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@@ -473,8 +473,8 @@ return function(name, parent)
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end;
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execute = function(self, path, ...)
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cachedPath = path
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curProcess = process:new(path, pWindow, ...)
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cachedPath = path or cachedPath
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curProcess = process:new(cachedPath, pWindow, ...)
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pWindow.setBackgroundColor(colors.black)
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pWindow.setTextColor(colors.white)
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pWindow.clear()
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@@ -36,9 +36,6 @@ return function(name)
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if(xmlValue("progressSymbol", data)~=nil)then activeBarSymbol = xmlValue("progressSymbol", data) end
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if(xmlValue("backgroundSymbol", data)~=nil)then bgBarSymbol = xmlValue("backgroundSymbol", data) end
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if(xmlValue("progressSymbolColor", data)~=nil)then activeBarSymbolCol = colors[xmlValue("progressSymbolColor", data)] end
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if(xmlValue("scrollable", data)~=nil)then if(xmlValue("scrollable", data))then self:setScrollable(true) else self:setScrollable(false) end end
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if(xmlValue("offset", data)~=nil)then self:setOffset(xmlValue("offset", data)) end
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if(xmlValue("space", data)~=nil)then space = xmlValue("space", data) end
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if(xmlValue("onDone", data)~=nil)then self:onProgressDone(baseFrame:getVariable(xmlValue("onDone", data))) end
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return self
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end,
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@@ -1,47 +0,0 @@
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local Object = require("Object")
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return function(name)
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local base = Object(name) -- this will load the base object class, it is necessary if you want to make a visual object, otherwise you dont need that.
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local objectType = "Example" -- here is the object type, make sure it is the same as the file name - this way you can also make sure its unique
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-- here you could set some default values, but its not necessary, it doesn't matter if you call the functions or change the values directly, maybe i should change that
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--i guess its better if you call functions base:setBackground, base:setSize and so on.
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base.width = 12
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base.height = 1
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base.bgColor = colors.lightGray
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base.fgColor = colors.gray
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base:setValue(false)
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base:setZIndex(5) -- if you want to change the zIndex always use the function
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local object = { -- here you start your unique object class, please always make sure a getType exists!
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getType = function(self)
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return objectType
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end;
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mouseClickHandler = function(self, event, button, x, y) -- this is your extended mouseClickHandler, if you want something to happen if the user clicks on that
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if (base.mouseClickHandler(self, event, button, x, y)) then -- here you access the base class mouseClickHandler it will return true if the user really clicks on the object
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local obx, oby = self:getAbsolutePosition(self:getAnchorPosition()) --getAnchorPosition is obviously for returning the x and y coords changed by the anchor system, absolute position explains itself i guess
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if ((event == "mouse_click") or (event == "mouse_drag")) and (button == 1) then
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--here you can create your logic
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end
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return true -- please always return true if base.mouseClickHandler also returns true, otherwise your object wont get focused.
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end
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end;
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draw = function(self) -- if your object is visual, you will need a draw function
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if (base.draw(self)) then
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if (self.parent ~= nil) then
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local obx, oby = self:getAnchorPosition()
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--self.parent:drawBackgroundbox(obx, oby, self.width, self.height, self.bgColor) -- changes the background color of that object
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--self.parent:drawForegroundbox(obx, oby, self.width, self.height, self.fgColor) -- changes the foreground (textcolor) color of that object
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--self.parent:writeText(obx, oby, "Some Text", self.bgColor, self.fgColor) -- writes something on the screen, also able to change its bgcolor and fgcolor
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--the draw functions always gets called after something got visually changed. I am always redrawing the entire screen, but only if something has changed.
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end
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end
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end;
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}
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return setmetatable(object, base) -- required
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end
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