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https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 03:25:23 +09:00
Final Fixes
This commit is contained in:
@@ -18,7 +18,7 @@ Gui.element{
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@usage-- Making a factory function for a button which is contained within a flow
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-- This method is for when you still want to register event handlers but cant use the table method
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local example_flow_with_button =
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Gui.element(function(event_trigger, parent, ...)
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Gui.element(function(definition, parent, ...)
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-- ... shows that all other arguments from the factory call are passed to this function
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-- Here we are adding a flow which we will then later add a button to
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local flow =
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@@ -28,12 +28,12 @@ Gui.element(function(event_trigger, parent, ...)
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}
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-- Now we add the button to the flow that we created earlier
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local element =
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local element = definition:triggers_event(
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flow.add{
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name = event_trigger, -- event_trigger should be the name of any elements you want to trigger your event handlers
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type = 'button',
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caption = 'Example Button'
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}
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)
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-- You must return a new element, this is so styles can be applied and returned to the caller
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-- You may return any of your elements that you added, consider the context in which it will be used for which should be returned
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@@ -39,7 +39,7 @@ example_flow_with_button:add_to_left_flow(true)
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]]
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function Gui._prototype_element:add_to_left_flow(open_on_join)
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if not self.name then error("Elements for the top flow must have a static name") end
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Gui.left_elements[self.name] = open_on_join or false
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Gui.left_elements[self] = open_on_join or false
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return self
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end
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@@ -92,14 +92,14 @@ function Gui.draw_left_flow(player)
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local hide_button = left_flow.gui_core_buttons[hide_left_flow]
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local show_hide_button = false
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for name, open_on_join in pairs(Gui.left_elements) do
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for element_define, open_on_join in pairs(Gui.left_elements) do
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-- Draw the element to the left flow
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local draw_success, left_element = pcall(function()
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return Gui.defines[name](left_flow)
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end)
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local draw_success, left_element = xpcall(function()
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return element_define(left_flow)
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end, debug.traceback)
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if not draw_success then
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error('There as been an error with an element draw function:\n\t'..left_element)
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error('There as been an error with an element draw function: '..element_define.defined_at..'\n\t'..left_element)
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end
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-- Check if it should be open by default
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@@ -117,7 +117,6 @@ function Gui.draw_left_flow(player)
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show_hide_button = show_hide_button or visible
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-- Get the assosiated element define
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local element_define = Gui.defines[name]
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local top_flow = Gui.get_top_flow(player)
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-- Check if the the element has a button attached
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@@ -145,8 +144,8 @@ local visible = Gui.update_left_flow(player)
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function Gui.update_left_flow(player)
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local left_flow = Gui.get_left_flow(player)
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local hide_button = left_flow.gui_core_buttons[hide_left_flow]
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for name, _ in pairs(Gui.left_elements) do
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local left_element = left_flow[name]
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for element_define, _ in pairs(Gui.left_elements) do
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local left_element = left_flow[element_define.name]
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if left_element.visible then
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hide_button.visible = true
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return true
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@@ -170,11 +169,10 @@ function Gui.hide_left_flow(player)
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-- Set the visible state of all elements in the flow
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hide_button.visible = false
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for name, _ in pairs(Gui.left_elements) do
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left_flow[name].visible = false
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for element_define, _ in pairs(Gui.left_elements) do
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left_flow[element_define.name].visible = false
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-- Check if the the element has a toobar button attached
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local element_define = Gui.defines[name]
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if element_define.toolbar_button then
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-- Check if the topflow contains the button
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local button = top_flow[element_define.toolbar_button]
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@@ -30,12 +30,7 @@ local Gui = {
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if self.name and self.name ~= element.name then
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error("Static name \""..self.name.."\" expected but got: "..tostring(element.name))
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end
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return self:triggers_events(element)
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end,
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__index = function(self, key)
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if self._draw_data then
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return self._draw_data[key]
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end
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return element and self:triggers_events(element)
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end
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}
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}
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@@ -102,7 +97,7 @@ function Gui.element(element_define)
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if element_define.name == Gui.unique_static_name then
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element_define.name = "ExpGui_"..tostring(uid)
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end
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element._draw_data = element_define
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element.name = element_define.name
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element._draw = function(_, parent)
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return parent.add(element_define)
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end
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@@ -112,8 +107,11 @@ function Gui.element(element_define)
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end
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-- Add the define to the base module
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local file_path = debug.getinfo(2, 'S').source:match('^.+/currently%-playing/(.+)$'):sub(1, -5)
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Gui.file_paths[uid] = file_path
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local debug_info = debug.getinfo(2, "Sn")
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local file_name = debug_info.source:match('^.+/currently%-playing/(.+)$'):sub(1, -5)
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local func_name = debug_info.name or "<anonymous:"..debug_info.linedefined..">"
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element.defined_at = file_name..":"..func_name
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Gui.file_paths[uid] = element.defined_at
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Gui.defines[uid] = element
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-- Return the element so event handers can be accessed
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@@ -191,14 +189,18 @@ end
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@treturn LuaGuiElement The element passed as the argument to allow for cleaner returns
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]]
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function Gui._prototype_element:triggers_events(element)
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local event_triggers = element.tags.ExpGui_event_triggers
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if not event_triggers then
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event_triggers = { self.uid }
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local tags = element.tags
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if not tags then
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element.tags = { ExpGui_event_triggers = { self.uid } }
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return element
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elseif not tags.ExpGui_event_triggers then
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tags.ExpGui_event_triggers = { self.uid }
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else
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table.insert(event_triggers, self.uid)
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table.insert(tags.ExpGui_event_triggers, self.uid)
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end
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-- To modify a set of tags, the whole table needs to be written back to the respective property.
