From 886fb2c22690608fcead73eaea6e28c8a573ce1f Mon Sep 17 00:00:00 2001 From: Cooldude2606 Date: Mon, 21 Oct 2019 22:17:59 +0100 Subject: [PATCH] Added main gui file --- config/_file_loader.lua | 15 +- docs/addons/Advanced-Start.html | 2 +- docs/addons/Chat-Popups.html | 2 +- docs/addons/Chat-Reply.html | 2 +- docs/addons/Compilatron.html | 2 +- docs/addons/Damage-Popups.html | 2 +- docs/addons/Death-Logger.html | 2 +- docs/addons/Discord-Alerts.html | 2 +- docs/addons/Player-Colours.html | 2 +- docs/addons/Pollution-Grading.html | 2 +- docs/addons/Scorched-Earth.html | 2 +- docs/addons/Spawn-Area.html | 2 +- docs/commands/Admin-Chat.html | 2 +- docs/commands/Bonus.html | 2 +- docs/commands/Cheat-Mode.html | 2 +- docs/commands/Clear-Inventory.html | 2 +- docs/commands/Debug.html | 2 +- docs/commands/Find.html | 2 +- docs/commands/Help.html | 2 +- docs/commands/Home.html | 2 +- docs/commands/Interface.html | 2 +- docs/commands/Jail.html | 2 +- docs/commands/Kill.html | 2 +- docs/commands/Me.html | 2 +- docs/commands/Rainbow.html | 2 +- docs/commands/Repair.html | 2 +- docs/commands/Reports.html | 2 +- docs/commands/Roles.html | 2 +- docs/commands/Spawn.html | 2 +- docs/commands/Tag.html | 2 +- docs/commands/Teleport.html | 2 +- docs/commands/Warnings.html | 2 +- docs/configs/Advanced-Start.html | 2 +- docs/configs/Bonuses.html | 2 +- docs/configs/Chat-Reply.html | 2 +- docs/configs/Commands-Auth-Admin.html | 2 +- docs/configs/Commands-Auth-Roles.html | 2 +- .../Commands-Auth-Runtime-Disable.html | 2 +- docs/configs/Commands-Parse-Roles.html | 2 +- docs/configs/Commands-Parse.html | 2 +- docs/configs/Compilatron.html | 2 +- docs/configs/Death-Logger.html | 2 +- docs/configs/Discord-Alerts.html | 2 +- docs/configs/File-Loader.html | 2 +- docs/configs/Permission-Groups.html | 2 +- docs/configs/Player-List.html | 2 +- docs/configs/Pollution-Grading.html | 2 +- docs/configs/Popup-Messages.html | 2 +- docs/configs/Preset-Player-Colours.html | 2 +- docs/configs/Repair.html | 2 +- docs/configs/Rockets.html | 2 +- docs/configs/Roles.html | 2 +- docs/configs/Science.html | 2 +- docs/configs/Scorched-Earth.html | 2 +- docs/configs/Spawn-Area.html | 2 +- docs/configs/Tasks.html | 2 +- docs/configs/Warnings.html | 2 +- docs/configs/Warps.html | 2 +- docs/control/Jail.html | 2 +- docs/control/Production.html | 2 +- docs/control/Reports.html | 2 +- docs/control/Rockets.html | 2 +- docs/control/Tasks.html | 2 +- docs/control/Warnings.html | 2 +- docs/control/Warps.html | 2 +- docs/core/Commands.html | 2 +- docs/core/Common-Library.html | 2 +- docs/core/Gui.html | 11143 ++-------------- docs/core/Permissions-Groups.html | 2 +- docs/core/Roles.html | 2 +- docs/core/Store.html | 2 +- docs/core/Sudo.html | 2 +- docs/guis/Player-List.html | 2 +- docs/guis/Rocket-Info.html | 2 +- docs/guis/Science-Info.html | 2 +- docs/guis/Task-List.html | 2 +- docs/guis/Warps-List.html | 2 +- docs/index.html | 7 +- docs/modules/control.html | 2 +- .../utils.alien_evolution_progress.html | 2 +- docs/modules/utils.core.html | 2 +- docs/modules/utils.debug.html | 2 +- docs/modules/utils.dump_env.html | 2 +- docs/modules/utils.event.html | 2 +- docs/modules/utils.event_core.html | 2 +- docs/modules/utils.math.html | 2 +- docs/modules/utils.recipe_locker.html | 2 +- docs/modules/utils.state_machine.html | 2 +- docs/modules/utils.table.html | 2 +- docs/modules/utils.task.html | 2 +- docs/modules/utils.timestamp.html | 2 +- docs/topics/license.html | 2 +- docs/topics/readme.md.html | 29 +- expcore/gui.lua | 659 +- expcore/gui/concepts/center.lua | 198 - expcore/gui/concepts/left.lua | 322 - expcore/gui/concepts/popups.lua | 230 - expcore/gui/concepts/toolbar.lua | 114 - expcore/gui/core.lua | 368 - expcore/gui/elements/buttons.lua | 128 - expcore/gui/elements/checkbox.lua | 247 - expcore/gui/elements/dropdown.lua | 184 - expcore/gui/elements/elem-button.lua | 96 - expcore/gui/elements/progress-bar.lua | 387 - expcore/gui/elements/slider.lua | 173 - expcore/gui/elements/text.lua | 145 - expcore/gui/instances.lua | 235 - expcore/gui/prototype.lua | 300 - expcore/gui/test.lua | 663 - 109 files changed, 1652 insertions(+), 14169 deletions(-) delete mode 100644 expcore/gui/concepts/center.lua delete mode 100644 expcore/gui/concepts/left.lua delete mode 100644 expcore/gui/concepts/popups.lua delete mode 100644 expcore/gui/concepts/toolbar.lua delete mode 100644 expcore/gui/core.lua delete mode 100644 expcore/gui/elements/buttons.lua delete mode 100644 expcore/gui/elements/checkbox.lua delete mode 100644 expcore/gui/elements/dropdown.lua delete mode 100644 expcore/gui/elements/elem-button.lua delete mode 100644 expcore/gui/elements/progress-bar.lua delete mode 100644 expcore/gui/elements/slider.lua delete mode 100644 expcore/gui/elements/text.lua delete mode 100644 expcore/gui/instances.lua delete mode 100644 expcore/gui/prototype.lua delete mode 100644 expcore/gui/test.lua diff --git a/config/_file_loader.lua b/config/_file_loader.lua index c4a5bba6..44f73644 100644 --- a/config/_file_loader.lua +++ b/config/_file_loader.lua @@ -39,17 +39,18 @@ return { 'modules.addons.discord-alerts', 'modules.addons.chat-reply', -- GUI - 'modules.gui.rocket-info', - 'modules.gui.science-info', - 'modules.gui.warp-list', - 'modules.gui.task-list', - 'modules.gui.player-list', - 'modules.commands.debug', + --'modules.gui.rocket-info', + --'modules.gui.science-info', + --'modules.gui.warp-list', + --'modules.gui.task-list', + --'modules.gui.player-list', + --'modules.commands.debug', + 'expcore.gui', -- Config Files 'config.expcore-commands.auth_admin', -- commands tagged with admin_only are blocked for non admins 'config.expcore-commands.auth_roles', -- commands must be allowed via the role config 'config.expcore-commands.auth_runtime_disable', -- allows commands to be enabled and disabled during runtime 'config.permission_groups', -- loads some predefined permission groups 'config.roles', -- loads some predefined roles - 'expcore.gui.test' -- loads multiple gui defines to test the gui system + --'expcore.gui.test' -- loads multiple gui defines to test the gui system } \ No newline at end of file diff --git a/docs/addons/Advanced-Start.html b/docs/addons/Advanced-Start.html index 8fc6a44a..4871b8c9 100644 --- a/docs/addons/Advanced-Start.html +++ b/docs/addons/Advanced-Start.html @@ -348,7 +348,7 @@ generated by LDoc diff --git a/docs/addons/Chat-Popups.html b/docs/addons/Chat-Popups.html index c9ea0f82..3efd7ce5 100644 --- a/docs/addons/Chat-Popups.html +++ b/docs/addons/Chat-Popups.html @@ -349,7 +349,7 @@ generated by LDoc diff --git a/docs/addons/Chat-Reply.html b/docs/addons/Chat-Reply.html index d6eda160..c5d3cfc4 100644 --- a/docs/addons/Chat-Reply.html +++ b/docs/addons/Chat-Reply.html @@ -376,7 +376,7 @@ generated by LDoc diff --git a/docs/addons/Compilatron.html b/docs/addons/Compilatron.html index 4fafcaa9..57a4a065 100644 --- a/docs/addons/Compilatron.html +++ b/docs/addons/Compilatron.html @@ -585,7 +585,7 @@ generated by LDoc diff --git a/docs/addons/Damage-Popups.html b/docs/addons/Damage-Popups.html index a445fe5a..f42f7dee 100644 --- a/docs/addons/Damage-Popups.html +++ b/docs/addons/Damage-Popups.html @@ -349,7 +349,7 @@ generated by LDoc diff --git a/docs/addons/Death-Logger.html b/docs/addons/Death-Logger.html index faadc765..6f540b7d 100644 --- a/docs/addons/Death-Logger.html +++ b/docs/addons/Death-Logger.html @@ -404,7 +404,7 @@ generated by LDoc diff --git a/docs/addons/Discord-Alerts.html b/docs/addons/Discord-Alerts.html index e0ecba4b..e9f689ac 100644 --- a/docs/addons/Discord-Alerts.html +++ b/docs/addons/Discord-Alerts.html @@ -460,7 +460,7 @@ generated by LDoc diff --git a/docs/addons/Player-Colours.html b/docs/addons/Player-Colours.html index 8a60609c..06a8e29a 100644 --- a/docs/addons/Player-Colours.html +++ b/docs/addons/Player-Colours.html @@ -404,7 +404,7 @@ generated by LDoc diff --git a/docs/addons/Pollution-Grading.html b/docs/addons/Pollution-Grading.html index 46baddb7..806b86fd 100644 --- a/docs/addons/Pollution-Grading.html +++ b/docs/addons/Pollution-Grading.html @@ -320,7 +320,7 @@ generated by LDoc diff --git a/docs/addons/Scorched-Earth.html b/docs/addons/Scorched-Earth.html index c4f4487d..bcfab620 100644 --- a/docs/addons/Scorched-Earth.html +++ b/docs/addons/Scorched-Earth.html @@ -404,7 +404,7 @@ generated by LDoc diff --git a/docs/addons/Spawn-Area.html b/docs/addons/Spawn-Area.html index 6b3002a3..7f9b0c0a 100644 --- a/docs/addons/Spawn-Area.html +++ b/docs/addons/Spawn-Area.html @@ -376,7 +376,7 @@ generated by LDoc diff --git a/docs/commands/Admin-Chat.html b/docs/commands/Admin-Chat.html index 04b6b9fe..0a936c4e 100644 --- a/docs/commands/Admin-Chat.html +++ b/docs/commands/Admin-Chat.html @@ -388,7 +388,7 @@ generated by LDoc diff --git a/docs/commands/Bonus.html b/docs/commands/Bonus.html index 3786a596..e7e42cdd 100644 --- a/docs/commands/Bonus.html +++ b/docs/commands/Bonus.html @@ -500,7 +500,7 @@ generated by LDoc diff --git a/docs/commands/Cheat-Mode.html b/docs/commands/Cheat-Mode.html index 81523c11..53b422c3 100644 --- a/docs/commands/Cheat-Mode.html +++ b/docs/commands/Cheat-Mode.html @@ -361,7 +361,7 @@ generated by LDoc diff --git a/docs/commands/Clear-Inventory.html b/docs/commands/Clear-Inventory.html index a250f390..17ef4f9d 100644 --- a/docs/commands/Clear-Inventory.html +++ b/docs/commands/Clear-Inventory.html @@ -388,7 +388,7 @@ generated by LDoc diff --git a/docs/commands/Debug.html b/docs/commands/Debug.html index 0af8bb1c..880bb18e 100644 --- a/docs/commands/Debug.html +++ b/docs/commands/Debug.html @@ -365,7 +365,7 @@ generated by LDoc diff --git a/docs/commands/Find.html b/docs/commands/Find.html index 0f1ae48d..f8d25958 100644 --- a/docs/commands/Find.html +++ b/docs/commands/Find.html @@ -360,7 +360,7 @@ generated by LDoc diff --git a/docs/commands/Help.html b/docs/commands/Help.html index 024c376f..b7d54d80 100644 --- a/docs/commands/Help.html +++ b/docs/commands/Help.html @@ -404,7 +404,7 @@ generated by LDoc diff --git a/docs/commands/Home.html b/docs/commands/Home.html index d4881527..d279fe65 100644 --- a/docs/commands/Home.html +++ b/docs/commands/Home.html @@ -458,7 +458,7 @@ generated by LDoc diff --git a/docs/commands/Interface.html b/docs/commands/Interface.html index eeaf7d3d..8458181f 100644 --- a/docs/commands/Interface.html +++ b/docs/commands/Interface.html @@ -416,7 +416,7 @@ generated by LDoc diff --git a/docs/commands/Jail.html b/docs/commands/Jail.html index 67d43bef..214140d6 100644 --- a/docs/commands/Jail.html +++ b/docs/commands/Jail.html @@ -611,7 +611,7 @@ generated by LDoc diff --git a/docs/commands/Kill.html b/docs/commands/Kill.html index 967cb7e1..421f28a9 100644 --- a/docs/commands/Kill.html +++ b/docs/commands/Kill.html @@ -389,7 +389,7 @@ generated by LDoc diff --git a/docs/commands/Me.html b/docs/commands/Me.html index fbba050f..a31f9a45 100644 --- a/docs/commands/Me.html +++ b/docs/commands/Me.html @@ -360,7 +360,7 @@ generated by LDoc diff --git a/docs/commands/Rainbow.html b/docs/commands/Rainbow.html index f30d335d..439294a8 100644 --- a/docs/commands/Rainbow.html +++ b/docs/commands/Rainbow.html @@ -388,7 +388,7 @@ generated by LDoc diff --git a/docs/commands/Repair.html b/docs/commands/Repair.html index 361a22d7..98e6942b 100644 --- a/docs/commands/Repair.html +++ b/docs/commands/Repair.html @@ -321,7 +321,7 @@ generated by LDoc diff --git a/docs/commands/Reports.html b/docs/commands/Reports.html index f94af164..1957df69 100644 --- a/docs/commands/Reports.html +++ b/docs/commands/Reports.html @@ -585,7 +585,7 @@ generated by LDoc diff --git a/docs/commands/Roles.html b/docs/commands/Roles.html index 3bc1f04d..0f9bc8b1 100644 --- a/docs/commands/Roles.html +++ b/docs/commands/Roles.html @@ -557,7 +557,7 @@ generated by LDoc diff --git a/docs/commands/Spawn.html b/docs/commands/Spawn.html index 257da669..f72dbee2 100644 --- a/docs/commands/Spawn.html +++ b/docs/commands/Spawn.html @@ -389,7 +389,7 @@ generated by LDoc diff --git a/docs/commands/Tag.html b/docs/commands/Tag.html index 63606adc..60783e88 100644 --- a/docs/commands/Tag.html +++ b/docs/commands/Tag.html @@ -443,7 +443,7 @@ generated by LDoc diff --git a/docs/commands/Teleport.html b/docs/commands/Teleport.html index 472651ba..353738fe 100644 --- a/docs/commands/Teleport.html +++ b/docs/commands/Teleport.html @@ -484,7 +484,7 @@ generated by LDoc diff --git a/docs/commands/Warnings.html b/docs/commands/Warnings.html index a62c9b8e..d33d1547 100644 --- a/docs/commands/Warnings.html +++ b/docs/commands/Warnings.html @@ -569,7 +569,7 @@ generated by LDoc diff --git a/docs/configs/Advanced-Start.html b/docs/configs/Advanced-Start.html index 02b2965a..94b0896f 100644 --- a/docs/configs/Advanced-Start.html +++ b/docs/configs/Advanced-Start.html @@ -506,7 +506,7 @@ generated by LDoc diff --git a/docs/configs/Bonuses.html b/docs/configs/Bonuses.html index 2e3966d2..e7bb072a 100644 --- a/docs/configs/Bonuses.html +++ b/docs/configs/Bonuses.html @@ -237,7 +237,7 @@ generated by LDoc diff --git a/docs/configs/Chat-Reply.html b/docs/configs/Chat-Reply.html index 727827bc..ee1e2dd2 100644 --- a/docs/configs/Chat-Reply.html +++ b/docs/configs/Chat-Reply.html @@ -485,7 +485,7 @@ generated by LDoc diff --git a/docs/configs/Commands-Auth-Admin.html b/docs/configs/Commands-Auth-Admin.html index fd824730..157b0311 100644 --- a/docs/configs/Commands-Auth-Admin.html +++ b/docs/configs/Commands-Auth-Admin.html @@ -294,7 +294,7 @@ generated by LDoc diff --git a/docs/configs/Commands-Auth-Roles.html b/docs/configs/Commands-Auth-Roles.html index 4f49a827..59a9ed26 100644 --- a/docs/configs/Commands-Auth-Roles.html +++ b/docs/configs/Commands-Auth-Roles.html @@ -320,7 +320,7 @@ generated by LDoc diff --git a/docs/configs/Commands-Auth-Runtime-Disable.html b/docs/configs/Commands-Auth-Runtime-Disable.html index 9aacac5f..b299522c 100644 --- a/docs/configs/Commands-Auth-Runtime-Disable.html +++ b/docs/configs/Commands-Auth-Runtime-Disable.html @@ -442,7 +442,7 @@ generated by LDoc diff --git a/docs/configs/Commands-Parse-Roles.html b/docs/configs/Commands-Parse-Roles.html index 64d71e20..42155a89 100644 --- a/docs/configs/Commands-Parse-Roles.html +++ b/docs/configs/Commands-Parse-Roles.html @@ -354,7 +354,7 @@ generated by LDoc diff --git a/docs/configs/Commands-Parse.html b/docs/configs/Commands-Parse.html index 574f8aa4..8128d402 100644 --- a/docs/configs/Commands-Parse.html +++ b/docs/configs/Commands-Parse.html @@ -338,7 +338,7 @@ see ./expcore/commands.lua for more details

generated by LDoc diff --git a/docs/configs/Compilatron.html b/docs/configs/Compilatron.html index 98043b31..0932f52e 100644 --- a/docs/configs/Compilatron.html +++ b/docs/configs/Compilatron.html @@ -354,7 +354,7 @@ generated by LDoc diff --git a/docs/configs/Death-Logger.html b/docs/configs/Death-Logger.html index 859cf7d9..1e635943 100644 --- a/docs/configs/Death-Logger.html +++ b/docs/configs/Death-Logger.html @@ -416,7 +416,7 @@ generated by LDoc diff --git a/docs/configs/Discord-Alerts.html b/docs/configs/Discord-Alerts.html index 4139d6e6..7214429c 100644 --- a/docs/configs/Discord-Alerts.html +++ b/docs/configs/Discord-Alerts.html @@ -237,7 +237,7 @@ generated by LDoc diff --git a/docs/configs/File-Loader.html b/docs/configs/File-Loader.html index 8aa4661f..21a5ee90 100644 --- a/docs/configs/File-Loader.html +++ b/docs/configs/File-Loader.html @@ -240,7 +240,7 @@ generated by LDoc diff --git a/docs/configs/Permission-Groups.html b/docs/configs/Permission-Groups.html index 305e744d..1ab7621e 100644 --- a/docs/configs/Permission-Groups.html +++ b/docs/configs/Permission-Groups.html @@ -295,7 +295,7 @@ generated by LDoc diff --git a/docs/configs/Player-List.html b/docs/configs/Player-List.html index 2c9fc83f..bd67fe6b 100644 --- a/docs/configs/Player-List.html +++ b/docs/configs/Player-List.html @@ -812,7 +812,7 @@ generated by LDoc diff --git a/docs/configs/Pollution-Grading.html b/docs/configs/Pollution-Grading.html index 64d7f6f0..d775b006 100644 --- a/docs/configs/Pollution-Grading.html +++ b/docs/configs/Pollution-Grading.html @@ -384,7 +384,7 @@ generated by LDoc diff --git a/docs/configs/Popup-Messages.html b/docs/configs/Popup-Messages.html index 114b8348..02436326 100644 --- a/docs/configs/Popup-Messages.html +++ b/docs/configs/Popup-Messages.html @@ -414,7 +414,7 @@ generated by LDoc diff --git a/docs/configs/Preset-Player-Colours.html b/docs/configs/Preset-Player-Colours.html index 824291f5..2d2a05a7 100644 --- a/docs/configs/Preset-Player-Colours.html +++ b/docs/configs/Preset-Player-Colours.html @@ -324,7 +324,7 @@ generated by LDoc diff --git a/docs/configs/Repair.html b/docs/configs/Repair.html index e61920c5..5141d747 100644 --- a/docs/configs/Repair.html +++ b/docs/configs/Repair.html @@ -414,7 +414,7 @@ generated by LDoc diff --git a/docs/configs/Rockets.html b/docs/configs/Rockets.html index 929fbf4c..f011e724 100644 --- a/docs/configs/Rockets.html +++ b/docs/configs/Rockets.html @@ -834,7 +834,7 @@ generated by LDoc diff --git a/docs/configs/Roles.html b/docs/configs/Roles.html index 5c7aabf3..e435071a 100644 --- a/docs/configs/Roles.html +++ b/docs/configs/Roles.html @@ -292,7 +292,7 @@ generated by LDoc diff --git a/docs/configs/Science.html b/docs/configs/Science.html index c9c7fd1c..bea29f94 100644 --- a/docs/configs/Science.html +++ b/docs/configs/Science.html @@ -354,7 +354,7 @@ generated by LDoc diff --git a/docs/configs/Scorched-Earth.html b/docs/configs/Scorched-Earth.html index 3c038550..f271bf65 100644 --- a/docs/configs/Scorched-Earth.html +++ b/docs/configs/Scorched-Earth.html @@ -388,7 +388,7 @@ generated by LDoc diff --git a/docs/configs/Spawn-Area.html b/docs/configs/Spawn-Area.html index 4395fc07..a1a68698 100644 --- a/docs/configs/Spawn-Area.html +++ b/docs/configs/Spawn-Area.html @@ -744,7 +744,7 @@ generated by LDoc diff --git a/docs/configs/Tasks.html b/docs/configs/Tasks.html index 1bd48171..e4f9760a 100644 --- a/docs/configs/Tasks.html +++ b/docs/configs/Tasks.html @@ -384,7 +384,7 @@ generated by LDoc diff --git a/docs/configs/Warnings.html b/docs/configs/Warnings.html index 78291b18..751529ef 100644 --- a/docs/configs/Warnings.html +++ b/docs/configs/Warnings.html @@ -355,7 +355,7 @@ generated by LDoc diff --git a/docs/configs/Warps.html b/docs/configs/Warps.html index c8a87917..3840e9b9 100644 --- a/docs/configs/Warps.html +++ b/docs/configs/Warps.html @@ -684,7 +684,7 @@ generated by LDoc diff --git a/docs/control/Jail.html b/docs/control/Jail.html index 46633de1..8ed47a2e 100644 --- a/docs/control/Jail.html +++ b/docs/control/Jail.html @@ -1208,7 +1208,7 @@ generated by LDoc diff --git a/docs/control/Production.html b/docs/control/Production.html index ea5291cb..2cac6422 100644 --- a/docs/control/Production.html +++ b/docs/control/Production.html @@ -1329,7 +1329,7 @@ generated by LDoc diff --git a/docs/control/Reports.html b/docs/control/Reports.html index 4470dca7..16391654 100644 --- a/docs/control/Reports.html +++ b/docs/control/Reports.html @@ -1110,7 +1110,7 @@ generated by LDoc diff --git a/docs/control/Rockets.html b/docs/control/Rockets.html index ea2c7aae..831e5343 100644 --- a/docs/control/Rockets.html +++ b/docs/control/Rockets.html @@ -984,7 +984,7 @@ generated by LDoc diff --git a/docs/control/Tasks.html b/docs/control/Tasks.html index 41068882..c68201ec 100644 --- a/docs/control/Tasks.html +++ b/docs/control/Tasks.html @@ -998,7 +998,7 @@ Tasks.update_task(task_id,'We need more iron!',game. generated by LDoc diff --git a/docs/control/Warnings.html b/docs/control/Warnings.html index abec17b0..ff7f7802 100644 --- a/docs/control/Warnings.html +++ b/docs/control/Warnings.html @@ -1465,7 +1465,7 @@ generated by LDoc diff --git a/docs/control/Warps.html b/docs/control/Warps.html index ebb0dfb5..7791b32f 100644 --- a/docs/control/Warps.html +++ b/docs/control/Warps.html @@ -1563,7 +1563,7 @@ Warps.make_warp_tag(warp_id) generated by LDoc diff --git a/docs/core/Commands.html b/docs/core/Commands.html index 07dfce01..075e5bb8 100644 --- a/docs/core/Commands.html +++ b/docs/core/Commands.html @@ -1972,7 +1972,7 @@ generated by LDoc diff --git a/docs/core/Common-Library.html b/docs/core/Common-Library.html index 4206d114..caba804c 100644 --- a/docs/core/Common-Library.html +++ b/docs/core/Common-Library.html @@ -2746,7 +2746,7 @@ Common.table_insert(tbl,50,tbl2) generated by LDoc diff --git a/docs/core/Gui.html b/docs/core/Gui.html index 09dee1fe..74601e95 100644 --- a/docs/core/Gui.html +++ b/docs/core/Gui.html @@ -42,21 +42,12 @@

Sections

@@ -217,21 +208,12 @@

Jump to Section

@@ -252,10 +234,7 @@

Gui core

Core Module - Gui - - This file is used to require all the different elements of the gui module - - each module has an outline here but for more details see their separate files in ./gui - - please read the files for more documentation that cant be shown here - - please note there is a rework planned but not started

+- Used to define new gui elements and gui event handlers

@@ -263,6 +242,42 @@ +

Usage

+
-- Defining a button that prints the player's name
+local example_button =
+Gui.new_element{
+    type = 'button',
+    caption = 'Example Button'
+}
+:on_click(function(event)
+    local player = event.player
+    player.print(player.name)
+end)
+
-- Defining using a custom function
+local example_flow_with_button =
+Gui.new_element(function(event_trigger,parent)
+    local flow =
+    parent.add{
+        name = 'example_flow',
+        type = 'flow'
+    }
+
+    local element =
+    flow.add{
+        name = event_trigger,
+        type = 'button',
+        caption = 'Example Button'
+    }
+
+    return element
+end)
+:on_click(function(event)
+    local player = event.player
+    player.print(player.name)
+end)
+
-- Drawing an element
+local exmple_button_element = example_button(parent)
+local example_flow_with_button = example_flow_with_button(parent)
@@ -275,840 +290,178 @@ - expcore.gui.core - - - expcore.gui.instances - - - expcore.gui.elements.buttons - - - expcore.gui.elements.checkbox - - - expcore.gui.elements.dropdown - - - expcore.gui.elements.slider - - - expcore.gui.elements.text - - - expcore.gui.elements.elem-button - - - expcore.gui.elements.progress-bar - - - expcore.gui.concepts.toolbar - - - expcore.gui.concepts.left - - - expcore.gui.concepts.center - - - expcore.gui.concepts.popups - - - - - -

Center Guis

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
expcore.gui.core
expcore.gui.prototype
expcore.gui.concepts.toolbar
utils.game
CenterFrames.get_flow(player)Gets the center flow for a player
CenterFrames.clear_flow(player)Clears the center flow for a player
CenterFrames.draw_frame(player, name)Draws the center frame for a player, if already open then will do nothing
CenterFrames.redraw_frame(player, name)Draws the center frame for a player, if already open then will destroy it and redraw
CenterFrames.toggle_frame(player, name[, state])Toggles if the frame is currently open or not, will open if closed and close if open
CenterFrames.new_frame(permission_name)Creates a new center frame define
CenterFrames._prototype:set_auto_focus([state=true])Sets the frame to be the current active gui when opened and closes all other frames
CenterFrames._prototype:draw_frame(player)Draws this frame to the player, if already open does nothing (will call on_draw to draw to the frame)
CenterFrames._prototype:redraw_frame(player)Draws this frame to the player, if already open it will remove it and redraw it (will call on_draw to draw to the frame)
CenterFrames._prototype:toggle_frame(player)Toggles if the frame is open, if open it will close it and if closed it will open it
CenterFrames._prototype:event_handler([action=update])Creates an event handler that will trigger one of its functions, use with Event.add
- - -

Left Guis

- - - - - - - - - - - - - - + + +
expcore.gui.core
expcore.gui.prototype
expcore.gui.concepts.toolbar
expcore.gui.elements.buttonsutils.event
mod-gui
+ + +

Tables

+ + + - + + - + + - - + + - - + + - - + + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + +
utils.gametop_elementsContains the uids of the elements that will show on the top flow and the auth function
utils.eventleft_elementsContains the uids of the elements that will show on the left flow and the open on join function
LeftFrames.get_flow(player)Gets the left frame flow for a playerdefinesTable of all the elements which have been registed with the draw function and event handlers
LeftFrames.get_frame(name, player)Gets one frame from the left flow by its namefile_pathsAn index used for debuging to find the file where different elements where registered
LeftFrames.get_open(player)Gets all open frames for a player, if non are open it will remove the close all button_prototype_elementThe element prototype which is returned from Gui.new_element
LeftFrames.toggle_frame(name, player[, state])Toggles the visibility of a left frame, or sets its visibility state
LeftFrames.new_frame(permission_name)Creates a new left frame define
LeftFrames._prototype:set_open_by_default([state=true])Sets if the frame is visible when a player joins, can also be a function to return a boolean
LeftFrames._prototype:set_direction(direction)Sets the direction of the frame, either vertical or horizontal
LeftFrames._prototype:_internal_draw(player)Creates the gui for the first time, used internally
LeftFrames._prototype:get_frame(player)Gets the frame for this define from the left frame flow
LeftFrames._prototype:is_open(player)Returns if the player currently has this define visible
LeftFrames._prototype:toggle(player)Toggles the visibility of the left frame
LeftFrames._prototype:update(player)Updates the contents of the left frame, first tries update callback, other wise will clear and redraw
LeftFrames._prototype:update_all([update_offline=false])Updates the frame for all players, see update
LeftFrames._prototype:redraw(player)Redraws the frame by calling on_draw, will always clear the frame
LeftFrames._prototype:redraw_all([update_offline=false])Redraws the frame for all players, see redraw
LeftFrames._prototype:event_handler([action=update])Creates an event handler that will trigger one of its functions, use with Event.add_mt_elementThe prototype metatable applied to new element defines
-

Popups

+

Fields

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expcore.gui.core
expcore.gui.prototype
utils.game
utils.event
expcore.gui.elements.progress-bar
expcore.gui.elements.buttons
mod-gui
resources.color_presets
utils.global
PopupFrames.get_flow(player)Gets the left flow that contains the popup frames
PopupFrames.open(define_name, player[, open_time], ...)Opens a popup for the player, can give the amount of time it is open as well as params for the draw function
PopupFrames.close_progressProgress bar which when depleted will close the popup frame
PopupFrames.close_buttonA button which can be used to close the gui before the timer runs out
PopupFrames.new_popup([name])Creates a new popup frame define
PopupFrames._prototype:set_default_open_time(amount)Sets the default open time for the popup, will be used if non is provided with open
PopupFrames._prototype:open(player[, open_time], ...)Opens this define for a player, can be given open time and any other params for the draw functionuidThe current highest uid that is being used, will not increase during runtime
-

