mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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Add ExpElement
This commit is contained in:
@@ -1,37 +1,60 @@
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--[[-- ExpGui - GuiData
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Provides a method of storing data for elements, players, and forces under a given scope.
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This is not limited to GUI element definitions but this is the most common use case.
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]]
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local ExpUtil = require("modules/exp_util")
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local Storage = require("modules/exp_util/storage")
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--- @type table<string, ExpGui.GuiData>
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local registered_scopes = {}
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--- @type table<string, [table, table, table]>
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local script_data = {}
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Storage.register(script_data, function(tbl)
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script_data = tbl
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for scope, data in pairs(tbl) do
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local proxy = registered_scopes[scope]
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if proxy then
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proxy.element_data = data[1]
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proxy.player_data = data[2]
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proxy.force_data = data[3]
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end
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end
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end)
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--- @class ExpGui_GuiData
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local GuiData = {
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_gui_data = script_data,
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_registered = {}, --- @type table<string, ExpGui.GuiDataInit>
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_data = script_data,
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_scopes = registered_scopes,
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}
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--- @alias DataKey LuaGuiElement | LuaPlayer | LuaForce
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--- @class ExpGui.GuiData: table<DataKey, any>
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--- @field _init ExpGui.GuiDataInit
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--- @field element_data table<uint, table<uint, any>>
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--- @field player_data table<uint, any>
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--- @field force_data table<uint, any>
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--- @class ExpGui.GuiDataInit
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--- @class ExpGui.GuiData._init
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--- @field element any
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--- @field player any
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--- @field force any
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--- @class ExpGui.GuiData: table<DataKey, any>
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--- @field _scope string
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--- @field _init ExpGui.GuiData._init
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--- @field element_data table<uint, table<uint, any>>
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--- @field player_data table<uint, any>
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--- @field force_data table<uint, any>
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-- This class has no prototype methods
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GuiData._metatable = {
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__class = "GuiData",
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}
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Storage.register_metatable(GuiData._metatable.__class, GuiData._metatable)
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--- Return the index for a given key
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--- @param self ExpGui.GuiData
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--- @param key DataKey
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--- @return any
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function GuiData.__index(self, key)
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function GuiData._metatable.__index(self, key)
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assert(type(key) == "userdata", "Index type '" .. ExpUtil.get_class_name(key) .. "' given to GuiData. Must be of type userdata.")
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local rtn, init
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local object_name = key.object_name
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@@ -61,7 +84,7 @@ end
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--- @param self ExpGui.GuiData
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--- @param key DataKey
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--- @param value unknown
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function GuiData.__newindex(self, key, value)
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function GuiData._metatable.__newindex(self, key, value)
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assert(type(key) == "userdata", "Index type '" .. ExpUtil.get_class_name(key) .. "' given to GuiData. Must be of type userdata.")
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local object_name = key.object_name
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if object_name == "LuaGuiElement" then
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@@ -80,43 +103,44 @@ function GuiData.__newindex(self, key, value)
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end
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end
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GuiData._metatable = {
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__index = GuiData.__index,
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__newindex = GuiData.__newindex,
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__class = "GuiData",
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}
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Storage.register_metatable(GuiData._metatable.__class, GuiData._metatable)
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--- Register the starting values for element data
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--- @param define_name string
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--- @param init_element any
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--- @param init_player any
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--- @param init_force any
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function GuiData.register(define_name, init_element, init_player, init_force)
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assert(GuiData._registered[define_name] == nil, "Define already has data registered")
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GuiData._registered[define_name] = {
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element = init_element,
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player = init_player,
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force = init_force,
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}
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--- Sallow copy the keys from the provided table into itself
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--- @param self ExpGui.GuiData
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--- @param data table
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function GuiData._metatable.__call(self, data)
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for k, v in pairs(data) do
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self[k] = v
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end
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end
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--- Create the data for an element definition
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--- @param define_name string
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--- Create the data object for a given scope
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--- @param scope string
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--- @return ExpGui.GuiData
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function GuiData.create(define_name)
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local init = assert(GuiData._registered[define_name], "Define does not have any registered data")
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function GuiData.create(scope)
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assert(GuiData._scopes[scope] == nil, "Scope already exists with name: " .. scope)
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local data = {
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_init = init,
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local instance = {
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_init = {},
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_scope = scope,
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element_data = {},
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player_data = {},
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force_data = {},
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}
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script_data[define_name] = data
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return setmetatable(data, GuiData._metatable)
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script_data[scope] = {
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instance.element_data,
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instance.player_data,
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instance.force_data,
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}
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GuiData._scopes[scope] = instance
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return setmetatable(instance, GuiData._metatable)
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end
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--- Get the link to an existing data scope
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--- @param scope string
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--- @return ExpGui.GuiData
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function GuiData.get(scope)
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return GuiData._scopes[scope]
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end
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return GuiData
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@@ -1,7 +1,13 @@
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--[[-- ExpGui - GuiData
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Provides a method of storing elements created for a player and provide a global iterator for them.
