2020-11-28 13:23:58 -05:00
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--[[ Character Sheet Template by: MrStump
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You can set up your own character sheet if you follow these steps.
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Step 1) Change the character sheet image
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-Right click on the character sheet, click Custom
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-Replace the image URL with one for your character sheet
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-Click import, make sure your sheet loads
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-SAVE THE GAME (the table setup)
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-LOAD FROM THAT SAVE YOU JUST MADE
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Step 2) Edit script to fit your character sheet
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-Below you will see some general options, and then the big data table
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-The data table is what determines how many of which buttons are made
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-Checkboxes
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-Counters
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-Textboxes
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-By default, there are 3 of each. You can add more or remove entries
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-If you intend to add/remove, be sure only to add/remove ENTRIES
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-This is what an entry looks like:
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{
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pos = {-0.977,0.1,-0.589},
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size = 800,
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state = false
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},
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-Deleting the whole thing would remove that specific item on the sheet
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-Copy and pasting it after another entry would create another
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-Each entry type has unique data points (pos, size, state, etc)
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-Do not try to add in your own data points or remove them individually
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-There is a summary of what each point does at the top of its category
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Step 3) Save and check script changes
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-Hit Save & Apply in the script window to save your code
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-You can edit your code as needed and Save+Apply as often as needed
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-When you are finished, make disableSave = false below then Save+apply
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-This enables saving, so your sheet will remember whats on it.
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Bonus) Finding/Editing Positions for elements
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I have included a tool to get positions for buttons in {x,y,z} form
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Place it where you want the center of your element to be
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Then copy the table from the notes (lower right of screen)
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You can highlight it and CTRL+C
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Paste it into the data table where needed (pos=)
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If you want to manually tweek the values:
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{0,0,0} is the center of the character sheet
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{1,0,0} is right, {-1,0,0} is left
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{0,0,-1} is up, {0,0,1} is down
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0.1 for Y is the height off of the page.
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If it was 0, it would be down inside the model of the sheet
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Begin editing below: ]]
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--Set this to true while editing and false when you have finished
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disableSave = false
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--Remember to set this to false once you are done making changes
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--Then, after you save & apply it, save your game too
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--Color information for button text (r,g,b, values of 0-1)
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buttonFontColor = {0,0,0}
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--Color information for button background
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buttonColor = {0.902,0.886,0.788}
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--Change scale of button (Avoid changing if possible)
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buttonScale = {0.1,0.1,0.1}
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--This is the button placement information
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defaultButtonData = {
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--Add checkboxes
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checkbox = {
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--[[
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pos = the position (pasted from the helper tool)
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size = height/width/font_size for checkbox
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state = default starting value for checkbox (true=checked, false=not)
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]]
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--1 checkbox
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-- {
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-- pos = {0.306,0.1,0.05},
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-- size = 250,
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-- state = false
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-- },
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--End of checkboxes
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},
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--Add counters that have a + and - button
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counter = {
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--[[
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pos = the position (pasted from the helper tool)
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size = height/width/font_size for counter
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value = default starting value for counter
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hideBG = if background of counter is hidden (true=hidden, false=not)
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]]
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--Slot one counter 1
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{
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pos = {-0.7,0.1,-0.46},
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size = 400,
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value = 0,
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hideBG = true
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},
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--Slot one counter 2
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{
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pos = {-0.51,0.1,-0.46},
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size = 400,
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value = 0,
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hideBG = true
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},
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--Slot one xp 1
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{
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pos = {-0.517,0.1,-0.56},
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size = 300,
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value = 0,
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hideBG = true
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},
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--Slot two counter 1
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{
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pos = {-0.274,0.1,-0.455},
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size = 400,
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value = 0,
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hideBG = true
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},
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--Slot two counter 2
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{
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pos = {-0.06,0.1,-0.455},
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size = 400,
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value = 0,
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hideBG = true
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},
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--Slot two xp 1
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{
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pos = {-0.061,0.1,-0.55},
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size = 300,
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value = 0,
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hideBG = true
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},
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--Slot three counter 1
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{
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pos = {0.15,0.1,-0.45},
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size = 400,
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value = 0,
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hideBG = true
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},
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--Slot three counter 2
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{
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pos = {0.379,0.1,-0.45},
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size = 400,
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value = 0,
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hideBG = true
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},
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--Slot three xp 1
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{
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pos = {0.38,0.1,-0.55},
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size = 300,
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value = 0,
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hideBG = true
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},
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--Slot four counter 1
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{
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pos = {0.614,0.1,-0.44},
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size = 400,
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value = 0,
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hideBG = true
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},
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--Slot four counter 2
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{
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pos = {0.82,0.1,-0.44},
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size = 400,
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value = 0,
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hideBG = true
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},
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--Slot four xp 1
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{
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pos = {0.827,0.1,-0.54},
