1
0
Fork 0
forked from Simnation/Main
Main/resources/[standalone]/progressbar/README.md
2025-06-07 08:51:21 +02:00

127 lines
4.2 KiB
Markdown

# Progressbar
Dependency for creating progressbars in QB-Core.
# Usage
## QB-Core Functions
### Client
- QBCore.Functions.Progressbar(**name**: string, **label**: string, **duration**: number, **useWhileDead**: boolean, **canCancel**: boolean, **disableControls**: table, **animation**: table, **prop**: table, **propTwo**: table, **onFinish**: function, **onCancel**: function)
> Create a new progressbar from the built in qb-core functions.<br>
> **Example:**
> ```lua
>QBCore.Functions.Progressbar("random_task", "Doing something", 5000, false, true, {
> disableMovement = false,
> disableCarMovement = false,
> disableMouse = false,
> disableCombat = true,
>}, {
> animDict = "mp_suicide",
> anim = "pill",
> flags = 49,
>}, {}, {}, function()
> -- Done
>end, function()
> -- Cancel
>end)
> ```
## Exports
### Client
- Progress(**data**: string, **handler**: function)
> Creates a new progress bar directly from the export, always use the built in qb-core function if possible.<br>
> **Example:**
> ```lua
>exports['progressbar']:Progress({
> name = "random_task",
> duration = 5000,
> label = "Doing something",
> useWhileDead = false,
> canCancel = true,
> controlDisables = {
> disableMovement = false,
> disableCarMovement = false,
> disableMouse = false,
> disableCombat = true,
> },
> animation = {
> animDict = "mp_suicide",
> anim = "pill",
> flags = 49,
> },
> prop = {},
> propTwo = {}
>}, function(cancelled)
> if not cancelled then
> -- finished
> else
> -- cancelled
> end
>end)
> ```
> **Props Example:**
> ```lua
>exports['progressbar']:Progress({
> name = "random_task",
> duration = 5000,
> label = "Doing something",
> useWhileDead = false,
> canCancel = true,
> controlDisables = {
> disableMovement = false,
> disableCarMovement = false,
> disableMouse = false,
> disableCombat = true,
> },
> animation = {
> animDict = "missheistdockssetup1clipboard@base",
> anim = "pill",
> flags = 49,
> },
> prop = {
> model = 'prop_notepad_01',
> bone = 18905,
> coords = vec3(0.1, 0.02, 0.05),
> rotation = vec3(10.0, 0.0, 0.0),
> },
> propTwo = {
> model = 'prop_pencil_01',
> bone = 58866,
> coords = vec3(0.11, -0.02, 0.001),
> rotation = vec3(-120.0, 0.0, 0.0),
> }
>}, function(cancelled)
> if not cancelled then
> -- finished
> else
> -- cancelled
> end
>end)
> ```
- isDoingSomething()
> Returns a boolean (true/false) depending on if a progressbar is present.<br>
> **Example:**
> ```lua
> local busy = exports["progressbar"]:isDoingSomething()
> ```
- ProgressWithStartEvent(**data**: table, **start**: function, **finish**: function)
> Works like a normal progressbar, the data parameter should be the same as the data passed into the `Progress` export above.<br>
> The start function gets triggered upon the start of the progressbar.<br>
> The finish handler is the same as the `handler` parameter in the `Progress` export above.
- ProgressWithTickEvent(**data**: table, **tick**: function, **finish**: function)
> Works like a normal progressbar, the data parameter should be the same as the data passed into the `Progress` export above.<br>
> The tick function gets triggered every frame while the progressbar is active.<br>
> The finish handler is the same as the `handler` parameter in the `Progress` export above.
- ProgressWithTickEvent(**data**: table, **start**: function, **tick**: function, **finish**: function)
> Works like a normal progressbar, the data parameter should be the same as the data passed into the `Progress` export above.<br>
> The start function gets triggered upon the start of the progressbar.<br>
> The tick function gets triggered every frame while the progressbar is active.<br>
> The finish handler is the same as the `handler` parameter in the `Progress` export above.