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Re: Lua chatbox

Posted: 16 Oct 2020, 09:12
by Hadestia
Lobby wrote: 23 Jun 2020, 17:24

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-- Let's use a unique, own key for the table that we will create within a storage table
local key = script:getDraft():getId()

-- Let's get our personal storage table within the city storage table (will be created if it doesn't exist)
local table = Util.optStorage(City.getStorage(), key)

-- Let's put something into it; this should still be there after saving the city, ending the game, and then coming back
table.x = 42
Ahmm is the "x" Here from "table.x" Is the name of my variable? One more thing is what should i put inside script.getDraft():getId()? it's my time again to comeback here i want a refresh

Re: Lua chatbox

Posted: 16 Oct 2020, 10:23
by Lobby
Nice comeback!


rjroldan1 wrote: 16 Oct 2020, 09:12 Ahmm is the "x" Here from "table.x" Is the name of my variable?
The x is the name of the "variable" that is stored inside the table. For illustration how tables work (they are basically containers that contain variables, so to speak):

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local table = {} -- Creates a new, empty table table.x = 42 print(table.x) -- Will output 42
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rjroldan1 wrote: 16 Oct 2020, 09:12 what should i put inside script.getDraft():getId()?
You can just use it like that in order to use the id of your plugin as key. Alternatively, you can use any unique string, e.g.:

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local key = 'd3020030-1aa0-477e-a04f-0801e3546329'

Re: Lua chatbox

Posted: 17 Oct 2020, 17:51
by Hadestia
@Lobby can the value of a variable that is in process such as in script:update() would be stored insidr tables even if it is pre-defined from local declaration .... I think it the game should read and used the value of the variable that is in pre-defined in var-declaration than the saved values
Here's my example

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local var = 0 function script:init() Loadstate() -- loading variable stored ingame end function script:nextMonth() var = var + 50 end function script:update() SaveState() -- saving var values end
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Re: Lua chatbox

Posted: 18 Oct 2020, 05:42
by ian`
rjroldan1 wrote: 17 Oct 2020, 17:51 can the value of a variable that is in process such as in script:update() would be stored insidr tables even if it is pre-defined from local declaration .... I think it the game should read and used the value of the variable that is in pre-defined in var-declaration than the saved values
Yeah, it's possible. As the saveState() is a function, it will call all body of the function. Please notice the upvalue of vars.

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local foo -- declare empty variable local function getStorage() return Util.optStorage(TheoTown.getStorage(), key) end local function saveState() local storage = getStorage() storage.foo = foo end local function loadState() local storage = getStorage() foo = storage.foo or 'value' -- if storage.foo is nil, foo will be set to 'value'. if storage.foo isn't nil, foo will be set to storage.foo end function script:init() loadState() end function script:nextMonth() foo = 'anotherValue' saveState() -- will store the new value of foo to storage.foo end
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I think it will be recommended if the saveState() only call after the value of variable is changed, so it will not affect performance because it don't call useless functions.
rjroldan1 wrote: 17 Oct 2020, 20:48 Can we use gui on building taps? As substitute to the onClick notif or its info itself
For simply method, you can use script:finishInformationDialog(x,y,level,dialog)

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-- script.lua function script:finishInformationDialog(x,y,_,dialog) dialog.title:setText(...) dialog.content:addListBox{...} dialog.controls:addButton{...} end
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// building.json [ { "id":"buildingId", // body "script":"script.lua" } ]
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Re: Lua chatbox

Posted: 18 Oct 2020, 13:05
by Hadestia
ian` wrote: 18 Oct 2020, 05:42
rjroldan1 wrote: 17 Oct 2020, 20:48 Can we use gui on building taps? As substitute to the onClick notif or its info itself
For simply method, you can use script:finishInformationDialog(x,y,level,dialog)

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-- script.lua function script:finishInformationDialog(x,y,_,dialog) dialog.title:setText(...) dialog.content:addListBox{...} dialog.controls:addButton{...} end
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If those dialog are exactly the same as List box in GUI give me some example im clueless what is inside the object "{}"

Re: Lua chatbox

Posted: 18 Oct 2020, 19:43
by ian`
you can look at gui compendium, there is a complete explanation of gui.

