Files
factorio-scenario-ExpCluster/expcore/gui/elements/text.lua
Cooldude2606 84a9c869a3 Core
2019-08-09 18:12:00 +01:00

149 lines
4.7 KiB
Lua

--[[-- Core Module - Gui
@module Gui
@alias Prototype
]]
--- Text.
-- Gui class define for text fields and text boxes
-- @section text
--[[
>>>> Functions
Text.new_text_field(name) --- Creates a new text field element define
Text._prototype_field:on_element_update(callback) --- Registers a handler for when an element instance updates
Text._prototype_field:on_store_update(callback) --- Registers a handler for when the stored value updates
Text.new_text_box(name) --- Creates a new text box element define
Text._prototype_field:on_element_update(callback) --- Registers a handler for when an element instance updates
Text._prototype_field:on_store_update(callback) --- Registers a handler for when the stored value updates
Text._prototype_box:set_selectable(state) --- Sets the text box to be selectable
Text._prototype_box:set_word_wrap(state) --- Sets the text box to have word wrap
Text._prototype_box:set_read_only(state) --- Sets the text box to be read only
Other functions present from expcore.gui.core
]]
local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core
local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype
local Game = require 'utils.game' --- @dep utils.game
--- Store call for store update
-- @tparam table define the define that this is acting on
-- @tparam LuaGuiElement element the element that triggered the event
-- @tparam string value the new text for the text field
local function store_update(define,element,value)
element.text = value
local player = Game.get_player_by_index(element.player_index)
define:raise_event('on_element_update',player,element,value)
end
local Text = {
_prototype_field=Prototype.extend{
on_element_update = Prototype.event,
on_store_update = Prototype.event,
add_store = Prototype.store(false,store_update),
add_sync_store = Prototype.store(true,store_update)
},
_prototype_box=Prototype.extend{
on_element_update = Prototype.event,
on_store_update = Prototype.event,
add_store = Prototype.store(false,store_update),
add_sync_store = Prototype.store(true,store_update)
}
}
--- Creates a new text field element define
-- @tparam[opt] string name the optional debug name that can be added
-- @treturn table the new text field element define
function Text.new_text_field(name)
local self = Gui.new_define(Text._prototype_field,name)
self.draw_data.type = 'textfield'
self:on_draw(function(player,element)
if self.selectable then
element.selectable = true
end
if self.word_wrap then
element.word_wrap = true
end
if self.read_only then
element.read_only = true
end
if self.store then
local category = self.categorize and self.categorize(element) or nil
local value = self:get_store(category)
if value then element.text = value end
end
end)
Gui.on_text_changed(self.name,function(event)
local element = event.element
local value = element.text
if self.store then
local category = self.categorize and self.categorize(element) or value
self:set_store(category,value)
else
self:raise_event('on_element_update',event.player,element,value)
end
end)
return self
end
--- Creates a new text box element define
-- @tparam[opt] string name the optional debug name that can be added
-- @treturn table the new text box element define
function Text.new_text_box(name)
local self = Text.new_text_field(name)
self.draw_data.type = 'text-box'
local mt = getmetatable(self)
mt.__index = Text._prototype_box
return self
end
--- Sets the text box to be selectable
-- @tparam[opt=true] boolean state when false will set the state to false
-- @treturn self table the define to allow for chaining
function Text._prototype_box:set_selectable(state)
if state == false then
self.selectable = false
else
self.selectable = true
end
return self
end
--- Sets the text box to have word wrap
-- @tparam[opt=true] boolean state when false will set the state to false
-- @treturn self table the define to allow for chaining
function Text._prototype_box:set_word_wrap(state)
if state == false then
self.word_wrap = false
else
self.word_wrap = true
end
return self
end
--- Sets the text box to be read only
-- @tparam[opt=true] boolean state when false will set the state to false
-- @treturn self table the define to allow for chaining
function Text._prototype_box:set_read_only(state)
if state == false then
self.read_only = false
else
self.read_only = true
end
return self
end
return Text