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]]
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local ExpUtil = require("modules/exp_util")
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local Storage = require("modules/exp_util/storage")
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--- @alias ExpGui_GuiIter.FilterType LuaPlayer | LuaForce | LuaPlayer[] | nil
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--- @alias ExpGui_GuiIter.ReturnType ExpGui_GuiIter.ReturnType
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--- @type table<string, table<uint, table<uint, LuaGuiElement>>>
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local script_data = {}
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Storage.register(script_data, function(tbl)
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@@ -29,17 +35,17 @@ local function next_valid_element(elements, prev_index)
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end
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--- Get the next valid player with elements
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--- @param define_elements table<uint, table<uint, LuaGuiElement>>
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--- @param scope_elements table<uint, table<uint, LuaGuiElement>>
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--- @param players LuaPlayer[]
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--- @param prev_index uint?
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--- @param online boolean?
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--- @return uint?, LuaPlayer?, table<uint, LuaGuiElement>?
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local function next_valid_player(define_elements, players, prev_index, online)
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local function next_valid_player(scope_elements, players, prev_index, online)
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local index, player = nil, nil
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while true do
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index, player = next(players, prev_index)
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while player and not player.valid do
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define_elements[player.index] = nil
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scope_elements[player.index] = nil
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index, player = next(players, index)
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end
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@@ -48,7 +54,7 @@ local function next_valid_player(define_elements, players, prev_index, online)
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end
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if online == nil or player.connected == online then
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local player_elements = define_elements[player.index]
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local player_elements = scope_elements[player.index]
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if player_elements and #player_elements > 0 then
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return index, player, player_elements
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end
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@@ -57,16 +63,16 @@ local function next_valid_player(define_elements, players, prev_index, online)
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end
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--- Iterate over all valid elements for a player
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--- @param define_name string
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--- @param scope string
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--- @param player LuaPlayer
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--- @return fun(): LuaPlayer?, LuaGuiElement?
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function GuiIter.player_elements(define_name, player)
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--- @return ExpGui_GuiIter.ReturnType
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function GuiIter.player_elements(scope, player)
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if not player.valid then return nop end
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local define_elements = script_data[define_name]
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if not define_elements then return nop end
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local scope_elements = script_data[scope]
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if not scope_elements then return nop end
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local player_elements = define_elements[player.index]
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local player_elements = scope_elements[player.index]
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if not player_elements then return nop end
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local element_index, element = nil, nil
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@@ -78,13 +84,13 @@ function GuiIter.player_elements(define_name, player)
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end
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--- Iterate over all valid elements for a player
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--- @param define_name string
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--- @param scope string
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--- @param players LuaPlayer[]
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--- @param online boolean?
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--- @return fun(): LuaPlayer?, LuaGuiElement?
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function GuiIter.filtered_elements(define_name, players, online)
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local define_elements = script_data[define_name]
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if not define_elements then return nop end
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--- @return ExpGui_GuiIter.ReturnType
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function GuiIter.filtered_elements(scope, players, online)
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local scope_elements = script_data[scope]
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if not scope_elements then return nop end
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local index, player, player_elements = nil, nil, nil
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local element_index, element = nil, nil
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@@ -92,7 +98,7 @@ function GuiIter.filtered_elements(define_name, players, online)
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while true do
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-- Get the next valid player elements if needed
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if element_index == nil then
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index, player, player_elements = next_valid_player(define_elements, players, index, online)
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index, player, player_elements = next_valid_player(scope_elements, players, index, online)
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if index == nil then return nil, nil end
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--- @cast player_elements -nil
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end
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@@ -107,11 +113,11 @@ function GuiIter.filtered_elements(define_name, players, online)
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end
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--- Iterate over all valid elements
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--- @param define_name string
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--- @return fun(): LuaPlayer?, LuaGuiElement?