Toolbar

+

Element Define

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expcore.gui.corenew_element(element_define)Base function used to define new elements, can be used with a table or with a function
expcore.gui.elements.buttonsGui._prototype_element:add_to_top_flow([authenticator])Adds an element to be drawn to the top flow when a player joins
expcore.roles
utils.event
utils.game
mod-gui
Toolbar.new_button([name])Adds a new button to the toolbar
Toolbar.add_button(button)Adds an existing buttton to the toolbar
Toolbar.update(player)Updates the player's toolbar with an new buttons or expected change in auth returnGui._prototype_element:add_to_left_flow([open_on_join])Adds an element to be drawn to the left flow when a player joins
-

Core

+

Element Events

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utils.guiGui._prototype_element.on_openedCalled when the player opens a GUI.
utils.gameGui._prototype_element.on_closedCalled when the player closes the GUI they have open.
new_define(prototype[, debug_name])Used to create new element defines from a class prototype, please use the own given by the classGui._prototype_element.on_clickCalled when LuaGuiElement is clicked.
get_define(name[, internal])Gets an element define give the uid, debug name or a copy of the element defineGui._prototype_element.on_confirmedCalled when a LuaGuiElement is confirmed, for example by pressing Enter in a textfield.
categorize_by_player(element)A categorize function to be used with add_store, each player has their own valueGui._prototype_element.on_checked_changedCalled when LuaGuiElement checked state is changed (related to checkboxes and radio buttons).
categorize_by_force(element)A categorize function to be used with add_store, each force has its own valueGui._prototype_element.on_elem_changedCalled when LuaGuiElement element value is changed (related to choose element buttons).
categorize_by_surface(element)A categorize function to be used with add_store, each surface has its own valueGui._prototype_element.on_location_changedCalled when LuaGuiElement element location is changed (related to frames in player.gui.screen).
draw(name, element)Draws a copy of the element define to the parent element, see draw_toGui._prototype_element.on_tab_changedCalled when LuaGuiElement selected tab is changed (related to tabbed-panes).
toggle_enabled(element)Will toggle the enabled state of an elementGui._prototype_element.on_selection_changedCalled when LuaGuiElement selection state is changed (related to drop-downs and listboxes).
toggle_visible(element)Will toggle the visiblity of an elementGui._prototype_element.on_switch_changedCalled when LuaGuiElement switch state is changed (related to switches).
set_padding(element[, up=0][, down=0][, left=0][, right=0])Sets the padding for a gui elementGui._prototype_element.on_text_changeCalled when LuaGuiElement text is changed by the player.
set_padding_style(style[, up=0][, down=0][, left=0][, right=0])Sets the padding for a gui style
create_alignment(element[, name][, horizontal_align='right'][, vertical_align='center'])Allows the creation of an alignment flow to place elements into
destroy_if_valid(element)Destroies an element but tests for it being present and valid first
create_scroll_table(element, table_size, maximal_height[, name='scroll'])Creates a scroll area with a table inside, table can be any size
create_header(element, caption[, tooltip][, right_align][, name='header'])Creates a header section with a label and button areaGui._prototype_element.on_value_changedCalled when LuaGuiElement slider value is changed (related to the slider element).
-

Buttons

+

Top Flow

- + + - + + - + + - - - - - - - - - - - - - - + +
mod-guitoggle_top_flowButton which toggles the top flow elements
expcore.gui.coreget_top_flow(player)Gets the flow which contains the elements for the top flow
expcore.gui.prototypeupdate_top_flow(player)Updates the visible states of all the elements on a players top flow
Button.new_button([name])Creates a new button element define
Button._prototype:set_sprites(sprite[, hovered_sprite][, clicked_sprite])Adds sprites to a button making it a sprite 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 buttontoggle_top_flow(player[, state])Toggles the visible states of all the elements on a players top flow
-

Checkboxs

+

Left Flow

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expcore.gui.corehide_left_flowButton which hides the elements in the left flow
expcore.gui.prototypeget_left_flow(player)Gets the flow which contains the elements for the left flow
expcore.storehide_left_flow(player)Hides all left elements for a player
utils.game
Checkbox.new_checkbox([name])Creates a new checkbox element define
Checkbox.new_radiobutton([name])Creates a new radiobutton element define, has all functions checkbox has
Checkbox._prototype_radiobutton:add_as_option(option_set, option_name)Adds this radiobutton to be an option in the given option set (only one can be true at a time)
Checkbox._prototype_radiobutton:get_store(category, internal)Gets the stored value of the radiobutton or the option set if present
Checkbox._prototype_radiobutton:set_store(category, value, internal)Sets the stored value of the radiobutton or the option set if present
Checkbox.new_option_set(callback, categorize)Registers a new option set that can be linked to radiobuttons (only one can be true at a time)
Checkbox.draw_option_set(name, element)Draws all radiobuttons that are part of an option set at once (Gui.draw will not work)
Checkbox.reset_radiobuttons(element[, exclude][, recursive=false])Sets all radiobutton in a element to false (unless excluded) and can act recursively
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Dropdowns

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expcore.gui.core
expcore.gui.prototype
utils.game
Dropdown.new_dropdown([name])Creates a new dropdown element define
Dropdown.new_list_box([name])Creates a new list box element define
Dropdown._prototype:new_static_options(options[, ...], the)Adds new static options to the dropdown which will trigger the general callback
Dropdown._prototype:new_dynamic_options(callback)Adds a callback which should return a table of values to be added as options for the dropdown (appended after static options)
Dropdown._prototype:add_option_callback(option, callback)Adds a case specific callback which will only run when that option is selected (general case still triggered)
Dropdown.select_value(element, value)Selects the option from a dropdown or list box given the value rather than key
Dropdown.get_selected_value(element)Returns the currently selected value rather than index
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Elem Buttons

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expcore.gui.core
expcore.gui.prototype
utils.game
ElemButton.new_elem_button([name])Creates a new elem button element define
ElemButton._prototype.set_typeSets the type of the elem button, the type is required so this must be called at least once
ElemButton._prototype:set_default(value)Sets the default value for the elem button, this may be a function or a string
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Progress Bars

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expcore.gui.core
expcore.gui.prototype
utils.global
utils.game
ProgressBar.set_maximum(element, amount)Sets the maximum value that represents the end value of the progress bar
ProgressBar.increment(element[, amount=1])Increases the value of the progressbar, if a define is given all of its instances have incremented
ProgressBar.decrement(element[, amount=1])Decreases the value of the progressbar, if a define is given all of its instances have decremented
ProgressBar.new_progressbar([name])Creates a new progressbar element define
ProgressBar._prototype:set_default_maximum(amount)Sets the maximum value that represents the end value of the progress bar
ProgressBar._prototype:use_count_down([state=true])Will set the progress bar to start at 1 and trigger when it hits 0
ProgressBar._prototype:increment([amount=1][, category])Increases the value of the progressbar
ProgressBar._prototype:increment_filtered([amount=1], filter)Increases the value of the progressbar, if the filter condition is met, does not work with store
ProgressBar._prototype:decrement([amount=1][, category])Decreases the value of the progressbar
ProgressBar._prototype:decrement_filtered([amount=1], filter)Decreases the value of the progressbar, if the filter condition is met, does not work with store
ProgressBar._prototype:add_element(element[, maximum])Adds an element into the list of instances that will are waiting to complete, does not work with store - note use store if you want persistent data, this only stores the elements not the values which they have
ProgressBar._prototype:reset_element(element)Resets an element, or its store, to be back at the start, either 1 or 0
ProgressBar._prototype:event_counter([filter])Event handler factory that counts up by 1 every time the event triggers, can filter which elements have incremented
ProgressBar._prototype:event_countdown([filter])Event handler factory that counts down by 1 every time the event triggers, can filter which elements have decremented
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Sliders

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expcore.gui.core
expcore.gui.prototype
expcore.gui.instances
utils.game
Slider.new_slider([name])Creates a new slider element define
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=true])Enables auto draw of the label, the label will share the same parent element as the slider
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Text

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expcore.gui.core
expcore.gui.prototype
utils.game
Text.new_text_field([name])Creates a new text field element define
Text.new_text_box([name])Creates a new text box element define
Text._prototype_box:set_selectable([state=true])Sets the text box to be selectable
Text._prototype_box:set_word_wrap([state=true])Sets the text box to have word wrap
Text._prototype_box:set_read_only([state=true])Sets the text box to be read only
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Instances

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utils.global
Instances.has_categories(name)Returns if a instance group has a serializer function; must be registered
Instances.is_registered(name)Returns if the given name is a registered instance group
Instances.register(name[, serializer])Registers the name of an instance group to allow for storing element instances
Instances.add_element(name, element)Adds an element to the instance group under the correct category; must be registered
Instances.get_elements_raw(name[, category])Gets all element instances without first removing any invalid ones; used internally and must be registered
Instances.get_valid_elements(name[, category][, callback])Gets all valid element instances and has the option of running a callback on those that are valid
Instances.unregistered_add_element(name, category, element)A version of add_element that does not require the group to be registered
Instances.unregistered_get_elements(name, category[, callback])A version of get_elements that does not require the group to be registered
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Prototype

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utils.game
expcore.store
expcore.gui.instances
Constructor.event(event_name)Creates a new function to add functions to an event handler
Constructor.extend(new_prototype)Extents a prototype with the base functions of all gui prototypes, no metatables
Constructor.store(callback)Creates a new function which adds a store to a gui define
Constructor.setter(value_type, key[, second_key])Creates a setter function that checks the type when a value is set
Prototype:uid()Gets the uid for the element define
Prototype.debug_nameSets a debug alias for the define
Prototype.set_captionSets the caption for the element define
Prototype.set_tooltipSets the tooltip for the element define
Prototype.set_pre_authenticatorSets an authenticator that blocks the draw function if check fails
Prototype.set_post_authenticatorSets an authenticator that disables the element if check fails
Prototype.on_drawRegisters a callback to the on_draw event
Prototype.on_style_updateRegisters a callback to the on_style_update event
Prototype:set_style(style[, callback])Sets the style for the element define
Prototype:set_embedded_flow(state)Sets the element to be drawn inside a nameless flow, can be given a name using a function
Prototype:raise_event(event_name, ...)Raises a custom event for this define, any number of params can be given
Prototype:draw_to(element)The main function for defines, when called will draw an instance of this define to the given element - what is drawn is based on the data in draw_data which is set using other functions
Prototype:get_store(category)Gets the value in this elements store, category needed if serializer function used
Prototype:set_store(category, value)Sets the value in this elements store, category needed if serializer function used
Prototype:clear_store([category])Sets the value in this elements store to nil, category needed if serializer function used
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Test

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expcore.gui
expcore.common
resources.color_presets
utils.event
expcore.storetoggle_left_element(player, element_define[, state])Toggles the visible state of all a left element for a player
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Center Guis

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Gets the center flow for a player

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Clears the center flow for a player

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Draws the center frame for a player, if already open then will do nothing

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Draws the center frame for a player, if already open then will destroy it and redraw

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Toggles if the frame is currently open or not, will open if closed and close if open

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Creates a new center frame define

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Sets the frame to be the current active gui when opened and closes all other frames

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Draws this frame to the player, if already open does nothing (will call on_draw to draw to the frame)

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Draws this frame to the player, if already open it will remove it and redraw it (will call on_draw to draw to the frame)

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Toggles if the frame is open, if open it will close it and if closed it will open it

-

- - - Parameters: - -
    - - - - - -
  • - - player - - : - - (LuaPlayer) - - the player to draw the frame for - -
  • - - -
- - - - - Returns: -
    -
  • - (boolean) - with the gui frame is now open -
  • -
- - - - - - - - - -
-
-
-
- # - CenterFrames._prototype:event_handler([action=update]) -
-
-
-
- -

Creates an event handler that will trigger one of its functions, use with Event.add

-

- - - Parameters: - -
    - - - - - -
  • - - action - - : - - (string) - - the action to take on this event - - (default: update) -
  • - - -
- - - - - - - - - - - - - -
-
-

Left Guis

-
-
-
-
- # - expcore.gui.core -
-
-
-
- - - - - - - - - - - - - - - -
-
-
-
- # - expcore.gui.prototype -
-
-
-
- - - - - - - - - - - - - - - -
-
-
-
- # - expcore.gui.concepts.toolbar -
-
-
-
- - - - - - - - - - - - - - - -
-
-
-
- # - expcore.gui.elements.buttons + # + utils.event
@@ -2348,16 +522,21 @@
+
+

Tables

+
- # - utils.game + # + top_elements
+

Contains the uids of the elements that will show on the top flow and the auth function

+

@@ -2376,13 +555,15 @@
- # - utils.event + # + left_elements
+

Contains the uids of the elements that will show on the left flow and the open on join function

+

@@ -2401,14 +582,196 @@
- # - LeftFrames.get_flow(player) + # + defines
-

Gets the left frame flow for a player

+

Table of all the elements which have been registed with the draw function and event handlers

+

+ + + + + + + + + + + + + + +
+
+
+
+ # + file_paths +
+
+
+
+ +

An index used for debuging to find the file where different elements where registered

+

+ + + + + + + + + + + + + + +
+
+
+
+ # + _prototype_element +
+
+
+
+ +

The element prototype which is returned from Gui.new_element

+

+ + + + + + + + + + + + + + +
+
+
+
+ # + _mt_element +
+
+
+
+ +

The prototype metatable applied to new element defines

+

+ + + Fields: + +
    + + + + + +
  • + + __call + + + + + +
  • + + +
+ + + + + + + + + + + + + +
+
+

Fields

+
+
+
+
+ # + uid +
+
+
+
+ +

The current highest uid that is being used, will not increase during runtime

+

+ + + +
    + + + + + +
  • + + uid + + + + + +
  • + + +
+ + + + + + + + + + + + + +
+
+

Element Define

+
+
+
+
+ # + new_element(element_define) +
+
+
+
+ +

Base function used to define new elements, can be used with a table or with a function

@@ -2422,143 +785,13 @@
  • - player + element_define : - (LuaPlayer) + (table or function) - the player to get the flow of - -
  • - - - - - - - - Returns: - - - - - - - - - - -
    -
    -
    -
    - # - LeftFrames.get_frame(name, player) -
    -
    -
    -
    - -

    Gets one frame from the left flow by its name

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the name of the gui frame to get - -
    • - - - - - -
    • - - player - - : - - (LuaPlayer) - - the player to get the frame of - -
    • - - -
    - - - - - Returns: -
      -
    • - (LuaGuiElement) - the frame in the left frame flow with that name -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - LeftFrames.get_open(player) -
    -
    -
    -
    - -

    Gets all open frames for a player, if non are open it will remove the close all button

    -

    - - - Parameters: - -
      - - - - - -
    • - - player - - : - - (LuaPlayer) - - the player to get the flow of + used to define how the element is draw, using a table is the simplist way of doing this
    • @@ -2572,7 +805,7 @@
      • (table) - contains all the open (and registered) frames for the player + the new element define that is used to register events to this element
      @@ -2582,20 +815,45 @@ + Usage: +
      -- Defining an element with a table
      +local example_button =
      +Gui.new_element{
      +    type = 'button',
      +    caption = 'Example Button'
      +}
      +
      -- Defining an element with a function
      +local example_flow_with_button =
      +Gui.new_element(function(event_trigger,parent)
      +    local flow =
      +    parent.add{
      +        name = 'example_flow',
      +        type = 'flow'
      +    }
      +
      +    local element =
      +    flow.add{
      +        name = event_trigger,
      +        type = 'button',
      +        caption = 'Example Button'
      +    }
      +
      +    return element
      +end)
    - # - LeftFrames.toggle_frame(name, player[, state]) + # + Gui._prototype_element:add_to_top_flow([authenticator])
    -

    Toggles the visibility of a left frame, or sets its visibility state

    +

    Adds an element to be drawn to the top flow when a player joins

    @@ -2609,45 +867,13 @@
  • - name + authenticator : - (string) + (function) - the name of the gui frame to toggle - -
  • - - - - - -
  • - - player - - : - - (LuaPlayer) - - the player to get the frame of - -
  • - - - - - -
  • - - state - - : - - (boolean) - - when given will be the state that the visibility is set to + called during toggle or update to decide if the element should be visible (optional)
  • @@ -2658,13 +884,6 @@ - Returns: -
      -
    • - (boolean) - the new state of the visibility -
    • -
    @@ -2672,20 +891,26 @@ + Usage: +
    -- Adding the example button
    +example_button:add_to_top_flow(function(player)
    +    -- example button will only show when game time is less than 1 minute
    +    return player.online_time < 3600
    +end)
    - # - LeftFrames.new_frame(permission_name) + # + Gui._prototype_element:add_to_left_flow([open_on_join])
    -

    Creates a new left frame define

    +

    Adds an element to be drawn to the left flow when a player joins

    @@ -2699,606 +924,15 @@
  • - permission_name - - : - - (string) - - the name that can be used with the permission system - -
  • - - - - - - - - Returns: -
      -
    • - (table) - the new left frame define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - LeftFrames._prototype:set_open_by_default([state=true]) -
    -
    -
    -
    - -

    Sets if the frame is visible when a player joins, can also be a function to return a boolean

    -

    - - - Parameters: - -
      - - - - - -
    • - - state + open_on_join : (boolean or function) - the default state of the visibility, can be a function - state param - player LuaPlayer - the player that has joined the game - state param - define_name string - the define name for the frame - state return - boolean - false will hide the frame + called during first darw to decide if the element is visible - (default: true) -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - LeftFrames._prototype:set_direction(direction) -
    -
    -
    -
    - -

    Sets the direction of the frame, either vertical or horizontal

    -

    - - - Parameters: - -
      - - - - - -
    • - - direction - - : - - (string) - - the direction to have the elements be added to the frame - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - LeftFrames._prototype:_internal_draw(player) -
    -
    -
    -
    - -

    Creates the gui for the first time, used internally

    -

    - - - Parameters: - -
      - - - - - -
    • - - player - - : - - (LuaPlayer) - - the player to draw the frame to - -
    • - - -
    - - - - - Returns: - - - - - - - - - - -
    -
    -
    -
    - # - LeftFrames._prototype:get_frame(player) -
    -
    -
    -
    - -

    Gets the frame for this define from the left frame flow

    -

    - - - Parameters: - -
      - - - - - -
    • - - player - - : - - (LuaPlayer) - - the player to get the frame of - -
    • - - -
    - - - - - Returns: -
      -
    • - (LuaGuiElement) - the frame in the left frame flow for this define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - LeftFrames._prototype:is_open(player) -
    -
    -
    -
    - -

    Returns if the player currently has this define visible

    -

    - - - Parameters: - -
      - - - - - -
    • - - player - - : - - (LuaPlayer) - - the player to get the frame of - -
    • - - -
    - - - - - Returns: -
      -
    • - (boolean) - true if it is open/visible -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - LeftFrames._prototype:toggle(player) -
    -
    -
    -
    - -

    Toggles the visibility of the left frame

    -

    - - - Parameters: - -
      - - - - - -
    • - - player - - : - - (LuaPlayer) - - the player to toggle the frame of - -
    • - - -
    - - - - - Returns: -
      -
    • - (boolean) - the new state of the visibility -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - LeftFrames._prototype:update(player) -
    -
    -
    -
    - -

    Updates the contents of the left frame, first tries update callback, other wise will clear and redraw

    -

    - - - Parameters: - -
      - - - - - -
    • - - player - - : - - (LuaPlayer) - - the player to update the frame of - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - LeftFrames._prototype:update_all([update_offline=false]) -
    -
    -
    -
    - -

    Updates the frame for all players, see update

    -

    - - - Parameters: - -
      - - - - - -
    • - - update_offline - - : - - (boolean) - - when true will update the frame for offline players - - (default: false) -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - LeftFrames._prototype:redraw(player) -
    -
    -
    -
    - -

    Redraws the frame by calling on_draw, will always clear the frame

    -

    - - - Parameters: - -
      - - - - - -
    • - - player - - : - - (LuaPlayer) - - the player to update the frame of - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - LeftFrames._prototype:redraw_all([update_offline=false]) -
    -
    -
    -
    - -

    Redraws the frame for all players, see redraw

    -

    - - - Parameters: - -
      - - - - - -
    • - - update_offline - - : - - (boolean) - - when true will update the frame for offline players - - (default: false) -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - LeftFrames._prototype:event_handler([action=update]) -
    -
    -
    -
    - -

    Creates an event handler that will trigger one of its functions, use with Event.add

    -

    - - - Parameters: - -
      - - - - - -
    • - - action - - : - - (string) - - the action to take on this event - - (default: update) + (optional)
    • @@ -3314,3911 +948,26 @@ + Usage: +
      -- Adding the example button
      +example_flow_with_button:add_to_left_flow(true)
    -

    Popups

    +

    Element Events

    - # - expcore.gui.core + # + Gui._prototype_element.on_opened
    - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.gui.prototype -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - utils.game -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - utils.event -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.gui.elements.progress-bar -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.gui.elements.buttons -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - mod-gui -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - resources.color_presets -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - utils.global -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - PopupFrames.get_flow(player) -
    -
    -
    -
    - -

    Gets the left flow that contains the popup frames

    -

    - - - Parameters: - -
      - - - - - -
    • - - player - - : - - (LuaPlayer) - - the player to get the flow for - -
    • - - -
    - - - - - Returns: -
      -
    • - (LuaGuiElement) - the left flow that contains the popup frames -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - PopupFrames.open(define_name, player[, open_time], ...) -
    -
    -
    -
    - -

    Opens a popup for the player, can give the amount of time it is open as well as params for the draw function

    -

    - - - Parameters: - -
      - - - - - -
    • - - define_name - - : - - (string) - - the name of the define that you want to open for the player - -
    • - - - - - -
    • - - player - - : - - (LuaPlayer) - - the player to open the popup for - -
    • - - - - - -
    • - - open_time - - : - - (number) - - the minimum number of ticks you want the popup open for, 0 means no limit, nil will take default - - (optional) -
    • - - - - - -
    • - - ... - - : - - (any) - - the other params that you want to pass to your on_draw event - -
    • - - -
    - - - - - Returns: -
      -
    • - (LuaGuiElement) - the frame that was drawn, the inner gui flow which contains the content -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - PopupFrames.close_progress -
    -
    -
    -
    - -

    Progress bar which when depleted will close the popup frame

    -

    - - - - - - - - - - - - - - -
    -
    -
    -
    - # - PopupFrames.close_button -
    -
    -
    -
    - -

    A button which can be used to close the gui before the timer runs out

    -

    - - - - - - - - - - - - - - -
    -
    -
    -
    - # - PopupFrames.new_popup([name]) -
    -
    -
    -
    - -

    Creates a new popup frame define

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the optional debug name that can be added - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the new popup frame define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - PopupFrames._prototype:set_default_open_time(amount) -
    -
    -
    -
    - -

    Sets the default open time for the popup, will be used if non is provided with open

    -

    - - - Parameters: - -
      - - - - - -
    • - - amount - - : - - (number) - - the number of ticks, by default, the popup will be open for - -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the define to allow for chaining -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - PopupFrames._prototype:open(player[, open_time], ...) -
    -
    -
    -
    - -

    Opens this define for a player, can be given open time and any other params for the draw function

    -

    - - - Parameters: - -
      - - - - - -
    • - - player - - : - - (LuaPlayer) - - the player to open the popup for - -
    • - - - - - -
    • - - open_time - - : - - (number) - - the minimum number of ticks you want the popup open for, 0 means no limit, nil will take default - - (optional) -
    • - - - - - -
    • - - ... - - : - - (any) - - the other params that you want to pass to your on_draw event - -
    • - - -
    - - - - - Returns: -
      -
    • - (LuaGuiElement) - the frame that was drawn, the inner gui flow which contains the content -
    • -
    - - - - - - - - - -
    -
    -

    Toolbar

    -
    -
    -
    -
    - # - expcore.gui.core -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.gui.elements.buttons -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.roles -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - utils.event -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - utils.game -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - mod-gui -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - Toolbar.new_button([name]) -
    -
    -
    -
    - -

    Adds a new button to the toolbar

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - when given allows an alias to the button for the permission system - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the button define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Toolbar.add_button(button) -
    -
    -
    -
    - -

    Adds an existing buttton to the toolbar

    -

    - - - Parameters: - -
      - - - - - -
    • - - button - - : - - (table) - - the button define for the button to be added - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - Toolbar.update(player) -
    -
    -
    -
    - -

    Updates the player's toolbar with an new buttons or expected change in auth return

    -

    - - - Parameters: - -
      - - - - - -
    • - - player - - : - - (LuaPlayer) - - the player to update the toolbar for - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -

    Core

    -
    -
    -
    -
    - # - utils.gui -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - utils.game -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - new_define(prototype[, debug_name]) -
    -
    -
    -
    - -

    Used to create new element defines from a class prototype, please use the own given by the class

    -

    - - - Parameters: - -
      - - - - - -
    • - - prototype - - : - - (table) - - the class prototype that will be used for the element define - -
    • - - - - - -
    • - - debug_name - - : - - (string) - - the name that you want to see while debuging - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the new element define with all functions accessed via __index metamethod -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - get_define(name[, internal]) -
    -
    -
    -
    - -

    Gets an element define give the uid, debug name or a copy of the element define

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string or table) - - the uid, debug name or define for the element define to get - -
    • - - - - - -
    • - - internal - - : - - (boolean) - - when true the error trace is one level higher (used internally) - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the element define that was found or an error -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - categorize_by_player(element) -
    -
    -
    -
    - -

    A categorize function to be used with add_store, each player has their own value

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the element that will be converted to a string - -
    • - - -
    - - - - - Returns: -
      -
    • - (string) - the player's name who owns this element -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - categorize_by_force(element) -
    -
    -
    -
    - -

    A categorize function to be used with add_store, each force has its own value

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the element that will be converted to a string - -
    • - - -
    - - - - - Returns: -
      -
    • - (string) - the player's force name who owns this element -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - categorize_by_surface(element) -
    -
    -
    -
    - -

    A categorize function to be used with add_store, each surface has its own value

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the element that will be converted to a string - -
    • - - -
    - - - - - Returns: -
      -
    • - (string) - the player's surface name who owns this element -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - draw(name, element) -
    -
    -
    -
    - -

    Draws a copy of the element define to the parent element, see draw_to

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string or table) - - the uid, debug name or define for the element define to draw - -
    • - - - - - -
    • - - element - - : - - (LuaGuiEelement) - - the parent element that it the define will be drawn to - -
    • - - -
    - - - - - Returns: - - - - - - - - - - -
    -
    -
    -
    - # - toggle_enabled(element) -
    -
    -
    -
    - -

    Will toggle the enabled state of an element

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the gui element to toggle - -
    • - - -
    - - - - - Returns: -
      -
    • - (boolean) - the new state that the element has -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - toggle_visible(element) -
    -
    -
    -
    - -

    Will toggle the visiblity of an element

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the gui element to toggle - -
    • - - -
    - - - - - Returns: -
      -
    • - (boolean) - the new state that the element has -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - set_padding(element[, up=0][, down=0][, left=0][, right=0]) -
    -
    -
    -
    - -

    Sets the padding for a gui element

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the element to set the padding for - -
    • - - - - - -
    • - - up - - : - - (number) - - the amount of padding on the top - - (default: 0) -
    • - - - - - -
    • - - down - - : - - (number) - - the amount of padding on the bottom - - (default: 0) -
    • - - - - - -
    • - - left - - : - - (number) - - the amount of padding on the left - - (default: 0) -
    • - - - - - -
    • - - right - - : - - (number) - - the amount of padding on the right - - (default: 0) -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - set_padding_style(style[, up=0][, down=0][, left=0][, right=0]) -
    -
    -
    -
    - -

    Sets the padding for a gui style

    -

    - - - Parameters: - -
      - - - - - -
    • - - style - - : - - (LuaStyle) - - the element to set the padding for - -
    • - - - - - -
    • - - up - - : - - (number) - - the amount of padding on the top - - (default: 0) -
    • - - - - - -
    • - - down - - : - - (number) - - the amount of padding on the bottom - - (default: 0) -
    • - - - - - -
    • - - left - - : - - (number) - - the amount of padding on the left - - (default: 0) -
    • - - - - - -
    • - - right - - : - - (number) - - the amount of padding on the right - - (default: 0) -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - create_alignment(element[, name][, horizontal_align='right'][, vertical_align='center']) -
    -
    -
    -
    - -

    Allows the creation of an alignment flow to place elements into

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the element to add this alignment into - -
    • - - - - - -
    • - - name - - : - - (string) - - the name to use for the alignment - - (optional) -
    • - - - - - -
    • - - horizontal_align - - : - - (string) - - the horizontal alignment of the elements in this flow - - (default: 'right') -
    • - - - - - -
    • - - vertical_align - - : - - (string) - - the vertical alignment of the elements in this flow - - (default: 'center') -
    • - - -
    - - - - - Returns: - - - - - - - - - - -
    -
    -
    -
    - # - destroy_if_valid(element) -
    -
    -
    -
    - -

    Destroies an element but tests for it being present and valid first

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the element to be destroied - -
    • - - -
    - - - - - Returns: -
      -
    • - (boolean) - true if it was destoried -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - create_scroll_table(element, table_size, maximal_height[, name='scroll']) -
    -
    -
    -
    - -

    Creates a scroll area with a table inside, table can be any size

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the element to add this scroll into - -
    • - - - - - -
    • - - table_size - - : - - (number) - - the number of columns in the table - -
    • - - - - - -
    • - - maximal_height - - : - - (number) - - the max hieght of the scroll - -
    • - - - - - -
    • - - name - - : - - (string) - - the name of the scoll element - - (default: 'scroll') -
    • - - -
    - - - - - Returns: - - - - - - - - - - -
    -
    -
    -
    - # - create_header(element, caption[, tooltip][, right_align][, name='header']) -
    -
    -
    -
    - -

    Creates a header section with a label and button area

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the element to add this header into - -
    • - - - - - -
    • - - caption - - : - - (localeString) - - the caption that is used as the title - -
    • - - - - - -
    • - - tooltip - - : - - (localeString) - - the tooltip that is shown on the caption - - (optional) -
    • - - - - - -
    • - - right_align - - : - - (boolean) - - when true will include the right align area - - (optional) -
    • - - - - - -
    • - - name - - : - - (string) - - the name of the header area - - (default: 'header') -
    • - - -
    - - - - - Returns: -
      -
    • - (LuaGuiElement) - the header that was made, or the align area if that was created -
    • -
    - - - - - - - - - -
    -
    -

    Buttons

    -
    -
    -
    -
    - # - mod-gui -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.gui.core -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.gui.prototype -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - Button.new_button([name]) -
    -
    -
    -
    - -

    Creates a new button element define

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the optional debug name that can be added - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the new button element define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Button._prototype:set_sprites(sprite[, hovered_sprite][, clicked_sprite]) -
    -
    -
    -
    - -