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size = 300,
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value = 0,
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hideBG = true
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},
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--End of counters
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},
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--Add editable text boxes
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textbox = {
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--[[
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pos = the position (pasted from the helper tool)
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rows = how many lines of text you want for this box
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width = how wide the text box is
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font_size = size of text. This and "rows" effect overall height
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label = what is shown when there is no text. "" = nothing
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value = text entered into box. "" = nothing
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alignment = Number to indicate how you want text aligned
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(1=Automatic, 2=Left, 3=Center, 4=Right, 5=Justified)
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]]
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--Slot one player
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{
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pos = {-0.64,0.1,-0.72},
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rows = 1,
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width = 2000,
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font_size = 150,
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label = "Click to type",
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value = "",
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alignment = 2
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},
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--Slot one investigator
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{
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pos = {-0.64,0.1,-0.63},
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rows = 1,
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width = 2000,
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font_size = 150,
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label = "Click to type",
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value = "",
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alignment = 2
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},
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--Slot one story
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{
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pos = {-0.64,0.1,-0.27},
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rows = 9,
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width = 2000,
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font_size = 100,
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label = "Click to type",
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value = "",
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alignment = 2
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},
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--Slot two player
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{
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pos = {-0.2,0.1,-0.715},
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rows = 1,
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width = 2000,
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font_size = 150,
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label = "Click to type",
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value = "",
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alignment = 2
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},
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--Slot two investigator
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{
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pos = {-0.2,0.1,-0.63},
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rows = 1,
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width = 2000,
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font_size = 150,
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label = "Click to type",
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value = "",
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alignment = 2
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},
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--Slot two story
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{
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pos = {-0.2,0.1,-0.27},
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rows = 9,
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width = 2000,
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font_size = 100,
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label = "Click to type",
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value = "",
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alignment = 2
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},
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--Slot three player
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{
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pos = {0.241,0.1,-0.71},
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rows = 1,
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width = 2000,
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font_size = 150,
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label = "Click to type",
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value = "",
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alignment = 2
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},
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--Slot three investigator
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{
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pos = {0.24,0.1,-0.625},
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rows = 1,
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width = 2000,
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font_size = 150,
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label = "Click to type",
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value = "",
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alignment = 2
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},
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--Slot three story
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{
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pos = {0.24,0.1,-0.268},
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rows = 9,
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width = 2000,
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font_size = 100,
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label = "Click to type",
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value = "",
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alignment = 2
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},
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--Slot four player
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{
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pos = {0.69,0.1,-0.71},
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rows = 1,
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width = 2000,
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font_size = 150,
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label = "Click to type",
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value = "",
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alignment = 2
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},
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--Slot four investigator
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{
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pos = {0.69,0.1,-0.62},
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rows = 1,
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width = 2000,
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font_size = 150,
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label = "Click to type",
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value = "",
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alignment = 2
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},
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--Slot four story
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{
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pos = {0.671,0.1,-0.265},
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rows = 9,
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width = 2000,
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font_size = 100,
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label = "Click to type",
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value = "",
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alignment = 2
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},
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--Memories Recovered
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{
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pos = {0.44,0.1,0.325},
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rows =14,
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width = 3500,
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font_size = 200,
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label = "Click to type",
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value = "",
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alignment = 2
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},
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--Campaign Notes 1
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{
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pos = {-0.43,0.1,0.33},
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rows =14,
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width = 3500,
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font_size = 200,
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label = "Click to type",
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value = "",
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alignment = 2
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},
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--Campaign Notes 2
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{
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pos = {-0.478,0.1,0.8},
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rows = 8,
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width = 3000,
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font_size = 150,
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label = "Click to type",
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value = "",
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alignment = 2
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},
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--Killed and Insane
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{
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pos = {0.448,0.1,0.887},
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rows = 5,
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width = 4000,
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font_size = 150,
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label = "Click to type",
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value = "",
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alignment = 2
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},
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--End of textboxes
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}
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}
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--Lua beyond this point, I recommend doing something more fun with your life
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--Save function
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local alreadySaving = false -- Copy this too!
