mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 11:35:22 +09:00
Added main gui file
This commit is contained in:
659
expcore/gui.lua
659
expcore/gui.lua
@@ -1,284 +1,489 @@
|
||||
--[[-- Core Module - Gui
|
||||
- This file is used to require all the different elements of the gui module
|
||||
- each module has an outline here but for more details see their separate files in ./gui
|
||||
- please read the files for more documentation that cant be shown here
|
||||
- please note there is a rework planned but not started
|
||||
@core Gui
|
||||
@alias Gui
|
||||
- Used to define new gui elements and gui event handlers
|
||||
@core Gui
|
||||
@alias Gui
|
||||
|
||||
@usage-- Defining a button that prints the player's name
|
||||
local example_button =
|
||||
Gui.new_element{
|
||||
type = 'button',
|
||||
caption = 'Example Button'
|
||||
}
|
||||
:on_click(function(event)
|
||||
local player = event.player
|
||||
player.print(player.name)
|
||||
end)
|
||||
|
||||
@usage-- Defining using a custom function
|
||||
local example_flow_with_button =
|
||||
Gui.new_element(function(event_trigger,parent)
|
||||
local flow =
|
||||
parent.add{
|
||||
name = 'example_flow',
|
||||
type = 'flow'
|
||||
}
|
||||
|
||||
local element =
|
||||
flow.add{
|
||||
name = event_trigger,
|
||||
type = 'button',
|
||||
caption = 'Example Button'
|
||||
}
|
||||
|
||||
return element
|
||||
end)
|
||||
:on_click(function(event)
|
||||
local player = event.player
|
||||
player.print(player.name)
|
||||
end)
|
||||
|
||||
@usage-- Drawing an element
|
||||
local exmple_button_element = example_button(parent)
|
||||
local example_flow_with_button = example_flow_with_button(parent)
|
||||
|
||||
]]
|
||||
|
||||
local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core
|
||||
local Event = require 'utils.event' --- @dep utils.event
|
||||
local mod_gui = require 'mod-gui' --- @dep mod-gui
|
||||
|
||||
--[[
|
||||
Core
|
||||
local Gui = {
|
||||
--- The current highest uid that is being used, will not increase during runtime
|
||||
-- @field uid
|
||||
uid = 0,
|
||||
--- Contains the uids of the elements that will show on the top flow and the auth function
|
||||
-- @table top_elements
|
||||
top_elements = {},
|
||||
--- Contains the uids of the elements that will show on the left flow and the open on join function
|
||||
-- @table left_elements
|
||||
left_elements = {},
|
||||
--- Table of all the elements which have been registed with the draw function and event handlers
|
||||
-- @table defines
|
||||
defines = {},
|
||||
--- An index used for debuging to find the file where different elements where registered
|
||||
-- @table file_paths
|
||||
file_paths = {},
|
||||
--- The element prototype which is returned from Gui.new_element
|
||||
-- @table _prototype_element
|
||||
_prototype_element = {},
|
||||
--- The prototype metatable applied to new element defines
|
||||
-- @table _mt_element
|
||||
_mt_element = {
|
||||
__call = function(self,parent,...)
|
||||
return self._draw(self.name,parent,...)
|
||||
end
|
||||
}
|
||||
}
|
||||
|
||||
Gui.new_define(prototype) --- Used internally to create new element defines from a class prototype
|
||||
Gui.draw(name,element) --- Draws a copy of the element define to the parent element, see draw_to
|
||||
Gui._mt_element.__index = Gui._prototype_element
|
||||
|
||||
Gui.categorize_by_player(element) --- A categorize function to be used with add_store, each player has their own value
|
||||
Gui.categorize_by_force(element) --- A categorize function to be used with add_store, each force has its own value
|
||||
Gui.categorize_by_surface(element) --- A categorize function to be used with add_store, each surface has its own value
|
||||
--- Element Define.
|
||||
-- @section elementDefine
|
||||
|
||||
Gui.toggle_enabled(element) --- Will toggle the enabled state of an element
|
||||
Gui.toggle_visible(element) --- Will toggle the visibility of an element
|
||||
Gui.set_padding(element,up,down,left,right) --- Sets the padding for a gui element
|
||||
Gui.set_padding_style(style,up,down,left,right) --- Sets the padding for a gui style
|
||||
Gui.create_alignment(element,flow_name) --- Allows the creation of a right align flow to place elements into
|
||||
Gui.destroy_if_valid(element) --- Destroys an element but tests for it being present and valid first
|
||||
Gui.create_scroll_table(element,table_size,maximal_height,name) --- Creates a scroll area with a table inside, table can be any size
|
||||
Gui.create_header(element,caption,tooltip,right_align,name) --- Creates a header section with a label and button area
|
||||
--[[-- Base function used to define new elements, can be used with a table or with a function
|
||||
@tparam ?table|function element_define used to define how the element is draw, using a table is the simplist way of doing this
|
||||
@treturn table the new element define that is used to register events to this element
|
||||
|
||||
Prototype Constructor
|
||||
@usage-- Defining an element with a table
|
||||
local example_button =
|
||||
Gui.new_element{
|
||||
type = 'button',
|
||||
caption = 'Example Button'
|
||||
}
|
||||
|
||||
Constructor.event(event_name) --- Creates a new function to add functions to an event handler
|
||||
Constructor.extend(new_prototype) --- Extents a prototype with the base functions of all gui prototypes, no metatables
|
||||
Constructor.store(sync,callback) --- Creates a new function which adds a store to a gui define
|
||||
Constructor.setter(value_type,key,second_key) --- Creates a setter function that checks the type when a value is set
|
||||
@usage-- Defining an element with a function
|
||||
local example_flow_with_button =
|
||||
Gui.new_element(function(event_trigger,parent)
|
||||
local flow =
|
||||
parent.add{
|
||||
name = 'example_flow',
|
||||
type = 'flow'
|
||||
}
|
||||
|
||||
Base Prototype
|
||||
local element =
|
||||
flow.add{
|
||||
name = event_trigger,
|
||||
type = 'button',
|
||||
caption = 'Example Button'
|
||||
}
|
||||
|
||||
Prototype:uid() --- Gets the uid for the element define
|
||||
Prototype:debug_name(value) --- Sets a debug alias for the define
|
||||
Prototype:set_caption(value) --- Sets the caption for the element define
|
||||
Prototype:set_tooltip(value) --- Sets the tooltip for the element define
|
||||
Prototype:set_style(style,callback) --- Sets the style for the element define
|
||||
Prototype:set_embedded_flow(state) --- Sets the element to be drawn inside a nameless flow, can be given a name using a function
|
||||
return element
|
||||
end)
|
||||
|
||||
Prototype:set_pre_authenticator --- Sets an authenticator that blocks the draw function if check fails
|
||||
Prototype:set_post_authenticator --- Sets an authenticator that disables the element if check fails
|
||||
|
||||
Prototype:raise_event(event_name,...) --- Raises a custom event for this define, any number of params can be given
|
||||
Prototype:draw_to(element,...) --- The main function for defines, when called will draw an instance of this define to the given element
|
||||
|
||||
Prototype:get_store(category) --- Gets the value in this elements store, category needed if categorize function used
|
||||
Prototype:set_store(category,value) --- Sets the value in this elements store, category needed if categorize function used
|
||||
Prototype:clear_store(category) --- Sets the value in this elements store to nil, category needed if categorize function used
|
||||
]]
|
||||
function Gui.new_element(element_define)
|
||||
-- Set the metatable to allow access to register events
|
||||
local element = setmetatable({}, Gui._mt_element)
|
||||
|
||||
local Instances = require 'expcore.gui.instances' --- @dep expcore.gui.instances
|
||||
Gui.new_instance_group = Instances.registers
|
||||
Gui.get_instances = Instances.get_elements
|
||||
Gui.add_instance = Instances.get_elements
|
||||
Gui.update_instances = Instances.apply_to_elements
|
||||
Gui.classes.instances = Instances
|
||||
--[[
|
||||
Instances.has_categories(name) --- Returns if a instance group has a categorise function; must be registered
|
||||
Instances.is_registered(name) --- Returns if the given name is a registered instance group
|
||||
Instances.register(name,categorise) --- Registers the name of an instance group to allow for storing element instances
|
||||
-- Increment the uid counter
|
||||
local uid = Gui.uid + 1
|
||||
Gui.uid = uid
|
||||
local name = tostring(uid)
|
||||
element.name = name
|
||||
|
||||
Instances.add_element(name,element) --- Adds an element to the instance group under the correct category; must be registered
|
||||
Instances.get_elements_raw(name,category) --- Gets all element instances without first removing any invalid ones; used internally and must be registered
|
||||
Instances.get_valid_elements(name,category,callback) --- Gets all valid element instances and has the option of running a callback on those that are valid
|
||||
-- Add the defination function
|
||||
if type(element_define) == 'table' then
|
||||
element_define.name = name
|
||||
element._draw = function(_,parent)
|
||||
return parent.add(element_define)
|
||||
end
|
||||
else
|
||||
element._draw = element_define
|
||||
end
|
||||
|
||||
-- Add the define to the base module
|
||||
local file_path = debug.getinfo(2, 'S').source:match('^.+/currently%-playing/(.+)$'):sub(1, -5)
|
||||
Gui.file_paths[name] = file_path
|
||||
Gui.defines[name] = element
|
||||
|
||||
-- Return the element so event handers can be accessed
|
||||
return element
|
||||
end
|
||||
|
||||
--[[-- Adds an element to be drawn to the top flow when a player joins
|
||||
@tparam[opt] function authenticator called during toggle or update to decide if the element should be visible
|
||||
|
||||
@usage-- Adding the example button
|
||||
example_button:add_to_top_flow(function(player)
|
||||
-- example button will only show when game time is less than 1 minute
|
||||
return player.online_time < 3600
|
||||
end)
|
||||
|
||||
Instances.unregistered_add_element(name,category,element) --- A version of add_element that does not require the group to be registered
|
||||
Instances.unregistered_get_elements(name,category,callback) --- A version of get_elements that does not require the group to be registered
|
||||
]]
|
||||
function Gui._prototype_element:add_to_top_flow(authenticator)
|
||||
Gui.top_elements[self.name] = authenticator or true
|
||||
end
|
||||
|
||||
local Button = require 'expcore.gui.elements.buttons' --- @dep expcore.gui.elements.buttons
|
||||
Gui.new_button = Button.new_button
|
||||
Gui.classes.button = Button
|
||||
--[[
|
||||
Button.new_button(name) --- Creates a new button element define
|
||||
--[[-- Adds an element to be drawn to the left flow when a player joins
|
||||
@tparam[opt] ?boolean|function open_on_join called during first darw to decide if the element is visible
|
||||
|
||||
Button._prototype:on_click(player,element) --- Registers a handler for when the button is clicked
|
||||
Button._prototype:on_left_click(player,element) --- Registers a handler for when the button is clicked with the left mouse button
|
||||
Button._prototype:on_right_click(player,element) --- Registers a handler for when the button is clicked with the right mouse button
|
||||
@usage-- Adding the example button
|
||||
example_flow_with_button:add_to_left_flow(true)
|
||||
|
||||
Button._prototype:set_sprites(sprite,hovered_sprite,clicked_sprite) --- Adds sprites to a button making it a sprite button
|
||||
Button._prototype:set_click_filter(filter,...) --- Adds a click / mouse button filter to the button
|
||||
Button._prototype:set_key_filter(filter,...) --- Adds a control key filter to the button
|
||||
]]
|
||||
function Gui._prototype_element:add_to_left_flow(open_on_join)
|
||||
Gui.left_elements[self.name] = open_on_join or false
|
||||
end
|
||||
|
||||
local Checkbox = require 'expcore.gui.elements.checkbox' --- @dep expcore.gui.elements.checkbox
|
||||
Gui.new_checkbox = Checkbox.new_checkbox
|
||||
Gui.new_radiobutton = Checkbox.new_radiobutton
|
||||
Gui.new_radiobutton_option_set = Checkbox.new_option_set
|
||||
Gui.draw_option_set = Checkbox.draw_option_set
|
||||
Gui.classes.checkbox = Checkbox
|
||||
--[[
|
||||
Checkbox.new_checkbox(name) --- Creates a new checkbox element define
|
||||
Checkbox._prototype_checkbox:on_element_update(callback) --- Registers a handler for when an element instance updates
|
||||
Checkbox._prototype_checkbox:on_store_update(callback) --- Registers a handler for when the stored value updates
|
||||
-- This function is called for event event
|
||||
local function general_event_handler(event)
|
||||
-- Check the element is valid
|
||||
local element = event.element
|
||||
if not element or not element.valid then
|
||||
return
|
||||
end
|
||||
|
||||
Checkbox.new_radiobutton(name) --- Creates a new radiobutton element define
|
||||
Checkbox._prototype_radiobutton:on_element_update(callback) --- Registers a handler for when an element instance updates
|
||||
Checkbox._prototype_radiobutton:on_store_update(callback) --- Registers a handler for when the stored value updates
|
||||
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)
|
||||
-- Get the event handler for this element
|
||||
local handlers = Gui.defines[element.name]
|
||||
local handler = handlers and handlers[event.name]
|
||||
if not handler then
|
||||
return
|
||||
end
|
||||
|
||||
Checkbox.new_option_set(callback,categorize) --- Registers a new option set that can be linked to radiobuttons (only one can be true at a time)
|
||||
Checkbox.draw_option_set(name,element) --- Draws all radiobuttons that are part of an option set at once (Gui.draw will not work)
|
||||
-- Get the player for this event
|
||||
local player = game.players[event.player_index]
|
||||
if not player or not player.valid then
|
||||
return
|
||||
end
|
||||
event.player = player
|
||||
|
||||
local success, err = pcall(handler,event)
|
||||
if not success then
|
||||
error('There as been an error with an event handler for a gui element:\n\t'..err)
|
||||
end
|
||||
end
|
||||
|
||||
-- This function returns the event handler adder and registeres the general handler
|
||||
local function event_handler_factory(event_name)
|
||||
Event.add(event_name, general_event_handler)
|
||||
|
||||
return function(self,handler)
|
||||
self[event_name] = handler
|
||||
return self
|
||||
end
|
||||
end
|
||||
|
||||
--- Element Events.
|
||||
-- @section elementEvents
|
||||
|
||||
--- Called when the player opens a GUI.
|
||||
-- @tparam function handler the event handler which will be called
|
||||
Gui._prototype_element.on_opened = event_handler_factory(defines.events.on_gui_opened)
|
||||
|
||||
--- Called when the player closes the GUI they have open.
|
||||
-- @tparam function handler the event handler which will be called
|
||||
Gui._prototype_element.on_closed = event_handler_factory(defines.events.on_gui_closed)
|
||||
|
||||
--- Called when LuaGuiElement is clicked.
|
||||
-- @tparam function handler the event handler which will be called
|
||||
Gui._prototype_element.on_click = event_handler_factory(defines.events.on_gui_click)
|
||||
|
||||
--- Called when a LuaGuiElement is confirmed, for example by pressing Enter in a textfield.
|
||||
-- @tparam function handler the event handler which will be called
|
||||
Gui._prototype_element.on_confirmed = event_handler_factory(defines.events.on_gui_confirmed)
|
||||
|
||||
--- Called when LuaGuiElement checked state is changed (related to checkboxes and radio buttons).
|
||||
-- @tparam function handler the event handler which will be called
|
||||
Gui._prototype_element.on_checked_changed = event_handler_factory(defines.events.on_gui_checked_state_changed)
|
||||
|
||||
--- Called when LuaGuiElement element value is changed (related to choose element buttons).
|
||||
-- @tparam function handler the event handler which will be called
|
||||
Gui._prototype_element.on_elem_changed = event_handler_factory(defines.events.on_gui_elem_changed)
|
||||
|
||||
--- Called when LuaGuiElement element location is changed (related to frames in player.gui.screen).
|
||||
-- @tparam function handler the event handler which will be called
|
||||
Gui._prototype_element.on_location_changed = event_handler_factory(defines.events.on_gui_location_changed)
|
||||
|
||||
--- Called when LuaGuiElement selected tab is changed (related to tabbed-panes).
|
||||
-- @tparam function handler the event handler which will be called
|
||||
Gui._prototype_element.on_tab_changed = event_handler_factory(defines.events.on_gui_selected_tab_changed)
|
||||
|
||||
--- Called when LuaGuiElement selection state is changed (related to drop-downs and listboxes).
|
||||
-- @tparam function handler the event handler which will be called
|
||||
Gui._prototype_element.on_selection_changed = event_handler_factory(defines.events.on_gui_selection_state_changed)
|
||||
|
||||
--- Called when LuaGuiElement switch state is changed (related to switches).
|
||||
-- @tparam function handler the event handler which will be called
|
||||
Gui._prototype_element.on_switch_changed = event_handler_factory(defines.events.on_gui_switch_state_changed)
|
||||
|
||||
--- Called when LuaGuiElement text is changed by the player.
|
||||
-- @tparam function handler the event handler which will be called
|
||||
Gui._prototype_element.on_text_change = event_handler_factory(defines.events.on_gui_text_changed)
|
||||
|
||||
--- Called when LuaGuiElement slider value is changed (related to the slider element).
|
||||
-- @tparam function handler the event handler which will be called
|
||||
Gui._prototype_element.on_value_changed = event_handler_factory(defines.events.on_gui_value_changed)
|
||||
|
||||
--- Top Flow.
|
||||
-- @section topFlow
|
||||
|
||||
--- Button which toggles the top flow elements
|
||||
-- @element toggle_top_flow
|
||||
local toggle_top_flow =
|
||||
Gui.new_element(function(event_trigger,parent)
|
||||
-- Draw the element
|
||||
local element =
|
||||
parent.add{
|
||||
name = event_trigger,
|
||||
type = 'button',
|
||||
style = mod_gui.button_style,
|
||||
caption = '<',
|
||||
tooltip = {'gui_util.button_tooltip'}
|
||||
}
|
||||
|
||||
-- Change its style
|
||||
local style = element.style
|
||||
style.width = 18
|
||||
style.height = 36
|
||||
style.padding = 0
|
||||
style.font = 'default-small-bold'
|
||||
|
||||
-- Return the element
|
||||
return element
|
||||
end)
|
||||
:on_click(function(event)
|
||||
Gui.toggle_top_flow(event.player)
|
||||
end)
|
||||
|
||||
--[[-- Gets the flow which contains the elements for the top flow
|
||||
@function Gui.get_top_flow(player)
|
||||
@tparam LuaPlayer player the player that you want to get the flow for
|
||||
@treturn LuaGuiElement the top element flow
|
||||
|
||||
@usage-- Geting your top element flow
|
||||
local top_flow = Gui.get_top_flow(game.player)
|
||||
|
||||
Checkbox.reset_radiobutton(element,exclude,recursive) --- Sets all radiobuttons in a element to false (unless excluded) and can act recursively
|
||||
]]
|
||||
Gui.get_top_flow = mod_gui.get_button_flow
|
||||
|
||||
local Dropdown = require 'expcore.gui.elements.dropdown' --- @dep expcore.gui.elements.dropdown
|
||||
Gui.new_dropdown = Dropdown.new_dropdown
|
||||
Gui.new_list_box = Dropdown.new_list_box
|
||||
Gui.classes.dropdown = Dropdown
|
||||
--[[
|
||||
Dropdown.new_dropdown(name) --- Creates a new dropdown element define
|
||||
Dropdown.new_list_box(name) --- Creates a new list box element define
|
||||
--[[-- Updates the visible states of all the elements on a players top flow
|
||||
@tparam LuaPlayer player the player that you want to update the flow for
|
||||
|
||||
Dropdown._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates
|
||||
Dropdown._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates
|
||||
@usage-- Update your flow
|
||||
Gui.update_top_flow(game.player)
|
||||
|
||||
Dropdown._prototype:new_static_options(options,...) --- Adds new static options to the dropdown which will trigger the general callback
|
||||
Dropdown._prototype:new_dynamic_options(callback) --- Adds a callback which should return a table of values to be added as options for the dropdown (appended after static options)
|
||||
Dropdown._prototype:add_option_callback(option,callback) --- Adds a case specific callback which will only run when that option is selected (general case still triggered)
|
||||
|
||||
Dropdown.select_value(element,value) --- Selects the option from a dropdown or list box given the value rather than key
|
||||
Dropdown.get_selected_value(element) --- Returns the currently selected value rather than index
|
||||
]]
|
||||
function Gui.update_top_flow(player)
|
||||
local top_flow = Gui.get_top_flow(player)
|
||||
local toggle_button = top_flow[toggle_top_flow.name]
|
||||
local is_visible = toggle_button.caption == '<'
|
||||
|
||||
local Slider = require 'expcore.gui.elements.slider' --- @dep expcore.gui.elements.slider
|
||||
Gui.new_slider = Slider.new_slider
|
||||
Gui.classes.slider = Slider
|
||||
--[[
|
||||
Slider.new_slider(name) --- Creates a new slider element define
|
||||
-- Set the visible state of all elements in the flow
|
||||
for name,authenticator in pairs(Gui.top_elements) do
|
||||
-- Ensure the element exists
|
||||
local element = top_flow[name]
|
||||
if not element then
|
||||
element = Gui.defines[name](top_flow)
|
||||
end
|
||||
|
||||
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
|
||||
-- Set the visible state
|
||||
element.visible = is_visible and authenticator(player) or false
|
||||
end
|
||||
end
|
||||
|
||||
--[[-- Toggles the visible states of all the elements on a players top flow
|
||||
@tparam LuaPlayer player the player that you want to toggle the flow for
|
||||
@tparam[opt] boolean state if given then the state will be set to this state
|
||||
@treturn boolean the new visible state of the top flow
|
||||
|
||||
@usage-- Toggle your flow
|
||||
Gui.toggle_top_flow(game.player)
|
||||
|
||||
@usage-- Open your top flow
|
||||
Gui.toggle_top_flow(game.player,true)
|
||||
|
||||
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
|
||||
]]
|
||||
function Gui.toggle_top_flow(player,state)
|
||||
local top_flow = Gui.get_top_flow(player)
|
||||
local toggle_button = top_flow[toggle_top_flow.name]
|
||||
local new_state = state or toggle_button.caption == '>'
|
||||
|
||||
local Text = require 'expcore.gui.elements.text' --- @dep expcore.gui.elements.text
|
||||
Gui.new_text_filed = Text.new_text_field
|
||||
Gui.new_text_box = Text.new_text_box
|
||||
Gui.classes.text = Text
|
||||
--[[
|
||||
Text.new_text_field(name) --- Creates a new text field element define
|
||||
Text._prototype_field:on_element_update(callback) --- Registers a handler for when an element instance updates
|
||||
Text._prototype_field:on_store_update(callback) --- Registers a handler for when the stored value updates
|
||||
-- Set the visible state of all elements in the flow
|
||||
for name,authenticator in pairs(Gui.top_elements) do
|
||||
top_flow[name].visible = new_state and authenticator(player) or false
|
||||
end
|
||||
|
||||
-- Change the style of the toggle button
|
||||
if new_state then
|
||||
toggle_button.caption = '<'
|
||||
toggle_button.style.height = 34
|
||||
else
|
||||
toggle_button.caption = '>'
|
||||
toggle_button.style.height = 24
|
||||
end
|
||||
|
||||
return new_state
|
||||
end
|
||||
|
||||
--- Left Flow.
