Final Fixes

This commit is contained in:
Cooldude2606
2023-10-02 00:56:58 +01:00
parent edbfcd3afd
commit f7eb9c0c37
7 changed files with 73 additions and 68 deletions

View File

@@ -18,7 +18,7 @@ Gui.element{
@usage-- Making a factory function for a button which is contained within a flow
-- This method is for when you still want to register event handlers but cant use the table method
local example_flow_with_button =
Gui.element(function(event_trigger, parent, ...)
Gui.element(function(definition, parent, ...)
-- ... shows that all other arguments from the factory call are passed to this function
-- Here we are adding a flow which we will then later add a button to
local flow =
@@ -28,12 +28,12 @@ Gui.element(function(event_trigger, parent, ...)
}
-- Now we add the button to the flow that we created earlier
local element =
local element = definition:triggers_event(
flow.add{
name = event_trigger, -- event_trigger should be the name of any elements you want to trigger your event handlers
type = 'button',
caption = 'Example Button'
}
)
-- You must return a new element, this is so styles can be applied and returned to the caller
-- You may return any of your elements that you added, consider the context in which it will be used for which should be returned

View File

@@ -39,7 +39,7 @@ example_flow_with_button:add_to_left_flow(true)
]]
function Gui._prototype_element:add_to_left_flow(open_on_join)
if not self.name then error("Elements for the top flow must have a static name") end
Gui.left_elements[self.name] = open_on_join or false
Gui.left_elements[self] = open_on_join or false
return self
end
@@ -92,14 +92,14 @@ function Gui.draw_left_flow(player)
local hide_button = left_flow.gui_core_buttons[hide_left_flow]
local show_hide_button = false
for name, open_on_join in pairs(Gui.left_elements) do
for element_define, open_on_join in pairs(Gui.left_elements) do
-- Draw the element to the left flow
local draw_success, left_element = pcall(function()
return Gui.defines[name](left_flow)
end)
local draw_success, left_element = xpcall(function()
return element_define(left_flow)
end, debug.traceback)
if not draw_success then
error('There as been an error with an element draw function:\n\t'..left_element)
error('There as been an error with an element draw function: '..element_define.defined_at..'\n\t'..left_element)
end
-- Check if it should be open by default
@@ -117,7 +117,6 @@ function Gui.draw_left_flow(player)
show_hide_button = show_hide_button or visible
-- Get the assosiated element define
local element_define = Gui.defines[name]
local top_flow = Gui.get_top_flow(player)
-- Check if the the element has a button attached
@@ -145,8 +144,8 @@ local visible = Gui.update_left_flow(player)
function Gui.update_left_flow(player)
local left_flow = Gui.get_left_flow(player)
local hide_button = left_flow.gui_core_buttons[hide_left_flow]
for name, _ in pairs(Gui.left_elements) do
local left_element = left_flow[name]
for element_define, _ in pairs(Gui.left_elements) do
local left_element = left_flow[element_define.name]
if left_element.visible then
hide_button.visible = true
return true
@@ -170,11 +169,10 @@ function Gui.hide_left_flow(player)
-- Set the visible state of all elements in the flow
hide_button.visible = false
for name, _ in pairs(Gui.left_elements) do
left_flow[name].visible = false
for element_define, _ in pairs(Gui.left_elements) do
left_flow[element_define.name].visible = false
-- Check if the the element has a toobar button attached
local element_define = Gui.defines[name]
if element_define.toolbar_button then
-- Check if the topflow contains the button
local button = top_flow[element_define.toolbar_button]