    Adds sprites to a button making it a sprite button

    -

    - - - Parameters: - -
      - - - - - -
    • - - sprite - - : - - (SpritePath) - - the sprite path for the default sprite for the button - -
    • - - - - - -
    • - - hovered_sprite - - : - - (SpritePath) - - the sprite path for the sprite when the player hovers over the button - - (optional) -
    • - - - - - -
    • - - clicked_sprite - - : - - (SpritePath) - - the sprite path for the sprite when the player clicks the button - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (self) - returns the button define to allow chaining -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Button._prototype:set_click_filter(filter[, ...]) -
    -
    -
    -
    - -

    Adds a click / mouse button filter to the button

    -

    - - - Parameters: - -
      - - - - - -
    • - - filter - - : - - (table) - - ?string|table either a of mouse buttons or the first mouse button to filter, with a table true means allowed - -
    • - - - - - -
    • - - ... - - : - - (table) - - when filter is not a you can add the mouse buttons one after each other - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (self) - returns the button define to allow chaining -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Button._prototype:set_key_filter(filter[, ...]) -
    -
    -
    -
    - -

    Adds a control key filter to the button

    -

    - - - Parameters: - -
      - - - - - -
    • - - filter - - : - - (table) - - ?string|table either a of control keys or the first control keys to filter, with a table true means allowed - -
    • - - - - - -
    • - - ... - - : - - (table) - - when filter is not a you can add the control keys one after each other - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (self) - returns the button define to allow chaining -
    • -
    - - - - - - - - - -
    -
    -

    Checkboxs

    -
    -
    -
    -
    - # - expcore.gui.core -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.gui.prototype -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.store -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - utils.game -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - Checkbox.new_checkbox([name]) -
    -
    -
    -
    - -

    Creates a new checkbox element define

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the optional debug name that can be added - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the new checkbox element define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Checkbox.new_radiobutton([name]) -
    -
    -
    -
    - -

    Creates a new radiobutton element define, has all functions checkbox has

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the optional debug name that can be added - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the new button element define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Checkbox._prototype_radiobutton:add_as_option(option_set, option_name) -
    -
    -
    -
    - -

    Adds this radiobutton to be an option in the given option set (only one can be true at a time)

    -

    - - - Parameters: - -
      - - - - - -
    • - - option_set - - : - - (string) - - the name of the option set to add this element to - -
    • - - - - - -
    • - - option_name - - : - - (string) - - the name of this option that will be used to identify it - -
    • - - -
    - - - - - Returns: -
      -
    • - (self) - the define to allow chaining -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Checkbox._prototype_radiobutton:get_store(category, internal) -
    -
    -
    -
    - -

    Gets the stored value of the radiobutton or the option set if present

    -

    - - - Parameters: - -
      - - - - - -
    • - - category - - : - - (string) - - [opt] the category to get such as player name or force name - -
    • - - - - - -
    • - - internal - - : - - (boolean) - - used to prevent stackover flow - -
    • - - -
    - - - - - Returns: -
      -
    • - (any) - the value that is stored for this define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Checkbox._prototype_radiobutton:set_store(category, value, internal) -
    -
    -
    -
    - -

    Sets the stored value of the radiobutton or the option set if present

    -

    - - - Parameters: - -
      - - - - - -
    • - - category - - : - - (string) - - [opt] the category to get such as player name or force name - -
    • - - - - - -
    • - - value - - : - - (boolean) - - the value to set for this define, must be valid for its type ie for checkbox etc - -
    • - - - - - -
    • - - internal - - : - - (boolean) - - used to prevent stackover flow - -
    • - - -
    - - - - - Returns: -
      -
    • - (boolean) - true if the value was set -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Checkbox.new_option_set(callback, categorize) -
    -
    -
    -
    - -

    Registers a new option set that can be linked to radiobuttons (only one can be true at a time)

    -

    - - - Parameters: - -
      - - - - - -
    • - - callback - - : - - (function) - - the update callback when the value of the option set changes - callback param - value string - the new selected option for this option set - callback param - category string - the category that updated if categorize was used - -
    • - - - - - -
    • - - categorize - - : - - (function) - - the function used to convert an element into a string - -
    • - - -
    - - - - - Returns: -
      -
    • - (string) - the name of this option set to be passed to add_as_option -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Checkbox.draw_option_set(name, element) -
    -
    -
    -
    - -

    Draws all radiobuttons that are part of an option set at once (Gui.draw will not work)

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the name of the option set to draw the radiobuttons of - -
    • - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the parent element that the radiobuttons will be drawn to - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - Checkbox.reset_radiobuttons(element[, exclude][, recursive=false]) -
    -
    -
    -
    - -

    Sets all radiobutton in a element to false (unless excluded) and can act recursively

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the root gui element to start setting radio buttons from - -
    • - - - - - -
    • - - exclude - - : - - (table) - - ?string|table the name of the radiobutton to exclude or a of radiobuttons where true will set the state true - - (optional) -
    • - - - - - -
    • - - recursive - - : - - (number or boolean) - - if true will recur as much as possible, if a will recur that number of times - - (default: false) -
    • - - -
    - - - - - Returns: -
      -
    • - (boolean) - true if successful -
    • -
    - - - - - - - - - -
    -
    -

    Dropdowns

    -
    -
    -
    -
    - # - expcore.gui.core -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.gui.prototype -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - utils.game -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - Dropdown.new_dropdown([name]) -
    -
    -
    -
    - -

    Creates a new dropdown element define

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the optional debug name that can be added - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the new dropdown element define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Dropdown.new_list_box([name]) -
    -
    -
    -
    - -

    Creates a new list box element define

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the optional debug name that can be added - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the new list box element define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Dropdown._prototype:new_static_options(options[, ...], the) -
    -
    -
    -
    - -

    Adds new static options to the dropdown which will trigger the general callback

    -

    - - - Parameters: - -
      - - - - - -
    • - - options - - : - - (table) - - ?string|table either a of option strings or the first option string, with a table values are the options - -
    • - - - - - -
    • - - ... - - : - - (table) - - when options is not a you can add the options one after each other - - (optional) -
    • - - - - - -
    • - - the - - : - - (self) - - define to allow chaining - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - Dropdown._prototype:new_dynamic_options(callback) -
    -
    -
    -
    - -

    Adds a callback which should return a table of values to be added as options for the dropdown (appended after static options)

    -

    - - - Parameters: - -
      - - - - - -
    • - - callback - - : - - (function) - - the function that will run to get the options for the dropdown - callback param - player LuaPlayer - the player that the element is being drawn to - callback param - element LuaGuiElement - the element that is being drawn - callback return - table - the values of this table will be appended to the static options of the dropdown - -
    • - - -
    - - - - - Returns: -
      -
    • - (self) - the define to allow chaining -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Dropdown._prototype:add_option_callback(option, callback) -
    -
    -
    -
    - -

    Adds a case specific callback which will only run when that option is selected (general case still triggered)

    -

    - - - Parameters: - -
      - - - - - -
    • - - option - - : - - (string) - - the name of the option to trigger the callback on; if not already added then will be added as an option - -
    • - - - - - -
    • - - callback - - : - - (function) - - the function that will be called when that option is selected - callback param - player LuaPlayer - the player who owns the gui element - callback param - element LuaGuiElement - the element which is being effected - callback param - value string - the new option that has been selected - -
    • - - -
    - - - - - Returns: -
      -
    • - (self) - the define to allow chaining -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Dropdown.select_value(element, value) -
    -
    -
    -
    - -

    Selects the option from a dropdown or list box given the value rather than key

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the element that contains the option - -
    • - - - - - -
    • - - value - - : - - (string) - - the option to select from the dropdown - -
    • - - -
    - - - - - Returns: -
      -
    • - (number) - the key where the value was -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Dropdown.get_selected_value(element) -
    -
    -
    -
    - -

    Returns the currently selected value rather than index

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the gui element that you want to get the value of - -
    • - - -
    - - - - - Returns: -
      -
    • - (string) - the value that is currently selected -
    • -
    - - - - - - - - - -
    -
    -

    Elem Buttons

    -
    -
    -
    -
    - # - expcore.gui.core -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.gui.prototype -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - utils.game -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - ElemButton.new_elem_button([name]) -
    -
    -
    -
    - -

    Creates a new elem button element define

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the optional debug name that can be added - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the new elem button element define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - ElemButton._prototype.set_type -
    -
    -
    -
    - -

    Sets the type of the elem button, the type is required so this must be called at least once

    +

    Called when the player opens a GUI.

    @@ -7231,13 +980,13 @@
  • - type + handler : - (string) + (function) - the type that this elem button is see factorio api + the event handler which will be called
  • @@ -7260,18 +1009,17 @@
    - # - ElemButton._prototype:set_default(value) + # + Gui._prototype_element.on_closed
    -

    Sets the default value for the elem button, this may be a function or a string

    +

    Called when the player closes the GUI they have open.

    - Parameters:
      @@ -7279,15 +1027,15 @@ -
    • +
    • - value + handler : - (string or function) + (function) - string a will be a static default and a function will be called when drawn to get the default + the event handler which will be called
    • @@ -7297,13 +1045,496 @@ - Returns: + + + + + + + + + +
    +
    +
    +
    + # + Gui._prototype_element.on_click +
    +
    +
    +
    + +

    Called when LuaGuiElement is clicked.

    +

    + + +
      -
    • - (the) - element define to allow for chaining + + + + + +
    • + + handler + + : + + (function) + + the event handler which will be called +
    • + +
    + + + + + + + + + + + + + +
    +
    +
    +
    + # + Gui._prototype_element.on_confirmed +
    +
    +
    +
    + +

    Called when a LuaGuiElement is confirmed, for example by pressing Enter in a textfield.

    +

    + + + +
      + + + + + +
    • + + handler + + : + + (function) + + the event handler which will be called + +
    • + + +
    + + + + + + + + + + + + + +
    +
    +
    +
    + # + Gui._prototype_element.on_checked_changed +
    +
    +
    +
    + +

    Called when LuaGuiElement checked state is changed (related to checkboxes and radio buttons).

    +

    + + + +
      + + + + + +
    • + + handler + + : + + (function) + + the event handler which will be called + +
    • + + +
    + + + + + + + + + + + + + +
    +
    +
    +
    + # + Gui._prototype_element.on_elem_changed +
    +
    +
    +
    + +

    Called when LuaGuiElement element value is changed (related to choose element buttons).

    +

    + + + +
      + + + + + +
    • + + handler + + : + + (function) + + the event handler which will be called + +
    • + + +
    + + + + + + + + + + + + + +
    +
    +
    +
    + # + Gui._prototype_element.on_location_changed +
    +
    +
    +
    + +

    Called when LuaGuiElement element location is changed (related to frames in player.gui.screen).

    +

    + + + +
      + + + + + +
    • + + handler + + : + + (function) + + the event handler which will be called + +
    • + + +
    + + + + + + + + + + + + + +
    +
    +
    +
    + # + Gui._prototype_element.on_tab_changed +
    +
    +
    +
    + +

    Called when LuaGuiElement selected tab is changed (related to tabbed-panes).

    +

    + + + +
      + + + + + +
    • + + handler + + : + + (function) + + the event handler which will be called + +
    • + + +
    + + + + + + + + + + + + + +
    +
    +
    +
    + # + Gui._prototype_element.on_selection_changed +
    +
    +
    +
    + +

    Called when LuaGuiElement selection state is changed (related to drop-downs and listboxes).

    +

    + + + +
      + + + + + +
    • + + handler + + : + + (function) + + the event handler which will be called + +
    • + + +
    + + + + + + + + + + + + + +
    +
    +
    +
    + # + Gui._prototype_element.on_switch_changed +
    +
    +
    +
    + +

    Called when LuaGuiElement switch state is changed (related to switches).

    +

    + + + +
      + + + + + +
    • + + handler + + : + + (function) + + the event handler which will be called + +
    • + + +
    + + + + + + + + + + + + + +
    +
    +
    +
    + # + Gui._prototype_element.on_text_change +
    +
    +
    +
    + +

    Called when LuaGuiElement text is changed by the player.

    +

    + + + +
      + + + + + +
    • + + handler + + : + + (function) + + the event handler which will be called + +
    • + + +
    + + + + + + + + + + + + + +
    +
    +
    +
    + # + Gui._prototype_element.on_value_changed +
    +
    +
    +
    + +

    Called when LuaGuiElement slider value is changed (related to the slider element).

    +

    + + + +
      + + + + + +
    • + + handler + + : + + (function) + + the event handler which will be called + +
    • + + +
    + + + + @@ -7315,121 +1546,48 @@
    -

    Progress Bars

    +

    Top Flow

    - # - expcore.gui.core + # + toggle_top_flow
    - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.gui.prototype -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - utils.global -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - utils.game -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - ProgressBar.set_maximum(element, amount) -
    -
    -
    -
    - -

    Sets the maximum value that represents the end value of the progress bar

    +

    Button which toggles the top flow elements

    + + + + + + + + + + + + + +
    +
    +
    +
    + # + get_top_flow(player) +
    +
    +
    +
    + +

    Gets the flow which contains the elements for the top flow

    +

    (player)

    + Parameters: @@ -7441,271 +1599,13 @@
  • - element + player : - (LuaGuiElement or string) + (LuaPlayer) - either a gui element or a registered define - -
  • - - - - - -
  • - - amount - - : - - (number) - - the amount to have set as the maximum - -
  • - - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - ProgressBar.increment(element[, amount=1]) -
    -
    -
    -
    - -

    Increases the value of the progressbar, if a define is given all of its instances have incremented

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement or string) - - either a gui element or a registered define - -
    • - - - - - -
    • - - amount - - : - - (number) - - the amount to increase the progressbar by - - (default: 1) -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - ProgressBar.decrement(element[, amount=1]) -
    -
    -
    -
    - -

    Decreases the value of the progressbar, if a define is given all of its instances have decremented

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement or string) - - either a gui element or a registered define - -
    • - - - - - -
    • - - amount - - : - - (number) - - the amount to decrease the progressbar by - - (default: 1) -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - ProgressBar.new_progressbar([name]) -
    -
    -
    -
    - -

    Creates a new progressbar element define

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the optional debug name that can be added - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the new progressbar element define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - ProgressBar._prototype:set_default_maximum(amount) -
    -
    -
    -
    - -

    Sets the maximum value that represents the end value of the progress bar

    -

    - - - Parameters: - -
      - - - - - -
    • - - amount - - : - - (number) - - the amount to have set as the maximum + the player that you want to get the flow for
    • @@ -7718,8 +1618,8 @@ Returns: @@ -7729,20 +1629,23 @@ + Usage: +
      -- Geting your top element flow
      +local top_flow = Gui.get_top_flow(game.player)
    - # - ProgressBar._prototype:use_count_down([state=true]) + # + update_top_flow(player)
    -

    Will set the progress bar to start at 1 and trigger when it hits 0

    +

    Updates the visible states of all the elements on a players top flow

    @@ -7754,6 +1657,75 @@ +
  • + + player + + : + + (LuaPlayer) + + the player that you want to update the flow for + +
  • + + + + + + + + + + + + + + + Usage: +
    -- Update your flow
    +Gui.update_top_flow(game.player)
    + + +
    +
    +
    +
    + # + toggle_top_flow(player[, state]) +
    +
    +
    +
    + +

    Toggles the visible states of all the elements on a players top flow

    +

    + + + Parameters: + +
      + + + + + +
    • + + player + + : + + (LuaPlayer) + + the player that you want to toggle the flow for + +
    • + + + + +
    • state @@ -7762,453 +1734,7 @@ (boolean) - when true the bar will start filled, to be used with decrease - - (default: true) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the define to allow chaining -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - ProgressBar._prototype:increment([amount=1][, category]) -
    -
    -
    -
    - -

    Increases the value of the progressbar

    -

    - - - Parameters: - -
      - - - - - -
    • - - amount - - : - - (number) - - the amount to increase the progressbar by - - (default: 1) -
    • - - - - - -
    • - - category - - : - - (string) - - the category that is used with a store - - (optional) -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - ProgressBar._prototype:increment_filtered([amount=1], filter) -
    -
    -
    -
    - -

    Increases the value of the progressbar, if the filter condition is met, does not work with store

    -

    - - - Parameters: - -
      - - - - - -
    • - - amount - - : - - (number) - - the amount to increase the progressbar by - - (default: 1) -
    • - - - - - -
    • - - filter - - : - - (function) - - the filter to be used - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - ProgressBar._prototype:decrement([amount=1][, category]) -
    -
    -
    -
    - -

    Decreases the value of the progressbar

    -

    - - - Parameters: - -
      - - - - - -
    • - - amount - - : - - (number) - - the amount to decrease the progressbar by - - (default: 1) -
    • - - - - - -
    • - - category - - : - - (string) - - the category that is used with a store - - (optional) -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - ProgressBar._prototype:decrement_filtered([amount=1], filter) -
    -
    -
    -
    - -

    Decreases the value of the progressbar, if the filter condition is met, does not work with store

    -

    - - - Parameters: - -
      - - - - - -
    • - - amount - - : - - (number) - - the amount to decrease the progressbar by - - (default: 1) -
    • - - - - - -
    • - - filter - - : - - (function) - - the filter to be used - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - ProgressBar._prototype:add_element(element[, maximum]) -
    -
    -
    -
    - -

    Adds an element into the list of instances that will are waiting to complete, does not work with store - note use store if you want persistent data, this only stores the elements not the values which they have

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the element that you want to add into the waiting to complete list - -
    • - - - - - -
    • - - maximum - - : - - (number) - - the maximum for this element if not given the default for this define is used - - (optional) -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - ProgressBar._prototype:reset_element(element) -
    -
    -
    -
    - -

    Resets an element, or its store, to be back at the start, either 1 or 0

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the element that you want to reset the progress of - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - ProgressBar._prototype:event_counter([filter]) -
    -
    -
    -
    - -

    Event handler factory that counts up by 1 every time the event triggers, can filter which elements have incremented

    -

    - - - Parameters: - -
      - - - - - -
    • - - filter - - : - - (function) - - when given will use filtered increment + if given then the state will be set to this state (optional)
    • @@ -8222,66 +1748,8 @@ Returns: - - - - - - - - - -
    -
    -
    -
    - # - ProgressBar._prototype:event_countdown([filter]) -
    -
    -
    -
    - -

    Event handler factory that counts down by 1 every time the event triggers, can filter which elements have decremented

    -

    - - - Parameters: - -
      - - - - - -
    • - - filter - - : - - (function) - - when given will use filtered decrement - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (function) - the event handler + (boolean) + the new visible state of the top flow
    @@ -8291,22 +1759,29 @@ + Usage: +
    -- Toggle your flow
    +Gui.toggle_top_flow(game.player)
    +
    -- Open your top flow
    +Gui.toggle_top_flow(game.player,true)
    -

    Sliders

    +

    Left Flow

    - # - expcore.gui.core + # + hide_left_flow
    +

    Button which hides the elements in the left flow

    +

    @@ -8325,18 +1800,50 @@
    - # - expcore.gui.prototype + # + get_left_flow(player)
    +

    Gets the flow which contains the elements for the left flow

    +

    (player)

    + Parameters: + +
      + + + + + +
    • + + player + + : + + (LuaPlayer) + + the player that you want to get the flow for + +
    • + + +
    + + Returns: + @@ -8344,70 +1851,23 @@ + Usage: +
    -- Geting your left element flow
    +local left_flow = Gui.get_left_flow(game.player)
    - # - expcore.gui.instances + # + hide_left_flow(player)
    - - - - - - - - - - - - - - -
    -
    -
    -
    - # - utils.game -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - Slider.new_slider([name]) -
    -
    -
    -
    - -

    Creates a new slider element define

    +

    Hides all left elements for a player

    @@ -8421,15 +1881,14 @@
  • - name + player : - (string) + (LuaPlayer) - the optional debug name that can be added + the player to hide the elements for - (optional)
  • @@ -8438,174 +1897,70 @@ - Returns: + + + + + + + + Usage: +
    -- Hide your left elements
    +Gui.hide_left_flow(game.player)
    + + +
    +
    +
    +
    + # + toggle_left_element(player, element_define[, state]) +
    +
    +
    +
    + +

    Toggles the visible state of all a left element for a player

    +

    + + + Parameters: +
      -
    • + + + + + +
    • + + player + + : + + (LuaPlayer) + + the player that you want to toggle the element for + +
    • + + + + + +
    • + + element_define + + : + (table) - the new slider element define -
    • -
    - - - - - - - - -
    -
    -
    -
    - # - Slider._prototype:set_range([min][, max]) -
    -
    -
    -
    - -

    Sets the range of a slider, if not used will use default values for a slider

    -

    - - - Parameters: - -
      - - - - - -
    • - - min - - : - - (number) - - the minimum value that the slider can take - - (optional) -
    • - - - - - -
    • - - max - - : - - (number) - - the maximum value that the slider can take - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (self) - the define to allow chaining -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - 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

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the parent element that the label will be drawn to + the element that you want to toggle for the player
    • -
    - - - - - Returns: -
      -
    • - (LuaGuiElement) - the new label element so that styles can be applied -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Slider._prototype:enable_auto_draw_label([state=true]) -
    -
    -
    -
    - -

    Enables auto draw of the label, the label will share the same parent element as the slider

    -

    - - - Parameters: - -
      - - @@ -8617,2174 +1972,7 @@ (boolean) - when false will disable the auto draw of the label - - (default: true) - - - -
    - - - - - Returns: -
      -
    • - (self) - the define to allow chaining -
    • -
    - - - - - - - - - -
    -
    -

    Text

    -
    -
    -
    -
    - # - expcore.gui.core -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.gui.prototype -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - utils.game -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - Text.new_text_field([name]) -
    -
    -
    -
    - -

    Creates a new text field element define

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the optional debug name that can be added - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the new text field element define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Text.new_text_box([name]) -
    -
    -
    -
    - -

    Creates a new text box element define

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the optional debug name that can be added - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the new text box element define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Text._prototype_box:set_selectable([state=true]) -
    -
    -
    -
    - -

    Sets the text box to be selectable

    -

    - - - Parameters: - -
      - - - - - -
    • - - state - - : - - (boolean) - - when false will set the state to false - - (default: true) -
    • - - -
    - - - - - Returns: -
      -
    • - (self) - table the define to allow for chaining -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Text._prototype_box:set_word_wrap([state=true]) -
    -
    -
    -
    - -

    Sets the text box to have word wrap

    -

    - - - Parameters: - -
      - - - - - -
    • - - state - - : - - (boolean) - - when false will set the state to false - - (default: true) -
    • - - -
    - - - - - Returns: -
      -
    • - (self) - table the define to allow for chaining -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Text._prototype_box:set_read_only([state=true]) -
    -
    -
    -
    - -

    Sets the text box to be read only

    -

    - - - Parameters: - -
      - - - - - -
    • - - state - - : - - (boolean) - - when false will set the state to false - - (default: true) -
    • - - -
    - - - - - Returns: -
      -
    • - (self) - table the define to allow for chaining -
    • -
    - - - - - - - - - -
    -
    -

    Instances

    -
    -
    -
    -
    - # - utils.global -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - Instances.has_categories(name) -
    -
    -
    -
    - -

    Returns if a instance group has a serializer function; must be registered

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the name of the instance group - -
    • - - -
    - - - - - Returns: -
      -
    • - (boolean) - true if there is a serializer function -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Instances.is_registered(name) -
    -
    -
    -
    - -

    Returns if the given name is a registered instance group

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the name of the instance group you are testing - -
    • - - -
    - - - - - Returns: -
      -
    • - (boolean) - true if the name is registered -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Instances.register(name[, serializer]) -
    -
    -
    -
    - -

    Registers the name of an instance group to allow for storing element instances

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the name of the instance group; must to unique - -
    • - - - - - -
    • - - serializer - - : - - (function) - - function used to turn the element into a string - serializer param - element LuaGuiElement - the gui element to be turned into a string - serializer return - string - the category that the element will be added to like the player's name or force's name - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (string) - the name that was added so it can be used as a variable -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Instances.add_element(name, element) -
    -
    -
    -
    - -

    Adds an element to the instance group under the correct category; must be registered

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the name of the instance group to add the element to - -
    • - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the element to add the the instance group - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - Instances.get_elements_raw(name[, category]) -
    -
    -
    -
    - -

    Gets all element instances without first removing any invalid ones; used internally and must be registered

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the name of the instance group to get the instances of - -
    • - - - - - -
    • - - category - - : - - (string) - - the category to get the instance from, not needed when no serializer function - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the table of element instances of which some may be invalid -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Instances.get_valid_elements(name[, category][, callback]) -
    -
    -
    -
    - -

    Gets all valid element instances and has the option of running a callback on those that are valid

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the name of the instance group to get the instances of - -
    • - - - - - -
    • - - category - - : - - (string) - - the category to get the instances of, not needed when no serializer function - - (optional) -
    • - - - - - -
    • - - callback - - : - - (function) - - when given the callback will be ran on all valid elements - callback param - element LuaGuiElement - the current valid element - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the table of element instances with all invalid ones removed -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Instances.unregistered_add_element(name, category, element) -
    -
    -
    -
    - -

    A version of add_element that does not require the group to be registered

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the name of the instance group to add the element to - -
    • - - - - - -
    • - - category - - : - - (string or nil) - - the category to add the element to, can be nil but must still be given - -
    • - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the element to add to the instance group - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - Instances.unregistered_get_elements(name, category[, callback]) -
    -
    -
    -
    - -

    A version of get_elements that does not require the group to be registered

    -

    - - - Parameters: - -
      - - - - - -
    • - - name - - : - - (string) - - the name of the instance group to get the instances of - -
    • - - - - - -
    • - - category - - : - - (string or nil) - - the category to get the instances of, can be nil but must still be given - -
    • - - - - - -
    • - - callback - - : - - (function) - - when given will be called on all valid instances - callback param - element LuaGuiElement - the current valid element - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the table of element instances with all invalid ones removed -
    • -
    - - - - - - - - - -
    -
    -

    Prototype

    -
    -
    -
    -
    - # - utils.game -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.store -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.gui.instances -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - Constructor.event(event_name) -
    -
    -
    -
    - -

    Creates a new function to add functions to an event handler

    -

    - - - Parameters: - -
      - - - - - -
    • - - event_name - - : - - (string) - - the name of the event that callbacks will be added to - -
    • - - -
    - - - - - Returns: -
      -
    • - (function) - the function used to register handlers -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Constructor.extend(new_prototype) -
    -
    -
    -
    - -

    Extents a prototype with the base functions of all gui prototypes, no metatables

    -

    - - - Parameters: - -
      - - - - - -
    • - - new_prototype - - : - - (table) - - the prototype that you want to add the functions to - -
    • - - -
    - - - - - Returns: -
      -
    • - (table) - the same prototype but with the new functions added -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Constructor.store(callback) -
    -
    -
    -
    - -

    Creates a new function which adds a store to a gui define

    -

    - - - Parameters: - -
      - - - - - -
    • - - callback - - : - - (function) - - the function called when needing to update the value of an element - -
    • - - -
    - - - - - Returns: -
      -
    • - (function) - the function that will add a store for this define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Constructor.setter(value_type, key[, second_key]) -
    -
    -
    -
    - -

    Creates a setter function that checks the type when a value is set

    -

    - - - Parameters: - -
      - - - - - -
    • - - value_type - - : - - (string) - - the type that the value should be when it is set - -
    • - - - - - -
    • - - key - - : - - (string) - - the key of the define that will be set - -
    • - - - - - -
    • - - second_key - - : - - (string) - - allows for setting of a key in a sub table - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (function) - the function that will check the type and set the value -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Prototype:uid() -
    -
    -
    -
    - -

    Gets the uid for the element define

    -

    - - - - - - Returns: -
      -
    • - (string) - the uid of this element define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Prototype.debug_name -
    -
    -
    -
    - -

    Sets a debug alias for the define

    -

    - - - -
      - - - - - -
    • - - name - - : - - (string) - - the debug name for the element define that can be used to get this element define - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - Prototype.set_caption -
    -
    -
    -
    - -

    Sets the caption for the element define

    -

    - - - -
      - - - - - -
    • - - caption - - : - - (string) - - the caption that will be drawn with the element - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - Prototype.set_tooltip -
    -
    -
    -
    - -

    Sets the tooltip for the element define

    -

    - - - -
      - - - - - -
    • - - tooltip - - : - - (string) - - the tooltip that will be displayed for this element when drawn - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - Prototype.set_pre_authenticator -
    -
    -
    -
    - -

    Sets an authenticator that blocks the draw function if check fails

    -

    - - - -
      - - - - - -
    • - - callback - - : - - (function) - - the function that will be ran to test if the element should be drawn or not - callback param - LuaPlayer player - the player that the element is being drawn to - callback param - string define_name - the name of the define that is being drawn - callback return - boolean - false will stop the element from being drawn - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - Prototype.set_post_authenticator -
    -
    -
    -
    - -

    Sets an authenticator that disables the element if check fails

    -

    - - - -
      - - - - - -
    • - - callback - - : - - (function) - - the function that will be ran to test if the element should be enabled or not - callback param - LuaPlayer player - the player that the element is being drawn to - callback param - string define_name - the name of the define that is being drawn - callback return - boolean - false will disable the element - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - Prototype.on_draw -
    -
    -
    -
    - -

    Registers a callback to the on_draw event

    -

    - - - -
      - - - - - -
    • - - callback - - : - - (function) - - - callback param - LuaPlayer player - the player that the element was drawn to - callback param - LuaGuiElement element - the element that was drawn - callback param - any ... - any other params passed by the draw_to function - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - Prototype.on_style_update -
    -
    -
    -
    - -

    Registers a callback to the on_style_update event

    -

    - - - -
      - - - - - -
    • - - callback - - : - - (function) - - - callback param - LuaStyle style - the style that was changed and/or needs changing - -
    • - - -
    - - - - - - - - - - - - - -
    -
    -
    -
    - # - Prototype:set_style(style[, callback]) -
    -
    -
    -
    - -

    Sets the style for the element define

    -

    - - - Parameters: - -
      - - - - - -
    • - - style - - : - - (string) - - the style that will be used for this element when drawn - -
    • - - - - - -
    • - - callback - - : - - (function) - - function is called when element is drawn to alter its style - - (optional) -
    • - - -
    - - - - - Returns: -
      -
    • - (self) - the element define to allow chaining -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Prototype:set_embedded_flow(state) -
    -
    -
    -
    - -

    Sets the element to be drawn inside a nameless flow, can be given a name using a function

    -

    - - - Parameters: - -
      - - - - - -
    • - - state - - : - - (boolean or function) - - when true a padless flow is created to contain the element - -
    • - - -
    - - - - - Returns: -
      -
    • - (self) - the element define to allow chaining -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Prototype:raise_event(event_name, ...) -
    -
    -
    -
    - -

    Raises a custom event for this define, any number of params can be given

    -

    - - - Parameters: - -
      - - - - - -
    • - - event_name - - : - - (string) - - the name of the event that you want to raise - -
    • - - - - - -
    • - - ... - - : - - (any) - - any params that you want to pass to the event - -
    • - - -
    - - - - - Returns: -
      -
    • - (number) - the number of handlers that were registered -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Prototype:draw_to(element) -
    -
    -
    -
    - -

    The main function for defines, when called will draw an instance of this define to the given element - what is drawn is based on the data in draw_data which is set using other functions

