Task List Updated

This commit is contained in:
Cooldude2606
2019-10-24 01:44:41 +01:00
parent 886fb2c226
commit f7cff8b236
98 changed files with 1849 additions and 488 deletions

View File

@@ -5,35 +5,60 @@
@usage-- Defining a button that prints the player's name
local example_button =
Gui.new_element{
Gui.element{
type = 'button',
caption = 'Example Button'
}
:on_click(function(event)
local player = event.player
:on_click(function(player,element,event)
player.print(player.name)
end)
@usage-- Defining using a custom function
@usage-- Defining a button with a custom style
local example_button =
Gui.element{
type = 'button',
caption = 'Example Button'
}
:style{
height = 25,
width = 100
}
:on_click(function(player,element,event)
player.print(player.name)
end)
@usage-- Defining a button using a custom function
local example_flow_with_button =
Gui.new_element(function(event_trigger,parent)
Gui.element(function(event_trigger,parent)
-- Add the flow the button is in
local flow =
parent.add{
name = 'example_flow',
type = 'flow'
}
-- Get the players name
local player = game.players[parent.player_index]
local player_name = player.name
-- Add the button
local element =
flow.add{
name = event_trigger,
type = 'button',
caption = 'Example Button'
caption = 'Example Button: '..player_name
}
-- Set the style of the button
local style = element.style
style.height = 25
style.width = 100]
style.font_color = player.color
-- Return the element
return element
end)
:on_click(function(event)
local player = event.player
:on_click(function(player,element,event)
player.print(player.name)
end)
@@ -62,14 +87,16 @@ local Gui = {
--- 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
--- The element prototype which is returned from Gui.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,...)
local element = self._draw(self.name,parent,...)
if self._style then self._style(element.style,element,...) end
return element
end
}
}
@@ -85,20 +112,22 @@ Gui._mt_element.__index = Gui._prototype_element
@usage-- Defining an element with a table
local example_button =
Gui.new_element{
Gui.element{
type = 'button',
caption = 'Example Button'
}
@usage-- Defining an element with a function
local example_flow_with_button =
Gui.new_element(function(event_trigger,parent)
Gui.element(function(event_trigger,parent,...)
-- Add the flow the button is in
local flow =
parent.add{
name = 'example_flow',
type = 'flow'
}
-- Add the button
local element =
flow.add{
name = event_trigger,
@@ -106,11 +135,17 @@ Gui.new_element(function(event_trigger,parent)
caption = 'Example Button'
}
-- Set the style of the button
local style = element.style
style.height = 25
style.width = 100
-- Return the element
return element
end)
]]
function Gui.new_element(element_define)
function Gui.element(element_define)
-- Set the metatable to allow access to register events
local element = setmetatable({}, Gui._mt_element)
@@ -139,8 +174,54 @@ function Gui.new_element(element_define)
return element
end
--[[-- Extension of Gui.element when using the table method, values applied after the element is drawn
@tparam ?table|function style_define used to define how the style is applied, 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
@usage-- Setting the height and width of the example button
local example_button =
Gui.element{
type = 'button',
caption = 'Example Button'
}
:style{
height = 25,
width = 100
}
@usage-- Using a function to set the style
local example_button =
Gui.element{
type = 'button',
caption = 'Example Button'
}
:style(function(style,element,...)
