Move files to exp_legacy

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Cooldude2606
2024-09-23 15:55:28 +01:00
parent 446e87b610
commit 65145b5d34
266 changed files with 73 additions and 0 deletions

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--[[-- Core Module - Gui
- Used to simplify gui creation using factory functions called element defines
@core Gui
@alias Gui
@usage-- To draw your element you only need to call the factory function
-- You are able to pass any other arguments that are used in your custom functions but the first is always the parent element
local example_button_element = example_button(parent_element)
@usage-- Making a factory function for a button with the caption "Example Button"
-- This method has all the same features as LuaGuiElement.add
local example_button =
Gui.element{
type = 'button',
caption = 'Example Button'
}
@usage-- Making a factory function for a button which is contained within a flow
-- This method is for when you still want to register event handlers but cant use the table method
local example_flow_with_button =
Gui.element(function(definition, parent, ...)
-- ... shows that all other arguments from the factory call are passed to this function
-- Here we are adding a flow which we will then later add a button to
local flow =
parent.add{ -- paraent is the element which is passed to the factory function
name = 'example_flow',
type = 'flow'
}
-- Now we add the button to the flow that we created earlier
local element = definition:triggers_event(
flow.add{
type = 'button',
caption = 'Example Button'
}
)
-- You must return a new element, this is so styles can be applied and returned to the caller
-- You may return any of your elements that you added, consider the context in which it will be used for which should be returned
return element
end)
@usage-- Styles can be added to any element define, simplest way mimics LuaGuiElement.style[key] = value
local example_button =
Gui.element{
type = 'button',
caption = 'Example Button',
style = 'forward_button' -- factorio styles can be applied here
}
:style{
height = 25, -- same as element.style.height = 25
width = 100 -- same as element.style.width = 25
}
@usage-- Styles can also have a custom function when the style is dynamic and depends on other factors
-- Use this method if your style is dynamic and depends on other factors
local example_button =
Gui.element{
type = 'button',
caption = 'Example Button',
style = 'forward_button' -- factorio styles can be applied here
}
:style(function(style, element, ...)
-- style is the current style object for the elemenent
-- element is the element that is being changed
-- ... shows that all other arguments from the factory call are passed to this function
local player = game.players[element.player_index]
style.height = 25
style.width = 100
style.font_color = player.color
end)
@usage-- You are able to register event handlers to your elements, these can be factorio events or custom ones
-- All events are checked to be valid before raising any handlers, this means element.valid = true and player.valid = true
Gui.element{
type = 'button',
caption = 'Example Button'
}
:on_click(function(player, element, event)
-- player is the player who interacted with the element to cause the event
-- element is a refrence to the element which caused the event
-- event is a raw refrence to the event data if player and element are not enough
player.print('Clicked: '..element.name)
end)
@usage-- Example from core_defines, Gui.core_defines.hide_left_flow, called like: hide_left_flow(parent_element)
--- Button which hides the elements in the left flow, shows inside the left flow when frames are visible
-- @element hide_left_flow
local hide_left_flow =
Gui.element{
type = 'sprite-button',
sprite = 'utility/close_black',
style = 'tool_button',
tooltip = {'expcore-gui.left-button-tooltip'}
}
:style{
padding = -3,
width = 18,
height = 20
}
:on_click(function(player, _,_)
Gui.hide_left_flow(player)
end)
@usage-- Eample from defines, Gui.alignment, called like: Gui.alignment(parent, name, horizontal_align, vertical_align)
-- Notice how _ are used to blank arguments that are not needed in that context and how they line up with above
Gui.alignment =
Gui.element(function(_, parent, name, _,_)
return parent.add{
name = name or 'alignment',
type = 'flow',
}
end)
:style(function(style, _,_, horizontal_align, vertical_align)
style.padding = {1, 2}
style.vertical_align = vertical_align or 'center'
style.horizontal_align = horizontal_align or 'right'
style.vertically_stretchable = style.vertical_align ~= 'center'
style.horizontally_stretchable = style.horizontal_align ~= 'center'
end)
]]
local Gui = require 'expcore.gui.prototype'
require 'expcore.gui.helper_functions'
require 'expcore.gui.core_defines'
require 'expcore.gui.top_flow'
require 'expcore.gui.left_flow'
require 'expcore.gui.defines'
local Roles = _C.opt_require('expcore.roles')
local Event = _C.opt_require('utils.event')
if Roles and Event then
Event.add(Roles.events.on_role_assigned, function(e)
Gui.update_top_flow(game.get_player(e.player_index))
end)
Event.add(Roles.events.on_role_unassigned, function(e)
Gui.update_top_flow(game.get_player(e.player_index))
end)
end
return Gui

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--[[-- Core Module - Gui
- Gui defines that are used internally by the gui system
@module Gui
]]
local Gui = require 'expcore.gui.prototype'
local Event = require 'utils.event'
--- Core Defines.