    -

    - - - Parameters: - -
      - - - - - -
    • - - element - - : - - (LuaGuiElement) - - the element that the define will draw a instance of its self onto - -
    • - - -
    - - - - - Returns: - - - - - - - - - - -
    -
    -
    -
    - # - Prototype:get_store(category) -
    -
    -
    -
    - -

    Gets the value in this elements store, category needed if serializer function used

    -

    - - - Parameters: - -
      - - - - - -
    • - - category - - : - - (string) - - [opt] the category to get such as player name or force name - -
    • - - -
    - - - - - Returns: -
      -
    • - (any) - the value that is stored for this define -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Prototype:set_store(category, value) -
    -
    -
    -
    - -

    Sets the value in this elements store, category needed if serializer function used

    -

    - - - Parameters: - -
      - - - - - -
    • - - category - - : - - (string) - - [opt] the category to get such as player name or force name - -
    • - - - - - -
    • - - value - - : - - (any) - - the value to set for this define, must be valid for its type ie for checkbox etc - -
    • - - -
    - - - - - Returns: -
      -
    • - (boolean) - true if the value was set -
    • -
    - - - - - - - - - -
    -
    -
    -
    - # - Prototype:clear_store([category]) -
    -
    -
    -
    - -

    Sets the value in this elements store to nil, category needed if serializer function used

    -

    - - - Parameters: - -
      - - - - - -
    • - - category - - : - - (string) - - the category to get such as player name or force name + if given then the state will be set to this state (optional)
    • @@ -10799,7 +1987,7 @@
      • (boolean) - true if the value was set + the new visible state of the element
      @@ -10809,134 +1997,11 @@ - - -
    -
    -

    Test

    -
    -
    -
    -
    - # - expcore.gui -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.common -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - resources.color_presets -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - utils.event -
    -
    -
    -
    - - - - - - - - - - - - - - - -
    -
    -
    -
    - # - expcore.store -
    -
    -
    -
    - - - - - - - - - - - - - + Usage: +
    -- Toggle your example button
    +Gui.toggle_top_flow(game.player,example_flow_with_button)
    +
    -- Open your example button
    +Gui.toggle_top_flow(game.player,example_flow_with_button,true)
    @@ -10955,7 +2020,7 @@ generated by LDoc diff --git a/docs/core/Permissions-Groups.html b/docs/core/Permissions-Groups.html index 00b18e72..d684f92e 100644 --- a/docs/core/Permissions-Groups.html +++ b/docs/core/Permissions-Groups.html @@ -1432,7 +1432,7 @@ generated by LDoc diff --git a/docs/core/Roles.html b/docs/core/Roles.html index 3f2be0c2..2e261b19 100644 --- a/docs/core/Roles.html +++ b/docs/core/Roles.html @@ -3152,7 +3152,7 @@ generated by LDoc diff --git a/docs/core/Store.html b/docs/core/Store.html index 1d8ad527..c977f109 100644 --- a/docs/core/Store.html +++ b/docs/core/Store.html @@ -1464,7 +1464,7 @@ Store.set(player_scores,game.player,10) generated by LDoc diff --git a/docs/core/Sudo.html b/docs/core/Sudo.html index 23573d85..ea78d5a3 100644 --- a/docs/core/Sudo.html +++ b/docs/core/Sudo.html @@ -544,7 +544,7 @@ generated by LDoc diff --git a/docs/guis/Player-List.html b/docs/guis/Player-List.html index da3e4e7f..d1ca6a0e 100644 --- a/docs/guis/Player-List.html +++ b/docs/guis/Player-List.html @@ -626,7 +626,7 @@ generated by LDoc diff --git a/docs/guis/Rocket-Info.html b/docs/guis/Rocket-Info.html index cd01fbd5..21253ddc 100644 --- a/docs/guis/Rocket-Info.html +++ b/docs/guis/Rocket-Info.html @@ -629,7 +629,7 @@ generated by LDoc diff --git a/docs/guis/Science-Info.html b/docs/guis/Science-Info.html index 7a48f8dc..3dc31aa5 100644 --- a/docs/guis/Science-Info.html +++ b/docs/guis/Science-Info.html @@ -449,7 +449,7 @@ generated by LDoc diff --git a/docs/guis/Task-List.html b/docs/guis/Task-List.html index 44170d3b..454a6901 100644 --- a/docs/guis/Task-List.html +++ b/docs/guis/Task-List.html @@ -632,7 +632,7 @@ generated by LDoc diff --git a/docs/guis/Warps-List.html b/docs/guis/Warps-List.html index 196ec539..a4647a51 100644 --- a/docs/guis/Warps-List.html +++ b/docs/guis/Warps-List.html @@ -837,7 +837,7 @@ generated by LDoc diff --git a/docs/index.html b/docs/index.html index 4601a828..cd8ed91c 100644 --- a/docs/index.html +++ b/docs/index.html @@ -57,10 +57,7 @@ Gui Core Module - Gui - - This file is used to require all the different elements of the gui module - - each module has an outline here but for more details see their separate files in ./gui - - please read the files for more documentation that cant be shown here - - please note there is a rework planned but not started +- Used to define new gui elements and gui event handlers Permissions-Groups @@ -514,7 +511,7 @@ see ./expcore/commands.lua for more details generated by LDoc diff --git a/docs/modules/control.html b/docs/modules/control.html index 75103f1b..2b73d7da 100644 --- a/docs/modules/control.html +++ b/docs/modules/control.html @@ -351,7 +351,7 @@ generated by LDoc diff --git a/docs/modules/utils.alien_evolution_progress.html b/docs/modules/utils.alien_evolution_progress.html index 51092a84..fc152587 100644 --- a/docs/modules/utils.alien_evolution_progress.html +++ b/docs/modules/utils.alien_evolution_progress.html @@ -419,7 +419,7 @@ fraction will decide a chance to spawn. 1 alien for 2 spawner's will have 50% on generated by LDoc diff --git a/docs/modules/utils.core.html b/docs/modules/utils.core.html index 31b33120..d3a78a5d 100644 --- a/docs/modules/utils.core.html +++ b/docs/modules/utils.core.html @@ -1164,7 +1164,7 @@ generated by LDoc diff --git a/docs/modules/utils.debug.html b/docs/modules/utils.debug.html index 3d92af43..661eb841 100644 --- a/docs/modules/utils.debug.html +++ b/docs/modules/utils.debug.html @@ -654,7 +654,7 @@ generated by LDoc diff --git a/docs/modules/utils.dump_env.html b/docs/modules/utils.dump_env.html index e54ef510..fff59dbb 100644 --- a/docs/modules/utils.dump_env.html +++ b/docs/modules/utils.dump_env.html @@ -323,7 +323,7 @@ generated by LDoc diff --git a/docs/modules/utils.event.html b/docs/modules/utils.event.html index 87ca10a6..663e8dcb 100644 --- a/docs/modules/utils.event.html +++ b/docs/modules/utils.event.html @@ -1292,7 +1292,7 @@ generated by LDoc diff --git a/docs/modules/utils.event_core.html b/docs/modules/utils.event_core.html index e9fcbde4..26e97c55 100644 --- a/docs/modules/utils.event_core.html +++ b/docs/modules/utils.event_core.html @@ -434,7 +434,7 @@ generated by LDoc diff --git a/docs/modules/utils.math.html b/docs/modules/utils.math.html index 12045d90..c192045d 100644 --- a/docs/modules/utils.math.html +++ b/docs/modules/utils.math.html @@ -353,7 +353,7 @@ generated by LDoc diff --git a/docs/modules/utils.recipe_locker.html b/docs/modules/utils.recipe_locker.html index 59d49a86..51c8fb76 100644 --- a/docs/modules/utils.recipe_locker.html +++ b/docs/modules/utils.recipe_locker.html @@ -441,7 +441,7 @@ generated by LDoc diff --git a/docs/modules/utils.state_machine.html b/docs/modules/utils.state_machine.html index 68e88fea..5708101d 100644 --- a/docs/modules/utils.state_machine.html +++ b/docs/modules/utils.state_machine.html @@ -752,7 +752,7 @@ generated by LDoc diff --git a/docs/modules/utils.table.html b/docs/modules/utils.table.html index 5ffe1e8b..2c9404e6 100644 --- a/docs/modules/utils.table.html +++ b/docs/modules/utils.table.html @@ -1418,7 +1418,7 @@ generated by LDoc diff --git a/docs/modules/utils.task.html b/docs/modules/utils.task.html index cfc96b04..f1a4a0be 100644 --- a/docs/modules/utils.task.html +++ b/docs/modules/utils.task.html @@ -651,7 +651,7 @@ generated by LDoc diff --git a/docs/modules/utils.timestamp.html b/docs/modules/utils.timestamp.html index fcf4b838..c22b2df7 100644 --- a/docs/modules/utils.timestamp.html +++ b/docs/modules/utils.timestamp.html @@ -442,7 +442,7 @@ generated by LDoc diff --git a/docs/topics/license.html b/docs/topics/license.html index 1eab766f..6901e6e6 100644 --- a/docs/topics/license.html +++ b/docs/topics/license.html @@ -789,7 +789,7 @@ Public License instead of this License. But first, please read generated by LDoc diff --git a/docs/topics/readme.md.html b/docs/topics/readme.md.html index 46789283..e472eb59 100644 --- a/docs/topics/readme.md.html +++ b/docs/topics/readme.md.html @@ -228,26 +228,29 @@

    ExpGaming Scenario Repository

    ## Explosive Gaming -

    Explosive Gaming (often ExpGaming) is a server hosting community with a strong focus on Factorio and games that follow similar ideas. Our factorio server are known for hosting large maps with the main goal of being a "mega base" which can produce as much as possible with in our reset schedule. Although these server tend to the more experienced players our server are open to everyone. You can find us through our [website], [discord], [wiki], or in the public games tab in factorio (ExpGaming S1). +

    Explosive Gaming (often ExpGaming) is a server hosting community with a strong focus on Factorio and games that follow similar ideas. Our Factorio server are known for hosting large maps with the main goal of being a "mega base" which can produce as much as possible within our reset schedule. Although these servers tend to attract the more experienced players, our servers are open to everyone. You can find us through our [website], [discord], [wiki], or in the public games tab in Factorio (ExpGaming S1, ExpGaming S2, etc.).

    ## Use and Installation

    1) Download this [git repository](https://github.com/explosivegaming/scenario/archive/master.zip) for the stable release. The dev branch can be found [here](https://github.com/explosivegaming/scenario/archive/dev.zip) for those who want the latest features. See [releases](#releases) for other release branches. -

    2) Extract the downloaded zip file from the branch you downloaded into factorio's scenario directory: +

    2) Extract the downloaded zip file from the branch you downloaded into Factorio's scenario directory: * Windows: `%appdata%\Factorio\scenarios` * Linux: `~/.factorio/scenarios`

    3) Within the scenario you can find `./config/_file_loader.lua` which contains a list of all the modules that will be loaded by the scenario; simply comment out (or remove) features you do not want but note that some modules may load other modules as dependencies even when removed from the list.

    4) More advanced users may want to play with the other configs files within `./config` but please be aware that some of the config files will require a basic understanding of lua while others may just be a list of values. -

    5) Once you have made any config changes that you wish to make open factorio, select play, then start scenario (or host scenario from within multiplayer tab), and select the scenario which will be called `scenario-master` if you have downloaded the latest stable release and have not changed the folder name. -

    6) The scenario will now load all the selected modules and start the map, any errors or exceptions raised in the scenario should not cause a game/server crash so if any features don't work as expected then it may be returning an error in the log, please report these errors to [the issues page](issues). +

    5) Once you have made any config changes that you wish to make open Factorio, select play, then start scenario (or host scenario from within multiplayer tab), and select the scenario which will be called `scenario-master` if you have downloaded the latest stable release and have not changed the folder name. +

    6) The scenario will now load all the selected modules and start the map, any errors or exceptions raised in the scenario should not cause a game/server crash, so if any features do not work as expected then it may be returning an error in the log. +Please report these errors to [the issues page](issues).

    ## Contributing -

    All are welcome to make pull requests and issues for this scenario, if you are in any doubt please ask someone in our [discord]. If you do not know lua and don't feel like learning you can always make a [feature request]. All our docs can be found [here][docs]. Please keep in mind while making code changes: +

    All are welcome to make pull requests and issues for this scenario, if you are in any doubt, please ask someone in our [discord]. If you do not know lua and don't feel like learning you can always make a [feature request]. All our docs can be found [here][docs]. Please keep in mind while making code changes:

    * New features should have the branch names: `feature/feature-name` -* New features are merged into `dev` after it has been completed. -* After a number of features have been added a release branch is made: `release/X.Y.0`; this branch should have no new features and only bug fixes or localization. -* A release is merged into `master` on the following friday in time for the the weekly reset. -* Patches may be named `patch/X.Y.Z` and fill be merged into `master` and `dev` when appropriate. +* New features are merged into `dev` after it has been completed, this can be done through a pull request. +* After a number of features have been added a release branch is made: `release/X.Y.0` +* Bug fixes and localization can be made to the release branch with a pull request rather than into dev. +* A release is merged into `master` on the following friday after it is considered stable. +* Patches may be named `patch/X.Y.Z` and will be merged into `dev` and then `master` when appropriate.

    ## Releases

    | Scenario Version* | Version Name | Factorio Version** | |---|---|---| +| [v5.10][s5.10] | Data Store Rewrite | [v0.17.71][f0.17.71] | | [v5.9][s5.9] | Control Modules and Documentation | [v0.17.63][f0.17.63] | | [v5.8][s5.8] | Home and Chat Bot | [v0.17.47][f0.17.49] | | [v5.7][s5.7] | Warp System | [v0.17.47][f0.17.47] | @@ -265,7 +268,8 @@ | [v0.1][s0.1] | First Tracked Version | [v0.14][f0.14] |

    \* Scenario patch versions have been omitted.

    \*\* Factorio versions show the version they were made for, often the minimum requirement. -

    [s5.9]: https://github.com/explosivegaming/scenario/releases/tag/5.9.0 +

    [s5.10]: https://github.com/explosivegaming/scenario/releases/tag/5.10.0 +[s5.9]: https://github.com/explosivegaming/scenario/releases/tag/5.9.0 [s5.8]: https://github.com/explosivegaming/scenario/releases/tag/5.8.0 [s5.7]: https://github.com/explosivegaming/scenario/releases/tag/5.7.0 [s5.6]: https://github.com/explosivegaming/scenario/releases/tag/5.6.0 @@ -280,7 +284,8 @@ [s2.0]: https://github.com/explosivegaming/scenario/releases/tag/v2.0 [s1.0]: https://github.com/explosivegaming/scenario/releases/tag/v1.0 [s0.1]: https://github.com/explosivegaming/scenario/releases/tag/v0.1 -

    [f0.17.63]: https://wiki.factorio.com/Version_history/0.17.0#0.17.63 +

    [f0.17.71]: https://wiki.factorio.com/Version_history/0.17.0#0.17.71 +[f0.17.63]: https://wiki.factorio.com/Version_history/0.17.0#0.17.63 [f0.17.49]: https://wiki.factorio.com/Version_history/0.17.0#0.17.49 [f0.17.47]: https://wiki.factorio.com/Version_history/0.17.0#0.17.47 [f0.17.44]: https://wiki.factorio.com/Version_history/0.17.0#0.17.44 @@ -333,7 +338,7 @@ generated by LDoc

