Feature: Toolbar Menu (#268)

* Fix left flow not using uids

* Mock Toolbar menu

* Fix task list after core gui change

* Allow show/hide override

* Fix autofill permissions

* Copy style from toolbar on change

* Open and close automatically

* Removed hacky prevent default

* Fixed more core issues

* Add reset button

* Allow for custom draw order on join

* Add methods to reorder ui flows

* Impliment move buttons

* Add locale

* Add toolbar to player data

* Better player data layout

* Picked a suitable datastore id

* Update locale for readme

* Fix swaping left flow order

* Fix datastore updates

* Code cleanup

* Fix incorrect top flow hashing on load

* Fix loading of malformed data

* Fixed loading state of left flows

* Dont save default data

* Dont open menu on join

* Lint

* Remove incorrect new index metamethod

* Revert method used for move_toolbar_button

* Fixed missing toolbar button

* Fixed desync between visibilty and toggle state

* Fix bad gui element path

* Fixed enable state of toggle button

* Change order of operations

* Fix reset not showing top flow
This commit is contained in:
Cooldude2606
2024-01-16 00:01:00 +00:00
committed by GitHub
parent 96813816b9
commit 1c8a97a339
19 changed files with 912 additions and 168 deletions

View File

@@ -6,12 +6,16 @@
local Gui = require 'expcore.gui.prototype'
local mod_gui = require 'mod-gui' --- @dep mod-gui
local toolbar_button_size = 36
local hide_top_flow = Gui.core_defines.hide_top_flow.name
local show_top_flow = Gui.core_defines.show_top_flow.name
--- Top Flow.
-- @section topFlow
-- Triggered when a user changed the visibility of a left flow element by clicking a button
Gui.events.on_toolbar_button_toggled = 'on_toolbar_button_toggled'
--- Contains the uids of the elements that will shown on the top flow and their auth functions
-- @table top_elements
Gui.top_elements = {}
@@ -21,8 +25,30 @@ Gui.top_elements = {}
Gui.top_flow_button_style = mod_gui.button_style
--- The style that should be used for buttons on the top flow when their flow is visible
-- @field Gui.top_flow_button_visible_style
Gui.top_flow_button_visible_style = 'menu_button_continue'
-- @field Gui.top_flow_button_toggled_style
Gui.top_flow_button_toggled_style = 'menu_button_continue'
--[[-- Styles a top flow button depending on the state given
@tparam LuaGuiElement button the button element to style
@tparam boolean state The state the button is in
@usage-- Sets the button to the visible style
Gui.toolbar_button_style(button, true)
@usage-- Sets the button to the hidden style
Gui.toolbar_button_style(button, false)
]]
function Gui.toolbar_button_style(button, state, size)
if state then
button.style = Gui.top_flow_button_toggled_style
else
button.style = Gui.top_flow_button_style
end
button.style.minimal_width = size or toolbar_button_size
button.style.height = size or toolbar_button_size
button.style.padding = -2
end
--[[-- Gets the flow refered to as the top flow, each player has one top flow
@function Gui.get_top_flow(player)
@@ -48,11 +74,43 @@ end)
]]
function Gui._prototype_element:add_to_top_flow(authenticator)
_C.error_if_runtime()
if not self.name then error("Elements for the top flow must have a static name") end
Gui.top_elements[self] = authenticator or true
self.authenticator = authenticator or true
table.insert(Gui.top_elements, self)
return self
end
--- Returns true if the top flow has visible elements
function Gui.top_flow_has_visible_elements(player)
local top_flow = Gui.get_top_flow(player)
for _, child in pairs(top_flow.children) do
if child.name ~= hide_top_flow then
if child.visible then
return true
end
end
end
return false
end
Gui._top_flow_order_src = "<default>"
--- Get the order of elements in the top flow, first argument is player but is unused in the default method
function Gui.get_top_flow_order(_)
return Gui.top_elements
end
--- Inject a custom top flow order provider, this should accept a player and return a list of elements definitions to draw
function Gui.inject_top_flow_order(provider)
Gui.get_top_flow_order = provider
local debug_info = debug.getinfo(2, "Sn")
local file_name = debug_info.source:match('^.+/currently%-playing/(.+)$'):sub(1, -5)
local func_name = debug_info.name or "<anonymous:"..debug_info.linedefined..">"
Gui._top_flow_order_src = file_name..":"..func_name
end
--[[-- Updates the visible state of all the elements on the players top flow, uses authenticator
@tparam LuaPlayer player the player that you want to update the top flow for
@@ -62,21 +120,62 @@ Gui.update_top_flow(game.player)
]]
function Gui.update_top_flow(player)
local top_flow = Gui.get_top_flow(player)
local hide_button = top_flow[hide_top_flow]
local is_visible = hide_button.visible
-- Get the order to draw the elements in
local flow_order = Gui.get_top_flow_order(player)
if #flow_order ~= #Gui.top_elements then
error(string.format("Top flow order provider (%s) did not return the correct element count, expect %d got %d",
Gui._top_flow_order_src, #Gui.top_elements, #flow_order
))
end
-- Set the visible state of all elements in the flow
for element_define, authenticator in pairs(Gui.top_elements) do