-- @section coreDefines
--- Button which toggles the top flow elements, version which shows inside the top flow when top flow is visible
-- @element hide_top_flow
local hide_top_flow =
Gui.element{
type = 'sprite-button',
sprite = 'utility/preset',
style = 'tool_button',
tooltip = {'gui_util.button_tooltip'},
name = Gui.unique_static_name
}
:style{
padding = -2,
width = 18,
height = 36
}
:on_click(function(player, _,_)
Gui.toggle_top_flow(player, false)
end)
Gui.core_defines.hide_top_flow = hide_top_flow
--- Button which toggles the top flow elements, version which shows inside the left flow when top flow is hidden
-- @element show_top_flow
local show_top_flow =
Gui.element{
type = 'sprite-button',
sprite = 'utility/preset',
style = 'tool_button',
tooltip = {'gui_util.button_tooltip'},
name = Gui.unique_static_name
}
:style{
padding = -2,
width = 18,
height = 20
}
:on_click(function(player, _,_)
Gui.toggle_top_flow(player, true)
end)
Gui.core_defines.show_top_flow = show_top_flow
--- Button which hides the elements in the left flow, shows inside the left flow when frames are visible
-- @element hide_left_flow
local hide_left_flow =
Gui.element{
type = 'sprite-button',
sprite = 'utility/close_black',
style = 'tool_button',
tooltip = {'expcore-gui.left-button-tooltip'},
name = Gui.unique_static_name
}
:style{
padding = -3,
width = 18,
height = 20
}
:on_click(function(player, _,_)
Gui.hide_left_flow(player)
end)
Gui.core_defines.hide_left_flow = hide_left_flow
--- Draw the core elements when a player joins the game
Event.add(defines.events.on_player_created, function(event)
local player = game.players[event.player_index]
-- Draw the top flow
local top_flow = Gui.get_top_flow(player)
hide_top_flow(top_flow)
Gui.update_top_flow(player)
-- Draw the left flow
local left_flow = Gui.get_left_flow(player)
local button_flow = left_flow.add{ type = 'flow', name = 'gui_core_buttons', direction = 'vertical' }
local show_top = show_top_flow(button_flow)
local hide_left = hide_left_flow(button_flow)
show_top.visible = false
hide_left.visible = false
Gui.draw_left_flow(player)
end)

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--[[-- Core Module - Gui
- Common defines that are used by other modules, non of these are used internally
@module Gui
]]
local Gui = require 'expcore.gui.prototype'
--- Defines.
-- @section defines
--[[-- Draw a flow used to align its child elements, default is right align
@element Gui.alignment
@tparam LuaGuiElement parent the parent element to which the alignment will be added
@tparam[opt='alignment'] string name the name of the alignment flow which is added
@tparam[opt='right'] string horizontal_align the horizontal alignment of the elements in the flow
@tparam[opt='center'] string vertical_align the vertical alignment of the elements in the flow
@treturn LuaGuiElement the alignment flow that was created
@usage-- Adding a right align flow
local alignment = Gui.alignment(element, 'example_right_alignment')
@usage-- Adding a horizontal center and top align flow
local alignment = Gui.alignment(element, 'example_center_top_alignment', 'center', 'top')
]]
Gui.alignment =
Gui.element(function(_, parent, name, _,_)
return parent.add{
name = name or 'alignment',
type = 'flow',
}
end)
:style(function(style, _,_, horizontal_align, vertical_align)
style.padding = {1, 2}
style.vertical_align = vertical_align or 'center'
style.horizontal_align = horizontal_align or 'right'
style.vertically_stretchable = style.vertical_align ~= 'center'
style.horizontally_stretchable = style.horizontal_align ~= 'center'
end)
--[[-- Draw a scroll pane that has a table inside of it
@element Gui.scroll_table
@tparam LuaGuiElement parent the parent element to which the scroll table will be added
@tparam number height the maximum height for the scroll pane
@tparam number column_count the number of columns that the table will have
@tparam[opt='scroll'] string name the name of the scroll pane that is added, the table is always called "table"
@treturn LuaGuiElement the table that was created
@usage-- Adding a scroll table with max height of 200 and column count of 3
local scroll_table = Gui.scroll_table(element, 200, 3)
]]
Gui.scroll_table =
Gui.element(function(_, parent, height, column_count, name)
-- Draw the scroll
local scroll_pane =
parent.add{
name = name or 'scroll',
type = 'scroll-pane',
direction = 'vertical',
horizontal_scroll_policy = 'never',
vertical_scroll_policy = 'auto',
style = 'scroll_pane_under_subheader'
}
-- Set the style of the scroll pane
local scroll_style = scroll_pane.style
scroll_style.padding = {1, 3}
scroll_style.maximal_height = height
scroll_style.horizontally_stretchable = true
-- Draw the table
local scroll_table =
scroll_pane.add{
type = 'table',
name = 'table',
column_count = column_count
}
-- Return the scroll table
return scroll_table
end)
:style{
padding = 0,
cell_padding = 0,
vertical_align = 'center',
horizontally_stretchable = true
}
--[[-- Used to add a frame with the header style, has the option for a right alignment flow for buttons
@element Gui.header
@tparam LuaGuiElement parent the parent element to which the header will be added
@tparam ?string|Concepts.LocalizedString caption the caption that will be shown on the header
@tparam[opt] ?string|Concepts.LocalizedString tooltip the tooltip that will be shown on the header
@tparam[opt=false] boolean add_alignment when true an alignment flow will be added to the header
@tparam[opt='header'] string name the name of the header that is being added, the alignment is always called "alignment"
@treturn LuaGuiElement either the header or the header alignment if add_alignment is true
@usage-- Adding a custom header with a label