    diff --git a/expcore/gui.lua b/expcore/gui.lua index 82257d43..8e25a7c3 100644 --- a/expcore/gui.lua +++ b/expcore/gui.lua @@ -1,284 +1,489 @@ --[[-- Core Module - Gui - - This file is used to require all the different elements of the gui module - - each module has an outline here but for more details see their separate files in ./gui - - please read the files for more documentation that cant be shown here - - please note there is a rework planned but not started - @core Gui - @alias Gui +- Used to define new gui elements and gui event handlers +@core Gui +@alias Gui + +@usage-- Defining a button that prints the player's name +local example_button = +Gui.new_element{ + type = 'button', + caption = 'Example Button' +} +:on_click(function(event) + local player = event.player + player.print(player.name) +end) + +@usage-- Defining using a custom function +local example_flow_with_button = +Gui.new_element(function(event_trigger,parent) + local flow = + parent.add{ + name = 'example_flow', + type = 'flow' + } + + local element = + flow.add{ + name = event_trigger, + type = 'button', + caption = 'Example Button' + } + + return element +end) +:on_click(function(event) + local player = event.player + player.print(player.name) +end) + +@usage-- Drawing an element +local exmple_button_element = example_button(parent) +local example_flow_with_button = example_flow_with_button(parent) + ]] -local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core +local Event = require 'utils.event' --- @dep utils.event +local mod_gui = require 'mod-gui' --- @dep mod-gui ---[[ - Core +local Gui = { + --- The current highest uid that is being used, will not increase during runtime + -- @field uid + uid = 0, + --- Contains the uids of the elements that will show on the top flow and the auth function + -- @table top_elements + top_elements = {}, + --- Contains the uids of the elements that will show on the left flow and the open on join function + -- @table left_elements + left_elements = {}, + --- Table of all the elements which have been registed with the draw function and event handlers + -- @table defines + defines = {}, + --- An index used for debuging to find the file where different elements where registered + -- @table file_paths + file_paths = {}, + --- The element prototype which is returned from Gui.new_element + -- @table _prototype_element + _prototype_element = {}, + --- The prototype metatable applied to new element defines + -- @table _mt_element + _mt_element = { + __call = function(self,parent,...) + return self._draw(self.name,parent,...) + end + } +} - Gui.new_define(prototype) --- Used internally to create new element defines from a class prototype - Gui.draw(name,element) --- Draws a copy of the element define to the parent element, see draw_to +Gui._mt_element.__index = Gui._prototype_element - Gui.categorize_by_player(element) --- A categorize function to be used with add_store, each player has their own value - Gui.categorize_by_force(element) --- A categorize function to be used with add_store, each force has its own value - Gui.categorize_by_surface(element) --- A categorize function to be used with add_store, each surface has its own value +--- Element Define. +-- @section elementDefine - Gui.toggle_enabled(element) --- Will toggle the enabled state of an element - Gui.toggle_visible(element) --- Will toggle the visibility of an element - Gui.set_padding(element,up,down,left,right) --- Sets the padding for a gui element - Gui.set_padding_style(style,up,down,left,right) --- Sets the padding for a gui style - Gui.create_alignment(element,flow_name) --- Allows the creation of a right align flow to place elements into - Gui.destroy_if_valid(element) --- Destroys an element but tests for it being present and valid first - Gui.create_scroll_table(element,table_size,maximal_height,name) --- Creates a scroll area with a table inside, table can be any size - Gui.create_header(element,caption,tooltip,right_align,name) --- Creates a header section with a label and button area +--[[-- Base function used to define new elements, can be used with a table or with a function +@tparam ?table|function element_define used to define how the element is draw, using a table is the simplist way of doing this +@treturn table the new element define that is used to register events to this element - Prototype Constructor +@usage-- Defining an element with a table +local example_button = +Gui.new_element{ + type = 'button', + caption = 'Example Button' +} - Constructor.event(event_name) --- Creates a new function to add functions to an event handler - Constructor.extend(new_prototype) --- Extents a prototype with the base functions of all gui prototypes, no metatables - Constructor.store(sync,callback) --- Creates a new function which adds a store to a gui define - Constructor.setter(value_type,key,second_key) --- Creates a setter function that checks the type when a value is set +@usage-- Defining an element with a function +local example_flow_with_button = +Gui.new_element(function(event_trigger,parent) + local flow = + parent.add{ + name = 'example_flow', + type = 'flow' + } - Base Prototype + local element = + flow.add{ + name = event_trigger, + type = 'button', + caption = 'Example Button' + } - Prototype:uid() --- Gets the uid for the element define - Prototype:debug_name(value) --- Sets a debug alias for the define - Prototype:set_caption(value) --- Sets the caption for the element define - Prototype:set_tooltip(value) --- Sets the tooltip for the element define - Prototype:set_style(style,callback) --- Sets the style for the element define - Prototype:set_embedded_flow(state) --- Sets the element to be drawn inside a nameless flow, can be given a name using a function + return element +end) - Prototype:set_pre_authenticator --- Sets an authenticator that blocks the draw function if check fails - Prototype:set_post_authenticator --- Sets an authenticator that disables the element if check fails - - Prototype:raise_event(event_name,...) --- Raises a custom event for this define, any number of params can be given - Prototype:draw_to(element,...) --- The main function for defines, when called will draw an instance of this define to the given element - - Prototype:get_store(category) --- Gets the value in this elements store, category needed if categorize function used - Prototype:set_store(category,value) --- Sets the value in this elements store, category needed if categorize function used - Prototype:clear_store(category) --- Sets the value in this elements store to nil, category needed if categorize function used ]] +function Gui.new_element(element_define) + -- Set the metatable to allow access to register events + local element = setmetatable({}, Gui._mt_element) -local Instances = require 'expcore.gui.instances' --- @dep expcore.gui.instances -Gui.new_instance_group = Instances.registers -Gui.get_instances = Instances.get_elements -Gui.add_instance = Instances.get_elements -Gui.update_instances = Instances.apply_to_elements -Gui.classes.instances = Instances ---[[ - Instances.has_categories(name) --- Returns if a instance group has a categorise function; must be registered - Instances.is_registered(name) --- Returns if the given name is a registered instance group - Instances.register(name,categorise) --- Registers the name of an instance group to allow for storing element instances + -- Increment the uid counter + local uid = Gui.uid + 1 + Gui.uid = uid + local name = tostring(uid) + element.name = name - Instances.add_element(name,element) --- Adds an element to the instance group under the correct category; must be registered - Instances.get_elements_raw(name,category) --- Gets all element instances without first removing any invalid ones; used internally and must be registered - Instances.get_valid_elements(name,category,callback) --- Gets all valid element instances and has the option of running a callback on those that are valid + -- Add the defination function + if type(element_define) == 'table' then + element_define.name = name + element._draw = function(_,parent) + return parent.add(element_define) + end + else + element._draw = element_define + end + + -- Add the define to the base module + local file_path = debug.getinfo(2, 'S').source:match('^.+/currently%-playing/(.+)$'):sub(1, -5) + Gui.file_paths[name] = file_path + Gui.defines[name] = element + + -- Return the element so event handers can be accessed + return element +end + +--[[-- Adds an element to be drawn to the top flow when a player joins +@tparam[opt] function authenticator called during toggle or update to decide if the element should be visible + +@usage-- Adding the example button +example_button:add_to_top_flow(function(player) + -- example button will only show when game time is less than 1 minute + return player.online_time < 3600 +end) - Instances.unregistered_add_element(name,category,element) --- A version of add_element that does not require the group to be registered - Instances.unregistered_get_elements(name,category,callback) --- A version of get_elements that does not require the group to be registered ]] +function Gui._prototype_element:add_to_top_flow(authenticator) + Gui.top_elements[self.name] = authenticator or true +end -local Button = require 'expcore.gui.elements.buttons' --- @dep expcore.gui.elements.buttons -Gui.new_button = Button.new_button -Gui.classes.button = Button ---[[ - Button.new_button(name) --- Creates a new button element define +--[[-- Adds an element to be drawn to the left flow when a player joins +@tparam[opt] ?boolean|function open_on_join called during first darw to decide if the element is visible - 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 +@usage-- Adding the example button +example_flow_with_button:add_to_left_flow(true) - Button._prototype:set_sprites(sprite,hovered_sprite,clicked_sprite) --- Adds sprites to a button making it a sprite 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 ]] +function Gui._prototype_element:add_to_left_flow(open_on_join) + Gui.left_elements[self.name] = open_on_join or false +end -local Checkbox = require 'expcore.gui.elements.checkbox' --- @dep expcore.gui.elements.checkbox -Gui.new_checkbox = Checkbox.new_checkbox -Gui.new_radiobutton = Checkbox.new_radiobutton -Gui.new_radiobutton_option_set = Checkbox.new_option_set -Gui.draw_option_set = Checkbox.draw_option_set -Gui.classes.checkbox = Checkbox ---[[ - Checkbox.new_checkbox(name) --- Creates a new checkbox element define - Checkbox._prototype_checkbox:on_element_update(callback) --- Registers a handler for when an element instance updates - Checkbox._prototype_checkbox:on_store_update(callback) --- Registers a handler for when the stored value updates +-- This function is called for event event +local function general_event_handler(event) + -- Check the element is valid + local element = event.element + if not element or not element.valid then + return + end - Checkbox.new_radiobutton(name) --- Creates a new radiobutton element define - Checkbox._prototype_radiobutton:on_element_update(callback) --- Registers a handler for when an element instance updates - Checkbox._prototype_radiobutton:on_store_update(callback) --- Registers a handler for when the stored value updates - Checkbox._prototype_radiobutton:add_as_option(option_set,option_name) --- Adds this radiobutton to be an option in the given option set (only one can be true at a time) + -- Get the event handler for this element + local handlers = Gui.defines[element.name] + local handler = handlers and handlers[event.name] + if not handler then + return + end - Checkbox.new_option_set(callback,categorize) --- Registers a new option set that can be linked to radiobuttons (only one can be true at a time) - Checkbox.draw_option_set(name,element) --- Draws all radiobuttons that are part of an option set at once (Gui.draw will not work) + -- Get the player for this event + local player = game.players[event.player_index] + if not player or not player.valid then + return + end + event.player = player + + local success, err = pcall(handler,event) + if not success then + error('There as been an error with an event handler for a gui element:\n\t'..err) + end +end + +-- This function returns the event handler adder and registeres the general handler +local function event_handler_factory(event_name) + Event.add(event_name, general_event_handler) + + return function(self,handler) + self[event_name] = handler + return self + end +end + +--- Element Events. +-- @section elementEvents + +--- Called when the player opens a GUI. +-- @tparam function handler the event handler which will be called +Gui._prototype_element.on_opened = event_handler_factory(defines.events.on_gui_opened) + +--- Called when the player closes the GUI they have open. +-- @tparam function handler the event handler which will be called +Gui._prototype_element.on_closed = event_handler_factory(defines.events.on_gui_closed) + +--- Called when LuaGuiElement is clicked. +-- @tparam function handler the event handler which will be called +Gui._prototype_element.on_click = event_handler_factory(defines.events.on_gui_click) + +--- Called when a LuaGuiElement is confirmed, for example by pressing Enter in a textfield. +-- @tparam function handler the event handler which will be called +Gui._prototype_element.on_confirmed = event_handler_factory(defines.events.on_gui_confirmed) + +--- Called when LuaGuiElement checked state is changed (related to checkboxes and radio buttons). +-- @tparam function handler the event handler which will be called +Gui._prototype_element.on_checked_changed = event_handler_factory(defines.events.on_gui_checked_state_changed) + +--- Called when LuaGuiElement element value is changed (related to choose element buttons). +-- @tparam function handler the event handler which will be called +Gui._prototype_element.on_elem_changed = event_handler_factory(defines.events.on_gui_elem_changed) + +--- Called when LuaGuiElement element location is changed (related to frames in player.gui.screen). +-- @tparam function handler the event handler which will be called +Gui._prototype_element.on_location_changed = event_handler_factory(defines.events.on_gui_location_changed) + +--- Called when LuaGuiElement selected tab is changed (related to tabbed-panes). +-- @tparam function handler the event handler which will be called +Gui._prototype_element.on_tab_changed = event_handler_factory(defines.events.on_gui_selected_tab_changed) + +--- Called when LuaGuiElement selection state is changed (related to drop-downs and listboxes). +-- @tparam function handler the event handler which will be called +Gui._prototype_element.on_selection_changed = event_handler_factory(defines.events.on_gui_selection_state_changed) + +--- Called when LuaGuiElement switch state is changed (related to switches). +-- @tparam function handler the event handler which will be called +Gui._prototype_element.on_switch_changed = event_handler_factory(defines.events.on_gui_switch_state_changed) + +--- Called when LuaGuiElement text is changed by the player. +-- @tparam function handler the event handler which will be called +Gui._prototype_element.on_text_change = event_handler_factory(defines.events.on_gui_text_changed) + +--- Called when LuaGuiElement slider value is changed (related to the slider element). +-- @tparam function handler the event handler which will be called +Gui._prototype_element.on_value_changed = event_handler_factory(defines.events.on_gui_value_changed) + +--- Top Flow. +-- @section topFlow + +--- Button which toggles the top flow elements +-- @element toggle_top_flow +local toggle_top_flow = +Gui.new_element(function(event_trigger,parent) + -- Draw the element + local element = + parent.add{ + name = event_trigger, + type = 'button', + style = mod_gui.button_style, + caption = '<', + tooltip = {'gui_util.button_tooltip'} + } + + -- Change its style + local style = element.style + style.width = 18 + style.height = 36 + style.padding = 0 + style.font = 'default-small-bold' + + -- Return the element + return element +end) +:on_click(function(event) + Gui.toggle_top_flow(event.player) +end) + +--[[-- Gets the flow which contains the elements for the top flow +@function Gui.get_top_flow(player) +@tparam LuaPlayer player the player that you want to get the flow for +@treturn LuaGuiElement the top element flow + +@usage-- Geting your top element flow +local top_flow = Gui.get_top_flow(game.player) - Checkbox.reset_radiobutton(element,exclude,recursive) --- Sets all radiobuttons in a element to false (unless excluded) and can act recursively ]] +Gui.get_top_flow = mod_gui.get_button_flow -local Dropdown = require 'expcore.gui.elements.dropdown' --- @dep expcore.gui.elements.dropdown -Gui.new_dropdown = Dropdown.new_dropdown -Gui.new_list_box = Dropdown.new_list_box -Gui.classes.dropdown = Dropdown ---[[ - Dropdown.new_dropdown(name) --- Creates a new dropdown element define - Dropdown.new_list_box(name) --- Creates a new list box element define +--[[-- Updates the visible states of all the elements on a players top flow +@tparam LuaPlayer player the player that you want to update the flow for - Dropdown._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates - Dropdown._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates +@usage-- Update your flow +Gui.update_top_flow(game.player) - Dropdown._prototype:new_static_options(options,...) --- Adds new static options to the dropdown which will trigger the general callback - Dropdown._prototype:new_dynamic_options(callback) --- Adds a callback which should return a table of values to be added as options for the dropdown (appended after static options) - Dropdown._prototype:add_option_callback(option,callback) --- Adds a case specific callback which will only run when that option is selected (general case still triggered) - - Dropdown.select_value(element,value) --- Selects the option from a dropdown or list box given the value rather than key - Dropdown.get_selected_value(element) --- Returns the currently selected value rather than index ]] +function Gui.update_top_flow(player) + local top_flow = Gui.get_top_flow(player) + local toggle_button = top_flow[toggle_top_flow.name] + local is_visible = toggle_button.caption == '<' -local Slider = require 'expcore.gui.elements.slider' --- @dep expcore.gui.elements.slider -Gui.new_slider = Slider.new_slider -Gui.classes.slider = Slider ---[[ - Slider.new_slider(name) --- Creates a new slider element define + -- Set the visible state of all elements in the flow + for name,authenticator in pairs(Gui.top_elements) do + -- Ensure the element exists + local element = top_flow[name] + if not element then + element = Gui.defines[name](top_flow) + end - 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 + -- Set the visible state + element.visible = is_visible and authenticator(player) or false + end +end + +--[[-- Toggles the visible states of all the elements on a players top flow +@tparam LuaPlayer player the player that you want to toggle the flow for +@tparam[opt] boolean state if given then the state will be set to this state +@treturn boolean the new visible state of the top flow + +@usage-- Toggle your flow +Gui.toggle_top_flow(game.player) + +@usage-- Open your top flow +Gui.toggle_top_flow(game.player,true) - 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 ]] +function Gui.toggle_top_flow(player,state) + local top_flow = Gui.get_top_flow(player) + local toggle_button = top_flow[toggle_top_flow.name] + local new_state = state or toggle_button.caption == '>' -local Text = require 'expcore.gui.elements.text' --- @dep expcore.gui.elements.text -Gui.new_text_filed = Text.new_text_field -Gui.new_text_box = Text.new_text_box -Gui.classes.text = Text ---[[ - 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 + -- Set the visible state of all elements in the flow + for name,authenticator in pairs(Gui.top_elements) do + top_flow[name].visible = new_state and authenticator(player) or false + end + + -- Change the style of the toggle button + if new_state then + toggle_button.caption = '<' + toggle_button.style.height = 34 + else + toggle_button.caption = '>' + toggle_button.style.height = 24 + end + + return new_state +end + +--- Left Flow. +-- @section leftFlow + +--- Button which hides the elements in the left flow +-- @element hide_left_flow +local hide_left_flow = +Gui.new_element(function(event_trigger,parent) + -- Draw the element + local element = + parent.add{ + name = event_trigger, + type = 'button', + style = mod_gui.button_style, + caption = '<', + tooltip = {'expcore-gui.left-button-tooltip'} + } + + -- Change its style + local style = element.style + style.width = 18 + style.height = 36 + style.padding = 0 + style.font = 'default-small-bold' + + -- Return the element + return element +end) +:on_click(function(event) + Gui.hide_left_flow(event.player) +end) + +--[[-- Gets the flow which contains the elements for the left flow +@function Gui.get_left_flow(player) +@tparam LuaPlayer player the player that you want to get the flow for +@treturn LuaGuiElement the left element flow + +@usage-- Geting your left element flow +local left_flow = Gui.get_left_flow(game.player) - 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 ]] +Gui.get_left_flow = mod_gui.get_frame_flow -local ElemButton = require 'expcore.gui.elements.elem-button' --- @dep expcore.gui.elements.elem-button -Gui.new_elem_button = ElemButton.new_elem_button -Gui.classes.elem_button = ElemButton ---[[ - ElemButton.new_elem_button(name) --- Creates a new elem button element define +--[[-- Hides all left elements for a player +@tparam LuaPlayer player the player to hide the elements for - ElemButton._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates - ElemButton._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates +@usage-- Hide your left elements +Gui.hide_left_flow(game.player) - ElemButton._prototype:set_type(type) --- Sets the type of the elem button, the type is required so this must be called at least once - ElemButton._prototype:set_default(value) --- Sets the default value for the elem button, this may be a function or a string ]] +function Gui.hide_left_flow(player) + local left_flow = Gui.get_left_flow(player) + local hide_button = left_flow[hide_left_flow.name] -local ProgressBar = require 'expcore.gui.elements.progress-bar' --- @dep expcore.gui.elements.progress-bar -Gui.new_progressbar = ProgressBar.new_progressbar -Gui.set_progressbar_maximum = ProgressBar.set_maximum -Gui.increment_progressbar = ProgressBar.increment -Gui.decrement_progressbar = ProgressBar.decrement -Gui.classes.progressbar = ProgressBar ---[[ - ProgressBar.set_maximum(element,amount,count_down) --- Sets the maximum value that represents the end value of the progress bar - ProgressBar.increment(element,amount) --- Increases the value of the progressbar, if a define is given all of its instances are incremented - ProgressBar.decrement(element,amount) --- Decreases the value of the progressbar, if a define is given all of its instances are decreased + -- Set the visible state of all elements in the flow + hide_button.visible = false + for name,_ in pairs(Gui.left_elements) do + left_flow[name].visible = false + end +end - ProgressBar.new_progressbar(name) --- Creates a new progressbar element define - ProgressBar._prototype:set_maximum(amount,count_down) --- Sets the maximum value that represents the end value of the progress bar - ProgressBar._prototype:use_count_down(state) --- Will set the progress bar to start at 1 and trigger when it hits 0 - ProgressBar._prototype:increment(amount,category) --- Increases the value of the progressbar - ProgressBar._prototype:increment_filtered(amount,filter) --- Increases the value of the progressbar, if the filter condition is met, does not work with store - ProgressBar._prototype:decrement(amount,category) --- Decreases the value of the progressbar - ProgressBar._prototype:decrement_filtered(amount,filter) --- Decreases the value of the progressbar, if the filter condition is met, does not work with store - ProgressBar._prototype:add_element(element,maximum) --- Adds an element into the list of instances that will are waiting to complete, does not work with store - ProgressBar._prototype:reset_element(element) --- Resets an element, or its store, to be back at the start, either 1 or 0 +--[[-- Toggles the visible state of all a left element for a player +@tparam LuaPlayer player the player that you want to toggle the element for +@tparam table element_define the element that you want to toggle for the player +@tparam[opt] boolean state if given then the state will be set to this state +@treturn boolean the new visible state of the element + +@usage-- Toggle your example button +Gui.toggle_top_flow(game.player,example_flow_with_button) + +@usage-- Open your example button +Gui.toggle_top_flow(game.player,example_flow_with_button,true) - ProgressBar._prototype:on_complete(callback) --- Triggers when a progress bar element completes (hits 0 or 1) - ProgressBar._prototype:on_complete(callback) --- Triggers when a store value completes (hits 0 or 1) - ProgressBar._prototype:event_counter(filter) --- Event handler factory that counts up by 1 every time the event triggers, can filter which elements are incremented - ProgressBar._prototype:event_countdown(filter) --- Event handler factory that counts down by 1 every time the event triggers, can filter which elements are decremented ]] +function Gui.toggle_left_element(player,element_define,state) + local left_flow = Gui.get_left_flow(player) + local hide_button = left_flow[hide_left_flow.name] -local Toolbar = require 'expcore.gui.concepts.toolbar' --- @dep expcore.gui.concepts.toolbar -Gui.new_toolbar_button = Toolbar.new_button -Gui.add_button_to_toolbar = Toolbar.add_button -Gui.update_toolbar = Toolbar.update -Gui.classes.toolbar = Toolbar ---[[ - Toolbar.new_button(name) --- Adds a new button to the toolbar - Toolbar.add_button(button) --- Adds an existing buttton to the toolbar - Toolbar.update(player) --- Updates the player's toolbar with an new buttons or expected change in auth return -]] + -- Set the visible state + local element = left_flow[element_define.name] + local new_state = state or not element.visible + element.visible = new_state -local LeftFrames = require 'expcore.gui.concepts.left' --- @dep expcore.gui.concepts.left -Gui.get_left_frame_flow = LeftFrames.get_flow -Gui.toggle_left_frame = LeftFrames.toggle_frame -Gui.new_left_frame = LeftFrames.new_frame -Gui.classes.left_frames = LeftFrames ---[[ - LeftFrames.get_flow(player) --- Gets the left frame flow for a player - LeftFrames.get_frame(name,player) --- Gets one frame from the left flow by its name - LeftFrames.get_open(player) --- Gets all open frames for a player, if non are open it will remove the close all button - LeftFrames.toggle_frame(name,player,state) --- Toggles the visibility of a left frame, or sets its visibility state + -- Check if the hide button should be visible + local show_hide_button = false + for name,_ in pairs(Gui.left_elements) do + if left_flow[name].visible then + show_hide_button = true + break + end + end + hide_button.visible = show_hide_button - LeftFrames.new_frame(permission_name) --- Creates a new left frame define - LeftFrames._prototype:set_open_by_default(state) --- Sets if the frame is visible when a player joins, can also be a function to return a boolean - LeftFrames._prototype:set_direction(direction) --- Sets the direction of the frame, either vertical or horizontal - LeftFrames._prototype:get_frame(player) --- Gets the frame for this define from the left frame flow - LeftFrames._prototype:is_open(player) --- Returns if the player currently has this define visible - LeftFrames._prototype:toggle(player) --- Toggles the visibility of the left frame + return new_state +end - LeftFrames._prototype:update(player) --- Updates the contents of the left frame, first tries update callback, other wise will clear and redraw - LeftFrames._prototype:update_all(update_offline) --- Updates the frame for all players, see update - LeftFrames._prototype:redraw(player) --- Redraws the frame by calling on_draw, will always clear the frame - LeftFrames._prototype:redraw_all(update_offline) --- Redraws the frame for all players, see redraw +-- Draw the two flows when a player joins +Event.add(defines.events.on_player_joined_game,function(event) + local player = game.players[event.player_index] - LeftFrames._prototype:on_draw(player,frame) --- Use to draw your elements to the new frame - LeftFrames._prototype:on_update(player,frame) --- Use to edit your frame when there is no need to redraw it - LeftFrames._prototype:on_player_toggle(player,frame) --- Triggered when the player toggle the left frame - LeftFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add -]] + -- Draw the top flow + local top_flow = Gui.get_top_flow(player) + toggle_top_flow(top_flow) + Gui.update_top_flow(player) -local CenterFrames = require 'expcore.gui.concepts.center' --- @dep expcore.gui.concepts.center -Gui.get_center_flow = CenterFrames.get_flow -Gui.toggle_center_frame = CenterFrames.toggle_frame -Gui.draw_center_frame = CenterFrames.draw_frame -Gui.redraw_center_frame = CenterFrames.redraw_frames -Gui.new_center_frame = CenterFrames.new_frame -Gui.classes.center_frames = CenterFrames ---[[ - CenterFrames.get_flow(player) --- Gets the center flow for a player - CenterFrames.clear_flow(player) --- Clears the center flow for a player - CenterFrames.draw_frame(player,name) --- Draws the center frame for a player, if already open then will do nothing - CenterFrames.redraw_frame(player,name) --- Draws the center frame for a player, if already open then will destroy it and redraw - CenterFrames.toggle_frame(player,name,state) --- Toggles if the frame is currently open or not, will open if closed and close if open + -- Draw the left flow + local left_flow = Gui.get_left_flow(player) + local hide_left = hide_left_flow(left_flow) - CenterFrames.new_frame(permission_name) --- Sets the frame to be the current active gui when opened and closes all other frames - CenterFrames._prototype:on_draw(player,frame) --- Use to draw your elements onto the new frame - CenterFrames._prototype:set_auto_focus(state) --- Sets the frame to be the current active gui when opened and closes all other frames - CenterFrames._prototype:draw_frame(player) --- Draws this frame to the player, if already open does nothing (will call on_draw to draw to the frame) - CenterFrames._prototype:redraw_frame(player) --- Draws this frame to the player, if already open it will remove it and redraw it (will call on_draw to draw to the frame) - CenterFrames._prototype:toggle_frame(player) --- Toggles if the frame is open, if open it will close it and if closed it will open it - CenterFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add -]] + -- Draw the elements on the left flow + local show_hide_left = false + for name,open_on_join in pairs(Gui.left_elements) do + local left_element = Gui.defines[name](left_flow) -local PopupFrames = require 'expcore.gui.concepts.popups' --- @dep expcore.gui.concepts.popups -Gui.get_popup_flow = PopupFrames.get_flow -Gui.open_popup = PopupFrames.open -Gui.new_popup = PopupFrames.new_popup -Gui.classes.popup_frames = PopupFrames ---[[ - PopupFrames.get_flow(player) --- Gets the left flow that contains the popup frames - PopupFrames.open(define_name,player,open_time,...) --- Opens a popup for the player, can give the amount of time it is open as well as params for the draw function + -- Check if the element should be visible + local visible = type(open_on_join) == 'boolean' and open_on_join or false + if type(open_on_join) == 'function' then + local success, err = pcall(open_on_join,player) + if not success then + error('There as been an error with an open on join hander for a gui element:\n\t'..err) + end + visible = err + end - PopupFrames.close_progress --- Progress bar which when depleted will close the popup frame - PopupFrames.close_button --- A button which can be used to close the gui before the timer runs out + left_element.visible = visible + if visible then + show_hide_left = true + end + end - PopupFrames.new_popup(name) --- Creates a new popup frame define - PopupFrames._prototype:set_default_open_time(amount) --- Sets the default open time for the popup, will be used if non is provided with open - PopupFrames._prototype:open(player,open_time,...) --- Opens this define for a player, can be given open time and any other params for the draw function -]] + hide_left.visible = show_hide_left +end) return Gui \ No newline at end of file diff --git a/expcore/gui/concepts/center.lua b/expcore/gui/concepts/center.lua deleted file mode 100644 index ffbc3f9f..00000000 --- a/expcore/gui/concepts/center.lua +++ /dev/null @@ -1,198 +0,0 @@ ---[[-- Core Module - Gui - @module Gui - @alias Prototype -]] - ---- Center Guis. --- Gui structure define for center gui frames --- @section center - ---[[ ->>>> Functions - CenterFrames.get_flow(player) --- Gets the center flow for a player - CenterFrames.clear_flow(player) --- Clears the center flow for a player - CenterFrames.draw_frame(player,name) --- Draws the center frame for a player, if already open then will do nothing - CenterFrames.redraw_frame(player,name) --- Draws the center frame for a player, if already open then will destroy it and redraw - CenterFrames.toggle_frame(player,name,state) --- Toggles if the frame is currently open or not, will open if closed and close if open - - CenterFrames.new_frame(permission_name) --- Sets the frame to be the current active gui when opened and closes all other frames - CenterFrames._prototype:on_draw(player,frame) --- Use to draw your elements onto the new frame - CenterFrames._prototype:set_auto_focus(state) --- Sets the frame to be the current active gui when opened and closes all other frames - CenterFrames._prototype:draw_frame(player) --- Draws this frame to the player, if already open does nothing (will call on_draw to draw to the frame) - CenterFrames._prototype:redraw_frame(player) --- Draws this frame to the player, if already open it will remove it and redraw it (will call on_draw to draw to the frame) - CenterFrames._prototype:toggle_frame(player) --- Toggles if the frame is open, if open it will close it and if closed it will open it - CenterFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add -]] -local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core -local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype -local Toolbar = require 'expcore.gui.concepts.toolbar' --- @dep expcore.gui.concepts.toolbar -local Game = require 'utils.game' --- @dep utils.game - -local CenterFrames = { - _prototype = Prototype.extend{ - on_creation = Prototype.event - } -} - ---- Gets the center flow for a player --- @tparam LuaPlayer player the player to get the flow for --- @treturn LuaGuiElement the center flow -function CenterFrames.get_flow(player) - player = Game.get_player_from_any(player) - return player.gui.center -end - ---- Clears the center flow for a player --- @tparam LuaPlayer player the player to clear the flow for -function CenterFrames.clear_flow(player) - local flow = CenterFrames.get_flow(player) - flow.clear() -end - ---- Draws the center frame for a player, if already open then will do nothing --- @tparam LuaPlayer player the player that will have the frame drawn --- @tparam string name the name of the hui that will drawn --- @treturn LuaGuiElement the new frame that was made -function CenterFrames.draw_frame(player,name) - local define = Gui.get_define(name,true) - if define then - return define:draw_frame(player) - end -end - ---- Draws the center frame for a player, if already open then will destroy it and redraw --- @tparam LuaPlayer player the player that will have the frame drawn --- @tparam string name the name of the hui that will drawn --- @treturn LuaGuiElement the new frame that was made -function CenterFrames.redraw_frame(player,name) - local define = Gui.get_define(name,true) - if define then - return define:draw_frame(player) - end -end - ---- Toggles if the frame is currently open or not, will open if closed and close if open --- @tparam LuaPlayer player the player that will have the frame toggled --- @tparam string name the name of the hui that will be toggled --- @tparam[opt] boolean state when set will force a state for the frame --- @treturn boolean if the frame if no open or closed -function CenterFrames.toggle_frame(player,name,state) - local define = Gui.get_define(name,true) - if define then - if state == true then - define:draw_frame(player) - return true - elseif state == false then - local flow = CenterFrames.get_flow(player) - if flow[define.name..'-frame'] then - flow[define.name..'-frame'].destroy() - end - return false - else - return define:toggle_frame(player) - end - end -end - ---- Creates a new center frame define --- @tparam string permission_name the name that can be used with the permission system --- @treturn table the new center frame define -function CenterFrames.new_frame(permission_name) - local self = Toolbar.new_button(permission_name) - - self:on_click(function(player,element) - self:toggle_frame(player) - end) - - local mt = getmetatable(self) - mt.__index = CenterFrames._prototype - mt.__call = self.event_handler - - Gui.on_custom_close(self.name..'-frame',function(event) - local element = event.element - if element and element.valid then element.destroy() end - end) - - return self -end - ---- Sets the frame to be the current active gui when opened and closes all other frames --- @tparam[opt=true] boolean state when true will auto close other frames and set this frame as player.opened -function CenterFrames._prototype:set_auto_focus(state) - if state == false then - self.auto_focus = false - else - self.auto_focus = true - end -end - ---- Draws this frame to the player, if already open does nothing (will call on_draw to draw to the frame) --- @tparam LuaPlayer player the player to draw the frame for --- @treturn LuaGuiElement the new frame that was drawn -function CenterFrames._prototype:draw_frame(player) - player = Game.get_player_from_any(player) - local flow = CenterFrames.get_flow(player) - - if flow[self.name..'-frame'] then - return flow[self.name..'-frame'] - end - - if self.auto_focus then - flow.clear() - end - - local frame = flow.add{ - type='frame', - name=self.name..'-frame' - } - - if self.auto_focus then - player.opened = frame - end - - self:raise_event('on_creation',player,frame) - - return frame -end - ---- Draws this frame to the player, if already open it will remove it and redraw it (will call on_draw to draw to the frame) --- @tparam LuaPlayer player the player to draw the frame for --- @treturn LuaGuiElement the new frame that was drawn -function CenterFrames._prototype:redraw_frame(player) - player = Game.get_player_from_any(player) - local flow = CenterFrames.get_flow(player) - - if flow[self.name..'-frame'] then - flow[self.name..'-frame'].destroy() - end - - return self:draw_frame(player) -end - ---- Toggles if the frame is open, if open it will close it and if closed it will open it --- @tparam LuaPlayer player the player to draw the frame for --- @treturn boolean with the gui frame is now open -function CenterFrames._prototype:toggle_frame(player) - player = Game.get_player_from_any(player) - local flow = CenterFrames.get_flow(player) - - if flow[self.name..'-frame'] then - flow[self.name..'