View File

@@ -30,12 +30,7 @@ local Gui = {
if self.name and self.name ~= element.name then
error("Static name \""..self.name.."\" expected but got: "..tostring(element.name))
end
return self:triggers_events(element)
end,
__index = function(self, key)
if self._draw_data then
return self._draw_data[key]
end
return element and self:triggers_events(element)
end
}
}
@@ -102,7 +97,7 @@ function Gui.element(element_define)
if element_define.name == Gui.unique_static_name then
element_define.name = "ExpGui_"..tostring(uid)
end
element._draw_data = element_define
element.name = element_define.name
element._draw = function(_, parent)
return parent.add(element_define)
end
@@ -112,8 +107,11 @@ function Gui.element(element_define)
end
-- Add the define to the base module
local file_path = debug.getinfo(2, 'S').source:match('^.+/currently%-playing/(.+)$'):sub(1, -5)
Gui.file_paths[uid] = file_path
local debug_info = debug.getinfo(2, "Sn")
local file_name = debug_info.source:match('^.+/currently%-playing/(.+)$'):sub(1, -5)
local func_name = debug_info.name or "<anonymous:"..debug_info.linedefined..">"
element.defined_at = file_name..":"..func_name
Gui.file_paths[uid] = element.defined_at
Gui.defines[uid] = element
-- Return the element so event handers can be accessed
@@ -191,14 +189,18 @@ end
@treturn LuaGuiElement The element passed as the argument to allow for cleaner returns
]]
function Gui._prototype_element:triggers_events(element)
local event_triggers = element.tags.ExpGui_event_triggers
if not event_triggers then
event_triggers = { self.uid }
local tags = element.tags
if not tags then
element.tags = { ExpGui_event_triggers = { self.uid } }
return element
elseif not tags.ExpGui_event_triggers then
tags.ExpGui_event_triggers = { self.uid }
else
table.insert(event_triggers, self.uid)
table.insert(tags.ExpGui_event_triggers, self.uid)
end
-- To modify a set of tags, the whole table needs to be written back to the respective property.
element.tags.ExpGui_event_triggers = event_triggers
element.tags = tags
return element
end
--[[-- Set the handler which will be called for a custom event, only one handler can be used per event per element
@@ -251,7 +253,7 @@ function Gui._prototype_element:raise_custom_event(event)
end
event.player = player
local success, err = pcall(handler, player, element, event)
local success, err = xpcall(handler, debug.traceback, 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
@@ -265,9 +267,9 @@ local function event_handler_factory(event_name)
if not element or not element.valid then return end
local event_triggers = element.tags.ExpGui_event_triggers
if not event_triggers then return end
for _, uid in event_triggers do
for _, uid in pairs(event_triggers) do
local element_define = Gui.defines[uid]
if not element_define then
if element_define then
element_define:raise_custom_event(event)
end
end

View File

@@ -49,7 +49,7 @@ end)
]]
function Gui._prototype_element:add_to_top_flow(authenticator)
if not self.name then error("Elements for the top flow must have a static name") end
Gui.top_elements[self.name] = authenticator or true
Gui.top_elements[self] = authenticator or true
return self
end
@@ -66,11 +66,11 @@ function Gui.update_top_flow(player)
local is_visible = hide_button.visible
-- Set the visible state of all elements in the flow
for name, authenticator in pairs(Gui.top_elements) do
for element_define, authenticator in pairs(Gui.top_elements) do
-- Ensure the element exists
local element = top_flow[name]
local element = top_flow[element_define.name]
if not element then
element = Gui.defines[name](top_flow)
element = element_define(top_flow)
end
-- Set the visible state

View File

@@ -103,15 +103,17 @@ end
--- Label used to show that the player is following, also used to allow esc to stop following
-- @element follow_label
follow_label =
Gui.element(function(event_trigger, parent, target)
Gui.destroy_if_valid(parent[event_trigger])
Gui.element(function(definition, parent, target)
Gui.destroy_if_valid(parent[definition.name])
local label = parent.add{
name = event_trigger,
local label = definition:triggers_events(
parent.add{
type = 'label',
style = 'heading_1_label',
caption = 'Following '..target.name..'.\nClick here or press esc to stop following.'
caption = 'Following '..target.name..'.\nClick here or press esc to stop following.',
name = definition.name
}
)
local player = Gui.get_player_from_element(parent)
local res = player.display_resolution
@@ -122,6 +124,7 @@ Gui.element(function(event_trigger, parent, target)
return label
end)
:static_name(Gui.unique_static_name)
:on_click(Public.stop_follow)
:on_close(function(player)
-- Don't call set_controller during on_close as it invalidates the controller

