diff --git a/expcore/Gui/buttons.lua b/expcore/Gui/buttons.lua index bbe58e3d..9e3ae887 100644 --- a/expcore/Gui/buttons.lua +++ b/expcore/Gui/buttons.lua @@ -14,10 +14,9 @@ Other functions present from expcore.gui.core ]] local mod_gui = require 'mod-gui' -local Gui = require './core' +local Gui = require 'expcore.gui.core' local Button = { - config={}, _prototype=Gui._prototype_factory{ on_click = Gui._event_factory('on_click'), on_left_click = Gui._event_factory('on_left_click'), diff --git a/expcore/Gui/center.lua b/expcore/Gui/center.lua new file mode 100644 index 00000000..b849075a --- /dev/null +++ b/expcore/Gui/center.lua @@ -0,0 +1,191 @@ +--- Gui structure define for center gui frames +--[[ +>>>> Functions + CenterFrames.get_flow(player) --- Gets the center flow for a player + CenterFrames.clear_flow(player) --- Clears the center flow for a player + CenterFrames.draw_frame(player,name) --- Draws the center frame for a player, if already open then will do nothing + CenterFrames.redraw_frame(player,name) --- Draws the center frame for a player, if already open then will destroy it and redraw + CenterFrames.toggle_frame(player,name,state) --- Toggles if the frame is currently open or not, will open if closed and close if open + + CenterFrames.new_frame(permision_name) --- Sets the frame to be the current active gui when opened and closes all other frames + CenterFrames._prototype:on_draw(player,frame) --- Use to draw your elements onto the new frame + CenterFrames._prototype:set_auto_focus(state) --- Sets the frame to be the current active gui when opened and closes all other frames + CenterFrames._prototype:draw_frame(player) --- Draws this frame to the player, if already open does nothing (will call on_draw to draw to the frame) + CenterFrames._prototype:redraw_frame(player) --- Draws this frame to the player, if already open it will remove it and redraw it (will call on_draw to draw to the frame) + CenterFrames._prototype:toggle_frame(player) --- Toggles if the frame is open, if open it will close it and if closed it will open it + CenterFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add +]] +local Gui = require 'expcore.gui.core' +local Toolbar = require 'expcore.gui.toolbar' +local Game = require 'utils.game' + +local CenterFrames = { + _prototype = Gui._prototype_factory{ + on_draw = Gui._event_factory('on_draw') + } +} + +--- Gets the center flow for a player +-- @tparam player LuapPlayer the player to get the flow for +-- @treturn LuaGuiElement the center flow +function CenterFrames.get_flow(player) + player = Game.get_player_from_any(player) + return player.gui.center +end + +--- Clears the center flow for a player +-- @tparam player LuapPlayer the player to clear the flow for +function CenterFrames.clear_flow(player) + local flow = CenterFrames.get_flow(player) + flow.clear() +end + +--- Draws the center frame for a player, if already open then will do nothing +-- @tparam player LuapPlayer the player that will have the frame drawn +-- @tparam name string the name of the hui that will drawn +-- @treturn LuaGuiElement the new frame that was made +function CenterFrames.draw_frame(player,name) + local define = Gui.get_define(name,true) + if define then + return define:draw_frame(player) + end +end + +--- Draws the center frame for a player, if already open then will destroy it and redraw +-- @tparam player LuapPlayer the player that will have the frame drawn +-- @tparam name string the name of the hui that will drawn +-- @treturn LuaGuiElement the new frame that was made +function CenterFrames.redraw_frame(player,name) + local define = Gui.get_define(name,true) + if define then + return define:draw_frame(player) + end +end + +--- Toggles if the frame is currently open or not, will open if closed and close if open +-- @tparam player LuapPlayer the player that will have the frame toggled +-- @tparam name string the name of the hui that will be toggled +-- @tparam[opt] state boolean when set will force a state for the frame +-- @treturn boolean if the frame if no open or closed +function CenterFrames.toggle_frame(player,name,state) + local define = Gui.get_define(name,true) + if define then + if state == true then + define:draw_frame(player) + return true + elseif state == false then + local flow = CenterFrames.get_flow(player) + if flow[define.name] then + flow[define.name].destroy() + end + return false + else + return define:toggle_frame(player) + end + end +end + +--- Creates a new center frame define +-- @tparam permision_name string the name that can be used with the permision system +-- @treturn table the new center frame define +function CenterFrames.new_frame(permision_name) + local self = Toolbar.new_button(permision_name) + + self:on_click(function(player,element) + self:toggle_frame(player) + end) + + local mt = getmetatable(self) + mt.__index = CenterFrames._prototype + mt.__call = self.event_handler + + Gui.on_custom_close(self.name,function(event) + local element = event.element + if element and element.valid then element.destroy() end + end) + + return self +end + +--- Sets the frame to be the current active gui when opened and closes all other frames +-- @tparam[opt=true] state boolean when true will auto close other frames and set this frame as player.opened +function CenterFrames._prototype:set_auto_focus(state) + if state == false then + self.auto_focus = false + else + self.auto_focus = true + end +end + +--- Draws this frame to the player, if already open does nothing (will call on_draw to draw to the frame) +-- @tparam player LuaPlayer the player to draw the frame for +-- @treturn LuaGuiElement the new frame that was drawn +function CenterFrames._prototype:draw_frame(player) + player = Game.get_player_from_any(player) + local flow = CenterFrames.get_flow(player) + + if flow[self.name] then + return flow[self.name] + end + + if self.auto_focus then + flow.clear() + end + + local frame = flow.add{ + type='frame', + name=self.name + } + + if self.auto_focus then + player.opened = frame + end + + if self.events.on_draw then + self.events.on_draw(player,frame) + end + + return frame +end + +--- Draws this frame to the player, if already open it will remove it and redraw it (will call on_draw to draw to the frame) +-- @tparam player LuaPlayer the player to draw the frame for +-- @treturn LuaGuiElement the new frame that was drawn +function CenterFrames._prototype:redraw_frame(player) + player = Game.get_player_from_any(player) + local flow = CenterFrames.get_flow(player) + + if flow[self.name] then + flow[self.name].destroy() + end + + return self:draw_frame(player) +end + +--- Toggles if the frame is open, if open it will close it and if closed it will open it +-- @tparam player LuaPlayer the player to draw the frame for +-- @treturn boolean with the gui frame is now open +function CenterFrames._prototype:toggle_frame(player) + player = Game.get_player_from_any(player) + local flow = CenterFrames.get_flow(player) + + if flow[self.name] then + flow[self.name].destroy() + return false + else + self:draw_frame(player) + return true + end +end + +--- Creates an event handler that will trigger one of its functions, use with Event.add +-- @tparam[opt=update] action string the action to take on this event +function CenterFrames._prototype:event_handler(action) + action = action or 'update' + return function(event) + local player = Game.get_player_by_index(event.player_index) + self[action](self,player) + end +end + +return CenterFrames \ No newline at end of file diff --git a/expcore/Gui/checkboxs.lua b/expcore/Gui/checkboxs.lua index fdc895e0..b31d9f6e 100644 --- a/expcore/Gui/checkboxs.lua +++ b/expcore/Gui/checkboxs.lua @@ -45,7 +45,7 @@ Other functions present from expcore.gui.core ]] -local Gui = require './core' +local Gui = require 'expcore.gui.core' local Store = require 'expcore.store' local Game = require 'utils.game' diff --git a/expcore/Gui/core.lua b/expcore/Gui/core.lua index 6e4e9a3e..07d7e8f7 100644 --- a/expcore/Gui/core.lua +++ b/expcore/Gui/core.lua @@ -152,17 +152,13 @@ ]] local Gui = require 'utils.gui' local Game = require 'utils.game' -local Global = require 'utils.global' local Store = require 'expcore.store' +local Instances = require 'expcore.gui.instances' Gui._prototype = {} -- Stores the base prototype of all element defines Gui.classes = {} -- Stores the class definations used to create element defines Gui.defines = {} -- Stores the indivdual element definations Gui.names = {} -- Stores debug names to link to gui uids -Gui.instances = {} -- Stores runtime data of all active instances of an element define -Global.register(Gui.instances,function(tbl) - Gui.instances = tbl -end) --- Used internally to create new prototypes for element defines -- @tparam tbl table a table that will have functions added to it @@ -211,24 +207,18 @@ function Gui._store_factory(callback) self.store = Store.uid_location() self.categorize = categorize - Gui.instances[self.name]={} + + Instances.register(self.name,self.categorize) Store.register(self.store,function(value,category) if self.events.on_store_update then self.events.on_store_update(value,category) end - local instances = Gui.get_instances(self,category) - if instances then - - for k,element in pairs(instances) do - if element and element.valid then - callback(self,element,value) - else - instances[k] = nil - end - end - + if Instances.is_registered(self.name) then + Instances.apply_to_elements(self.name,category,function(element) + callback(self,element,value) + end) end end) @@ -256,24 +246,18 @@ function Gui._sync_store_factory(callback) self.store = location self.categorize = categorize - Gui.instances[self.name]={} + + Instances.register(self.name,self.categorize) Store.register_synced(self.store,function(value,category) if self.events.on_store_update then self.events.on_store_update(value,category) end - local instances = Gui.get_instances(self,category) - if instances then - - for k,element in pairs(instances) do - if element and element.valid then - callback(self,element,value) - else - instances[k] = nil - end - end - + if Instances.is_registered(self.name) then + Instances.apply_to_elements(self,category,function(element) + callback(self,element,value) + end) end end) @@ -294,8 +278,8 @@ function Gui._define_factory(prototype) } },{ __index=prototype, - __call=function(self,element) - return