-frame'].destroy() - return false - else - self:draw_frame(player) - return true - end -end - ---- Creates an event handler that will trigger one of its functions, use with Event.add --- @tparam[opt=update] string action the action to take on this event -function CenterFrames._prototype:event_handler(action) - action = action or 'update' - return function(event) - local player = Game.get_player_by_index(event.player_index) - self[action](self,player) - end -end - -return CenterFrames \ No newline at end of file diff --git a/expcore/gui/concepts/left.lua b/expcore/gui/concepts/left.lua deleted file mode 100644 index e827f36a..00000000 --- a/expcore/gui/concepts/left.lua +++ /dev/null @@ -1,322 +0,0 @@ ---[[-- Core Module - Gui - @module Gui - @alias Prototype -]] - ---- Left Guis. --- Gui structure define for left frames --- @section left - ---[[ ->>>> Example formating - - -- first we add config that relates to the button on the toolbar, all normal button functions are present - local left_frame = - Gui.new_left_frame('test-left-frame') - :set_caption('Test Left Gui') - :set_post_authenticator(function(player,button_name) - return global.show_test_gui - end) - - -- then we add the config for the left frame, on_draw should draw the gui from an empty frame, on_update should take a frame from on_draw on edit it - :set_open_by_default() - :on_draw(function(_player,frame) - for _,player in pairs(game.connected_players) do - frame.add{ - type='label', - caption=player.name - } - end - end) - - -- now we can use the action factory to call events on the gui, actions are: 'update', 'update_all', 'redraw', 'redraw_all' - Event.add(defines.events.on_player_joined_game,left_frame 'update_all') - Event.add(defines.events.on_player_left_game,left_frame 'update_all') - ->>>> Functions - LeftFrames.get_flow(player) --- Gets the left frame flow for a player - LeftFrames.get_frame(name,player) --- Gets one frame from the left flow by its name - LeftFrames.get_open(player) --- Gets all open frames for a player, if non are open it will remove the close all button - LeftFrames.toggle_frame(name,player,state) --- Toggles the visibility of a left frame, or sets its visibility state - - LeftFrames.new_frame(permission_name) --- Creates a new left frame define - LeftFrames._prototype:set_open_by_default(state) --- Sets if the frame is visible when a player joins, can also be a function to return a boolean - LeftFrames._prototype:set_direction(direction) --- Sets the direction of the frame, either vertical or horizontal - LeftFrames._prototype:get_frame(player) --- Gets the frame for this define from the left frame flow - LeftFrames._prototype:is_open(player) --- Returns if the player currently has this define visible - LeftFrames._prototype:toggle(player) --- Toggles the visibility of the left frame - - LeftFrames._prototype:update(player) --- Updates the contents of the left frame, first tries update callback, other wise will clear and redraw - LeftFrames._prototype:update_all(update_offline) --- Updates the frame for all players, see update - LeftFrames._prototype:redraw(player) --- Redraws the frame by calling on_draw, will always clear the frame - LeftFrames._prototype:redraw_all(update_offline) --- Redraws the frame for all players, see redraw - - LeftFrames._prototype:on_draw(player,frame) --- Use to draw your elements to the new frame - LeftFrames._prototype:on_update(player,frame) --- Use to edit your frame when there is no need to redraw it - LeftFrames._prototype:on_player_toggle(player,frame) --- Is triggered when the player presses the toggle button - LeftFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add -]] -local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core -local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype -local Toolbar = require 'expcore.gui.concepts.toolbar' --- @dep expcore.gui.concepts.toolbar -local Buttons = require 'expcore.gui.elements.buttons' --- @dep expcore.gui.elements.buttons -local mod_gui = require 'mod-gui' --- @dep mod-gui -local Game = require 'utils.game' --- @dep utils.game -local Event = require 'utils.event' --- @dep utils.event - -local LeftFrames = { - frames={}, - _prototype=Prototype.extend{ - on_creation = Prototype.event, - on_update = Prototype.event, - on_player_toggle = Prototype.event - } -} -setmetatable(LeftFrames._prototype, { - __index = Buttons._prototype -}) - ---- Gets the left frame flow for a player --- @tparam LuaPlayer player the player to get the flow of --- @treturn LuaGuiElement the left frame flow for the player -function LeftFrames.get_flow(player) - player = Game.get_player_from_any(player) - return mod_gui.get_frame_flow(player) -end - ---- Gets one frame from the left flow by its name --- @tparam string name the name of the gui frame to get --- @tparam LuaPlayer player the player to get the frame of --- @treturn LuaGuiElement the frame in the left frame flow with that name -function LeftFrames.get_frame(name,player) - local define = LeftFrames.frames[name] - if not define then - return error('Left Frame '..name..' is not defined.',2) - end - return define:get_frame(player) -end - ---- Gets all open frames for a player, if non are open it will remove the close all button --- @tparam LuaPlayer player the player to get the flow of --- @treturn table contains all the open (and registered) frames for the player -function LeftFrames.get_open(player) - local open = {} - local flow = LeftFrames.get_flow(player) - - for _,define in pairs(LeftFrames.frames) do - if define:is_open(player) then - table.insert(open,define) - end - end - - flow[LeftFrames.toggle_button.name].visible = #open ~= 0 - - return open -end - ---- Toggles the visibility of a left frame, or sets its visibility state --- @tparam string name the name of the gui frame to toggle --- @tparam LuaPlayer player the player to get the frame of --- @tparam[opt] boolean state when given will be the state that the visibility is set to --- @treturn boolean the new state of the visibility -function LeftFrames.toggle_frame(name,player,state) - local define = LeftFrames.frames[name] - if not define then - return error('Left Frame '..name..' is not defined.',2) - end - - local frame = LeftFrames.get_frame(name,player) - if state ~= nil then - frame.visible = state - else - Gui.toggle_visible(frame) - end - - LeftFrames.get_open(player) - - return frame.visible -end - ---- Creates a new left frame define --- @tparam string permission_name the name that can be used with the permission system --- @treturn table the new left frame define -function LeftFrames.new_frame(permission_name) - local self = Toolbar.new_button(permission_name) - - local mt = getmetatable(self) - mt.__index = LeftFrames._prototype - mt.__call = self.event_handler - - self:on_click(function(player,_element) - local visible = self:toggle(player) - local frame = self:get_frame(player) - self:raise_event('on_player_toggle',player,frame,visible) - end) - - LeftFrames.frames[self.name] = self - - return self -end - ---- Sets if the frame is visible when a player joins, can also be a function to return a boolean --- @tparam[opt=true] ?boolean|function state the default state of the visibility, can be a function --- state param - player LuaPlayer - the player that has joined the game --- state param - define_name string - the define name for the frame --- state return - boolean - false will hide the frame -function LeftFrames._prototype:set_open_by_default(state) - if state == false then - self.open_by_default = false - elseif state == nil then - self.open_by_default = true - else - self.open_by_default = state - end - return self -end - ---- Sets the direction of the frame, either vertical or horizontal --- @tparam string direction the direction to have the elements be added to the frame -function LeftFrames._prototype:set_direction(direction) - self.direction = direction - return self -end - ---- Creates the gui for the first time, used internally --- @tparam LuaPlayer player the player to draw the frame to --- @treturn LuaGuiElement the frame that was made -function LeftFrames._prototype:_internal_draw(player) - local flow = LeftFrames.get_flow(player) - local frame = flow.add{ - type='frame', - name=self.name..'-frame', - direction=self.direction - } - - self:raise_event('on_creation',player,frame) - - if not self.open_by_default then - frame.visible = false - elseif type(self.open_by_default) == 'function' then - if not self.open_by_default(player,self.name) then - frame.visible = false - end - end - - if not Toolbar.allowed(player,self.name) then - frame.visible = false - end - - return frame -end - ---- Gets the frame for this define from the left frame flow --- @tparam LuaPlayer player the player to get the frame of --- @treturn LuaGuiElement the frame in the left frame flow for this define -function LeftFrames._prototype:get_frame(player) - local flow = LeftFrames.get_flow(player) - if flow[self.name..'-frame'] and flow[self.name..'-frame'].valid then - return flow[self.name..'-frame'] - else - return self:_internal_draw(player) - end -end - ---- Returns if the player currently has this define visible --- @tparam LuaPlayer player the player to get the frame of --- @treturn boolean true if it is open/visible -function LeftFrames._prototype:is_open(player) - local frame = self:get_frame(player) - return frame and frame.visible or false -end - ---- Toggles the visibility of the left frame --- @tparam LuaPlayer player the player to toggle the frame of --- @treturn boolean the new state of the visibility -function LeftFrames._prototype:toggle(player) - local frame = self:get_frame(player) - Gui.toggle_visible(frame) - LeftFrames.get_open(player) - return frame.visible -end - ---- Updates the contents of the left frame, first tries update callback, other wise will clear and redraw --- @tparam LuaPlayer player the player to update the frame of -function LeftFrames._prototype:update(player) - local frame = self:get_frame(player) - if self:raise_event('on_update',player,frame) == 0 then - frame.clear() - self:raise_event('on_creation',player,frame) - end -end - ---- Updates the frame for all players, see update --- @tparam[opt=false] boolean update_offline when true will update the frame for offline players -function LeftFrames._prototype:update_all(update_offline) - local players = update_offline == true and game.players or game.connected_players - for _,player in pairs(players) do - self:update(player) - end -end - ---- Redraws the frame by calling on_draw, will always clear the frame --- @tparam LuaPlayer player the player to update the frame of -function LeftFrames._prototype:redraw(player) - local frame = self:get_frame(player) - frame.clear() - self:raise_event('on_creation',player,frame) -end - ---- Redraws the frame for all players, see redraw --- @tparam[opt=false] boolean update_offline when true will update the frame for offline players -function LeftFrames._prototype:redraw_all(update_offline) - local players = update_offline == true and game.players or game.connected_players - for _,player in pairs(players) do - self:redraw(player) - end -end - ---- Creates an event handler that will trigger one of its functions, use with Event.add --- @tparam[opt=update] string action the action to take on this event -function LeftFrames._prototype:event_handler(action) - action = action or 'update' - return function(event) - local player - if event and event.player_index then - player = Game.get_player_by_index(event.player_index) - end - self[action](self,player) - end -end - -LeftFrames.toggle_button = -Buttons.new_button() -:set_tooltip{'expcore-gui.left-button-tooltip'} -:set_caption('<') -:on_click(function(player,element) - for _,define in pairs(LeftFrames.frames) do - local frame = LeftFrames.get_frame(define.name,player) - frame.visible = false - define:raise_event('on_player_toggle',player,frame,false) - end - element.visible = false -end) - -Event.add(defines.events.on_player_created,function(event) - local player = Game.get_player_by_index(event.player_index) - local flow = LeftFrames.get_flow(player) - - local close_button = LeftFrames.toggle_button(flow) - Gui.set_padding(close_button) - local style = close_button.style - style.width = 18 - style.height = 36 - style.font = 'default-small-bold' - - for _,define in pairs(LeftFrames.frames) do - define:_internal_draw(player) - end - - LeftFrames.get_open(player) -end) - -return LeftFrames \ No newline at end of file diff --git a/expcore/gui/concepts/popups.lua b/expcore/gui/concepts/popups.lua deleted file mode 100644 index bda932b3..00000000 --- a/expcore/gui/concepts/popups.lua +++ /dev/null @@ -1,230 +0,0 @@ ---[[-- Core Module - Gui - @module Gui - @alias Prototype -]] - ---- Popups. --- Gui structure define for popup gui --- @section popups - ---[[ ->>>> Functions - PopupFrames.get_flow(player) --- Gets the left flow that contains the popup frames - PopupFrames.open(define_name,player,open_time,...) --- Opens a popup for the player, can give the amount of time it is open as well as params for the draw function - - PopupFrames.close_progress --- Progress bar which when depleted will close the popup frame - PopupFrames.close_button --- A button which can be used to close the gui before the timer runs out - - PopupFrames.new_popup(name) --- Creates a new popup frame define - PopupFrames._prototype:set_default_open_time(amount) --- Sets the default open time for the popup, will be used if non is provided with open - PopupFrames._prototype:open(player,open_time,...) --- Opens this define for a player, can be given open time and any other params for the draw function -]] -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 -local Event = require 'utils.event' --- @dep utils.event -local ProgressBar = require 'expcore.gui.elements.progress-bar' --- @dep expcore.gui.elements.progress-bar -local Button = require 'expcore.gui.elements.buttons' --- @dep expcore.gui.elements.buttons -local mod_gui = require 'mod-gui' --- @dep mod-gui -local Color = require 'resources.color_presets' --- @dep resources.color_presets -local Global = require 'utils.global' --- @dep utils.global - -local PopupFrames = { - paused_popups={}, - popup_flow_name = Gui.uid_name(), - main_frame_name = Gui.uid_name(), - close_frame_name = Gui.uid_name(), - _prototype = Prototype.extend{ - on_creation = Prototype.event - } -} -Global.register(PopupFrames.paused_popups,function(tbl) - PopupFrames.paused_popups = tbl -end) - ---- Sets the state of the element in the paused list, nil or true --- @tparam LuaGuiElement element the element to set the state of --- @tparam[opt] boolean state the state to set it to, true will pause the the progress bar -local function set_paused_state(element,state) - local name = element.player_index..':'..element.index - PopupFrames.paused_popups[name] = state -end - ---- Gets the state of the element in the paused list, nil or true --- @tparam LuaGuiElement element the element to get the state of -local function get_paused_state(element) - local name = element.player_index..':'..element.index - return PopupFrames.paused_popups[name] -end - ---- Gets the left flow that contains the popup frames --- @tparam LuaPlayer player the player to get the flow for --- @treturn LuaGuiElement the left flow that contains the popup frames -function PopupFrames.get_flow(player) - player = Game.get_player_from_any(player) - local flow = mod_gui.get_frame_flow(player) - return flow[PopupFrames.popup_flow_name] -end - ---- Opens a popup for the player, can give the amount of time it is open as well as params for the draw function --- @tparam string define_name the name of the define that you want to open for the player --- @tparam LuaPlayer player the player to open the popup for --- @tparam[opt] number open_time the minimum number of ticks you want the popup open for, 0 means no limit, nil will take default --- @tparam any ... the other params that you want to pass to your on_draw event --- @treturn LuaGuiElement the frame that was drawn, the inner gui flow which contains the content -function PopupFrames.open(define_name,player,open_time,...) - local define = Gui.get_define(define_name,true) - player = Game.get_player_from_any(player) - return define:open(player,open_time,...) -end - ---- Closes the popup, is called by progress bar and close button --- @tparam LuaGuiElement element either the progress bar or the close button -local function close_popup(element) - local frame = element.parent.parent.parent - if not frame or not frame.valid then return end - set_paused_state(element.parent[PopupFrames.close_progress:uid()]) - frame.destroy() -end - ---- Progress bar which when depleted will close the popup frame -PopupFrames.close_progress = -ProgressBar.new_progressbar() -:use_count_down() -:set_tooltip('Pause/Resume Auto-close') -:on_complete(function(player,element) - close_popup(element) -end) - ---- A button which can be used to close the gui before the timer runs out -PopupFrames.close_button = -Button.new_button() -:set_sprites('utility/close_white') -:set_tooltip('Close Popup') -:on_click(function(player,element) - close_popup(element) -end) - ---- When the progress bar is clicked it will pause its progress, or resume if previously paused -Gui.on_click(PopupFrames.close_progress:uid(),function(event) - local element = event.element - if get_paused_state(element) then - set_paused_state(element) - else - set_paused_state(element,true) - end -end) - ---- When the parent flow of the progress bar is clicked it will pause its progress, or resume if previously paused -Gui.on_click(PopupFrames.close_frame_name,function(event) - local element = event.element[PopupFrames.close_progress:uid()] - if get_paused_state(element) then - set_paused_state(element) - else - set_paused_state(element,true) - end -end) - ---- Creates a new popup frame define --- @tparam[opt] string name the optional debug name that can be added --- @treturn table the new popup frame define -function PopupFrames.new_popup(name) - local self = Gui.new_define(PopupFrames._prototype,name) - self.draw_data.type = 'flow' - self.draw_data.direction = 'vertical' - - local mt = getmetatable(self) - mt.__call = function(tbl,player,open_time,...) - return tbl:open(player,open_time,...) - end - - self:on_draw(function(player,element,maximum,...) - -- main content frame - local frame = element.add{ - type='flow', - name=PopupFrames.main_frame_name - } - frame.style.horizontally_stretchable = true - - -- flow for progress bar and close button - local close_flow = element.add{ - type='flow', - name=PopupFrames.close_frame_name - } - close_flow.style.horizontally_stretchable = true - - -- progress bar, when 0 then a static full one is drawn - local progress_style - if maximum == 0 then - progress_style = close_flow.add{ - type='progressbar', - tooltip='No Auto-close', - value=1 - }.style - else - progress_style = PopupFrames.close_progress(close_flow,maximum).style - end - progress_style.top_padding = 6 - progress_style.bottom_padding = 3 - progress_style.height = 11 - progress_style.color = Color.grey - - -- close button, will close the popup when clicked - local close_button = PopupFrames.close_button(close_flow) - Gui.set_padding(close_button) - local close_button_style = close_button.style - close_button_style.width = 20 - close_button_style.height = 20 - - -- event trigger to draw the gui content - self:raise_event('on_creation',player,frame,...) - end) - - return self -end - ---- Sets the default open time for the popup, will be used if non is provided with open --- @tparam number amount the number of ticks, by default, the popup will be open for --- @treturn table the define to allow for chaining -function PopupFrames._prototype:set_default_open_time(amount) - self.default_open_time = amount - return self -end - ---- Opens this define for a player, can be given open time and any other params for the draw function --- @tparam LuaPlayer player the player to open the popup for --- @tparam[opt] number open_time the minimum number of ticks you want the popup open for, 0 means no limit, nil will take default --- @tparam any ... the other params that you want to pass to your on_draw event --- @treturn LuaGuiElement the frame that was drawn, the inner gui flow which contains the content -function PopupFrames._prototype:open(player,open_time,...) - open_time = open_time or self.default_open_time or 0 - player = Game.get_player_from_any(player) - - local flow = PopupFrames.get_flow(player) - local frame = flow.add{ - type='frame', - style='blurry_frame' - } - - Gui.set_padding(frame,3,3,4,4) - return self:draw_to(frame,open_time,...)[PopupFrames.main_frame_name] -end - ---- When player is first created the popup flow is added to they left flow -Event.add(defines.events.on_player_created,function(event) - local player = Game.get_player_by_index(event.player_index) - local flow = mod_gui.get_frame_flow(player) - - flow.add{ - type='flow', - direction='vertical', - name=PopupFrames.popup_flow_name - } -end) - ---- Every tick any, not paused, progress bars will go down by one tick -Event.add(defines.events.on_tick,PopupFrames.close_progress:event_countdown(function(element) - return not get_paused_state(element) -end)) - -return PopupFrames \ No newline at end of file diff --git a/expcore/gui/concepts/toolbar.lua b/expcore/gui/concepts/toolbar.lua deleted file mode 100644 index 10a8d971..00000000 --- a/expcore/gui/concepts/toolbar.lua +++ /dev/null @@ -1,114 +0,0 @@ ---[[-- Core Module - Gui - @module Gui - @alias Prototype -]] - ---- Toolbar. --- Gui structure for the toolbar (top left) --- @section toolbar - ---[[ ->>>> Example format - -- this is the same as any other button define, this just automatically draws it - -- you can use add_button if you already defined the button - local toolbar_button = - Toolbar.new_button('print-click') - :on_click(function(player,_element) - player.print('You clicked a button!') - end) - ->>>> Functions - Toolbar.new_button(name) --- Adds a new button to the toolbar - Toolbar.add_button(button) --- Adds an existing buttton to the toolbar - Toolbar.update(player) --- Updates the player's toolbar with an new buttons or expected change in auth return -]] -local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core -local Buttons = require 'expcore.gui.elements.buttons' --- @dep expcore.gui.elements.buttons -local Roles = require 'expcore.roles' --- @dep expcore.roles -local Event = require 'utils.event' --- @dep utils.event -local Game = require 'utils.game' --- @dep utils.game -local mod_gui = require 'mod-gui' --- @dep mod-gui - -local Toolbar = { - permission_names = {}, - buttons = {} -} - -function Toolbar.allowed(player,define_name) - local permission_name = Toolbar.permission_names[define_name] or define_name - return Roles.player_allowed(player,permission_name) -end - -function Toolbar.permission_alias(define_name,permission_name) - Toolbar.permission_names[define_name] = permission_name -end - ---- Adds a new button to the toolbar --- @tparam[opt] string name when given allows an alias to the button for the permission system --- @treturn table the button define -function Toolbar.new_button(name) - local button = - Buttons.new_button() - :set_post_authenticator(Toolbar.allowed) - :set_style(mod_gui.button_style,function(style) - Gui.set_padding_style(style,-2,-2,-2,-2) - end) - Toolbar.add_button(button) - Toolbar.permission_alias(button.name,name) - return button -end - ---- Adds an existing buttton to the toolbar --- @tparam table button the button define for the button to be added -function Toolbar.add_button(button) - table.insert(Toolbar.buttons,button) - Gui.allow_player_to_toggle_top_element_visibility(button.name) - Gui.on_player_show_top(button.name,function(event) - if not button.post_authenticator(event.player,button.name) then - event.element.visible = false - end - end) - if not button.post_authenticator then - button:set_post_authenticator(function() return true end) - end -end - ---- Updates the player's toolbar with an new buttons or expected change in auth return --- @tparam LuaPlayer player the player to update the toolbar for -function Toolbar.update(player) - local top = Gui.get_top_element_flow(player) - if not top then return end - local visible = top[Gui.top_toggle_button_name].caption == '<' - for _,button in pairs(Toolbar.buttons) do - local element - if top[button.name] then element = top[button.name] - else element = button:draw_to(top) end - if button.post_authenticator(player,button.name) then - element.visible = visible - element.enabled = true - else - element.visible = false - element.enabled = false - end - end -end - ---- When there is a new player they will have the toolbar update -Event.add(defines.events.on_player_created,function(event) - local player = Game.get_player_by_index(event.player_index) - Toolbar.update(player) -end) - ---- When a player gets a new role they will have the toolbar updated -Event.add(Roles.events.on_role_assigned,function(event) - local player = Game.get_player_by_index(event.player_index) - Toolbar.update(player) -end) - ---- When a player loses a role they will have the toolbar updated -Event.add(Roles.events.on_role_unassigned,function(event) - local player = Game.get_player_by_index(event.player_index) - Toolbar.update(player) -end) - -return Toolbar \ No newline at end of file diff --git a/expcore/gui/core.lua b/expcore/gui/core.lua deleted file mode 100644 index 1fd93480..00000000 --- a/expcore/gui/core.lua +++ /dev/null @@ -1,368 +0,0 @@ ---[[-- Core Module - Gui - @module Gui - @alias Prototype -]] - ---- Core. --- Core gui file for making element defines and element classes (use require 'expcore.gui') --- see utils.gui for event handlering --- see expcore.gui.test for examples for element defines --- @section core - ---[[ ->>>> Basic useage with no defines - This module can be igroned if you are only wanting only event handlers as utils.gui adds the following: - - Gui.uid_name() --- Generates a unqiue name to register events to - Gui.on_checked_state_changed(callback) --- Register a handler for the on_gui_checked_state_changed event - Gui.on_click(callback) --- Register a handler for the on_gui_click event - Gui.on_elem_changed(callback) --- Register a handler for the on_gui_elem_changed - Gui.on_selection_state_changed(callback) --- Register a handler for the on_gui_selection_state_changed event - Gui.on_text_changed(callback) --- Register a handler for the on_gui_text_changed event - Gui.on_value_changed(callback) --- Register a handler for the on_gui_value_changed event - - Note that all event handlers will include event.player as a valid player and that if the player or the - element is not valid then the callback will not be run. - ->>>> Basic prototype functions (see expcore.gui.prototype) - Using a class defination you can create a new element dinfation in our examples we will be using the checkbox. - - local checkbox_example = Gui.new_checkbox() - - Although all class definations are stored in Gui.classes the main function used to make new element defination are - made aviable in the top level gui module. All functions which return a new element defination will accept a name argument - which is a name which is used while debuging and is not required to be used (has not been used in examples) - - Every element define will accept a caption and tooltip (although some may not show) and to do this you would use the two - set function provided for the element defines: - - checkbox_example:set_caption('Example Checkbox') - checkbox_example:set_tooltip('Example checkbox') - - Each element define can have event handlers set, for our example checkbox we only have access to on_change which will trigger - when the state of the checkbox changes; if we want to assign handlers using the utils.gui methods then we can get the uid by calling - the uid function on the element define; however, each element can only have one handler (of each event) so it is not possible to use - Gui.on_checked_state_changed and on_change at the same time in our example. - - checkbox_example:on_change(function(player,element,value) - player.print('Example checkbox is now: '..tostring(value)) - end) - - local checkbox_example_uid = checkbox_example:uid() - Gui.on_click(checkbox_example_uid,function(event) - event.player.print('You clicked the example checkbox!') - end) - - Finally you will want to draw your element defines for which you can call deirectly on the deinfe or use Gui.draw to do; when Gui.draw is - used it can be given either the element define, the define's uid or the debug name of the define (if set): - - checkbox_example:draw_to(parent_element) - Gui.draw(checkbox_example_uid,parent_element) - ->>>> Using authenticators with draw - When an element is drawn to its parent it can always be used but if you want to limit who can use it then you can use an authenticator. There - are two types which can be used: post and pre; using a pre authenticator will mean that the draw function is stoped before the element is added - to the parent element while using a post authenticator will draw the element to the parent but will disable the element from interaction. Both may - be used if you have use for such. - - -- unless global.checkbox_example_allow_pre_auth is true then the checkbox will not be drawn - checkbox_example:set_pre_authenticator(function(player,define_name) - player.print('Example checkbox pre auth callback ran') - return global.checkbox_example_allow_pre_auth - end) - - -- unless global.checkbox_example_allow_post_auth is true then the checkbox will be drawn but deactiveated (provided pre auth returns true) - checkbox_example:set_post_authenticator(function(player,define_name) - player.print('Example checkbox pre auth callback ran') - return global.checkbox_example_allow_post_auth - end) - ->>>> Using store (see expcore.gui.prototype and expcore.gui.instances) - A powerful assept of this gui system is allowing an automatic store for the state of a gui element, this means that when a gui is closed and re-opened - the elements which have a store will retain they value even if the element was previously destroied. The store is not limited to only per player and can - be catergorised by any method you want such as one that is shared between all players or by all players on a force. Using a method that is not limited to - one player means that when one player changes the state of the element it will be automaticlly updated for all other player (even if the element is already drawn) - and so this is a powerful and easy way to sync gui elements. - - -- note the example below is the same as checkbox_example:add_store(Gui.categorize_by_player) - checkbox_example:add_store(function(element) - local player = Game.get_player_by_index(element.player_index) - return player.force.name - end) - - Of course this tool is not limited to only player interactions; the current satate of a define can be gotten using a number of methods and the value can - even be updated by the script and have all instances of the element define be updated. When you use a category then we must give a category to the get - and set functions; in our case we used Gui.categorize_by_player which uses the player's name as the category which is why 'Cooldude2606' is given as a argument, - if we did not set a function for add_store then all instances for all players have the same value and so a category is not required. - - checkbox_example:get_store('Cooldude2606') - Gui.get_store(name,'Cooldude2606') - - checkbox_example:set_store('Cooldude2606',true) - Gui.set_store(name,'Cooldude2606',true) - - These methods use the Store module which means that if you have the need to access these sotre location (for example if you want to add a watch function) then - you can get the store location of any define using checkbox_example.store - - Important note about event handlers: when the store is updated it will also trigger the event handlers (such as on_element_update) for that define but only - for the valid instances of the define which means if a player does not have the element drawn on a gui then it will not trigger the events; if you want a - trigger for all updates then you can use on_store_update however you will be required to parse the category which may or may not be a - player name (depends what store categorize function you use) - ->>>> Example formating - - local checkbox_example = - Gui.new_checkbox() - :set_caption('Example Checkbox') - :set_tooltip('Example checkbox') - :add_store(Gui.categorize_by_player) - :on_element_update(function(player,element,value) - player.print('Example checkbox is now: '..tostring(value)) - end) - ->>>> Functions - Gui.new_define(prototype) --- Used internally to create new element defines from a class prototype - Gui.draw(name,element) --- Draws a copy of the element define to the parent element, see draw_to - - Gui.categorize_by_player(element) --- A categorize function to be used with add_store, each player has their own value - Gui.categorize_by_force(element) --- A categorize function to be used with add_store, each force has its own value - Gui.categorize_by_surface(element) --- A categorize function to be used with add_store, each surface has its own value - - Gui.toggle_enabled(element) --- Will toggle the enabled state of an element - Gui.toggle_visible(element) --- Will toggle the visiblity of an element - Gui.set_padding(element,up,down,left,right) --- Sets the padding for a gui element - Gui.set_padding_style(style,up,down,left,right) --- Sets the padding for a gui style - Gui.create_alignment(element,flow_name) --- Allows the creation of a right align flow to place elements into - Gui.destroy_if_valid(element) --- Destroies an element but tests for it being present and valid first - Gui.create_scroll_table(element,table_size,maximal_height,name) --- Creates a scroll area with a table inside, table can be any size - Gui.create_header(element,caption,tooltip,right_align,name) --- Creates a header section with a label and button area -]] -local Gui = require 'utils.gui' --- @dep utils.gui -local Game = require 'utils.game' --- @dep utils.game - -Gui.classes = {} -- Stores the class definations used to create element defines -Gui.defines = {} -- Stores the indivdual element definations -Gui.names = {} -- Stores debug names to link to gui uids - ---- Used to create new element defines from a class prototype, please use the own given by the class --- @tparam table prototype the class prototype that will be used for the element define --- @tparam[opt] string debug_name the name that you want to see while debuging --- @treturn table the new element define with all functions accessed via __index metamethod -function Gui.new_define(prototype,debug_name) - local name = Gui.uid_name() - local define = setmetatable({ - debug_name = debug_name, - name = name, - events = {}, - draw_data = { - name = name - } - },{ - __index = prototype, - __call = function(self,...) - return self:draw_to(...) - end - }) - Gui.defines[define.name] = define - return define -end - ---- Gets an element define give the uid, debug name or a copy of the element define --- @tparam ?string|table name the uid, debug name or define for the element define to get --- @tparam[opt] boolean internal when true the error trace is one level higher (used internally) --- @treturn table the element define that was found or an error -function Gui.get_define(name,internal) - if type(name) == 'table' then - if name.name and Gui.defines[name.name] then - return Gui.defines[name.name] - end - end - - local define = Gui.defines[name] - - if not define and Gui.names[name] then - return Gui.defines[Gui.names[name]] - - elseif not define then - return error('Invalid name for element define, name not found.',internal and 3 or 2) or nil - - end - - return define -end - ---- A categorize function to be used with add_store, each player has their own value --- @tparam LuaGuiElement element the element that will be converted to a string --- @treturn string the player's name who owns this element -function Gui.categorize_by_player(element) - local player = Game.get_player_by_index(element.player_index) - return player.name -end - ---- A categorize function to be used with add_store, each force has its own value --- @tparam LuaGuiElement element the element that will be converted to a string --- @treturn string the player's force name who owns this element -function Gui.categorize_by_force(element) - local player = Game.get_player_by_index(element.player_index) - return player.force.name -end - ---- A categorize function to be used with add_store, each surface has its own value --- @tparam LuaGuiElement element the element that will be converted to a string --- @treturn string the player's surface name who owns this element -function Gui.categorize_by_surface(element) - local player = Game.get_player_by_index(element.player_index) - return player.surface.name -end - ---- Draws a copy of the element define to the parent element, see draw_to --- @tparam ?string|table name the uid, debug name or define for the element define to draw --- @tparam LuaGuiEelement element the parent element that it the define will be drawn to --- @treturn LuaGuiElement the new element that was created -function Gui.draw(name,element,...) - local define = Gui.get_define(name,true) - return define:draw_to(element,...) -end - ---- Will toggle the enabled state of an element --- @tparam LuaGuiElement element the gui element to toggle --- @treturn boolean the new state that the element has -function Gui.toggle_enabled(element) - if not element or not element.valid then return end - if not element.enabled then - element.enabled = true - else - element.enabled = false - end - return element.enabled -end - ---- Will toggle the visiblity of an element --- @tparam LuaGuiElement element the gui element to toggle --- @treturn boolean the new state that the element has -function Gui.toggle_visible(element) - if not element or not element.valid then return end - if not element.visible then - element.visible = true - else - element.visible = false - end - return element.visible -end - ---- Sets the padding for a gui element --- @tparam LuaGuiElement element the element to set the padding for --- @tparam[opt=0] number up the amount of padding on the top --- @tparam[opt=0] number down the amount of padding on the bottom --- @tparam[opt=0] number left the amount of padding on the left --- @tparam[opt=0] number right the amount of padding on the right -function Gui.set_padding(element,up,down,left,right) - local style = element.style - style.top_padding = up or 0 - style.bottom_padding = down or 0 - style.left_padding = left or 0 - style.right_padding = right or 0 -end - ---- Sets the padding for a gui style --- @tparam LuaStyle style the element to set the padding for --- @tparam[opt=0] number up the amount of padding on the top --- @tparam[opt=0] number down the amount of padding on the bottom --- @tparam[opt=0] number left the amount of padding on the left --- @tparam[opt=0] number right the amount of padding on the right -function Gui.set_padding_style(style,up,down,left,right) - style.top_padding = up or 0 - style.bottom_padding = down or 0 - style.left_padding = left or 0 - style.right_padding = right or 0 -end - ---- Allows the creation of an alignment flow to place elements into --- @tparam LuaGuiElement element the element to add this alignment into --- @tparam[opt] string name the name to use for the alignment --- @tparam[opt='right'] string horizontal_align the horizontal alignment of the elements in this flow --- @tparam[opt='center'] string vertical_align the vertical alignment of the elements in this flow --- @treturn LuaGuiElement the new flow that was created -function Gui.create_alignment(element,name,horizontal_align,vertical_align) - local flow = element.add{name=name,type='flow'} - local style = flow.style - Gui.set_padding(flow,1,1,2,2) - style.horizontal_align = horizontal_align or 'right' - style.vertical_align = vertical_align or 'center' - style.horizontally_stretchable =style.horizontal_align ~= 'center' - style.vertically_stretchable = style.vertical_align ~= 'center' - return flow -end - ---- Destroies an element but tests for it being present and valid first --- @tparam LuaGuiElement element the element to be destroied --- @treturn boolean true if it was destoried -function Gui.destroy_if_valid(element) - if element and element.valid then - element.destroy() - return true - end -end - ---- Creates a scroll area with a table inside, table can be any size --- @tparam LuaGuiElement element the element to add this scroll into --- @tparam number table_size the number of columns in the table --- @tparam number maximal_height the max hieght of the scroll --- @tparam[opt='scroll'] string name the name of the scoll element --- @treturn LuaGuiElement the table that was made -function Gui.create_scroll_table(element,table_size,maximal_height,name) - local list_scroll = - element.add{ - name=name or 'scroll', - type='scroll-pane', - direction='vertical', - horizontal_scroll_policy='never', - vertical_scroll_policy='auto-and-reserve-space' - } - Gui.set_padding(list_scroll,1,1,2,2) - list_scroll.style.horizontally_stretchable = true - list_scroll.style.maximal_height = maximal_height - - local list_table = - list_scroll.add{ - name='table', - type='table', - column_count=table_size - } - Gui.set_padding(list_table) - list_table.style.horizontally_stretchable = true - list_table.style.vertical_align = 'center' - list_table.style.cell_padding = 0 - - return list_table -end - ---- Creates a header section with a label and button area --- @tparam LuaGuiElement element the element to add this header into --- @tparam localeString caption the caption that is used as the title --- @tparam[opt] localeString tooltip the tooltip that is shown on the caption --- @tparam[opt] boolean right_align when true will include the right align area --- @tparam[opt='header'] string name the name of the header area --- @treturn LuaGuiElement the header that was made, or the align area if that was created -function Gui.create_header(element,caption,tooltip,right_align,name) - local header = - element.add{ - name=name or 'header', - type='frame', - style='subheader_frame' - } - Gui.set_padding(header,2,2,4,4) - header.style.horizontally_stretchable = true - header.style.use_header_filler = false - - header.add{ - type='label', - style='heading_1_label', - caption=caption, - tooltip=tooltip - } - - return right_align and Gui.create_alignment(header,'header-align') or header -end - -return Gui \ No newline at end of file diff --git a/expcore/gui/elements/buttons.lua b/expcore/gui/elements/buttons.lua deleted file mode 100644 index aa06f58b..00000000 --- a/expcore/gui/elements/buttons.lua +++ /dev/null @@ -1,128 +0,0 @@ ---[[-- Core Module - Gui - @module Gui - @alias Prototype -]] - ---- Buttons. --- Gui class define for buttons and sprite buttons --- @section 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 sprite 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' --- @dep mod-gui -local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core -local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype - -local Button = { - _prototype=Prototype.extend{ - on_raw_click = Prototype.event, - on_click = Prototype.event, - on_left_click = Prototype.event, - on_right_click = Prototype.event, - } -} - ---- 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.new_define(Button._prototype,name) - self.draw_data.type = 'button' - self.draw_data.style = mod_gui.button_style - - Gui.on_click(self.name,function(event) - local mouse_button = event.button - local keys = {alt=event.alt,control=event.control,shift=event.shift} - local player,element = event.player,event.element - event.keys = keys - - self:raise_event('on_raw_click',event) - - 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 then - self:raise_event('on_left_click',player,element) - elseif mouse_button == defines.mouse_button_type.right and self.events.on_right_click then - self:raise_event('on_right_click',player,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 - - self:raise_event('on_click',player,element) - end) - - return self -end - ---- Adds sprites to a button making it a sprite 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 keys 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 \ No newline at end of file diff --git a/expcore/gui/elements/checkbox.lua b/expcore/gui/elements/checkbox.lua deleted file mode 100644 index ce9b2a8a..00000000 --- a/expcore/gui/elements/checkbox.lua +++ /dev/null @@ -1,247 +0,0 @@ ---[[-- Core Module - Gui - @module Gui - @alias Prototype -]] - ---- Checkboxs. --- Gui class define for checkbox and radiobuttons --- @section checkboxs - ---[[ ->>>> Using an option set - An option set is a set of radio buttons where only one of them can be active at a time, this means that when one - is clicked all the other ones are set to false, an option set must be defined before hand and will always store - its state but is not limited by how it can categorize the store. - - First you must register the store with a name and a update callback, and an optional function for categorize: - - local example_option_set = - Gui.new_option_set('example-option-set',function(value,category) - game.print('Example options set '..category..' is now: '..tostring(value)) - end,Gui.categorize_by_player) - - Then you must register some radiobutton defines and include them in the option set: - - local example_option_one = - Gui.new_radiobutton() - :set_caption('Option One') - :add_as_option(example_option_set,'One') - - local example_option_two = - Gui.new_radiobutton() - :set_caption('Option Two') - :add_as_option(example_option_set,'Two') - - Note that these radiobuttons can still have on_element_update events but this may result in a double trigger of events as - the option set update is always triggered; also add_store cant be used as the option set acts as the store however get - and set store will still work but will effect the option set rather than the individual radiobuttons. - ->>>> Functions - Checkbox.new_checkbox(name) --- Creates a new checkbox element define - Checkbox._prototype_checkbox:on_element_update(callback) --- Registers a handler for when an element instance updates - Checkbox._prototype_checkbox:on_store_update(callback) --- Registers a handler for when the stored value updates - - Checkbox.new_radiobutton(name) --- Creates a new radiobutton element define - Checkbox._prototype_radiobutton:on_element_update(callback) --- Registers a handler for when an element instance updates - Checkbox._prototype_radiobutton:on_store_update(callback) --- Registers a handler for when the stored value updates - Checkbox._prototype_radiobutton:add_as_option(option_set,option_name) --- Adds this radiobutton to be an option in the given option set (only one can be true at a time) - - Checkbox.new_option_set(name,callback,categorize) --- Registers a new option set that can be linked to radiobutton (only one can be true at a time) - Checkbox.draw_option_set(name,element) --- Draws all radiobuttons that are part of an option set at once (Gui.draw will not work) - - Checkbox.reset_radiobutton(element,exclude,recursive) --- Sets all radiobutton in a element to false (unless excluded) and can act recursively - - 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 Store = require 'expcore.store' --- @dep expcore.store -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 boolean value the new state of the checkbox -local function store_update(define,element,value) - element.state = value - local player = Game.get_player_by_index(element.player_index) - define:raise_event('on_element_update',player,element,value) -end - -local Checkbox = { - option_sets={}, - option_categorize={}, - _prototype_checkbox=Prototype.extend{ - on_element_update = Prototype.event, - on_store_update = Prototype.event, - add_store = Prototype.store(store_update) - }, - _prototype_radiobutton=Prototype.extend{ - on_element_update = Prototype.event, - on_store_update = Prototype.event, - add_store = Prototype.store(store_update) - } -} - ---- Creates a new checkbox element define --- @tparam[opt] string name the optional debug name that can be added --- @treturn table the new checkbox element define -function Checkbox.new_checkbox(name) - - local self = Gui.new_define(Checkbox._prototype_checkbox,name) - self.draw_data.type = 'checkbox' - self.draw_data.state = false - - self:on_draw(function(player,element) - if self.store then - local state = self:get_store(element,true) - if state then element.state = true end - end - end) - - Gui.on_checked_state_changed(self.name,function(event) - local element = event.element - - if self.option_set then - local value = Checkbox.option_sets[self.option_set][element.name] - self:set_store(element,value) - - elseif self.store then - local value = element.state - self:set_store(element,value) - - else - self:raise_event('on_element_update',event.player,element,element.state) - - end - end) - - return self -end - ---- Creates a new radiobutton element define, has all functions checkbox has --- @tparam[opt] string name the optional debug name that can be added --- @treturn table the new button element define -function Checkbox.new_radiobutton(name) - local self = Checkbox.new_checkbox(name) - self.draw_data.type = 'radiobutton' - - local mt = getmetatable(self) - mt.