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function GuiIter.all_elements(define_name)
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local define_elements = script_data[define_name]
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if not define_elements then return nop end
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--- @param scope string
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--- @return ExpGui_GuiIter.ReturnType
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function GuiIter.all_elements(scope)
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local scope_elements = script_data[scope]
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if not scope_elements then return nop end
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local player_index, player_elements, player = nil, nil, nil
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local element_index, element = nil, nil
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@@ -119,14 +125,14 @@ function GuiIter.all_elements(define_name)
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while true do
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if element_index == nil then
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-- Get the next player
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player_index, player_elements = next(define_elements, player_index)
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player_index, player_elements = next(scope_elements, player_index)
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if player_index == nil then return nil, nil end
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player = game.get_player(player_index)
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-- Ensure next player is valid
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while player and not player.valid do
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define_elements[player_index] = nil
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player_index, player_elements = next(define_elements, player_index)
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scope_elements[player_index] = nil
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player_index, player_elements = next(scope_elements, player_index)
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if player_index == nil then return nil, nil end
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player = game.get_player(player_index)
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end
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@@ -142,65 +148,63 @@ function GuiIter.all_elements(define_name)
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end
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end
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--- @alias FilterType LuaPlayer | LuaForce | LuaPlayer[] | nil
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--- Iterate over all valid gui elements for all players
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--- @param define_name string
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--- @param filter FilterType
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--- @return fun(): LuaPlayer?, LuaGuiElement?
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function GuiIter.get_elements(define_name, filter)
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--- @param scope string
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--- @param filter ExpGui_GuiIter.FilterType
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--- @return ExpGui_GuiIter.ReturnType
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function GuiIter.get_tracked_elements(scope, filter)
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local class_name = ExpUtil.get_class_name(filter)
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if class_name == "nil" then
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--- @cast filter nil
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return GuiIter.all_elements(define_name)
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return GuiIter.all_elements(scope)
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elseif class_name == "LuaPlayer" then
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--- @cast filter LuaPlayer
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return GuiIter.player_elements(define_name, filter)
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return GuiIter.player_elements(scope, filter)
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elseif class_name == "LuaForce" then
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--- @cast filter LuaForce
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return GuiIter.filtered_elements(define_name, filter.players)
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return GuiIter.filtered_elements(scope, filter.players)
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elseif type(filter) == "table" and ExpUtil.get_class_name(filter[1]) == "LuaPlayer" then
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--- @cast filter LuaPlayer[]
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return GuiIter.filtered_elements(define_name, filter)
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return GuiIter.filtered_elements(scope, filter)
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else
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error("Unknown filter type: " .. class_name)
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end
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end
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--- Iterate over all valid gui elements for all online players
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--- @param define_name string
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--- @param filter FilterType
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--- @return fun(): LuaPlayer?, LuaGuiElement?