local header = Gui.header(
element,
'Example Caption',
'Example Tooltip'
)
]]
Gui.header =
Gui.element(function(_, parent, caption, tooltip, add_alignment, name, label_name)
-- Draw the header
local header =
parent.add{
name = name or 'header',
type = 'frame',
style = 'subheader_frame'
}
-- Change the style of the header
local style = header.style
style.padding = {2, 4}
style.use_header_filler = false
style.horizontally_stretchable = true
-- Draw the caption label
if caption then
header.add{
name = label_name or 'header_label',
type = 'label',
style = 'heading_1_label',
caption = caption,
tooltip = tooltip
}
end
-- Return either the header or the added alignment
return add_alignment and Gui.alignment(header) or header
end)
--[[-- Used to add a frame with the footer style, has the option for a right alignment flow for buttons
@element Gui.footer
@tparam LuaGuiElement parent the parent element to which the footer will be added
@tparam ?string|Concepts.LocalizedString caption the caption that will be shown on the footer
@tparam[opt] ?string|Concepts.LocalizedString tooltip the tooltip that will be shown on the footer
@tparam[opt=false] boolean add_alignment when true an alignment flow will be added to the footer
@tparam[opt='footer'] string name the name of the footer that is being added, the alignment is always called "alignment"
@treturn LuaGuiElement either the footer or the footer alignment if add_alignment is true
@usage-- Adding a custom footer with a label
local footer = Gui.footer(
element,
'Example Caption',
'Example Tooltip'
)
]]
Gui.footer =
Gui.element(function(_, parent, caption, tooltip, add_alignment, name)
-- Draw the header
local footer =
parent.add{
name = name or 'footer',
type = 'frame',
style = 'subfooter_frame'
}
-- Change the style of the footer
local style = footer.style
style.padding = {2, 4}
style.use_header_filler = false
style.horizontally_stretchable = true
-- Draw the caption label
if caption then
footer.add{
name = 'footer_label',
type = 'label',
style = 'heading_1_label',
caption = caption,
tooltip = tooltip
}
end
-- Return either the footer or the added alignment
return add_alignment and Gui.alignment(footer) or footer
end)
--[[-- Used for left frames to give them a nice boarder
@element Gui.container
@tparam LuaGuiElement parent the parent element to which the container will be added
@tparam string name the name that you want to give to the outer frame, often just event_trigger
@tparam number width the minimal width that the frame will have
@usage-- Adding a container as a base
local container = Gui.container(parent, 'my_container', 200)
]]
Gui.container =
Gui.element(function(_, parent, name, _)
-- Draw the external container
local frame =
parent.add{
name = name,
type = 'frame'
}
-- Return the container
return frame.add{
name = 'container',
type = 'frame',
direction = 'vertical',
style = 'window_content_frame_packed'
}
end)
:style(function(style, element, _,width)
style.vertically_stretchable = false
local frame_style = element.parent.style
frame_style.padding = 2
frame_style.minimal_width = width
end)
--[[-- Used to make a solid white bar in a gui
@element Gui.bar
@tparam LuaGuiElement parent the parent element to which the bar will be added
@tparam number width the width of the bar that will be made, if not given bar will strech to fill the parent
@usage-- Adding a bar to a gui
local bar = Gui.bar(parent, 100)
]]
Gui.bar =
Gui.element(function(_, parent)
return parent.add{
type = 'progressbar',
size = 1,
value = 1
}
end)
:style(function(style, _,width)
style.height = 3
style.color = {r=255, g=255, b=255}
if width then style.width = width
else style.horizontally_stretchable = true end
end)
--[[-- Used to make a label which is centered and of a certian size
@element Gui.centered_label
@tparam LuaGuiElement parent the parent element to which the label will be added
@tparam number width the width of the label, must be given in order to center the caption
@tparam ?string|Concepts.LocalizedString caption the caption that will be shown on the label
@tparam[opt] ?string|Concepts.LocalizedString tooltip the tooltip that will be shown on the label
@usage-- Adding a centered label
local label = Gui.centered_label(parent, 100, 'This is centered')
]]
Gui.centered_label =
Gui.element(function(_, parent, width, caption, tooltip)
local label = parent.add{
type = 'label',
caption = caption,
tooltip = tooltip,
style = 'description_label'
}
local style = label.style
style.horizontal_align = 'center'
style.single_line = false
style.width = width
return label
end)
--[[-- Used to make a title which has two bars on either side
@element Gui.title_label
@tparam LuaGuiElement parent the parent element to which the label will be added
@tparam number width the width of the first bar, this can be used to position the label
@tparam ?string|Concepts.LocalizedString caption the caption that will be shown on the label
@tparam[opt] ?string|Concepts.LocalizedString tooltip the tooltip that will be shown on the label
@usage-- Adding a centered label
local label = Gui.centered_label(parent, 100, 'This is centered')
]]
Gui.title_label =
Gui.element(function(_, parent, width, caption, tooltip)
local title_flow = parent.add{ type='flow' }
title_flow.style.vertical_align = 'center'
Gui.bar(title_flow, width)
local title_label = title_flow.add{
type = 'label',
caption = caption,
tooltip = tooltip,
style = 'heading_1_label'
}
Gui.bar(title_flow)
return title_label
end)

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--[[-- Core Module - Gui
- Functions used to help with the use of guis
@module Gui
]]
local Gui = require 'expcore.gui.prototype'
--- Helper Functions.
