Added main gui file

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Cooldude2606
2019-10-21 22:17:59 +01:00
parent 4fe3d558e7
commit 886fb2c226
109 changed files with 1652 additions and 14169 deletions

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@@ -1,284 +1,489 @@
--[[-- Core Module - Gui
- 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 separate files in ./gui
- please read the files for more documentation that cant be shown here
- please note there is a rework planned but not started
@core Gui
@alias Gui
- Used to define new gui elements and gui event handlers
@core Gui
@alias Gui
@usage-- Defining a button that prints the player's name
local example_button =
Gui.new_element{
type = 'button',
caption = 'Example Button'
}
:on_click(function(event)
local player = event.player
player.print(player.name)
end)
@usage-- Defining using a custom function
local example_flow_with_button =
Gui.new_element(function(event_trigger,parent)
local flow =
parent.add{
name = 'example_flow',
type = 'flow'
}
local element =
flow.add{
name = event_trigger,
type = 'button',
caption = 'Example Button'
}
return element
end)
:on_click(function(event)
local player = event.player
player.print(player.name)
end)
@usage-- Drawing an element
local exmple_button_element = example_button(parent)
local example_flow_with_button = example_flow_with_button(parent)
]]
local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core
local Event = require 'utils.event' --- @dep utils.event
local mod_gui = require 'mod-gui' --- @dep mod-gui
--[[
Core
local Gui = {
--- The current highest uid that is being used, will not increase during runtime
-- @field uid
uid = 0,
--- Contains the uids of the elements that will show on the top flow and the auth function
-- @table top_elements
top_elements = {},
--- Contains the uids of the elements that will show on the left flow and the open on join function
-- @table left_elements
left_elements = {},
--- Table of all the elements which have been registed with the draw function and event handlers
-- @table defines
defines = {},
--- An index used for debuging to find the file where different elements where registered
-- @table file_paths
file_paths = {},
--- The element prototype which is returned from Gui.new_element
-- @table _prototype_element
_prototype_element = {},
--- The prototype metatable applied to new element defines
-- @table _mt_element
_mt_element = {
__call = function(self,parent,...)
return self._draw(self.name,parent,...)
end
}
}
Gui.new_define(prototype) --- Used internally to create new element defines from a class prototype
Gui.draw(name,element) --- Draws a copy of the element define to the parent element, see draw_to
Gui._mt_element.__index = Gui._prototype_element
Gui.categorize_by_player(element) --- A categorize function to be used with add_store, each player has their own value
Gui.categorize_by_force(element) --- A categorize function to be used with add_store, each force has its own value
Gui.categorize_by_surface(element) --- A categorize function to be used with add_store, each surface has its own value
--- Element Define.
-- @section elementDefine
Gui.toggle_enabled(element) --- Will toggle the enabled state of an element
Gui.toggle_visible(element) --- Will toggle the visibility of an element
Gui.set_padding(element,up,down,left,right) --- Sets the padding for a gui element
Gui.set_padding_style(style,up,down,left,right) --- Sets the padding for a gui style
Gui.create_alignment(element,flow_name) --- Allows the creation of a right align flow to place elements into
Gui.destroy_if_valid(element) --- Destroys an element but tests for it being present and valid first
Gui.create_scroll_table(element,table_size,maximal_height,name) --- Creates a scroll area with a table inside, table can be any size
Gui.create_header(element,caption,tooltip,right_align,name) --- Creates a header section with a label and button area
--[[-- Base function used to define new elements, can be used with a table or with a function
@tparam ?table|function element_define used to define how the element is draw, using a table is the simplist way of doing this
@treturn table the new element define that is used to register events to this element
Prototype Constructor
@usage-- Defining an element with a table
local example_button =
Gui.new_element{
type = 'button',
caption = 'Example Button'
}
Constructor.event(event_name) --- Creates a new function to add functions to an event handler
Constructor.extend(new_prototype) --- Extents a prototype with the base functions of all gui prototypes, no metatables
Constructor.store(sync,callback) --- Creates a new function which adds a store to a gui define
Constructor.setter(value_type,key,second_key) --- Creates a setter function that checks the type when a value is set
@usage-- Defining an element with a function
local example_flow_with_button =
Gui.new_element(function(event_trigger,parent)
local flow =
parent.add{
name = 'example_flow',
type = 'flow'
}
Base Prototype
local element =
flow.add{
name = event_trigger,
type = 'button',
caption = 'Example Button'
}
Prototype:uid() --- Gets the uid for the element define
Prototype:debug_name(value) --- Sets a debug alias for the define
Prototype:set_caption(value) --- Sets the caption for the element define
Prototype:set_tooltip(value) --- Sets the tooltip for the element define
Prototype:set_style(style,callback) --- Sets the style for the element define
Prototype:set_embedded_flow(state) --- Sets the element to be drawn inside a nameless flow, can be given a name using a function
