--- Core gui file for making element defines and element classes (use require 'expcore.gui')
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-- see utils.gui for event handlering
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-- see expcore.gui.test for examples for element defines
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--[[
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>>>> Basic useage with no defines
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This module can be igroned if you are only wanting only event handlers as utils.gui adds the following:
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Gui.uid_name() --- Generates a unqiue name to register events to
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Gui.on_checked_state_changed(callback) --- Register a handler for the on_gui_checked_state_changed event
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Gui.on_click(callback) --- Register a handler for the on_gui_click event
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Gui.on_elem_changed(callback) --- Register a handler for the on_gui_elem_changed
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Gui.on_selection_state_changed(callback) --- Register a handler for the on_gui_selection_state_changed event
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Gui.on_text_changed(callback) --- Register a handler for the on_gui_text_changed event
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Gui.on_value_changed(callback) --- Register a handler for the on_gui_value_changed event
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Note that all event handlers will include event.player as a valid player and that if the player or the
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element is not valid then the callback will not be run.
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>>>> Interal factory functions
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There are a few factory function that are used by the class definations the use of these function are important to
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know about but should only be used when making a new class deination rather than an element defination. See one of
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the existing class definations for an example of when to use these.
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>>>> Basic prototype functions
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Using a class defination you can create a new element dinfation in our examples we will be using the checkbox.
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local checkbox_example = Gui.new_checkbox()
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Although all class definations are stored in Gui.classes the main function used to make new element defination are
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made aviable in the top level gui module. All functions which return a new element defination will accept a name argument
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which is a name which is used while debuging and is not required to be used (has not been used in examples)
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Every element define will accept a caption and tooltip (although some may not show) and to do this you would use the two
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set function provided for the element defines:
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checkbox_example:set_caption('Example Checkbox')
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checkbox_example:set_tooltip('Example checkbox')
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Each element define can have event handlers set, for our example checkbox we only have access to on_change which will trigger
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when the state of the checkbox changes; if we want to assign handlers using the utils.gui methods then we can get the uid by calling
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the uid function on the element define; however, each element can only have one handler (of each event) so it is not possible to use
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Gui.on_checked_state_changed and on_change at the same time in our example.
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checkbox_example:on_change(function(player,element,value)
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player.print('Example checkbox is now: '..tostring(value))
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end)
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local checkbox_example_uid = checkbox_example:uid()
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Gui.on_click(checkbox_example_uid,function(event)
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event.player.print('You clicked the example checkbox!')
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end)
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Finally you will want to draw your element defines for which you can call deirectly on the deinfe or use Gui.draw to do; when Gui.draw is
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used it can be given either the element define, the define's uid or the debug name of the define (if set):
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checkbox_example:draw_to(parent_element)
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Gui.draw(checkbox_example_uid,parent_element)
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>>>> Using authenticators with draw
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When an element is drawn to its parent it can always be used but if you want to limit who can use it then you can use an authenticator. There
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are two types which can be used: post and pre; using a pre authenticator will mean that the draw function is stoped before the element is added
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to the parent element while using a post authenticator will draw the element to the parent but will disable the element from interaction. Both may
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be used if you have use for such.
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-- unless global.checkbox_example_allow_pre_auth is true then the checkbox will not be drawn
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checkbox_example:set_pre_authenticator(function(player,define_name)
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player.print('Example checkbox pre auth callback ran')
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return global.checkbox_example_allow_pre_auth
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end)
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-- unless global.checkbox_example_allow_post_auth is true then the checkbox will be drawn but deactiveated (provided pre auth returns true)
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checkbox_example:set_post_authenticator(function(player,define_name)
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player.print('Example checkbox pre auth callback ran')
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return global.checkbox_example_allow_post_auth
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end)
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>>>> Using store
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A powerful assept of this gui system is allowing an automatic store for the state of a gui element, this means that when a gui is closed and re-opened
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the elements which have a store will retain they value even if the element was previously destroied. The store is not limited to only per player and can
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be catergorised by any method you want such as one that is shared between all players or by all players on a force. Using a method that is not limited to
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one player means that when one player changes the state of the element it will be automaticlly updated for all other player (even if the element is already drawn)
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and so this is a powerful and easy way to sync gui elements.