Re: Lua chatbox

Posted: 18 Oct 2020, 20:25
by Hadestia
ian` wrote: 18 Oct 2020, 19:43 you can look at gui compendium, there is a complete explanation of gui.
Based in the docs its only visible after the building/road was built

Re: Lua chatbox

Posted: 18 Oct 2020, 20:38
by ian`
So you want make a thing like gui example in Dev tool plugin by Lobby?

Actually you can look at gui example post for the complete code.

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local function showDialog() -- Body of dialog that will show when tool is clicked end function script:event(x,y,lvl,event) if event == Script.EVENT_TOOL_ENTER then GUI.get'cmdCloseTool':click() -- close the build mode showDialog() -- call the dialog end end
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Re: Lua chatbox

Posted: 18 Oct 2020, 20:51
by Hadestia
ian` wrote: 18 Oct 2020, 20:38 So you want make a thing like gui example in Dev tool plugin by Lobby?

Actually you can look at gui example post for the complete code.

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local function showDialog() -- Body of dialog that will show when tool is clicked end function script:event(x,y,lvl,event) if event == Script.EVENT_TOOL_ENTER then GUI.get'cmdCloseTool':click() -- close the build mode showDialog() -- call the dialog end end
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I used

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function script:finishInformationDialog(x,y,_,dialog) dialog.title:setText("Haha") dialog.content.parent:addListBox{ x = 10, y = 10, width = -10, height = -10 } local entry = listBox:addCanvas{h=30} local lbl = entry:addLabel{ text = 'This is entry ' width = -30 } local cmd = entry:addButton{ x = -35, width = 30, icon = Icon.OK, onClick = function() Debug.toast('Clicked on entry ') end } dialog.controls:addButton{ x = -35, width = 30, icon = Icon.OK, onClick = function() Debug.toast('Clicked on entry ') end } return false end
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But nothing shows

Re: Lua chatbox

Posted: 18 Oct 2020, 21:00
by Hadestia
I'd also used :

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function script:finishInformationDialog(x,y,_,dialog) dialog.title:setText("Haha") dialog.content:addListBox{ x = 10, y = 10, height = -10, width = -10 } dialog.controls:addButton{ x = -35, width = 30, icon = Icon.OK, onClick = function() Debug.toast('Clicked on entry '..i) end } end
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These works but doesn't have canvas neither parent and how to add list item inside of these?

Re: Lua chatbox

Posted: 19 Oct 2020, 22:30
by 1Code

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Drawing.drawText("E!", 30, 30) function script:buildCityGUI() local function aci() local dialog = GUI.createDialog { title = "Advanced city infomationn" } local layout = dialog.content:addLayout{ vertical = true, spacing=2 } local panel = addPanel { width = 30, height = 30 } local function addLine(label, height) local line = layout:addLayout{height = height} line:addLabel{text = label, w = 60} return line:addLayout{ x = 62 } end local line = addLine("City name", 10) local textframe = dialog.content:addTextFrame { text = [[E!]] } end local sidebar = GUI.get('sidebarLine') local button = sidebar:getFirstPart():addButton { width = 20, height = 20, onClick = function(self) aci() end } end --But why is the text frame not showing in the dialog?
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Re: Lua chatbox

Posted: 19 Oct 2020, 22:32
by 1Code
Screenshot_20201019-215723_TheoTown.png

Re: Lua chatbox

Posted: 19 Oct 2020, 22:49
by 1Code
And also, why is the above code isn't working*

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function script:update() --*inside here end
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Re: Lua chatbox

Posted: 20 Oct 2020, 07:29
by Hadestia
Jeremiah Stephens wrote: 19 Oct 2020, 22:32 Screenshot_20201019-215723_TheoTown.png
My question is why did you put dialog.content:addButton{} if you want to show only the textframe?

