Optimised Code Layout

This commit is contained in:
Cooldude2606
2019-05-13 19:41:23 +01:00
parent 6769642e48
commit c36550816c
4 changed files with 219 additions and 198 deletions

View File

@@ -12,37 +12,14 @@ local Button = {
} }
} }
local function get_config(name)
local config = Button.config[name]
if not config and Button.clean_names[name] then
return Button.config[Button.clean_names[name]]
elseif not config then
return error('Invalid name for checkbox, name not found.',3)
end
return config
end
function Button.new_button(name) function Button.new_button(name)
local uid = Gui.uid_name() local self = Gui._new_define(Button._prototype)
local self = setmetatable({ self.draw_data.type = 'button'
name=uid, self.draw_data.style = mod_gui.button_style
clean_name=name,
events={},
draw_data={
name=uid,
style=mod_gui.button_style,
type='button'
}
},{
__index=Button._prototype,
__call=function(element) return Button.config[uid]:draw_to(element) end
})
Button.config[uid] = self
if name then if name then
Button.clean_names[uid]=name self:debug_name(name)
Button.clean_names[name]=uid
end end
Gui.on_click(self.name,function(event) Gui.on_click(self.name,function(event)
@@ -75,11 +52,6 @@ function Button.new_button(name)
return self return self
end end
function Button.draw_button(name,element)
local config = get_config(name)
return config:draw_to(element)
end
function Button._prototype:set_sprites(sprite,hovered_sprite,clicked_sprite) function Button._prototype:set_sprites(sprite,hovered_sprite,clicked_sprite)
self.draw_data.type = 'sprite-button' self.draw_data.type = 'sprite-button'
self.draw_data.sprite = sprite self.draw_data.sprite = sprite