__index = Checkbox._prototype_radiobutton - - return self -end - ---- Adds this radiobutton to be an option in the given option set (only one can be true at a time) --- @tparam string option_set the name of the option set to add this element to --- @tparam string option_name the name of this option that will be used to identify it --- @treturn self the define to allow chaining -function Checkbox._prototype_radiobutton:add_as_option(option_set,option_name) - self.option_set = option_set - self.option_name = option_name or self.name - - Checkbox.option_sets[option_set][self.option_name] = self.name - Checkbox.option_sets[option_set][self.name] = self.option_name - - self:add_store(Checkbox.option_categorize[option_set]) - - return self -end - ---- Gets the stored value of the radiobutton or the option set if present --- @tparam string category[opt] the category to get such as player name or force name --- @tparam boolean internal used to prevent stackover flow --- @treturn any the value that is stored for this define -function Checkbox._prototype_radiobutton:get_store(category,internal) - if not self.store then return end - local location = not internal and self.option_set or self.store - return Store.get(location,category) -end - ---- Sets the stored value of the radiobutton or the option set if present --- @tparam string category[opt] the category to get such as player name or force name --- @tparam boolean value the value to set for this define, must be valid for its type ie for checkbox etc --- @tparam boolean internal used to prevent stackover flow --- @treturn boolean true if the value was set -function Checkbox._prototype_radiobutton:set_store(category,value,internal) - if not self.store then return end - local location = not internal and self.option_set or self.store - return Store.set(location,category,value) -end - ---- Registers a new option set that can be linked to radiobuttons (only one can be true at a time) --- @tparam function callback the update callback when the value of the option set changes --- callback param - value string - the new selected option for this option set --- callback param - category string - the category that updated if categorize was used --- @tparam function categorize the function used to convert an element into a string --- @treturn string the name of this option set to be passed to add_as_option -function Checkbox.new_option_set(callback,categorize) - local name = Store.register(categorize) - - Store.watch(name,function(value,category) - local options = Checkbox.option_sets[name] - for opt_name,define_name in pairs(options) do - if Gui.defines[define_name] then - local define = Gui.get_define(define_name) - local state = opt_name == value - define:set_store(category,state,true) - end - end - callback(value,category) - end) - - Checkbox.option_categorize[name] = categorize - Checkbox.option_sets[name] = {} - - return name -end - ---- Draws all radiobuttons that are part of an option set at once (Gui.draw will not work) --- @tparam string name the name of the option set to draw the radiobuttons of --- @tparam LuaGuiElement element the parent element that the radiobuttons will be drawn to -function Checkbox.draw_option_set(name,element) - if not Checkbox.option_sets[name] then return end - local options = Checkbox.option_sets[name] - - for _,option in pairs(options) do - if Gui.defines[option] then - Gui.defines[option]:draw_to(element) - end - end - -end - ---- Sets all radiobutton in a element to false (unless excluded) and can act recursively --- @tparam LuaGuiElement element the root gui element to start setting radio buttons from --- @tparam[opt] table exclude ?string|table the name of the radiobutton to exclude or a of radiobuttons where true will set the state true --- @tparam[opt=false] ?number|boolean recursive if true will recur as much as possible, if a will recur that number of times --- @treturn boolean true if successful -function Checkbox.reset_radiobuttons(element,exclude,recursive) - if not element or not element.valid then return end - exclude = type(exclude) == 'table' and exclude or exclude ~= nil and {[exclude]=true} or {} - recursive = type(recursive) == 'number' and recursive-1 or recursive - - for _,child in pairs(element.children) do - if child and child.valid and child.type == 'radiobutton' then - local state = exclude[child.name] or false - local define = Gui.defines[child.name] - - if define then - local category = define.categorize and define.categorize(child) or state - define:set_store(category,state) - - else - child.state = state - - end - - elseif child.children and (type(recursive) == 'number' and recursive >= 0 or recursive == true) then - Checkbox.reset_radiobutton(child,exclude,recursive) - - end - end - - return true -end - -return Checkbox \ No newline at end of file diff --git a/expcore/gui/elements/dropdown.lua b/expcore/gui/elements/dropdown.lua deleted file mode 100644 index ae6857c0..00000000 --- a/expcore/gui/elements/dropdown.lua +++ /dev/null @@ -1,184 +0,0 @@ ---[[-- Core Module - Gui - @module Gui - @alias Prototype -]] - ---- Dropdowns. --- Gui class define for dropdowns and list box --- @section dropdowns - ---[[ ->>>> Functions - Dropdown.new_dropdown(name) --- Creates a new dropdown element define - Dropdown.new_list_box(name) --- Creates a new list box element define - - Dropdown._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates - Dropdown._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates - - Dropdown._prototype:new_static_options(options,...) --- Adds new static options to the dropdown which will trigger the general callback - Dropdown._prototype:new_dynamic_options(callback) --- Adds a callback which should return a table of values to be added as options for the dropdown (appended after static options) - Dropdown._prototype:add_option_callback(option,callback) --- Adds a case specific callback which will only run when that option is selected (general case still triggered) - - Dropdown.select_value(element,value) --- Selects the option from a dropdown or list box given the value rather than key - Dropdown.get_selected_value(element) --- Returns the currently selected value rather than index - - 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 - -local select_value ---- 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 option for the dropdown -local function store_update(define,element,value) - select_value(element,value) - local player = Game.get_player_by_index(element.player_index) - define:raise_event('on_element_update',player,element,value) - - if define.option_callbacks and define.option_callbacks[value] then - define.option_callbacks[value](player,element,value) - end -end - -local Dropdown = { - _prototype=Prototype.extend{ - on_element_update = Prototype.event, - on_store_update = Prototype.event, - add_store = Prototype.store(store_update) - } -} - ---- Creates a new dropdown element define --- @tparam[opt] string name the optional debug name that can be added --- @treturn table the new dropdown element define -function Dropdown.new_dropdown(name) - - local self = Gui.new_define(Dropdown._prototype,name) - self.draw_data.type = 'drop-down' - - self:on_draw(function(player,element) - if self.dynamic_options then - local dynamic_options = self.dynamic_options(player,element) - local items = element.items - for _,v in pairs(dynamic_options) do - table.insert(items,v) - end - element.items = items - end - - if self.store then - local value = self:get_store(element) - if value then Dropdown.select_value(element,value) end - end - end) - - Gui.on_selection_state_changed(self.name,function(event) - local element = event.element - local value = Dropdown.get_selected_value(element) - - if self.store then - self:set_store(element,value) - - else - local player = event.player - local option_callbacks = self.option_callbacks - self:raise_event('on_element_update',player,element,value) - if option_callbacks and option_callbacks[value] then - option_callbacks[value](player,element,value) - end - - end - - end) - - return self -end - ---- Creates a new list box element define --- @tparam[opt] string name the optional debug name that can be added --- @treturn table the new list box element define -function Dropdown.new_list_box(name) - local self = Dropdown.new_dropdown(name) - self.draw_data.type = 'list-box' - - return self -end - ---- Adds new static options to the dropdown which will trigger the general callback --- @tparam table options ?string|table either a of option strings or the first option string, with a table values are the options --- @tparam[opt] table ... when options is not a you can add the options one after each other --- @tparam self the define to allow chaining -function Dropdown._prototype:new_static_options(options,...) - if type(options) == 'string' then - options = {options} - for _,v in pairs({...}) do - table.insert(options,v) - end - end - - self.options = options - self.draw_data.items = options - return self -end -Dropdown._prototype.add_options = Dropdown._prototype.new_static_options - ---- Adds a callback which should return a table of values to be added as options for the dropdown (appended after static options) --- @tparam function callback the function that will run to get the options for the dropdown --- callback param - player LuaPlayer - the player that the element is being drawn to --- callback param - element LuaGuiElement - the element that is being drawn --- callback return - table - the values of this table will be appended to the static options of the dropdown --- @treturn self the define to allow chaining -function Dropdown._prototype:new_dynamic_options(callback) - if type(callback) ~= 'function' then - return error('Dynamic options callback must be a function',2) - end - self.dynamic_options = callback - return self -end -Dropdown._prototype.add_dynamic = Dropdown._prototype.new_dynamic_options - ---- Adds a case specific callback which will only run when that option is selected (general case still triggered) --- @tparam string option the name of the option to trigger the callback on; if not already added then will be added as an option --- @tparam function callback the function that will be called when that option is selected --- callback param - player LuaPlayer - the player who owns the gui element --- callback param - element LuaGuiElement - the element which is being effected --- callback param - value string - the new option that has been selected --- @treturn self the define to allow chaining -function Dropdown._prototype:add_option_callback(option,callback) - if not self.option_callbacks then self.option_callbacks = {} end - if not self.options then self.options = {} end - - self.option_callbacks[option] = callback - if not table.contains(self.options,option) then - table.insert(self.options,option) - end - - return self -end - ---- Selects the option from a dropdown or list box given the value rather than key --- @tparam LuaGuiElement element the element that contains the option --- @tparam string value the option to select from the dropdown --- @treturn number the key where the value was -function Dropdown.select_value(element,value) - for k,item in pairs(element.items) do - if item == value then - element.selected_index = k - return k - end - end -end -select_value = Dropdown.select_value - ---- Returns the currently selected value rather than index --- @tparam LuaGuiElement element the gui element that you want to get the value of --- @treturn string the value that is currently selected -function Dropdown.get_selected_value(element) - local index = element.selected_index - return element.items[index] -end - -return Dropdown \ No newline at end of file diff --git a/expcore/gui/elements/elem-button.lua b/expcore/gui/elements/elem-button.lua deleted file mode 100644 index 8b2b2b3c..00000000 --- a/expcore/gui/elements/elem-button.lua +++ /dev/null @@ -1,96 +0,0 @@ ---[[-- Core Module - Gui - @module Gui - @alias Prototype -]] - ---- Elem Buttons. --- Gui class defines for elem buttons --- @section elem-buttons - ---[[ ->>>> Functions - ElemButton.new_elem_button(name) --- Creates a new elem button element define - - ElemButton._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates - ElemButton._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates - - ElemButton._prototype:set_type(type) --- Sets the type of the elem button, the type is required so this must be called at least once - ElemButton._prototype:set_default(value) --- Sets the default value for the elem button, this may be a function or a string - - 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 value for the elem button -local function store_update(define,element,value) - element.elem_value = value - local player = Game.get_player_by_index(element.player_index) - define:raise_event('on_element_update',player,element,value) -end - -local ElemButton = { - _prototype=Prototype.extend{ - on_element_update = Prototype.event, - on_store_update = Prototype.event, - add_store = Prototype.store(store_update) - } -} - ---- Creates a new elem button element define --- @tparam[opt] string name the optional debug name that can be added --- @treturn table the new elem button element define -function ElemButton.new_elem_button(name) - - local self = Gui.new_define(ElemButton._prototype,name) - self.draw_data.type = 'choose-elem-button' - - self:on_draw(function(player,element) - if type(self.default) == 'function' then - element.elem_value = self.default(player,element) - end - - if self.store then - local value = self:get_store(element) - if value then element.elem_value = value end - end - end) - - Gui.on_elem_changed(self.name,function(event) - local element = event.element - local value = element.elem_value - - if self.store then - self:set_store(element,value) - - else - self:raise_event('on_element_update',event.player,element,value) - - end - - end) - - return self -end - ---- Sets the type of the elem button, the type is required so this must be called at least once --- @tparam string type the type that this elem button is see factorio api --- @treturn the element define to allow for chaining -ElemButton._prototype.set_type = Prototype.setter('string','draw_data','elem_type') - ---- Sets the default value for the elem button, this may be a function or a string --- @tparam ?string|function value string a will be a static default and a function will be called when drawn to get the default --- @treturn the element define to allow for chaining -function ElemButton._prototype:set_default(value) - self.default = value - if type(value) ~= 'function' then - self.draw_data[self.draw_data.elem_type] = value - end - return self -end - -return ElemButton \ No newline at end of file diff --git a/expcore/gui/elements/progress-bar.lua b/expcore/gui/elements/progress-bar.lua deleted file mode 100644 index 0e096d42..00000000 --- a/expcore/gui/elements/progress-bar.lua +++ /dev/null @@ -1,387 +0,0 @@ ---[[-- Core Module - Gui - @module Gui - @alias Prototype -]] - ---- Progress Bars. --- Gui element define for progress bars --- @section progress-bars - ---[[ ->>>> Functions - ProgressBar.set_maximum(element,amount,count_down) --- Sets the maximum value that represents the end value of the progress bar - ProgressBar.increment(element,amount) --- Increases the value of the progressbar, if a define is given all of its instances have incremented - ProgressBar.decrement(element,amount) --- Decreases the value of the progressbar, if a define is given all of its instances have decremented - - ProgressBar.new_progressbar(name) --- Creates a new progressbar element define - ProgressBar._prototype:set_maximum(amount,count_down) --- Sets the maximum value that represents the end value of the progress bar - ProgressBar._prototype:use_count_down(state) --- Will set the progress bar to start at 1 and trigger when it hits 0 - ProgressBar._prototype:increment(amount,category) --- Increases the value of the progressbar - ProgressBar._prototype:increment_filtered(amount,filter) --- Increases the value of the progressbar, if the filter condition is met, does not work with store - ProgressBar._prototype:decrement(amount,category) --- Decreases the value of the progressbar - ProgressBar._prototype:decrement_filtered(amount,filter) --- Decreases the value of the progressbar, if the filter condition is met, does not work with store - ProgressBar._prototype:add_element(element,maximum) --- Adds an element into the list of instances that will are waiting to complete, does not work with store - ProgressBar._prototype:reset_element(element) --- Resets an element, or its store, to be back at the start, either 1 or 0 - - ProgressBar._prototype:on_complete(callback) --- Triggers when a progress bar element completes (hits 0 or 1) - ProgressBar._prototype:on_complete(callback) --- Triggers when a store value completes (hits 0 or 1) - ProgressBar._prototype:event_counter(filter) --- Event handler factory that counts up by 1 every time the event triggers, can filter which elements have incremented - ProgressBar._prototype:event_countdown(filter) --- Event handler factory that counts down by 1 every time the event triggers, can filter which elements have decremented -]] -local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core -local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype -local Global = require 'utils.global' --- @dep utils.global -local Game = require 'utils.game' --- @dep utils.game - ---- Event call for when the value is outside the range 0-1 --- @tparam table define the define that this is acting on --- @tparam LuaGuiElement element the element that triggered the event -local function event_call(define,element) - local player = Game.get_player_by_index(element.player_index) - define:raise_event('on_complete',player,element,function() - define:add_element(element) - define:reset_element(element) - end) -end - ---- 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 number value the new value for the progress bar -local function store_update(define,element,value) - if value then - element.value = value - if define.count_down and value <= 0 - or not define.count_down and value >= 1 then - event_call(define,element) - end - end -end - -local ProgressBar = { - unregistered={}, -- elements with no callbacks - independent={}, -- elements with a link to a define - _prototype=Prototype.extend{ - on_complete = Prototype.event, - on_store_complete = Prototype.event, - add_store = Prototype.store(store_update) - } -} - -Global.register({ - unregistered = ProgressBar.unregistered, - independent = ProgressBar.independent -},function(tbl) - ProgressBar.unregistered = tbl.unregistered - ProgressBar.independent = tbl.independent -end) - ---- Gets the define data, cant use Gui.get_define as it would error --- @tparam ?table|string define the define to get --- @treturn table the define or nil -local function get_define(define) - if type(define) == 'table' then - if define.name and Gui.defines[define.name] then - return Gui.defines[define.name] - end - end - - return Gui.defines[define] -end - ---- Gets the element data, used when there is no define --- @tparam LuaGuiElement element the element to get the data of --- @treturn table the element data similar to define -local function get_element(element) - if not element.valid then return end - local name = element.player_index..':'..element.index - - if ProgressBar.unregistered[name] then - return ProgressBar.unregistered[name] - end -end - ---- Sets the maximum value that represents the end value of the progress bar --- @tparam ?LuaGuiElement|string element either a gui element or a registered define --- @tparam number amount the amount to have set as the maximum -function ProgressBar.set_maximum(element,amount) - amount = amount > 0 and amount or error('amount must be greater than 0') - - local define = get_define(element) - if define then - define:set_default_maximum(amount) - - else - local element_data = get_element(element) - - if element_data then - element_data.maximum = amount - - else - local name = element.player_index..':'..element.index - ProgressBar.unregistered[name] = { - element=element, - maximum=amount or 1 - } - - end - - end -end - ---- Increases the value of the progressbar, if a define is given all of its instances have incremented --- @tparam ?LuaGuiElement|string element either a gui element or a registered define --- @tparam[opt=1] number amount the amount to increase the progressbar by -function ProgressBar.increment(element,amount) - amount = type(amount) == 'number' and amount or 1 - - local define = get_define(element) - if define then - define:increment(amount) - - else - local element_data = get_element(element) - - if element_data then - local real_amount = amount/element_data.maximum - element.value = element.value + real_amount - - if element.value >= 1 then - local name = element.player_index..':'..element.index - ProgressBar.unregistered[name] = nil - return true - end - end - - end -end - ---- Decreases the value of the progressbar, if a define is given all of its instances have decremented --- @tparam ?LuaGuiElement|string element either a gui element or a registered define --- @tparam[opt=1] number amount the amount to decrease the progressbar by -function ProgressBar.decrement(element,amount) - amount = type(amount) == 'number' and amount or 1 - - local define = get_define(element) - if define then - define:decrement(amount) - - else - local element_data = get_element(element) - - if element_data then - local real_amount = amount/element_data.maximum - element.value = element.value - real_amount - - if element.value <= 0 then - local name = element.player_index..':'..element.index - ProgressBar.unregistered[name] = nil - return true - end - end - - end -end - ---- Creates a new progressbar element define --- @tparam[opt] string name the optional debug name that can be added --- @treturn table the new progressbar element define -function ProgressBar.new_progressbar(name) - - local self = Gui.new_define(ProgressBar._prototype,name) - self.draw_data.type = 'progressbar' - - self:on_draw(function(player,element,maximum) - if self.store then - local value = self:get_store(element) - if not value then - value = self.count_down and 1 or 0 - self:set_store(element,value) - end - element.value = value - - else - if self.count_down then - element.value = 1 - end - - if not ProgressBar.independent[self.name] then - ProgressBar.independent[self.name] = {} - end - - table.insert(ProgressBar.independent[self.name],{ - element = element, - maximum = maximum - }) - - end - - end) - - return self -end - ---- Sets the maximum value that represents the end value of the progress bar --- @tparam number amount the amount to have set as the maximum --- @treturn table the define to allow chaining -function ProgressBar._prototype:set_default_maximum(amount) - amount = amount > 0 and amount or error('amount must be greater than 0') - self.default_maximum = amount - return self -end - ---- Will set the progress bar to start at 1 and trigger when it hits 0 --- @tparam[opt=true] boolean state when true the bar will start filled, to be used with decrease --- @treturn table the define to allow chaining -function ProgressBar._prototype:use_count_down(state) - if state == false then - self.count_down = false - else - self.count_down = true - end - return self -end - ---- Main logic for changing the value of a progress bar, this only applies when its a registered define --- @tparam table self the define that is being changed --- @tparam number amount the amount which it is being changed by, may be negative --- @tparam[opt] string category the category to use with store --- @tparam[opt] function filter when given the filter must return true for the value of the element to be changed -local function change_value_prototype(self,amount,category,filter) - - local function reset_store() - local value = self.count_down and 1 or 0 - self:set_store(category,value) - end - - if self.store then - local value = self:get_store(category) or self.count_down and 1 or 0 - local maximum = self.default_maximum or 1 - local new_value = value + (amount/maximum) - - self:set_store(category,new_value) - - if self.count_down and new_value <= 0 - or not self.count_down and new_value >= 1 then - self:clear_store(category) - self:raise_event('on_store_complete',category,reset_store) - return - end - - return - end - - if ProgressBar.independent[self.name] then - for key,element_data in pairs(ProgressBar.independent[self.name]) do - local element = element_data.element - if not element or not element.valid then - ProgressBar.independent[self.name][key] = nil - - else - if not filter or filter(element) then - local maximum = element_data.maximum or self.default_maximum or 1 - element.value = element.value + (amount/maximum) - - if self.count_down and element.value <= 0 - or not self.count_down and element.value >= 1 then - ProgressBar.independent[self.name][key] = nil - event_call(self,element) - end - end - - end - end - end - -end - ---- Increases the value of the progressbar --- @tparam[opt=1] number amount the amount to increase the progressbar by --- @tparam[opt] string category the category that is used with a store -function ProgressBar._prototype:increment(amount,category) - amount = type(amount) == 'number' and amount or 1 - change_value_prototype(self,amount,category) -end - ---- Increases the value of the progressbar, if the filter condition is met, does not work with store --- @tparam[opt=1] number amount the amount to increase the progressbar by --- @tparam function filter the filter to be used -function ProgressBar._prototype:increment_filtered(amount,filter) - amount = type(amount) == 'number' and amount or 1 - change_value_prototype(self,amount,nil,filter) -end - ---- Decreases the value of the progressbar --- @tparam[opt=1] number amount the amount to decrease the progressbar by --- @tparam[opt] string category the category that is used with a store -function ProgressBar._prototype:decrement(amount,category) - amount = type(amount) == 'number' and amount or 1 - change_value_prototype(self,-amount,category) -end - ---- Decreases the value of the progressbar, if the filter condition is met, does not work with store --- @tparam[opt=1] number amount the amount to decrease the progressbar by --- @tparam function filter the filter to be used -function ProgressBar._prototype:decrement_filtered(amount,filter) - amount = type(amount) == 'number' and amount or 1 - change_value_prototype(self,-amount,nil,filter) -end - ---- Adds an element into the list of instances that will are waiting to complete, does not work with store --- note use store if you want persistent data, this only stores the elements not the values which they have --- @tparam LuaGuiElement element the element that you want to add into the waiting to complete list --- @tparam[opt] number maximum the maximum for this element if not given the default for this define is used -function ProgressBar._prototype:add_element(element,maximum) - if self.store then return end - if not ProgressBar.independent[self.name] then - ProgressBar.independent[self.name] = {} - end - table.insert(ProgressBar.independent[self.name],{ - element = element, - maximum = maximum - }) -end - ---- Resets an element, or its store, to be back at the start, either 1 or 0 --- @tparam LuaGuiElement element the element that you want to reset the progress of -function ProgressBar._prototype:reset_element(element) - if not element or not element.valid then return end - local value = self.count_down and 1 or 0 - if self.store then - self:set_store(element,value) - else - element.value = value - end -end - ---- Event handler factory that counts up by 1 every time the event triggers, can filter which elements have incremented --- @tparam[opt] function filter when given will use filtered increment --- @treturn function the event handler -function ProgressBar._prototype:event_counter(filter) - if type(filter) == 'function' then - return function() - self:increment_filtered(1,filter) - end - else - return function() - self:increment() - end - end -end - ---- Event handler factory that counts down by 1 every time the event triggers, can filter which elements have decremented --- @tparam[opt] function filter when given will use filtered decrement --- @treturn function the event handler -function ProgressBar._prototype:event_countdown(filter) - if type(filter) == 'function' then - return function() - self:decrement_filtered(1,filter) - end - else - return function() - self:decrement() - end - end -end - -return ProgressBar \ No newline at end of file diff --git a/expcore/gui/elements/slider.lua b/expcore/gui/elements/slider.lua deleted file mode 100644 index e8099b06..00000000 --- a/expcore/gui/elements/slider.lua +++ /dev/null @@ -1,173 +0,0 @@ ---[[-- Core Module - Gui - @module Gui - @alias Prototype -]] - ---- Sliders. --- Gui class define for sliders --- @section sliders - ---[[ ->>>> 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: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' --- @dep expcore.gui.core -local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype -local Instances = require 'expcore.gui.instances' --- @dep expcore.gui.instances -local Game = require 'utils.game' --- @dep utils.game - ---- Event call for on_value_changed and store update --- @tparam table define the define that this is acting on --- @tparam LuaGuiElement element the element that triggered the event --- @tparam number value 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 - - define:raise_event('on_element_update',player,element,value,percent) - - 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 table define the define that this is acting on --- @tparam LuaGuiElement element the element that triggered the event --- @tparam number value the new value for the slider -local function store_update(define,element,value) - element.slider_value = value - event_call(define,element,value) -end - -local Slider = { - _prototype=Prototype.extend{ - on_element_update = Prototype.event, - on_store_update = Prototype.event, - add_store = Prototype.store(store_update) - } -} - ---- Creates a new slider element define --- @tparam[opt] string name the optional debug name that can be added --- @treturn table the new slider element define -function Slider.new_slider(name) - - local self = Gui.new_define(Slider._prototype,name) - self.draw_data.type = 'slider' - - self:on_draw(function(player,element) - 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 value = self:get_store(element) - 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 - self:set_store(element,value) - - else - event_call(self,element,value) - - end - - end) - - return self -end - ---- Sets the range of a slider, if not used will use default values for a slider --- @tparam[opt] number min the minimum value that the slider can take --- @tparam[opt] number max 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 LuaGuiElement element the parent element that the label 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 - value = self:get_store(element) or 0 - end - - local new_element = element.add{ - name=name, - type='label', - caption=tostring(math.round(value,2)) - } - - local categorise = self.categorise or Gui.categorize_by_player - 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] boolean state 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 \ No newline at end of file diff --git a/expcore/gui/elements/text.lua b/expcore/gui/elements/text.lua deleted file mode 100644 index 56709ede..00000000 --- a/expcore/gui/elements/text.lua +++ /dev/null @@ -1,145 +0,0 @@ ---[[-- 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(store_update) - }, - _prototype_box=Prototype.extend{ - on_element_update = Prototype.event, - on_store_update = Prototype.event, - add_store = Prototype.store(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 value = self:get_store(element) - 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 - self:set_store(element,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 \ No newline at end of file diff --git a/expcore/gui/instances.lua b/expcore/gui/instances.lua deleted file mode 100644 index 2db7273e..00000000 --- a/expcore/gui/instances.lua +++ /dev/null @@ -1,235 +0,0 @@ ---[[-- Core Module - Gui - @module Gui - @alias Prototype -]] - ---- Instances. --- This file is a breakout from core which forcues on instance management of defines --- @section instances - ---[[ ->>>> Using registered instance groups - The main use of this module is to register a group of elements referred here as "instances of an element define" in which - is meant that you define the name of a group of drawn elements that are really just multiple versions of a single element. - For example this might be that you have one label in multiple places (either for one player or many) and you want to update - the caption of all of them at once; this is where this module comes it. - - First you must register the way that the instances are stored and under what name, using Instances.register you will give the - name of the collective group of instances followed by an optional serializer function which allows variants to be stored under one - name (like one for each force or player) - - -- serializer works in the same way as store serializer - -- so the function will world here but no value is stored only gui elements - Instances.register('score',Gui.categorize_by_force) - - Then when you draw the new element to a gui you will want to add the element to the group: - - Instances.add_element('score',new_element) - - Then when you want to get the instances you have two options; Instances.get_elements or Instances.apply_to_elements when you want loop - over the elements it is more efficient to use apply_to_elements: - - Instances.get_elements('score','player') -- returns all elements that were added with the 'player' category - Instances.apply_to_elements('score','player',function(element) -- runs the function on every valid element - element.caption = 0 - end) - - Note that if you don't give a serializer function then you don't need to give a category when getting the elements. - ->>>> Using unregistered instance groups - When using a registered group and the functions that go with them it is much simpler to use and more importantly includes error checking - for valid instance group names; the down side is that the group must be registered which can only be done during start-up and not during runtime. - To counter this there are two functions similar to those above in order to add and get instances but may lead to errors not being noticed due to - the error internal error checking being skipped to allow it to work. - - The main difference between the two groups of functions is that the category must always be present even if is nil; example below shows how a - instance group would work when registered vs unregistered: - - -- Registered with category - Instances.register('score',Gui.categorize_by_force) -- force_store will return the force name of an element - Instances.add_element('score',new_element) -- the new element is added to the category based on in force - Instances.apply_to_elements('score','player',function(element) - element.caption = '0' - end) -- gets all instances from the player force and sets the caption to 0 - - -- Unregistered with category - Instances.unregistered_add_element('score','player',new_element) -- adds the new element to the player category - Instances.unregistered_apply_to_elements('score','player',function(element) - element.caption = '0' - end) -- gets all instances from the player