-- @section helperFunctions
--[[-- Get the player that owns a gui element
@tparam LuaGuiElement element the element to get the owner of
@treturn LuaPlayer the player that owns this element
@usage-- Geting the owner of an element
local player = Gui.get_player_from_element(element)
]]
function Gui.get_player_from_element(element)
if not element or not element.valid then return end
return game.players[element.player_index]
end
--[[-- Will toggle the enabled state of an element or set it to the one given
@tparam LuaGuiElement element the element to toggle/set the enabled state of
@tparam[opt] boolean state with given will set the state, else state will be toggled
@treturn boolean the new enabled state that the element has
@usage-- Toggling the the enabled state
local new_enabled_state = Gui.toggle_enabled_state(element)
]]
function Gui.toggle_enabled_state(element, state)
if not element or not element.valid then return end
if state == nil then state = not element.enabled end
element.enabled = state
return state
end
--[[-- Will toggle the visible state of an element or set it to the one given
@tparam LuaGuiElement element the element to toggle/set the visible state of
@tparam[opt] boolean state with given will set the state, else state will be toggled
@treturn boolean the new visible state that the element has
@usage-- Toggling the the visible state
local new_visible_state = Gui.toggle_visible_state(element)
]]
function Gui.toggle_visible_state(element, state)
if not element or not element.valid then return end
if state == nil then state = not element.visible end
element.visible = state
return state
end
--[[-- Destory a gui element without causing any errors, often because the element was already removed
@tparam LuaGuiElement element the element that you want to remove
@treturn boolean true if the element was valid and has been removed
@usage-- Remove a child element if it exists
Gui.destroy_if_valid(element[child_name])
]]
function Gui.destroy_if_valid(element)
if not element or not element.valid then return false end
element.destroy()
return true
end
--[[-- Returns a table to be used as the style for a sprite buttons, produces a sqaure button
@tparam number size the size that you want the button to be
@tparam[opt=-2] number padding the padding that you want on the sprite
@tparam[opt] table style any extra style settings that you want to have
@treturn table the style table to be used with element_define:style()
@usage-- Adding a sprite button with size 20
local button =
Gui.element{
type = 'sprite-button',
sprite = 'entity/inserter'
}
:style(Gui.sprite_style(20))
]]
function Gui.sprite_style(size, padding, style)
style = style or {}
style.padding = padding or -2
style.height = size
style.width = size
return style
end

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--[[-- Core Module - Gui
- Used to define new gui elements and gui event handlers
@module Gui
]]
local Gui = require 'expcore.gui.prototype'
local mod_gui = require 'mod-gui'
local hide_left_flow = Gui.core_defines.hide_left_flow.name
--- Left Flow.
-- @section leftFlow
-- Triggered when a user changed the visibility of a left flow element by clicking a button
Gui.events.on_visibility_changed_by_click = 'on_visibility_changed_by_click'
--- Contains the uids of the elements that will shown on the left flow and their join functions
-- @table left_elements
Gui.left_elements = {}
--[[-- Gets the flow refered to as the left flow, each player has one left flow
@function Gui.get_left_flow(player)
@tparam LuaPlayer player the player that you want to get the left flow for
@treturn LuaGuiElement the left element flow
@usage-- Geting your left flow
local left_flow = Gui.get_left_flow(game.player)
]]
Gui.get_left_flow = mod_gui.get_frame_flow
--[[-- Sets an element define to be drawn to the left flow when a player joins, includes optional check
@tparam[opt] ?boolean|function open_on_join called during first darw to decide if the element should be visible
@treturn table the new element define that is used to register events to this element
@usage-- Adding the example button
example_flow_with_button:add_to_left_flow(true)
]]
function Gui._prototype_element:add_to_left_flow(open_on_join)
_C.error_if_runtime()
if not self.name then error("Elements for the top flow must have a static name") end
self.open_on_join = open_on_join or false
table.insert(Gui.left_elements, self)
return self
end
--[[-- Creates a button on the top flow which will toggle the given element define, the define must exist in the left flow
@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 table element_define the element define that you want to have toggled by this button, define must exist on the left flow
@tparam[opt] function authenticator used to decide if the button should be visible to a player
@usage-- Add a button to toggle a left element
local toolbar_button =
Gui.left_toolbar_button('entity/inserter', 'Nothing to see here', example_flow_with_button, function(player)
return player.admin
end)
]]
function Gui.left_toolbar_button(sprite, tooltip, element_define, authenticator)
local button = Gui.toolbar_button(sprite, tooltip, authenticator)
-- Add on_click handler to handle click events comming from the player
button:on_click(function(player, _, _)
-- Raise custom event that tells listening elements if the element has changed visibility by a player clicking
-- Used in warp gui to handle the keep open logic
button:raise_event{
name = Gui.events.on_visibility_changed_by_click,
element = Gui.get_top_element(player, button),
state = Gui.toggle_left_element(player, element_define)
}
end)
-- Add property to the left flow element with the name of the button
-- This is for the ability to reverse lookup the button from the left flow element
element_define.toolbar_button = button
button.left_flow_element = element_define
return button
end
Gui._left_flow_order_src = "<default>"
--- Get the order of elements in the left flow, first argument is player but is unused in the default method
function Gui.get_left_flow_order(_)
return Gui.left_elements
end
--- Inject a custom left flow order provider, this should accept a player and return a list of elements definitions to draw
function Gui.inject_left_flow_order(provider)
Gui.get_left_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._left_flow_order_src = file_name..":"..func_name
end
--[[-- Draw all the left elements onto the left flow, internal use only with on join
@tparam LuaPlayer player the player that you want to draw the elements for
@usage-- Draw all the left elements
Gui.draw_left_flow(player)
]]
function Gui.draw_left_flow(player)
local left_flow = Gui.get_left_flow(player)
local hide_button = left_flow.gui_core_buttons[hide_left_flow]
local show_hide_button = false
-- Get the order to draw the elements in
local flow_order = Gui.get_left_flow_order(player)