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-- note the example below is the same as checkbox_example:add_store(Gui.player_store)
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checkbox_example:add_store(function(element)
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local player = Game.get_player_by_index(element.player_index)
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return player.force.name
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end)
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Of course this tool is not limited to only player interactions; the current satate of a define can be gotten using a number of methods and the value can
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even be updated by the script and have all instances of the element define be updated. When you use a category then we must give a category to the get
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and set functions; in our case we used Gui.player_store which uses the player's name as the category which is why 'Cooldude2606' is given as a argument,
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if we did not set a function for add_store then all instances for all players have the same value and so a category is not required.
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checkbox_example:get_store('Cooldude2606')
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Gui.get_store(name,'Cooldude2606')
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checkbox_example:set_store('Cooldude2606',true)
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Gui.set_store(name,'Cooldude2606',true)
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These methods use the Store module which means that if you have the need to access these sotre location (for example if you want to add a watch function) then
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you can get the store location of any define using checkbox_example.store
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Important note about event handlers: when the store is updated it will also trigger the event handlers (such as on_element_update) for that define but only
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for the valid instances of the define which means if a player does not have the element drawn on a gui then it will not trigger the events; if you want a
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trigger for all updates then you can use on_store_update however you will be required to parse the category which may or may not be a
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player name (depends what store categorize function you use)
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>>>> Example formating
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local checkbox_example =
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Gui.new_checkbox()
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:set_caption('Example Checkbox')
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:set_tooltip('Example checkbox')
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:add_store(Gui.player_store)
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:on_element_update(function(player,element,value)
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player.print('Example checkbox is now: '..tostring(value))
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end)
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>>>> Functions
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Gui._prototype_factory(tbl) --- Used internally to create new prototypes for element defines
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Gui._event_factory(name) --- Used internally to create event handler adders for element defines
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Gui._store_factory(callback) --- Used internally to create store adders for element defines
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Gui._sync_store_factory(callback) --- Used internally to create synced store adders for element defines
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Gui._define_factory(prototype) --- Used internally to create new element defines from a class prototype
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Gui._prototype:uid() --- Gets the uid for the element define
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Gui._prototype:debug_name(name) --- Sets a debug alias for the define
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Gui._prototype:set_caption(caption) --- Sets the caption for the element define
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Gui._prototype:set_tooltip(tooltip) --- Sets the tooltip for the element define
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Gui._prototype:on_element_update(callback) --- Add a hander to run on the general value update event, different classes will handle this event differently
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Gui._prototype:set_pre_authenticator(callback) --- Sets an authenticator that blocks the draw function if check fails
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Gui._prototype:set_post_authenticator(callback) --- Sets an authenticator that disables the element if check fails
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Gui._prototype:draw_to(element) --- Draws the element using what is in the draw_data table, allows use of authenticator if present, registers new instances if store present
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Gui.draw(name,element) --- Draws a copy of the element define to the parent element, see draw_to
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Gui._prototype:add_store(categorize) --- Adds a store location for the define that will save the state of the element, categorize is a function that returns a string
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Gui._prototype:add_sync_store(location,categorize) --- Adds a store location for the define that will sync between games, categorize is a function that returns a string
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Gui._prototype:on_store_update(callback) --- Adds a event callback for when the store changes are other events are not gauenteted to be raised
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Gui.player_store(element) --- A categorize function to be used with add_store, each player has their own value
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Gui.force_store(element) --- A categorize function to be used with add_store, each force has its own value
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Gui.surface_store(element) --- A categorize function to be used with add_store, each surface has its own value
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Gui._prototype:get_store(category) --- Gets the value in this elements store, category needed if categorize function used
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Gui._prototype:set_store(category,value) --- Sets the value in this elements store, category needed if categorize function used
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Gui.get_store(name,category) --- Gets the value that is stored for a given element define, category needed if categorize function used
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Gui.set_store(name,category,value) --- Sets the value stored for a given element define, category needed if categorize function used
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Gui.toggle_enable(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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]]
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local Gui = require 'utils.gui'
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local Game = require 'utils.game'
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local Store = require 'expcore.store'
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local Instances = require 'expcore.gui.instances'