local player = game.players[element.player_index]
style.height = 25
style.width = 100
style.font_color = player.color
end)
]]
function Gui._prototype_element:style(style_define)
-- Add the defination function
if type(style_define) == 'table' then
self._style = function(style)
for key,value in pairs(style_define) do
style[key] = value
end
end
else
self._style = style_define
end
-- Return the element so event handers can be accessed
return self
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
@treturn table the new element define that is used to register events to this element
@usage-- Adding the example button
example_button:add_to_top_flow(function(player)
@@ -151,10 +232,12 @@ end)
]]
function Gui._prototype_element:add_to_top_flow(authenticator)
Gui.top_elements[self.name] = authenticator or true
return self
end
--[[-- 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
@treturn table the new element define that is used to register events to this element
@usage-- Adding the example button
example_flow_with_button:add_to_left_flow(true)
@@ -162,6 +245,7 @@ example_flow_with_button:add_to_left_flow(true)
]]
function Gui._prototype_element:add_to_left_flow(open_on_join)
Gui.left_elements[self.name] = open_on_join or false
return self
end
-- This function is called for event event
@@ -186,7 +270,7 @@ local function general_event_handler(event)
end
event.player = player
local success, err = pcall(handler,event)
local success, err = pcall(handler,player,element,event)
if not success then
error('There as been an error with an event handler for a gui element:\n\t'..err)
end
@@ -259,31 +343,23 @@ Gui._prototype_element.on_value_changed = event_handler_factory(defines.events.o
--- 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)
Gui.element{
type = 'button',
style = 'back_button',
tooltip = {'gui_util.button_tooltip'}
}
:style{
width = 18,
height = 36
}
:on_click(function(player,_,_)
Gui.toggle_top_flow(player)
end)
--- The style that should be used for buttons on the top flow
-- @field Gui.top_flow_button_style
Gui.top_flow_button_style = mod_gui.button_style
--[[-- 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
@@ -305,7 +381,7 @@ Gui.update_top_flow(game.player)
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 is_visible = toggle_button.style.name == 'back_button'
-- Set the visible state of all elements in the flow
for name,authenticator in pairs(Gui.top_elements) do
@@ -335,7 +411,7 @@ Gui.toggle_top_flow(game.player,true)
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 new_state = state or toggle_button.style.name == 'forward_button'
-- Set the visible state of all elements in the flow
for name,authenticator in pairs(Gui.top_elements) do
@@ -344,11 +420,15 @@ function Gui.toggle_top_flow(player,state)
-- Change the style of the toggle button
if new_state then
toggle_button.caption = '<'
toggle_button.style.height = 34
toggle_button.style = 'back_button'
local style = toggle_button.style
style.height = 36
style.width = 18
else
toggle_button.caption = '>'
toggle_button.style.height = 24
toggle_button.style = 'forward_button'
local style = toggle_button.style
style.height = 20
style.width = 18
end
return new_state
@@ -360,29 +440,17 @@ end
--- 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)
Gui.element{
type = 'button',
style = 'back_button',
tooltip = {'expcore-gui.left-button-tooltip'}
}
:style{
width = 18,
height = 36
}
:on_click(function(player,_,_)
Gui.hide_left_flow(player)
end)
--[[-- Gets the flow which contains the elements for the left flow
@@ -486,4 +554,195 @@ Event.add(defines.events.on_player_joined_game,function(event)
hide_left.visible = show_hide_left
end)
--- Helper Functions.
-- @section helperFunctions
--[[-- Get the player that owns a gui element
@tparam LuaGuiElement element the element that you want to get the owner of
@treturn LuaPlayer the player that owns this element
@usage-- Geting the owner of an element
local player = Gui.get_player_from_element(element)
]]
function Gui.get_player_from_element(element)
if not element or not element.valid then return end
return game.players[element.player_index]
end
--[[-- Will toggle the enabled state of an element or set it to the one given
@tparam LuaGuiElement element the element that you want to toggle the state of
@tparam[opt] boolean state the state that you want to set
@treturn boolean the new enabled state that the element has
@usage-- Toggling the the enabled state
local new_enabled_state = Gui.toggle_enabled_state(element)
]]
function Gui.toggle_enabled_state(element,state)
if not element or not element.valid then return end
local new_state = state or not element.enabled
element.enabled = new_state
return new_state
end
--[[-- Will toggle the visible state of an element or set it to the one given
@tparam LuaGuiElement element the element that you want to toggle the state of
@tparam[opt] boolean state the state that you want to set