|
||||
-- @section leftFlow
|
||||
|
||||
--- Button which hides the elements in the left flow
|
||||
-- @element hide_left_flow
|
||||
local hide_left_flow =
|
||||
Gui.new_element(function(event_trigger,parent)
|
||||
-- Draw the element
|
||||
local element =
|
||||
parent.add{
|
||||
name = event_trigger,
|
||||
type = 'button',
|
||||
style = mod_gui.button_style,
|
||||
caption = '<',
|
||||
tooltip = {'expcore-gui.left-button-tooltip'}
|
||||
}
|
||||
|
||||
-- Change its style
|
||||
local style = element.style
|
||||
style.width = 18
|
||||
style.height = 36
|
||||
style.padding = 0
|
||||
style.font = 'default-small-bold'
|
||||
|
||||
-- Return the element
|
||||
return element
|
||||
end)
|
||||
:on_click(function(event)
|
||||
Gui.hide_left_flow(event.player)
|
||||
end)
|
||||
|
||||
--[[-- Gets the flow which contains the elements for the left flow
|
||||
@function Gui.get_left_flow(player)
|
||||
@tparam LuaPlayer player the player that you want to get the flow for
|
||||
@treturn LuaGuiElement the left element flow
|
||||
|
||||
@usage-- Geting your left element flow
|
||||
local left_flow = Gui.get_left_flow(game.player)
|
||||
|
||||
Text.new_text_box(name) --- Creates a new text box element define
|
||||
Text._prototype_field:on_element_update(callback) --- Registers a handler for when an element instance updates
|
||||
Text._prototype_field:on_store_update(callback) --- Registers a handler for when the stored value updates
|
||||
Text._prototype_box:set_selectable(state) --- Sets the text box to be selectable
|
||||
Text._prototype_box:set_word_wrap(state) --- Sets the text box to have word wrap
|
||||
Text._prototype_box:set_read_only(state) --- Sets the text box to be read only
|
||||
]]
|
||||
Gui.get_left_flow = mod_gui.get_frame_flow
|
||||
|
||||
local ElemButton = require 'expcore.gui.elements.elem-button' --- @dep expcore.gui.elements.elem-button
|
||||
Gui.new_elem_button = ElemButton.new_elem_button
|
||||
Gui.classes.elem_button = ElemButton
|
||||
--[[
|
||||
ElemButton.new_elem_button(name) --- Creates a new elem button element define
|
||||
--[[-- Hides all left elements for a player
|
||||
@tparam LuaPlayer player the player to hide the elements for
|
||||
|
||||
ElemButton._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates
|
||||
ElemButton._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates
|
||||
@usage-- Hide your left elements
|
||||
Gui.hide_left_flow(game.player)
|
||||
|
||||
ElemButton._prototype:set_type(type) --- Sets the type of the elem button, the type is required so this must be called at least once
|
||||
ElemButton._prototype:set_default(value) --- Sets the default value for the elem button, this may be a function or a string
|
||||
]]
|
||||
function Gui.hide_left_flow(player)
|
||||
local left_flow = Gui.get_left_flow(player)
|
||||
local hide_button = left_flow[hide_left_flow.name]
|
||||
|
||||
local ProgressBar = require 'expcore.gui.elements.progress-bar' --- @dep expcore.gui.elements.progress-bar
|
||||
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,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 decreased
|
||||
-- Set the visible state of all elements in the flow
|
||||
hide_button.visible = false
|
||||
for name,_ in pairs(Gui.left_elements) do
|
||||
left_flow[name].visible = false
|
||||
end
|
||||
end
|
||||
|
||||
ProgressBar.new_progressbar(name) --- Creates a new progressbar element define
|
||||
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: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
|
||||
--[[-- Toggles the visible state of all a left element for a player
|
||||
@tparam LuaPlayer player the player that you want to toggle the element for
|
||||
@tparam table element_define the element that you want to toggle for the player
|
||||
@tparam[opt] boolean state if given then the state will be set to this state
|
||||
@treturn boolean the new visible state of the element
|
||||
|
||||
@usage-- Toggle your example button
|
||||
Gui.toggle_top_flow(game.player,example_flow_with_button)
|
||||
|
||||
@usage-- Open your example button
|
||||
Gui.toggle_top_flow(game.player,example_flow_with_button,true)
|
||||
|
||||
ProgressBar._prototype:on_complete(callback) --- Triggers when a progress bar element completes (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 triggers, can filter which elements are incremented
|
||||
ProgressBar._prototype:event_countdown(filter) --- Event handler factory that counts down by 1 every time the event triggers, can filter which elements are decremented
|
||||
]]
|
||||
function Gui.toggle_left_element(player,element_define,state)
|
||||
local left_flow = Gui.get_left_flow(player)
|
||||
local hide_button = left_flow[hide_left_flow.name]
|
||||
|
||||
local Toolbar = require 'expcore.gui.concepts.toolbar' --- @dep expcore.gui.concepts.toolbar
|
||||
Gui.new_toolbar_button = Toolbar.new_button
|
||||
Gui.add_button_to_toolbar = Toolbar.add_button
|
||||
Gui.update_toolbar = Toolbar.update
|
||||
Gui.classes.toolbar = Toolbar
|
||||
--[[
|
||||
Toolbar.new_button(name) --- Adds a new button to the toolbar
|
||||
Toolbar.add_button(button) --- Adds an existing buttton to the toolbar
|
||||
Toolbar.update(player) --- Updates the player's toolbar with an new buttons or expected change in auth return
|
||||
]]
|
||||
-- Set the visible state
|
||||
local element = left_flow[element_define.name]
|
||||
local new_state = state or not element.visible
|
||||
element.visible = new_state
|
||||
|
||||
local LeftFrames = require 'expcore.gui.concepts.left' --- @dep expcore.gui.concepts.left
|
||||
Gui.get_left_frame_flow = LeftFrames.get_flow
|
||||
Gui.toggle_left_frame = LeftFrames.toggle_frame
|
||||
Gui.new_left_frame = LeftFrames.new_frame
|
||||
Gui.classes.left_frames = LeftFrames
|
||||
--[[
|
||||
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 visibility of a left frame, or sets its visibility state
|
||||
-- Check if the hide button should be visible
|
||||
local show_hide_button = false
|
||||
for name,_ in pairs(Gui.left_elements) do
|
||||
if left_flow[name].visible then
|
||||
show_hide_button = true
|
||||
break
|
||||
end
|
||||
end
|
||||
hide_button.visible = show_hide_button
|
||||
|
||||
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 visibility of the left frame
|
||||
return new_state
|
||||
end
|
||||
|
||||
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
|
||||
-- Draw the two flows when a player joins
|
||||
Event.add(defines.events.on_player_joined_game,function(event)
|
||||
local player = game.players[event.player_index]
|
||||
|
||||
LeftFrames._prototype:on_draw(player,frame) --- Use to draw your elements to the new frame
|
||||
LeftFrames._prototype:on_update(player,frame) --- Use to edit your frame when there is no need to redraw it
|
||||
LeftFrames._prototype:on_player_toggle(player,frame) --- Triggered when the player toggle the left frame
|
||||
LeftFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add
|
||||
]]
|
||||
-- Draw the top flow
|
||||
local top_flow = Gui.get_top_flow(player)
|
||||
toggle_top_flow(top_flow)
|
||||
Gui.update_top_flow(player)
|
||||
|
||||
local CenterFrames = require 'expcore.gui.concepts.center' --- @dep expcore.gui.concepts.center
|
||||
Gui.get_center_flow = CenterFrames.get_flow
|
||||
Gui.toggle_center_frame = CenterFrames.toggle_frame
|
||||
Gui.draw_center_frame = CenterFrames.draw_frame
|
||||
Gui.redraw_center_frame = CenterFrames.redraw_frames
|
||||
Gui.new_center_frame = CenterFrames.new_frame
|
||||
Gui.classes.center_frames = CenterFrames
|
||||
--[[
|
||||
CenterFrames.get_flow(player) --- Gets the center flow for a player
|
||||
CenterFrames.clear_flow(player) --- Clears the center flow for a player
|
||||
CenterFrames.draw_frame(player,name) --- Draws the center frame for a player, if already open then will do nothing
|
||||
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
|
||||
-- Draw the left flow
|
||||
local left_flow = Gui.get_left_flow(player)
|
||||
local hide_left = hide_left_flow(left_flow)
|
||||
|
||||
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)
|
||||
CenterFrames._prototype:redraw_frame(player) --- Draws this frame to the player, if already open it will remove it and redraw it (will call on_draw to draw to the frame)
|
||||
CenterFrames._prototype:toggle_frame(player) --- Toggles if the frame is open, if open it will close it and if closed it will open it
|
||||
CenterFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add
|
||||
]]
|
||||
-- Draw the elements on the left flow
|
||||
local show_hide_left = false
|
||||
for name,open_on_join in pairs(Gui.left_elements) do
|
||||
local left_element = Gui.defines[name](left_flow)
|
||||
|
||||
local PopupFrames = require 'expcore.gui.concepts.popups' --- @dep expcore.gui.concepts.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
|
||||
-- Check if the element should be visible
|
||||
local visible = type(open_on_join) == 'boolean' and open_on_join or false
|
||||
if type(open_on_join) == 'function' then
|
||||
local success, err = pcall(open_on_join,player)
|
||||
if not success then
|
||||
error('There as been an error with an open on join hander for a gui element:\n\t'..err)
|
||||
end
|
||||
visible = err
|
||||
end
|
||||
|
||||
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
|
||||
left_element.visible = visible
|
||||
if visible then
|
||||
show_hide_left = true
|
||||
end
|
||||
end
|
||||
|
||||
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
|
||||
]]
|
||||
hide_left.visible = show_hide_left
|
||||
end)
|
||||
|
||||
return Gui
|
||||
@@ -1,198 +0,0 @@
|
||||
--[[-- Core Module - Gui
|
||||
@module Gui
|
||||
@alias Prototype
|
||||
]]
|
||||
|
||||
--- Center Guis.
|
||||
-- Gui structure define for center gui frames
|
||||
-- @section center
|
||||
|
||||
--[[
|
||||
>>>> Functions
|
||||
CenterFrames.get_flow(player) --- Gets the center flow for a player
|
||||
CenterFrames.clear_flow(player) --- Clears the center flow for a player
|
||||
CenterFrames.draw_frame(player,name) --- Draws the center frame for a player, if already open then will do nothing
|
||||
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(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)
|
||||
CenterFrames._prototype:redraw_frame(player) --- Draws this frame to the player, if already open it will remove it and redraw it (will call on_draw to draw to the frame)
|
||||
CenterFrames._prototype:toggle_frame(player) --- Toggles if the frame is open, if open it will close it and if closed it will open it
|
||||
CenterFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add
|
||||
]]
|
||||
local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core
|
||||
local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype
|
||||
local Toolbar = require 'expcore.gui.concepts.toolbar' --- @dep expcore.gui.concepts.toolbar
|
||||
local Game = require 'utils.game' --- @dep utils.game
|
||||
|
||||
local CenterFrames = {
|
||||
_prototype = Prototype.extend{
|
||||
on_creation = Prototype.event
|
||||
}
|
||||
}
|
||||
|
||||
--- Gets the center flow for a player
|
||||
-- @tparam LuaPlayer player the player to get the flow for
|
||||
-- @treturn LuaGuiElement the center flow
|
||||
function CenterFrames.get_flow(player)
|
||||
player = Game.get_player_from_any(player)
|
||||
return player.gui.center
|
||||
end
|
||||
|
||||
--- Clears the center flow for a player
|
||||
-- @tparam LuaPlayer player the player to clear the flow for
|
||||
function CenterFrames.clear_flow(player)
|
||||
local flow = CenterFrames.get_flow(player)
|
||||
flow.clear()
|
||||
end
|
||||
|
||||
--- Draws the center frame for a player, if already open then will do nothing
|
||||
-- @tparam LuaPlayer player the player that will have the frame drawn
|
||||
-- @tparam string name the name of the hui that will drawn
|
||||
-- @treturn LuaGuiElement the new frame that was made
|
||||
function CenterFrames.draw_frame(player,name)
|
||||
local define = Gui.get_define(name,true)
|
||||
if define then
|
||||
return define:draw_frame(player)
|
||||
end
|
||||
end
|
||||
|
||||
--- Draws the center frame for a player, if already open then will destroy it and redraw
|
||||
-- @tparam LuaPlayer player the player that will have the frame drawn
|
||||
-- @tparam string name the name of the hui that will drawn
|
||||
-- @treturn LuaGuiElement the new frame that was made
|
||||
function CenterFrames.redraw_frame(player,name)
|
||||
local define = Gui.get_define(name,true)
|
||||
if define then
|
||||
return define:draw_frame(player)
|
||||
end
|
||||
end
|
||||
|
||||
--- Toggles if the frame is currently open or not, will open if closed and close if open
|
||||
-- @tparam LuaPlayer player the player that will have the frame toggled
|
||||
-- @tparam string name the name of the hui that will be toggled
|
||||
-- @tparam[opt] boolean state when set will force a state for the frame
|
||||
-- @treturn boolean if the frame if no open or closed
|
||||
function CenterFrames.toggle_frame(player,name,state)
|
||||
local define = Gui.get_define(name,true)
|
||||
if define then
|
||||
if state == true then
|
||||
define:draw_frame(player)
|
||||
return true
|
||||
elseif state == false then
|
||||
local flow = CenterFrames.get_flow(player)
|
||||
if flow[define.name..'-frame'] then
|
||||
flow[define.name..'-frame'].destroy()
|
||||
end
|
||||
return false
|
||||
else
|
||||
return define:toggle_frame(player)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Creates a new center frame define
|
||||
-- @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(permission_name)
|
||||
local self = Toolbar.new_button(permission_name)
|
||||
|
||||
self:on_click(function(player,element)
|
||||
self:toggle_frame(player)
|
||||
end)
|
||||
|
||||
local mt = getmetatable(self)
|
||||
mt.__index = CenterFrames._prototype
|
||||
mt.__call = self.event_handler
|
||||
|
||||
Gui.on_custom_close(self.name..'-frame',function(event)
|
||||
local element = event.element
|
||||
if element and element.valid then element.destroy() end
|
||||
end)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the frame to be the current active gui when opened and closes all other frames
|
||||
-- @tparam[opt=true] boolean state when true will auto close other frames and set this frame as player.opened
|
||||
function CenterFrames._prototype:set_auto_focus(state)
|
||||
if state == false then
|
||||
self.auto_focus = false
|
||||
else
|
||||
self.auto_focus = true
|
||||
end
|
||||
end
|
||||
|
||||
--- Draws this frame to the player, if already open does nothing (will call on_draw to draw to the frame)
|
||||
-- @tparam LuaPlayer player the player to draw the frame for
|
||||
-- @treturn LuaGuiElement the new frame that was drawn
|
||||
function CenterFrames._prototype:draw_frame(player)
|
||||
player = Game.get_player_from_any(player)
|
||||
local flow = CenterFrames.get_flow(player)
|
||||
|
||||
if flow[self.name..'-frame'] then
|
||||
return flow[self.name..'-frame']
|
||||
end
|
||||
|
||||
if self.auto_focus then
|
||||
flow.clear()
|
||||
end
|
||||
|
||||
local frame = flow.add{
|
||||
type='frame',
|
||||
name=self.name..'-frame'
|
||||
}
|
||||
|
||||
if self.auto_focus then
|
||||
player.opened = frame
|
||||
end
|
||||
|
||||
self:raise_event('on_creation',player,frame)
|
||||
|
||||
return frame
|
||||
end
|
||||
|
||||
--- Draws this frame to the player, if already open it will remove it and redraw it (will call on_draw to draw to the frame)
|
||||
-- @tparam LuaPlayer player the player to draw the frame for
|
||||
-- @treturn LuaGuiElement the new frame that was drawn
|
||||
function CenterFrames._prototype:redraw_frame(player)
|
||||
player = Game.get_player_from_any(player)
|
||||
local flow = CenterFrames.get_flow(player)
|
||||
|
||||
if flow[self.name..'-frame'] then
|
||||
flow[self.name..'-frame'].destroy()
|
||||
end
|
||||
|
||||
return self:draw_frame(player)
|
||||
end
|
||||
|
||||
--- Toggles if the frame is open, if open it will close it and if closed it will open it
|
||||
-- @tparam LuaPlayer player the player to draw the frame for
|
||||
-- @treturn boolean with the gui frame is now open
|
||||
function CenterFrames._prototype:toggle_frame(player)
|
||||
player = Game.get_player_from_any(player)
|
||||
local flow = CenterFrames.get_flow(player)
|
||||
|
||||
if flow[self.name..'-frame'] then
|
||||
flow[self.name..'-frame'].destroy()
|
||||
return false
|
||||
else
|
||||
self:draw_frame(player)
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
--- Creates an event handler that will trigger one of its functions, use with Event.add
|
||||
-- @tparam[opt=update] string action the action to take on this event
|
||||
function CenterFrames._prototype:event_handler(action)
|
||||
action = action or 'update'
|
||||
return function(event)
|
||||
local player = Game.get_player_by_index(event.player_index)
|
||||
self[action](self,player)
|
||||
end
|
||||
end
|
||||
|
||||
return CenterFrames
|
||||
@@ -1,322 +0,0 @@
|
||||
--[[-- Core Module - Gui
|
||||
@module Gui
|
||||
@alias Prototype
|
||||
]]
|
||||
|
||||
--- Left Guis.