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function updateSave()
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function string.replaceText(text, old, new)
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local b,e = text:find(old,1,true)
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if b==nil then
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return text
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else
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return text:sub(1,b-1) .. new .. text:sub(e+1)
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end
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end
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function wait(time)
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local start = os.time()
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repeat coroutine.yield(0) until os.time() > start + time
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end
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function deepcopy(orig)
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local orig_type = type(orig)
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local copy
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if orig_type == 'table' then
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copy = {}
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for orig_key, orig_value in next, orig, nil do
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copy[deepcopy(orig_key)] = deepcopy(orig_value)
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end
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setmetatable(copy, deepcopy(getmetatable(orig)))
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else -- number, string, boolean, etc
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copy = orig
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end
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return copy
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end
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function startSaving()
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while alreadySaving do
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wait(0.01)
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end
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alreadySaving = true
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local ref_buttonData = deepcopy(ref_buttonData)
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local input_values = {}
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local checkbox_values = {}
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local counter_values = {}
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local GUID = self.getGUID()
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local counter = 1
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for _, val in ipairs(ref_buttonData.textbox) do
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if val.value != nil then
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input_values[counter] = val.value
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val.value = "u"..GUID..":iv:"..counter.."u"
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counter = counter + 1
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end
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if val.label != nil then
|
|
|
|
input_values[counter] = val.label
|
|
|
|
val.label = "u"..GUID..":iv:"..counter.."u"
|
|
|
|
counter = counter + 1
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local counter = 1
|
|
|
|
for _, val in ipairs(ref_buttonData.checkbox) do
|
|
|
|
if val.value != nil then
|
|
|
|
checkbox_values[counter] = val.value
|
|
|
|
val.value = "u"..GUID..":bv:"..counter.."u"
|
|
|
|
counter = counter + 1
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local counter = 1
|
|
|
|
for _, val in ipairs(ref_buttonData.counter) do
|
|
|
|
if val.value != nil then
|
|
|
|
counter_values[counter] = val.value
|
|
|
|
val.value = "u"..GUID..":cv:"..counter.."u"
|
|
|
|
counter = counter + 1
|
|
|
|
if val.counters != nil then
|
|
|
|