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function GuiIter.get_online_elements(define_name, filter)
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--- @param scope string
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--- @param filter ExpGui_GuiIter.FilterType
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--- @return ExpGui_GuiIter.ReturnType
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function GuiIter.get_online_elements(scope, filter)
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local class_name = ExpUtil.get_class_name(filter)
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if class_name == "nil" then
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--- @cast filter nil
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return GuiIter.filtered_elements(define_name, game.connected_players)
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return GuiIter.filtered_elements(scope, game.connected_players)
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elseif class_name == "LuaPlayer" then
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--- @cast filter LuaPlayer
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if not filter.connected then return nop end
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return GuiIter.player_elements(define_name, filter)
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return GuiIter.player_elements(scope, filter)
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elseif class_name == "LuaForce" then
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--- @cast filter LuaForce
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return GuiIter.filtered_elements(define_name, filter.connected_players)
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return GuiIter.filtered_elements(scope, filter.connected_players)
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elseif type(filter) == "table" and ExpUtil.get_class_name(filter[1]) == "LuaPlayer" then
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--- @cast filter LuaPlayer[]
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return GuiIter.filtered_elements(define_name, filter, true)
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return GuiIter.filtered_elements(scope, filter, true)
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else
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error("Unknown filter type: " .. class_name)
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end
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end
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--- Add a new element to the global iter
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--- @param define_name string
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--- @param scope string
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--- @param element LuaGuiElement
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function GuiIter.add_element(define_name, element)
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function GuiIter.add_element(scope, element)
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if not element.valid then return end
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local define_elements = script_data[define_name]
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if not define_elements then
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define_elements = {}
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script_data[define_name] = define_elements
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local scope_elements = script_data[scope]
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if not scope_elements then
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scope_elements = {}
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script_data[scope] = scope_elements
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end
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local player_elements = script_data[element.player_index]
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@@ -212,4 +216,16 @@ function GuiIter.add_element(define_name, element)
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player_elements[element.index] = element
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end
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--- Remove an element from the global iter
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--- @param scope string
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--- @param player_index uint
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--- @param element_index uint
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function GuiIter.remove_element(scope, player_index, element_index)
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local scope_elements = script_data[scope]
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if not scope_elements then return end
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local player_elements = script_data[player_index]
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if not player_elements then return end
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player_elements[element_index] = nil
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end
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return GuiIter
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386
exp_gui/module/prototype.lua
Normal file
386
exp_gui/module/prototype.lua
Normal file
@@ -0,0 +1,386 @@
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local ExpUtil = require("modules/exp_util")
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local GuiData = require("./data")
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local GuiIter = require("./iter")
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--- @class ExpGui_ExpElement
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local ExpElement = {
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_elements = {}
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}
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--- @alias ExpElement.DrawCallback fun(def: ExpElement, parent: LuaGuiElement, ...): LuaGuiElement?, function?
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--- @alias ExpElement.StyleCallback fun(def: ExpElement, element: LuaGuiElement?, parent: LuaGuiElement, ...): table?
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--- @alias ExpElement.DataCallback fun(def: ExpElement, element: LuaGuiElement?, parent: LuaGuiElement, ...): table?
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--- @alias ExpElement.OnEventAdder<E> fun(self: ExpElement, handler: fun(event: E)): ExpElement
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--- @class ExpElement._debug
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--- @field defined_at string
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--- @field draw_src table?
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--- @field style_src table?
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--- @class ExpElement
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--- @field name string
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--- @field scope string
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--- @field data ExpGui.GuiData
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--- @field _debug ExpElement._debug
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--- @field _draw ExpElement.DrawCallback?
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--- @field _style ExpElement.StyleCallback?
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--- @field _element_data ExpElement.DataCallback?
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--- @field _player_data ExpElement.DataCallback?
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--- @field _force_data ExpElement.DataCallback?
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--- @field _events table<defines.events, function[]>
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ExpElement._prototype = {
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_track_elements = false,
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_tag_elements = false,
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}
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||||
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ExpElement._metatable = {
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__call = nil, -- ExpElement._prototype.create
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__index = ExpElement._prototype,
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__class = "ExpGui",
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}
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--- Register a new instance of a prototype
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--- @param name string
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||||
--- @return ExpElement
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||||
function ExpElement.create(name)
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ExpUtil.assert_not_runtime()
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assert(ExpElement._elements[name] == nil, "ExpElement already defined with name: " .. name)
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local scope = ExpUtil.get_module_name(2) .. "::" .. name
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||||
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local instance = {
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name = name,
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scope = scope,
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||||
data = GuiData.create(scope),
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_events = {},
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_debug = {
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defined_at = ExpUtil.safe_file_path(2),
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},
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}
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ExpElement._elements[name] = instance
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return setmetatable(instance, ExpElement._metatable)
|
||||
end
|
||||
|
||||
--- Create a new instance of this element definition
|
||||
--- @param parent LuaGuiElement
|
||||
--- @param ... any
|
||||
--- @return LuaGuiElement?
|
||||
function ExpElement._prototype:create(parent, ...)
|
||||
assert(self._draw, "Element does not have a draw definition")
|
||||
local element, status = self:_draw(parent, ...)
|
||||
local player = assert(game.get_player(parent.player_index))
|
||||
|
||||
if self._style then
|
||||
local style = self:_style(element, parent, ...)