self:draw_to(element) + __call=function(self,element,...) + return self:draw_to(element,...) end }) Gui.defines[define.name] = define @@ -366,7 +350,7 @@ end -- the data with in the draw_data is set up through the use of all the other functions -- @tparam element LuaGuiElement the element that the define will draw a copy of its self onto -- @treturn LuaGuiElement the new element that was drawn so styles can be applied -function Gui._prototype:draw_to(element) +function Gui._prototype:draw_to(element,...) if element[self.name] then return end local player = Game.get_player_by_index(element.player_index) @@ -380,15 +364,11 @@ function Gui._prototype:draw_to(element) new_element.enabled = self.post_authenticator(player,self.name) end - if self.store then - local category = self.categorize and self.categorize(element) or nil - local instances = Gui.get_instances(self,category) - if instances then - table.insert(instances,new_element) - end + if Instances.is_registered(self.name) then + Instances.add_element(self.name,new_element) end - if self.post_draw then self.post_draw(new_element) end + if self.post_draw then self.post_draw(new_element,...) end return new_element end @@ -435,31 +415,13 @@ function Gui.get_define(name,internal) return Gui.defines[Gui.names[name]] elseif not define then - return error('Invalid name for checkbox, name not found.',internal and 3 or 2) or nil + return error('Invalid name for element define, name not found.',internal and 3 or 2) or nil end return define end ---- Gets all instances of the element define, mostly internal use and note invalid elements may be present in the return --- @tparam name string the uid or debug name for the define to get the instances for --- @tparam[opt] category string the category to get the instances for --- @treturn table a table of LuaGuiElements that might be invalid which belong to this define -function Gui.get_instances(name,category) - local define = Gui.get_define(name,true) - if not Gui.instances[define.name] then return end - - local instances = Gui.instances[define.name] - if define.categorize then - if not instances[category] then instances[category] = {} end - return instances[category] - - end - - return instances -end - --- Gets the value that is stored for a given element define, category needed if categorize function used -- @tparam name ?string|table the uid, debug name or define for the element define to get -- @tparam[opt] category string the category to get the value for @@ -507,9 +469,9 @@ end -- @tparam name ?string|table the uid, debug name or define for the element define to draw -- @tparam element LuaGuiEelement the parent element that it the define will be drawn to -- @treturn LuaGuiElement the new element that was created -function Gui.draw(name,element) +function Gui.draw(name,element,...) local define = Gui.get_define(name,true) - return define:draw_to(element) + return define:draw_to(element,...) end --- Will toggle the enabled state of an element @@ -534,4 +496,18 @@ function Gui.toggle_visible(element) end end +--- Sets the padding for a gui element +-- @tparam element LuaGuiElement the element to set the padding for +-- @tparam[opt=0] up number the amount of padding on the top +-- @tparam[opt=0] down number the amount of padding on the bottom +-- @tparam[opt=0] left number the amount of padding on the left +-- @tparam[opt=0] right number the amount of padding on the right +function Gui.set_padding(element,up,down,left,right) + local style = element.style + style.top_padding = up or 0 + style.bottom_padding = down or 0 + style.left_padding = left or 0 + style.right_padding = right or 0 +end + return Gui \ No newline at end of file diff --git a/expcore/Gui/dropdown.lua b/expcore/Gui/dropdown.lua index d1c1f5e1..1737577e 100644 --- a/expcore/Gui/dropdown.lua +++ b/expcore/Gui/dropdown.lua @@ -16,7 +16,7 @@ Other functions present from expcore.gui.core ]] -local Gui = require './core' +local Gui = require 'expcore.gui.core' local Game = require 'utils.game' --- Event call for on_selection_state_changed and store update diff --git a/expcore/Gui/elem-button.lua b/expcore/Gui/elem-button.lua index eccb5082..e976d3d5 100644 --- a/expcore/Gui/elem-button.lua +++ b/expcore/Gui/elem-button.lua @@ -11,7 +11,7 @@ Other functions present from expcore.gui.core ]] -local Gui = require './core' +local Gui = require 'expcore.gui.core' local Game = require 'utils.game' --- Event call for on_elem_changed and store update diff --git a/expcore/Gui/instances.lua b/expcore/Gui/instances.lua new file mode 100644 index 00000000..7e0fde9f --- /dev/null +++ b/expcore/Gui/instances.lua @@ -0,0 +1,227 @@ +--- This file is a breakout from core which forcues on instance management of defines +--[[ +>>>> Using registered instance groups + The main use of this module is to register a group of elements refered here as "instances of an element define" in which + is meant that you define the name of a group of drawn elements that are really just multiple versions of a single element. + For example this might be that you have one label in multiple places (either for one player or many) and you want to update + the caption of all of them at once; this is where this module comes it. + + First you must register the way that the intances are stored and under what name, using Instances.register you will give the + name of the collective group of instances followed by an optional categorise function which allows varients to be stored under one + name (like one for each force or player) + + -- categorise works in the same way as store categorise + -- so the function will worl here but no value is stored only gui elements + Instances.register('score',Gui.force_store) + + Then when you draw the new element to a gui you will want to add the element to the group: + + Instances.add_element('score',new_element) + + Then when you want to get the instances you have two options; Instances.get_elements or Instances.apply_to_elements when you want loop + over the elements it is more efficient to use apply_to_elements: + + Instances.get_elements('score','player') -- returns all elements that were added with the 'player' category + Instances.apply_to_elements('score','player',function(element) -- runs the function on every valid element + element.caption = 0 + end) + + Note that if you dont give a categorise function then you dont need to give a category when getting the elements. + +>>>> Using unregistered instance groups + When using a registered group and the functions that go with them it is much simpler to use and more importantly includes error checking + for valid instance group names; the down side is that the group must be registered which can only be done during startup and not during runtime. + To counter this there are two functions simlair to those above in order to add and get instances but may lead to errors not being noticed due to + the error interal error checking being skiped to allow it to work. + + The main difference between the two groups of functions is that the category must always be present even if is nil; example below shows how a + instance group would work when registered vs unregistered: + + -- Registered with category + Instances.register('score',Gui.force_store) -- force_store will return the force name of an element + Instances.add_element('score',new_element) -- the new element is added to the category based on in force + Instances.apply_to_elements('score','player',function(element) + element.caption = '0' + end) -- gets all instances from the player force and sets the caption to 0 + + -- Unregistered with category + Instances.unregistered_add_element('score','player',new_element) -- adds the new element to the player category + Instances.unregistered_apply_to_elements('score','player',function(element) + element.caption = '0' + end) -- gets all instances from the player force and sets the caption to 0 + + -- Registered without category; note that category can just be igroned + Instances.register('score') -- all instances will be under one group with no categories + Instances.add_element('score',new_element) -- adds the new element to the instance list + Instances.apply_to_elements('score',function(element) + element.caption = '0' + end) -- gets all instances and sets the element caption to 0 + + -- Unregistered without category; note that category must be given as nil + Instances.unregistered_add_element('score',nil,new_element) -- adds the new element to a single group with no categories + Instances.unregistered_apply_to_elements('score',nil,function(element) + element.caption = '0' + end) -- gets all instances and sets the element caption to 0 + +>>>> Functions + Instances.has_categories(name) --- Returns if a instnace group has a categorise function; must be registerd + Instances.is_registered(name) --- Returns if the given name is a registered instance group + Instances.register(name,categorise) --- Registers the name of an instance group to allow for storing element instances + + Instances.add_element(name,element) --- Adds an element to the instance group under the correct category; must be registered + Instances.get_elements_raw(name,category) --- Gets all element instances without first removing any invalid ones; used internally and must be registered + Instances.get_valid_elements(name,category,callback) --- Gets all valid element instances and has the option of running a callback on those that are valid + + Instances.unregistered_add_element(name,category,element) --- A version of add_element that does not require the group to be registered + Instances.unregistered_get_elements(name,category,callback) --- A version of get_elements that does not require the group to be registered +]] +local Global = require 'utils.global' + +local Instances = { + categorise={}, + data={} +} +Global.register(Instances.data,function(tbl) + Instances.data = tbl +end) + +--- Returns if a instnace group has a categorise function; must be registerd +-- @tparam name string the name of the instance group +-- @treturn boolean true if there is a categorise function +function Instances.has_categories(name) + return type(Instances.categorise[name]) == 'function' +end + +--- Returns if the given name is a registered instance group +-- @tparam name string the name of the instance group you are testing +-- @treturn boolean true if the name