@treturn boolean the new visible state that the element has
@usage-- Toggling the the visible state
local new_visible_state = Gui.toggle_visible_state(element)
]]
function Gui.toggle_visible_state(element,state)
if not element or not element.valid then return end
local new_state = state or not element.visible
element.visible = new_state
return new_state
end
--[[-- Destory a gui element without causing any errors, likly if the element may have already been removed
@tparam LuaGuiElement element the element that you want to remove
@treturn boolean true if the element was valid and has been removed
@usage-- Likely use case for element not existing
Gui.destroy_if_valid(element[child_name])
]]
function Gui.destroy_if_valid(element)
if not element or not element.valid then return false end
element.destroy()
return true
end
--[[-- Draw a flow that has custom element alignments, default is right align
@tparam LuaGuiElement parent the parent element that the alignment flow will be added to
@tparam[opt='right'] string horizontal_align the horizontal alignment of the elements in the flow
@tparam[opt='center'] string vertical_align the vertical alignment of the elements in the flow
@tparam[opt='alignment'] string name the name of the alignment flow
@treturn LuaGuiElement the alignment flow that was created
@usage-- Adding a right align flow
local alignment = Gui.alignment(element,'example_right_alignment')
@usage-- Adding a horizontal center and top align flow
local alignment = Gui.alignment(element,'example_center_top_alignment','center','top')
]]
function Gui.alignment(parent,horizontal_align,vertical_align,name)
-- Draw the alignment flow
local alignment =
parent.add{
name = name or 'alignment',
type = 'flow',
}
-- Change its style
local style = alignment.style
style.padding = {1,2}
style.vertical_align = vertical_align or 'center'
style.horizontal_align = horizontal_align or 'right'
style.vertically_stretchable = style.vertical_align ~= 'center'
style.horizontally_stretchable = style.horizontal_align ~= 'center'
-- Return the flow
return alignment
end
--[[-- Draw a scroll pane that has a table inside of it
@tparam LuaGuiElement parent the parent element that the scroll table will be added to
@tparam number height the maximum height for the scroll pane
@tparam number column_count the number of columns that the table will have
@tparam[opt='scroll'] string name the name of the scroll pane that is added, the table is always called 'table'
@treturn LuaGuiElement the table that was created
@usage-- Adding a scroll table with max height of 200 and column count of 3
local scroll_table = Gui.scroll_table(element,'example_scroll_table',200,3)
]]
function Gui.scroll_table(parent,height,column_count,name)
-- Draw the scroll
local scroll =
parent.add{
name = name or 'scroll',
type = 'scroll-pane',
direction = 'vertical',
horizontal_scroll_policy = 'never',
vertical_scroll_policy = 'auto-and-reserve-space',
style = 'scroll_pane_under_subheader'
}
-- Change the style of the scroll
local scroll_style = scroll.style
scroll_style.padding = {1,2}
scroll_style.maximal_height = height
scroll_style.horizontally_stretchable = true
-- Draw the table
local scroll_table =
scroll.add{
type = 'table',
name = 'table',
column_count = column_count
}
-- Change the style of the table
local table_style = scroll_table.style
table_style.padding = 0
table_style.cell_padding = 0
table_style.vertical_align = 'center'
table_style.horizontally_stretchable = true
-- Return the scroll table
return scroll_table
end
--[[-- Used to add a header to a frame, this has the option for a custom right alignment flow for buttons
@tparam LuaGuiElement parent the parent element that the header will be added to
@tparam ?string|Concepts.LocalizedString caption the caption that will be shown on the header
@tparam[opt] ?string|Concepts.LocalizedString tooltip the tooltip that will be shown on the header
@tparam[opt=false] boolean add_alignment when true an alignment flow will be added for buttons
@tparam[opt='header'] string name the name of the header that is being added, the alignment is always called 'alignment'
@treturn LuaGuiElement either the header or the header alignment if add_alignment is true
@usage-- Adding a custom header
local header_alignment = Gui.header(
element,
'example_header',
'Example Caption',
'Example Tooltip',
true
)
]]
function Gui.header(parent,caption,tooltip,add_alignment,name)
-- Draw the header
local header =
parent.add{
name = name or 'header',
type = 'frame',
style = 'subheader_frame'
}
-- Change the style of the header
local style = header.style
style.padding = {2,4}
style.use_header_filler = false
style.horizontally_stretchable = true
-- Draw the caption label
header.add{
name = 'header_label',
type = 'label',
style = 'heading_1_label',
caption = caption,
tooltip = tooltip
}
-- Return either the header or the added alignment
return add_alignment and Gui.alignment(header) or header
end
-- Module return
return Gui