|
||||
if style then
|
||||
assert(element, "Cannot set style when no element was returned by draw definition")
|
||||
local element_style = element.style
|
||||
for k, v in pairs(style) do
|
||||
element_style[k] = v
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if self._element_data then
|
||||
local data = self:_element_data(element, parent, ...)
|
||||
if data then
|
||||
assert(element, "Cannot set element data when no element was returned by draw definition")
|
||||
self.data[element] = data
|
||||
end
|
||||
end
|
||||
|
||||
if self._player_data then
|
||||
local data = self:_player_data(element, parent, ...)
|
||||
if data then
|
||||
self.data[player] = data
|
||||
end
|
||||
end
|
||||
|
||||
if self._force_data then
|
||||
local data = self:_force_data(element, parent, ...)
|
||||
if data then
|
||||
self.data[player.force] = data
|
||||
end
|
||||
end
|
||||
|
||||
if not element then return end
|
||||
|
||||
if self._track_elements and status ~= ExpElement._prototype.track_element and status ~= ExpElement._prototype.untrack_element then
|
||||
self:track_element(element)
|
||||
end
|
||||
|
||||
if self._tag_elements and status ~= ExpElement._prototype.tag_element and status ~= ExpElement._prototype.untag_element then
|
||||
self:tag_element(element)
|
||||
end
|
||||
|
||||
return element
|
||||
end
|
||||
|
||||
--- Enable tracking of all created elements
|
||||
--- @return ExpElement
|
||||
function ExpElement._prototype:track_all_elements()
|
||||
self._track_elements = true
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the draw definition
|
||||
--- @param definition table | ExpElement.DrawCallback
|
||||
--- @return ExpElement
|
||||
function ExpElement._prototype:draw(definition)
|
||||
if type(definition) == "table" then
|
||||
self._debug.draw_src = definition
|
||||
self._draw = function(_, parent)
|
||||
return parent.add(definition)
|
||||
end
|
||||
else
|
||||
self._draw = definition
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the style definition
|
||||
--- @param definition table | ExpElement.StyleCallback
|
||||
--- @return ExpElement
|
||||
function ExpElement._prototype:style(definition)
|
||||
if type(definition) == "table" then
|
||||
self._debug.style_src = definition
|
||||
self._style = function(_, parent)
|
||||
return parent.add(definition)
|
||||
end
|
||||
else
|
||||
self._style = definition
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the default element data
|
||||
--- @param definition table | ExpElement.DataCallback
|
||||
--- @return ExpElement
|
||||
function ExpElement._prototype:element_data(definition)
|
||||
if type(definition) == "table" then
|
||||
--- @diagnostic disable-next-line invisible
|
||||
self.data._init.element = definition
|
||||
else
|
||||
self._element_data = definition
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the default player data
|
||||
--- @param definition table | ExpElement.DataCallback
|
||||
--- @return ExpElement
|
||||
function ExpElement._prototype:player_data(definition)
|
||||
if type(definition) == "table" then
|
||||
--- @diagnostic disable-next-line invisible
|
||||
self.data._init.player = definition
|
||||
else
|
||||
self._player_data = definition
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the default force data
|
||||
--- @param definition table | ExpElement.DataCallback
|
||||
--- @return ExpElement
|
||||
function ExpElement._prototype:force_data(definition)
|
||||
if type(definition) == "table" then
|
||||
--- @diagnostic disable-next-line invisible
|
||||
self.data._init.force = definition
|
||||
else
|
||||
self._force_data = definition
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Iterate the tracked elements of all players
|
||||
--- @param filter ExpGui_GuiIter.FilterType
|
||||
--- @return ExpGui_GuiIter.ReturnType
|
||||
function ExpElement._prototype:tracked_elements(filter)
|
||||
return GuiIter.get_tracked_elements(self.scope, filter)
|
||||
end
|
||||
|
||||
--- Iterate the tracked elements of all online players
|
||||
