Core Module - Gui
-- Making the base button concept
local button =
Gui.new_concept('Button')
:new_event('on_click',defines.events.on_gui_click)
:new_property('tooltip')
:new_property('caption',nil,function(properties,value)
properties.caption = value
properties.sprite = nil
properties.type = 'button'
end)
:new_property('sprite',nil,function(properties,value)
properties.image = value
properties.caption = nil
properties.type = 'sprite-button'
end)
-- Makeing a alternative button based on the first
local custom_button =
button:clone('CustomButton')
:new_event('on_admin_clicked',defines.events.on_gui_click,function(event)
return event.player.admin -- only raise custom event when an admin clicks the button
end)
:set_caption('Custom Button')
:set_tooltip('Only admins can press this button')
:on_click(function(event)
if not event.player.admin then
event.player.print('You must be admin to use this button')
end
end)
:on_admin_clicked(function(event)
-- Yes i know this can just be an if else but its an example
game.print(event.player.name..' pressed my admin button')
end)
-- Drawing a concept
custom_button:draw(game.player.gui.left)
| Prototype:clone(concept_name) | Used to copy all the settings from one concept to another and removing links to the orginal |
| Prototype:new_event(event_name[, factorio_event][, event_condition]) | Adds a new event trigger to the concept which can be linked to a factorio event |
| Prototype:on_custom_event(handler) | Adds a custom event handler, replace with the name of the event |
| Prototype:raise_event(event_name[, event={}][, from_factorio=false]) | Raises a custom event, folowing keys included automaticlly: concept, event name, game tick, player from player_index, element if valid |
| Prototype:new_property(property_name, default[, setter_callback]) | Adds a new property to the concept, such as caption, tooltip, or some custom property you want to control |
| Prototype:set_custom_property(value) | Sets a new value for a property, triggers setter method if provided, replace with property name |
| Prototype:define_draw(draw_callback) | Used to define how the concept is turned into an ingame element or "instance" as we may refer to them |
| Prototype:draw(parent_element) | Calls all the draw functions in order to create this concept in game; will also store and sync the instance if stores are used |
| Prototype:define_instance_store([category_callback]) | Adds an instance store to the concept; when a new instance is made it is stored so you can access it later |
| Prototype.get_instances([category]) | Gets all insatnces in a category, category may be nil to return all |
| Prototype.add_instance(element[, category]) | Adds an instance to this concept, used automatically during concept:draw |
| Prototype.update_instances([category], update_callback) | Applies an update function to all instances, simialr use to what table.forEach would be |
| Prototype:define_data_store([category_callback]) | Adds a data store to this concept which allows you to store synced/percistent data between instances |
| Prototype.get_data([category]) | Gets the data that is stored for this category |
| Prototype.set_data([category], value) | Sets the data that is stored for this category |
| Prototype.clear_data([category]) | Clears the data that is stored for this category |
| Prototype.update_data([category], update_callback) | Updates the data that is stored for this category |
| Prototype:define_combined_store([category_callback], get_callback, set_callback) | Used to add a both instance and data stores which are linked together, new instances are synced to current value, changing one instances changes them all |
| Prototype.set_instance_from_store(the) | Will set the state of an instance based on the value in the store |
| Prototype.set_store_from_instance(the) | Will set the value in the store and update the other instances based on the instance given |
Used to copy all the settings from one concept to another and removing links to the orginal
Parameters:-- Clones the base Button concept to make a alternative button
local custom_button =
Gui.get_concept('Button'):clone('CustomButton')
Adds a new event trigger to the concept which can be linked to a factorio event
Parameters:-- Adds an on_admin_clicked event to fire when ever an admin clicks the button
local custom_button =
Gui.get_concept('Button'):clone('CustomButton')
:new_event('on_admin_clicked',defines.events.on_gui_click,function(event)
return event.player.admin -- only raise custom event when an admin clicks the button
end)
Adds a custom event handler, replace with the name of the event
Parameters:-- When an admin clicks the button a message is printed
local custom_button =
Gui.get_concept('CustomButton')
:on_admin_clicked(function(event)
game.print(event.player.name..' pressed my admin button')
end)
Raises a custom event, folowing keys included automaticlly: concept, event name, game tick, player from player_index, element if valid
Parameters:-- Raising the custom event on_admin_clicked
local custom_button =
Gui.get_concept('CustomButton')
-- Note that this is an example and would not work due it expecting a valid element for event.element
-- this will however work fine if you can provide all expected keys, or its not linked to any factorio event
custom_button:raise_event('on_admin_clicked',{
player_index = game.player.index
})
Adds a new property to the concept, such as caption, tooltip, or some custom property you want to control
Parameters:-- Adding caption, sprite, and tooltip to the base button concept
local button =
Gui.get_concept('Button')
:new_property('tooltip')
:new_property('caption',nil,function(properties,value)
properties.caption = value
properties.sprite = nil
properties.type = 'button'
end)
:new_property('sprite',nil,function(properties,value)
properties.image = value
properties.caption = nil
properties.type = 'sprite-button'
end)
Sets a new value for a property, triggers setter method if provided, replace with property name
Parameters:-- Setting the caption on the base button concept after a cloning
local custom_button =
Gui.get_concept('Button')
:set_caption('Default Button')