|
||||
-- Gui structure define for left frames
|
||||
-- @section left
|
||||
|
||||
--[[
|
||||
>>>> Example formating
|
||||
|
||||
-- first we add config that relates to the button on the toolbar, all normal button functions are present
|
||||
local left_frame =
|
||||
Gui.new_left_frame('test-left-frame')
|
||||
:set_caption('Test Left Gui')
|
||||
:set_post_authenticator(function(player,button_name)
|
||||
return global.show_test_gui
|
||||
end)
|
||||
|
||||
-- then we add the config for the left frame, on_draw should draw the gui from an empty frame, on_update should take a frame from on_draw on edit it
|
||||
:set_open_by_default()
|
||||
:on_draw(function(_player,frame)
|
||||
for _,player in pairs(game.connected_players) do
|
||||
frame.add{
|
||||
type='label',
|
||||
caption=player.name
|
||||
}
|
||||
end
|
||||
end)
|
||||
|
||||
-- now we can use the action factory to call events on the gui, actions are: 'update', 'update_all', 'redraw', 'redraw_all'
|
||||
Event.add(defines.events.on_player_joined_game,left_frame 'update_all')
|
||||
Event.add(defines.events.on_player_left_game,left_frame 'update_all')
|
||||
|
||||
>>>> Functions
|
||||
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 visibility of a left frame, or sets its visibility state
|
||||
|
||||
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 visibility of the left frame
|
||||
|
||||
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
|
||||
|
||||
LeftFrames._prototype:on_draw(player,frame) --- Use to draw your elements to the new frame
|
||||
LeftFrames._prototype:on_update(player,frame) --- Use to edit your frame when there is no need to redraw it
|
||||
LeftFrames._prototype:on_player_toggle(player,frame) --- Is triggered when the player presses the toggle button
|
||||
LeftFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add
|
||||
]]
|
||||
local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core
|
||||
local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype
|
||||
local Toolbar = require 'expcore.gui.concepts.toolbar' --- @dep expcore.gui.concepts.toolbar
|
||||
local Buttons = require 'expcore.gui.elements.buttons' --- @dep expcore.gui.elements.buttons
|
||||
local mod_gui = require 'mod-gui' --- @dep mod-gui
|
||||
local Game = require 'utils.game' --- @dep utils.game
|
||||
local Event = require 'utils.event' --- @dep utils.event
|
||||
|
||||
local LeftFrames = {
|
||||
frames={},
|
||||
_prototype=Prototype.extend{
|
||||
on_creation = Prototype.event,
|
||||
on_update = Prototype.event,
|
||||
on_player_toggle = Prototype.event
|
||||
}
|
||||
}
|
||||
setmetatable(LeftFrames._prototype, {
|
||||
__index = Buttons._prototype
|
||||
})
|
||||
|
||||
--- Gets the left frame flow for a player
|
||||
-- @tparam LuaPlayer player the player to get the flow of
|
||||
-- @treturn LuaGuiElement the left frame flow for the player
|
||||
function LeftFrames.get_flow(player)
|
||||
player = Game.get_player_from_any(player)
|
||||
return mod_gui.get_frame_flow(player)
|
||||
end
|
||||
|
||||
--- Gets one frame from the left flow by its name
|
||||
-- @tparam string name the name of the gui frame to get
|
||||
-- @tparam LuaPlayer player the player to get the frame of
|
||||
-- @treturn LuaGuiElement the frame in the left frame flow with that name
|
||||
function LeftFrames.get_frame(name,player)
|
||||
local define = LeftFrames.frames[name]
|
||||
if not define then
|
||||
return error('Left Frame '..name..' is not defined.',2)
|
||||
end
|
||||
return define:get_frame(player)
|
||||
end
|
||||
|
||||
--- Gets all open frames for a player, if non are open it will remove the close all button
|
||||
-- @tparam LuaPlayer player the player to get the flow of
|
||||
-- @treturn table contains all the open (and registered) frames for the player
|
||||
function LeftFrames.get_open(player)
|
||||
local open = {}
|
||||
local flow = LeftFrames.get_flow(player)
|
||||
|
||||
for _,define in pairs(LeftFrames.frames) do
|
||||
if define:is_open(player) then
|
||||
table.insert(open,define)
|
||||
end
|
||||
end
|
||||
|
||||
flow[LeftFrames.toggle_button.name].visible = #open ~= 0
|
||||
|
||||
return open
|
||||
end
|
||||
|
||||
--- 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 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
|
||||
return error('Left Frame '..name..' is not defined.',2)
|
||||
end
|
||||
|
||||
local frame = LeftFrames.get_frame(name,player)
|
||||
if state ~= nil then
|
||||
frame.visible = state
|
||||
else
|
||||
Gui.toggle_visible(frame)
|
||||
end
|
||||
|
||||
LeftFrames.get_open(player)
|
||||
|
||||
return frame.visible
|
||||
end
|
||||
|
||||
--- Creates a new left frame define
|
||||
-- @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(permission_name)
|
||||
local self = Toolbar.new_button(permission_name)
|
||||
|
||||
local mt = getmetatable(self)
|
||||
mt.__index = LeftFrames._prototype
|
||||
mt.__call = self.event_handler
|
||||
|
||||
self:on_click(function(player,_element)
|
||||
local visible = self:toggle(player)
|
||||
local frame = self:get_frame(player)
|
||||
self:raise_event('on_player_toggle',player,frame,visible)
|
||||
end)
|
||||
|
||||
LeftFrames.frames[self.name] = self
|
||||
|
||||
return self
|
||||
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 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
|
||||
function LeftFrames._prototype:set_open_by_default(state)
|
||||
if state == false then
|
||||
self.open_by_default = false
|
||||
elseif state == nil then
|
||||
self.open_by_default = true
|
||||
else
|
||||
self.open_by_default = state
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the direction of the frame, either vertical or horizontal
|
||||
-- @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
|
||||
end
|
||||
|
||||
--- Creates the gui for the first time, used internally
|
||||
-- @tparam LuaPlayer player the player to draw the frame to
|
||||
-- @treturn LuaGuiElement the frame that was made
|
||||
function LeftFrames._prototype:_internal_draw(player)
|
||||
local flow = LeftFrames.get_flow(player)
|
||||
local frame = flow.add{
|
||||
type='frame',
|
||||
name=self.name..'-frame',
|
||||
direction=self.direction
|
||||
}
|
||||
|
||||
self:raise_event('on_creation',player,frame)
|
||||
|
||||
if not self.open_by_default then
|
||||
frame.visible = false
|
||||
elseif type(self.open_by_default) == 'function' then
|
||||
if not self.open_by_default(player,self.name) then
|
||||
frame.visible = false
|
||||
end
|
||||
end
|
||||
|
||||
if not Toolbar.allowed(player,self.name) then
|
||||
frame.visible = false
|
||||
end
|
||||
|
||||
return frame
|
||||
end
|
||||
|
||||
--- Gets the frame for this define from the left frame flow
|
||||
-- @tparam LuaPlayer player the player to get the frame of
|
||||
-- @treturn LuaGuiElement the frame in the left frame flow for this define
|
||||
function LeftFrames._prototype:get_frame(player)
|
||||
local flow = LeftFrames.get_flow(player)
|
||||
if flow[self.name..'-frame'] and flow[self.name..'-frame'].valid then
|
||||
return flow[self.name..'-frame']
|
||||
else
|
||||
return self:_internal_draw(player)
|
||||
end
|
||||
end
|
||||
|
||||
--- Returns if the player currently has this define visible
|
||||
-- @tparam LuaPlayer player the player to get the frame of
|
||||
-- @treturn boolean true if it is open/visible
|
||||
function LeftFrames._prototype:is_open(player)
|
||||
local frame = self:get_frame(player)
|
||||
return frame and frame.visible or false
|
||||
end
|
||||
|
||||
--- Toggles the visibility of the left frame
|
||||
-- @tparam LuaPlayer player the player to toggle the frame of
|
||||
-- @treturn boolean the new state of the visibility
|
||||
function LeftFrames._prototype:toggle(player)
|
||||
local frame = self:get_frame(player)
|
||||
Gui.toggle_visible(frame)
|
||||
LeftFrames.get_open(player)
|
||||
return frame.visible
|
||||
end
|
||||
|
||||
--- 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)
|
||||
if self:raise_event('on_update',player,frame) == 0 then
|
||||
frame.clear()
|
||||
self:raise_event('on_creation',player,frame)
|
||||
end
|
||||
end
|
||||
|
||||
--- Updates the frame for all players, see update
|
||||
-- @tparam[opt=false] boolean update_offline when true will update the frame for offline players
|
||||
function LeftFrames._prototype:update_all(update_offline)
|
||||
local players = update_offline == true and game.players or game.connected_players
|
||||
for _,player in pairs(players) do
|
||||
self:update(player)
|
||||
end
|
||||
end
|
||||
|
||||
--- Redraws the frame by calling on_draw, will always clear the frame
|
||||
-- @tparam LuaPlayer player the player to update the frame of
|
||||
function LeftFrames._prototype:redraw(player)
|
||||
local frame = self:get_frame(player)
|
||||
frame.clear()
|
||||
self:raise_event('on_creation',player,frame)
|
||||
end
|
||||
|
||||
--- Redraws the frame for all players, see redraw
|
||||
-- @tparam[opt=false] boolean update_offline when true will update the frame for offline players
|
||||
function LeftFrames._prototype:redraw_all(update_offline)
|
||||
local players = update_offline == true and game.players or game.connected_players
|
||||
for _,player in pairs(players) do
|
||||
self:redraw(player)
|
||||
end
|
||||
end
|
||||
|
||||
--- Creates an event handler that will trigger one of its functions, use with Event.add
|
||||
-- @tparam[opt=update] string action the action to take on this event
|
||||
function LeftFrames._prototype:event_handler(action)
|
||||
action = action or 'update'
|
||||
return function(event)
|
||||
local player
|
||||
if event and event.player_index then
|
||||
player = Game.get_player_by_index(event.player_index)
|
||||
end
|
||||
self[action](self,player)
|
||||
end
|
||||
end
|
||||
|
||||
LeftFrames.toggle_button =
|
||||
Buttons.new_button()
|
||||
:set_tooltip{'expcore-gui.left-button-tooltip'}
|
||||
:set_caption('<')
|
||||
:on_click(function(player,element)
|
||||
for _,define in pairs(LeftFrames.frames) do
|
||||
local frame = LeftFrames.get_frame(define.name,player)
|
||||
frame.visible = false
|
||||
define:raise_event('on_player_toggle',player,frame,false)
|
||||
end
|
||||
element.visible = false
|
||||
end)
|
||||
|
||||
Event.add(defines.events.on_player_created,function(event)
|
||||
local player = Game.get_player_by_index(event.player_index)
|
||||
local flow = LeftFrames.get_flow(player)
|
||||
|
||||
local close_button = LeftFrames.toggle_button(flow)
|
||||
Gui.set_padding(close_button)
|
||||
local style = close_button.style
|
||||
style.width = 18
|
||||
style.height = 36
|
||||
style.font = 'default-small-bold'
|
||||
|
||||
for _,define in pairs(LeftFrames.frames) do
|
||||
define:_internal_draw(player)
|
||||
end
|
||||
|
||||
LeftFrames.get_open(player)
|
||||
end)
|
||||
|
||||
return LeftFrames
|
||||
@@ -1,230 +0,0 @@
|
||||
--[[-- Core Module - Gui
|
||||
@module Gui
|
||||
@alias Prototype
|
||||
]]
|
||||
|
||||
--- Popups.
|
||||
-- Gui structure define for popup gui
|
||||
-- @section popups
|
||||
|
||||
--[[
|
||||
>>>> Functions
|
||||
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 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
|
||||
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
|
||||
]]
|
||||
local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core
|
||||
local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype
|
||||
local Game = require 'utils.game' --- @dep utils.game
|
||||
local Event = require 'utils.event' --- @dep utils.event
|
||||
local ProgressBar = require 'expcore.gui.elements.progress-bar' --- @dep expcore.gui.elements.progress-bar
|
||||
local Button = require 'expcore.gui.elements.buttons' --- @dep expcore.gui.elements.buttons
|
||||
local mod_gui = require 'mod-gui' --- @dep mod-gui
|
||||
local Color = require 'resources.color_presets' --- @dep resources.color_presets
|
||||
local Global = require 'utils.global' --- @dep utils.global
|
||||
|
||||
local PopupFrames = {
|
||||
paused_popups={},
|
||||
popup_flow_name = Gui.uid_name(),
|
||||
main_frame_name = Gui.uid_name(),
|
||||
close_frame_name = Gui.uid_name(),
|
||||
_prototype = Prototype.extend{
|
||||
on_creation = Prototype.event
|
||||
}
|
||||
}
|
||||
Global.register(PopupFrames.paused_popups,function(tbl)
|
||||
PopupFrames.paused_popups = tbl
|
||||
end)
|
||||
|
||||
--- 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_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 paused list, nil or true
|
||||
-- @tparam LuaGuiElement element the element to get the state of
|
||||
local function get_paused_state(element)
|
||||
local name = element.player_index..':'..element.index
|
||||
return PopupFrames.paused_popups[name]
|
||||
end
|
||||
|
||||
--- Gets the left flow that contains the popup frames
|
||||
-- @tparam LuaPlayer player the player to get the flow for
|
||||
-- @treturn LuaGuiElement the left flow that contains the popup frames
|
||||
function PopupFrames.get_flow(player)
|
||||
player = Game.get_player_from_any(player)
|
||||
local flow = mod_gui.get_frame_flow(player)
|
||||
return flow[PopupFrames.popup_flow_name]
|
||||
end
|
||||
|
||||
--- Opens a popup for the player, can give the amount of time it is open as well as params for the draw function
|
||||
-- @tparam string define_name the name of the define that you want to open for the player
|
||||
-- @tparam LuaPlayer player the player to open the popup for
|
||||
-- @tparam[opt] number open_time the minimum number of ticks you want the popup open for, 0 means no limit, nil will take default
|
||||
-- @tparam any ... the other params that you want to pass to your on_draw event
|
||||
-- @treturn LuaGuiElement the frame that was drawn, the inner gui flow which contains the content
|
||||
function PopupFrames.open(define_name,player,open_time,...)
|
||||
local define = Gui.get_define(define_name,true)
|
||||
player = Game.get_player_from_any(player)
|
||||
return define:open(player,open_time,...)
|
||||
end
|
||||
|
||||
--- Closes the popup, is called by progress bar and close button
|
||||
-- @tparam LuaGuiElement element either the progress bar or the close button
|
||||
local function close_popup(element)
|
||||
local frame = element.parent.parent.parent
|
||||
if not frame or not frame.valid then return end
|
||||
set_paused_state(element.parent[PopupFrames.close_progress:uid()])
|
||||
frame.destroy()
|
||||
end
|
||||
|
||||
--- Progress bar which when depleted will close the popup frame
|
||||
PopupFrames.close_progress =
|
||||
ProgressBar.new_progressbar()
|
||||
:use_count_down()
|
||||
:set_tooltip('Pause/Resume Auto-close')
|
||||
:on_complete(function(player,element)
|
||||
close_popup(element)
|
||||
end)
|
||||
|
||||
--- A button which can be used to close the gui before the timer runs out
|
||||
PopupFrames.close_button =
|
||||
Button.new_button()
|
||||
:set_sprites('utility/close_white')
|
||||
:set_tooltip('Close Popup')
|
||||
:on_click(function(player,element)
|
||||
close_popup(element)
|
||||
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_paused_state(element) then
|
||||
set_paused_state(element)
|
||||
else
|
||||
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_paused_state(element) then
|
||||
set_paused_state(element)
|
||||
else
|
||||
set_paused_state(element,true)
|
||||
end
|
||||
end)
|
||||
|
||||
--- Creates a new popup frame define
|
||||
-- @tparam[opt] string name the optional debug name that can be added
|
||||
-- @treturn table the new popup frame define
|
||||
function PopupFrames.new_popup(name)
|
||||
local self = Gui.new_define(PopupFrames._prototype,name)
|
||||
self.draw_data.type = 'flow'
|
||||
self.draw_data.direction = 'vertical'
|
||||
|
||||
local mt = getmetatable(self)
|
||||
mt.__call = function(tbl,player,open_time,...)
|
||||
return tbl:open(player,open_time,...)
|
||||
end
|
||||
|
||||
self:on_draw(function(player,element,maximum,...)
|
||||
-- main content frame
|
||||
local frame = element.add{
|
||||
type='flow',
|
||||
name=PopupFrames.main_frame_name
|
||||
}
|
||||
frame.style.horizontally_stretchable = true
|
||||
|
||||
-- flow for progress bar and close button
|
||||
local close_flow = element.add{
|
||||
type='flow',
|
||||
name=PopupFrames.close_frame_name
|
||||
}
|
||||
close_flow.style.horizontally_stretchable = true
|
||||
|
||||
-- progress bar, when 0 then a static full one is drawn
|
||||
local progress_style
|
||||
if maximum == 0 then
|
||||
progress_style = close_flow.add{
|
||||
type='progressbar',
|
||||
tooltip='No Auto-close',
|
||||
value=1
|
||||
}.style
|
||||
else
|
||||
progress_style = PopupFrames.close_progress(close_flow,maximum).style
|
||||
end
|
||||
progress_style.top_padding = 6
|
||||
progress_style.bottom_padding = 3
|
||||
progress_style.height = 11
|
||||
progress_style.color = Color.grey
|
||||
|
||||
-- close button, will close the popup when clicked
|
||||
local close_button = PopupFrames.close_button(close_flow)
|
||||
Gui.set_padding(close_button)
|
||||
local close_button_style = close_button.style
|
||||
close_button_style.width = 20
|
||||
close_button_style.height = 20
|
||||
|
||||
-- event trigger to draw the gui content
|
||||
self:raise_event('on_creation',player,frame,...)
|
||||
end)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the default open time for the popup, will be used if non is provided with open
|
||||
-- @tparam number amount the number of ticks, by default, the popup will be open for
|
||||
-- @treturn table the define to allow for chaining
|
||||
function PopupFrames._prototype:set_default_open_time(amount)
|
||||
self.default_open_time = amount
|
||||
return self
|
||||
end
|
||||
|
||||
--- Opens this define for a player, can be given open time and any other params for the draw function
|
||||
-- @tparam LuaPlayer player the player to open the popup for
|
||||
-- @tparam[opt] number open_time the minimum number of ticks you want the popup open for, 0 means no limit, nil will take default
|
||||
-- @tparam any ... the other params that you want to pass to your on_draw event
|
||||
-- @treturn LuaGuiElement the frame that was drawn, the inner gui flow which contains the content
|
||||
function PopupFrames._prototype:open(player,open_time,...)
|
||||
open_time = open_time or self.default_open_time or 0
|
||||
player = Game.get_player_from_any(player)
|
||||
|
||||
local flow = PopupFrames.get_flow(player)
|
||||
local frame = flow.add{
|
||||
type='frame',
|
||||
style='blurry_frame'
|
||||
}
|
||||
|
||||
Gui.set_padding(frame,3,3,4,4)
|
||||
return self:draw_to(frame,open_time,...)[PopupFrames.main_frame_name]
|
||||
end
|
||||
|
||||
--- When player is first created the popup flow is added to they left flow
|
||||
Event.add(defines.events.on_player_created,function(event)
|
||||
local player = Game.get_player_by_index(event.player_index)
|
||||
local flow = mod_gui.get_frame_flow(player)
|
||||
|
||||
flow.add{
|
||||
type='flow',
|
||||
direction='vertical',
|
||||
name=PopupFrames.popup_flow_name
|
||||
}
|
||||
end)
|
||||
|
||||
--- 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_paused_state(element)
|
||||
end))
|
||||
|
||||
return PopupFrames
|
||||
@@ -1,114 +0,0 @@
|
||||
--[[-- Core Module - Gui
|
||||
@module Gui
|
||||
@alias Prototype
|
||||
]]
|
||||
|
||||
--- Toolbar.
|
||||
-- Gui structure for the toolbar (top left)
|
||||
-- @section toolbar
|
||||
|
||||
--[[
|
||||
>>>> Example format
|
||||
-- this is the same as any other button define, this just automatically draws it
|
||||
-- you can use add_button if you already defined the button
|
||||
local toolbar_button =
|
||||
Toolbar.new_button('print-click')
|
||||
:on_click(function(player,_element)
|
||||
player.print('You clicked a button!')
|
||||
end)
|
||||
|
||||
>>>> Functions
|
||||
Toolbar.new_button(name) --- Adds a new button to the toolbar
|
||||
Toolbar.add_button(button) --- Adds an existing buttton to the toolbar
|
||||
Toolbar.update(player) --- Updates the player's toolbar with an new buttons or expected change in auth return
|
||||
]]
|
||||
local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core
|
||||
local Buttons = require 'expcore.gui.elements.buttons' --- @dep expcore.gui.elements.buttons
|
||||
local Roles = require 'expcore.roles' --- @dep expcore.roles
|
||||
local Event = require 'utils.event' --- @dep utils.event
|
||||
local Game = require 'utils.game' --- @dep utils.game
|
||||
local mod_gui = require 'mod-gui' --- @dep mod-gui
|
||||
|
||||
local Toolbar = {
|
||||
permission_names = {},
|
||||
buttons = {}
|
||||
}
|
||||
|
||||
function Toolbar.allowed(player,define_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,permission_name)
|
||||
Toolbar.permission_names[define_name] = permission_name
|
||||
end
|
||||
|
||||
--- Adds a new button to the toolbar
|
||||
-- @tparam[opt] string name when given allows an alias to the button for the permission system
|
||||
-- @treturn table the button define
|
||||
function Toolbar.new_button(name)
|
||||
local button =
|
||||
Buttons.new_button()
|
||||
:set_post_authenticator(Toolbar.allowed)
|
||||
:set_style(mod_gui.button_style,function(style)
|
||||
Gui.set_padding_style(style,-2,-2,-2,-2)
|
||||
end)
|
||||
Toolbar.add_button(button)
|
||||
Toolbar.permission_alias(button.name,name)
|
||||
return button
|
||||
end
|
||||
|
||||
--- Adds an existing buttton to the toolbar
|
||||
-- @tparam table button the button define for the button to be added
|
||||
function Toolbar.add_button(button)
|
||||
table.insert(Toolbar.buttons,button)
|
||||
Gui.allow_player_to_toggle_top_element_visibility(button.name)
|
||||
Gui.on_player_show_top(button.name,function(event)
|
||||
if not button.post_authenticator(event.player,button.name) then
|
||||
event.element.visible = false
|
||||
end
|
||||
end)
|
||||
if not button.post_authenticator then
|
||||
button:set_post_authenticator(function() return true end)
|
||||
end
|
||||
end
|
||||
|
||||
--- Updates the player's toolbar with an new buttons or expected change in auth return
|
||||
-- @tparam LuaPlayer player the player to update the toolbar for
|
||||
function Toolbar.update(player)
|
||||
local top = Gui.get_top_element_flow(player)
|
||||
if not top then return end
|
||||
local visible = top[Gui.top_toggle_button_name].caption == '<'
|
||||
for _,button in pairs(Toolbar.buttons) do
|
||||
local element
|
||||
if top[button.name] then element = top[button.name]
|
||||
else element = button:draw_to(top) end
|
||||
if button.post_authenticator(player,button.name) then
|
||||
element.visible = visible
|
||||
element.enabled = true
|
||||
else
|
||||
element.visible = false
|
||||
element.enabled = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- When there is a new player they will have the toolbar update
|
||||
Event.add(defines.events.on_player_created,function(event)
|
||||
local player = Game.get_player_by_index(event.player_index)
|
||||
Toolbar.update(player)
|
||||
end)
|
||||
|
||||
--- When a player gets a new role they will have the toolbar updated
|
||||
Event.add(Roles.events.on_role_assigned,function(event)
|
||||
local player = Game.get_player_by_index(event.player_index)
|
||||
Toolbar.update(player)
|
||||
end)
|
||||
|
||||
--- When a player loses a role they will have the toolbar updated
|
||||
Event.add(Roles.events.on_role_unassigned,function(event)
|
||||
local player = Game.get_player_by_index(event.player_index)
|
||||
Toolbar.update(player)
|
||||
end)
|
||||
|
||||
return Toolbar
|
||||
@@ -1,368 +0,0 @@
|
||||
--[[-- Core Module - Gui
|
||||
@module Gui
|
||||
@alias Prototype
|
||||
]]
|
||||
|
||||
--- Core.
|
||||
-- Core gui file for making element defines and element classes (use require 'expcore.gui')
|
||||
-- see utils.gui for event handlering
|
||||
-- see expcore.gui.test for examples for element defines
|
||||
-- @section core
|
||||
|
||||
--[[
|
||||
>>>> Basic useage with no defines
|
||||
This module can be igroned if you are only wanting only event handlers as utils.gui adds the following:
|
||||
|
||||
Gui.uid_name() --- Generates a unqiue name to register events to
|
||||
Gui.on_checked_state_changed(callback) --- Register a handler for the on_gui_checked_state_changed event
|
||||
Gui.on_click(callback) --- Register a handler for the on_gui_click event
|
||||
Gui.on_elem_changed(callback) --- Register a handler for the on_gui_elem_changed
|
||||
Gui.on_selection_state_changed(callback) --- Register a handler for the on_gui_selection_state_changed event
|
||||
Gui.on_text_changed(callback) --- Register a handler for the on_gui_text_changed event
|
||||
Gui.on_value_changed(callback) --- Register a handler for the on_gui_value_changed event
|
||||
|
||||
Note that all event handlers will include event.player as a valid player and that if the player or the
|
||||
element is not valid then the callback will not be run.