is registered +function Instances.is_registered(name) + return Instances.categorise[name] ~= nil +end + +--- Registers the name of an instance group to allow for storing element instances +-- @tparam name string the name of the instance group; must to unique +-- @tparam[opt] categorise function function used to turn the element into a string +-- categorise param - element LuaGuiElement - the gui element to be turned into a string +-- categorise return - string - the category that the element will be added to like the player's name or force's name +-- @treturn string the name that was added so it can be used as a varible +function Instances.register(name,categorise) + if _LIFECYCLE ~= _STAGE.control then + return error('Can only be called during the control stage', 2) + end + + if Instances.categorise[name] then + return error('Instances for '..name..' already exist.',2) + end + + categorise = type(categorise) == 'function' and categorise or true + + Instances.data[name] = {} + Instances.categorise[name] = categorise + + return name +end + +--- Adds an element to the instance group under the correct category; must be registered +-- @tparam name string the name of the instance group to add the element to +-- @tparam element LuaGuiElement the element to add the the instance group +function Instances.add_element(name,element) + if not Instances.categorise[name] then + return error('Inavlid name for instance group: '..name,2) + end + + if Instances.has_categories(name) then + local category = Instances.categorise[name](element) + if not Instances.data[name][category] then Instances.data[name][category] = {} end + table.insert(Instances.data[name][category],element) + else + table.insert(Instances.data[name],element) + end +end + +--- Gets all element instances without first removing any invalid ones; used internally and must be registered +-- @tparam name string the name of the instance group to get the instances of +-- @tparam[opt] category string the category to get the instance from, not needed when no categorise function +-- @treturn table the table of element instances of which some may be invalid +function Instances.get_elements_raw(name,category) + if not Instances.categorise[name] then + return error('Inavlid name for instance group: '..name,2) + end + + if Instances.has_categories(name) then + return Instances.data[name][category] or {} + else + return Instances.data[name] + end +end + +--- Gets all valid element instances and has the option of running a callback on those that are valid +-- @tparam name string the name of the instance group to get the instances of +-- @tparam[opt] category string the category to get the instances of, not needed when no categorise function +-- @tparan[opt] callback function when given the callback will be ran on all valid elements +-- callback param - element LuaGuiElement - the current valid element +-- @treturn table the table of element instances with all invalid ones removed +function Instances.get_valid_elements(name,category,callback) + if not Instances.categorise[name] then + return error('Inavlid name for instance group: '..name,2) + end + + category = category or callback + local elements = Instances.get_elements_raw(name,category) + local categorise = Instances.has_categories(name) + + for key,element in pairs(elements) do + if not element or not element.valid then + elements[key] = nil + else + if categorise and callback then callback(element) + elseif category then category(element) end + end + end + + return elements +end +Instances.get_elements = Instances.get_valid_elements +Instances.apply_to_elements = Instances.get_valid_elements + +--- A version of add_element that does not require the group to be registered +-- @tparam name string the name of the instance group to add the element to +-- @tparam category ?string|nil the category to add the element to, can be nil but must still be given +-- @tparam element LuaGuiElement the element to add to the instance group +function Instances.unregistered_add_element(name,category,element) + if not Instances.data[name] then Instances.data[name] = {} end + if category then + if not Instances.data[name][category] then Instances.data[name][category] = {} end + table.insert(Instances.data[name][category],element) + else + table.insert(Instances.data[name],element) + end +end + +--- A version of get_elements that does not require the group to be registered +-- @tparam name string the name of the instance group to get the instances of +-- @tparam category ?string|nil the category to get the instances of, can be nil but must still be given +-- @tparam[opt] callback function when given will be called on all valid instances +-- callback param - element LuaGuiElement - the current valid element +-- @treturn table the table of element instances with all invalid ones removed +function Instances.unregistered_get_elements(name,category,callback) + local elements = Instances.data[name] + if elements and category then + elements = elements[category] + end + + if not elements then return {} end + + for key,element in pairs(elements) do + if not element or not element.valid then + elements[key] = nil + else + if callback then callback(element) end + end + end + + return elements +end +Instances.unregistered_apply_to_elements = Instances.runtime_get_elements + +return Instances \ No newline at end of file diff --git a/expcore/Gui/left.lua b/expcore/Gui/left.lua new file mode 100644 index 00000000..da7f37e4 --- /dev/null +++ b/expcore/Gui/left.lua @@ -0,0 +1,290 @@ +--- Gui structure define for left frames +--[[ +>>>> Example formating + + -- first we add config that relates to the button on the toolbar, all normal button functions are present + local left_frame = + Gui.new_left_frame('test-left-frame') + :set_caption('Test Left Gui') + :set_post_authenticator(function(player,button_name) + return global.show_test_gui + end) + + -- then we add the config for the left frame, on_draw should draw the gui from an empty frame, on_update should take a frame from on_draw on edit it + :set_open_by_default() + :on_draw(function(_player,frame) + for _,player in pairs(game.connected_players) do + frame.add{ + type='label', + caption=player.name + } + end + end) + + -- now we can use the action factory to call events on the gui, actions are: 'update', 'update_all', 'redraw', 'redraw_all' + Event.add(defines.events.on_player_joined_game,left_frame 'update_all') + Event.add(defines.events.on_player_left_game,left_frame 'update_all') + +>>>> Functions + LeftFrames.get_flow(player) --- Gets the left frame flow for a player + LeftFrames.get_frame(name,player) --- Gets one frame from the left flow by its name + LeftFrames.get_open(player) --- Gets all open frames for a player, if non are open it will remove the close all button + LeftFrames.toggle_frame(name,player,state) --- Toggles the visiblty of a left frame, or sets its visiblty state + + LeftFrames.new_frame(permision_name) --- Creates a new left frame define + LeftFrames._prototype:set_open_by_default(state) --- Sets if the frame is visible when a player joins, can also be a function to return a boolean + LeftFrames._prototype:get_frame(player) --- Gets the frame for this define from the left frame flow + LeftFrames._prototype:is_open(player) --- Returns if the player currently has this define visible + LeftFrames._prototype:toggle(player) --- Toggles the visiblty of the left frame + + LeftFrames._prototype:update(player) --- Updates the contents of the left frame, first tries update callback, oter wise will clear and redraw + LeftFrames._prototype:update_all(update_offline) --- Updates the frame for all players, see update + LeftFrames._prototype:redraw(player) --- Redraws the frame by calling on_draw, will always clear the frame + LeftFrames._prototype:redraw_all(update_offline) --- Redraws the frame for all players, see redraw + + LeftFrames._prototype:on_draw(player,frame) --- Use to draw your elements to the new frame + LeftFrames._prototype:on_update(player,frame) --- Use to edit your frame when there is no need to redraw it + LeftFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add +]] +local Gui = require 'expcore.gui.core' +local Toolbar = require 'expcore.gui.toolbar' +local Buttons = require 'expcore.gui.buttons' +local mod_gui = require 'mod-gui' +local Game = require 'utils.game' +local Event = require 'utils.event' + +local LeftFrames = { + frames={}, + _prototype=Gui._prototype_factory{ + on_draw = Gui._event_factory('on_draw'), + on_update = Gui._event_factory('on_update') + } +} +setmetatable(LeftFrames._prototype, { + __index = Buttons._prototype +}) + +--- Gets the left frame flow for a player +-- @tparam player LuaPlayer the player to get the flow of +-- @treturn LuaGuiElement the left frame flow for the player +function LeftFrames.get_flow(player) + player = Game.get_player_from_any(player) + return mod_gui.get_frame_flow(player) +end + +--- Gets one frame from the left flow by its name +-- @tparam name string the name of the gui frame to get +-- @tparam player LuaPlayer the player to get the frame of +-- @treturn LuaGuiElement the frame in the left frame flow with that name +function LeftFrames.get_frame(name,player) + local define = LeftFrames.frames[name] + if not define then + return error('Left Frame '..name..' is not defined.',2) + end + return define:get_frame(player) +end + +--- Gets all open frames for a player, if non are open it will remove the close all button +-- @tparam player LuaPlayer the player to get the flow of +-- @treturn table contains all the open (and registered) frames for the player +function LeftFrames.get_open(player) + local open = {} + local flow = LeftFrames.get_flow(player) + + for _,define in pairs(LeftFrames.frames) do + if define:is_open(player) then + table.insert(open,define) + end + end + + flow[LeftFrames.toggle_button.name].visible = #open ~= 0 + + return open +end + +--- Toggles the visiblty of a left frame, or sets its visiblty state +-- @tparam name string the name of the gui frame to toggle +-- @tparam player LuaPlayer the player to get the frame of +-- @tparam[opt] state boolean when given will be the state that the visiblty is set to +-- @treturn boolean the new state of the visiblity +function LeftFrames.toggle_frame(name,player,state) + local define = LeftFrames.frames[name] + if not define then + return error('Left Frame '..name..' is not defined.',2) + end + + local frame = LeftFrames.get_frame(name,player) + if state ~= nil then + frame.visible = state + else + Gui.toggle_visible(frame) + end + + LeftFrames.get_open(player) + + return frame.visible +end + +--- Creates a new left frame define +-- @tparam permision_name string the name that can be used with the permision system +-- @treturn table the new left frame define +function LeftFrames.new_frame(permision_name) + + local self = Toolbar.new_button(permision_name) + + local mt = getmetatable(self) + mt.