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Gui._prototype = {} -- Stores the base prototype of all element defines
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Gui.classes = {} -- Stores the class definations used to create element defines
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Gui.defines = {} -- Stores the indivdual element definations
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Gui.names = {} -- Stores debug names to link to gui uids
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--- Used internally to create new prototypes for element defines
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-- @tparam tbl table a table that will have functions added to it
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-- @treturn table the new table with the keys added to it
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function Gui._prototype_factory(tbl)
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for k,v in pairs(Gui._prototype) do
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if not tbl[k] then tbl[k] = v end
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end
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return tbl
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end
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--- Used internally to create event handler adders for element defines
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-- @tparam name string the key that the event will be stored under, should be the same as the event name
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-- @treturn function the function that can be used to add an event handler
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function Gui._event_factory(name)
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--- Gui._prototype:on_event(callback)
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--- Add a hander to run on this event, replace event with the event, different classes have different events
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-- @tparam callback function the function that will be called on the event
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-- callback param - player LuaPlayer - the player who owns the gui element
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-- callback param - element LuaGuiElement - the element that caused the event
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-- callback param - value any - (not always present) the updated value for the element
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-- callback param - ... any - other class defines may add more params
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-- @treturn self the element define to allow chaining
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return function(self,callback)
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if type(callback) ~= 'function' then
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return error('Event callback must be a function',2)
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end
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self.events[name] = callback
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return self
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end
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end
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--- Used internally to create store adders for element defines
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-- @tparam callback a callback is called when there is an update to the stored value and stould set the state of the element
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-- @treturn function the function that can be used to add a store the the define
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function Gui._store_factory(callback)
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--- Gui._prototype:add_store(categorize)
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--- Adds a store location for the define that will save the state of the element, categorize is a function that returns a string
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-- @tparam[opt] categorize function if present will be called to convert an element into a category string
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-- categorize param - element LuaGuiElement - the element that needs to be converted
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-- categorize return - string - a determistic string that referses to a category such as player name or force name
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-- @treturn self the element define to allow chaining
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return function(self,categorize)
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if self.store then return end
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self.store = Store.uid_location()
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self.categorize = categorize
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Instances.register(self.name,self.categorize)
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Store.register(self.store,function(value,category)
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if self.events.on_store_update then
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self.events.on_store_update(value,category)
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end
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if Instances.is_registered(self.name) then
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Instances.apply_to_elements(self.name,category,function(element)
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callback(self,element,value)
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end)
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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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end
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--- Used internally to create synced store adders for element defines
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-- @tparam callback a callback is called when there is an update to the stored value and stould set the state of the element
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-- @treturn function the function that can be used to add a sync store the the define
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function Gui._sync_store_factory(callback)
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--- Gui._prototype:add_sync_store(location,categorize)
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--- Adds a store location for the define that will sync between games, categorize is a function that returns a string
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-- @tparam location string a unique string location, unlike add_store a uid location should not be used to avoid migration problems
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-- @tparam[opt] categorize function if present will be called to convert an element into a category string
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-- categorize param - element LuaGuiElement - the element that needs to be converted
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-- categorize return - string - a determistic string that referses to a category such as player name or force name
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-- @treturn self the element define to allow chaining
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return function(self,location,categorize)
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if self.store then return end
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if Store.is_registered(location) then
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return error('Location for store is already registered: '..location,2)
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end
