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HudListControl.lua
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HudListControl.lua
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--- Scrollable list gui rendered within world space
--- @class HudListControl
--- @field private scriptedShape ShapeClass Scripted shape instance the control gets attached to
--- @field private character Character Character which is locked to the shape's interactable upon interaction
--- @field private visibleElements table<string> Table of rendered elements
--- @field private elements table<string> Table of all available elements
--- @field private position number Current view pane position witin the list
--- @field private gui GuiInterface Gui object that is rendered
HudListControl = class()
--- Creates handler functions for the scripted shape's events
--- @param self HudListControl HudListControl instance
--- @param scriptedShape ShapeClass Scripted shape whose events are being listened to
local function generateCallbacks(self, scriptedShape)
scriptedShape.client_onAction = function (_, controllerAction, isPressed)
self:onAction(controllerAction, isPressed)
return false
end
end
--- Constructor
--- @param scriptedShape ShapeClass Scripted shape the Gui gets attached to
--- @param character any Character that gets locked to the scritped shape's interactable
--- @param host Interactable Host interactable to attach the Gui to
--- @param visibleElements any Visible list elements to be initially displayed
--- @param elements any List elements that can be scrolled through
function HudListControl:__init(scriptedShape, character, host, visibleElements, elements)
self.scriptedShape = scriptedShape
self.character = character
self.visibleElements = visibleElements or 5
self.elements = elements or {}
self.position = 1
self.gui = sm.gui.createNameTagGui()
self.gui:setHost(host)
self.gui:setRequireLineOfSight(false)
self.gui:setMaxRenderDistance(15)
generateCallbacks(self, scriptedShape)
self:update()
end
--- Event handler function getting called when a player is locked to the interactable
--- @param controllerAction any Player action that has happened
--- @param state boolean Describes whether the action has started or ended: `true` if it has started, `false` if it has ended.
--- @return boolean @True if the action propagates to higher level handlers, false if it is to terminate here
function HudListControl:onAction(controllerAction, state)
if controllerAction == 20 and state then
self:scroll(-1)
elseif controllerAction == 21 and state then
self:scroll(1)
end
return false
end
--- Sets and updates the displayable list elements
--- @param elements table<string> Elements
function HudListControl:setElements(elements)
assert(type(elements) == "table", "Elements must be a table")
self.elements = elements
self:update()
end
--- Changes the view pane's position relatively to its current by the given amount of steps
--- @param steps number Amount of steps to scroll up or down. Positive numbers scroll down, negative scroll up.
function HudListControl:scroll(steps)
self.position = self.position + steps
if self.position < 1 or #self.elements < self.visibleElements then
self.position = 1
elseif self.position + self.visibleElements > #self.elements then
self.position = #self.elements - self.visibleElements
end
self:update()
end
--- Opens the list Gui
function HudListControl:open()
self.character:setLockingInteractable(self.scriptedShape.interactable)
self:update()
self.gui:open()
end
--- Closes the list Gui
function HudListControl:close()
self.character:setLockingInteractable(nil)
self.gui:close()
end
--- Updates the displayed Gui
function HudListControl:update()
local elementsToDisplay = ((#self.elements > self.visibleElements) and self.visibleElements or #self.elements)
local str = ""
for i = 0, elementsToDisplay - 1, 1 do
str = str .. tostring(self.elements[self.position + i] or "") .. ((i < elementsToDisplay - 1) and "\n" or "") -- No new line feed for the last element
end
self.gui:setText("Text", str)
end
--- Returns the current view pane position
--- @return number @Current position
function HudListControl:getPosition()
return self.position
end
--- Called to destroy the hud list Gui
function HudListControl:destroy()
self.character:setLockingInteractable(nil)
self.gui:destroy()
end