if #flow_order ~= #Gui.left_elements then
error(string.format("Left flow order provider (%s) did not return the correct element count, expect %d got %d",
Gui._left_flow_order_src, #Gui.left_elements, #flow_order
))
end
for _, element_define in ipairs(flow_order) do
-- Draw the element to the left flow
local draw_success, left_element = xpcall(function()
return element_define(left_flow)
end, debug.traceback)
if not draw_success then
log('There as been an error with an element draw function: '..element_define.defined_at..'\n\t'..left_element)
goto continue
end
-- Check if it should be open by default
local open_on_join = element_define.open_on_join
local visible = type(open_on_join) == 'boolean' and open_on_join or false
if type(open_on_join) == 'function' then
local success, err = xpcall(open_on_join, debug.traceback, player)
if not success then
log('There as been an error with an open on join hander for a gui element:\n\t'..err)
goto continue
end
visible = err
end
-- Set the visible state of the element
left_element.visible = visible
show_hide_button = show_hide_button or visible
-- Check if the the element has a button attached
if element_define.toolbar_button then
Gui.toggle_toolbar_button(player, element_define.toolbar_button, visible)
end
::continue::
end
hide_button.visible = show_hide_button
end
--- Reorder the left flow elements to match that returned by the provider, uses a method equivalent to insert sort
function Gui.reorder_left_flow(player)
local left_flow = Gui.get_left_flow(player)
-- Get the order to draw the elements in
local flow_order = Gui.get_left_flow_order(player)
if #flow_order ~= #Gui.left_elements then
error(string.format("Left flow order provider (%s) did not return the correct element count, expect %d got %d",
Gui._left_flow_order_src, #Gui.left_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 = left_flow[element_define.name]
left_flow.swap_children(index+1, element.get_index_in_parent())
end
end
--[[-- Update the visible state of the hide button, can be used to check if any frames are visible
@tparam LuaPlayer player the player to update the left flow for
@treturn boolean true if any left element is visible
@usage-- Check if any left elements are visible
local visible = Gui.update_left_flow(player)
]]
function Gui.update_left_flow(player)
local left_flow = Gui.get_left_flow(player)
local hide_button = left_flow.gui_core_buttons[hide_left_flow]
for _, element_define in ipairs(Gui.left_elements) do
local left_element = left_flow[element_define.name]
if left_element.visible then
hide_button.visible = true
return true
end
end
hide_button.visible = false
return false
end
--[[-- Hides all left elements for a player
@tparam LuaPlayer player the player to hide the elements for
@usage-- Hide your left elements
Gui.hide_left_flow(game.player)
]]
function Gui.hide_left_flow(player)
local top_flow = Gui.get_top_flow(player)
local left_flow = Gui.get_left_flow(player)
local hide_button = left_flow.gui_core_buttons[hide_left_flow]
-- Set the visible state of all elements in the flow
hide_button.visible = false
for _, element_define in ipairs(Gui.left_elements) do
left_flow[element_define.name].visible = false
-- Check if the the element has a toobar button attached
if element_define.toolbar_button then
-- Check if the topflow contains the button
local button = top_flow[element_define.toolbar_button.name]
if button then
-- Style the button
Gui.toggle_toolbar_button(player, element_define.toolbar_button, false)
-- Raise the custom event if all of the top checks have passed
element_define.toolbar_button:raise_event{
name = Gui.events.on_visibility_changed_by_click,
element = button,
state = false
}
end
end
end
end
--- Checks if an element is loaded, used internally when the normal left gui assumptions may not hold
function Gui.left_flow_loaded(player, element_define)
local left_flow = Gui.get_left_flow(player)
return left_flow[element_define.name] ~= nil
end
--[[-- Get the element define that is in the left flow, use in events without an element refrence
@tparam LuaPlayer player the player that you want to get the element for
@tparam table element_define the element that you want to get
@treturn LuaGuiElement the gui element linked to this define for this player
@usage-- Get your left element
local frame = Gui.get_left_element(game.player, example_flow_with_button)
]]
function Gui.get_left_element(player, element_define)
local left_flow = Gui.get_left_flow(player)
return assert(left_flow[element_define.name], "Left element failed to load")
end
--[[-- Toggles the visible state of a left element for a given player, can be used to set the visible 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_top_flow(game.player, example_flow_with_button)
@usage-- Show your example button
Gui.toggle_top_flow(game.player, example_flow_with_button, true)
]]
function Gui.toggle_left_element(player, element_define, state)
-- Set the visible state
local element = Gui.get_left_element(player, element_define)
if state == nil then state = not element.visible end
element.visible = state
Gui.update_left_flow(player)
-- Check if the the element has a button attached
if element_define.toolbar_button then
Gui.toggle_toolbar_button(player, element_define.toolbar_button, state)
end
return state
end

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@@ -0,0 +1,412 @@
--[[-- Core Module - Gui
- Used to simplify gui creation using factory functions called element defines
@module Gui
]]
local Event = require 'utils.event' --- @dep utils.event
local Gui = {
--- The current highest uid that is being used by a define, will not increase during runtime
uid = 0,
--- Used to automatically assign a unique static name to an element
unique_static_name = {},
--- String indexed table used to avoid conflict with custom event names, similar to how defines.events works
events = {},
--- Uid indexed array that stores all the factory functions that were defined, no new values will be added during runtime
defines = {},
--- An string indexed table of all the defines which are used by the core of the gui system, used for internal reference
core_defines = {},
--- Used to store the file names where elements were defined, this can be useful to find the uid of an element, mostly for debugging
file_paths = {},
--- Used to store extra information about elements as they get defined such as the params used and event handlers registered to them
debug_info = {},
--- The prototype used to store the functions of an element define
_prototype_element = {},
--- The prototype metatable applied to new element defines
_mt_element = {}
}
--- Allow access to the element prototype methods
Gui._mt_element.__index = Gui._prototype_element
--- Allows the define to be called to draw the element
function Gui._mt_element.__call(self, parent, ...)