View File

@@ -1,130 +1,62 @@
local Gui = require './core' local Gui = require './core'
local Store = require 'expcore.store' local Store = require 'expcore.store'
local Global = require 'utils.global'
local Game = require 'utils.game' local Game = require 'utils.game'
local function store_state(self,element,value)
element.state = value
if self.events.on_state_change then
local player = Game.get_player_by_index(element.player_index)
self.events.on_state_change(player,element)
end
end
local Checkbox = { local Checkbox = {
config={},
clean_names={},
instances={},
option_sets={}, option_sets={},
option_categorize={}, option_categorize={},
_prototype_checkbox=Gui._extend_prototype{ _prototype_checkbox=Gui._extend_prototype{
on_state_change = Gui._new_event_adder('on_state_change') on_state_change = Gui._new_event_adder('on_state_change'),
add_store = Gui._new_store_adder(store_state)
}, },
_prototype_radiobutton=Gui._extend_prototype{ _prototype_radiobutton=Gui._extend_prototype{
on_state_change = Gui._new_event_adder('on_state_change') on_state_change = Gui._new_event_adder('on_state_change'),
add_store = Gui._new_store_adder(store_state)
} }
} }
setmetatable(Checkbox._prototype_radiobutton,{__index=Checkbox._prototype_checkbox}) setmetatable(Checkbox._prototype_radiobutton,{__index=Checkbox._prototype_checkbox})
Global.register(Checkbox.instances,function(tbl)
Checkbox.instances = tbl
end)
local function get_config(name)
local config = Checkbox.config[name]
if not config and Checkbox.clean_names[name] then
return Checkbox.config[Checkbox.clean_names[name]]
elseif not config then
return error('Invalid name for checkbox, name not found.',3) or nil
end
return config
end
local function get_instances(checkbox,category)
if not Checkbox.instances[checkbox.name] then return end
local instances = Checkbox.instances[checkbox.name]
if checkbox.categorize then
if not instances[category] then instances[category] = {} end
return instances[category]
end
return instances
end
local function set_store(config,location,element,value)
if config.categorize then
local child = type(element) == 'string' and element or config.categorize(element)
Store.set_child(location,child,value)
else
Store.set(location,value)
end
end
function Checkbox.new_checkbox(name) function Checkbox.new_checkbox(name)
local uid = Gui.uid_name() local self = Gui._new_define(Checkbox._prototype_checkbox)
local self = setmetatable({ self.draw_data.type = 'checkbox'
name=uid, self.draw_data.state = false
clean_name=name,
events={},
draw_data={
name=uid,
type='checkbox',
state=false
}
},{
__index=Checkbox._prototype_checkbox,
__call=function(element) return Checkbox.config[uid]:draw_to(element) end
})
self._post_draw = function(element)
local category = self.categorize and self.categorize(element) or nil
local instances = get_instances(self,category)
if instances then
table.insert(instances,element)
end
local state = self:get_store_state(category)
if state then element.state = true end
end
Checkbox.config[uid] = self
if name then if name then
Checkbox.clean_names[uid]=name self:debug_name(name)
Checkbox.clean_names[name]=uid end
self.post_draw = function(element)
if self.store then
local category = self.categorize and self.categorize(element) or nil
local state = self:get_store(category,true)
if state then element.state = true end
end
end end
Gui.on_checked_state_changed(self.name,function(event) Gui.on_checked_state_changed(self.name,function(event)
local element = event.element local element = event.element
if self.option_set then if self.option_set then
set_store(self,self.option_set,element,Checkbox.option_sets[self.option_set][element.name]) local value = Checkbox.option_sets[self.option_set][element.name]
local category = self.categorize and self.categorize(element) or value
self:set_store(category,value)
elseif self.store then elseif self.store then
set_store(self,self.store,element,element.state) local value = element.state
local category = self.categorize and self.categorize(element) or value
self:set_store(category,value)
elseif self.events.on_state_change then elseif self.events.on_state_change then
self.events.on_state_change(event.player,element) self.events.on_state_change(event.player,element)
end
end)
return Checkbox.config[uid]
end
function Checkbox.draw_checkbox(name,element)
local config = get_config(name)
return config:draw_to(element)
end
function Checkbox._prototype_checkbox:add_store(categorize)
if self.store then return end
self.store = Store.uid_location()
self.categorize = categorize
Checkbox.instances[self.name]={}
Store.register(self.store,function(value,category)
local instances = get_instances(self,category)
if instances then
for k,element in pairs(instances) do
if element and element.valid then