for index, element_define in ipairs(flow_order) do
-- Ensure the element exists
local element = top_flow[element_define.name]
if not element then
element = element_define(top_flow)
else
top_flow.swap_children(index+1, element.get_index_in_parent())
end
-- Set the visible state
local allowed = authenticator
local allowed = element_define.authenticator
if type(allowed) == 'function' then allowed = allowed(player) end
element.visible = is_visible and allowed or false
element.visible = allowed or false
-- If its not visible and there is a left element, then hide it
if element_define.left_flow_element and not element.visible and Gui.left_flow_loaded(player, element_define.left_flow_element) then
Gui.toggle_left_element(player, element_define.left_flow_element, false)
end
end
-- Check if there are any visible elements in the top flow
if not Gui.top_flow_has_visible_elements(player) then
-- None are visible so hide the top_flow and its show button
Gui.toggle_top_flow(player, false)
local left_flow = Gui.get_left_flow(player)
local show_button = left_flow.gui_core_buttons[show_top_flow]
show_button.visible = false
end
end
--- Reorder the top flow elements to match that returned by the provider, uses a method equivalent to insert sort
function Gui.reorder_top_flow(player)
local top_flow = Gui.get_top_flow(player)
-- Get the order to draw the elements in
local flow_order = Gui.get_top_flow_order(player)
if #flow_order ~= #Gui.top_elements then
error(string.format("Top flow order provider (%s) did not return the correct element count, expect %d got %d",
Gui._top_flow_order_src, #Gui.top_elements, #flow_order
))
end
-- Reorder the elements, index 1 is the core ui buttons so +1 is required
for index, element_define in ipairs(flow_order) do
local element = top_flow[element_define.name]
top_flow.swap_children(index+1, element.get_index_in_parent())
end
end
@@ -119,7 +218,33 @@ local button = Gui.get_top_element(game.player, example_button)
]]
function Gui.get_top_element(player, element_define)
local top_flow = Gui.get_top_flow(player)
return top_flow[element_define.name]
return assert(top_flow[element_define.name], "Top element failed to load")
end
--[[-- Toggles the state of a toolbar button for a given player, can be used to set the visual state
@tparam LuaPlayer player the player that you want to toggle the element for
@tparam table element_define the element that you want to toggle
@tparam[opt] boolean state with given will set the state, else state will be toggled
@treturn boolean the new visible state of the element
@usage-- Toggle your example button
Gui.toggle_toolbar_button(game.player, toolbar_button)
@usage-- Show your example button
Gui.toggle_toolbar_button(game.player, toolbar_button, true)
]]
function Gui.toggle_toolbar_button(player, element_define, state)
local toolbar_button = Gui.get_top_element(player, element_define)
if state == nil then state = toolbar_button.style.name ~= Gui.top_flow_button_toggled_style end
Gui.toolbar_button_style(toolbar_button, state, toolbar_button.style.minimal_width)
element_define:raise_event{
name = Gui.events.on_toolbar_button_toggled,
element = toolbar_button,
player = player,
state = state
}
return state
end
--[[-- Creates a button on the top flow with consistent styling
@@ -143,31 +268,47 @@ function Gui.toolbar_button(sprite, tooltip, authenticator)
name = Gui.unique_static_name
}
:style{
minimal_width = 36,
height = 36,
minimal_width = toolbar_button_size,
height = toolbar_button_size,
padding = -2
}
:add_to_top_flow(authenticator)
end
--[[-- Styles a top flow button depending on the state given
@tparam LuaGuiElement button the button element to style
@tparam boolean state The state the button is in
--[[-- Creates a toggle button on the top flow with consistent styling
@tparam string sprite the sprite that you want to use on the button
@tparam ?string|Concepts.LocalizedString tooltip the tooltip that you want the button to have
@tparam[opt] function authenticator used to decide if the button should be visible to a player
@usage-- Sets the button to the visible style
Gui.toolbar_button_style(button, true)
@usage-- Sets the button to the hidden style
Gui.toolbar_button_style(button, false)
@usage-- Add a button to the toolbar
local toolbar_button =
Gui.toolbar_toggle_button('entity/inserter', 'Nothing to see here', function(player)
return player.admin
end)
:on_event(Gui.events.on_toolbar_button_toggled, function(player, element, event)
game.print(table.inspect(event))
end)
]]
function Gui.toolbar_button_style(button, state)
if state then
button.style = Gui.top_flow_button_visible_style
else
button.style = Gui.top_flow_button_style
end
button.style.minimal_width = 36
button.style.height = 36
button.style.padding = -2
function Gui.toolbar_toggle_button(sprite, tooltip, authenticator)
local button =
Gui.element{
type = 'sprite-button',
sprite = sprite,
tooltip = tooltip,
style = Gui.top_flow_button_style,
name = Gui.unique_static_name
}
:style{
minimal_width = toolbar_button_size,
height = toolbar_button_size,
padding = -2
}
:add_to_top_flow(authenticator)
button:on_click(function(player, _, _)
Gui.toggle_toolbar_button(player, button)
end)
return button
end