View File

@@ -54,14 +54,13 @@ end)
--- Toggle enitity button, used for toggling autofill for the specific entity
-- All entity autofill settings will be ignored if its disabled
-- @element entity_toggle
local entity_toggle = Gui.element(function(event_trigger, parent, entity_name)
return parent.add{
name = event_trigger,
local entity_toggle = Gui.element(function(definition, parent, entity_name)
return definition:triggers_events(parent.add{
type = 'sprite-button',
sprite = 'utility/confirm_slot',
tooltip = {'autofill.toggle-entity-tooltip', rich_img('item', entity_name)},
style = 'shortcut_bar_button_green'
}
})
end)
:style(Gui.sprite_style(22))
:on_click(function(player, element, _)

View File

@@ -1,8 +1,10 @@
local Global = require 'utils.global' --- @dep utils.global
local ExpGui = require 'expcore.gui' --- @dep expcore.gui
local Event = require 'utils.event' --- @dep expcore.gui
local mod_gui = require 'mod-gui' --- @dep mod-gui
local Gui = {}
local data = {}
local uid = 0
Global.register(
data,
@@ -12,8 +14,8 @@ Global.register(
)
function Gui.uid_name()
local new_element = ExpGui.element()
return tostring(new_element.uid)
uid = uid + 1
return "Redmew_"..uid
end
-- Associates data with the LuaGuiElement. If data is nil then removes the data
@@ -70,10 +72,11 @@ end
local function handler_factory(event_name)
return function(element_name, handler)
local element = ExpGui.defines[tonumber(element_name)]
if not element then return end
element[event_name](element, function(_, _,event)
Event.add(defines.events[event_name], function(event)
if event.element and event.element.valid and event.element.name == element_name then
event.player = game.get_player(event.player_index)
handler(event)
end
end)
end
end
@@ -82,48 +85,48 @@ end
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Gui.on_checked_state_changed = handler_factory('on_checked_changed')
Gui.on_checked_state_changed = handler_factory('on_gui_checked_state_changed')
-- Register a handler for the on_gui_click event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Gui.on_click = handler_factory('on_click')
Gui.on_click = handler_factory('on_gui_click')
-- Register a handler for the on_gui_closed event for a custom LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Gui.on_custom_close = handler_factory('on_closed')
Gui.on_custom_close = handler_factory('on_gui_closed')
-- Register a handler for the on_gui_elem_changed event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Gui.on_elem_changed = handler_factory('on_elem_changed')
Gui.on_elem_changed = handler_factory('on_gui_elem_changed')
-- Register a handler for the on_gui_selection_state_changed event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Gui.on_selection_state_changed = handler_factory('on_selection_changed')
Gui.on_selection_state_changed = handler_factory('on_gui_selection_state_changed')
-- Register a handler for the on_gui_text_changed event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Gui.on_text_changed = handler_factory('on_text_changed')
Gui.on_text_changed = handler_factory('on_gui_text_changed')
-- Register a handler for the on_gui_value_changed event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Gui.on_value_changed = handler_factory('on_value_changed')
Gui.on_value_changed = handler_factory('on_gui_value_changed')
--- Returns the flow where top elements can be added and will be effected by google visibility
-- For the toggle to work it must be registed with Gui.allow_player_to_toggle_top_element_visibility(element_name)
-- @tparam LuaPlayer player pointer to the player who has the gui
-- @treturn LuaGuiElement the top element flow
Gui.get_top_element_flow = ExpGui.get_top_flow
Gui.get_top_element_flow = mod_gui.get_button_flow
return Gui