__index = LeftFrames._prototype + mt.__call = self.event_handler + + self:on_click(function(player,_element) + self:toggle(player) + end) + + LeftFrames.frames[self.name] = self + + return self +end + +--- Sets if the frame is visible when a player joins, can also be a function to return a boolean +-- @tparam[opt=true] state ?boolean|function the default state of the visiblty, can be a function +-- state param - player LuaPlayer - the player that has joined the game +-- state param - define_name string - the define name for the frame +-- state return - boolean - false will hide the frame +function LeftFrames._prototype:set_open_by_default(state) + if state == false then + self.open_by_default = false + else + self.open_by_default = state + end + return self +end + +--- Gets the frame for this define from the left frame flow +-- @tparam player LuaPlayer the player to get the frame of +-- @treturn LuaGuiElement the frame in the left frame flow for this define +function LeftFrames._prototype:get_frame(player) + local flow = LeftFrames.get_flow(player) + if flow[self.name] and flow[self.name].valid then + return flow[self.name] + end +end + +--- Returns if the player currently has this define visible +-- @tparam player LuaPlayer the player to get the frame of +-- @treturn boolean true if it is open/visible +function LeftFrames._prototype:is_open(player) + local frame = self:get_frame(player) + return frame and frame.visible or false +end + +--- Toggles the visiblty of the left frame +-- @tparam player LuaPlayer the player to toggle the frame of +-- @treturn boolean the new state of the visiblity +function LeftFrames._prototype:toggle(player) + local frame = self:get_frame(player) + Gui.toggle_visible(frame) + LeftFrames.get_open(player) + return frame.visible +end + +--- Updates the contents of the left frame, first tries update callback, oter wise will clear and redraw +-- @tparam player LuaPlayer the player to update the frame of +function LeftFrames._prototype:update(player) + local frame = self:get_frame(player) + if self.events.on_update then + self.events.on_update(player,frame) + elseif self.events.on_draw then + frame.clear() + self.events.on_draw(player,frame) + end +end + +--- Updates the frame for all players, see update +-- @tparam[opt=false] update_offline boolean when true will update the frame for offline players +function LeftFrames._prototype:update_all(update_offline) + local players = update_offline == true and game.players or game.connected_players + for _,player in pairs(players) do + self:update(player) + end +end + +--- Redraws the frame by calling on_draw, will always clear the frame +-- @tparam player LuaPlayer the player to update the frame of +function LeftFrames._prototype:redraw(player) + local frame = self:get_frame(player) + frame.claer() + if self.events.on_draw then + self.events.on_draw(player,frame) + end +end + +--- Redraws the frame for all players, see redraw +-- @tparam[opt=false] update_offline boolean when true will update the frame for offline players +function LeftFrames._prototype:redraw_all(update_offline) + local players = update_offline == true and game.players or game.connected_players + for _,player in pairs(players) do + self:redraw(player) + end +end + +--- Creates an event handler that will trigger one of its functions, use with Event.add +-- @tparam[opt=update] action string the action to take on this event +function LeftFrames._prototype:event_handler(action) + action = action or 'update' + return function(event) + local player = Game.get_player_by_index(event.player_index) + self[action](self,player) + end +end + +LeftFrames.toggle_button = +Buttons.new_button() +:set_tooltip('Close Windows') +:set_caption('<') +:on_click(function(player,element) + for _,define in pairs(LeftFrames.frames) do + local frame = LeftFrames.get_frame(define.name,player) + frame.visible = false + end + element.visible = false +end) + +Event.add(defines.events.on_player_created,function(event) + local player = Game.get_player_by_index(event.player_index) + local flow = LeftFrames.get_flow(player) + + local close_button = LeftFrames.toggle_button(flow) + Gui.set_padding(close_button) + local style = close_button.style + style.width = 18 + style.height = 36 + style.font = 'default-small-bold' + + for _,define in pairs(LeftFrames.frames) do + local frame = flow.add{ + type='frame', + name=define.name + } + + if define.events.on_draw then + define.events.on_draw(player,frame) + end + + if define.open_by_default == false then + frame.visible = false + elseif type(define.open_by_default) == 'function' then + if not define.open_by_default(player,define.name) then + frame.visible = false + end + end + + if not Toolbar.allowed(player,define.name) then + frame.visible = false + end + + end + + LeftFrames.get_open(player) +end) + +return LeftFrames \ No newline at end of file diff --git a/expcore/Gui/popups.lua b/expcore/Gui/popups.lua new file mode 100644 index 00000000..fa0c0668 --- /dev/null +++ b/expcore/Gui/popups.lua @@ -0,0 +1,228 @@ +--- Gui structure define for popup gui +--[[ +>>>> Functions + PopupFrames.get_flow(player) --- Gets the left flow that contains the popup frames + PopupFrames.open(define_name,player,open_time,...) --- Opens a popup for the player, can give the amount of time it is open as well as params for the draw function + + PopupFrames.close_progress --- Progress bar which when depleaded will close the popup frame + PopupFrames.close_button --- A button which can be used to close the gui before the timer runs out + + PopupFrames.new_popup(name) --- Creates a new popup frame define + PopupFrames._prototype:set_default_open_time(amount) --- Sets the default open time for the popup, will be used if non is provided with open + PopupFrames._prototype:open(player,open_time,...) --- Opens this define for a player, can be given open time and any other params for the draw function +]] +local Gui = require 'expcore.gui.core' +local Game = require 'utils.game' +local Event = require 'utils.event' +local ProgressBar = require 'expcore.gui.progress-bar' +local Button = require 'expcore.gui.buttons' +local mod_gui = require 'mod-gui' +local Color = require 'resources.color_presets' +local Global = require 'utils.global' + +local PopupFrames = { + paused_popups={}, + popup_flow_name = Gui.uid_name(), + main_frame_name = Gui.uid_name(), + close_frame_name = Gui.uid_name(), + _prototype = Gui._prototype_factory{ + on_draw = Gui._event_factory('on_draw') + } +} +Global.register(PopupFrames.paused_popups,function(tbl) + PopupFrames.paused_popups = tbl +end) + +--- Sets the state of the element in the pasued list, nil or true +-- @tparam element LuaGuiElement the element to set the state of +-- @tparam[opt] state boolean the state to set it to, true will pause the the progress bar +local function set_pasued_state(element,state) + local name = element.player_index..':'..element.index + PopupFrames.paused_popups[name] = state +end + +--- Gets the state of the element in the pasued list, nil or true +-- @tparam element LuaGuiElement the element to get the state of +local function get_pasued_state(element) + local name = element.player_index..':'..element.index + return PopupFrames.paused_popups[name] +end + +--- Gets the left flow that contains the popup frames +-- @tparam player LuaPlayer the player to get the flow for +-- @treturn LuaGuiElement the left flow that contains the popup frames +function PopupFrames.get_flow(player) + player = Game.get_player_from_any(player) + local flow = mod_gui.get_frame_flow(player) + return flow[PopupFrames.popup_flow_name] +end + +--- Opens a popup for the player, can give the amount of time it is open as well as params for the draw function +-- @tparam define_name string the name of the define that you want to open for the player +-- @tparam player LuaPlayer the player to open the popup for +-- @tparam[opt] open_time number the minimum number of ticks you want the popup open for, 0 means no limit, nil will take default +-- @tparam ... any the other params that you want to pass to your on_draw event +-- @treturn LuaGuiElement the frame that was drawn, the inner gui flow which contains the content +function PopupFrames.open(define_name,player,open_time,...) + local define = Gui.get_define(define_name,true) + player = Game.get_player_from_any(player) + return define:open(player,open_time,...) +end + +--- Closes the popup, is called by progress bar and close button +-- @tparam element LuaGuiElement either the progress bar or the close button +local function close_popup(element) + local frame = element.parent.parent.parent + if not frame or not frame.valid then return end + set_pasued_state(element.parent[PopupFrames.close_progress:uid()]) + frame.destroy() +end + +--- Progress bar which when depleaded will close the popup frame +PopupFrames.close_progress = +ProgressBar.new_progressbar() +:use_count_down() +:set_tooltip('Pause/Resume Auto-close') +:on_complete(function(player,element) + close_popup(element) +end) + +--- A button which can be used to close the gui before the timer runs out +PopupFrames.close_button = +Button.new_button() +:set_sprites('utility/close_white') +:set_tooltip('Close Popup') +:on_click(function(player,element) + close_popup(element) +end) + +--- When the progress bar is clicked it will pause its progress, or resume if previously paused +Gui.on_click(PopupFrames.close_progress:uid(),function(event) + local element = event.element + if get_pasued_state(element) then + set_pasued_state(element) + else + set_pasued_state(element,true) + end +end) + +--- When the parent flow of the progress bar is clicked it will pause its progress, or resume if previously paused +Gui.on_click(PopupFrames.close_frame_name,function(event) + local element = event.element[PopupFrames.close_progress:uid()] + if get_pasued_state(element) then + set_pasued_state(element) + else + set_pasued_state(element,true) + end +end) + +--- Creates a new popup frame define +-- @tparam[opt] name string the optional debug name that can be added +-- @treturn table the new popup frame define +function PopupFrames.new_popup(name) + local self = Gui._define_factory(PopupFrames._prototype) + self.draw_data.type = 'flow' + self.draw_data.direction = 'vertical' + + if name then + self:debug_name(name) + end + + local mt = getmetatable(self) + mt.