Files
factorio-scenario-ExpCluster/expcore/Gui/checkboxs.lua
2019-05-10 19:00:06 +01:00

182 lines
4.6 KiB
Lua

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={},
_prototype_checkbox=Gui._extend_prototype{},
_prototype_radiobutton=Gui._extend_prototype{}
}
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)
end
return config
end
local function get_store_location(checkbox)
return 'gui.inputs.checkbox.'..(checkbox.clean_name or checkbox.name)
end
local function get_instances(checkbox,category)
if not Checkbox.instances[checkbox.name] then return end
local instances = Checkbox.instances
if checkbox.categorize then
instances = instances[category]
end
return instances
end
function Checkbox.new_checkbox(name)
local uid = Gui.uid_name()
local self = setmetatable({
name=uid,
clean_name=name,
},{__index=Checkbox._prototype_checkbox})
self._draw.name = uid
self._draw.type = 'checkbox'
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
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.store then
if self.categorize then
Store.set_chlid(self.store,self.categorize(element),element.state)
else
Store.set(self.store,element.state)
end
elseif self._on_state_change then
self._on_state_change(event.player,element)
end
end)
return Checkbox.config[uid]
end
function Checkbox.draw_checkbox(name,element)
local checkbox = get_config(name)
return checkbox:draw_to(element)
end
function Checkbox._prototype_checkbox:add_store(categorize)
if self.store then return end
self.store = get_store_location(self)
self.categorize = categorize
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.valid then
element.state = value
if self._on_state_change then
local player = Game.get_player_by_index(element.player_index)
self._on_state_change(player,element)
end
else
table.remove(instances,k)
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_chlid(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
state = not not state
if self.categorize then
return Store.set_chlid(self.store,category,state)
else
return Store.set(self.store,state)
end
end
function Checkbox._prototype_checkbox:on_state_change(callback)
if type(callback) ~= 'function' then
return error('Event callback must be a function')
end
self._on_state_change = callback
return self
end
function Checkbox.reset_radiobutton(element,exclude)
end
function Checkbox.new_radiobutton(name)
end
Checkbox.draw_radiobutton = Checkbox.draw_checkbox
function Checkbox._prototype_radiobutton:draw_to(element)
end
function Checkbox._prototype_radiobutton:add_store(categorize)
end
function Checkbox._prototype_radiobutton:get_store_value(category)
end
function Checkbox._prototype_radiobutton:set_store_value(category,value)
end
function Checkbox._prototype_radiobutton:enable_single_select(state)
end
function Checkbox._prototype_radiobutton:add_option(name)
end
function Checkbox._prototype_radiobutton:on_state_change(callback)
end
function Checkbox.get_stored_value(name,category)
end
function Checkbox.set_stored_value(name,category,value)
end
return Checkbox