-- In our examples CustomButton is cloned from Button, this means the caption property already exists
-- note that what ever values that properties have at the time of cloning are also copied
local custom_button =
Gui.get_concept('CustomButton')
:set_caption('Custom Button')
Used to define how the concept is turned into an ingame element or "instance" as we may refer to them
Parameters:-- Adding the draw define for the base button concept, we then return the element
local button =
Gui.get_concept('Button')
:define_draw(function(properties,parent,element)
-- Note that element might be nil if this is the first draw function
-- for this example we assume button was cloned from Prototype and so has no other draw functions defined
-- although not shown here you also can recive any extra arguments here from the call to draw
if properties.type == 'button' then
element = parent.draw{
type = properties.type,
name = properties.name,
caption = properties.caption,
tooltip = properties.tooltip
}
else
element = parent.draw{
type = properties.type,
name = properties.name,
sprite = properties.sprite,
tooltip = properties.tooltip
}
end
-- We must return the element or what we want to be seen as the instance
-- this is so other draw functions have access to it, say if our custom button defined a draw function to change the font color to red
return element
end)
Calls all the draw functions in order to create this concept in game; will also store and sync the instance if stores are used
Parameters:-- Drawing the custom button concept
local custom_button =
Gui.get_concept('CustomButton')
-- Note that the draw function from button was cloned, so unless we want to alter the base button we dont need a new draw define
custom_button:draw(game.player.gui.left)
Adds an instance store to the concept; when a new instance is made it is stored so you can access it later
Parameters:-- Allowing storing instances of the custom button; stored by the players index
-- Note even thou this is a copy of Button; if Button had an instance store it would not be cloned over
local custom_button =
Gui.get_concept('CustomButton')
:define_instance_store(function(element)
return element.player_index -- The instances are stored based on player id
end)
Gets all insatnces in a category, category may be nil to return all
Parameters:-- Getting all the instances of the player with index 1
local custom_button =
Gui.get_concept('CustomButton')
custom_button.get_instances(1) -- player index 1
Adds an instance to this concept, used automatically during concept:draw
Parameters:-- Adding an element as a instance for this concept, mostly for internal use
local custom_button =
Gui.get_concept('CustomButton')
custom_button.add_instance(element) -- normally not needed due to use in concept:draw
Applies an update function to all instances, simialr use to what table.forEach would be
Parameters:-- Changing the font color of all instances for player 1
local custom_button =
Gui.get_concept('CustomButton')
custom_button.update_instances(1,function(element)
element.style.font_color = {r=1,g=0,b=0}
end)
Adds a data store to this concept which allows you to store synced/percistent data between instances
Parameters:-- Adding a way to store data for this concept; each player has their own store
-- Note even thou this is a copy of Button; if Button had an data store it would not be cloned over
local custom_button =
Gui.get_concept('CustomButton')
:define_data_store(function(element)
return element.player_index -- The data is stored based on player id
end)
Gets the data that is stored for this category
Parameters:-- Getting the stored data for player 1
local custom_button =
Gui.get_concept('CustomButton')
custom_button.get_data(1) -- player index 1
Sets the data that is stored for this category
Parameters:-- Setting the data for player 1 to a table with two keys
local custom_button =
Gui.get_concept('CustomButton')
-- A table is used to show correct way to use a table with self.update_data
-- but a table is not required and can be any data, however upvalues may cause desyncs
custom_button.set_data(1,{
clicks = 0,
required_clicks = 100
}) -- player index 1
Clears the data that is stored for this category
Parameters:-- Clearing the data for player 1
local custom_button =
Gui.get_concept('CustomButton')
custom_button.clear_data(1) -- player index 1
Updates the data that is stored for this category
Parameters:-- Updating the clicks key in the concept data for player 1
local custom_button =
Gui.get_concept('CustomButton')
custom_button.update_data(1,function(tbl)
tbl.clicks = tbl.clicks + 1 -- here we are incrementing the clicks by 1
end) -- player index 1
-- Updating a value when a table is not used, alterative to get set
-- so for this example assume that we did custom_button.set_data(1,0)
custom_button.update_data(1,function(value)
return value + 1 -- here we are incrementing the value by 1, we may only be tracking clicks
end) -- player index 1
Used to add a both instance and data stores which are linked together, new instances are synced to current value, changing one instances changes them all
Parameters:-- Adding a way to sync captions bettween all instances, more useful for things that arnt buttons
local custom_button =
Gui.get_concept('CustomButton')
:define_combined_store(
function(element)
return element.player_index -- The data is stored based on player id
end,
function(element)
return element.caption -- We want to store the caption
end,
function(element,value)
element.caption = value -- This is the inverse of above
end)
Will set the state of an instance based on the value in the store
Parameters:-- Setting the caption of this element to be the same as the stored value
local custom_button =
Gui.get_concept('CustomButton')
-- Used internally when first draw and automatically when the store updates
custom_button.set_instance_from_store(element)
Will set the value in the store and update the other instances based on the instance given
Parameters:-- Setting the stored value to be the same as the caption for this element
local custom_button =
Gui.get_concept('CustomButton')
-- You may want to use this with gui events
custom_button.set_store_from_instance(element)