Re: Lua chatbox

Posted: 20 Oct 2020, 08:15
by Hadestia
Based on what I've understood in your codes you want to have text inside the button?

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local line = addLine('City name:', 10) line:addButton{ icon = Icon.CITY, x = -35, width = 25, text = 'City Name', onClick = function() Debug.toast('City Name') end }
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Re: Lua chatbox

Posted: 20 Oct 2020, 14:22
by 1Code
rjroldan1 wrote: 20 Oct 2020, 08:15 Based on what I've understood in your codes you want to have text inside the button?

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local line = addLine('City name:', 10) line:addButton{ icon = Icon.CITY, x = -35, width = 25, text = 'City Name', onClick = function() Debug.toast('City Name') end }
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Still doesn't work

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Drawing.drawText("E!", 30, 30) function script:buildCityGUI() local function aci() local dialog = GUI.createDialog { title = "Advanced city infomationn" } local layout = dialog.content:addLayout{ vertical = true, spacing=2 } local function addLine(label, height) local line = layout:addLayout{height = height} line:addLabel{text = label, w = 60} return line:addLayout{ x = 62 } end local line = addLine('City name:', 10) line:addButton{ icon = Icon.CITY, x = -35, width = 25, text = 'City Name', onClick = function(self) Debug.toast('City Name') end } end local sidebar = GUI.get('sidebarLine') local button = sidebar:getFirstPart():addButton { width = 20, height = 20, onClick = function(self) aci() end } end
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Screenshot_20201020-141627_TheoTown.png

Re: Lua chatbox

Posted: 20 Oct 2020, 17:47
by Hadestia
Sorry i forgot it's...

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local line = dialog:addButton{ icon = Icon.CITY, x = -35, width = 25, text = 'City Name', onClick = function() Debug.toast('City Name') end }
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Re: Lua chatbox

Posted: 22 Oct 2020, 17:11
by 1Code

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Drawing.drawText("E!", 30, 30) function script:buildCityGUI() local function aci() local dialog = GUI.createDialog { title = "Advanced city infomationn" } --local root = GUI.getRoot() local layout = dialog.content:addLayout{ vertical = true, spacing=2 } local panel = addPanel { width = 30, height = 30 } local function addLine(label, height) local line = layout:addLayout{height = height} line:addLabel{text = label, w = 60} return line:addLayout{ x = 62 } end local line = dialog:addButton{ icon = Icon.CITY, x = -35, width = 25, text = 'City Name', onClick = function() Debug.toast('City Name') end } line:addButton{ icon = Icon.CITY, x = -35, width = 25, text = 'City Name', onClick = function(self) Debug.toast('City Name') end } end local sidebar = GUI.get('sidebarLine') local button = sidebar:getFirstPart():addButton { width = 20, height = 20, onClick = function(self) aci() end } end
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Re: Lua chatbox

Posted: 22 Oct 2020, 17:13
by 1Code
Screenshot_20201022-171010_TheoTown.png

Re: Lua chatbox

Posted: 22 Oct 2020, 18:33
by Hadestia

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Drawing.drawText("E!", 30, 30) function script:buildCityGUI() local function aci() local dialog = GUI.createDialog { title = "Advanced city infomationn" } --local root = GUI.getRoot() local layout = dialog.content:addLayout{ vertical = true, spacing=2 } local panel = addPanel { width = 30, height = 30 } local function addLine(label, height) local line = layout:addLayout{height = height} line:addLabel{text = label, w = 60} return line:addLayout{ x = 62 } end local line = addLine('button',26) line:addButton{ icon = Icon.CITY, x = -35, width = 25, text = 'City Name', onClick = function() Debug.toast('City Name') end } line:addButton{ icon = Icon.CITY, x = -35, width = 25, text = 'City Name', onClick = function(self) Debug.toast('City Name') end } end end
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I edited some @Jeremiah Stephens i dont know how about side bar