for _, val2 in ipairs(val.counters) do
|
|
|
|
if val2.value != nil then
|
|
|
|
counter_values[counter] = val2.value
|
|
|
|
val2.value = "u"..GUID..":cv:"..counter.."u"
|
|
|
|
counter = counter + 1
|
|
|
|
end
|
|
|
|
if val2.change_value != nil then
|
|
|
|
counter_values[counter] = val2.change_value
|
|
|
|
val2.change_value = "u"..GUID..":cv:"..counter.."u"
|
|
|
|
counter = counter + 1
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
saved_data = JSON.encode(ref_buttonData)
|
|
|
|
|
|
|
|
local counter = 1
|
|
|
|
for _, val in ipairs(ref_buttonData.textbox) do
|
|
|
|
if val.value != nil then
|
|
|
|
saved_data = saved_data:replaceText("u"..GUID..":iv:"..counter.."u", string.gsub(input_values[counter], "[\\\"']", "\\%1"))
|
|
|
|
val.value = input_values[counter]
|
|
|
|
counter = counter + 1
|
|
|
|
end
|
|
|
|
if val.label != nil then
|
|
|
|
saved_data = saved_data:replaceText("u"..GUID..":iv:"..counter.."u", string.gsub(input_values[counter], "[\\\"']", "\\%1"))
|
|
|
|
val.label = input_values[counter]
|
|
|
|
counter = counter + 1
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local counter = 1
|
|
|
|
for _, val in ipairs(ref_buttonData.checkbox) do
|
|
|
|
if val.value != nil then
|
|
|
|
val.value = checkbox_values[counter]
|
|
|
|
saved_data = saved_data:replaceText("u"..GUID..":bv:"..counter.."u", string.gsub(checkbox_values[counter], "[\\\"']", "\\%1"))
|
|
|
|
counter = counter + 1
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local counter = 1
|
|
|
|
for _, val in ipairs(ref_buttonData.counter) do
|
|
|
|
if val.value != nil then
|
|
|
|
val.value = counter_values[counter]
|
|
|
|
saved_data = saved_data:replaceText("u"..GUID..":cv:"..counter.."u", string.gsub(counter_values[counter], "[\\\"']", "\\%1"))
|
|
|
|
counter = counter + 1
|
|
|
|
|
|
|
|
if val.counters != nil then
|
|
|
|
for _, val2 in ipairs(val.counters) do
|
|
|
|
if val2.value != nil then
|
|
|
|
val2.value = counter_values[counter]
|
|
|
|
saved_data = saved_data:replaceText("u"..GUID..":cv:"..counter.."u", string.gsub(counter_values[counter], "[\\\"']", "\\%1"))
|
|
|
|
counter = counter + 1
|
|
|
|
end
|
|
|
|
if val2.change_value != nil then
|
|
|
|
val2.change_value = counter_values[counter]
|
|
|
|
saved_data = saved_data:replaceText("u"..GUID..":cv:"..counter.."u", string.gsub(counter_values[counter], "[\\\"']", "\\%1"))
|
|
|
|
counter = counter + 1
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
end
|
|
|
|
end
|
|
|
|
if disableSave==true then saved_data="" end
|
|
|
|
self.script_state = saved_data
|
|
|
|
|
|
|
|
alreadySaving = false
|
|
|
|
return 1
|
|
|
|
end
|
|
|
|
startLuaCoroutine(self, "startSaving")
|
|
|
|
end
|
|
|
|
|
|
|
|
--Startup procedure
|
|
|
|
function onload(saved_data)
|
|
|
|
if disableSave==true then saved_data="" end
|
|
|
|
if saved_data ~= "" then
|
|
|
|
local loaded_data = JSON.decode(saved_data)
|
|
|
|
ref_buttonData = loaded_data
|
|
|
|
else
|
|
|
|
ref_buttonData = defaultButtonData
|
|
|
|
end
|
|
|
|
|
|
|
|
spawnedButtonCount = 0
|
|
|
|
createCheckbox()
|
|
|
|
createCounter()
|
|
|
|
createTextbox()
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
--Click functions for buttons
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
--Checks or unchecks the given box
|
|
|
|
function click_checkbox(tableIndex, buttonIndex)
|
|
|
|
if ref_buttonData.checkbox[tableIndex].state == true then
|
|
|
|
ref_buttonData.checkbox[tableIndex].state = false
|
|
|
|
self.editButton({index=buttonIndex, label=""})
|
|
|
|
else
|
|
|
|
ref_buttonData.checkbox[tableIndex].state = true
|
|
|
|
self.editButton({index=buttonIndex, label=string.char(10008)})
|
|
|
|
end
|
|
|
|
updateSave()
|
|
|
|
end
|
|
|
|
|
|
|
|
--Applies value to given counter display
|
|
|
|
function click_counter(tableIndex, buttonIndex, amount)
|
|
|
|
ref_buttonData.counter[tableIndex].value = ref_buttonData.counter[tableIndex].value + amount
|
|
|
|
self.editButton({index=buttonIndex, label=ref_buttonData.counter[tableIndex].value})
|
|
|
|
updateSave()
|
|
|
|
end
|
|
|
|
|
|
|
|
--Updates saved value for given text box
|
|
|
|
function click_textbox(i, value, selected)
|
|
|
|
if selected == false then
|
|
|
|