local element, no_events = self._draw(self, parent, ...)
if self._style then self._style(element.style, element, ...) end
-- Asserts to catch common errors
if element then
if self.name and self.name ~= element.name then
error("Static name \""..self.name.."\" expected but got: "..tostring(element.name))
end
local event_triggers = element.tags and element.tags.ExpGui_event_triggers
if event_triggers and table.array_contains(event_triggers, self.uid) then
error("Element::triggers_events should not be called on the value you return from the definition")
end
elseif self.name then
error("Static name \""..self.name.."\" expected but no element was returned from the definition")
end
-- Register events by default, but allow skipping them
if no_events == self.no_events then
return element
else
return element and self:triggers_events(element)
end
end
--- Get where a function was defined as a string
local function get_defined_at(level)
local debug_info = debug.getinfo(level, "Sn")
local file_name = debug_info.source:match('^.+/currently%-playing/(.+)$'):sub(1, -5)
local func_name = debug_info.name or ("<anonymous:"..debug_info.linedefined..">")
return file_name..":"..func_name
end
--- Element Define.
-- @section elementDefine
--[[-- Used to define new elements for your gui, can be used like LuaGuiElement.add or a custom function
@tparam ?table|function element_define the define information for the gui element, same data as LuaGuiElement.add, or a custom function may be used
@treturn table the new element define, this can be considered a factory for the element which can be called to draw the element to any other element
@usage-- Using element defines like LuaGuiElement.add
-- This returns a factory function to draw a button with the caption "Example Button"
local example_button =
Gui.element{
type = 'button',
caption = 'Example Button'
}
@usage-- Using element defines with a custom factory function
-- This method can be used if you still want to be able register event handlers but it is too complex to be compatible with LuaGuiElement.add
local example_flow_with_button =
Gui.element(function(event_trigger, parent, ...)
-- ... shows that all other arguments from the factory call are passed to this function
-- parent is the element which was passed to the factory function where you should add your new element
-- here we are adding a flow which we will then later add a button to
local flow =
parent.add{
name = 'example_flow',
type = 'flow'
}
-- event_trigger should be the name of any elements you want to trigger your event handlers, such as on_click or on_state_changed
-- now we add the button to the flow that we created earlier
local element =
flow.add{
name = event_trigger,
type = 'button',
caption = 'Example Button'
}
-- you must return your new element, this is so styles can be applied and returned to the caller
-- you may return any of your elements that you add, consider the context in which it will be used for what should be returned
return element
end)
]]
function Gui.element(element_define)
_C.error_if_runtime()
-- Set the metatable to allow access to register events
local element = setmetatable({}, Gui._mt_element)
-- Increment the uid counter
local uid = Gui.uid + 1
Gui.uid = uid
element.uid = uid
Gui.debug_info[uid] = { draw = 'None', style = 'None', events = {} }
-- Add the definition function
if type(element_define) == 'table' then
Gui.debug_info[uid].draw = element_define
if element_define.name == Gui.unique_static_name then
element_define.name = "ExpGui_"..tostring(uid)
end
for k, v in pairs(element_define) do
if element[k] == nil then
element[k] = v
end
end
element._draw = function(_, parent)
return parent.add(element_define)
end
else
Gui.debug_info[uid].draw = get_defined_at(element_define)
element._draw = element_define
end
-- Add the define to the base module
element.defined_at = get_defined_at(3)
Gui.file_paths[uid] = element.defined_at
Gui.defines[uid] = element
-- Return the element so event handers can be accessed
return element
end
--[[-- Used to extent your element define with a style factory, this style will be applied to your element when created, can also be a custom function
@tparam ?table|function style_define style table where each key and value pair is treated like LuaGuiElement.style[key] = value, a custom function can be used
@treturn table the element define is returned to allow for event handlers to be registered
@usage-- Using the table method of setting the style
local example_button =
Gui.element{
type = 'button',
caption = 'Example Button',
style = 'forward_button' -- factorio styles can be applied here
}
:style{
height = 25, -- same as element.style.height = 25
width = 100 -- same as element.style.width = 25
}
@usage-- Using the function method to set the style
-- Use this method if your style is dynamic and depends on other factors
local example_button =
Gui.element{
type = 'button',
caption = 'Example Button',
style = 'forward_button' -- factorio styles can be applied here
}
:style(function(style, element, ...)