__call = function(tbl,player,open_time,...) + return tbl:open(player,open_time,...) + end + + self.post_draw = function(element,maximum,...) + -- main content frame + local frame = element.add{ + type='flow', + name=PopupFrames.main_frame_name + } + frame.style.horizontally_stretchable = true + + -- flow for progress bar and close button + local close_flow = element.add{ + type='flow', + name=PopupFrames.close_frame_name + } + close_flow.style.horizontally_stretchable = true + + -- progress bar, when 0 then a static full one is drawn + local progress_style + if maximum == 0 then + progress_style = close_flow.add{ + type='progressbar', + tooltip='No Auto-close', + value=1 + }.style + else + progress_style = PopupFrames.close_progress(close_flow,maximum).style + end + progress_style.top_padding = 6 + progress_style.bottom_padding = 3 + progress_style.height = 11 + progress_style.color = Color.grey + + -- close button, will close the popup when clicked + local close_button = PopupFrames.close_button(close_flow) + Gui.set_padding(close_button) + local close_button_style = close_button.style + close_button_style.width = 20 + close_button_style.height = 20 + + -- event trigger to draw the gui content + if self.events.on_draw then + local player = Game.get_player_by_index(element.player_index) + self.events.on_draw(player,frame,...) + end + end + + return self +end + +--- Sets the default open time for the popup, will be used if non is provided with open +-- @tparam amount number the number of ticks, by default, the popup will be open for +-- @treturn table the define to allow for chaining +function PopupFrames._prototype:set_default_open_time(amount) + self.default_open_time = amount + return self +end + +--- Opens this define for a player, can be given open time and any other params for the draw function +-- @tparam player LuaPlayer the player to open the popup for +-- @tparam[opt] open_time number the minimum number of ticks you want the popup open for, 0 means no limit, nil will take default +-- @tparam ... any the other params that you want to pass to your on_draw event +-- @treturn LuaGuiElement the frame that was drawn, the inner gui flow which contains the content +function PopupFrames._prototype:open(player,open_time,...) + open_time = open_time or self.default_open_time or 0 + player = Game.get_player_from_any(player) + + local flow = PopupFrames.get_flow(player) + local frame = flow.add{ + type='frame', + style='blurry_frame' + } + + Gui.set_padding(frame,3,3,4,4) + return self:draw_to(frame,open_time,...)[PopupFrames.main_frame_name] +end + +--- When player is first created the popup flow is added to they left flow +Event.add(defines.events.on_player_created,function(event) + local player = Game.get_player_by_index(event.player_index) + local flow = mod_gui.get_frame_flow(player) + + flow.add{ + type='flow', + direction='vertical', + name=PopupFrames.popup_flow_name + } +end) + +--- Every tick any, not pasued, progress bars will go down by one tick +Event.add(defines.events.on_tick,PopupFrames.close_progress:event_countdown(function(element) + return not get_pasued_state(element) +end)) + +return PopupFrames \ No newline at end of file diff --git a/expcore/Gui/progress-bar.lua b/expcore/Gui/progress-bar.lua new file mode 100644 index 00000000..6944fb8e --- /dev/null +++ b/expcore/Gui/progress-bar.lua @@ -0,0 +1,390 @@ +--- Gui element define for progess bars +--[[ +>>>> Functions + ProgressBar.set_maximum(element,amount,count_down) --- Sets the maximum value that represents the end value of the progress bar + ProgressBar.increment(element,amount) --- Increases the value of the progressbar, if a define is given all of its instances are incremented + ProgressBar.decrement(element,amount) --- Decreases the value of the progressbar, if a define is given all of its instances are decresed + + ProgressBar.new_progressbar(name) --- Creates a new progressbar element define + ProgressBar._prototype:set_maximum(amount,count_down) --- Sets the maximum value that represents the end value of the progress bar + ProgressBar._prototype:use_count_down(state) --- Will set the progress bar to start at 1 and trigger when it hits 0 + ProgressBar._prototype:increment(amount,category) --- Increases the value of the progressbar + ProgressBar._prototype:increment_filtered(amount,filter) --- Increases the value of the progressbar, if the filter condition is met, does not work with store + ProgressBar._prototype:decrement(amount,category) --- Decreases the value of the progressbar + ProgressBar._prototype:decrement_filtered(amount,filter) --- Decreases the value of the progressbar, if the filter condition is met, does not work with store + ProgressBar._prototype:add_element(element,maximum) --- Adds an element into the list of instances that will are waiting to complete, does not work with store + ProgressBar._prototype:reset_element(element) --- Resets an element, or its store, to be back at the start, either 1 or 0 + + ProgressBar._prototype:on_complete(callback) --- Triggers when a progress bar element compeltes (hits 0 or 1) + ProgressBar._prototype:on_complete(callback) --- Triggers when a store value completes (hits 0 or 1) + ProgressBar._prototype:event_counter(filter) --- Event handler factory that counts up by 1 every time the event triggeres, can filter which elements are incremented + ProgressBar._prototype:event_countdown(filter) --- Event handler factory that counts down by 1 every time the event triggeres, can filter which elements are decremented +]] +local Gui = require 'expcore.gui.core' +local Global = require 'utils.global' +local Game = require 'utils.game' + +--- Event call for when the value is outside the range 0-1 +-- @tparam define table the define that this is acting on +-- @tparam element LuaGuiElement the element that triggered the event +local function event_call(define,element) + local player = Game.get_player_by_index(element.player_index) + + if define.events.on_complete then + define.events.on_complete(player,element,function() + define:add_element(element) + define:reset_element(element) + end) + end +end + +--- Store call for store update +-- @tparam define table the define that this is acting on +-- @tparam element LuaGuiElement the element that triggered the event +local function store_call(define,element,value) + if value then + element.value = value + if define.count_down and value <= 0 + or not define.count_down and value >= 1 then + event_call(define,element) + end + end +end + +local ProgressBar = { + unregistered={}, -- elements with no callbacks + independent={}, -- elements with a link to a deinfe + _prototype=Gui._prototype_factory{ + -- note both events will recive a reset function that can be used to reset the progress of the element/store + on_complete = Gui._event_factory('on_complete'), + on_store_complete = Gui._event_factory('on_store_complete'), + add_store = Gui._store_factory(store_call), + add_sync_store = Gui._sync_store_factory(store_call) + } +} +Global.register({ + ProgressBar.unregistered, + ProgressBar.independent +},function(tbl) + ProgressBar.unregistered = tbl[1] + ProgressBar.independent = tbl[2] +end) + +--- Gets the define data, cant use Gui.get_define as it would error +-- @tparam define ?table|string the define to get +-- @treturn table the define or nil +local function get_define(define) + if type(define) == 'table' then + if define.name and Gui.defines[define.name] then + return Gui.defines[define.name] + end + end + + return Gui.defines[define] +end + +--- Gets the element data, used when there is no define +-- @tparam element LuaGuiElement +-- @treturn table the element data simialr to define +local function get_element(element) + if not element.valid then return end + local name = element.player_index..':'..element.index + + if ProgressBar.unregistered[name] then + return ProgressBar.unregistered[name] + end +end + +--- Sets the maximum value that represents the end value of the progress bar +-- @tparam element ?LuaGuiElement|string either a gui element or a registered define +-- @tparam amount number the amount to have set as the maximum +function ProgressBar.set_maximum(element,amount) + amount = amount > 0 and amount or error('amount must be greater than 0') + + local define = get_define(element) + if define then + define:set_deafult_maximum(amount) + + else + local element_data = get_element(element) + + if element_data then + element_data.maximum = amount + + else + local name = element.player_index..':'..element.index + ProgressBar.unregistered[name] = { + element=element, + maximum=amount or 1 + } + + end + + end +end + +--- Increases the value of the progressbar, if a define is given all of its instances are incremented +-- @tapram element ?LuaGuiElement|string either a gui element or a registered define +-- @tparam[opt=1] amount number the amount to increase the progressbar by +function ProgressBar.increment(element,amount) + amount = type(amount) == 'number' and amount or 1 + + local define = get_define(element) + if define then + define:increment(amount) + + else + local element_data = get_element(element) + + if element_data then + local real_amount = amount/element_data.maximum + element.value = element.value + real_amount + + if element.value >= 1 then + local name = element.player_index..':'..element.index + ProgressBar.unregistered[name] = nil + return true + end + end + + end +end + +--- Decreases the value of the progressbar, if a define is given all of its instances are decresed +-- @tapram element ?LuaGuiElement|string either a gui element or a registered define +-- @tparam[opt=1] amount number the amount to decrease the progressbar by +function ProgressBar.decrement(element,amount) + amount = type(amount) == 'number' and amount or 1 + + local define = get_define(element) + if