Files
OpenSpace/scripts/core_scripts.lua
Emma Broman 6e6f425a0a Issue/3337 Custom UI group ordering (#3363)
* remove code for controlling group sorting in ImGui

We only use this for debug and the sorting here is no longer relevant

* Add feature to add custom ordering to UI groups

* Tiny cleanup

* Add numerical ordering for night sky planets

* Update Lua function name and create an event when ordering updated

* Set top-level ordering

* Add function documentation

* Add a custom ordering that previously was hardcoded in UI

* Apply suggestions from code review

Co-authored-by: Alexander Bock <alexander.bock@liu.se>

* Rename GUI ordering function

* Update GUI hash

---------

Co-authored-by: Alexander Bock <alexander.bock@liu.se>
2024-08-22 16:51:28 +02:00

308 lines
11 KiB
Lua

openspace.documentation = {
{
Name = "markInterestingNodes",
Arguments = {{ "sceneGraphNodes", "String[]" }},
Documentation = [[This function marks the scene graph nodes identified by name as
interesting, which will provide shortcut access to focus buttons and featured
properties]]
},
{
Name = "markInterestingTimes",
Arguments = {{ "times", "Table[]" }},
Documentation = [[This function marks interesting times for the current scene, which
will create shortcuts for a quick access]]
},
{
Name = "removeInterestingNodes",
Arguments = {{ "sceneGraphNodes", "String[]" }},
Documentation = [[This function removes unmarks the scene graph nodes identified by
name as interesting, thus removing the shortcuts from the features properties list]]
},
{
Name = "setDefaultDashboard",
Arguments = {},
Documentation = [[This function sets the default values for the dashboard consisting
of 'DashboardItemDate', 'DashboardItemSimulationIncrement', 'DashboardItemDistance',
'DashboardItemFramerate', and 'DashboardItemParallelConnection']]
},
{
Name = "rebindKey",
Arguments = {{ "oldKey", "String" }, { "newKey", "String" }},
Documentation = [[Rebinds all scripts from the old key (first argument) to the new
key (second argument)]]
},
{
Name = "appendToListProperty",
Arguments = {{ "identifier","String" }, { "value", "any" }},
Documentation = [[Add a value to the list property with the given identifier. The
value can be any type, as long as it is the correct type for the given property.
Note that a number will be converted to a string automatically.]]
},
{
Name = "addToPropertyValue",
Arguments = {{ "identifier", "String" } , { "value", "String | Number" }},
Documentation = [[Add a value to the property with the given identifier. Works on both
numerical and string properties, where adding to a string property means appending
the given string value to the existing string value.]]
},
{
Name = "invertBooleanProperty",
Arguments = {{ "identifier", "String" }},
Documentation = "Inverts the value of a boolean property with the given identifier"
},
{
Name = "fadeIn",
Arguments = {
{ "identifier", "String" },
{ "fadeTime", "Number?" },
{ "endScript", "String?" }
},
Documentation = [[Fades in the node(s) with the given identifier over the given time
in seconds. The identifier can contain a tag and/or a wildcard to target several
nodes. If the fade time is not provided then the 'OpenSpaceEngine.FadeDuration'
property will be used instead. If the third argument (endScript) is provided then
that script will be run after the fade is finished.]]
},
{
Name = "fadeOut",
Arguments = {
{ "identifier", "String" },
{ "fadeTime", "Number?" },
{ "endScript", "String?" }
},
Documentation = [[Fades out the node(s) with the given identifier over the given time
in seconds. The identifier can contain a tag and/or a wildcard to target several
nodes. If the fade time is not provided then the 'OpenSpaceEngine.FadeDuration'
property will be used instead. If the third argument (endScript) is provided then
that script will be run after the fade is finished.]]
},
{
Name = "toggleFade",
Arguments = {
{ "identifier", "String" },
{ "fadeTime", "Number?" },
{ "endScript", "String?" }
},
Documentation = [[Toggles the fade state of the node(s) with the given identifier over
the given time in seconds. The identifier can contain a tag and/or a wildcard to
target several nodes. If the fade time is not provided then the
"OpenSpaceEngine.FadeDuration" property will be used instead. If the third argument
(endScript) is provided then that script will be run after the fade is finished.]]
}
}
openspace.markInterestingNodes = function(nodes)
for _, n in pairs(nodes) do
if openspace.hasSceneGraphNode(n) then
openspace.addTag(n, "GUI.Interesting")
end
end
end
openspace.markInterestingTimes = function(times)
for _, n in pairs(times) do
local name = n["Name"] or n[1]
local time = n["Time"] or n[2]
openspace.addInterestingTime(name, time)
end
end
openspace.removeInterestingNodes = function(nodes)
for _, n in pairs(nodes) do
if openspace.hasSceneGraphNode(n) then
openspace.removeTag(n, "GUI.Interesting")
end
end
end
openspace.rebindKey = function(oldKey, newKey)
local t = openspace.keyBindings(oldKey)
openspace.clearKey(oldKey)
for _, v in pairs(t) do
openspace.bindKey(newKey, v)
end
end
openspace.appendToListProperty = function(propertyIdentifier, newItem)
local list = openspace.propertyValue(propertyIdentifier)
if type(list) ~= "table" then
openspace.printError(