element.state = value
if self.events.on_state_change then
local player = Game.get_player_by_index(element.player_index)
self.events.on_state_change(player,element)
end
else
instances[k] = nil
end
end
end end
end) end)
@@ -132,30 +64,19 @@ function Checkbox._prototype_checkbox:add_store(categorize)
return self return self
end end
function Checkbox._prototype_checkbox:get_store_state(category)
if not self.store then return end
if self.categorize then
return Store.get_child(self.store,category)
else
return Store.get(self.store)
end
end
function Checkbox._prototype_checkbox:set_store_state(category,state)
if not self.store then return end
set_store(self,self.store,category,not not state)
end
function Checkbox.reset_radiobutton(element,exclude,recursive) function Checkbox.reset_radiobutton(element,exclude,recursive)
if not element or not element.valid then return end if not element or not element.valid then return end
exclude = type(exclude) == 'table' and exclude or exclude ~= nil and {[exclude]=true} or {} exclude = type(exclude) == 'table' and exclude or exclude ~= nil and {[exclude]=true} or {}
for _,child in pairs(element.children) do for _,child in pairs(element.children) do
if child and child.valid and child.type == 'radiobutton' then if child and child.valid and child.type == 'radiobutton' then
child.state = exclude[child.name] or false local state = exclude[child.name] or false
local config = Checkbox.config[child.name] local define = Gui.defines[child.name]
if config then if define then
set_store(config,config.store,child,exclude[child.name] or false) local category = define.categorize and define.categorize(child) or state
define:set_store(category,state)
else
child.state = state
end end
elseif child.children and (type(recursive) == 'number' and recursive > 0 or recursive == true) then elseif child.children and (type(recursive) == 'number' and recursive > 0 or recursive == true) then
Checkbox.reset_radiobutton(child,exclude,recursive) Checkbox.reset_radiobutton(child,exclude,recursive)
@@ -167,19 +88,14 @@ end
function Checkbox.new_radiobutton(name) function Checkbox.new_radiobutton(name)
local self = Checkbox.new_checkbox(name) local self = Checkbox.new_checkbox(name)
local uid = self.name
self.draw_data.type = 'radiobutton' self.draw_data.type = 'radiobutton'
setmetatable(self,{ local mt = getmetatable(self)
__index=Checkbox._prototype_radiobutton, mt.__index = Checkbox._prototype_radiobutton
__call=function(element) return Checkbox.config[uid]:draw_to(element) end
})
return self return self
end end
Checkbox.draw_radiobutton = Checkbox.draw_checkbox
function Checkbox._prototype_radiobutton:add_as_option(option_set,option_name) function Checkbox._prototype_radiobutton:add_as_option(option_set,option_name)
self.option_set = option_set self.option_set = option_set
self.option_name = option_name or self.clean_name or self.name self.option_name = option_name or self.clean_name or self.name
@@ -192,13 +108,37 @@ function Checkbox._prototype_radiobutton:add_as_option(option_set,option_name)
return self return self
end end
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
if self.categorize then
return Store.get_child(location,category)
else
return Store.get(location)
end
end
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
if self.categorize then
return Store.set_child(location,category,value)
else
return Store.set(location,category)
end
end
function Checkbox.new_option_set(name,callback,categorize) function Checkbox.new_option_set(name,callback,categorize)
Store.register(name,function(value,category) Store.register(name,function(value,category)
local options = Checkbox.option_sets[name] local options = Checkbox.option_sets[name]
for opt_name,config_name in pairs(options) do for opt_name,define_name in pairs(options) do
if Checkbox.config[config_name] then if Gui.defines[define_name] then
get_config(config_name):set_store_state(category,opt_name == value) local define = Gui.get_define(define_name)
local state = opt_name == value
define:set_store(category,state,true)
end end
end end
callback(value,category) callback(value,category)
@@ -210,24 +150,4 @@ function Checkbox.new_option_set(name,callback,categorize)
return name return name
end end
function Checkbox.get_stored_state(name,category)
local config = get_config(name)
if config.option_set then
if config.categorize then
return Store.get_child(config.option_set,category)
else
return Store.get(config.option_set)
end
end
return config:get_store_state(category)
end
function Checkbox.set_stored_state(name,category,value)
local config = get_config(name)
local location = config.option_set or config.store
set_store(config,location,category,value)
end
return Checkbox return Checkbox