define then + define:decrement(amount) + + else + local element_data = get_element(element) + + if element_data then + local real_amount = amount/element_data.maximum + element.value = element.value - real_amount + + if element.value <= 0 then + local name = element.player_index..':'..element.index + ProgressBar.unregistered[name] = nil + return true + end + end + + end +end + +--- Creates a new progressbar element define +-- @tparam[opt] name string the optional debug name that can be added +-- @treturn table the new progressbar elemente define +function ProgressBar.new_progressbar(name) + local self = Gui._define_factory(ProgressBar._prototype) + self.draw_data.type = 'progressbar' + + if name then + self:debug_name(name) + end + + self.post_draw = function(element,maximum) + if self.store then + local category = self.categorize and self.categorize(element) or nil + local value = self:get_store(category) + if not value then + value = self.count_down and 1 or 0 + self:set_store(category,value) + end + element.value = value + + else + if self.count_down then + element.value = 1 + end + + if not ProgressBar.independent[self.name] then + ProgressBar.independent[self.name] = {} + end + + table.insert(ProgressBar.independent[self.name],{ + element = element, + maximum = maximum + }) + + end + + end + + return self +end + +--- Sets the maximum value that represents the end value of the progress bar +-- @tparam amount number the amount to have set as the maximum +-- @treturn table the define to allow chaining +function ProgressBar._prototype:set_default_maximum(amount) + amount = amount > 0 and amount or error('amount must be greater than 0') + self.default_maximum = amount + return self +end + +--- Will set the progress bar to start at 1 and trigger when it hits 0 +-- @tparam[opt=true] state boolean when true the bar will start filled, to be used with decrease +-- @treturn table the define to allow chaining +function ProgressBar._prototype:use_count_down(state) + if state == false then + self.count_down = false + else + self.count_down = true + end + return self +end + +--- Main logic for changing the value of a progress bar, this only applies when its a registered define +-- @tparam self table the define that is being changed +-- @tparam amount number the amount which it is being changed by, may be negative +-- @tparam[opt] category string the category to use with store +local function change_value_prototype(self,amount,category,filter) + + local function reset_store() + local value = self.count_down and 1 or 0 + local _category = category or value + self:set_store(_category,value) + end + + if self.store then + local value = self:get_store(category) or self.count_down and 1 or 0 + local maximum = self.default_maximum or 1 + local new_value = value + (amount/maximum) + + if self.count_down and new_value <= 0 + or not self.count_down and new_value >= 1 then + self:set_store(category) + + if self.events.on_store_complete then + category = category or reset_store + self.events.on_store_complete(category,reset_store) + end + end + + category = category or new_value + self:set_store(category,new_value) + + return + end + + if ProgressBar.independent[self.name] then + for key,element_data in pairs(ProgressBar.independent[self.name]) do + local element = element_data.element + if not element or not element.valid then + ProgressBar.independent[self.name][key] = nil + + else + if not filter or filter(element) then + local maximum = element_data.maximum or self.default_maximum or 1 + element.value = element.value + (amount/maximum) + + if self.count_down and element.value <= 0 + or not self.count_down and element.value >= 1 then + ProgressBar.independent[self.name][key] = nil + event_call(self,element) + end + end + + end + end + end + +end + +--- Increases the value of the progressbar +-- @tparam[opt=1] amount number the amount to increase the progressbar by +-- @tparam[opt] category string the category that is used with a store +function ProgressBar._prototype:increment(amount,category) + amount = type(amount) == 'number' and amount or 1 + change_value_prototype(self,amount,category) +end + +--- Increases the value of the progressbar, if the filter condition is met, does not work with store +-- @tparam[opt=1] amount number the amount to increase the progressbar by +-- @tparam[opt] category string the category that is used with a store +function ProgressBar._prototype:increment_filtered(amount,filter) + amount = type(amount) == 'number' and amount or 1 + change_value_prototype(self,amount,nil,filter) +end + +--- Decreases the value of the progressbar +-- @tparam[opt=1] amount number the amount to decrease the progressbar by +-- @tparam[opt] category string the category that is used with a store +function ProgressBar._prototype:decrement(amount,category) + amount = type(amount) == 'number' and amount or 1 + change_value_prototype(self,-amount,category) +end + +--- Decreases the value of the progressbar, if the filter condition is met, does not work with store +-- @tparam[opt=1] amount number the amount to decrease the progressbar by +-- @tparam[opt] category string the category that is used with a store +function ProgressBar._prototype:decrement_filtered(amount,filter) + amount = type(amount) == 'number' and amount or 1 + change_value_prototype(self,-amount,nil,filter) +end + +--- Adds an element into the list of instances that will are waiting to complete, does not work with store +-- note use store if you want persistent data, this only stores the elements not the values which they have +-- @tparam element LuaGuiElement the element that you want to add into the waiting to complete list +-- @tparam[opt] maximum number the maximum for this element if not given the default for this define is used +function ProgressBar._prototype:add_element(element,maximum) + if self.store then return end + if not ProgressBar.independent[self.name] then + ProgressBar.independent[self.name] = {} + end + table.insert(ProgressBar.independent[self.name],{ + element = element, + maximum = maximum + }) +end + +--- Resets an element, or its store, to be back at the start, either 1 or 0 +-- @tparam element LuaGuiElement the element that you want to reset the progress of +function ProgressBar._prototype:reset_element(element) + if not element or not element.valid then return end + local value = self.count_down and 1 or 0 + if self.store then + local category = self.categorize and self.categorize(element) or value + self:set_store(category,value) + else + element.value = value + end +end + +--- Event handler factory that counts up by 1 every time the event triggeres, can filter which elements are incremented +-- @tparam[opt] filter function when given will use filtered incerement +-- @treturn function the event handler +function ProgressBar._prototype:event_counter(filter) + if type(filter) == 'function' then + return function() + self:increment_filtered(1,filter) + end + else + return function() + self:increment() + end + end +end + +--- Event handler factory that counts down by 1 every time the event triggeres, can filter which elements are decremented +-- @tparam[opt] filter function when given will use filtered decerement +-- @treturn function the event handler +function ProgressBar._prototype:event_countdown(filter) + if type(filter) == 'function' then + return function() + self:decrement_filtered(1,filter) + end + else + return function() + self:decrement() + end + end +end + +return ProgressBar \ No newline at end of file diff --git a/expcore/Gui/slider.lua b/expcore/Gui/slider.lua index adf1b2c8..7c0df3ee 100644 --- a/expcore/Gui/slider.lua +++ b/expcore/Gui/slider.lua @@ -6,54 +6,17 @@ Slider._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates Slider._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates + Slider._prototype:use_notches(state) --- Adds notches to the slider Slider._prototype:set_range(min,max) --- Sets the range of a slider, if not used will use default values for a slider Slider._prototype:draw_label(element) --- Draws a new label and links its value to the value of this slider, if no store then it will only show one value per player Slider._prototype:enable_auto_draw_label(state) --- Enables auto draw of the label, the label will share the same parent element as the slider Other functions present from expcore.gui.core ]] -local Gui = require './core' +local Gui = require 'expcore.gui.core' +local Instances = require 'expcore.gui.instances' local Game = require 'utils.game' ---- Gets the active lables for a define --- @tparam define table the define to get the labels for --- @tparam element LuaGuiElement the element that will be used to get the category --- @treturn table the table of active instances for the slider lables -local function get_labels(define,element) - local function cat(e) - return e.player_index - end - - local name = define.name..'-label' - if not Gui.instances[name] then return end - - local categorize = define.categorize or not define.store and cat - local category = categorize and categorize(element) or nil - local instances = Gui.get_instances({ - name=name, - categorize=categorize - },category) - - return instances -end - ---- Gets and updates the label values --- @tparam define table the define to get the labels for --- @tparam element LuaGuiElement the element that will be used to get the category -local function update_lables(define,element) - local instances = get_labels(define,element) - local value = element.slider_value - if instances then - for k,instance in pairs(instances) do - if instance and instance.valid then - instance.caption = tostring(math.round(value,2)) - else - instances[k]=nil - end - end - end -end - --- Event call for on_value_changed and store update -- @tparam define table the define that this is acting on -- @tparam element LuaGuiElement the element that triggered the event @@ -69,7 +32,14 @@ local function event_call(define,element,value) define.events.on_element_update(player,element,value,percent) end - update_lables(define,element) + local category = player.name + if define.categorize then + category = define.categorize(element) + end + + Instances.unregistered_get_elements(define.name..'