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@@ -12,7 +12,7 @@ local credits = {{
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name='Gui Input Handler',
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owner='Explosive Gaming',
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dev='Cooldude2606',
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description='Handles all gui inputs',
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description='Handles all GUI inputs',
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factorio_version='0.15.23',
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show=false
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}}
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@@ -20,17 +20,17 @@ local function credit_loop(reg) for _,cred in pairs(reg) do table.insert(credits
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--Please Only Edit Below This Line-----------------------------------------------------------
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local add_input = ExpGui.add_input
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local inputs = ExpGui.inputs
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--allows defining of new buttons;;name how to call button;;default_display what is showen on the button;;default_tooltip the tooltip display;;event function(player,element) that runs on click
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--allows defining of new buttons;;name how to call button;;default_display what is shown on the button;;default_tooltip the tooltip display;;event function(player,element) that runs on click
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function add_input.button(name,default_display,default_tooltip,event)
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if not name then error('Button requires a name') end
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table.insert(inputs.buttons,{name,default_display,default_tooltip,event})
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end
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--allows defining of text box inputs;;name how to call button;;default_display what is showen on the button;;event function(player,element) that runs on text change
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--allows defining of text box inputs;;name how to call button;;default_display what is shown on the button;;event function(player,element) that runs on text change
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function add_input.text(name,default_display,event)
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if not name then error('Text Filed requires a name') end
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table.insert(inputs.text,{name,default_display,event})
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end
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--draws the button into a gui;;frame the frame to draw to;;name name of button to draw;;display(opptinal) overides the default;;tooltip(opptinal) overides the default
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--draws the button into a gui;;frame the frame to draw to;;name name of button to draw;;display(opptinal) overrides the default;;tooltip(opptinal) overrides the default
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function add_input.draw_button(frame,name,display,tooltip)
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if not frame or not frame.valid then error('No frame to draw to') end
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if not name then error('No button to draw') end
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@@ -45,9 +45,9 @@ function add_input.draw_button(frame,name,display,tooltip)
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end return
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end
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end
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error('No Button By The Name Of '..name)
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error('No Button by the name of '..name)
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end
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--draws the text into a gui;;frame the frame to draw to;;name name of button to draw;;display(opptinal) overides the default;;tooltip(opptinal) overides the default
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--draws the text into a gui;;frame the frame to draw to;;name name of button to draw;;display(opptinal) overrides the default;;tooltip(opptinal) overrides the default
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function add_input.draw_text(frame,name,display)
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if not frame or not frame.valid then error('No frame to draw to') end
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if not name then error('No text filed to draw') end
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@@ -66,7 +66,7 @@ Event.register(defines.events.on_gui_click, function(event)
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if event.element.type == 'button' or event.element.type == 'sprite-button' then
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for _,btn in pairs(inputs.buttons) do
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if btn[1] == event.element.name then
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if btn[4] then btn[4](player,event.element) else rank_print('Button Without Function '..btn[1],'Mod') end break
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if btn[4] then btn[4](player,event.element) else rank_print('Button without Function '..btn[1],'Mod') end break
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end
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end
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end
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