|
||||
|
||||
>>>> Basic prototype functions (see expcore.gui.prototype)
|
||||
Using a class defination you can create a new element dinfation in our examples we will be using the checkbox.
|
||||
|
||||
local checkbox_example = Gui.new_checkbox()
|
||||
|
||||
Although all class definations are stored in Gui.classes the main function used to make new element defination are
|
||||
made aviable in the top level gui module. All functions which return a new element defination will accept a name argument
|
||||
which is a name which is used while debuging and is not required to be used (has not been used in examples)
|
||||
|
||||
Every element define will accept a caption and tooltip (although some may not show) and to do this you would use the two
|
||||
set function provided for the element defines:
|
||||
|
||||
checkbox_example:set_caption('Example Checkbox')
|
||||
checkbox_example:set_tooltip('Example checkbox')
|
||||
|
||||
Each element define can have event handlers set, for our example checkbox we only have access to on_change which will trigger
|
||||
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
|
||||
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
|
||||
Gui.on_checked_state_changed and on_change at the same time in our example.
|
||||
|
||||
checkbox_example:on_change(function(player,element,value)
|
||||
player.print('Example checkbox is now: '..tostring(value))
|
||||
end)
|
||||
|
||||
local checkbox_example_uid = checkbox_example:uid()
|
||||
Gui.on_click(checkbox_example_uid,function(event)
|
||||
event.player.print('You clicked the example checkbox!')
|
||||
end)
|
||||
|
||||
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
|
||||
used it can be given either the element define, the define's uid or the debug name of the define (if set):
|
||||
|
||||
checkbox_example:draw_to(parent_element)
|
||||
Gui.draw(checkbox_example_uid,parent_element)
|
||||
|
||||
>>>> Using authenticators with draw
|
||||
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
|
||||
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
|
||||
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
|
||||
be used if you have use for such.
|
||||
|
||||
-- unless global.checkbox_example_allow_pre_auth is true then the checkbox will not be drawn
|
||||
checkbox_example:set_pre_authenticator(function(player,define_name)
|
||||
player.print('Example checkbox pre auth callback ran')
|
||||
return global.checkbox_example_allow_pre_auth
|
||||
end)
|
||||
|
||||
-- unless global.checkbox_example_allow_post_auth is true then the checkbox will be drawn but deactiveated (provided pre auth returns true)
|
||||
checkbox_example:set_post_authenticator(function(player,define_name)
|
||||
player.print('Example checkbox pre auth callback ran')
|
||||
return global.checkbox_example_allow_post_auth
|
||||
end)
|
||||
|
||||
>>>> Using store (see expcore.gui.prototype and expcore.gui.instances)
|
||||
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
|
||||
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
|
||||
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
|
||||
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)
|
||||
and so this is a powerful and easy way to sync gui elements.
|
||||
|
||||
-- note the example below is the same as checkbox_example:add_store(Gui.categorize_by_player)
|
||||
checkbox_example:add_store(function(element)
|
||||
local player = Game.get_player_by_index(element.player_index)
|
||||
return player.force.name
|
||||
end)
|
||||
|
||||
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
|
||||
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
|
||||
and set functions; in our case we used Gui.categorize_by_player which uses the player's name as the category which is why 'Cooldude2606' is given as a argument,
|
||||
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.
|
||||
|
||||
checkbox_example:get_store('Cooldude2606')
|
||||
Gui.get_store(name,'Cooldude2606')
|
||||
|
||||
checkbox_example:set_store('Cooldude2606',true)
|
||||
Gui.set_store(name,'Cooldude2606',true)
|
||||
|
||||
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
|
||||
you can get the store location of any define using checkbox_example.store
|
||||
|
||||
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
|
||||
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
|
||||
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
|
||||
player name (depends what store categorize function you use)
|
||||
|
||||
>>>> Example formating
|
||||
|
||||
local checkbox_example =
|
||||
Gui.new_checkbox()
|
||||
:set_caption('Example Checkbox')
|
||||
:set_tooltip('Example checkbox')
|
||||
:add_store(Gui.categorize_by_player)
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Example checkbox is now: '..tostring(value))
|
||||
end)
|
||||
|
||||
>>>> Functions
|
||||
Gui.new_define(prototype) --- Used internally to create new element defines from a class prototype
|
||||
Gui.draw(name,element) --- Draws a copy of the element define to the parent element, see draw_to
|
||||
|
||||
Gui.categorize_by_player(element) --- A categorize function to be used with add_store, each player has their own value
|
||||
Gui.categorize_by_force(element) --- A categorize function to be used with add_store, each force has its own value
|
||||
Gui.categorize_by_surface(element) --- A categorize function to be used with add_store, each surface has its own value
|
||||
|
||||
Gui.toggle_enabled(element) --- Will toggle the enabled state of an element
|
||||
Gui.toggle_visible(element) --- Will toggle the visiblity of an element
|
||||
Gui.set_padding(element,up,down,left,right) --- Sets the padding for a gui element
|
||||
Gui.set_padding_style(style,up,down,left,right) --- Sets the padding for a gui style
|
||||
Gui.create_alignment(element,flow_name) --- Allows the creation of a right align flow to place elements into
|
||||
Gui.destroy_if_valid(element) --- Destroies an element but tests for it being present and valid first
|
||||
Gui.create_scroll_table(element,table_size,maximal_height,name) --- Creates a scroll area with a table inside, table can be any size
|
||||
Gui.create_header(element,caption,tooltip,right_align,name) --- Creates a header section with a label and button area
|
||||
]]
|
||||
local Gui = require 'utils.gui' --- @dep utils.gui
|
||||
local Game = require 'utils.game' --- @dep utils.game
|
||||
|
||||
Gui.classes = {} -- Stores the class definations used to create element defines
|
||||
Gui.defines = {} -- Stores the indivdual element definations
|
||||
Gui.names = {} -- Stores debug names to link to gui uids
|
||||
|
||||
--- Used to create new element defines from a class prototype, please use the own given by the class
|
||||
-- @tparam table prototype the class prototype that will be used for the element define
|
||||
-- @tparam[opt] string debug_name the name that you want to see while debuging
|
||||
-- @treturn table the new element define with all functions accessed via __index metamethod
|
||||
function Gui.new_define(prototype,debug_name)
|
||||
local name = Gui.uid_name()
|
||||
local define = setmetatable({
|
||||
debug_name = debug_name,
|
||||
name = name,
|
||||
events = {},
|
||||
draw_data = {
|
||||
name = name
|
||||
}
|
||||
},{
|
||||
__index = prototype,
|
||||
__call = function(self,...)
|
||||
return self:draw_to(...)
|
||||
end
|
||||
})
|
||||
Gui.defines[define.name] = define
|
||||
return define
|
||||
end
|
||||
|
||||
--- Gets an element define give the uid, debug name or a copy of the element define
|
||||
-- @tparam ?string|table name the uid, debug name or define for the element define to get
|
||||
-- @tparam[opt] boolean internal 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
|
||||
|
||||
--- A categorize function to be used with add_store, each player has their own value
|
||||
-- @tparam LuaGuiElement element the element that will be converted to a string
|
||||
-- @treturn string the player's name who owns this element
|
||||
function Gui.categorize_by_player(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 LuaGuiElement element the element that will be converted to a string
|
||||
-- @treturn string the player's force name who owns this element
|
||||
function Gui.categorize_by_force(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 LuaGuiElement element the element that will be converted to a string
|
||||
-- @treturn string the player's surface name who owns this element
|
||||
function Gui.categorize_by_surface(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 ?string|table name the uid, debug name or define for the element define to draw
|
||||
-- @tparam LuaGuiEelement element 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 LuaGuiElement element the gui element to toggle
|
||||
-- @treturn boolean the new state that the element has
|
||||
function Gui.toggle_enabled(element)
|
||||
if not element or not element.valid then return end
|
||||
if not element.enabled then
|
||||
element.enabled = true
|
||||
else
|
||||
element.enabled = false
|
||||
end
|
||||
return element.enabled
|
||||
end
|
||||
|
||||
--- Will toggle the visiblity of an element
|
||||
-- @tparam LuaGuiElement element the gui element to toggle
|
||||
-- @treturn boolean the new state that the element has
|
||||
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
|
||||
return element.visible
|
||||
end
|
||||
|
||||
--- Sets the padding for a gui element
|
||||
-- @tparam LuaGuiElement element the element to set the padding for
|
||||
-- @tparam[opt=0] number up the amount of padding on the top
|
||||
-- @tparam[opt=0] number down the amount of padding on the bottom
|
||||
-- @tparam[opt=0] number left the amount of padding on the left
|
||||
-- @tparam[opt=0] number right 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
|
||||
|
||||
--- Sets the padding for a gui style
|
||||
-- @tparam LuaStyle style the element to set the padding for
|
||||
-- @tparam[opt=0] number up the amount of padding on the top
|
||||
-- @tparam[opt=0] number down the amount of padding on the bottom
|
||||
-- @tparam[opt=0] number left the amount of padding on the left
|
||||
-- @tparam[opt=0] number right the amount of padding on the right
|
||||
function Gui.set_padding_style(style,up,down,left,right)
|
||||
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
|
||||
|
||||
--- Allows the creation of an alignment flow to place elements into
|
||||
-- @tparam LuaGuiElement element the element to add this alignment into
|
||||
-- @tparam[opt] string name the name to use for the alignment
|
||||
-- @tparam[opt='right'] string horizontal_align the horizontal alignment of the elements in this flow
|
||||
-- @tparam[opt='center'] string vertical_align the vertical alignment of the elements in this flow
|
||||
-- @treturn LuaGuiElement the new flow that was created
|
||||
function Gui.create_alignment(element,name,horizontal_align,vertical_align)
|
||||
local flow = element.add{name=name,type='flow'}
|
||||
local style = flow.style
|
||||
Gui.set_padding(flow,1,1,2,2)
|
||||
style.horizontal_align = horizontal_align or 'right'
|
||||
style.vertical_align = vertical_align or 'center'
|
||||
style.horizontally_stretchable =style.horizontal_align ~= 'center'
|
||||
style.vertically_stretchable = style.vertical_align ~= 'center'
|
||||
return flow
|
||||
end
|
||||
|
||||
--- Destroies an element but tests for it being present and valid first
|
||||
-- @tparam LuaGuiElement element the element to be destroied
|
||||
-- @treturn boolean true if it was destoried
|
||||
function Gui.destroy_if_valid(element)
|
||||
if element and element.valid then
|
||||
element.destroy()
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
--- Creates a scroll area with a table inside, table can be any size
|
||||
-- @tparam LuaGuiElement element the element to add this scroll into
|
||||
-- @tparam number table_size the number of columns in the table
|
||||
-- @tparam number maximal_height the max hieght of the scroll
|
||||
-- @tparam[opt='scroll'] string name the name of the scoll element
|
||||
-- @treturn LuaGuiElement the table that was made
|
||||
function Gui.create_scroll_table(element,table_size,maximal_height,name)
|
||||
local list_scroll =
|
||||
element.add{
|
||||
name=name or 'scroll',
|
||||
type='scroll-pane',
|
||||
direction='vertical',
|
||||
horizontal_scroll_policy='never',
|
||||
vertical_scroll_policy='auto-and-reserve-space'
|
||||
}
|
||||
Gui.set_padding(list_scroll,1,1,2,2)
|
||||
list_scroll.style.horizontally_stretchable = true
|
||||
list_scroll.style.maximal_height = maximal_height
|
||||
|
||||
local list_table =
|
||||
list_scroll.add{
|
||||
name='table',
|
||||
type='table',
|
||||
column_count=table_size
|
||||
}
|
||||
Gui.set_padding(list_table)
|
||||
list_table.style.horizontally_stretchable = true
|
||||
list_table.style.vertical_align = 'center'
|
||||
list_table.style.cell_padding = 0
|
||||
|
||||
return list_table
|
||||
end
|
||||
|
||||
--- Creates a header section with a label and button area
|
||||
-- @tparam LuaGuiElement element the element to add this header into
|
||||
-- @tparam localeString caption the caption that is used as the title
|
||||
-- @tparam[opt] localeString tooltip the tooltip that is shown on the caption
|
||||
-- @tparam[opt] boolean right_align when true will include the right align area
|
||||
-- @tparam[opt='header'] string name the name of the header area
|
||||
-- @treturn LuaGuiElement the header that was made, or the align area if that was created
|
||||
function Gui.create_header(element,caption,tooltip,right_align,name)
|
||||
local header =
|
||||
element.add{
|
||||
name=name or 'header',
|
||||
type='frame',
|
||||
style='subheader_frame'
|
||||
}
|
||||
Gui.set_padding(header,2,2,4,4)
|
||||
header.style.horizontally_stretchable = true
|
||||
header.style.use_header_filler = false
|
||||
|
||||
header.add{
|
||||
type='label',
|
||||
style='heading_1_label',
|
||||
caption=caption,
|
||||
tooltip=tooltip
|
||||
}
|
||||
|
||||
return right_align and Gui.create_alignment(header,'header-align') or header
|
||||
end
|
||||
|
||||
return Gui
|
||||
@@ -1,128 +0,0 @@
|
||||
--[[-- Core Module - Gui
|
||||
@module Gui
|
||||
@alias Prototype
|
||||
]]
|
||||
|
||||
--- Buttons.
|
||||
-- Gui class define for buttons and sprite buttons
|
||||
-- @section Buttons
|
||||
|
||||
--[[
|
||||
>>>> Functions
|
||||
Button.new_button(name) --- Creates a new button element define
|
||||
|
||||
Button._prototype:on_click(player,element) --- Registers a handler for when the button is clicked
|
||||
Button._prototype:on_left_click(player,element) --- Registers a handler for when the button is clicked with the left mouse button
|
||||
Button._prototype:on_right_click(player,element) --- Registers a handler for when the button is clicked with the right mouse button
|
||||
|
||||
Button._prototype:set_sprites(sprite,hovered_sprite,clicked_sprite) --- Adds sprites to a button making it a sprite button
|
||||
Button._prototype:set_click_filter(filter,...) --- Adds a click / mouse button filter to the button
|
||||
Button._prototype:set_key_filter(filter,...) --- Adds a control key filter to the button
|
||||
|
||||
Other functions present from expcore.gui.core
|
||||
]]
|
||||
local mod_gui = require 'mod-gui' --- @dep mod-gui
|
||||
local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core
|
||||
local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype
|
||||
|
||||
local Button = {
|
||||
_prototype=Prototype.extend{
|
||||
on_raw_click = Prototype.event,
|
||||
on_click = Prototype.event,
|
||||
on_left_click = Prototype.event,
|
||||
on_right_click = Prototype.event,
|
||||
}
|
||||
}
|
||||
|
||||
--- Creates a new button element define
|
||||
-- @tparam[opt] string name the optional debug name that can be added
|
||||
-- @treturn table the new button element define
|
||||
function Button.new_button(name)
|
||||
|
||||
local self = Gui.new_define(Button._prototype,name)
|
||||
self.draw_data.type = 'button'
|
||||
self.draw_data.style = mod_gui.button_style
|
||||
|
||||
Gui.on_click(self.name,function(event)
|
||||
local mouse_button = event.button
|
||||
local keys = {alt=event.alt,control=event.control,shift=event.shift}
|
||||
local player,element = event.player,event.element
|
||||
event.keys = keys
|
||||
|
||||
self:raise_event('on_raw_click',event)
|
||||
|
||||
if self.post_authenticator then
|
||||
if not self.post_authenticator(event.player,self.name) then return end
|
||||
end
|
||||
|
||||
if mouse_button == defines.mouse_button_type.left then
|
||||
self:raise_event('on_left_click',player,element)
|
||||
elseif mouse_button == defines.mouse_button_type.right and self.events.on_right_click then
|
||||
self:raise_event('on_right_click',player,element)
|
||||
end
|
||||
|
||||
if self.mouse_button_filter and not self.mouse_button_filter[mouse_button] then return end
|
||||
if self.key_button_filter then
|
||||
for key,state in pairs(self.key_button_filter) do
|
||||
if state and not keys[key] then return end
|
||||
end
|
||||
end
|
||||
|
||||
self:raise_event('on_click',player,element)
|
||||
end)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Adds sprites to a button making it a sprite button
|
||||
-- @tparam SpritePath sprite the sprite path for the default sprite for the button
|
||||
-- @tparam[opt] SpritePath hovered_sprite the sprite path for the sprite when the player hovers over the button
|
||||
-- @tparam[opt] SpritePath clicked_sprite the sprite path for the sprite when the player clicks the button
|
||||
-- @treturn self returns the button define to allow chaining
|
||||
function Button._prototype:set_sprites(sprite,hovered_sprite,clicked_sprite)
|
||||
self.draw_data.type = 'sprite-button'
|
||||
self.draw_data.sprite = sprite
|
||||
self.draw_data.hovered_sprite = hovered_sprite
|
||||
self.draw_data.clicked_sprite = clicked_sprite
|
||||
return self
|
||||
end
|
||||
|
||||
--- Adds a click / mouse button filter to the button
|
||||
-- @tparam table filter ?string|table either a of mouse buttons or the first mouse button to filter, with a table true means allowed
|
||||
-- @tparam[opt] table ... when filter is not a you can add the mouse buttons one after each other
|
||||
-- @treturn self returns the button define to allow chaining
|
||||
function Button._prototype:set_click_filter(filter,...)
|
||||
if type(filter) == 'string' then
|
||||
filter = {[filter]=true}
|
||||
for _,v in pairs({...}) do
|
||||
filter[v] = true
|
||||
end
|
||||
end
|
||||
|
||||
for k,v in pairs(filter) do
|
||||
if type(v) == 'string' then
|
||||
filter[k] = defines.mouse_button_type[v]
|
||||
end
|
||||
end
|
||||
|
||||
self.mouse_button_filter = filter
|
||||
return self
|
||||
end
|
||||
|
||||
--- Adds a control key filter to the button
|
||||
-- @tparam table filter ?string|table either a of control keys or the first control keys to filter, with a table true means allowed
|
||||
-- @tparam[opt] table ... when filter is not a you can add the control keys one after each other
|
||||
-- @treturn self returns the button define to allow chaining
|
||||
function Button._prototype:set_key_filter(filter,...)
|
||||
if type(filter) == 'string' then
|
||||
filter = {[filter]=true}
|
||||
for _,v in pairs({...}) do
|
||||
filter[v] = true
|
||||
end
|
||||
end
|
||||
|
||||
self.key_button_filter = filter
|
||||
return self
|
||||
end
|
||||
|
||||
return Button
|
||||
@@ -1,247 +0,0 @@
|
||||
--[[-- Core Module - Gui
|
||||
@module Gui
|
||||
@alias Prototype
|
||||
]]
|
||||
|
||||
--- Checkboxs.
|
||||
-- Gui class define for checkbox and radiobuttons
|
||||
-- @section checkboxs
|
||||
|
||||
--[[
|
||||
>>>> Using an option set
|
||||
An option set is a set of radio buttons where only one of them can be active at a time, this means that when one
|
||||
is clicked all the other ones are set to false, an option set must be defined before hand and will always store
|
||||
its state but is not limited by how it can categorize the store.
|
||||
|
||||
First you must register the store with a name and a update callback, and an optional function for categorize:
|
||||
|
||||
local example_option_set =
|
||||
Gui.new_option_set('example-option-set',function(value,category)
|
||||
game.print('Example options set '..category..' is now: '..tostring(value))
|
||||
end,Gui.categorize_by_player)
|
||||
|
||||
Then you must register some radiobutton defines and include them in the option set:
|
||||
|
||||
local example_option_one =
|
||||
Gui.new_radiobutton()
|
||||
:set_caption('Option One')
|
||||
:add_as_option(example_option_set,'One')
|
||||
|
||||
local example_option_two =
|
||||
Gui.new_radiobutton()
|
||||
:set_caption('Option Two')
|
||||
:add_as_option(example_option_set,'Two')
|
||||
|
||||
Note that these radiobuttons can still have on_element_update events but this may result in a double trigger of events as
|
||||
the option set update is always triggered; also add_store cant be used as the option set acts as the store however get
|
||||
and set store will still work but will effect the option set rather than the individual radiobuttons.
