Files
factorio-scenario-ExpCluster/expcore/gui/buttons.lua
Cooldude2606 e187059ae0 Ldoc compliant
2019-05-29 22:24:04 +01:00

121 lines
4.6 KiB
Lua

--- Gui class define for buttons and sprite buttons
--[[
>>>> Functions
Button.new_button(name) --- Creates a new button element define
Button._prototype:on_click(player,element) --- Registers a handler for when the button is clicked
Button._prototype:on_left_click(player,element) --- Registers a handler for when the button is clicked with the left mouse button
Button._prototype:on_right_click(player,element) --- Registers a handler for when the button is clicked with the right mouse button
Button._prototype:set_sprites(sprite,hovered_sprite,clicked_sprite) --- Adds sprites to a button making it a spirte button
Button._prototype:set_click_filter(filter,...) --- Adds a click / mouse button filter to the button
Button._prototype:set_key_filter(filter,...) --- Adds a control key filter to the button
Other functions present from expcore.gui.core
]]
local mod_gui = require 'mod-gui'
local Gui = require 'expcore.gui.core'
local Button = {
_prototype=Gui._prototype_factory{
on_click = Gui._event_factory('on_click'),
on_left_click = Gui._event_factory('on_left_click'),
on_right_click = Gui._event_factory('on_right_click'),
}
}
--- Creates a new button element define
-- @tparam[opt] string name the optional debug name that can be added
-- @treturn table the new button element define
function Button.new_button(name)
local self = Gui._define_factory(Button._prototype)
self.draw_data.type = 'button'
self.draw_data.style = mod_gui.button_style
if name then
self:debug_name(name)
end
Gui.on_click(self.name,function(event)
local mouse_button = event.button
local keys = {alt=event.alt,control=event.control,shift=event.shift}
event.keys = keys
if self.post_authenticator then
if not self.post_authenticator(event.player,self.name) then return end
end
if mouse_button == defines.mouse_button_type.left and self.events.on_left_click then
self.events.on_left_click(event.player,event.element)
elseif mouse_button == defines.mouse_button_type.right and self.events.on_right_click then
self.events.on_right_click(event.player,event.element)
end
if self.mouse_button_filter and not self.mouse_button_filter[mouse_button] then return end
if self.key_button_filter then
for key,state in pairs(self.key_button_filter) do
if state and not keys[key] then return end
end
end
if self.events.on_click then
self.events.on_click(event.player,event.element,event)
end
end)
return self
end
--- Adds sprites to a button making it a spirte button
-- @tparam SpritePath sprite the sprite path for the default sprite for the button
-- @tparam[opt] SpritePath hovered_sprite the sprite path for the sprite when the player hovers over the button
-- @tparam[opt] SpritePath clicked_sprite the sprite path for the sprite when the player clicks the button
-- @treturn self returns the button define to allow chaining
function Button._prototype:set_sprites(sprite,hovered_sprite,clicked_sprite)
self.draw_data.type = 'sprite-button'
self.draw_data.sprite = sprite
self.draw_data.hovered_sprite = hovered_sprite
self.draw_data.clicked_sprite = clicked_sprite
return self
end
--- Adds a click / mouse button filter to the button
-- @tparam table filter ?string|table either a of mouse buttons or the first mouse button to filter, with a table true means allowed
-- @tparam[opt] table ... when filter is not a you can add the mouse buttons one after each other
-- @treturn self returns the button define to allow chaining
function Button._prototype:set_click_filter(filter,...)
if type(filter) == 'string' then
filter = {[filter]=true}
for _,v in pairs({...}) do
filter[v] = true
end
end
for k,v in pairs(filter) do
if type(v) == 'string' then
filter[k] = defines.mouse_button_type[v]
end
end
self.mouse_button_filter = filter
return self
end
--- Adds a control key filter to the button
-- @tparam table filter ?string|table either a of control keys or the first control keys to filter, with a table true means allowed
-- @tparam[opt] table ... when filter is not a you can add the control keyss one after each other
-- @treturn self returns the button define to allow chaining
function Button._prototype:set_key_filter(filter,...)
if type(filter) == 'string' then
filter = {[filter]=true}
for _,v in pairs({...}) do
filter[v] = true
end
end
self.key_button_filter = filter
return self
end
return Button