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self.store = location
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self.categorize = categorize
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Instances.register(self.name,self.categorize)
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Store.register_synced(self.store,function(value,category)
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if self.events.on_store_update then
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self.events.on_store_update(value,category)
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end
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if Instances.is_registered(self.name) then
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Instances.apply_to_elements(self,category,function(element)
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callback(self,element,value)
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end)
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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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end
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--- Used internally to create new element defines from a class prototype
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-- @tparam prototype table the class prototype that will be used for the element define
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-- @treturn table the new element define with all functions accessed via __index metamethod
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function Gui._define_factory(prototype)
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local uid = Gui.uid_name()
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local define = setmetatable({
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name=uid,
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events={},
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draw_data={
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name=uid
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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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end
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})
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Gui.defines[define.name] = define
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return define
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end
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--- Gets the uid for the element define
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-- @treturn string the uid of this element define
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function Gui._prototype:uid()
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return self.name
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end
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--- Sets a debug alias for the define
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-- @tparam name string the debug name for the element define that can be used to get this element define
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-- @treturn self the element define to allow chaining
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function Gui._prototype:debug_name(name)
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self.debug_name = name
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return self
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end
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--- Sets the caption for the element define
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-- @tparam caption string the caption that will be drawn with the element
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-- @treturn self the element define to allow chaining
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function Gui._prototype:set_caption(caption)
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self.draw_data.caption = caption
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return self
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end
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--- Sets the tooltip for the element define
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-- @tparam tooltip string the tooltip that will be displayed for this element when drawn
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-- @treturn self the element define to allow chaining
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function Gui._prototype:set_tooltip(tooltip)
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self.draw_data.tooltip = tooltip
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return self
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end
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--- Sets an authenticator that blocks the draw function if check fails
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-- @tparam callback function the function that will be ran to test if the element should be drawn or not
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-- callback param - player LuaPlayer - the player that the element is being drawn to
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-- callback param - define_name string - the name of the define that is being drawn
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-- callback return - boolean - false will stop the element from being drawn
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-- @treturn self the element define to allow chaining
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function Gui._prototype:set_pre_authenticator(callback)
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if type(callback) ~= 'function' then
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return error('Pre authenticator callback must be a function')
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||||
end
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self.pre_authenticator = callback
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return self
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end
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||||
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||||
--- Sets an authenticator that disables the element if check fails
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-- @tparam callback function the function that will be ran to test if the element should be enabled or not
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-- callback param - player LuaPlayer - the player that the element is being drawn to
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||||
-- callback param - define_name string - the name of the define that is being drawn
|
||||
-- callback return - boolean - false will disable the element
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-- @treturn self the element define to allow chaining
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function Gui._prototype:set_post_authenticator(callback)
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if type(callback) ~= 'function' then
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return error('Authenicater callback must be a function')
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end
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self.post_authenticator = callback
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return self
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end
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||||
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--- Draws the element using what is in the draw_data table, allows use of authenticator if present, registers new instances if store present
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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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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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if self.pre_authenticator then