--- @param filter ExpGui_GuiIter.FilterType
|
||||
--- @return ExpGui_GuiIter.ReturnType
|
||||
function ExpElement._prototype:online_elements(filter)
|
||||
return GuiIter.get_online_elements(self.scope, filter)
|
||||
end
|
||||
|
||||
--- Track an arbitrary element, tracked elements can be iterated
|
||||
--- @param element LuaGuiElement
|
||||
--- @return LuaGuiElement
|
||||
--- @return function
|
||||
function ExpElement._prototype:track_element(element)
|
||||
GuiIter.add_element(self.scope, element)
|
||||
return element, ExpElement._prototype.track_element
|
||||
end
|
||||
|
||||
--- Untrack an arbitrary element, untracked elements can't be iterated
|
||||
--- @param element LuaGuiElement
|
||||
--- @return LuaGuiElement
|
||||
--- @return function
|
||||
function ExpElement._prototype:untrack_element(element)
|
||||
GuiIter.remove_element(self.scope, element.player_index, element.index)
|
||||
return element, ExpElement._prototype.untrack_element
|
||||
end
|
||||
|
||||
--- Tag an arbitrary element, tagged elements call event handlers
|
||||
--- @param element LuaGuiElement
|
||||
--- @return LuaGuiElement
|
||||
--- @return function
|
||||
function ExpElement._prototype:tag_element(element)
|
||||
local element_tags = element.tags
|
||||
if not element_tags then
|
||||
element_tags = {}
|
||||
end
|
||||
|
||||
local event_tags = element_tags["ExpGui"]
|
||||
if not event_tags then
|
||||
event_tags = {}
|
||||
element_tags["ExpGui"] = event_tags
|
||||
end
|
||||
--- @cast event_tags string[]
|
||||
|
||||
if not table.contains(event_tags, self.scope) then
|
||||
event_tags[#event_tags + 1] = self.scope
|
||||
end
|
||||
|
||||
element.tags = element_tags
|
||||
return element, ExpElement._prototype.tag_element
|
||||
end
|
||||
|
||||
--- Untag an arbitrary element, untagged elements do not call event handlers
|
||||
--- @param element LuaGuiElement
|
||||
--- @return LuaGuiElement
|
||||
--- @return function
|
||||
function ExpElement._prototype:untag_element(element)
|
||||
local element_tags = element.tags
|
||||
if not element_tags then
|
||||
element_tags = {}
|
||||
end
|
||||
|
||||
local event_tags = element_tags["ExpGui"]
|
||||
if not event_tags then
|
||||
event_tags = {}
|
||||
element_tags["ExpGui"] = event_tags
|
||||
end
|
||||
--- @cast event_tags string[]
|
||||
|
||||
table.remove_element(event_tags, self.scope)
|
||||
element.tags = element_tags
|
||||
return element, ExpElement._prototype.untag_element
|
||||
end
|
||||
|
||||
local e = defines.events
|
||||
local events = {
|
||||
}
|
||||
|
||||
--- Create a function to add event handlers to an element definition
|
||||
--- @param event_name any
|
||||
--- @return ExpElement.OnEventAdder<EventData>
|
||||
local function event_factory(event_name)
|
||||
--- @param event EventData.on_gui_click
|
||||
events[event_name] = function(event)
|
||||
local element = event.element
|
||||
if not element or not element.valid then return end
|
||||
|
||||
local event_tags = element.tags and element.tags["ExpGui"]
|
||||
if not event_tags then return end
|
||||
--- @cast event_tags string[]
|
||||
|
||||
for _, define_name in ipairs(event_tags) do
|
||||
local define = ExpElement._elements[define_name]
|
||||
if define then
|
||||
define:_raise_event(event)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return function(self, handler)
|
||||
self._tag_elements = true
|
||||
local handlers = self._events[event_name]
|
||||
if not handlers then
|
||||
handlers = {}
|
||||
self._events[event_name] = handlers
|
||||
end
|
||||
handlers[#handlers + 1] = handler
|
||||
return self
|
||||
end
|
||||
end
|
||||
|
||||
--- Raise all handlers for an event on this definition
|
||||
--- @param event EventData
|
||||
function ExpElement._prototype:_raise_event(event)
|
||||
local handlers = self._events[event.name]
|
||||
if not handlers then return end
|
||||
for _, handler in ipairs(handlers) do
|
||||
handler(event)
|
||||
end
|
||||
end
|
||||
|
||||
--- Called when LuaGuiElement checked state is changed (related to checkboxes and radio buttons).