|
||||
|
||||
>>>> Functions
|
||||
Checkbox.new_checkbox(name) --- Creates a new checkbox element define
|
||||
Checkbox._prototype_checkbox:on_element_update(callback) --- Registers a handler for when an element instance updates
|
||||
Checkbox._prototype_checkbox:on_store_update(callback) --- Registers a handler for when the stored value updates
|
||||
|
||||
Checkbox.new_radiobutton(name) --- Creates a new radiobutton element define
|
||||
Checkbox._prototype_radiobutton:on_element_update(callback) --- Registers a handler for when an element instance updates
|
||||
Checkbox._prototype_radiobutton:on_store_update(callback) --- Registers a handler for when the stored value updates
|
||||
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)
|
||||
|
||||
Checkbox.new_option_set(name,callback,categorize) --- Registers a new option set that can be linked to radiobutton (only one can be true at a time)
|
||||
Checkbox.draw_option_set(name,element) --- Draws all radiobuttons that are part of an option set at once (Gui.draw will not work)
|
||||
|
||||
Checkbox.reset_radiobutton(element,exclude,recursive) --- Sets all radiobutton in a element to false (unless excluded) and can act recursively
|
||||
|
||||
Other functions present from expcore.gui.core
|
||||
]]
|
||||
local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core
|
||||
local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype
|
||||
local Store = require 'expcore.store' --- @dep expcore.store
|
||||
local Game = require 'utils.game' --- @dep utils.game
|
||||
|
||||
--- Store call for store update
|
||||
-- @tparam table define the define that this is acting on
|
||||
-- @tparam LuaGuiElement element the element that triggered the event
|
||||
-- @tparam boolean value the new state of the checkbox
|
||||
local function store_update(define,element,value)
|
||||
element.state = value
|
||||
local player = Game.get_player_by_index(element.player_index)
|
||||
define:raise_event('on_element_update',player,element,value)
|
||||
end
|
||||
|
||||
local Checkbox = {
|
||||
option_sets={},
|
||||
option_categorize={},
|
||||
_prototype_checkbox=Prototype.extend{
|
||||
on_element_update = Prototype.event,
|
||||
on_store_update = Prototype.event,
|
||||
add_store = Prototype.store(store_update)
|
||||
},
|
||||
_prototype_radiobutton=Prototype.extend{
|
||||
on_element_update = Prototype.event,
|
||||
on_store_update = Prototype.event,
|
||||
add_store = Prototype.store(store_update)
|
||||
}
|
||||
}
|
||||
|
||||
--- Creates a new checkbox element define
|
||||
-- @tparam[opt] string name the optional debug name that can be added
|
||||
-- @treturn table the new checkbox element define
|
||||
function Checkbox.new_checkbox(name)
|
||||
|
||||
local self = Gui.new_define(Checkbox._prototype_checkbox,name)
|
||||
self.draw_data.type = 'checkbox'
|
||||
self.draw_data.state = false
|
||||
|
||||
self:on_draw(function(player,element)
|
||||
if self.store then
|
||||
local state = self:get_store(element,true)
|
||||
if state then element.state = true end
|
||||
end
|
||||
end)
|
||||
|
||||
Gui.on_checked_state_changed(self.name,function(event)
|
||||
local element = event.element
|
||||
|
||||
if self.option_set then
|
||||
local value = Checkbox.option_sets[self.option_set][element.name]
|
||||
self:set_store(element,value)
|
||||
|
||||
elseif self.store then
|
||||
local value = element.state
|
||||
self:set_store(element,value)
|
||||
|
||||
else
|
||||
self:raise_event('on_element_update',event.player,element,element.state)
|
||||
|
||||
end
|
||||
end)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates a new radiobutton element define, has all functions checkbox has
|
||||
-- @tparam[opt] string name the optional debug name that can be added
|
||||
-- @treturn table the new button element define
|
||||
function Checkbox.new_radiobutton(name)
|
||||
local self = Checkbox.new_checkbox(name)
|
||||
self.draw_data.type = 'radiobutton'
|
||||
|
||||
local mt = getmetatable(self)
|
||||
mt.__index = Checkbox._prototype_radiobutton
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Adds this radiobutton to be an option in the given option set (only one can be true at a time)
|
||||
-- @tparam string option_set the name of the option set to add this element to
|
||||
-- @tparam string option_name the name of this option that will be used to identify it
|
||||
-- @treturn self the define to allow chaining
|
||||
function Checkbox._prototype_radiobutton:add_as_option(option_set,option_name)
|
||||
self.option_set = option_set
|
||||
self.option_name = option_name or self.name
|
||||
|
||||
Checkbox.option_sets[option_set][self.option_name] = self.name
|
||||
Checkbox.option_sets[option_set][self.name] = self.option_name
|
||||
|
||||
self:add_store(Checkbox.option_categorize[option_set])
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Gets the stored value of the radiobutton or the option set if present
|
||||
-- @tparam string category[opt] the category to get such as player name or force name
|
||||
-- @tparam boolean internal used to prevent stackover flow
|
||||
-- @treturn any the value that is stored for this define
|
||||
function Checkbox._prototype_radiobutton:get_store(category,internal)
|
||||
if not self.store then return end
|
||||
local location = not internal and self.option_set or self.store
|
||||
return Store.get(location,category)
|
||||
end
|
||||
|
||||
--- Sets the stored value of the radiobutton or the option set if present
|
||||
-- @tparam string category[opt] the category to get such as player name or force name
|
||||
-- @tparam boolean value the value to set for this define, must be valid for its type ie for checkbox etc
|
||||
-- @tparam boolean internal used to prevent stackover flow
|
||||
-- @treturn boolean true if the value was set
|
||||
function Checkbox._prototype_radiobutton:set_store(category,value,internal)
|
||||
if not self.store then return end
|
||||
local location = not internal and self.option_set or self.store
|
||||
return Store.set(location,category,value)
|
||||
end
|
||||
|
||||
--- Registers a new option set that can be linked to radiobuttons (only one can be true at a time)
|
||||
-- @tparam function callback the update callback when the value of the option set changes
|
||||
-- callback param - value string - the new selected option for this option set
|
||||
-- callback param - category string - the category that updated if categorize was used
|
||||
-- @tparam function categorize the function used to convert an element into a string
|
||||
-- @treturn string the name of this option set to be passed to add_as_option
|
||||
function Checkbox.new_option_set(callback,categorize)
|
||||
local name = Store.register(categorize)
|
||||
|
||||
Store.watch(name,function(value,category)
|
||||
local options = Checkbox.option_sets[name]
|
||||
for opt_name,define_name in pairs(options) do
|
||||
if Gui.defines[define_name] then
|
||||
local define = Gui.get_define(define_name)
|
||||
local state = opt_name == value
|
||||
define:set_store(category,state,true)
|
||||
end
|
||||
end
|
||||
callback(value,category)
|
||||
end)
|
||||
|
||||
Checkbox.option_categorize[name] = categorize
|
||||
Checkbox.option_sets[name] = {}
|
||||
|
||||
return name
|
||||
end
|
||||
|
||||
--- Draws all radiobuttons that are part of an option set at once (Gui.draw will not work)
|
||||
-- @tparam string name the name of the option set to draw the radiobuttons of
|
||||
-- @tparam LuaGuiElement element the parent element that the radiobuttons will be drawn to
|
||||
function Checkbox.draw_option_set(name,element)
|
||||
if not Checkbox.option_sets[name] then return end
|
||||
local options = Checkbox.option_sets[name]
|
||||
|
||||
for _,option in pairs(options) do
|
||||
if Gui.defines[option] then
|
||||
Gui.defines[option]:draw_to(element)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Sets all radiobutton in a element to false (unless excluded) and can act recursively
|
||||
-- @tparam LuaGuiElement element the root gui element to start setting radio buttons from
|
||||
-- @tparam[opt] table exclude ?string|table the name of the radiobutton to exclude or a of radiobuttons where true will set the state true
|
||||
-- @tparam[opt=false] ?number|boolean recursive if true will recur as much as possible, if a will recur that number of times
|
||||
-- @treturn boolean true if successful
|
||||
function Checkbox.reset_radiobuttons(element,exclude,recursive)
|
||||
if not element or not element.valid then return end
|
||||
exclude = type(exclude) == 'table' and exclude or exclude ~= nil and {[exclude]=true} or {}
|
||||
recursive = type(recursive) == 'number' and recursive-1 or recursive
|
||||
|
||||
for _,child in pairs(element.children) do
|
||||
if child and child.valid and child.type == 'radiobutton' then
|
||||
local state = exclude[child.name] or false
|
||||
local define = Gui.defines[child.name]
|
||||
|
||||
if define then
|
||||
local category = define.categorize and define.categorize(child) or state
|
||||
define:set_store(category,state)
|
||||
|
||||
else
|
||||
child.state = state
|
||||
|
||||
end
|
||||
|
||||
elseif child.children and (type(recursive) == 'number' and recursive >= 0 or recursive == true) then
|
||||
Checkbox.reset_radiobutton(child,exclude,recursive)
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
return Checkbox
|
||||
@@ -1,184 +0,0 @@
|
||||
--[[-- Core Module - Gui
|
||||
@module Gui
|
||||
@alias Prototype
|
||||
]]
|
||||
|
||||
--- Dropdowns.
|
||||
-- Gui class define for dropdowns and list box
|
||||
-- @section dropdowns
|
||||
|
||||
--[[
|
||||
>>>> Functions
|
||||
Dropdown.new_dropdown(name) --- Creates a new dropdown element define
|
||||
Dropdown.new_list_box(name) --- Creates a new list box element define
|
||||
|
||||
Dropdown._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates
|
||||
Dropdown._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates
|
||||
|
||||
Dropdown._prototype:new_static_options(options,...) --- Adds new static options to the dropdown which will trigger the general callback
|
||||
Dropdown._prototype:new_dynamic_options(callback) --- Adds a callback which should return a table of values to be added as options for the dropdown (appended after static options)
|
||||
Dropdown._prototype:add_option_callback(option,callback) --- Adds a case specific callback which will only run when that option is selected (general case still triggered)
|
||||
|
||||
Dropdown.select_value(element,value) --- Selects the option from a dropdown or list box given the value rather than key
|
||||
Dropdown.get_selected_value(element) --- Returns the currently selected value rather than index
|
||||
|
||||
Other functions present from expcore.gui.core
|
||||
]]
|
||||
local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core
|
||||
local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype
|
||||
local Game = require 'utils.game' --- @dep utils.game
|
||||
|
||||
local select_value
|
||||
--- Store call for store update
|
||||
-- @tparam table define the define that this is acting on
|
||||
-- @tparam LuaGuiElement element the element that triggered the event
|
||||
-- @tparam string value the new option for the dropdown
|
||||
local function store_update(define,element,value)
|
||||
select_value(element,value)
|
||||
local player = Game.get_player_by_index(element.player_index)
|
||||
define:raise_event('on_element_update',player,element,value)
|
||||
|
||||
if define.option_callbacks and define.option_callbacks[value] then
|
||||
define.option_callbacks[value](player,element,value)
|
||||
end
|
||||
end
|
||||
|
||||
local Dropdown = {
|
||||
_prototype=Prototype.extend{
|
||||
on_element_update = Prototype.event,
|
||||
on_store_update = Prototype.event,
|
||||
add_store = Prototype.store(store_update)
|
||||
}
|
||||
}
|
||||
|
||||
--- Creates a new dropdown element define
|
||||
-- @tparam[opt] string name the optional debug name that can be added
|
||||
-- @treturn table the new dropdown element define
|
||||
function Dropdown.new_dropdown(name)
|
||||
|
||||
local self = Gui.new_define(Dropdown._prototype,name)
|
||||
self.draw_data.type = 'drop-down'
|
||||
|
||||
self:on_draw(function(player,element)
|
||||
if self.dynamic_options then
|
||||
local dynamic_options = self.dynamic_options(player,element)
|
||||
local items = element.items
|
||||
for _,v in pairs(dynamic_options) do
|
||||
table.insert(items,v)
|
||||
end
|
||||
element.items = items
|
||||
end
|
||||
|
||||
if self.store then
|
||||
local value = self:get_store(element)
|
||||
if value then Dropdown.select_value(element,value) end
|
||||
end
|
||||
end)
|
||||
|
||||
Gui.on_selection_state_changed(self.name,function(event)
|
||||
local element = event.element
|
||||
local value = Dropdown.get_selected_value(element)
|
||||
|
||||
if self.store then
|
||||
self:set_store(element,value)
|
||||
|
||||
else
|
||||
local player = event.player
|
||||
local option_callbacks = self.option_callbacks
|
||||
self:raise_event('on_element_update',player,element,value)
|
||||
if option_callbacks and option_callbacks[value] then
|
||||
option_callbacks[value](player,element,value)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates a new list box element define
|
||||
-- @tparam[opt] string name the optional debug name that can be added
|
||||
-- @treturn table the new list box element define
|
||||
function Dropdown.new_list_box(name)
|
||||
local self = Dropdown.new_dropdown(name)
|
||||
self.draw_data.type = 'list-box'
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Adds new static options to the dropdown which will trigger the general callback
|
||||
-- @tparam table options ?string|table either a of option strings or the first option string, with a table values are the options
|
||||
-- @tparam[opt] table ... when options is not a you can add the options one after each other
|
||||
-- @tparam self the define to allow chaining
|
||||
function Dropdown._prototype:new_static_options(options,...)
|
||||
if type(options) == 'string' then
|
||||
options = {options}
|
||||
for _,v in pairs({...}) do
|
||||
table.insert(options,v)
|
||||
end
|
||||
end
|
||||
|
||||
self.options = options
|
||||
self.draw_data.items = options
|
||||
return self
|
||||
end
|
||||
Dropdown._prototype.add_options = Dropdown._prototype.new_static_options
|
||||
|
||||
--- Adds a callback which should return a table of values to be added as options for the dropdown (appended after static options)
|
||||
-- @tparam function callback the function that will run to get the options for the dropdown
|
||||
-- callback param - player LuaPlayer - the player that the element is being drawn to
|
||||
-- callback param - element LuaGuiElement - the element that is being drawn
|
||||
-- callback return - table - the values of this table will be appended to the static options of the dropdown
|
||||
-- @treturn self the define to allow chaining
|
||||
function Dropdown._prototype:new_dynamic_options(callback)
|
||||
if type(callback) ~= 'function' then
|
||||
return error('Dynamic options callback must be a function',2)
|
||||
end
|
||||
self.dynamic_options = callback
|
||||
return self
|
||||
end
|
||||
Dropdown._prototype.add_dynamic = Dropdown._prototype.new_dynamic_options
|
||||
|
||||
--- Adds a case specific callback which will only run when that option is selected (general case still triggered)
|
||||
-- @tparam string option the name of the option to trigger the callback on; if not already added then will be added as an option
|
||||
-- @tparam function callback the function that will be called when that option is selected
|
||||
-- callback param - player LuaPlayer - the player who owns the gui element
|
||||
-- callback param - element LuaGuiElement - the element which is being effected
|
||||
-- callback param - value string - the new option that has been selected
|
||||
-- @treturn self the define to allow chaining
|
||||
function Dropdown._prototype:add_option_callback(option,callback)
|
||||
if not self.option_callbacks then self.option_callbacks = {} end
|
||||
if not self.options then self.options = {} end
|
||||
|
||||
self.option_callbacks[option] = callback
|
||||
if not table.contains(self.options,option) then
|
||||
table.insert(self.options,option)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Selects the option from a dropdown or list box given the value rather than key
|
||||
-- @tparam LuaGuiElement element the element that contains the option
|
||||
-- @tparam string value the option to select from the dropdown
|
||||
-- @treturn number the key where the value was
|
||||
function Dropdown.select_value(element,value)
|
||||
for k,item in pairs(element.items) do
|
||||
if item == value then
|
||||
element.selected_index = k
|
||||
return k
|
||||
end
|
||||
end
|
||||
end
|
||||
select_value = Dropdown.select_value
|
||||
|
||||
--- Returns the currently selected value rather than index
|
||||
-- @tparam LuaGuiElement element the gui element that you want to get the value of
|
||||
-- @treturn string the value that is currently selected
|
||||
function Dropdown.get_selected_value(element)
|
||||
local index = element.selected_index
|
||||
return element.items[index]
|
||||
end
|
||||
|
||||
return Dropdown
|
||||
@@ -1,96 +0,0 @@
|
||||
--[[-- Core Module - Gui
|
||||
@module Gui
|
||||
@alias Prototype
|
||||
]]
|
||||
|
||||
--- Elem Buttons.
|
||||
-- Gui class defines for elem buttons
|
||||
-- @section elem-buttons
|
||||
|
||||
--[[
|
||||
>>>> Functions
|
||||
ElemButton.new_elem_button(name) --- Creates a new elem button element define
|
||||
|
||||
ElemButton._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates
|
||||
ElemButton._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates
|
||||
|
||||
ElemButton._prototype:set_type(type) --- Sets the type of the elem button, the type is required so this must be called at least once
|
||||
ElemButton._prototype:set_default(value) --- Sets the default value for the elem button, this may be a function or a string
|
||||
|
||||
Other functions present from expcore.gui.core
|
||||
]]
|
||||
local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core
|
||||
local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype
|
||||
local Game = require 'utils.game' --- @dep utils.game
|
||||
|
||||
--- Store call for store update
|
||||
-- @tparam table define the define that this is acting on
|
||||
-- @tparam LuaGuiElement element the element that triggered the event
|
||||
-- @tparam string value the new value for the elem button
|
||||
local function store_update(define,element,value)
|
||||
element.elem_value = value
|
||||
local player = Game.get_player_by_index(element.player_index)
|
||||
define:raise_event('on_element_update',player,element,value)
|
||||
end
|
||||
|
||||
local ElemButton = {
|
||||
_prototype=Prototype.extend{
|
||||
on_element_update = Prototype.event,
|
||||
on_store_update = Prototype.event,
|
||||
add_store = Prototype.store(store_update)
|
||||
}
|
||||
}
|
||||
|
||||
--- Creates a new elem button element define
|
||||
-- @tparam[opt] string name the optional debug name that can be added
|
||||
-- @treturn table the new elem button element define
|
||||
function ElemButton.new_elem_button(name)
|
||||
|
||||
local self = Gui.new_define(ElemButton._prototype,name)
|
||||
self.draw_data.type = 'choose-elem-button'
|
||||
|
||||
self:on_draw(function(player,element)
|
||||
if type(self.default) == 'function' then
|
||||
element.elem_value = self.default(player,element)
|
||||
end
|
||||
|
||||
if self.store then
|
||||
local value = self:get_store(element)
|
||||
if value then element.elem_value = value end
|
||||
end
|
||||
end)
|
||||
|
||||
Gui.on_elem_changed(self.name,function(event)
|
||||
local element = event.element
|
||||
local value = element.elem_value
|
||||
|
||||
if self.store then
|
||||
self:set_store(element,value)
|
||||
|
||||
else
|
||||
self:raise_event('on_element_update',event.player,element,value)
|
||||
|
||||
end
|
||||
|
||||
end)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the type of the elem button, the type is required so this must be called at least once
|
||||
-- @tparam string type the type that this elem button is see factorio api
|
||||
-- @treturn the element define to allow for chaining
|
||||
ElemButton._prototype.set_type = Prototype.setter('string','draw_data','elem_type')
|
||||
|
||||
--- Sets the default value for the elem button, this may be a function or a string
|
||||
-- @tparam ?string|function value string a will be a static default and a function will be called when drawn to get the default
|
||||
-- @treturn the element define to allow for chaining
|
||||
function ElemButton._prototype:set_default(value)
|
||||
self.default = value
|
||||
if type(value) ~= 'function' then
|
||||
self.draw_data[self.draw_data.elem_type] = value
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
return ElemButton
|
||||
@@ -1,387 +0,0 @@
|
||||
--[[-- Core Module - Gui
|
||||
@module Gui
|
||||
@alias Prototype
|
||||
]]
|
||||
|
||||
--- Progress Bars.
