--- Gui class define for silders --[[ >>>> Functions Slider.new_slider(name) --- Creates a new slider element define Slider._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates Slider._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates Slider._prototype:use_notches(state) --- Adds notches to the slider Slider._prototype:set_range(min,max) --- Sets the range of a slider, if not used will use default values for a slider Slider._prototype:draw_label(element) --- Draws a new label and links its value to the value of this slider, if no store then it will only show one value per player Slider._prototype:enable_auto_draw_label(state) --- Enables auto draw of the label, the label will share the same parent element as the slider Other functions present from expcore.gui.core ]] local Gui = require 'expcore.gui.core' local Instances = require 'expcore.gui.instances' local Game = require 'utils.game' --- Event call for on_value_changed and store update -- @tparam define table the define that this is acting on -- @tparam element LuaGuiElement the element that triggered the event -- @tparam value number the new value for the slider local function event_call(define,element,value) local player = Game.get_player_by_index(element.player_index) local min,max = element.get_slider_minimum(),element.get_slider_maximum() local delta = max-min local percent = delta == 0 and 0 or (value-min)/delta if define.events.on_element_update then define.events.on_element_update(player,element,value,percent) end local category = player.name if define.categorize then category = define.categorize(element) end Instances.unregistered_get_elements(define.name..'-label',category,function(label) label.caption = tostring(math.round(value,2)) end) end --- Store call for store update -- @tparam define table the define that this is acting on -- @tparam element LuaGuiElement the element that triggered the event -- @tparam value number the new value for the slider local function store_call(define,element,value) element.slider_value = value event_call(define,element,value) end local Slider = { _prototype=Gui._prototype_factory{ on_element_update = Gui._event_factory('on_element_update'), on_store_update = Gui._event_factory('on_store_update'), add_store = Gui._store_factory(store_call), add_sync_store = Gui._sync_store_factory(store_call) } } --- Creates a new slider element define -- @tparam[opt] name string the optional debug name that can be added -- @treturn table the new slider element define function Slider.new_slider(name) local self = Gui._define_factory(Slider._prototype) self.draw_data.type = 'slider' if name then self:debug_name(name) end self.post_draw = function(element) local player = Game.get_player_by_index(element.player_index) local min,max = element.get_slider_minimum(),element.get_slider_maximum() if type(self.min) == 'function' then min = self.min(player,element) end if type(self.max) == 'function' then max = self.max(player,element) end element.set_slider_minimum_maximum(min,max) if self.store then local category = self.categorize and self.categorize(element) or nil local value = self:get_store(category) if value then element.slider_value = value end end if self.auto_label then self:draw_label(element.parent) end end Gui.on_value_changed(self.name,function(event) local element = event.element local value = element.slider_value if self.store then local category = self.categorize and self.categorize(element) or value self:set_store(category,value) else event_call(self,element,value) end end) return self end --- Adds notches to the slider -- @tparam[opt] state boolean when true will draw notches onto the slider function Slider._prototype:use_notches(state) if state == false then self.draw_data.style = nil else self.draw_data.style = 'notched_slider' end return self end --- Sets the range of a slider, if not used will use default values for a slider -- @tparam[opt] min number the minimum value that the slider can take -- @tparam[opt] max number the maximum value that the slider can take -- @treturn self the define to allow chaining function Slider._prototype:set_range(min,max) self.min = min self.max = max if type(min) == 'number' then self.draw_data.minimum_value = min end if type(max) == 'number' then self.draw_data.maximum_value = max end return self end --- Draws a new label and links its value to the value of this slider, if no store then it will only show one value per player -- @tparam element LuaGuiElement the parent element that the lable will be drawn to -- @treturn LuaGuiElement the new label element so that styles can be applied function Slider._prototype:draw_label(element) local name = self.name..'-label' if element[name] then return end local value = 0 if self.store then local category = self.categorize and self.categorize(element) or value value = self:get_store(category) or 0 end local new_element = element.add{ name=name, type='label', caption=tostring(math.round(value,2)) } local categorise = self.categorise or Gui.player_store local category = categorise(new_element) Instances.unregistered_add_element(name,category,new_element) return new_element end --- Enables auto draw of the label, the label will share the same parent element as the slider -- @tparam[opt=true] state boolean when false will disable the auto draw of the label -- @treturn self the define to allow chaining function Slider._prototype:enable_auto_draw_label(state) if state == false then self.auto_label = false else self.auto_label = true end return self end return Slider