|
||||
--- @type ExpElement.OnEventAdder<EventData.on_gui_checked_state_changed>
|
||||
ExpElement._prototype.on_checked_state_changed = event_factory(e.on_gui_checked_state_changed)
|
||||
|
||||
--- Called when LuaGuiElement is clicked.
|
||||
--- @type ExpElement.OnEventAdder<EventData.on_gui_click>
|
||||
ExpElement._prototype.on_click = event_factory(e.on_gui_click)
|
||||
|
||||
--- Called when the player closes the GUI they have open.
|
||||
--- @type ExpElement.OnEventAdder<EventData.on_gui_closed>
|
||||
ExpElement._prototype.on_closed = event_factory(e.on_gui_closed)
|
||||
|
||||
--- Called when a LuaGuiElement is confirmed, for example by pressing Enter in a textfield.
|
||||
--- @type ExpElement.OnEventAdder<EventData.on_gui_confirmed>
|
||||
ExpElement._prototype.on_confirmed = event_factory(e.on_gui_confirmed)
|
||||
|
||||
--- Called when LuaGuiElement element value is changed (related to choose element buttons).
|
||||
--- @type ExpElement.OnEventAdder<EventData.on_gui_elem_changed>
|
||||
ExpElement._prototype.on_elem_changed = event_factory(e.on_gui_elem_changed)
|
||||
|
||||
--- Called when LuaGuiElement is hovered by the mouse.
|
||||
--- @type ExpElement.OnEventAdder<EventData.on_gui_hover>
|
||||
ExpElement._prototype.on_hover = event_factory(e.on_gui_hover)
|
||||
|
||||
--- Called when the player's cursor leaves a LuaGuiElement that was previously hovered.
|
||||
--- @type ExpElement.OnEventAdder<EventData.on_gui_leave>
|
||||
ExpElement._prototype.on_leave = event_factory(e.on_gui_leave)
|
||||
|
||||
--- Called when LuaGuiElement element location is changed (related to frames in player.gui.screen).
|
||||
--- @type ExpElement.OnEventAdder<EventData.on_gui_location_changed>
|
||||
ExpElement._prototype.on_location_changed = event_factory(e.on_gui_location_changed)
|
||||
|
||||
--- Called when the player opens a GUI.
|
||||
--- @type ExpElement.OnEventAdder<EventData.on_gui_opened>
|
||||
ExpElement._prototype.on_opened = event_factory(e.on_gui_opened)
|
||||
|
||||
--- Called when LuaGuiElement selected tab is changed (related to tabbed-panes).
|
||||
--- @type ExpElement.OnEventAdder<EventData.on_gui_selected_tab_changed>
|
||||
ExpElement._prototype.on_selected_tab_changed = event_factory(e.on_gui_selected_tab_changed)
|
||||
|
||||
--- Called when LuaGuiElement selection state is changed (related to drop-downs and listboxes).
|
||||
--- @type ExpElement.OnEventAdder<EventData.on_gui_selection_state_changed>
|
||||
ExpElement._prototype.on_selection_state_changed = event_factory(e.on_gui_selection_state_changed)
|
||||
|
||||
--- Called when LuaGuiElement switch state is changed (related to switches).
|
||||
--- @type ExpElement.OnEventAdder<EventData.on_gui_switch_state_changed>
|
||||
ExpElement._prototype.on_switch_state_changed = event_factory(e.on_gui_switch_state_changed)
|
||||
|
||||
--- Called when LuaGuiElement text is changed by the player.
|
||||
--- @type ExpElement.OnEventAdder<EventData.on_gui_text_changed>
|
||||
ExpElement._prototype.on_text_changed = event_factory(e.on_gui_text_changed)
|
||||
|
||||
--- Called when LuaGuiElement slider value is changed (related to the slider element).
|
||||
--- @type ExpElement.OnEventAdder<EventData.on_gui_value_changed>
|
||||
ExpElement._prototype.on_value_changed = event_factory(e.on_gui_value_changed)
|
||||
|
||||
ExpElement._metatable.__call = ExpElement._prototype.create
|
||||
ExpElement.events = events --- @package
|
||||
return ExpElement
|
||||
Reference in New Issue
Block a user