"Error when calling script 'openspace.appendToListProperty': " ..
"Could not append to non-list property '" .. propertyIdentifier .. "'"
)
return;
end
table.insert(list, newItem)
openspace.setPropertyValueSingle(propertyIdentifier, list)
end
openspace.addToPropertyValue = function(propertyIdentifier, valueToAdd)
local value = openspace.propertyValue(propertyIdentifier)
if type(value) == "string" then
value = value .. valueToAdd;
else
value = value + valueToAdd;
end
openspace.setPropertyValueSingle(propertyIdentifier, value)
end
openspace.invertBooleanProperty = function(propertyIdentifier)
local value = openspace.propertyValue(propertyIdentifier)
if type(value) ~= "boolean" then
openspace.printError(
"Error when calling script 'openspace.invertBooleanProperty': " ..
"Could not invert non-boolean property '" .. propertyIdentifier .. "'"
)
return;
end
openspace.setPropertyValueSingle(propertyIdentifier, not value)
end
openspace.fadeIn = function(identifier, fadeTime, endScript)
-- Set default values for optional arguments
endScript = endScript or ""
fadeTime = fadeTime or openspace.propertyValue("OpenSpaceEngine.FadeDuration")
local enabledProperty = identifier .. ".Enabled"
local fadeProperty = identifier .. ".Fade"
-- Assume that we need to enable the node(s) as we fade it/them in
local isEnabled = false
-- Check if the identifier is a single node or a regex for several nodes
local hasTag, _ = identifier:find("{")
local hasWild, _ = identifier:find("*")
if hasTag ~= nil or hasWild ~= nil then
-- Regex, several nodes
local enabledPropertyList = openspace.property(enabledProperty)
if next(enabledPropertyList) == nil then
-- List is empty, no matches found
openspace.printError(
"Error when calling script 'openspace.fadeIn': " ..
"Could not find any property matching '" .. enabledProperty .. "'"
)
return
end
local fadePropertyList = openspace.property(fadeProperty)
if next(fadePropertyList) == nil then
-- List is empty, no matches found
openspace.printError(
"Error when calling script 'openspace.fadeIn': " ..
"Could not find any property matching '" .. fadeProperty .. "'"
)
return
end
else
-- Literal, single node
local hasEnabled = openspace.hasProperty(enabledProperty)
local hasFade = openspace.hasProperty(fadeProperty)
if not hasEnabled then
openspace.printError(
"Error when calling script 'openspace.fadeIn': " ..
"Could not find property '" .. enabledProperty .. "'"
)
return
elseif not hasFade then
openspace.printError(
"Error when calling script 'openspace.fadeIn': " ..
"Could not find property '" .. fadeProperty .. "'"
)
return
else
isEnabled = openspace.propertyValue(enabledProperty)
end
end
-- If node is already enabled we only have to fade it
if not isEnabled then
openspace.setPropertyValue(fadeProperty, 0.0)
openspace.setPropertyValue(enabledProperty, true)
end
openspace.setPropertyValue(fadeProperty, 1.0, fadeTime, "Linear", endScript)
end
openspace.fadeOut = function(identifier, fadeTime, endScript)
-- Set default values for optional arguments
endScript = endScript or ""
fadeTime = fadeTime or openspace.propertyValue("OpenSpaceEngine.FadeDuration")
local enabledProperty = identifier .. ".Enabled"
local fadeProperty = identifier .. ".Fade"
-- Assume that the node(s) are enabled and that we need to fade it/them out
local isEnabled = true
-- Is the identifier a single node or a regex for several nodes
local hasTag, _ = identifier:find("{")
local hasWild, _ = identifier:find("*")
if hasTag ~= nil or hasWild ~= nil then
-- Regex, several nodes
local enabledPropertyList = openspace.property(enabledProperty)
if next(enabledPropertyList) == nil then
-- List is empty, no matches found
openspace.printError(
"Error when calling script 'openspace.fadeIn': " ..
"Could not find any property matching '" .. enabledProperty .. "'"
)
return
end
local fadePropertyList = openspace.property(fadeProperty)
if next(fadePropertyList) == nil then
-- List is empty, no matches found
openspace.printError(
"Error when calling script 'openspace.fadeIn': " ..
"Could not find any property matching '" .. fadeProperty .. "'"
)
return
end
else
-- Literal, single node
local hasEnabled = openspace.hasProperty(enabledProperty)
local hasFade = openspace.hasProperty(fadeProperty)
if not hasEnabled then
openspace.printError(
"Error when calling script 'openspace.fadeIn': " ..
"Could not find property '" .. enabledProperty .. "'"
)
return
elseif not hasFade then
openspace.printError(
"Error when calling script 'openspace.fadeIn': " ..
"Could not find property '" .. fadeProperty .. "'"
)
return
else
isEnabled = openspace.propertyValue(enabledProperty)
end
end
-- If node is already disabled we don't have to do anything
if isEnabled then
openspace.setPropertyValue(fadeProperty, 0.0, fadeTime, "Linear", endScript)
end
end
openspace.toggleFade = function(renderable, fadeTime, endScript)
if (fadeTime == nil) then
fadeTime = openspace.propertyValue("OpenSpaceEngine.FadeDuration")
end
local enabled = openspace.propertyValue(renderable .. ".Enabled")
local fadeState = openspace.propertyValue(renderable .. ".Fade")
if (enabled) then
if (fadeState < 0.5) then
openspace.fadeIn(renderable, fadeTime-(fadeTime*fadeState), endScript)
else
openspace.fadeOut(renderable, fadeTime*fadeState, endScript)
end
else
openspace.fadeIn(renderable, fadeTime, endScript)
end
end