View File

@@ -1,10 +1,38 @@
local Gui = require 'utils.gui' local Gui = require 'utils.gui'
local Game = require 'utils.game' local Game = require 'utils.game'
local Global = require 'utils.global'
local Store = require 'expcore.store'
Gui._prototype = {} -- Stores the base prototype of all gui defines
Gui.classes = {} -- Stores the class types of gui defines
Gui.defines = {} -- Stores the indivdual gui element definations
Gui.names = {} -- Stores debug names to link to gui uids
Gui.instances = {} -- Stores runtime data of all active instances of each define
Global.register(Gui.instances,function(tbl)
Gui.instances = tbl
end)
function Gui.get_define(name,internal)
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 checkbox, name not found.',internal and 3 or 2) or nil
end
return define
end
function Gui.get_instances(self,category)
if not Gui.instances[self.name] then return end
local instances = Gui.instances[self.name]
if self.categorize then
if not instances[category] then instances[category] = {} end
return instances[category]
end
return instances
end
Gui._prototype = {}
Gui.inputs = {}
Gui.structure = {}
Gui.outputs = {}
function Gui._extend_prototype(tbl) function Gui._extend_prototype(tbl)
for k,v in pairs(Gui._prototype) do for k,v in pairs(Gui._prototype) do
@@ -23,11 +51,63 @@ function Gui._new_event_adder(name)
end end
end end
function Gui._new_store_adder(callback)
return function(self,categorize)
if self.store then return end
self.store = Store.uid_location()
self.categorize = categorize
Gui.instances[self.name]={}
Store.register(self.store,function(value,category)
local instances = Gui.get_instances(self,category)
if instances then
for k,element in pairs(instances) do
if element and element.valid then
callback(self,element,value)
else
instances[k] = nil
end
end
end
end)
return self
end
end
function Gui._new_define(prototype)
local uid = Gui.uid_name()
local define = setmetatable({
name=uid,
events={},
draw_data={
name=uid
}
},{
__index=prototype,
__call=function(self,element)
return self:draw_to(element)
end
})
Gui.defines[define.name] = define
return define
end
--- Gets the uid for the config --- Gets the uid for the config
function Gui._prototype:uid() function Gui._prototype:uid()
return self.name return self.name
end end
--- Sets an alias to the uid
function Gui._prototype:debug_name(name)
self.debug_name = name
Gui.names[name] = self.name
return self
end
--- Sets the caption for the element config --- Sets the caption for the element config
function Gui._prototype:set_caption(caption) function Gui._prototype:set_caption(caption)
self.draw_data.caption = caption self.draw_data.caption = caption
@@ -62,15 +142,63 @@ end
function Gui._prototype:draw_to(element) function Gui._prototype:draw_to(element)
if element[self.name] then return end if element[self.name] then return end
local player = Game.get_player_by_index(element.player_index) local player = Game.get_player_by_index(element.player_index)
if self.pre_authenticator then if self.pre_authenticator then
if not self.pre_authenticator(player,self.clean_name or self.name) then return end if not self.pre_authenticator(player,self.clean_name or self.name) then return end
end end
local _element = element.add(self.draw_data)
local new_element = element.add(self.draw_data)
if self.post_authenticator then if self.post_authenticator then
_element.enabled = not not self.post_authenticator(player,self.clean_name or self.name) new_element.enabled = self.post_authenticator(player,self.clean_name or self.name)
end end
if self._post_draw then self._post_draw(_element) end
return _element if self.store then
local category = self.categorize and self.categorize(element) or nil
local instances = Gui.get_instances(self,category)
if instances then
table.insert(instances,new_element)
end
end
if self.post_draw then self.post_draw(new_element) end
return new_element
end
--- Gets the value in this elements store
function Gui._prototype:get_store(category)
if not self.store then return end
if self.categorize then
return Store.get_child(self.store,category)
else
return Store.get(self.store)
end
end
--- Sets the value in this elements store
function Gui._prototype:set_store(category,value)
if not self.store then return end
if self.categorize then
return Store.set_child(self.store,category,value)
else
return Store.set(self.store,category)
end
end
function Gui.get_store(name,category)
local define = Gui.get_define(name,true)
return define:get_store(category)
end
function Gui.set_store(name,category,value)
local define = Gui.get_define(name,true)
return define:get_store(category,value)
end
function Gui.draw(name,element)
local define = Gui.get_define(name,true)
return define:draw_to(element)
end end
function Gui.toggle_enable(element) function Gui.toggle_enable(element)

View File

@@ -1,19 +1,20 @@
-- This file is used to require all the different elements of the gui module -- This file is used to require all the different elements of the gui module
local Gui = require('./gui/core') local Gui = require('./gui/core')
local Buttons = require('./gui/buttons') local Button = require('./gui/buttons')
Gui.new_button = Buttons.new_button Gui.new_button = Button.new_button
Gui.inputs.buttons = Buttons Gui.classes.button = Button
local Toolbar = require('./gui/toolbar') local Toolbar = require('./gui/toolbar')
Gui.new_toolbar_button = Toolbar.new_button Gui.new_toolbar_button = Toolbar.new_button
Gui.add_button_to_toolbar = Toolbar.add_button Gui.add_button_to_toolbar = Toolbar.add_button
Gui.structure.toolbar = Toolbar Gui.update_toolbar = Toolbar.update
Gui.classes.toolbar = Toolbar
local Checkboxs = require('./gui/checkboxs') local Checkbox = require('./gui/checkboxs')
Gui.new_checkbox = Checkboxs.new_checkbox Gui.new_checkbox = Checkbox.new_checkbox
Gui.new_radiobutton = Checkboxs.new_radiobutton Gui.new_radiobutton = Checkbox.new_radiobutton
Gui.new_radiobutton_option_set = Checkboxs.new_option_set Gui.new_radiobutton_option_set = Checkbox.new_option_set
Gui.inputs.checkboxs = Checkboxs Gui.classes.checkbox = Checkbox
return Gui return Gui