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Added Module: ExpGamingCore.Gui
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176
modules/ExpGamingCore/Gui/src/left.lua
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176
modules/ExpGamingCore/Gui/src/left.lua
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--- Adds a organiser for left gui ellements which will automaticaly update there information and have open requirements
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-- @module ExpGamingCore.Gui.Left
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-- @alias left
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-- @author Cooldude2606
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-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
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--- This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module
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-- @function _comment
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local left = {}
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left._left = {}
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-- used for debugging
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function left.override_open(state)
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global().over_ride_left_can_open = state
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end
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--- Used to add a left gui frame
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-- @usage Gui.left.add{name='foo',caption='Foo',tooltip='just testing',open_on_join=true,can_open=function,draw=function}
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-- @param obj this is what will be made, needs a name and a draw function(root_frame), open_on_join can be used to set the deaful state true/false, can_open is a test to block it from opening but is not needed
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-- @return the object that is made to... well idk but for the future
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function left.add(obj)
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if not is_type(obj,'table') then return end
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if not is_type(obj.name,'string') then return end
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verbose('Created Left Gui: '..obj.name)
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setmetatable(obj,{__index=left._left})
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Gui.data('left',obj.name,obj)
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Gui.toolbar.add(obj.name,obj.caption,obj.tooltip,obj.toggle)
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return obj
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end
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--- This is used to update all the guis of conected players, good idea to use our thread system as it as nested for loops
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-- @usage Gui.left.update()
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-- @tparam[opt] string frame this is the name of a frame if you only want to update one
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-- @param[opt] players the player to update for, if not given all players are updated, can be one player
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function left.update(frame,players)
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if not Server or not Server._thread then
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local players = is_type(players,'table') and #players > 0 and {unpack(players)} or is_type(players,'table') and {players} or Game.get_player(players) and {Game.get_player(players)} or game.connected_players
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for _,player in pairs(players) do
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local frames = Gui.data.left or {}
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if frame then frames = {[frame]=frames[frame]} or {} end
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for name,left in pairs(frames) do
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if _left then
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local fake_event = {player_index=player.index,element={name=name}}
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left.open(fake_event)
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end
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end
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end
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else
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local frames = Gui.data.left or {}
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if frame then frames = {[frame]=frames[frame]} or {} end
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local players = is_type(players,'table') and #players > 0 and {unpack(players)} or is_type(players,'table') and {players} or Game.get_player(players) and {Game.get_player(players)} or game.connected_players
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Server.new_thread{
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data={players=players,frames=frames}
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}:on_event('tick',function(thread)
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if #thread.data.players == 0 then thread:close() return end
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local player = table.remove(thread.data.players,1)
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Server.new_thread{
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data={player=player,frames=thread.data.frames}
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}:on_event('resolve',function(thread)
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for name,left in pairs(thread.data.frames) do
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if left then
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local fake_event = {player_index=thread.data.player.index,element={name=name}}
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left.open(fake_event)
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end
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end
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end):queue()
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end):open()
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end
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end
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--- Used to open the left gui of every player
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-- @usage Gui.left.open('foo')
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-- @tparam string left_name this is the gui that you want to open
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function left.open(left_name)
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local _left = Gui.data.left[left_name]
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if not _left then return end
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if not Server or not Server._thread then
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for _,player in pairs(game.connected_players) do
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local left_flow = mod_gui.get_frame_flow(player)
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if left_flow[_left.name] then left_flow[_left.name].style.visible = true end
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end
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else
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Server.new_thread{
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data={players=game.connected_players}
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}:on_event('tick',function(thread)
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if #thread.data.players == 0 then thread:close() return end
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local player = table.remove(thread.data.players,1)
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local left_flow = mod_gui.get_frame_flow(player)
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if left_flow[_left.name] then left_flow[_left.name].style.visible = true end
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end):open()
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end
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end
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--- Used to close the left gui of every player
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-- @usage Gui.left.close('foo')
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-- @tparam string left_name this is the gui that you want to close
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function left.close(left_name)
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local _left = Gui.data.left[left_name]
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if not _left then return end
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if not Server or not Server._thread then
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for _,player in pairs(game.connected_players) do
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local left_flow = mod_gui.get_frame_flow(player)
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if left_flow[_left.name] then left_flow[_left.name].style.visible = false end
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end
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else
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Server.new_thread{
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data={players=game.connected_players}
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}:on_event('tick',function(thread)
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if #thread.data.players == 0 then thread:close() return end
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local player = table.remove(thread.data.players,1)
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local left_flow = mod_gui.get_frame_flow(player)
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if left_flow[_left.name] then left_flow[_left.name].style.visible = false end
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end):open()
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end
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end
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-- this is used to draw the gui for the first time (these guis are never destoryed), used by the script
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function left._left.open(event)
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local player = Game.get_player(event)
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local _left = Gui.data.left[event.element.name]
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local left_flow = mod_gui.get_frame_flow(player)
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local frame = nil
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if left_flow[_left.name] then
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frame = left_flow[_left.name]
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frame.clear()
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else
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frame = left_flow.add{type='frame',name=_left.name,style=mod_gui.frame_style,caption=_left.caption,direction='vertical'}
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frame.style.visible = false
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if is_type(_left.open_on_join,'boolean') then frame.style.visible = _left.open_on_join end
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end
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if is_type(_left.draw,'function') then _left.draw(frame) else frame.style.visible = false error('No Callback On '.._left.name) end
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end
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-- this is called when the toolbar button is pressed
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function left._left.toggle(event)
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local player = Game.get_player(event)
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local _left = Gui.data.left[event.element.name]
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local left_flow = mod_gui.get_frame_flow(player)
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if not left_flow[_left.name] then _left.open(event) end
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local left = left_flow[_left.name]
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local open = false
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if is_type(_left.can_open,'function') then
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local success, err = pcall(_left.can_open,player)
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if not success then error(err)
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elseif err == true then open = true
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elseif global().over_ride_left_can_open then
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if is_type(Ranking,'table') and Ranking._presets and Ranking._presets().meta.rank_count > 0 then
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if Ranking.get_rank(player):allowed(_left.name) then open = true
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else open = {gui.unauthorized} end
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end
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else open = err end
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else
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if is_type(Ranking,'table') and Ranking._presets and Ranking._presets().meta.rank_count > 0 then
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if Ranking.get_rank(player):allowed(_left.name) then open = true
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else open = {gui.unauthorized} end
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end
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end
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if open == true and left.style.visible ~= true then
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left.style.visible = true
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else
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left.style.visible = false
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end
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if open == false then player_return({'gui.cant-open-no-reason'},defines.textcolor.crit,player) player.play_sound{path='utility/cannot_build'}
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elseif open ~= true then player_return({'gui.cant-open',open},defines.textcolor.crit,player) player.play_sound{path='utility/cannot_build'} end
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end
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-- second return is join event and third is rank change event
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return left, function(event)
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-- draws the left guis when a player first joins, fake_event is just because i am lazy
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local player = Game.get_player(event)
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local frames = Gui.data.left or {}
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for name,left in pairs(frames) do
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local fake_event = {player_index=player.index,element={name=name}}
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left.open(fake_event)
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end
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end, nil
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