-- style is the current style object for the elemenent
-- element is the element that is being changed
-- ... shows that all other arguments from the factory call are passed to this function
local player = game.players[element.player_index]
style.height = 25
style.width = 100
style.font_color = player.color
end)
]]
function Gui._prototype_element:style(style_define)
_C.error_if_runtime()
-- Add the definition function
if type(style_define) == 'table' then
Gui.debug_info[self.uid].style = style_define
self._style = function(style)
for key, value in pairs(style_define) do
style[key] = value
end
end
else
Gui.debug_info[self.uid].style = get_defined_at(style_define)
self._style = style_define
end
-- Return the element so event handers can be accessed
return self
end
--[[-- Enforce the fact the element has a static name, this is required for the cases when a function define is used
@tparam[opt] string element The element that will trigger calls to the event handlers
@treturn table the element define is returned to allow for event handlers to be registered
]]
function Gui._prototype_element:static_name(name)
_C.error_if_runtime()
if name == Gui.unique_static_name then
self.name = "ExpGui_"..tostring(self.uid)
else
self.name = name
end
return self
end
--[[-- Used to link an element to an element define such that any event on the element will call the handlers on the element define
-- You should not call this on the element you return from your constructor because this is done automatically
@tparam LuaGuiElement element The element that will trigger calls to the event handlers
@treturn LuaGuiElement The element passed as the argument to allow for cleaner returns
]]
function Gui._prototype_element:triggers_events(element)
if not self._has_events then return element end
local tags = element.tags
if not tags then
element.tags = { ExpGui_event_triggers = { self.uid } }
return element
elseif not tags.ExpGui_event_triggers then
tags.ExpGui_event_triggers = { self.uid }
elseif table.array_contains(tags.ExpGui_event_triggers, self.uid) then
error("Element::triggers_events called multiple times on the same element with the same definition")
else
table.insert(tags.ExpGui_event_triggers, self.uid)
end
-- To modify a set of tags, the whole table needs to be written back to the respective property.
element.tags = tags
return element
end
--- Explicitly skip events on the element returned by your definition function
function Gui._prototype_element:no_events(element)
return element, self.no_events
end
--[[-- Set the handler which will be called for a custom event, only one handler can be used per event per element
@tparam string event_name the name of the event you want to handler to be called on, often from Gui.events
@tparam function handler the handler that you want to be called when the event is raised
@treturn table the element define so more handleres can be registered
@usage-- Register a handler to "my_custom_event" for this element
element_deinfe:on_event('my_custom_event', function(event)
event.player.print(player.name)
end)
]]
function Gui._prototype_element:on_event(event_name, handler)
_C.error_if_runtime()
table.insert(Gui.debug_info[self.uid].events, event_name)
Gui.events[event_name] = event_name
self[event_name] = handler
self._has_events = true
return self
end
--[[-- Raise the handler which is attached to an event; external use should be limited to custom events
@tparam table event the event table passed to the handler, must contain fields: name, element
@treturn table the element define so more events can be raised
@usage Raising a custom event
element_define:raise_event{
name = 'my_custom_event',
element = element
}
]]
function Gui._prototype_element:raise_event(event)
-- Check the element is valid
local element = event.element
if not element or not element.valid then
return self
end
-- Get the event handler for this element
local handler = self[event.name]
if not handler then
return self
end
-- Get the player for this event
local player_index = event.player_index or element.player_index
local player = game.players[player_index]
if not player or not player.valid then
return self
end
event.player = player
local success, err = xpcall(handler, debug.traceback, player, element, event)
if not success then
error('There as been an error with an event handler for a gui element:\n\t'..err)
end
return self
end
-- This function is used to link element define events and the events from the factorio api
local function event_handler_factory(event_name)
Event.add(event_name, function(event)
local element = event.element
if not element or not element.valid then return end
local event_triggers = element.tags.ExpGui_event_triggers
if not event_triggers then return end
for _, uid in pairs(event_triggers) do
local element_define = Gui.defines[uid]
if element_define then
element_define:raise_event(event)
end
end
end)
Gui.events[event_name] = event_name
return function(self, handler)
return self:on_event(event_name, handler)
end
end
--- Element Events.
-- @section elementEvents
--- Called when the player opens a GUI.
-- @tparam function handler the event handler which will be called
-- @usage element_define:on_open(function(event)
-- event.player.print(table.inspect(event))
--end)
Gui._prototype_element.on_open = event_handler_factory(defines.events.on_gui_opened)
--- Called when the player closes the GUI they have open.
-- @tparam function handler the event handler which will be called
-- @usage element_define:on_close(function(event)
-- event.player.print(table.inspect(event))
--end)
Gui._prototype_element.on_close = event_handler_factory(defines.events.on_gui_closed)
--- Called when LuaGuiElement is clicked.
-- @tparam function handler the event handler which will be called
-- @usage element_define:on_click(function(event)
-- event.player.print(table.inspect(event))
--end)
Gui._prototype_element.on_click = event_handler_factory(defines.events.on_gui_click)
--- Called when a LuaGuiElement is confirmed, for example by pressing Enter in a textfield.
-- @tparam function handler the event handler which will be called
-- @usage element_define:on_confirmed(function(event)
-- event.player.print(table.inspect(event))
--end)
Gui._prototype_element.on_confirmed = event_handler_factory(defines.events.on_gui_confirmed)
--- Called when LuaGuiElement checked state is changed (related to checkboxes and radio buttons).