-label',category,function(label) + label.caption = tostring(math.round(value,2)) + end) end --- Store call for store update @@ -145,6 +115,17 @@ function Slider.new_slider(name) return self end +--- Adds notches to the slider +-- @tparam[opt] state boolean when true will draw notches onto the slider +function Slider._prototype:use_notches(state) + if state == false then + self.draw_data.style = nil + else + self.draw_data.style = 'notched_slider' + end + return self +end + --- Sets the range of a slider, if not used will use default values for a slider -- @tparam[opt] min number the minimum value that the slider can take -- @tparam[opt] max number the maximum value that the slider can take @@ -183,10 +164,10 @@ function Slider._prototype:draw_label(element) caption=tostring(math.round(value,2)) } - if not Gui.instances[name] then Gui.instances[name] = {} end + local categorise = self.categorise or Gui.player_store + local category = categorise(new_element) - local labels = get_labels(self,element) - table.insert(labels,new_element) + Instances.unregistered_add_element(name,category,new_element) return new_element end diff --git a/expcore/Gui/test.lua b/expcore/Gui/test.lua index 459d044e..a4e7701f 100644 --- a/expcore/Gui/test.lua +++ b/expcore/Gui/test.lua @@ -4,7 +4,8 @@ local Gui = require 'expcore.gui' local format_chat_colour,table_keys = ext_require('expcore.common','format_chat_colour','table_keys') local Colors = require 'resources.color_presets' -local Game = require 'utils.game' +local Event = require 'utils.event' +local Store = require 'expcore.store' local tests = {} @@ -13,7 +14,6 @@ local tests = {} > No display - Toolbar button with no display > With caption - Toolbar button with a caption display > With icons - Toolbar button with an icon - > Main test gui - Main test gui triggers all other tests ]] Gui.new_toolbar_button('click-1') @@ -42,20 +42,19 @@ end) player.print('CLICK 3') end) -Gui.new_toolbar_button('gui-test-open') +--[[ + Center Frame Tests + > Main test gui - Main test gui triggers all other tests +]] + +local test_gui = +Gui.new_center_frame('gui-test-open') :set_caption('Open Test Gui') :set_post_authenticator(function(player,button_name) return global.show_test_gui end) -:on_click(function(player,_element) - if player.gui.center.TestGui then player.gui.center.TestGui.destroy() return end - - local frame = player.gui.center.add{ - type='frame', - caption='Gui Test', - name='TestGui' - } +:on_draw(function(player,frame) for test_group_name,test_group in pairs(tests) do player.print('Starting tests for: '..format_chat_colour(test_group_name,Colors.cyan)) @@ -92,6 +91,58 @@ end) end end) +--[[ + Left Frame Test + > Left frame which holds all online player names, updates when player leaves or joins +]] + +local left_frame = +Gui.new_left_frame('test-left-frame') +:set_caption('Test Left Gui') +:set_post_authenticator(function(player,button_name) + return global.show_test_gui +end) + +:set_open_by_default() +:on_draw(function(_player,frame) + for _,player in pairs(game.connected_players) do + frame.add{ + type='label', + caption=player.name + } + end +end) + +Event.add(defines.events.on_player_joined_game,left_frame 'update_all') +Event.add(defines.events.on_player_left_game,left_frame 'update_all') + +--[[ + Popup Test + > Allows opening a popup which contains the players name and tick it was opened +]] + +local test_popup = +Gui.new_popup('test-popup') +:on_draw(function(player,frame) + frame.add{ + type='label', + caption=player.name + } + frame.add{ + type='label', + caption=game.tick + } +end) + +Gui.new_toolbar_button('test-popup-open') +:set_caption('Test Popup') +:set_post_authenticator(function(player,button_name) + return global.show_test_gui +end) +:on_click(function(player,element) + test_popup(player,300) +end) + --[[ Button Tests > No display - Simple button which has no display @@ -379,6 +430,7 @@ tests["List Boxs"] = { --[[ Slider Tests > Local default -- Simple slider with default range + > Local notched -- Simple slider with notches > Store default -- Slider with default range that stores value between re-draws > Static range -- Simple slider with a static range > Dynamic range -- Slider with a dynamic range @@ -393,6 +445,14 @@ Gui.new_slider('test-slider-local-default') player.print('Slider local default: '..tostring(math.round(value))..' '..tostring(math.round(percent,1))) end) +local slider_notched_default = +Gui.new_slider('test-slider-notched-default') +:set_tooltip('Silder notched default') +:use_notches() +:on_element_update(function(player,element,value,percent) + player.print('Slider notched default: '..tostring(math.round(value))..' '..tostring(math.round(percent,1))) +end) + local slider_player_default = Gui.new_slider('test-slider-store-default') :set_tooltip('Silder store default') @@ -440,6 +500,7 @@ end) tests.Sliders = { ['Local default']=slider_local_default, + ['Local notched']=slider_notched_default, ['Player default']=slider_player_default, ['Static range']=slider_static, ['Dynamic range']=slider_dynamic, @@ -549,4 +610,52 @@ tests["Elem Buttons"] = { ['Default']=elem_default, ['Function']=elem_function, ['Store']=elem_store +} + +--[[ + Progress bar tests + > Simple -- Progress bar that fills every 2 seconds + > Store -- Progress bar that fills every 5 seconds with synced value + > Reverce -- Progress bar that decreases every 2 seconds +]] + +local progressbar_one = +Gui.new_progressbar('test-prog-one') +:set_default_maximum(120) +:on_complete(function(player,element,reset_element) + reset_element() +end) + +local progressbar_two = +Gui.new_progressbar('test-prog-one') +:set_default_maximum(300) +:add_store(Gui.force_store) +:on_complete(function(player,element,reset_element) + reset_element() +end) +:on_store_complete(function(category,reset_store) + reset_store() +end) + +local progressbar_three = +Gui.new_progressbar('test-prog-one') +:set_default_maximum(120) +:use_count_down() +:on_complete(function(player,element,reset_element) + reset_element() +end) + +Event.add(defines.events.on_tick,function() + progressbar_one:increment() + progressbar_three:decrement() + local categories = Store.get_children(progressbar_two.store) + for category,_ in pairs(categories) do + progressbar_two:increment(1,category) + end +end) + +tests["Progress Bars"] = { + ['Simple']=progressbar_one, + ['Store']=progressbar_two, + ['Reverce']=progressbar_three } \ No newline at end of file diff --git a/expcore/Gui/text.lua b/expcore/Gui/text.lua index a56cf4d4..3a06e439 100644 --- a/expcore/Gui/text.lua +++ b/expcore/Gui/text.lua @@ -14,7 +14,7 @@ Other functions present from expcore.gui.core ]] -local Gui = require './core' +local Gui = require 'expcore.gui.core' local Game = require 'utils.game' --- Event call for on_text_changed and store update diff --git a/expcore/Gui/toolbar.lua b/expcore/Gui/toolbar.lua index 44a3fafc..87843f5a 100644 --- a/expcore/Gui/toolbar.lua +++ b/expcore/Gui/toolbar.lua @@ -1,28 +1,47 @@ --- Gui structure for the toolbar (top left) --[[ +>>>> Example format + -- this is the same as any other button define, this just automatically draws it + -- you can use add_button if you already defined the button + local toolbar_button = + Toolbar.new_button('print-click') + :on_click(function(player,_element) + player.print('You clicked a button!') + end) + >>>> Functions Toolbar.new_button(name) --- Adds a new button to the toolbar Toolbar.add_button(button) --- Adds an existing buttton to the toolbar Toolbar.update(player) --- Updates the player's toolbar with an new buttons or expected change in auth return ]] -local Buttons = require './buttons' -local Gui = require './core' +local Buttons = require 'expcore.gui.buttons' +local Gui = require 'expcore.gui.core' local Roles = require 'expcore.roles' local Event = require 'utils.event' local Game = require 'utils.game' local Toolbar = { + permisison_names = {}, buttons = {} } +function Toolbar.allowed(player,define_name) + local permisison_name = Toolbar.permisison_names[define_name] or define_name + return Roles.player_allowed(player,permisison_name) +end + +function Toolbar.permission_alias(define_name,permisison_name) + Toolbar.permisison_names[define_name] = permisison_name +end + --- Adds a new button to the toolbar --- @tparam[opt] name string the name of the button to be added +-- @tparam[opt] name string when given allows an alias to the button for the permission system -- @treturn table the button define function Toolbar.new_button(name) - name = name or #Toolbar.buttons+1 - local button = Buttons.new_button('toolbar/'..name) - button:set_post_authenticator(Roles.player_allowed) + local button = Buttons.new_button() + button:set_post_authenticator(Toolbar.allowed) Toolbar.add_button(button) + Toolbar.permission_alias(button.name,name) return button end diff --git a/expcore/gui.lua b/expcore/gui.lua index 73618784..5831acf8 100644 --- a/expcore/gui.lua +++ b/expcore/gui.lua @@ -1,7 +1,7 @@ --- This file is used to require all the different elements of the gui module -- each module has an outline here but for more details see their seperate files in ./gui -local Gui = require('./gui/core') +local Gui = require 'expcore.gui.core' --[[ Gui._prototype_factory(tbl) --- Used internally to create new prototypes for element defines Gui._event_factory(name) --- Used internally to create event handler adders for element defines @@ -36,7 +36,14 @@ local Gui = require('./gui/core') Gui.toggle_visible(element) --- Will toggle the visiblity of an element ]] -local Button = require('./gui/buttons') +local Instances = require 'expcore.gui.instances' +Gui.new_instance_group = Instances.registers +Gui.get_instances = Instances.get_elements +Gui.add_instance = Instances.get_elements +Gui.update_instances = Instances.apply_to_elements +Gui.classes.instances = Instances + +local Button = require 'expcore.gui.buttons' Gui.new_button = Button.new_button Gui.classes.button = Button --[[ @@ -51,18 +58,7 @@ Gui.classes.button = Button Button._prototype:set_key_filter(filter,...) --- Adds a control key filter to the button ]] -local Toolbar = require('./gui/toolbar') -Gui.new_toolbar_button = Toolbar.new_button -Gui.add_button_to_toolbar = Toolbar.add_button -Gui.update_toolbar = Toolbar.update -Gui.classes.toolbar = Toolbar ---[[ - Toolbar.new_button(name) --- Adds a new button to the toolbar - Toolbar.add_button(button) --- Adds an existing buttton to the toolbar - Toolbar.update(player) --- Updates the player's toolbar with an new buttons or