local Gui = require './core' local Store = require 'expcore.store' local Global = require 'utils.global' local Game = require 'utils.game' local Checkbox = { config={}, clean_names={}, instances={}, option_sets={}, option_categorize={}, _prototype_checkbox=Gui._extend_prototype{ on_state_change = Gui._new_event_adder('on_state_change') }, _prototype_radiobutton=Gui._extend_prototype{ on_state_change = Gui._new_event_adder('on_state_change') } } setmetatable(Checkbox._prototype_radiobutton,{__index=Checkbox._prototype_checkbox}) Global.register(Checkbox.instances,function(tbl) Checkbox.instances = tbl end) local function get_config(name) local config = Checkbox.config[name] if not config and Checkbox.clean_names[name] then return Checkbox.config[Checkbox.clean_names[name]] elseif not config then return error('Invalid name for checkbox, name not found.',3) or nil end return config end local function get_instances(checkbox,category) if not Checkbox.instances[checkbox.name] then return end local instances = Checkbox.instances[checkbox.name] if checkbox.categorize then if not instances[category] then instances[category] = {} end return instances[category] end return instances end local function set_store(config,location,element,value) if config.categorize then local child = type(element) == 'string' and element or config.categorize(element) Store.set_child(location,child,value) else Store.set(location,value) end end function Checkbox.new_checkbox(name) local uid = Gui.uid_name() local self = setmetatable({ name=uid, clean_name=name, events={}, draw_data={ name=uid, type='checkbox', state=false } },{ __index=Checkbox._prototype_checkbox, __call=function(element) return Checkbox.config[uid]:draw_to(element) end }) self._post_draw = function(element) local category = self.categorize and self.categorize(element) or nil local instances = get_instances(self,category) if instances then table.insert(instances,element) end local state = self:get_store_state(category) if state then element.state = true end end Checkbox.config[uid] = self if name then Checkbox.clean_names[uid]=name Checkbox.clean_names[name]=uid end Gui.on_checked_state_changed(self.name,function(event) local element = event.element if self.option_set then set_store(self,self.option_set,element,Checkbox.option_sets[self.option_set][element.name]) elseif self.store then set_store(self,self.store,element,element.state) elseif self.events.on_state_change then self.events.on_state_change(event.player,element) end end) return Checkbox.config[uid] end function Checkbox.draw_checkbox(name,element) local config = get_config(name) return config:draw_to(element) end function Checkbox._prototype_checkbox:add_store(categorize) if self.store then return end self.store = Store.uid_location() self.categorize = categorize Checkbox.instances[self.name]={} Store.register(self.store,function(value,category) local instances = get_instances(self,category) if instances then for k,element in pairs(instances) do if element and element.valid then element.state = value if self.events.on_state_change then local player = Game.get_player_by_index(element.player_index) self.events.on_state_change(player,element) end else instances[k] = nil end end end end) return self end function Checkbox._prototype_checkbox:get_store_state(category) if not self.store then return end if self.categorize then return Store.get_child(self.store,category) else return Store.get(self.store) end end function Checkbox._prototype_checkbox:set_store_state(category,state) if not self.store then return end set_store(self,self.store,category,not not state) end function Checkbox.reset_radiobutton(element,exclude,recursive) if not element or not element.valid then return end exclude = type(exclude) == 'table' and exclude or exclude ~= nil and {[exclude]=true} or {} for _,child in pairs(element.children) do if child and child.valid and child.type == 'radiobutton' then child.state = exclude[child.name] or false local config = Checkbox.config[child.name] if config then set_store(config,config.store,child,exclude[child.name] or false) end elseif child.children and (type(recursive) == 'number' and recursive > 0 or recursive == true) then Checkbox.reset_radiobutton(child,exclude,recursive) end end return true end function Checkbox.new_radiobutton(name) local self = Checkbox.new_checkbox(name) local uid = self.name self.draw_data.type = 'radiobutton' setmetatable(self,{ __index=Checkbox._prototype_radiobutton, __call=function(element) return Checkbox.config[uid]:draw_to(element) end }) return self end Checkbox.draw_radiobutton = Checkbox.draw_checkbox function Checkbox._prototype_radiobutton:add_as_option(option_set,option_name) self.option_set = option_set self.option_name = option_name or self.clean_name or self.name Checkbox.option_sets[option_set][self.option_name] = self.name Checkbox.option_sets[option_set][self.name] = self.option_name self:add_store(Checkbox.option_categorize[option_set]) return self end function Checkbox.new_option_set(name,callback,categorize) Store.register(name,function(value,category) local options = Checkbox.option_sets[name] for opt_name,config_name in pairs(options) do if Checkbox.config[config_name] then get_config(config_name):set_store_state(category,opt_name == value) end end callback(value,category) end) Checkbox.option_categorize[name] = categorize Checkbox.option_sets[name] = {} return name end function Checkbox.get_stored_state(name,category) local config = get_config(name) if config.option_set then if config.categorize then return Store.get_child(config.option_set,category) else return Store.get(config.option_set) end end return config:get_store_state(category) end function Checkbox.set_stored_state(name,category,value) local config = get_config(name) local location = config.option_set or config.store set_store(config,location,category,value) end return Checkbox