|
||||
-- Gui element define for progress bars
|
||||
-- @section progress-bars
|
||||
|
||||
--[[
|
||||
>>>> Functions
|
||||
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 have incremented
|
||||
ProgressBar.decrement(element,amount) --- Decreases the value of the progressbar, if a define is given all of its instances have decremented
|
||||
|
||||
ProgressBar.new_progressbar(name) --- Creates a new progressbar element define
|
||||
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: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(callback) --- Triggers when a progress bar element completes (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 triggers, can filter which elements have incremented
|
||||
ProgressBar._prototype:event_countdown(filter) --- Event handler factory that counts down by 1 every time the event triggers, can filter which elements have decremented
|
||||
]]
|
||||
local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core
|
||||
local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype
|
||||
local Global = require 'utils.global' --- @dep utils.global
|
||||
local Game = require 'utils.game' --- @dep utils.game
|
||||
|
||||
--- Event call for when the value is outside the range 0-1
|
||||
-- @tparam table define the define that this is acting on
|
||||
-- @tparam LuaGuiElement element the element that triggered the event
|
||||
local function event_call(define,element)
|
||||
local player = Game.get_player_by_index(element.player_index)
|
||||
define:raise_event('on_complete',player,element,function()
|
||||
define:add_element(element)
|
||||
define:reset_element(element)
|
||||
end)
|
||||
end
|
||||
|
||||
--- Store call for store update
|
||||
-- @tparam table define the define that this is acting on
|
||||
-- @tparam LuaGuiElement element the element that triggered the event
|
||||
-- @tparam number value the new value for the progress bar
|
||||
local function store_update(define,element,value)
|
||||
if value then
|
||||
element.value = value
|
||||
if define.count_down and value <= 0
|
||||
or not define.count_down and value >= 1 then
|
||||
event_call(define,element)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local ProgressBar = {
|
||||
unregistered={}, -- elements with no callbacks
|
||||
independent={}, -- elements with a link to a define
|
||||
_prototype=Prototype.extend{
|
||||
on_complete = Prototype.event,
|
||||
on_store_complete = Prototype.event,
|
||||
add_store = Prototype.store(store_update)
|
||||
}
|
||||
}
|
||||
|
||||
Global.register({
|
||||
unregistered = ProgressBar.unregistered,
|
||||
independent = ProgressBar.independent
|
||||
},function(tbl)
|
||||
ProgressBar.unregistered = tbl.unregistered
|
||||
ProgressBar.independent = tbl.independent
|
||||
end)
|
||||
|
||||
--- Gets the define data, cant use Gui.get_define as it would error
|
||||
-- @tparam ?table|string define the define to get
|
||||
-- @treturn table the define or nil
|
||||
local function get_define(define)
|
||||
if type(define) == 'table' then
|
||||
if define.name and Gui.defines[define.name] then
|
||||
return Gui.defines[define.name]
|
||||
end
|
||||
end
|
||||
|
||||
return Gui.defines[define]
|
||||
end
|
||||
|
||||
--- Gets the element data, used when there is no define
|
||||
-- @tparam LuaGuiElement element the element to get the data of
|
||||
-- @treturn table the element data similar to define
|
||||
local function get_element(element)
|
||||
if not element.valid then return end
|
||||
local name = element.player_index..':'..element.index
|
||||
|
||||
if ProgressBar.unregistered[name] then
|
||||
return ProgressBar.unregistered[name]
|
||||
end
|
||||
end
|
||||
|
||||
--- Sets the maximum value that represents the end value of the progress bar
|
||||
-- @tparam ?LuaGuiElement|string element either a gui element or a registered define
|
||||
-- @tparam number amount the amount to have set as the maximum
|
||||
function ProgressBar.set_maximum(element,amount)
|
||||
amount = amount > 0 and amount or error('amount must be greater than 0')
|
||||
|
||||
local define = get_define(element)
|
||||
if define then
|
||||
define:set_default_maximum(amount)
|
||||
|
||||
else
|
||||
local element_data = get_element(element)
|
||||
|
||||
if element_data then
|
||||
element_data.maximum = amount
|
||||
|
||||
else
|
||||
local name = element.player_index..':'..element.index
|
||||
ProgressBar.unregistered[name] = {
|
||||
element=element,
|
||||
maximum=amount or 1
|
||||
}
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
--- Increases the value of the progressbar, if a define is given all of its instances have incremented
|
||||
-- @tparam ?LuaGuiElement|string element either a gui element or a registered define
|
||||
-- @tparam[opt=1] number amount the amount to increase the progressbar by
|
||||
function ProgressBar.increment(element,amount)
|
||||
amount = type(amount) == 'number' and amount or 1
|
||||
|
||||
local define = get_define(element)
|
||||
if define then
|
||||
define:increment(amount)
|
||||
|
||||
else
|
||||
local element_data = get_element(element)
|
||||
|
||||
if element_data then
|
||||
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
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
--- Decreases the value of the progressbar, if a define is given all of its instances have decremented
|
||||
-- @tparam ?LuaGuiElement|string element either a gui element or a registered define
|
||||
-- @tparam[opt=1] number amount the amount to decrease the progressbar by
|
||||
function ProgressBar.decrement(element,amount)
|
||||
amount = type(amount) == 'number' and amount or 1
|
||||
|
||||
local define = get_define(element)
|
||||
if define then
|
||||
define:decrement(amount)
|
||||
|
||||
else
|
||||
local element_data = get_element(element)
|
||||
|
||||
if element_data then
|
||||
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
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
--- Creates a new progressbar element define
|
||||
-- @tparam[opt] string name the optional debug name that can be added
|
||||
-- @treturn table the new progressbar element define
|
||||
function ProgressBar.new_progressbar(name)
|
||||
|
||||
local self = Gui.new_define(ProgressBar._prototype,name)
|
||||
self.draw_data.type = 'progressbar'
|
||||
|
||||
self:on_draw(function(player,element,maximum)
|
||||
if self.store then
|
||||
local value = self:get_store(element)
|
||||
if not value then
|
||||
value = self.count_down and 1 or 0
|
||||
self:set_store(element,value)
|
||||
end
|
||||
element.value = value
|
||||
|
||||
else
|
||||
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 = element,
|
||||
maximum = maximum
|
||||
})
|
||||
|
||||
end
|
||||
|
||||
end)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the maximum value that represents the end value of the progress bar
|
||||
-- @tparam number amount the amount to have set as the maximum
|
||||
-- @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.default_maximum = amount
|
||||
return self
|
||||
end
|
||||
|
||||
--- Will set the progress bar to start at 1 and trigger when it hits 0
|
||||
-- @tparam[opt=true] boolean state 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 table self the define that is being changed
|
||||
-- @tparam number amount the amount which it is being changed by, may be negative
|
||||
-- @tparam[opt] string category the category to use with store
|
||||
-- @tparam[opt] function filter when given the filter must return true for the value of the element to be changed
|
||||
local function change_value_prototype(self,amount,category,filter)
|
||||
|
||||
local function reset_store()
|
||||
local value = self.count_down and 1 or 0
|
||||
self:set_store(category,value)
|
||||
end
|
||||
|
||||
if self.store then
|
||||
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)
|
||||
|
||||
self:set_store(category,new_value)
|
||||
|
||||
if self.count_down and new_value <= 0
|
||||
or not self.count_down and new_value >= 1 then
|
||||
self:clear_store(category)
|
||||
self:raise_event('on_store_complete',category,reset_store)
|
||||
return
|
||||
end
|
||||
|
||||
return
|
||||
end
|
||||
|
||||
if ProgressBar.independent[self.name] then
|
||||
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
|
||||
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
|
||||
|
||||
end
|
||||
|
||||
--- Increases the value of the progressbar
|
||||
-- @tparam[opt=1] number amount the amount to increase the progressbar by
|
||||
-- @tparam[opt] string category the category that is used with a store
|
||||
function ProgressBar._prototype:increment(amount,category)
|
||||
amount = type(amount) == 'number' and amount or 1
|
||||
change_value_prototype(self,amount,category)
|
||||
end
|
||||
|
||||
--- Increases the value of the progressbar, if the filter condition is met, does not work with store
|
||||
-- @tparam[opt=1] number amount the amount to increase the progressbar by
|
||||
-- @tparam function filter the filter to be used
|
||||
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
|
||||
-- @tparam[opt=1] number amount the amount to decrease the progressbar by
|
||||
-- @tparam[opt] string category the category that is used with a store
|
||||
function ProgressBar._prototype:decrement(amount,category)
|
||||
amount = type(amount) == 'number' and amount or 1
|
||||
change_value_prototype(self,-amount,category)
|
||||
end
|
||||
|
||||
--- Decreases the value of the progressbar, if the filter condition is met, does not work with store
|
||||
-- @tparam[opt=1] number amount the amount to decrease the progressbar by
|
||||
-- @tparam function filter the filter to be used
|
||||
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 LuaGuiElement element the element that you want to add into the waiting to complete list
|
||||
-- @tparam[opt] number maximum 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 = element,
|
||||
maximum = maximum
|
||||
})
|
||||
end
|
||||
|
||||
--- Resets an element, or its store, to be back at the start, either 1 or 0
|
||||
-- @tparam LuaGuiElement element 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.count_down and 1 or 0
|
||||
if self.store then
|
||||
self:set_store(element,value)
|
||||
else
|
||||
element.value = value
|
||||
end
|
||||
end
|
||||
|
||||
--- Event handler factory that counts up by 1 every time the event triggers, can filter which elements have incremented
|
||||
-- @tparam[opt] function filter when given will use filtered increment
|
||||
-- @treturn function the event handler
|
||||
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 triggers, can filter which elements have decremented
|
||||
-- @tparam[opt] function filter when given will use filtered decrement
|
||||
-- @treturn function the event handler
|
||||
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
|
||||
|
||||
return ProgressBar
|
||||
@@ -1,173 +0,0 @@
|
||||
--[[-- Core Module - Gui
|
||||
@module Gui
|
||||
@alias Prototype
|
||||
]]
|
||||
|
||||
--- Sliders.
|
||||
-- Gui class define for sliders
|
||||
-- @section sliders
|
||||
|
||||
--[[
|
||||
>>>> Functions
|
||||
Slider.new_slider(name) --- Creates a new slider element define
|
||||
|
||||
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: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
|
||||
|
||||
Other functions present from expcore.gui.core
|
||||
]]
|
||||
local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core
|
||||
local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype
|
||||
local Instances = require 'expcore.gui.instances' --- @dep expcore.gui.instances
|
||||
local Game = require 'utils.game' --- @dep utils.game
|
||||
|
||||
--- Event call for on_value_changed and store update
|
||||
-- @tparam table define the define that this is acting on
|
||||
-- @tparam LuaGuiElement element the element that triggered the event
|
||||
-- @tparam number value the new value for the slider
|
||||
local function event_call(define,element,value)
|
||||
local player = Game.get_player_by_index(element.player_index)
|
||||
|
||||
local min,max = element.get_slider_minimum(),element.get_slider_maximum()
|
||||
local delta = max-min
|
||||
local percent = delta == 0 and 0 or (value-min)/delta
|
||||
|
||||
define:raise_event('on_element_update',player,element,value,percent)
|
||||
|
||||
local category = player.name
|
||||
if define.categorize then
|
||||
category = define.categorize(element)
|
||||
end
|
||||
|
||||
Instances.unregistered_get_elements(define.name..'-label',category,function(label)
|
||||
label.caption = tostring(math.round(value,2))
|
||||
end)
|
||||
end
|
||||
|
||||
--- Store call for store update
|
||||
-- @tparam table define the define that this is acting on
|
||||
-- @tparam LuaGuiElement element the element that triggered the event
|
||||
-- @tparam number value the new value for the slider
|
||||
local function store_update(define,element,value)
|
||||
element.slider_value = value
|
||||
event_call(define,element,value)
|
||||
end
|
||||
|
||||
local Slider = {
|
||||
_prototype=Prototype.extend{
|
||||
on_element_update = Prototype.event,
|
||||
on_store_update = Prototype.event,
|
||||
add_store = Prototype.store(store_update)
|
||||
}
|
||||
}
|
||||
|
||||
--- Creates a new slider element define
|
||||
-- @tparam[opt] string name the optional debug name that can be added
|
||||
-- @treturn table the new slider element define
|
||||
function Slider.new_slider(name)
|
||||
|
||||
local self = Gui.new_define(Slider._prototype,name)
|
||||
self.draw_data.type = 'slider'
|
||||
|
||||
self:on_draw(function(player,element)
|
||||
local min,max = element.get_slider_minimum(),element.get_slider_maximum()
|
||||
|
||||
if type(self.min) == 'function' then
|
||||
min = self.min(player,element)
|
||||
end
|
||||
|
||||
if type(self.max) == 'function' then
|
||||
max = self.max(player,element)
|
||||
end
|
||||
|
||||
element.set_slider_minimum_maximum(min,max)
|
||||
|
||||
if self.store then
|
||||
local value = self:get_store(element)
|
||||
if value then element.slider_value = value end
|
||||
end
|
||||
|
||||
if self.auto_label then
|
||||
self:draw_label(element.parent)
|
||||
end
|
||||
end)
|
||||
|
||||
Gui.on_value_changed(self.name,function(event)
|
||||
local element = event.element
|
||||
local value = element.slider_value
|
||||
|
||||
if self.store then
|
||||
self:set_store(element,value)
|
||||
|
||||
else
|
||||
event_call(self,element,value)
|
||||
|
||||
end
|
||||
|
||||
end)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the range of a slider, if not used will use default values for a slider
|
||||
-- @tparam[opt] number min the minimum value that the slider can take
|
||||
-- @tparam[opt] number max the maximum value that the slider can take
|
||||
-- @treturn self the define to allow chaining
|
||||
function Slider._prototype:set_range(min,max)
|
||||
self.min = min
|
||||
self.max = max
|
||||
|
||||
if type(min) == 'number' then
|
||||
self.draw_data.minimum_value = min
|
||||
end
|
||||
|
||||
if type(max) == 'number' then
|
||||
self.draw_data.maximum_value = max
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- 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
|
||||
-- @tparam LuaGuiElement element the parent element that the label will be drawn to
|
||||
-- @treturn LuaGuiElement the new label element so that styles can be applied
|
||||
function Slider._prototype:draw_label(element)
|
||||
local name = self.name..'-label'
|
||||
if element[name] then return end
|
||||
|
||||
local value = 0
|
||||
if self.store then
|
||||
value = self:get_store(element) or 0
|
||||
end
|
||||
|
||||
local new_element = element.add{
|
||||
name=name,
|
||||
type='label',
|
||||
caption=tostring(math.round(value,2))
|
||||
}
|
||||
|
||||
local categorise = self.categorise or Gui.categorize_by_player
|
||||
local category = categorise(new_element)
|
||||
|
||||
Instances.unregistered_add_element(name,category,new_element)
|
||||
|
||||
return new_element
|
||||
end
|
||||
|
||||
--- Enables auto draw of the label, the label will share the same parent element as the slider
|
||||
-- @tparam[opt=true] boolean state when false will disable the auto draw of the label
|
||||
-- @treturn self the define to allow chaining
|
||||
function Slider._prototype:enable_auto_draw_label(state)
|
||||
if state == false then
|
||||
self.auto_label = false
|
||||
else
|
||||
self.auto_label = true
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
return Slider
|
||||
@@ -1,145 +0,0 @@
|
||||
--[[-- Core Module - Gui
|
||||
@module Gui
|
||||
@alias Prototype
|
||||
]]
|
||||
|
||||
--- Text.
|
||||
-- Gui class define for text fields and text boxes
|
||||
-- @section text
|
||||
|
||||
--[[
|
||||
>>>> Functions
|
||||
Text.new_text_field(name) --- Creates a new text field element define
|
||||
Text._prototype_field:on_element_update(callback) --- Registers a handler for when an element instance updates
|
||||
Text._prototype_field:on_store_update(callback) --- Registers a handler for when the stored value updates
|
||||
|
||||
Text.new_text_box(name) --- Creates a new text box element define
|
||||
Text._prototype_field:on_element_update(callback) --- Registers a handler for when an element instance updates
|
||||
Text._prototype_field:on_store_update(callback) --- Registers a handler for when the stored value updates
|
||||
Text._prototype_box:set_selectable(state) --- Sets the text box to be selectable
|
||||
Text._prototype_box:set_word_wrap(state) --- Sets the text box to have word wrap
|
||||
Text._prototype_box:set_read_only(state) --- Sets the text box to be read only
|
||||
|
||||
Other functions present from expcore.gui.core
|
||||
]]
|
||||
local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core
|
||||
local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype
|
||||
local Game = require 'utils.game' --- @dep utils.game
|
||||
|
||||
--- Store call for store update
|
||||
-- @tparam table define the define that this is acting on
|
||||
-- @tparam LuaGuiElement element the element that triggered the event
|
||||
-- @tparam string value the new text for the text field
|
||||
local function store_update(define,element,value)
|
||||
element.text = value
|
||||
local player = Game.get_player_by_index(element.player_index)
|
||||
define:raise_event('on_element_update',player,element,value)
|
||||
end
|
||||
|
||||
local Text = {
|
||||
_prototype_field=Prototype.extend{
|
||||
on_element_update = Prototype.event,
|
||||
on_store_update = Prototype.event,
|
||||
add_store = Prototype.store(store_update)
|
||||
},
|
||||
_prototype_box=Prototype.extend{
|
||||
on_element_update = Prototype.event,
|
||||
on_store_update = Prototype.event,
|
||||
add_store = Prototype.store(store_update)
|
||||
}
|
||||
}
|
||||
|
||||
--- Creates a new text field element define
|
||||
-- @tparam[opt] string name the optional debug name that can be added
|
||||
-- @treturn table the new text field element define
|
||||
function Text.new_text_field(name)
|
||||
|
||||
local self = Gui.new_define(Text._prototype_field,name)
|
||||
self.draw_data.type = 'textfield'
|
||||
|
||||
self:on_draw(function(player,element)
|
||||
if self.selectable then
|
||||
element.selectable = true
|
||||
end
|
||||
|
||||
if self.word_wrap then
|
||||
element.word_wrap = true
|
||||
end
|
||||
|
||||
if self.read_only then
|
||||
element.read_only = true
|
||||
end
|
||||
|
||||
if self.store then
|
||||
local value = self:get_store(element)
|
||||
if value then element.text = value end
|
||||
end
|
||||
end)
|
||||
|
||||
Gui.on_text_changed(self.name,function(event)
|
||||
local element = event.element
|
||||
local value = element.text
|
||||
|
||||
if self.store then
|
||||
self:set_store(element,value)
|
||||
|
||||
else
|
||||
self:raise_event('on_element_update',event.player,element,value)
|
||||
|
||||
end
|
||||
|
||||
end)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates a new text box element define
|
||||
-- @tparam[opt] string name the optional debug name that can be added
|
||||
-- @treturn table the new text box element define
|
||||
function Text.new_text_box(name)
|
||||
local self = Text.new_text_field(name)
|
||||
self.draw_data.type = 'text-box'
|
||||
|
||||
local mt = getmetatable(self)
|
||||
mt.__index = Text._prototype_box
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the text box to be selectable
|
||||
-- @tparam[opt=true] boolean state when false will set the state to false
|
||||
-- @treturn self table the define to allow for chaining
|
||||
function Text._prototype_box:set_selectable(state)
|
||||
if state == false then
|
||||
self.selectable = false
|
||||
else
|
||||
self.selectable = true
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the text box to have word wrap
|
||||
-- @tparam[opt=true] boolean state when false will set the state to false
|
||||
-- @treturn self table the define to allow for chaining
|
||||
function Text._prototype_box:set_word_wrap(state)
|
||||
if state == false then
|
||||
self.word_wrap = false
|
||||
else
|
||||
self.word_wrap = true
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the text box to be read only
|
||||
-- @tparam[opt=true] boolean state when false will set the state to false
|
||||
-- @treturn self table the define to allow for chaining
|
||||
function Text._prototype_box:set_read_only(state)
|
||||
if state == false then
|
||||
self.read_only = false
|
||||
else
|
||||
self.read_only = true
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
return Text
|
||||
@@ -1,235 +0,0 @@
|
||||
--[[-- Core Module - Gui
|
||||
@module Gui
|
||||
@alias Prototype
|
||||
]]
|
||||
|
||||
--- Instances.
|
||||
-- This file is a breakout from core which forcues on instance management of defines
|
||||
-- @section instances
|
||||
|
||||
--[[
|
||||
>>>> Using registered instance groups
|
||||
The main use of this module is to register a group of elements referred here as "instances of an element define" in which
|
||||
is meant that you define the name of a group of drawn elements that are really just multiple versions of a single element.
|
||||
For example this might be that you have one label in multiple places (either for one player or many) and you want to update
|
||||
the caption of all of them at once; this is where this module comes it.
|
||||
|
||||
First you must register the way that the instances are stored and under what name, using Instances.register you will give the
|
||||
name of the collective group of instances followed by an optional serializer function which allows variants to be stored under one
|
||||
name (like one for each force or player)
|
||||
|
||||
-- serializer works in the same way as store serializer
|
||||
-- so the function will world here but no value is stored only gui elements
|
||||
Instances.register('score',Gui.categorize_by_force)
|
||||
|
||||
Then when you draw the new element to a gui you will want to add the element to the group:
|
||||
|
||||
Instances.add_element('score',new_element)
|
||||
|
||||
Then when you want to get the instances you have two options; Instances.get_elements or Instances.apply_to_elements when you want loop
|
||||
over the elements it is more efficient to use apply_to_elements:
|
||||
|
||||
Instances.get_elements('score','player') -- returns all elements that were added with the 'player' category
|
||||
Instances.apply_to_elements('score','player',function(element) -- runs the function on every valid element
|
||||
element.caption = 0
|
||||
end)
|
||||
|
||||
Note that if you don't give a serializer function then you don't need to give a category when getting the elements.
|
||||
|
||||
>>>> Using unregistered instance groups
|
||||
When using a registered group and the functions that go with them it is much simpler to use and more importantly includes error checking
|
||||
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.
|
||||
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
|
||||
the error internal error checking being skipped to allow it to work.