expected change in auth return -]] - -local Checkbox = require('./gui/checkboxs') +local Checkbox = require 'expcore.gui.checkboxs' Gui.new_checkbox = Checkbox.new_checkbox Gui.new_radiobutton = Checkbox.new_radiobutton Gui.new_radiobutton_option_set = Checkbox.new_option_set @@ -84,7 +80,7 @@ Gui.classes.checkbox = Checkbox Checkbox.reset_radiobutton(element,exclude,recursive) --- Sets all radiobutotn in a element to false (unless excluded) and can act recursivly ]] -local Dropdown = require('./gui/dropdown') +local Dropdown = require 'expcore.gui.dropdown' Gui.new_dropdown = Dropdown.new_dropdown Gui.new_list_box = Dropdown.new_list_box Gui.classes.dropdown = Dropdown @@ -103,7 +99,7 @@ Gui.classes.dropdown = Dropdown Dropdown.get_selected_value(element) --- Returns the currently selected value rather than index ]] -local Slider = require('./gui/slider') +local Slider = require 'expcore.gui.slider' Gui.new_slider = Slider.new_slider Gui.classes.slider = Slider --[[ @@ -112,12 +108,13 @@ Gui.classes.slider = Slider Slider._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates Slider._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates + Slider._prototype:use_notches(state) --- Adds notches to the slider Slider._prototype:set_range(min,max) --- Sets the range of a slider, if not used will use default values for a slider Slider._prototype:draw_label(element) --- Draws a new label and links its value to the value of this slider, if no store then it will only show one value per player Slider._prototype:enable_auto_draw_label(state) --- Enables auto draw of the label, the label will share the same parent element as the slider ]] -local Text = require('./gui/text') +local Text = require 'expcore.gui.text' Gui.new_text_filed = Text.new_text_field Gui.new_text_box = Text.new_text_box Gui.classes.text = Text @@ -134,7 +131,7 @@ Gui.classes.text = Text Text._prototype_box:set_read_only(state) --- Sets the text box to be read only ]] -local ElemButton = require('./gui/elem-button') +local ElemButton = require 'expcore.gui.elem-button' Gui.new_elem_button = ElemButton.new_elem_button Gui.classes.elem_button = ElemButton --[[ @@ -147,4 +144,109 @@ Gui.classes.elem_button = ElemButton ElemButton._prototype:set_default(value) --- Sets the default value for the elem button, this may be a function or a string ]] +local ProgressBar = require 'expcore.gui.progress-bar' +Gui.new_progressbar = ProgressBar.new_progressbar +Gui.set_progressbar_maximum = ProgressBar.set_maximum +Gui.increment_progressbar = ProgressBar.increment +Gui.decrement_progressbar = ProgressBar.decrement +Gui.classes.progressbar = ProgressBar +--[[ + ProgressBar.set_maximum(element,amount,count_down) --- Sets the maximum value that represents the end value of the progress bar + ProgressBar.increment(element,amount) --- Increases the value of the progressbar, if a define is given all of its instances are incremented + ProgressBar.decrement(element,amount) --- Decreases the value of the progressbar, if a define is given all of its instances are decresed + + ProgressBar.new_progressbar(name) --- Creates a new progressbar element define + ProgressBar._prototype:set_maximum(amount,count_down) --- Sets the maximum value that represents the end value of the progress bar + ProgressBar._prototype:use_count_down(state) --- Will set the progress bar to start at 1 and trigger when it hits 0 + ProgressBar._prototype:increment(amount,category) --- Increases the value of the progressbar + ProgressBar._prototype:increment_filtered(amount,filter) --- Increases the value of the progressbar, if the filter condition is met, does not work with store + ProgressBar._prototype:decrement(amount,category) --- Decreases the value of the progressbar + ProgressBar._prototype:decrement_filtered(amount,filter) --- Decreases the value of the progressbar, if the filter condition is met, does not work with store + ProgressBar._prototype:add_element(element,maximum) --- Adds an element into the list of instances that will are waiting to complete, does not work with store + ProgressBar._prototype:reset_element(element) --- Resets an element, or its store, to be back at the start, either 1 or 0 + + ProgressBar._prototype:on_complete(callback) --- Triggers when a progress bar element compeltes (hits 0 or 1) + ProgressBar._prototype:on_complete(callback) --- Triggers when a store value completes (hits 0 or 1) + ProgressBar._prototype:event_counter(filter) --- Event handler factory that counts up by 1 every time the event triggeres, can filter which elements are incremented + ProgressBar._prototype:event_countdown(filter) --- Event handler factory that counts down by 1 every time the event triggeres, can filter which elements are decremented +]] + +local Toolbar = require 'expcore.gui.toolbar' +Gui.new_toolbar_button = Toolbar.new_button +Gui.add_button_to_toolbar = Toolbar.add_button +Gui.update_toolbar = Toolbar.update +Gui.classes.toolbar = Toolbar +--[[ + Toolbar.new_button(name) --- Adds a new button to the toolbar + Toolbar.add_button(button) --- Adds an existing buttton to the toolbar + Toolbar.update(player) --- Updates the player's toolbar with an new buttons or expected change in auth return +]] + +local LeftFrames = require 'expcore.gui.left' +Gui.get_left_frame_flow = LeftFrames.get_flow +Gui.toggle_left_frame = LeftFrames.toggle_frame +Gui.new_left_frame = LeftFrames.new_frame +Gui.classes.left_frames = LeftFrames +--[[ + LeftFrames.get_flow(player) --- Gets the left frame flow for a player + LeftFrames.get_frame(name,player) --- Gets one frame from the left flow by its name + LeftFrames.get_open(player) --- Gets all open frames for a player, if non are open it will remove the close all button + LeftFrames.toggle_frame(name,player,state) --- Toggles the visiblty of a left frame, or sets its visiblty state + + LeftFrames.new_frame(permision_name) --- Creates a new left frame define + LeftFrames._prototype:set_open_by_default(state) --- Sets if the frame is visible when a player joins, can also be a function to return a boolean + LeftFrames._prototype:get_frame(player) --- Gets the frame for this define from the left frame flow + LeftFrames._prototype:is_open(player) --- Returns if the player currently has this define visible + LeftFrames._prototype:toggle(player) --- Toggles the visiblty of the left frame + + LeftFrames._prototype:update(player) --- Updates the contents of the left frame, first tries update callback, oter wise will clear and redraw + LeftFrames._prototype:update_all(update_offline) --- Updates the frame for all players, see update + LeftFrames._prototype:redraw(player) --- Redraws the frame by calling on_draw, will always clear the frame + LeftFrames._prototype:redraw_all(update_offline) --- Redraws the frame for all players, see redraw + + LeftFrames._prototype:on_draw(player,frame) --- Use to draw your elements to the new frame + LeftFrames._prototype:on_update(player,frame) --- Use to edit your frame when there is no need to redraw it + LeftFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add +]] + +local CenterFrames = require 'expcore.gui.center' +Gui.get_center_flow = CenterFrames.get_flow +Gui.toggle_left_frame = CenterFrames.toggle_frame +Gui.draw_center_frame = CenterFrames.draw_frame +Gui.redraw_center_frame = CenterFrames.redraw_frames +Gui.new_center_frame = CenterFrames.new_frame +Gui.classes.center_frames = CenterFrames +--[[ + CenterFrames.get_flow(player) --- Gets the center flow for a player + CenterFrames.clear_flow(player) --- Clears the center flow for a player + CenterFrames.draw_frame(player,name) --- Draws the center frame for a player, if already open then will do nothing + CenterFrames.redraw_frame(player,name) --- Draws the center frame for a player, if already open then will destory it and redraw + CenterFrames.toggle_frame(player,name,state) --- Toggles if the frame is currently open or not, will open if closed and close if open + + CenterFrames.new_frame(permision_name) --- Sets the frame to be the current active gui when opened and closes all other frames + CenterFrames._prototype:on_draw(player,frame) --- Use to draw your elements onto the new frame + CenterFrames._prototype:set_auto_focus(state) --- Sets the frame to be the current active gui when opened and closes all other frames + CenterFrames._prototype:draw_frame(player) --- Draws this frame to the player, if already open does nothing (will call on_draw to draw to the frame) + CenterFrames._prototype:redraw_frame(player) --- Draws this frame to the player, if already open it will remove it and redraw it (will call on_draw to draw to the frame) + CenterFrames._prototype:toggle_frame(player) --- Toggles if the frame is open, if open it will close it and if closed it will open it + CenterFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add +]] + +local PopupFrames = require 'expcore.gui.popups' +Gui.get_popup_flow = PopupFrames.get_flow +Gui.open_popup = PopupFrames.open +Gui.new_popup = PopupFrames.new_popup +Gui.classes.popup_frames = PopupFrames +--[[ + PopupFrames.get_flow(player) --- Gets the left flow that contains the popup frames + PopupFrames.open(define_name,player,open_time,...) --- Opens a popup for the player, can give the amount of time it is open as well as params for the draw function + + PopupFrames.close_progress --- Progress bar which when depleaded will close the popup frame + PopupFrames.close_button --- A button which can be used to close the gui before the timer runs out + + PopupFrames.new_popup(name) --- Creates a new popup frame define + PopupFrames._prototype:set_default_open_time(amount) --- Sets the default open time for the popup, will be used if non is provided with open + PopupFrames._prototype:open(player,open_time,...) --- Opens this define for a player, can be given open time and any other params for the draw function +]] + return Gui \ No newline at end of file diff --git a/modules/commands/interface.lua b/modules/commands/interface.lua index e4ba5ec3..03604435 100644 --- a/modules/commands/interface.lua +++ b/modules/commands/interface.lua @@ -17,7 +17,7 @@ local interface_modules = { -- loads all the modules given in the above table for key,value in pairs(interface_modules) do if type(value) == 'string' then - interface_modules[key] = require(value) + interface_modules[key] = Common.opt_require(value) end end