force and sets the caption to 0 - - -- Registered without category; note that category can just be ignored - Instances.register('score') -- all instances will be under one group with no categories - Instances.add_element('score',new_element) -- adds the new element to the instance list - Instances.apply_to_elements('score',function(element) - element.caption = '0' - end) -- gets all instances and sets the element caption to 0 - - -- Unregistered without category; note that category must be given as nil - Instances.unregistered_add_element('score',nil,new_element) -- adds the new element to a single group with no categories - Instances.unregistered_apply_to_elements('score',nil,function(element) - element.caption = '0' - end) -- gets all instances and sets the element caption to 0 - ->>>> Functions - Instances.has_categories(name) --- Returns if a instance group has a serializer function; must be registered - Instances.is_registered(name) --- Returns if the given name is a registered instance group - Instances.register(name,serializer) --- Registers the name of an instance group to allow for storing element instances - - Instances.add_element(name,element) --- Adds an element to the instance group under the correct category; must be registered - Instances.get_elements_raw(name,category) --- Gets all element instances without first removing any invalid ones; used internally and must be registered - Instances.get_valid_elements(name,category,callback) --- Gets all valid element instances and has the option of running a callback on those that are valid - - Instances.unregistered_add_element(name,category,element) --- A version of add_element that does not require the group to be registered - Instances.unregistered_get_elements(name,category,callback) --- A version of get_elements that does not require the group to be registered -]] -local Global = require 'utils.global' --- @dep utils.global - -local Instances = { - serializer={}, - data={} -} -Global.register(Instances.data,function(tbl) - Instances.data = tbl -end) - ---- Returns if a instance group has a serializer function; must be registered --- @tparam string name the name of the instance group --- @treturn boolean true if there is a serializer function -function Instances.has_categories(name) - return type(Instances.serializer[name]) == 'function' -end - ---- Returns if the given name is a registered instance group --- @tparam string name the name of the instance group you are testing --- @treturn boolean true if the name is registered -function Instances.is_registered(name) - return Instances.serializer[name] ~= nil -end - ---- Registers the name of an instance group to allow for storing element instances --- @tparam string name the name of the instance group; must to unique --- @tparam[opt] function serializer function used to turn the element into a string --- serializer param - element LuaGuiElement - the gui element to be turned into a string --- serializer return - string - the category that the element will be added to like the player's name or force's name --- @treturn string the name that was added so it can be used as a variable -function Instances.register(name,serializer) - if _LIFECYCLE ~= _STAGE.control then - return error('Can only be called during the control stage', 2) - end - - if Instances.serializer[name] then - return error('Instances for '..name..' already exist.',2) - end - - serializer = type(serializer) == 'function' and serializer or true - - Instances.data[name] = {} - Instances.serializer[name] = serializer - - return name -end - ---- Adds an element to the instance group under the correct category; must be registered --- @tparam string name the name of the instance group to add the element to --- @tparam LuaGuiElement element the element to add the the instance group -function Instances.add_element(name,element) - if not Instances.serializer[name] then - return error('Invalid name for instance group: '..name,2) - end - - if Instances.has_categories(name) then - local category = Instances.serializer[name](element) - if not Instances.data[name][category] then Instances.data[name][category] = {} end - table.insert(Instances.data[name][category],element) - else - table.insert(Instances.data[name],element) - end -end - ---- Gets all element instances without first removing any invalid ones; used internally and must be registered --- @tparam string name the name of the instance group to get the instances of --- @tparam[opt] string category the category to get the instance from, not needed when no serializer function --- @treturn table the table of element instances of which some may be invalid -function Instances.get_elements_raw(name,category) - if not Instances.serializer[name] then - return error('Invalid name for instance group: '..name,2) - end - - if Instances.has_categories(name) then - return Instances.data[name][category] or {} - else - return Instances.data[name] - end -end - ---- Gets all valid element instances and has the option of running a callback on those that are valid --- @tparam string name the name of the instance group to get the instances of --- @tparam[opt] string category the category to get the instances of, not needed when no serializer function --- @tparam[opt] function callback when given the callback will be ran on all valid elements --- callback param - element LuaGuiElement - the current valid element --- @treturn table the table of element instances with all invalid ones removed -function Instances.get_valid_elements(name,category,callback) - if not Instances.serializer[name] then - return error('Invalid name for instance group: '..name,2) - end - - category = category or callback - local elements = Instances.get_elements_raw(name,category) - local serializer = Instances.has_categories(name) - - for key,element in pairs(elements) do - if not element or not element.valid then - elements[key] = nil - else - if serializer and callback then callback(element) - elseif category then category(element) end - end - end - - return elements -end -Instances.get_elements = Instances.get_valid_elements -Instances.apply_to_elements = Instances.get_valid_elements - ---- A version of add_element that does not require the group to be registered --- @tparam string name the name of the instance group to add the element to --- @tparam ?string|nil category the category to add the element to, can be nil but must still be given --- @tparam LuaGuiElement element the element to add to the instance group -function Instances.unregistered_add_element(name,category,element) - if not Instances.data[name] then Instances.data[name] = {} end - if category then - if not Instances.data[name][category] then Instances.data[name][category] = {} end - table.insert(Instances.data[name][category],element) - else - table.insert(Instances.data[name],element) - end -end - ---- A version of get_elements that does not require the group to be registered --- @tparam string name the name of the instance group to get the instances of --- @tparam ?string|nil category the category to get the instances of, can be nil but must still be given --- @tparam[opt] function callback when given will be called on all valid instances --- callback param - element LuaGuiElement - the current valid element --- @treturn table the table of element instances with all invalid ones removed -function Instances.unregistered_get_elements(name,category,callback) - local elements = Instances.data[name] - if elements and category then - elements = elements[category] - end - - if not elements then return {} end - - for key,element in pairs(elements) do - if not element or not element.valid then - elements[key] = nil - else - if callback then callback(element) end - end - end - - return elements -end -Instances.unregistered_apply_to_elements = Instances.runtime_get_elements - -return Instances \ No newline at end of file diff --git a/expcore/gui/prototype.lua b/expcore/gui/prototype.lua deleted file mode 100644 index 790375aa..00000000 --- a/expcore/gui/prototype.lua +++ /dev/null @@ -1,300 +0,0 @@ ---[[-- Core Module - Gui - @module Gui - @alias Prototype -]] - ---- Prototype. --- Used to create new gui prototypes see elements and concepts --- @section prototype - ---[[ - >>>> Functions - Constructor.event(event_name) --- Creates a new function to add functions to an event handler - Constructor.extend(new_prototype) --- Extents a prototype with the base functions of all gui prototypes, no metatables - Constructor.store(sync,callback) --- Creates a new function which adds a store to a gui define - Constructor.setter(value_type,key,second_key) --- Creates a setter function that checks the type when a value is set - - Prototype:uid() --- Gets the uid for the element define - Prototype:debug_name(value) --- Sets a debug alias for the define - Prototype:set_caption(value) --- Sets the caption for the element define - Prototype:set_tooltip(value) --- Sets the tooltip for the element define - Prototype:set_style(style,callback) --- Sets the style for the element define - Prototype:set_embedded_flow(state) --- Sets the element to be drawn inside a nameless flow, can be given a name using a function - - Prototype:set_pre_authenticator --- Sets an authenticator that blocks the draw function if check fails - Prototype:set_post_authenticator --- Sets an authenticator that disables the element if check fails - - Prototype:raise_event(event_name,...) --- Raises a custom event for this define, any number of params can be given - Prototype:draw_to(element,...) --- The main function for defines, when called will draw an instance of this define to the given element - - Prototype:get_store(category) --- Gets the value in this elements store, category needed if serializer function used - Prototype:set_store(category,value) --- Sets the value in this elements store, category needed if serializer function used - Prototype:clear_store(category) --- Sets the value in this elements store to nil, category needed if serializer function used -]] -local Game = require 'utils.game' --- @dep utils.game -local Store = require 'expcore.store' --- @dep expcore.store -local Instances = require 'expcore.gui.instances' --- @dep expcore.gui.instances - -local Constructor = {} -local Prototype = {} - ---- Creates a new function to add functions to an event handler --- @tparam string event_name the name of the event that callbacks will be added to --- @treturn function the function used to register handlers -function Constructor.event(event_name) - --- Adds a callback as a handler for an event - -- @tparam table self the gui define being acted on - -- @tparam function callback the function that will be added as a handler for the event - -- @treturn table self returned to allowing chaining of functions - return function(self,callback) - if type(callback) ~= 'function' then - return error('Event callback for '..event_name..' must be a function',2) - end - - local handlers = self.events[event_name] - if not handlers then - handlers = {} - self.events[event_name] = handlers - end - - handlers[#handlers+1] = callback - return self - end -end - ---- Extents a prototype with the base functions of all gui prototypes, no metatables --- @tparam table new_prototype the prototype that you want to add the functions to --- @treturn table the same prototype but with the new functions added -function Constructor.extend(new_prototype) - for key,value in pairs(Prototype) do - if type(value) == 'table' then - new_prototype[key] = table.deepcopy(value) - else - new_prototype[key] = value - end - end - for key,value in pairs(new_prototype) do - if value == Constructor.event then - new_prototype[key] = Constructor.event(key) - end - end - return new_prototype -end - ---- Creates a new function which adds a store to a gui define --- @tparam function callback the function called when needing to update the value of an element --- @treturn function the function that will add a store for this define -function Constructor.store(callback) - --- Adds a store for the define that is shared between all instances of the define in the same category, serializer is a function that returns a string - -- @tparam self table the gui define being acted on - -- @tparam[opt] function serializer function used to determine the category of a LuaGuiElement, when omitted all share one single category - -- serializer param - LuaGuiElement element - the element that needs to be converted - -- serializer return - string - a deterministic string that references to a category such as player name or force name - -- @treturn self the element define to allow chaining - return function(self,serializer) - if self.store then return end - serializer = serializer or function() return '' end - - self.store = Store.register(serializer) - - Instances.register(self.name,serializer) - - Store.watch(self.store,function(value,category) - self:raise_event('on_store_update',value,category) - - if Instances.is_registered(self.name) then - Instances.apply_to_elements(self.name,category,function(element) - callback(self,element,value) - end) - end - end) - - return self - end -end - ---- Creates a setter function that checks the type when a value is set --- @tparam string value_type the type that the value should be when it is set --- @tparam string key the key of the define that will be set --- @tparam[opt] string second_key allows for setting of a key in a sub table --- @treturn function the function that will check the type and set the value -function Constructor.setter(value_type,key,second_key) - local display_message = 'Gui define '..key..' must be of type '..value_type - if second_key then - display_message = 'Gui define '..second_key..' must be of type '..value_type - end - - local locale = false - if value_type == 'locale-string' then - locale = true - value_type = 'table' - end - - return function(self,value) - local v_type = type(value) - if v_type ~= value_type and (not locale or v_type ~= 'string') then - error(display_message,2) - end - - if second_key then - self[key][second_key] = value - else - self[key] = value - end - - return self - end -end - ---- Gets the uid for the element define --- @treturn string the uid of this element define -function Prototype:uid() - return self.name -end - ---- Sets a debug alias for the define --- @tparam string name the debug name for the element define that can be used to get this element define --- @treturn self the element define to allow chaining -Prototype.debug_name = Constructor.setter('string','debug_name') - ---- Sets the caption for the element define --- @tparam string caption the caption that will be drawn with the element --- @treturn self the element define to allow chaining -Prototype.set_caption = Constructor.setter('locale-string','draw_data','caption') - ---- Sets the tooltip for the element define --- @tparam string tooltip the tooltip that will be displayed for this element when drawn --- @treturn self the element define to allow chaining -Prototype.set_tooltip = Constructor.setter('locale-string','draw_data','tooltip') - ---- Sets an authenticator that blocks the draw function if check fails --- @tparam function callback the function that will be ran to test if the element should be drawn or not --- callback param - LuaPlayer player - the player that the element is being drawn to --- callback param - string define_name - the name of the define that is being drawn --- callback return - boolean - false will stop the element from being drawn --- @treturn self the element define to allow chaining -Prototype.set_pre_authenticator = Constructor.setter('function','pre_authenticator') - ---- Sets an authenticator that disables the element if check fails --- @tparam function callback the function that will be ran to test if the element should be enabled or not --- callback param - LuaPlayer player - the player that the element is being drawn to --- callback param - string define_name - the name of the define that is being drawn --- callback return - boolean - false will disable the element --- @treturn self the element define to allow chaining -Prototype.set_post_authenticator = Constructor.setter('function','post_authenticator') - ---- Registers a callback to the on_draw event --- @tparam function callback --- callback param - LuaPlayer player - the player that the element was drawn to --- callback param - LuaGuiElement element - the element that was drawn --- callback param - any ... - any other params passed by the draw_to function -Prototype.on_draw = Constructor.event('on_draw') - ---- Registers a callback to the on_style_update event --- @tparam function callback --- callback param - LuaStyle style - the style that was changed and/or needs changing -Prototype.on_style_update = Constructor.event('on_style_update') - ---- Sets the style for the element define --- @tparam string style the style that will be used for this element when drawn --- @tparam[opt] function callback function is called when element is drawn to alter its style --- @treturn self the element define to allow chaining -function Prototype:set_style(style,callback) - self.draw_data.style = style - if callback then - self:on_style_update(callback) - end - return self -end - ---- Sets the element to be drawn inside a nameless flow, can be given a name using a function --- @tparam ?boolean|function state when true a padless flow is created to contain the element --- @treturn self the element define to allow chaining -function Prototype:set_embedded_flow(state) - if state == false or type(state) == 'function' then - self.embedded_flow = state - else - self.embedded_flow = true - end - return self -end - ---- Raises a custom event for this define, any number of params can be given --- @tparam string event_name the name of the event that you want to raise --- @tparam any ... any params that you want to pass to the event --- @treturn number the number of handlers that were registered -function Prototype:raise_event(event_name,...) - local handlers = self.events[event_name] - if handlers then - for _,handler in pairs(handlers) do - handler(...) - end - end - return handlers and #handlers or 0 -end - ---- The main function for defines, when called will draw an instance of this define to the given element --- what is drawn is based on the data in draw_data which is set using other functions --- @tparam LuaGuiElement element the element that the define will draw a instance of its self onto --- @treturn LuaGuiElement the new element that was drawn -function Prototype:draw_to(element,...) - local name = self.name - if element[name] then return end - local player = Game.get_player_by_index(element.player_index) - - if self.pre_authenticator then - if not self.pre_authenticator(player,self.name) then return end - end - - if self.embedded_flow then - local embedded_name - if type(self.embedded_flow) == 'function' then - embedded_name = self.embedded_flow(element,...) - end - element = element.add{type='flow',name=embedded_name} - element.style.padding = 0 - end - - local new_element = element.add(self.draw_data) - - self:raise_event('on_style_update',new_element.style) - - if self.post_authenticator then - new_element.enabled = self.post_authenticator(player,self.name) - end - - if Instances.is_registered(self.name) then - Instances.add_element(self.name,new_element) - end - - self:raise_event('on_draw',player,new_element,...) - - return new_element -end - ---- Gets the value in this elements store, category needed if serializer function used --- @tparam string category[opt] the category to get such as player name or force name --- @treturn any the value that is stored for this define -function Prototype:get_store(category) - if not self.store then return end - return Store.get(self.store,category) -end - ---- Sets the value in this elements store, category needed if serializer function used --- @tparam string category[opt] the category to get such as player name or force name --- @tparam any value the value to set for this define, must be valid for its type ie for checkbox etc --- @treturn boolean true if the value was set -function Prototype:set_store(category,value) - if not self.store then return end - return Store.set(self.store,category,value) -end - ---- Sets the value in this elements store to nil, category needed if serializer function used --- @tparam[opt] string category the category to get such as player name or force name --- @treturn boolean true if the value was set -function Prototype:clear_store(category) - if not self.store then return end - return Store.clear(self.store,category) -end - -return Constructor \ No newline at end of file diff --git a/expcore/gui/test.lua b/expcore/gui/test.lua deleted file mode 100644 index 37cc54f8..00000000 --- a/expcore/gui/test.lua +++ /dev/null @@ -1,663 +0,0 @@ ---[[-- Core Module - Gui - @module Gui - @alias tests -]] - ---- Test. --- This file creates a test gui that is used to test every input method --- note that this does not cover every permutation only features in independence --- for example store in most cases is just by player name, but other store methods are tested with checkbox --- @section test - -local Gui = require 'expcore.gui' --- @dep expcore.gui -local format_chat_colour,table_keys = ext_require('expcore.common','format_chat_colour','table_keys') --- @dep expcore.common -local Colors = require 'resources.color_presets' --- @dep resources.color_presets -local Event = require 'utils.event' --- @dep utils.event -local Store = require 'expcore.store' --- @dep expcore.store - -local tests = {} - ---[[ - Toolbar Tests - > No display - Toolbar button with no display - > With caption - Toolbar button with a caption display - > With icons - Toolbar button with an icon -]] - -Gui.new_toolbar_button('click-1') -:set_post_authenticator(function(player,button_name) - return global.click_one -end) -:on_click(function(player,element) - player.print('CLICK 1') -end) - -Gui.new_toolbar_button('click-2') -:set_caption('Click Two') -:set_post_authenticator(function(player,button_name) - return global.click_two -end) -:on_click(function(player,element) - player.print('CLICK 2') -end) - -Gui.new_toolbar_button('click-3') -:set_sprites('utility/questionmark') -:set_post_authenticator(function(player,button_name) - return global.click_three -end) -:on_click(function(player,element) - player.print('CLICK 3') -end) - ---[[ - Center Frame Tests - > Main test gui - Main test gui triggers all other tests -]] - -local test_gui = -Gui.new_center_frame('gui-test-open') -:set_caption('Open Test Gui') -:set_tooltip('Main test gui triggers all other tests') -:set_post_authenticator(function(player,button_name) - return global.show_test_gui -end) - -:on_creation(function(player,frame) - for test_group_name,test_group in pairs(tests) do - - player.print('Starting tests for: '..format_chat_colour(test_group_name,Colors.cyan)) - - local pass_count = 0 - local test_count = 0 - - local flow = frame.add{ - type='flow', - name=test_group_name, - direction='vertical' - } - - for test_name,test in pairs(test_group) do - local test_function = type(test) == 'function' and test or test.draw_to - test_count = test_count+1 - - local success,err = pcall(test_function,test,flow) - if success then - pass_count = pass_count+1 - else - player.print('Failed Test: '..format_chat_colour(test_name,Colors.red)) - log('Gui Test Failed: '..test_name..' stacktrace:\n'..err) - end - - end - - if pass_count == test_count then - player.print('All tests '..format_chat_colour('passed',Colors.green)..' ('..test_group_name..')') - else - player.print('Passed '..format_chat_colour(pass_count..'/'..test_count,Colors.cyan)..' ('..test_group_name..')') - end - - end -end) - ---[[ - Left Frame Test - > Left frame which holds all online player names, updates when player leaves or joins -]] - -local left_frame = -Gui.new_left_frame('test-left-frame') -:set_caption('Test Left Gui') -:set_tooltip('Left frame which holds all online player names, updates when player leaves or joins') -:set_post_authenticator(function(player,button_name) - return global.show_test_gui -end) - -:set_open_by_default() -:on_creation(function(_player,frame) - for _,player in pairs(game.connected_players) do - frame.add{ - type='label', - caption=player.name - } - end -end) - -Event.add(defines.events.on_player_joined_game,left_frame 'update_all') -Event.add(defines.events.on_player_left_game,left_frame 'update_all') - ---[[ - Popup Test - > Allows opening a popup which contains the players name and tick it was opened -]] - -local test_popup = -Gui.new_popup('test-popup') -:on_creation(function(player,frame) - frame.add{ - type='label', - caption=player.name - } - frame.add{ - type='label', - caption=game.tick - } -end) - -Gui.new_toolbar_button('test-popup-open') -:set_caption('Test Popup') -:set_tooltip('Allows opening a popup which contains the players name and tick it was opened') -:set_post_authenticator(function(player,button_name) - return global.show_test_gui -end) -:on_click(function(player,element) - test_popup(player,300) -end) - ---[[ - Button Tests - > No display - Simple button which has no display - > Caption - Simple button but has a caption on it - > Icons - Button with an icon display plus two icons for hover and select - > Auth - Button which can only be passed when auth is true (press no display to toggle; needs reopen) -]] - -local button_no_display = -Gui.new_button('test-button-no-display') -:set_tooltip('Button no display') -:on_click(function(player,element) - player.print('Button no display') - global.test_auth_button = not global.test_auth_button - player.print('Auth Button auth state: '..tostring(global.test_auth_button)) -end) - -local button_with_caption = -Gui.new_button('test-button-with-caption') -:set_tooltip('Button with caption') -:set_caption('Button Caption') -:on_click(function(player,element) - player.print('Button with caption') -end) - -local button_with_icon = -Gui.new_button('test-button-with-icon') -:set_tooltip('Button with icons') -:set_sprites('utility/warning_icon','utility/warning','utility/warning_white') -:on_click(function(player,element) - player.print('Button with icons') -end) - -local button_with_auth = -Gui.new_button('test-button-with-auth') -:set_tooltip('Button with auth') -:set_post_authenticator(function(player,button_name) - return global.test_auth_button -end) -:on_click(function(player,element) - player.print('Button with auth') -end) - -tests.Buttons = { - ['No display']=button_no_display, - ['Caption']=button_with_caption, - ['Icons']=button_with_icon, - ['Auth']=button_with_auth -} - ---[[ - Checkbox Test - > Local -- Simple checkbox that can toggle - > Game store -- Checkbox which syncs its state between all players - > Force store -- Checkbox which syncs its state with all players on the same force - > Player store -- Checkbox that stores its state between re-draws -]] - -local checkbox_local = -Gui.new_checkbox('test-checkbox-local') -:set_tooltip('Checkbox local') -:set_caption('Checkbox Local') -:on_element_update(function(player,element,state) - player.print('Checkbox local: '..tostring(state)) -end) - -local checkbox_game = -Gui.new_checkbox('test-checkbox-store-game') -:set_tooltip('Checkbox store game') -:set_caption('Checkbox Store Game') -:add_store() -:on_element_update(function(player,element,state) - player.print('Checkbox store game: '..tostring(state)) -end) - -local checkbox_force = -Gui.new_checkbox('test-checkbox-store-force') -:set_tooltip('Checkbox store force') -:set_caption('Checkbox Store Force') -:add_store(Gui.categorize_by_force) -:on_element_update(function(player,element,state) - player.print('Checkbox store force: '..tostring(state)) -end) - -local checkbox_player = -Gui.new_checkbox('test-checkbox-store-player') -:set_tooltip('Checkbox store player') -:set_caption('Checkbox Store Player') -:add_store(Gui.categorize_by_player) -:on_element_update(function(player,element,state) - player.print('Checkbox store player: '..tostring(state)) -end) - -tests.Checkboxes = { - ['Local']=checkbox_local, - ['Game store']=checkbox_game, - ['Force store']=checkbox_force, - ['Player store']=checkbox_player -} - ---[[ - Radiobutton Tests - > Local -- Simple radiobutton that can only be toggled true - > Player store -- Radio button that saves its state between re-draws - > Option set -- A set of radio buttons where only one can be true at a time -]] - -local radiobutton_local = -Gui.new_radiobutton('test-radiobutton-local') -:set_tooltip('Radiobutton local') -:set_caption('Radiobutton Local') -:on_element_update(function(player,element,state) - player.print('Radiobutton local: '..tostring(state)) -end) - -local radiobutton_player = -Gui.new_radiobutton('test-radiobutton-store') -:set_tooltip('Radiobutton store') -:set_caption('Radiobutton Store') -:add_store(Gui.categorize_by_player) -:on_element_update(function(player,element,state) - player.print('Radiobutton store: '..tostring(state)) -end) - -local radiobutton_option_set = -Gui.new_radiobutton_option_set(function(value,category) - game.print('Radiobutton option set for: '..category..' is now: '..tostring(value)) -end,Gui.categorize_by_player) - -local radiobutton_option_one = -Gui.new_radiobutton('test-radiobutton-option-one') -:set_tooltip('Radiobutton option set') -:set_caption('Radiobutton Option One') -:add_as_option(radiobutton_option_set,'One') -:on_element_update(function(player,element,state) - player.print('Radiobutton option one: '..tostring(state)) -end) - -local radiobutton_option_two = -Gui.new_radiobutton('test-radiobutton-option-two') -:set_tooltip('Radiobutton option set') -:set_caption('Radiobutton Option Two') -:add_as_option(radiobutton_option_set,'Two') -:on_element_update(function(player,element,state) - player.print('Radiobutton option two: '..tostring(state)) -end) - -local radiobutton_option_three = -Gui.new_radiobutton('test-radiobutton-option-three') -:set_tooltip('Radiobutton option set') -:set_caption('Radiobutton Option Three') -:add_as_option(radiobutton_option_set,'Three') -:on_element_update(function(player,element,state) - player.print('Radiobutton option three: '..tostring(state)) -end) - -tests.Radiobuttons = { - ['Local']=radiobutton_local, - ['Player store']=radiobutton_player, - ['Option set']=function(self,frame) - Gui.draw_option_set(radiobutton_option_set,frame) - end -} - ---[[ - Dropdown Test - > Local static general -- Simple dropdown with all static options and general handler - > Player startic general -- Dropdown with all static options and general handler and stores option between re-draws - > Local static case -- Dropdown with all static options but case handlers and a general handler - > Player static case -- Dropdown with all static options but case handlers and a general handler and stores option between re-draws - > Local dynamic -- Dropdown with one static option with the reset generated by a function - > Player dynamic -- Dropdown with one static option with the reset generated by a function and stores option between re-draws -]] - -local dropdown_local_static_general = -Gui.new_dropdown('test-dropdown-local-static-general') -:set_tooltip('Dropdown local static general') -:add_options('One','Two','Three','Four') -:on_element_update(function(player,element,value) - player.print('Dropdown local static general: '..tostring(value)) -end) - -local dropdown_player_static_general = -Gui.new_dropdown('test-dropdown-store-static-general') -:set_tooltip('Dropdown store static general') -:add_options('One','Two','Three','Four') -:add_store(Gui.categorize_by_player) -:on_element_update(function(player,element,value) - player.print('Dropdown store static general: '..tostring(value)) -end) - -local function print_option_selected_1(player,element,value) - player.print('Dropdown local static case (case): '..tostring(value)) -end - -local dropdown_local_static_case = -Gui.new_dropdown('test-dropdown-local-static-case') -:set_tooltip('Dropdown local static case') -:add_options('One','Two') -:add_option_callback('One',print_option_selected_1) -:add_option_callback('Two',print_option_selected_1) -:add_option_callback('Three',print_option_selected_1) -:add_option_callback('Four',print_option_selected_1) -:on_element_update(function(player,element,value) - player.print('Dropdown local static case (general): '..tostring(value)) -end) - -local function print_option_selected_2(player,element,value) - player.print('Dropdown store static case (case): '..tostring(value)) -end - -local dropdown_player_static_case = -Gui.new_dropdown('test-dropdown-store-static-case') -:set_tooltip('Dropdown store static case') -:add_store(Gui.categorize_by_player) -:add_options('One','Two') -:add_option_callback('One',print_option_selected_2) -:add_option_callback('Two',print_option_selected_2) -:add_option_callback('Three',print_option_selected_2) -:add_option_callback('Four',print_option_selected_2) -:on_element_update(function(player,element,value) - player.print('Dropdown store static case (general): '..tostring(value)) -end) - -local dropdown_local_dynamic = -Gui.new_dropdown('test-dropdown-local-dynamic') -:set_tooltip('Dropdown local dynamic') -:add_options('Static') -:add_dynamic(function(player,element) - return table_keys(Colors) -end) -:on_element_update(function(player,element,value) - player.print('Dropdown local dynamic: '..tostring(value)) -end) - -local dropdown_player_dynamic = -Gui.new_dropdown('test-dropdown-store-dynamic') -:set_tooltip('Dropdown store dynamic') -:add_options('Static') -:add_dynamic(function(player,element) - return table_keys(Colors) -end) -:add_store(Gui.categorize_by_player) -:on_element_update(function(player,element,value) - player.print('Dropdown store dynamic: '..tostring(value)) -end) - -tests.Dropdowns = { - ['Local static general']=dropdown_local_static_general, - ['Player startic general']=dropdown_player_static_general, - ['Local static case']=dropdown_local_static_case, - ['Player static case']=dropdown_player_static_case, - ['Local dynamic general']=dropdown_local_dynamic, - ['Player dynamic general']=dropdown_player_dynamic -} - ---[[ - List Box Tests - > Local -- A list box with all static options and general handler - > Store -- A list box with all static options and general handler and stores options between re-draws -]] - -local list_box_local = -Gui.new_list_box('test-list-box-local') -:set_tooltip('List box local') -:add_options('One','Two','Three','Four') -:on_element_update(function(player,element,value) - player.print('Dropdown local: '..tostring(value)) -end) - -local list_box_player = -Gui.new_list_box('test-list-box-store') -:set_tooltip('List box store') -:add_options('One','Two','Three','Four') -:add_store(Gui.categorize_by_player) -:on_element_update(function(player,element,value) - player.print('Dropdown store: '..tostring(value)) -end) - -tests["List Boxes"] = { - ['Local']=list_box_local, - ['Player']=list_box_player -} - ---[[ - Slider Tests - > Local default -- Simple slider with default range - > Store default -- Slider with default range that stores value between re-draws - > Static range -- Simple slider with a static range - > Dynamic range -- Slider with a dynamic range - > Local label -- Simple slider with default range which has a label - > Store label -- Slider with default range which has a label and stores value between re-draws -]] - -local slider_local_default = -Gui.new_slider('test-slider-local-default') -:set_tooltip('Slider local default') -:on_element_update(function(player,element,value,percent) - player.print('Slider local default: '..tostring(math.round(value))..' '..tostring(math.round(percent,1))) -end) - - -local slider_player_default = -Gui.new_slider('test-slider-store-default') -:set_tooltip('Slider store default') -:add_store(Gui.categorize_by_player) -:on_element_update(function(player,element,value,percent) - player.print('Slider store default: '..tostring(math.round(value))..' '..tostring(math.round(percent,1))) -end) - -local slider_static = -Gui.new_slider('test-slider-static-range') -:set_tooltip('Slider static range') -:set_range(5,50) -:on_element_update(function(player,element,value,percent) - player.print('Slider static range: '..tostring(math.round(value))..' '..tostring(math.round(percent,1))) -end) - -local slider_dynamic = -Gui.new_slider('test-slider-dynamic-range') -:set_tooltip('Slider dynamic range') -:set_range(function(player,element) - return player.index - 5 -end,function(player,element) - return player.index + 4 -end) -:on_element_update(function(player,element,value,percent) - player.print('Slider dynamic range: '..tostring(math.round(value))..' '..tostring(math.round(percent,1))) -end) - -local label_slider_local = -Gui.new_slider('test-slider-local-label') -:set_tooltip('Slider local label') -:enable_auto_draw_label() -:on_element_update(function(player,element,value,percent) - player.print('Slider local label: '..tostring(math.round(value))..' '..tostring(math.round(percent,1))) -end) - -local label_slider_player = -Gui.new_slider('test-slider-store-label') -:set_tooltip('Slider store label') -:enable_auto_draw_label() -:add_store(Gui.categorize_by_player) -:on_element_update(function(player,element,value,percent) - player.print('Slider store label: '..tostring(math.round(value))..' '..tostring(math.round(percent,1))) -end) - -tests.Sliders = { - ['Local default']=slider_local_default, - ['Player default']=slider_player_default, - ['Static range']=slider_static, - ['Dynamic range']=slider_dynamic, - ['Local label']=function(self,frame) - local flow = frame.add{type='flow'} - label_slider_local:draw_to(flow) - end, - ['Player label']=function(self,frame) - local flow = frame.add{type='flow'} - label_slider_player:draw_to(flow) - end -} - ---[[ - Text Tests - > Local field -- Simple text field - > Store field -- Test field that stores text between re-draws - > Local box -- Simple text box - > Wrap box -- Text box which has word wrap and selection disabled -]] - -local text_filed_local = -Gui.new_text_filed('test-text-field-local') -:set_tooltip('Text field local') -:on_element_update(function(player,element,value) - player.print('Text field local: '..value) -end) - -local text_filed_store = -Gui.new_text_filed('test-text-field-store') -:set_tooltip('Text field store') -:add_store(Gui.categorize_by_player) -:on_element_update(function(player,element,value) - player.print('Text field store: '..value) -end) - -local text_box_local = -Gui.new_text_box('test-text-box-local') -:set_tooltip('Text box local') -:on_element_update(function(player,element,value) - player.print('Text box local: '..value) -end) - -local text_box_wrap = -Gui.new_text_box('test-text-box-wrap') -:set_tooltip('Text box wrap') -:set_selectable(false) -:set_word_wrap() -:on_element_update(function(player,element,value) - player.print('Text box wrap: '..value) -end) - -tests.Texts = { - ['Local field']=text_filed_local, - ['Store field']=text_filed_store, - ['Local box']=text_box_local, - ['Wrap box']=text_box_wrap -} - ---[[ - Elem Button Tests - > Local -- Simple elem button - > Default -- Simple elem button which has a default value - > Function -- Elem button which has a dynamic default - > Store -- Elem button which stores its value between re-draws -]] - -local elem_local = -Gui.new_elem_button('test-elem-local') -:set_tooltip('Elem') -:set_type('item') -:on_element_update(function(player,element,value) - player.print('Elem: '..value) -end) - -local elem_default = -Gui.new_elem_button('test-elem-default') -:set_tooltip('Elem default') -:set_type('item') -:set_default('iron-plate') -:on_element_update(function(player,element,value) - player.print('Elem default: '..value) -end) - -local elem_function = -Gui.new_elem_button('test-elem-function') -:set_tooltip('Elem function') -:set_type('item') -:set_default(function(player,element) - return 'iron-plate' -end) -:on_element_update(function(player,element,value) - player.print('Elem function: '..value) -end) - -local elem_store = -Gui.new_elem_button('test-elem-store') -:set_tooltip('Elem store') -:set_type('item') -:add_store(Gui.categorize_by_player) -:on_element_update(function(player,element,value) - player.print('Elem store: '..value) -end) - -tests["Elem Buttons"] = { - ['Local']=elem_local, - ['Default']=elem_default, - ['Function']=elem_function, - ['Store']=elem_store -} - ---[[ - Progress bar tests - > Simple -- Progress bar that fills every 2 seconds - > Store -- Progress bar that fills every 5 seconds with synced value - > Reverse -- Progress bar that decreases every 2 seconds -]] - -local progressbar_one = -Gui.new_progressbar('test-prog-one') -:set_default_maximum(120) -:on_complete(function(player,element,reset_element) - reset_element() -end) - -local progressbar_two = -Gui.new_progressbar('test-prog-one') -:set_default_maximum(300) -:add_store(Gui.categorize_by_force) -:on_complete(function(player,element,reset_element) - reset_element() -end) -:on_store_complete(function(category,reset_store) - reset_store() -end) - -local progressbar_three = -Gui.new_progressbar('test-prog-one') -:set_default_maximum(120) -:use_count_down() -:on_complete(function(player,element,reset_element) - reset_element() -end) - -Event.add(defines.events.on_tick,function() - progressbar_one:increment() - progressbar_three:decrement() - local categories = Store.get(progressbar_two.store) or {} - for category,_ in pairs(categories) do - progressbar_two:increment(1,category) - end -end) - -tests["Progress Bars"] = { - ['Simple']=progressbar_one, - ['Store']=progressbar_two, - ['Reverse']=progressbar_three -} \ No newline at end of file