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element.tags.ExpGui_event_triggers = event_triggers
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element.tags = tags
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return element
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end
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--[[-- Set the handler which will be called for a custom event, only one handler can be used per event per element
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@@ -251,7 +253,7 @@ function Gui._prototype_element:raise_custom_event(event)
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end
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event.player = player
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local success, err = pcall(handler, player, element, event)
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local success, err = xpcall(handler, debug.traceback, player, element, event)
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if not success then
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error('There as been an error with an event handler for a gui element:\n\t'..err)
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end
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@@ -265,9 +267,9 @@ local function event_handler_factory(event_name)
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if not element or not element.valid then return end
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local event_triggers = element.tags.ExpGui_event_triggers
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if not event_triggers then return end
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for _, uid in event_triggers do
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for _, uid in pairs(event_triggers) do
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local element_define = Gui.defines[uid]
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if not element_define then
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if element_define then
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element_define:raise_custom_event(event)
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end
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end
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@@ -49,7 +49,7 @@ end)
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]]
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function Gui._prototype_element:add_to_top_flow(authenticator)
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if not self.name then error("Elements for the top flow must have a static name") end
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Gui.top_elements[self.name] = authenticator or true
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Gui.top_elements[self] = authenticator or true
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return self
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end
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@@ -66,11 +66,11 @@ function Gui.update_top_flow(player)
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local is_visible = hide_button.visible
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-- Set the visible state of all elements in the flow
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for name, authenticator in pairs(Gui.top_elements) do
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for element_define, authenticator in pairs(Gui.top_elements) do
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-- Ensure the element exists
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local element = top_flow[name]
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local element = top_flow[element_define.name]
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if not element then
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element = Gui.defines[name](top_flow)
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element = element_define(top_flow)
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end
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-- Set the visible state
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@@ -103,15 +103,17 @@ end
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--- Label used to show that the player is following, also used to allow esc to stop following
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-- @element follow_label
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follow_label =
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Gui.element(function(event_trigger, parent, target)
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Gui.destroy_if_valid(parent[event_trigger])
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Gui.element(function(definition, parent, target)
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Gui.destroy_if_valid(parent[definition.name])
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local label = parent.add{
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name = event_trigger,
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local label = definition:triggers_events(
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parent.add{
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type = 'label',
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style = 'heading_1_label',
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caption = 'Following '..target.name..'.\nClick here or press esc to stop following.'