|
||||
|
||||
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
|
||||
instance group would work when registered vs unregistered:
|
||||
|
||||
-- Registered with category
|
||||
Instances.register('score',Gui.categorize_by_force) -- force_store will return the force name of an element
|
||||
Instances.add_element('score',new_element) -- the new element is added to the category based on in force
|
||||
Instances.apply_to_elements('score','player',function(element)
|
||||
element.caption = '0'
|
||||
end) -- gets all instances from the player force and sets the caption to 0
|
||||
|
||||
-- Unregistered with category
|
||||
Instances.unregistered_add_element('score','player',new_element) -- adds the new element to the player category
|
||||
Instances.unregistered_apply_to_elements('score','player',function(element)
|
||||
element.caption = '0'
|
||||
end) -- gets all instances from the player force and sets the caption to 0
|
||||
|
||||
-- Registered without category; note that category can just be ignored
|
||||
Instances.register('score') -- all instances will be under one group with no categories
|
||||
Instances.add_element('score',new_element) -- adds the new element to the instance list
|
||||
Instances.apply_to_elements('score',function(element)
|
||||
element.caption = '0'
|
||||
end) -- gets all instances and sets the element caption to 0
|
||||
|
||||
-- Unregistered without category; note that category must be given as nil
|
||||
Instances.unregistered_add_element('score',nil,new_element) -- adds the new element to a single group with no categories
|
||||
Instances.unregistered_apply_to_elements('score',nil,function(element)
|
||||
element.caption = '0'
|
||||
end) -- gets all instances and sets the element caption to 0
|
||||
|
||||
>>>> Functions
|
||||
Instances.has_categories(name) --- Returns if a instance group has a serializer function; must be registered
|
||||
Instances.is_registered(name) --- Returns if the given name is a registered instance group
|
||||
Instances.register(name,serializer) --- Registers the name of an instance group to allow for storing element instances
|
||||
|
||||
Instances.add_element(name,element) --- Adds an element to the instance group under the correct category; must be registered
|
||||
Instances.get_elements_raw(name,category) --- Gets all element instances without first removing any invalid ones; used internally and must be registered
|
||||
Instances.get_valid_elements(name,category,callback) --- Gets all valid element instances and has the option of running a callback on those that are valid
|
||||
|
||||
Instances.unregistered_add_element(name,category,element) --- A version of add_element that does not require the group to be registered
|
||||
Instances.unregistered_get_elements(name,category,callback) --- A version of get_elements that does not require the group to be registered
|
||||
]]
|
||||
local Global = require 'utils.global' --- @dep utils.global
|
||||
|
||||
local Instances = {
|
||||
serializer={},
|
||||
data={}
|
||||
}
|
||||
Global.register(Instances.data,function(tbl)
|
||||
Instances.data = tbl
|
||||
end)
|
||||
|
||||
--- Returns if a instance group has a serializer function; must be registered
|
||||
-- @tparam string name the name of the instance group
|
||||
-- @treturn boolean true if there is a serializer function
|
||||
function Instances.has_categories(name)
|
||||
return type(Instances.serializer[name]) == 'function'
|
||||
end
|
||||
|
||||
--- Returns if the given name is a registered instance group
|
||||
-- @tparam string name the name of the instance group you are testing
|
||||
-- @treturn boolean true if the name is registered
|
||||
function Instances.is_registered(name)
|
||||
return Instances.serializer[name] ~= nil
|
||||
end
|
||||
|
||||
--- Registers the name of an instance group to allow for storing element instances
|
||||
-- @tparam string name the name of the instance group; must to unique
|
||||
-- @tparam[opt] function serializer function used to turn the element into a string
|
||||
-- serializer param - element LuaGuiElement - the gui element to be turned into a string
|
||||
-- serializer return - string - the category that the element will be added to like the player's name or force's name
|
||||
-- @treturn string the name that was added so it can be used as a variable
|
||||
function Instances.register(name,serializer)
|
||||
if _LIFECYCLE ~= _STAGE.control then
|
||||
return error('Can only be called during the control stage', 2)
|
||||
end
|
||||
|
||||
if Instances.serializer[name] then
|
||||
return error('Instances for '..name..' already exist.',2)
|
||||
end
|
||||
|
||||
serializer = type(serializer) == 'function' and serializer or true
|
||||
|
||||
Instances.data[name] = {}
|
||||
Instances.serializer[name] = serializer
|
||||
|
||||
return name
|
||||
end
|
||||
|
||||
--- Adds an element to the instance group under the correct category; must be registered
|
||||
-- @tparam string name the name of the instance group to add the element to
|
||||
-- @tparam LuaGuiElement element the element to add the the instance group
|
||||
function Instances.add_element(name,element)
|
||||
if not Instances.serializer[name] then
|
||||
return error('Invalid name for instance group: '..name,2)
|
||||
end
|
||||
|
||||
if Instances.has_categories(name) then
|
||||
local category = Instances.serializer[name](element)
|
||||
if not Instances.data[name][category] then Instances.data[name][category] = {} end
|
||||
table.insert(Instances.data[name][category],element)
|
||||
else
|
||||
table.insert(Instances.data[name],element)
|
||||
end
|
||||
end
|
||||
|
||||
--- Gets all element instances without first removing any invalid ones; used internally and must be registered
|
||||
-- @tparam string name the name of the instance group to get the instances of
|
||||
-- @tparam[opt] string category the category to get the instance from, not needed when no serializer function
|
||||
-- @treturn table the table of element instances of which some may be invalid
|
||||
function Instances.get_elements_raw(name,category)
|
||||
if not Instances.serializer[name] then
|
||||
return error('Invalid name for instance group: '..name,2)
|
||||
end
|
||||
|
||||
if Instances.has_categories(name) then
|
||||
return Instances.data[name][category] or {}
|
||||
else
|
||||
return Instances.data[name]
|
||||
end
|
||||
end
|
||||
|
||||
--- Gets all valid element instances and has the option of running a callback on those that are valid
|
||||
-- @tparam string name the name of the instance group to get the instances of
|
||||
-- @tparam[opt] string category the category to get the instances of, not needed when no serializer function
|
||||
-- @tparam[opt] function callback when given the callback will be ran on all valid elements
|
||||
-- callback param - element LuaGuiElement - the current valid element
|
||||
-- @treturn table the table of element instances with all invalid ones removed
|
||||
function Instances.get_valid_elements(name,category,callback)
|
||||
if not Instances.serializer[name] then
|
||||
return error('Invalid name for instance group: '..name,2)
|
||||
end
|
||||
|
||||
category = category or callback
|
||||
local elements = Instances.get_elements_raw(name,category)
|
||||
local serializer = Instances.has_categories(name)
|
||||
|
||||
for key,element in pairs(elements) do
|
||||
if not element or not element.valid then
|
||||
elements[key] = nil
|
||||
else
|
||||
if serializer and callback then callback(element)
|
||||
elseif category then category(element) end
|
||||
end
|
||||
end
|
||||
|
||||
return elements
|
||||
end
|
||||
Instances.get_elements = Instances.get_valid_elements
|
||||
Instances.apply_to_elements = Instances.get_valid_elements
|
||||
|
||||
--- A version of add_element that does not require the group to be registered
|
||||
-- @tparam string name the name of the instance group to add the element to
|
||||
-- @tparam ?string|nil category the category to add the element to, can be nil but must still be given
|
||||
-- @tparam LuaGuiElement element the element to add to the instance group
|
||||
function Instances.unregistered_add_element(name,category,element)
|
||||
if not Instances.data[name] then Instances.data[name] = {} end
|
||||
if category then
|
||||
if not Instances.data[name][category] then Instances.data[name][category] = {} end
|
||||
table.insert(Instances.data[name][category],element)
|
||||
else
|
||||
table.insert(Instances.data[name],element)
|
||||
end
|
||||
end
|
||||
|
||||
--- A version of get_elements that does not require the group to be registered
|
||||
-- @tparam string name the name of the instance group to get the instances of
|
||||
-- @tparam ?string|nil category the category to get the instances of, can be nil but must still be given
|
||||
-- @tparam[opt] function callback when given will be called on all valid instances
|
||||
-- callback param - element LuaGuiElement - the current valid element
|
||||
-- @treturn table the table of element instances with all invalid ones removed
|
||||
function Instances.unregistered_get_elements(name,category,callback)
|
||||
local elements = Instances.data[name]
|
||||
if elements and category then
|
||||
elements = elements[category]
|
||||
end
|
||||
|
||||
if not elements then return {} end
|
||||
|
||||
for key,element in pairs(elements) do
|
||||
if not element or not element.valid then
|
||||
elements[key] = nil
|
||||
else
|
||||
if callback then callback(element) end
|
||||
end
|
||||
end
|
||||
|
||||
return elements
|
||||
end
|
||||
Instances.unregistered_apply_to_elements = Instances.runtime_get_elements
|
||||
|
||||
return Instances
|
||||
@@ -1,300 +0,0 @@
|
||||
--[[-- Core Module - Gui
|
||||
@module Gui
|
||||
@alias Prototype
|
||||
]]
|
||||
|
||||
--- Prototype.
|
||||
-- Used to create new gui prototypes see elements and concepts
|
||||
-- @section prototype
|
||||
|
||||
--[[
|
||||
>>>> Functions
|
||||
Constructor.event(event_name) --- Creates a new function to add functions to an event handler
|
||||
Constructor.extend(new_prototype) --- Extents a prototype with the base functions of all gui prototypes, no metatables
|
||||
Constructor.store(sync,callback) --- Creates a new function which adds a store to a gui define
|
||||
Constructor.setter(value_type,key,second_key) --- Creates a setter function that checks the type when a value is set
|
||||
|
||||
Prototype:uid() --- Gets the uid for the element define
|
||||
Prototype:debug_name(value) --- Sets a debug alias for the define
|
||||
Prototype:set_caption(value) --- Sets the caption for the element define
|
||||
Prototype:set_tooltip(value) --- Sets the tooltip for the element define
|
||||
Prototype:set_style(style,callback) --- Sets the style for the element define
|
||||
Prototype:set_embedded_flow(state) --- Sets the element to be drawn inside a nameless flow, can be given a name using a function
|
||||
|
||||
Prototype:set_pre_authenticator --- Sets an authenticator that blocks the draw function if check fails
|
||||
Prototype:set_post_authenticator --- Sets an authenticator that disables the element if check fails
|
||||
|
||||
Prototype:raise_event(event_name,...) --- Raises a custom event for this define, any number of params can be given
|
||||
Prototype:draw_to(element,...) --- The main function for defines, when called will draw an instance of this define to the given element
|
||||
|
||||
Prototype:get_store(category) --- Gets the value in this elements store, category needed if serializer function used
|
||||
Prototype:set_store(category,value) --- Sets the value in this elements store, category needed if serializer function used
|
||||
Prototype:clear_store(category) --- Sets the value in this elements store to nil, category needed if serializer function used
|
||||
]]
|
||||
local Game = require 'utils.game' --- @dep utils.game
|
||||
local Store = require 'expcore.store' --- @dep expcore.store
|
||||
local Instances = require 'expcore.gui.instances' --- @dep expcore.gui.instances
|
||||
|
||||
local Constructor = {}
|
||||
local Prototype = {}
|
||||
|
||||
--- Creates a new function to add functions to an event handler
|
||||
-- @tparam string event_name the name of the event that callbacks will be added to
|
||||
-- @treturn function the function used to register handlers
|
||||
function Constructor.event(event_name)
|
||||
--- Adds a callback as a handler for an event
|
||||
-- @tparam table self the gui define being acted on
|
||||
-- @tparam function callback the function that will be added as a handler for the event
|
||||
-- @treturn table self returned to allowing chaining of functions
|
||||
return function(self,callback)
|
||||
if type(callback) ~= 'function' then
|
||||
return error('Event callback for '..event_name..' must be a function',2)
|
||||
end
|
||||
|
||||
local handlers = self.events[event_name]
|
||||
if not handlers then
|
||||
handlers = {}
|
||||
self.events[event_name] = handlers
|
||||
end
|
||||
|
||||
handlers[#handlers+1] = callback
|
||||
return self
|
||||
end
|
||||
end
|
||||
|
||||
--- Extents a prototype with the base functions of all gui prototypes, no metatables
|
||||
-- @tparam table new_prototype the prototype that you want to add the functions to
|
||||
-- @treturn table the same prototype but with the new functions added
|
||||
function Constructor.extend(new_prototype)
|
||||
for key,value in pairs(Prototype) do
|
||||
if type(value) == 'table' then
|
||||
new_prototype[key] = table.deepcopy(value)
|
||||
else
|
||||
new_prototype[key] = value
|
||||
end
|
||||
end
|
||||
for key,value in pairs(new_prototype) do
|
||||
if value == Constructor.event then
|
||||
new_prototype[key] = Constructor.event(key)
|
||||
end
|
||||
end
|
||||
return new_prototype
|
||||
end
|
||||
|
||||
--- Creates a new function which adds a store to a gui define
|
||||
-- @tparam function callback the function called when needing to update the value of an element
|
||||
-- @treturn function the function that will add a store for this define
|
||||
function Constructor.store(callback)
|
||||
--- Adds a store for the define that is shared between all instances of the define in the same category, serializer is a function that returns a string
|
||||
-- @tparam self table the gui define being acted on
|
||||
-- @tparam[opt] function serializer function used to determine the category of a LuaGuiElement, when omitted all share one single category
|
||||
-- serializer param - LuaGuiElement element - the element that needs to be converted
|
||||
-- serializer return - string - a deterministic string that references to a category such as player name or force name
|
||||
-- @treturn self the element define to allow chaining
|
||||
return function(self,serializer)
|
||||
if self.store then return end
|
||||
serializer = serializer or function() return '' end
|
||||
|
||||
self.store = Store.register(serializer)
|
||||
|
||||
Instances.register(self.name,serializer)
|
||||
|
||||
Store.watch(self.store,function(value,category)
|
||||
self:raise_event('on_store_update',value,category)
|
||||
|
||||
if Instances.is_registered(self.name) then
|
||||
Instances.apply_to_elements(self.name,category,function(element)
|
||||
callback(self,element,value)
|
||||
end)
|
||||
end
|
||||
end)
|
||||
|
||||
return self
|
||||
end
|
||||
end
|
||||
|
||||
--- Creates a setter function that checks the type when a value is set
|
||||
-- @tparam string value_type the type that the value should be when it is set
|
||||
-- @tparam string key the key of the define that will be set
|
||||
-- @tparam[opt] string second_key allows for setting of a key in a sub table
|
||||
-- @treturn function the function that will check the type and set the value
|
||||
function Constructor.setter(value_type,key,second_key)
|
||||
local display_message = 'Gui define '..key..' must be of type '..value_type
|
||||
if second_key then
|
||||
display_message = 'Gui define '..second_key..' must be of type '..value_type
|
||||
end
|
||||
|
||||
local locale = false
|
||||
if value_type == 'locale-string' then
|
||||
locale = true
|
||||
value_type = 'table'
|
||||
end
|
||||
|
||||
return function(self,value)
|
||||
local v_type = type(value)
|
||||
if v_type ~= value_type and (not locale or v_type ~= 'string') then
|
||||
error(display_message,2)
|
||||
end
|
||||
|
||||
if second_key then
|
||||
self[key][second_key] = value
|
||||
else
|
||||
self[key] = value
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
end
|
||||
|
||||
--- Gets the uid for the element define
|
||||
-- @treturn string the uid of this element define
|
||||
function Prototype:uid()
|
||||
return self.name
|
||||
end
|
||||
|
||||
--- Sets a debug alias for the define
|
||||
-- @tparam string name the debug name for the element define that can be used to get this element define
|
||||
-- @treturn self the element define to allow chaining
|
||||
Prototype.debug_name = Constructor.setter('string','debug_name')
|
||||
|
||||
--- Sets the caption for the element define
|
||||
-- @tparam string caption the caption that will be drawn with the element
|
||||
-- @treturn self the element define to allow chaining
|
||||
Prototype.set_caption = Constructor.setter('locale-string','draw_data','caption')
|
||||
|
||||
--- Sets the tooltip for the element define
|
||||
-- @tparam string tooltip the tooltip that will be displayed for this element when drawn
|
||||
-- @treturn self the element define to allow chaining
|
||||
Prototype.set_tooltip = Constructor.setter('locale-string','draw_data','tooltip')
|
||||
|
||||
--- Sets an authenticator that blocks the draw function if check fails
|
||||
-- @tparam function callback the function that will be ran to test if the element should be drawn or not
|
||||
-- callback param - LuaPlayer player - the player that the element is being drawn to
|
||||
-- callback param - string define_name - the name of the define that is being drawn
|
||||
-- callback return - boolean - false will stop the element from being drawn
|
||||
-- @treturn self the element define to allow chaining
|
||||
Prototype.set_pre_authenticator = Constructor.setter('function','pre_authenticator')
|
||||
|
||||
--- Sets an authenticator that disables the element if check fails
|
||||
-- @tparam function callback the function that will be ran to test if the element should be enabled or not
|
||||
-- callback param - LuaPlayer player - the player that the element is being drawn to
|
||||
-- callback param - string define_name - the name of the define that is being drawn
|
||||
-- callback return - boolean - false will disable the element
|
||||
-- @treturn self the element define to allow chaining
|
||||
Prototype.set_post_authenticator = Constructor.setter('function','post_authenticator')
|
||||
|
||||
--- Registers a callback to the on_draw event
|
||||
-- @tparam function callback
|
||||
-- callback param - LuaPlayer player - the player that the element was drawn to
|
||||
-- callback param - LuaGuiElement element - the element that was drawn
|
||||
-- callback param - any ... - any other params passed by the draw_to function
|
||||
Prototype.on_draw = Constructor.event('on_draw')
|
||||
|
||||
--- Registers a callback to the on_style_update event
|
||||
-- @tparam function callback
|
||||
-- callback param - LuaStyle style - the style that was changed and/or needs changing
|
||||
Prototype.on_style_update = Constructor.event('on_style_update')
|
||||
|
||||
--- Sets the style for the element define
|
||||
-- @tparam string style the style that will be used for this element when drawn
|
||||
-- @tparam[opt] function callback function is called when element is drawn to alter its style
|
||||
-- @treturn self the element define to allow chaining
|
||||
function Prototype:set_style(style,callback)
|
||||
self.draw_data.style = style
|
||||
if callback then
|
||||
self:on_style_update(callback)
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the element to be drawn inside a nameless flow, can be given a name using a function
|
||||
-- @tparam ?boolean|function state when true a padless flow is created to contain the element
|
||||
-- @treturn self the element define to allow chaining
|
||||
function Prototype:set_embedded_flow(state)
|
||||
if state == false or type(state) == 'function' then
|
||||
self.embedded_flow = state
|
||||
else
|
||||
self.embedded_flow = true
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Raises a custom event for this define, any number of params can be given
|
||||
-- @tparam string event_name the name of the event that you want to raise
|
||||
-- @tparam any ... any params that you want to pass to the event
|
||||
-- @treturn number the number of handlers that were registered
|
||||
function Prototype:raise_event(event_name,...)
|
||||
local handlers = self.events[event_name]
|
||||
if handlers then
|
||||
for _,handler in pairs(handlers) do
|
||||
handler(...)
|
||||
end
|
||||
end
|
||||
return handlers and #handlers or 0
|
||||
end
|
||||
|
||||
--- The main function for defines, when called will draw an instance of this define to the given element
|
||||
-- what is drawn is based on the data in draw_data which is set using other functions
|
||||
-- @tparam LuaGuiElement element the element that the define will draw a instance of its self onto
|
||||
-- @treturn LuaGuiElement the new element that was drawn
|
||||
function Prototype:draw_to(element,...)
|
||||
local name = self.name
|
||||
if element[name] then return end
|
||||
local player = Game.get_player_by_index(element.player_index)
|
||||
|
||||
if self.pre_authenticator then
|
||||
if not self.pre_authenticator(player,self.name) then return end
|
||||
end
|
||||
|
||||
if self.embedded_flow then
|
||||
local embedded_name
|
||||
if type(self.embedded_flow) == 'function' then
|
||||
embedded_name = self.embedded_flow(element,...)
|
||||
end
|
||||
element = element.add{type='flow',name=embedded_name}
|
||||
element.style.padding = 0
|
||||
end
|
||||
|
||||
local new_element = element.add(self.draw_data)
|
||||
|
||||
self:raise_event('on_style_update',new_element.style)
|
||||
|
||||
if self.post_authenticator then
|
||||
new_element.enabled = self.post_authenticator(player,self.name)
|
||||
end
|
||||
|
||||
if Instances.is_registered(self.name) then
|
||||
Instances.add_element(self.name,new_element)
|
||||
end
|
||||
|
||||
self:raise_event('on_draw',player,new_element,...)
|
||||
|
||||
return new_element
|
||||
end
|
||||
|
||||
--- Gets the value in this elements store, category needed if serializer function used
|
||||
-- @tparam string category[opt] the category to get such as player name or force name
|
||||
-- @treturn any the value that is stored for this define
|
||||
function Prototype:get_store(category)
|
||||
if not self.store then return end
|
||||
return Store.get(self.store,category)
|
||||
end
|
||||
|
||||
--- Sets the value in this elements store, category needed if serializer function used
|
||||
-- @tparam string category[opt] the category to get such as player name or force name
|
||||
-- @tparam any value the value to set for this define, must be valid for its type ie for checkbox etc
|
||||
-- @treturn boolean true if the value was set
|
||||
function Prototype:set_store(category,value)
|
||||
if not self.store then return end
|
||||
return Store.set(self.store,category,value)
|
||||
end
|
||||
|
||||
--- Sets the value in this elements store to nil, category needed if serializer function used
|
||||
-- @tparam[opt] string category the category to get such as player name or force name
|
||||
-- @treturn boolean true if the value was set
|
||||
function Prototype:clear_store(category)
|
||||
if not self.store then return end
|
||||
return Store.clear(self.store,category)
|
||||
end
|
||||
|
||||
return Constructor
|
||||
@@ -1,663 +0,0 @@
|
||||
--[[-- Core Module - Gui
|
||||
@module Gui
|
||||
@alias tests
|
||||
]]
|
||||
|
||||
--- Test.
|
||||
-- This file creates a test gui that is used to test every input method
|
||||
-- note that this does not cover every permutation only features in independence
|
||||
-- for example store in most cases is just by player name, but other store methods are tested with checkbox
|
||||
-- @section test
|
||||
|
||||
local Gui = require 'expcore.gui' --- @dep expcore.gui
|
||||
local format_chat_colour,table_keys = ext_require('expcore.common','format_chat_colour','table_keys') --- @dep expcore.common
|
||||
local Colors = require 'resources.color_presets' --- @dep resources.color_presets
|
||||
local Event = require 'utils.event' --- @dep utils.event
|
||||
local Store = require 'expcore.store' --- @dep expcore.store
|
||||
|
||||
local tests = {}
|
||||
|
||||
--[[
|
||||
Toolbar Tests
|
||||
> No display - Toolbar button with no display
|
||||
> With caption - Toolbar button with a caption display
|
||||
> With icons - Toolbar button with an icon
|
||||
]]
|
||||
|
||||
Gui.new_toolbar_button('click-1')
|
||||
:set_post_authenticator(function(player,button_name)
|
||||
return global.click_one
|
||||
end)
|
||||
:on_click(function(player,element)
|
||||
player.print('CLICK 1')
|
||||
end)
|
||||
|
||||
Gui.new_toolbar_button('click-2')
|
||||
:set_caption('Click Two')
|
||||
:set_post_authenticator(function(player,button_name)
|
||||
return global.click_two
|
||||
end)
|
||||
:on_click(function(player,element)
|
||||
player.print('CLICK 2')
|
||||
end)
|
||||
|
||||
Gui.new_toolbar_button('click-3')
|
||||
:set_sprites('utility/questionmark')
|
||||
:set_post_authenticator(function(player,button_name)
|
||||
return global.click_three
|
||||
end)
|
||||
:on_click(function(player,element)
|
||||
player.print('CLICK 3')
|
||||
end)
|
||||
|
||||
--[[
|
||||
Center Frame Tests
|
||||
> Main test gui - Main test gui triggers all other tests
|
||||
]]
|
||||
|
||||
local test_gui =
|
||||
Gui.new_center_frame('gui-test-open')
|
||||
:set_caption('Open Test Gui')
|
||||
:set_tooltip('Main test gui triggers all other tests')
|
||||
:set_post_authenticator(function(player,button_name)
|
||||
return global.show_test_gui
|
||||
end)
|
||||
|
||||
:on_creation(function(player,frame)
|
||||
for test_group_name,test_group in pairs(tests) do
|
||||
|
||||
player.print('Starting tests for: '..format_chat_colour(test_group_name,Colors.cyan))
|
||||
|
||||
local pass_count = 0
|
||||
local test_count = 0
|
||||
|
||||
local flow = frame.add{
|
||||
type='flow',
|
||||
name=test_group_name,
|
||||
direction='vertical'
|
||||
}
|
||||
|
||||
for test_name,test in pairs(test_group) do
|
||||
local test_function = type(test) == 'function' and test or test.draw_to
|
||||
test_count = test_count+1
|
||||
|
||||
local success,err = pcall(test_function,test,flow)
|
||||
if success then
|
||||
pass_count = pass_count+1
|
||||
else
|
||||
player.print('Failed Test: '..format_chat_colour(test_name,Colors.red))
|
||||
log('Gui Test Failed: '..test_name..' stacktrace:\n'..err)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if pass_count == test_count then
|
||||
player.print('All tests '..format_chat_colour('passed',Colors.green)..' ('..test_group_name..')')