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if not self.pre_authenticator(player,self.name) then return end
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end
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local new_element = element.add(self.draw_data)
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if self.post_authenticator then
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new_element.enabled = self.post_authenticator(player,self.name)
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end
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if Instances.is_registered(self.name) then
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Instances.add_element(self.name,new_element)
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end
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||||
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if self.post_draw then self.post_draw(new_element,...) end
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||||
|
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return new_element
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end
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||||
|
||||
--- Gets the value in this elements store, category needed if categorize function used
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||||
-- @tparam category[opt] string the category to get such as player name or force name
|
||||
-- @treturn any the value that is stored for this define
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function Gui._prototype:get_store(category)
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if not self.store then return end
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if self.categorize then
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return Store.get_child(self.store,category)
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else
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return Store.get(self.store)
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||||
end
|
||||
end
|
||||
|
||||
--- Sets the value in this elements store, category needed if categorize function used
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||||
-- @tparam category[opt] string the category to get such as player name or force name
|
||||
-- @tparam value any the value to set for this define, must be valid for its type ie boolean for checkbox etc
|
||||
-- @treturn boolean true if the value was set
|
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function Gui._prototype:set_store(category,value)
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if not self.store then return end
|
||||
if self.categorize then
|
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return Store.set_child(self.store,category,value)
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else
|
||||
return Store.set(self.store,category)
|
||||
end
|
||||
end
|
||||
|
||||
--- Gets an element define give the uid, debug name or a copy of the element define
|
||||
-- @tparam name ?string|table the uid, debug name or define for the element define to get
|
||||
-- @tparam[opt] internal boolean when true the error trace is one level higher (used internally)
|
||||
-- @treturn table the element define that was found or an error
|
||||
function Gui.get_define(name,internal)
|
||||
if type(name) == 'table' then
|
||||
if name.name and Gui.defines[name.name] then
|
||||
return Gui.defines[name.name]
|
||||
end
|
||||
end
|
||||
|
||||
local define = Gui.defines[name]
|
||||
|
||||
if not define and Gui.names[name] then
|
||||
return Gui.defines[Gui.names[name]]
|
||||
|
||||
elseif not define then
|
||||
return error('Invalid name for element define, name not found.',internal and 3 or 2) or nil
|
||||
|
||||
end
|
||||
|
||||
return define
|
||||
end
|
||||
|
||||
--- Gets the value that is stored for a given element define, category needed if categorize function used
|
||||
-- @tparam name ?string|table the uid, debug name or define for the element define to get
|
||||
-- @tparam[opt] category string the category to get the value for
|
||||
-- @treturn any the value that is stored for this define
|
||||
function Gui.get_store(name,category)
|
||||
local define = Gui.get_define(name,true)
|
||||
return define:get_store(category)
|
||||
end
|
||||
|
||||
--- Sets the value stored for a given element define, category needed if categorize function used
|
||||
-- @tparam name ?string|table the uid, debug name or define for the element define to set
|
||||
-- @tparam[opt] category string the category to set the value for
|
||||
-- @tparam value any the value to set for the define, must be valid for its type ie boolean for a checkbox
|
||||
-- @treturn boolean true if the value was set
|
||||
function Gui.set_store(name,category,value)
|
||||
local define = Gui.get_define(name,true)
|
||||
return define:get_store(category,value)
|
||||
end
|
||||
|
||||
--- A categorize function to be used with add_store, each player has their own value
|
||||
-- @tparam element LuaGuiElement the element that will be converted to a string
|
||||
-- @treturn string the player's name who owns this element
|
||||
function Gui.player_store(element)
|
||||
local player = Game.get_player_by_index(element.player_index)
|
||||
return player.name
|
||||
end
|
||||
|
||||
--- A categorize function to be used with add_store, each force has its own value
|
||||
-- @tparam element LuaGuiElement the element that will be converted to a string
|
||||
-- @treturn string the player's force name who owns this element
|
||||
function Gui.force_store(element)
|
||||
local player = Game.get_player_by_index(element.player_index)
|
||||
return player.force.name
|
||||
end
|
||||
|
||||
--- A categorize function to be used with add_store, each surface has its own value
|
||||
-- @tparam element LuaGuiElement the element that will be converted to a string
|
||||
-- @treturn string the player's surface name who owns this element
|
||||
function Gui.surface_store(element)
|
||||
local player = Game.get_player_by_index(element.player_index)
|
||||
return player.surface.name
|
||||
end
|
||||
|
||||
--- Draws a copy of the element define to the parent element, see draw_to
|
||||
-- @tparam name ?string|table the uid, debug name or define for the element define to draw
|
||||
-- @tparam element LuaGuiEelement the parent element that it the define will be drawn to
|
||||
-- @treturn LuaGuiElement the new element that was created
|
||||
function Gui.draw(name,element,...)
|
||||
local define = Gui.get_define(name,true)
|
||||
return define:draw_to(element,...)
|
||||
end
|
||||
|
||||
--- Will toggle the enabled state of an element
|
||||
-- @tparam element LuaGuiElement the gui element to toggle
|
||||
function Gui.toggle_enable(element)
|
||||
if not element or not element.valid then return end
|
||||
if not element.enabled then
|
||||
element.enabled = true
|
||||
else
|
||||
element.enabled = false
|
||||
end
|
||||
end
|
||||
|
||||
--- Will toggle the visiblity of an element
|
||||
-- @tparam element LuaGuiElement the gui element to toggle
|
||||
function Gui.toggle_visible(element)
|
||||
if not element or not element.valid then return end
|
||||
if not element.visible then
|
||||
element.visible = true
|
||||
else
|
||||
element.visible = false
|
||||
end
|
||||
end
|
||||
|
||||
--- Sets the padding for a gui element
|
||||
-- @tparam element LuaGuiElement the element to set the padding for
|
||||
-- @tparam[opt=0] up number the amount of padding on the top
|
||||
-- @tparam[opt=0] down number the amount of padding on the bottom
|
||||
-- @tparam[opt=0] left number the amount of padding on the left
|
||||
-- @tparam[opt=0] right number the amount of padding on the right
|
||||
function Gui.set_padding(element,up,down,left,right)
|
||||
local style = element.style
|
||||
style.top_padding = up or 0
|
||||
style.bottom_padding = down or 0
|
||||
style.left_padding = left or 0
|
||||
style.right_padding = right or 0
|
||||
end
|
||||
|
||||
return Gui
|
||||
Reference in New Issue
Block a user