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caption = 'Following '..target.name..'.\nClick here or press esc to stop following.',
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name = definition.name
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}
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)
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local player = Gui.get_player_from_element(parent)
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local res = player.display_resolution
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@@ -122,6 +124,7 @@ Gui.element(function(event_trigger, parent, target)
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return label
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end)
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:static_name(Gui.unique_static_name)
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:on_click(Public.stop_follow)
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:on_close(function(player)
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-- Don't call set_controller during on_close as it invalidates the controller
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@@ -54,14 +54,13 @@ end)
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--- Toggle enitity button, used for toggling autofill for the specific entity
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-- All entity autofill settings will be ignored if its disabled
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-- @element entity_toggle
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local entity_toggle = Gui.element(function(event_trigger, parent, entity_name)
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return parent.add{
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name = event_trigger,
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local entity_toggle = Gui.element(function(definition, parent, entity_name)
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return definition:triggers_events(parent.add{
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type = 'sprite-button',
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sprite = 'utility/confirm_slot',
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tooltip = {'autofill.toggle-entity-tooltip', rich_img('item', entity_name)},
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style = 'shortcut_bar_button_green'
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}
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})
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end)
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:style(Gui.sprite_style(22))
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:on_click(function(player, element, _)
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@@ -1,8 +1,10 @@
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local Global = require 'utils.global' --- @dep utils.global
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local ExpGui = require 'expcore.gui' --- @dep expcore.gui
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local Event = require 'utils.event' --- @dep expcore.gui
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local mod_gui = require 'mod-gui' --- @dep mod-gui
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local Gui = {}
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local data = {}
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local uid = 0
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Global.register(
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data,
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@@ -12,8 +14,8 @@ Global.register(
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)
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function Gui.uid_name()
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local new_element = ExpGui.element()
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return tostring(new_element.uid)
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uid = uid + 1
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return "Redmew_"..uid
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end
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-- Associates data with the LuaGuiElement. If data is nil then removes the data
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@@ -70,10 +72,11 @@ end
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local function handler_factory(event_name)
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return function(element_name, handler)
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local element = ExpGui.defines[tonumber(element_name)]
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if not element then return end
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element[event_name](element, function(_, _,event)
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Event.add(defines.events[event_name], function(event)
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if event.element and event.element.valid and event.element.name == element_name then
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event.player = game.get_player(event.player_index)
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handler(event)
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end
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end)
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end
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end
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@@ -82,48 +85,48 @@ end
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-- Can only have one handler per element name.
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-- Guarantees that the element and the player are valid when calling the handler.
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-- Adds a player field to the event table.
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Gui.on_checked_state_changed = handler_factory('on_checked_changed')
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Gui.on_checked_state_changed = handler_factory('on_gui_checked_state_changed')
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-- Register a handler for the on_gui_click event for LuaGuiElements with element_name.
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-- Can only have one handler per element name.
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-- Guarantees that the element and the player are valid when calling the handler.
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-- Adds a player field to the event table.
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Gui.on_click = handler_factory('on_click')
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Gui.on_click = handler_factory('on_gui_click')
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-- Register a handler for the on_gui_closed event for a custom LuaGuiElements with element_name.
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-- Can only have one handler per element name.
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-- Guarantees that the element and the player are valid when calling the handler.
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-- Adds a player field to the event table.
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Gui.on_custom_close = handler_factory('on_closed')
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Gui.on_custom_close = handler_factory('on_gui_closed')
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-- Register a handler for the on_gui_elem_changed event for LuaGuiElements with element_name.
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-- Can only have one handler per element name.
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-- Guarantees that the element and the player are valid when calling the handler.
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-- Adds a player field to the event table.
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Gui.on_elem_changed = handler_factory('on_elem_changed')
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Gui.on_elem_changed = handler_factory('on_gui_elem_changed')
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-- Register a handler for the on_gui_selection_state_changed event for LuaGuiElements with element_name.
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-- Can only have one handler per element name.
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-- Guarantees that the element and the player are valid when calling the handler.
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-- Adds a player field to the event table.
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Gui.on_selection_state_changed = handler_factory('on_selection_changed')
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Gui.on_selection_state_changed = handler_factory('on_gui_selection_state_changed')
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-- Register a handler for the on_gui_text_changed event for LuaGuiElements with element_name.
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-- Can only have one handler per element name.
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-- Guarantees that the element and the player are valid when calling the handler.
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-- Adds a player field to the event table.
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Gui.on_text_changed = handler_factory('on_text_changed')
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Gui.on_text_changed = handler_factory('on_gui_text_changed')
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-- Register a handler for the on_gui_value_changed event for LuaGuiElements with element_name.
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-- Can only have one handler per element name.
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-- Guarantees that the element and the player are valid when calling the handler.
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-- Adds a player field to the event table.
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Gui.on_value_changed = handler_factory('on_value_changed')
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Gui.on_value_changed = handler_factory('on_gui_value_changed')
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--- Returns the flow where top elements can be added and will be effected by google visibility
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-- For the toggle to work it must be registed with Gui.allow_player_to_toggle_top_element_visibility(element_name)
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-- @tparam LuaPlayer player pointer to the player who has the gui
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-- @treturn LuaGuiElement the top element flow
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Gui.get_top_element_flow = ExpGui.get_top_flow
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Gui.get_top_element_flow = mod_gui.get_button_flow
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return Gui
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