|
||||
else
|
||||
player.print('Passed '..format_chat_colour(pass_count..'/'..test_count,Colors.cyan)..' ('..test_group_name..')')
|
||||
end
|
||||
|
||||
end
|
||||
end)
|
||||
|
||||
--[[
|
||||
Left Frame Test
|
||||
> Left frame which holds all online player names, updates when player leaves or joins
|
||||
]]
|
||||
|
||||
local left_frame =
|
||||
Gui.new_left_frame('test-left-frame')
|
||||
:set_caption('Test Left Gui')
|
||||
:set_tooltip('Left frame which holds all online player names, updates when player leaves or joins')
|
||||
:set_post_authenticator(function(player,button_name)
|
||||
return global.show_test_gui
|
||||
end)
|
||||
|
||||
:set_open_by_default()
|
||||
:on_creation(function(_player,frame)
|
||||
for _,player in pairs(game.connected_players) do
|
||||
frame.add{
|
||||
type='label',
|
||||
caption=player.name
|
||||
}
|
||||
end
|
||||
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_creation(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_tooltip('Allows opening a popup which contains the players name and tick it was opened')
|
||||
: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
|
||||
> Caption - Simple button but has a caption on it
|
||||
> Icons - Button with an icon display plus two icons for hover and select
|
||||
> Auth - Button which can only be passed when auth is true (press no display to toggle; needs reopen)
|
||||
]]
|
||||
|
||||
local button_no_display =
|
||||
Gui.new_button('test-button-no-display')
|
||||
:set_tooltip('Button no display')
|
||||
:on_click(function(player,element)
|
||||
player.print('Button no display')
|
||||
global.test_auth_button = not global.test_auth_button
|
||||
player.print('Auth Button auth state: '..tostring(global.test_auth_button))
|
||||
end)
|
||||
|
||||
local button_with_caption =
|
||||
Gui.new_button('test-button-with-caption')
|
||||
:set_tooltip('Button with caption')
|
||||
:set_caption('Button Caption')
|
||||
:on_click(function(player,element)
|
||||
player.print('Button with caption')
|
||||
end)
|
||||
|
||||
local button_with_icon =
|
||||
Gui.new_button('test-button-with-icon')
|
||||
:set_tooltip('Button with icons')
|
||||
:set_sprites('utility/warning_icon','utility/warning','utility/warning_white')
|
||||
:on_click(function(player,element)
|
||||
player.print('Button with icons')
|
||||
end)
|
||||
|
||||
local button_with_auth =
|
||||
Gui.new_button('test-button-with-auth')
|
||||
:set_tooltip('Button with auth')
|
||||
:set_post_authenticator(function(player,button_name)
|
||||
return global.test_auth_button
|
||||
end)
|
||||
:on_click(function(player,element)
|
||||
player.print('Button with auth')
|
||||
end)
|
||||
|
||||
tests.Buttons = {
|
||||
['No display']=button_no_display,
|
||||
['Caption']=button_with_caption,
|
||||
['Icons']=button_with_icon,
|
||||
['Auth']=button_with_auth
|
||||
}
|
||||
|
||||
--[[
|
||||
Checkbox Test
|
||||
> Local -- Simple checkbox that can toggle
|
||||
> Game store -- Checkbox which syncs its state between all players
|
||||
> Force store -- Checkbox which syncs its state with all players on the same force
|
||||
> Player store -- Checkbox that stores its state between re-draws
|
||||
]]
|
||||
|
||||
local checkbox_local =
|
||||
Gui.new_checkbox('test-checkbox-local')
|
||||
:set_tooltip('Checkbox local')
|
||||
:set_caption('Checkbox Local')
|
||||
:on_element_update(function(player,element,state)
|
||||
player.print('Checkbox local: '..tostring(state))
|
||||
end)
|
||||
|
||||
local checkbox_game =
|
||||
Gui.new_checkbox('test-checkbox-store-game')
|
||||
:set_tooltip('Checkbox store game')
|
||||
:set_caption('Checkbox Store Game')
|
||||
:add_store()
|
||||
:on_element_update(function(player,element,state)
|
||||
player.print('Checkbox store game: '..tostring(state))
|
||||
end)
|
||||
|
||||
local checkbox_force =
|
||||
Gui.new_checkbox('test-checkbox-store-force')
|
||||
:set_tooltip('Checkbox store force')
|
||||
:set_caption('Checkbox Store Force')
|
||||
:add_store(Gui.categorize_by_force)
|
||||
:on_element_update(function(player,element,state)
|
||||
player.print('Checkbox store force: '..tostring(state))
|
||||
end)
|
||||
|
||||
local checkbox_player =
|
||||
Gui.new_checkbox('test-checkbox-store-player')
|
||||
:set_tooltip('Checkbox store player')
|
||||
:set_caption('Checkbox Store Player')
|
||||
:add_store(Gui.categorize_by_player)
|
||||
:on_element_update(function(player,element,state)
|
||||
player.print('Checkbox store player: '..tostring(state))
|
||||
end)
|
||||
|
||||
tests.Checkboxes = {
|
||||
['Local']=checkbox_local,
|
||||
['Game store']=checkbox_game,
|
||||
['Force store']=checkbox_force,
|
||||
['Player store']=checkbox_player
|
||||
}
|
||||
|
||||
--[[
|
||||
Radiobutton Tests
|
||||
> Local -- Simple radiobutton that can only be toggled true
|
||||
> Player store -- Radio button that saves its state between re-draws
|
||||
> Option set -- A set of radio buttons where only one can be true at a time
|
||||
]]
|
||||
|
||||
local radiobutton_local =
|
||||
Gui.new_radiobutton('test-radiobutton-local')
|
||||
:set_tooltip('Radiobutton local')
|
||||
:set_caption('Radiobutton Local')
|
||||
:on_element_update(function(player,element,state)
|
||||
player.print('Radiobutton local: '..tostring(state))
|
||||
end)
|
||||
|
||||
local radiobutton_player =
|
||||
Gui.new_radiobutton('test-radiobutton-store')
|
||||
:set_tooltip('Radiobutton store')
|
||||
:set_caption('Radiobutton Store')
|
||||
:add_store(Gui.categorize_by_player)
|
||||
:on_element_update(function(player,element,state)
|
||||
player.print('Radiobutton store: '..tostring(state))
|
||||
end)
|
||||
|
||||
local radiobutton_option_set =
|
||||
Gui.new_radiobutton_option_set(function(value,category)
|
||||
game.print('Radiobutton option set for: '..category..' is now: '..tostring(value))
|
||||
end,Gui.categorize_by_player)
|
||||
|
||||
local radiobutton_option_one =
|
||||
Gui.new_radiobutton('test-radiobutton-option-one')
|
||||
:set_tooltip('Radiobutton option set')
|
||||
:set_caption('Radiobutton Option One')
|
||||
:add_as_option(radiobutton_option_set,'One')
|
||||
:on_element_update(function(player,element,state)
|
||||
player.print('Radiobutton option one: '..tostring(state))
|
||||
end)
|
||||
|
||||
local radiobutton_option_two =
|
||||
Gui.new_radiobutton('test-radiobutton-option-two')
|
||||
:set_tooltip('Radiobutton option set')
|
||||
:set_caption('Radiobutton Option Two')
|
||||
:add_as_option(radiobutton_option_set,'Two')
|
||||
:on_element_update(function(player,element,state)
|
||||
player.print('Radiobutton option two: '..tostring(state))
|
||||
end)
|
||||
|
||||
local radiobutton_option_three =
|
||||
Gui.new_radiobutton('test-radiobutton-option-three')
|
||||
:set_tooltip('Radiobutton option set')
|
||||
:set_caption('Radiobutton Option Three')
|
||||
:add_as_option(radiobutton_option_set,'Three')
|
||||
:on_element_update(function(player,element,state)
|
||||
player.print('Radiobutton option three: '..tostring(state))
|
||||
end)
|
||||
|
||||
tests.Radiobuttons = {
|
||||
['Local']=radiobutton_local,
|
||||
['Player store']=radiobutton_player,
|
||||
['Option set']=function(self,frame)
|
||||
Gui.draw_option_set(radiobutton_option_set,frame)
|
||||
end
|
||||
}
|
||||
|
||||
--[[
|
||||
Dropdown Test
|
||||
> Local static general -- Simple dropdown with all static options and general handler
|
||||
> Player startic general -- Dropdown with all static options and general handler and stores option between re-draws
|
||||
> Local static case -- Dropdown with all static options but case handlers and a general handler
|
||||
> Player static case -- Dropdown with all static options but case handlers and a general handler and stores option between re-draws
|
||||
> Local dynamic -- Dropdown with one static option with the reset generated by a function
|
||||
> Player dynamic -- Dropdown with one static option with the reset generated by a function and stores option between re-draws
|
||||
]]
|
||||
|
||||
local dropdown_local_static_general =
|
||||
Gui.new_dropdown('test-dropdown-local-static-general')
|
||||
:set_tooltip('Dropdown local static general')
|
||||
:add_options('One','Two','Three','Four')
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Dropdown local static general: '..tostring(value))
|
||||
end)
|
||||
|
||||
local dropdown_player_static_general =
|
||||
Gui.new_dropdown('test-dropdown-store-static-general')
|
||||
:set_tooltip('Dropdown store static general')
|
||||
:add_options('One','Two','Three','Four')
|
||||
:add_store(Gui.categorize_by_player)
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Dropdown store static general: '..tostring(value))
|
||||
end)
|
||||
|
||||
local function print_option_selected_1(player,element,value)
|
||||
player.print('Dropdown local static case (case): '..tostring(value))
|
||||
end
|
||||
|
||||
local dropdown_local_static_case =
|
||||
Gui.new_dropdown('test-dropdown-local-static-case')
|
||||
:set_tooltip('Dropdown local static case')
|
||||
:add_options('One','Two')
|
||||
:add_option_callback('One',print_option_selected_1)
|
||||
:add_option_callback('Two',print_option_selected_1)
|
||||
:add_option_callback('Three',print_option_selected_1)
|
||||
:add_option_callback('Four',print_option_selected_1)
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Dropdown local static case (general): '..tostring(value))
|
||||
end)
|
||||
|
||||
local function print_option_selected_2(player,element,value)
|
||||
player.print('Dropdown store static case (case): '..tostring(value))
|
||||
end
|
||||
|
||||
local dropdown_player_static_case =
|
||||
Gui.new_dropdown('test-dropdown-store-static-case')
|
||||
:set_tooltip('Dropdown store static case')
|
||||
:add_store(Gui.categorize_by_player)
|
||||
:add_options('One','Two')
|
||||
:add_option_callback('One',print_option_selected_2)
|
||||
:add_option_callback('Two',print_option_selected_2)
|
||||
:add_option_callback('Three',print_option_selected_2)
|
||||
:add_option_callback('Four',print_option_selected_2)
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Dropdown store static case (general): '..tostring(value))
|
||||
end)
|
||||
|
||||
local dropdown_local_dynamic =
|
||||
Gui.new_dropdown('test-dropdown-local-dynamic')
|
||||
:set_tooltip('Dropdown local dynamic')
|
||||
:add_options('Static')
|
||||
:add_dynamic(function(player,element)
|
||||
return table_keys(Colors)
|
||||
end)
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Dropdown local dynamic: '..tostring(value))
|
||||
end)
|
||||
|
||||
local dropdown_player_dynamic =
|
||||
Gui.new_dropdown('test-dropdown-store-dynamic')
|
||||
:set_tooltip('Dropdown store dynamic')
|
||||
:add_options('Static')
|
||||
:add_dynamic(function(player,element)
|
||||
return table_keys(Colors)
|
||||
end)
|
||||
:add_store(Gui.categorize_by_player)
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Dropdown store dynamic: '..tostring(value))
|
||||
end)
|
||||
|
||||
tests.Dropdowns = {
|
||||
['Local static general']=dropdown_local_static_general,
|
||||
['Player startic general']=dropdown_player_static_general,
|
||||
['Local static case']=dropdown_local_static_case,
|
||||
['Player static case']=dropdown_player_static_case,
|
||||
['Local dynamic general']=dropdown_local_dynamic,
|
||||
['Player dynamic general']=dropdown_player_dynamic
|
||||
}
|
||||
|
||||
--[[
|
||||
List Box Tests
|
||||
> Local -- A list box with all static options and general handler
|
||||
> Store -- A list box with all static options and general handler and stores options between re-draws
|
||||
]]
|
||||
|
||||
local list_box_local =
|
||||
Gui.new_list_box('test-list-box-local')
|
||||
:set_tooltip('List box local')
|
||||
:add_options('One','Two','Three','Four')
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Dropdown local: '..tostring(value))
|
||||
end)
|
||||
|
||||
local list_box_player =
|
||||
Gui.new_list_box('test-list-box-store')
|
||||
:set_tooltip('List box store')
|
||||
:add_options('One','Two','Three','Four')
|
||||
:add_store(Gui.categorize_by_player)
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Dropdown store: '..tostring(value))
|
||||
end)
|
||||
|
||||
tests["List Boxes"] = {
|
||||
['Local']=list_box_local,
|
||||
['Player']=list_box_player
|
||||
}
|
||||
|
||||
--[[
|
||||
Slider Tests
|
||||
> Local default -- Simple slider with default range
|
||||
> 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
|
||||
> Local label -- Simple slider with default range which has a label
|
||||
> Store label -- Slider with default range which has a label and stores value between re-draws
|
||||
]]
|
||||
|
||||
local slider_local_default =
|
||||
Gui.new_slider('test-slider-local-default')
|
||||
:set_tooltip('Slider local default')
|
||||
:on_element_update(function(player,element,value,percent)
|
||||
player.print('Slider local default: '..tostring(math.round(value))..' '..tostring(math.round(percent,1)))
|
||||
end)
|
||||
|
||||
|
||||
local slider_player_default =
|
||||
Gui.new_slider('test-slider-store-default')
|
||||
:set_tooltip('Slider store default')
|
||||
:add_store(Gui.categorize_by_player)
|
||||
:on_element_update(function(player,element,value,percent)
|
||||
player.print('Slider store default: '..tostring(math.round(value))..' '..tostring(math.round(percent,1)))
|
||||
end)
|
||||
|
||||
local slider_static =
|
||||
Gui.new_slider('test-slider-static-range')
|
||||
:set_tooltip('Slider static range')
|
||||
:set_range(5,50)
|
||||
:on_element_update(function(player,element,value,percent)
|
||||
player.print('Slider static range: '..tostring(math.round(value))..' '..tostring(math.round(percent,1)))
|
||||
end)
|
||||
|
||||
local slider_dynamic =
|
||||
Gui.new_slider('test-slider-dynamic-range')
|
||||
:set_tooltip('Slider dynamic range')
|
||||
:set_range(function(player,element)
|
||||
return player.index - 5
|
||||
end,function(player,element)
|
||||
return player.index + 4
|
||||
end)
|
||||
:on_element_update(function(player,element,value,percent)
|
||||
player.print('Slider dynamic range: '..tostring(math.round(value))..' '..tostring(math.round(percent,1)))
|
||||
end)
|
||||
|
||||
local label_slider_local =
|
||||
Gui.new_slider('test-slider-local-label')
|
||||
:set_tooltip('Slider local label')
|
||||
:enable_auto_draw_label()
|
||||
:on_element_update(function(player,element,value,percent)
|
||||
player.print('Slider local label: '..tostring(math.round(value))..' '..tostring(math.round(percent,1)))
|
||||
end)
|
||||
|
||||
local label_slider_player =
|
||||
Gui.new_slider('test-slider-store-label')
|
||||
:set_tooltip('Slider store label')
|
||||
:enable_auto_draw_label()
|
||||
:add_store(Gui.categorize_by_player)
|
||||
:on_element_update(function(player,element,value,percent)
|
||||
player.print('Slider store label: '..tostring(math.round(value))..' '..tostring(math.round(percent,1)))
|
||||
end)
|
||||
|
||||
tests.Sliders = {
|
||||
['Local default']=slider_local_default,
|
||||
['Player default']=slider_player_default,
|
||||
['Static range']=slider_static,
|
||||
['Dynamic range']=slider_dynamic,
|
||||
['Local label']=function(self,frame)
|
||||
local flow = frame.add{type='flow'}
|
||||
label_slider_local:draw_to(flow)
|
||||
end,
|
||||
['Player label']=function(self,frame)
|
||||
local flow = frame.add{type='flow'}
|
||||
label_slider_player:draw_to(flow)
|
||||
end
|
||||
}
|
||||
|
||||
--[[
|
||||
Text Tests
|
||||
> Local field -- Simple text field
|
||||
> Store field -- Test field that stores text between re-draws
|
||||
> Local box -- Simple text box
|
||||
> Wrap box -- Text box which has word wrap and selection disabled
|
||||
]]
|
||||
|
||||
local text_filed_local =
|
||||
Gui.new_text_filed('test-text-field-local')
|
||||
:set_tooltip('Text field local')
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Text field local: '..value)
|
||||
end)
|
||||
|
||||
local text_filed_store =
|
||||
Gui.new_text_filed('test-text-field-store')
|
||||
:set_tooltip('Text field store')
|
||||
:add_store(Gui.categorize_by_player)
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Text field store: '..value)
|
||||
end)
|
||||
|
||||
local text_box_local =
|
||||
Gui.new_text_box('test-text-box-local')
|
||||
:set_tooltip('Text box local')
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Text box local: '..value)
|
||||
end)
|
||||
|
||||
local text_box_wrap =
|
||||
Gui.new_text_box('test-text-box-wrap')
|
||||
:set_tooltip('Text box wrap')
|
||||
:set_selectable(false)
|
||||
:set_word_wrap()
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Text box wrap: '..value)
|
||||
end)
|
||||
|
||||
tests.Texts = {
|
||||
['Local field']=text_filed_local,
|
||||
['Store field']=text_filed_store,
|
||||
['Local box']=text_box_local,
|
||||
['Wrap box']=text_box_wrap
|
||||
}
|
||||
|
||||
--[[
|
||||
Elem Button Tests
|
||||
> Local -- Simple elem button
|
||||
> Default -- Simple elem button which has a default value
|
||||
> Function -- Elem button which has a dynamic default
|
||||
> Store -- Elem button which stores its value between re-draws
|
||||
]]
|
||||
|
||||
local elem_local =
|
||||
Gui.new_elem_button('test-elem-local')
|
||||
:set_tooltip('Elem')
|
||||
:set_type('item')
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Elem: '..value)
|
||||
end)
|
||||
|
||||
local elem_default =
|
||||
Gui.new_elem_button('test-elem-default')
|
||||
:set_tooltip('Elem default')
|
||||
:set_type('item')
|
||||
:set_default('iron-plate')
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Elem default: '..value)
|
||||
end)
|
||||
|
||||
local elem_function =
|
||||
Gui.new_elem_button('test-elem-function')
|
||||
:set_tooltip('Elem function')
|
||||
:set_type('item')
|
||||
:set_default(function(player,element)
|
||||
return 'iron-plate'
|
||||
end)
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Elem function: '..value)
|
||||
end)
|
||||
|
||||
local elem_store =
|
||||
Gui.new_elem_button('test-elem-store')
|
||||
:set_tooltip('Elem store')
|
||||
:set_type('item')
|
||||
:add_store(Gui.categorize_by_player)
|
||||
:on_element_update(function(player,element,value)
|
||||
player.print('Elem store: '..value)
|
||||
end)
|
||||
|
||||
tests["Elem Buttons"] = {
|
||||
['Local']=elem_local,
|
||||
['Default']=elem_default,
|
||||
['Function']=elem_function,
|
||||
['Store']=elem_store
|
||||
}
|
||||
|
||||
--[[
|
||||
Progress bar tests
|
||||
> Simple -- Progress bar that fills every 2 seconds
|
||||
> Store -- Progress bar that fills every 5 seconds with synced value
|
||||
> Reverse -- Progress bar that decreases every 2 seconds
|
||||
]]
|
||||
|
||||
local progressbar_one =
|
||||
Gui.new_progressbar('test-prog-one')
|
||||
:set_default_maximum(120)
|
||||
:on_complete(function(player,element,reset_element)
|
||||
reset_element()
|
||||
end)
|
||||
|
||||
local progressbar_two =
|
||||
Gui.new_progressbar('test-prog-one')
|
||||
:set_default_maximum(300)
|
||||
:add_store(Gui.categorize_by_force)
|
||||
:on_complete(function(player,element,reset_element)
|
||||
reset_element()
|
||||
end)
|
||||
:on_store_complete(function(category,reset_store)
|
||||
reset_store()
|
||||
end)
|
||||
|
||||
local progressbar_three =
|
||||
Gui.new_progressbar('test-prog-one')
|
||||
:set_default_maximum(120)
|
||||
:use_count_down()
|
||||
:on_complete(function(player,element,reset_element)
|
||||
reset_element()
|
||||
end)
|
||||
|
||||
Event.add(defines.events.on_tick,function()
|
||||
progressbar_one:increment()
|
||||
progressbar_three:decrement()
|
||||
local categories = Store.get(progressbar_two.store) or {}
|
||||
for category,_ in pairs(categories) do
|
||||
progressbar_two:increment(1,category)
|
||||
end
|
||||
end)
|
||||
|
||||
tests["Progress Bars"] = {
|
||||
['Simple']=progressbar_one,
|
||||
['Store']=progressbar_two,
|
||||
['Reverse']=progressbar_three
|
||||
}
|
||||
Reference in New Issue
Block a user