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Updated rich text generation gui
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@ -9,12 +9,17 @@ local rich_text_image_type = Gui.uid_name()
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local close_rich_text = Gui.uid_name()
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local choices = {
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'tile',
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'item',
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'tile',
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'entity',
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'fluid',
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'signal',
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'recipe'
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'fluid',
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'recipe',
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'decorative',
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'item-group',
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'achievement',
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'equipment',
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'technology'
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}
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local function draw_rich_text(event)
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local spirte_type
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@ -42,7 +47,15 @@ local function draw_rich_text(event)
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selection_flow.style.top_margin = 7
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local focus
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local count = 0
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for _, value in ipairs(choices) do
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count = count + 1
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if count > 6 then
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count = 0
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icons_flow = main_table.add {type = 'flow', direction = 'horizontal'}
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selection_flow = icons_flow.add {type = 'flow'}
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selection_flow.style.top_margin = 7
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end
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local radio =
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selection_flow.add({type = 'flow'}).add {
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type = 'radiobutton',
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@ -158,19 +171,29 @@ Gui.on_elem_changed(
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local sprite = choose.elem_value
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local path
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local text
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if not sprite or sprite == '' then
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path = 'Pick an image'
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text = 'Pick an image'
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elseif type == 'signal' then
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path = 'virtual-signal/' .. choose.elem_value.name
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local name = sprite.name
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if string.sub(name, 1, 6) == 'signal' then
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path = 'virtual-signal/' .. name
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else
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text = 'Pick a signal or another image type'
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end
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else
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path = type .. '/' .. choose.elem_value
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path = type .. '/' .. sprite
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end
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if not text then
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text = '[img=' .. path .. '] | ' .. path
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end
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local string_box = frame_data.string_box
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Gui.remove_data_recursively(string_box)
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string_box.destroy()
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string_box = frame_data.string_flow.add {type = 'text-box', text = ' [img=' .. path .. '] | ' .. path}
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string_box = frame_data.string_flow.add {type = 'text-box', text = text}
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string_box.read_only = true
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string_box.word_wrap = false
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string_box.style.width = 352
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