ref_buttonData.textbox[i].value = value
|
|
|
|
updateSave()
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
--Dud function for if you have a background on a counter
|
|
|
|
function click_none() end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
--Button creation
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
--Makes checkboxes
|
|
|
|
function createCheckbox()
|
|
|
|
for i, data in ipairs(ref_buttonData.checkbox) do
|
|
|
|
--Sets up reference function
|
|
|
|
local buttonNumber = spawnedButtonCount
|
|
|
|
local funcName = "checkbox"..i
|
|
|
|
local func = function() click_checkbox(i, buttonNumber) end
|
|
|
|
self.setVar(funcName, func)
|
|
|
|
--Sets up label
|
|
|
|
local label = ""
|
|
|
|
if data.state==true then label=string.char(10008) end
|
|
|
|
--Creates button and counts it
|
|
|
|
self.createButton({
|
|
|
|
label=label, click_function=funcName, function_owner=self,
|
|
|
|
position=data.pos, height=data.size, width=data.size,
|
|
|
|
font_size=data.size, scale=buttonScale,
|
|
|
|
color=buttonColor, font_color=buttonFontColor
|
|
|
|
})
|
|
|
|
spawnedButtonCount = spawnedButtonCount + 1
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
--Makes counters
|
|
|
|
function createCounter()
|
|
|
|
for i, data in ipairs(ref_buttonData.counter) do
|
|
|
|
--Sets up display
|
|
|
|
local displayNumber = spawnedButtonCount
|
|
|
|
--Sets up label
|
|
|
|
local label = data.value
|
|
|
|
--Sets height/width for display
|
|
|
|
local size = data.size
|
|
|
|
if data.hideBG == true then size = 0 end
|
|
|
|
--Creates button and counts it
|
|
|
|
self.createButton({
|
|
|
|
label=label, click_function="click_none", function_owner=self,
|
|
|
|
position=data.pos, height=size, width=size,
|
|
|
|
font_size=data.size, scale=buttonScale,
|
|
|
|
color=buttonColor, font_color=buttonFontColor
|
|
|
|
})
|
|
|
|
spawnedButtonCount = spawnedButtonCount + 1
|
|
|
|
|
|
|
|
--Sets up add 1
|
|
|
|
local funcName = "counterAdd"..i
|
|
|
|
local func = function() click_counter(i, displayNumber, 1) end
|
|
|
|
self.setVar(funcName, func)
|
|
|
|
--Sets up label
|
|
|
|
local label = "+"
|
|
|
|
--Sets up position
|
|
|
|
local offsetDistance = (data.size/2 + data.size/4) * (buttonScale[1] * 0.002)
|
|
|
|
local pos = {data.pos[1] + offsetDistance, data.pos[2], data.pos[3]}
|
|
|
|
--Sets up size
|
|
|
|
local size = data.size / 2
|
|
|
|
--Creates button and counts it
|
|
|
|
self.createButton({
|
|
|
|
label=label, click_function=funcName, function_owner=self,
|
|
|
|
position=pos, height=size, width=size,
|
|
|
|
font_size=size, scale=buttonScale,
|
|
|
|
color=buttonColor, font_color=buttonFontColor
|
|
|
|
})
|
|
|
|
spawnedButtonCount = spawnedButtonCount + 1
|
|
|
|
|
|
|
|
--Sets up subtract 1
|
|
|
|
local funcName = "counterSub"..i
|
|
|
|
local func = function() click_counter(i, displayNumber, -1) end
|
|
|
|
self.setVar(funcName, func)
|
|
|
|
--Sets up label
|
|
|
|
local label = "-"
|
|
|
|
--Set up position
|
|
|
|
local pos = {data.pos[1] - offsetDistance, data.pos[2], data.pos[3]}
|
|
|
|
--Creates button and counts it
|
|
|
|
self.createButton({
|
|
|
|
label=label, click_function=funcName, function_owner=self,
|
|
|
|
position=pos, height=size, width=size,
|
|
|
|
font_size=size, scale=buttonScale,
|
|
|
|
color=buttonColor, font_color=buttonFontColor
|
|
|
|
})
|
|
|
|
spawnedButtonCount = spawnedButtonCount + 1
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
function createTextbox()
|
|
|
|
for i, data in ipairs(ref_buttonData.textbox) do
|
|
|
|
--Sets up reference function
|
|
|
|
local funcName = "textbox"..i
|
|
|
|
local func = function(_,_,val,sel) click_textbox(i,val,sel) end
|
|
|
|
self.setVar(funcName, func)
|
|
|
|
|
|
|
|
self.createInput({
|
|
|
|
input_function = funcName,
|
|
|
|
function_owner = self,
|
|
|
|
label = data.label,
|
|
|
|
alignment = data.alignment,
|
|
|
|
position = data.pos,
|
|
|
|
scale = buttonScale,
|
|
|
|
width = data.width,
|
|
|
|
height = (data.font_size*data.rows)+24,
|
|
|
|
font_size = data.font_size,
|
|
|
|
color = buttonColor,
|
|
|
|
font_color = buttonFontColor,
|
|
|
|
value = data.value,
|
|
|
|
})
|
|
|
|
end
|
2020-11-28 11:46:13 -05:00
|
|
|
end
|