-- @tparam function handler the event handler which will be called
-- @usage element_define:on_checked_changed(function(event)
-- event.player.print(table.inspect(event))
--end)
Gui._prototype_element.on_checked_changed = event_handler_factory(defines.events.on_gui_checked_state_changed)
--- Called when LuaGuiElement element value is changed (related to choose element buttons).
-- @tparam function handler the event handler which will be called
-- @usage element_define:on_elem_changed(function(event)
-- event.player.print(table.inspect(event))
--end)
Gui._prototype_element.on_elem_changed = event_handler_factory(defines.events.on_gui_elem_changed)
--- Called when LuaGuiElement element location is changed (related to frames in player.gui.screen).
-- @tparam function handler the event handler which will be called
-- @usage element_define:on_location_changed(function(event)
-- event.player.print(table.inspect(event))
--end)
Gui._prototype_element.on_location_changed = event_handler_factory(defines.events.on_gui_location_changed)
--- Called when LuaGuiElement selected tab is changed (related to tabbed-panes).
-- @tparam function handler the event handler which will be called
-- @usage element_define:on_tab_changed(function(event)
-- event.player.print(table.inspect(event))
--end)
Gui._prototype_element.on_tab_changed = event_handler_factory(defines.events.on_gui_selected_tab_changed)
--- Called when LuaGuiElement selection state is changed (related to drop-downs and listboxes).
-- @tparam function handler the event handler which will be called
-- @usage element_define:on_selection_changed(function(event)
-- event.player.print(table.inspect(event))
--end)
Gui._prototype_element.on_selection_changed = event_handler_factory(defines.events.on_gui_selection_state_changed)
--- Called when LuaGuiElement switch state is changed (related to switches).
-- @tparam function handler the event handler which will be called
-- @usage element_define:on_switch_changed(function(event)
-- event.player.print(table.inspect(event))
--end)
Gui._prototype_element.on_switch_changed = event_handler_factory(defines.events.on_gui_switch_state_changed)
--- Called when LuaGuiElement text is changed by the player.
-- @tparam function handler the event handler which will be called
-- @usage element_define:on_text_changed(function(event)
-- event.player.print(table.inspect(event))
--end)
Gui._prototype_element.on_text_changed = event_handler_factory(defines.events.on_gui_text_changed)
--- Called when LuaGuiElement slider value is changed (related to the slider element).
-- @tparam function handler the event handler which will be called
-- @usage element_define:on_value_changed(function(event)
-- event.player.print(table.inspect(event))
--end)
Gui._prototype_element.on_value_changed = event_handler_factory(defines.events.on_gui_value_changed)
-- Module return
return Gui

View File

@@ -0,0 +1,315 @@
--[[-- Core Module - Gui
- Controls the elements on the top flow
@module Gui
]]
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 = {}
--- The style that should be used for buttons on the top flow
-- @field Gui.top_flow_button_style
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_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)
---@cast button LuaGuiElement
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)
@tparam LuaPlayer player the player that you want to get the flow for
@treturn LuaGuiElement the top element flow
@usage-- Geting your top flow
local top_flow = Gui.get_top_flow(game.player)
]]
Gui.get_top_flow = mod_gui.get_button_flow
--[[-- Sets an element define to be drawn to the top flow when a player joins, includes optional authenticator
@tparam[opt] function authenticator called during toggle or update to decide weather the element should be visible
@treturn table the new element define to allow event handlers to be registered
@usage-- Adding an element to the top flow on join
example_button:add_to_top_flow(function(player)
-- example button will only be shown if the player is an admin
-- note button will not update its state when player.admin is changed Gui.update_top_flow must be called for this
return player.admin
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
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
@usage-- Update your top flow
Gui.update_top_flow(game.player)
]]
function Gui.update_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
-- Set the visible state of all elements in the flow
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 = element_define.authenticator
if type(allowed) == 'function' then allowed = allowed(player) end
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
--[[-- Toggles the visible state of all the elements on a players top flow, effects all elements
@tparam LuaPlayer player the player that you want to toggle the top flow for
@tparam[opt] boolean state if given then the state will be set to this
@treturn boolean the new visible state of the top flow
@usage-- Toggle your flow
Gui.toggle_top_flow(game.player)
@usage-- Open your top flow
Gui.toggle_top_flow(game.player, true)
]]
function Gui.toggle_top_flow(player, state)
-- Get the top flow, we need the parent as we want to toggle the outer frame
local top_flow = Gui.get_top_flow(player).parent
if state == nil then state = not top_flow.visible end
-- Get the show button for the top flow
local left_flow = Gui.get_left_flow(player)
local show_button = left_flow.gui_core_buttons[show_top_flow]
-- Change the visibility of the top flow and show top flow button
show_button.visible = not state
top_flow.visible = state
return state
end
--[[-- Get the element define that is in the top flow, use in events without an element refrence
@tparam LuaPlayer player the player that you want to get the element for
@tparam table element_define the element that you want to get
@treturn LuaGuiElement the gui element linked to this define for this player
@usage-- Get your top element
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 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
@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-- Add a button to the toolbar
local toolbar_button =
Gui.left_toolbar_button('entity/inserter', 'Nothing to see here', function(player)
return player.admin
end)
]]
function Gui.toolbar_button(sprite, tooltip, authenticator)
return 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)
end
--[[-- 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-- 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_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