return element
end)
Prototype:set_pre_authenticator --- Sets an authenticator that blocks the draw function if check fails
Prototype:set_post_authenticator --- Sets an authenticator that disables the element if check fails
Prototype:raise_event(event_name,...) --- Raises a custom event for this define, any number of params can be given
Prototype:draw_to(element,...) --- The main function for defines, when called will draw an instance of this define to the given element
Prototype:get_store(category) --- Gets the value in this elements store, category needed if categorize function used
Prototype:set_store(category,value) --- Sets the value in this elements store, category needed if categorize function used
Prototype:clear_store(category) --- Sets the value in this elements store to nil, category needed if categorize function used
]]
function Gui.new_element(element_define)
-- Set the metatable to allow access to register events
local element = setmetatable({}, Gui._mt_element)
local Instances = require 'expcore.gui.instances' --- @dep 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
--[[
Instances.has_categories(name) --- Returns if a instance group has a categorise function; must be registered
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
-- Increment the uid counter
local uid = Gui.uid + 1
Gui.uid = uid
local name = tostring(uid)
element.name = name
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
-- Add the defination function
if type(element_define) == 'table' then
element_define.name = name
element._draw = function(_,parent)
return parent.add(element_define)
end
else
element._draw = element_define
end
-- Add the define to the base module
local file_path = debug.getinfo(2, 'S').source:match('^.+/currently%-playing/(.+)$'):sub(1, -5)
Gui.file_paths[name] = file_path
Gui.defines[name] = element
-- Return the element so event handers can be accessed
return element
end
--[[-- Adds an element to be drawn to the top flow when a player joins
@tparam[opt] function authenticator called during toggle or update to decide if the element should be visible
@usage-- Adding the example button
example_button:add_to_top_flow(function(player)
-- example button will only show when game time is less than 1 minute
return player.online_time < 3600
end)
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
]]
function Gui._prototype_element:add_to_top_flow(authenticator)
Gui.top_elements[self.name] = authenticator or true
end
local Button = require 'expcore.gui.elements.buttons' --- @dep expcore.gui.elements.buttons
Gui.new_button = Button.new_button
Gui.classes.button = Button
--[[
Button.new_button(name) --- Creates a new button element define
--[[-- Adds an element to be drawn to the left flow when a player joins
@tparam[opt] ?boolean|function open_on_join called during first darw to decide if the element is visible
Button._prototype:on_click(player,element) --- Registers a handler for when the button is clicked
Button._prototype:on_left_click(player,element) --- Registers a handler for when the button is clicked with the left mouse button
Button._prototype:on_right_click(player,element) --- Registers a handler for when the button is clicked with the right mouse button
@usage-- Adding the example button
example_flow_with_button:add_to_left_flow(true)
Button._prototype:set_sprites(sprite,hovered_sprite,clicked_sprite) --- Adds sprites to a button making it a sprite button
Button._prototype:set_click_filter(filter,...) --- Adds a click / mouse button filter to the button
Button._prototype:set_key_filter(filter,...) --- Adds a control key filter to the button
]]
function Gui._prototype_element:add_to_left_flow(open_on_join)
Gui.left_elements[self.name] = open_on_join or false
end
local Checkbox = require 'expcore.gui.elements.checkbox' --- @dep expcore.gui.elements.checkbox
Gui.new_checkbox = Checkbox.new_checkbox
Gui.new_radiobutton = Checkbox.new_radiobutton
Gui.new_radiobutton_option_set = Checkbox.new_option_set
Gui.draw_option_set = Checkbox.draw_option_set
Gui.classes.checkbox = Checkbox
--[[
Checkbox.new_checkbox(name) --- Creates a new checkbox element define
Checkbox._prototype_checkbox:on_element_update(callback) --- Registers a handler for when an element instance updates
Checkbox._prototype_checkbox:on_store_update(callback) --- Registers a handler for when the stored value updates
-- This function is called for event event
local function general_event_handler(event)
-- Check the element is valid
local element = event.element
if not element or not element.valid then
return
end
Checkbox.new_radiobutton(name) --- Creates a new radiobutton element define
Checkbox._prototype_radiobutton:on_element_update(callback) --- Registers a handler for when an element instance updates
Checkbox._prototype_radiobutton:on_store_update(callback) --- Registers a handler for when the stored value updates
Checkbox._prototype_radiobutton:add_as_option(option_set,option_name) --- Adds this radiobutton to be an option in the given option set (only one can be true at a time)
-- Get the event handler for this element
local handlers = Gui.defines[element.name]
local handler = handlers and handlers[event.name]
if not handler then
return
end
Checkbox.new_option_set(callback,categorize) --- Registers a new option set that can be linked to radiobuttons (only one can be true at a time)
Checkbox.draw_option_set(name,element) --- Draws all radiobuttons that are part of an option set at once (Gui.draw will not work)
-- Get the player for this event
local player = game.players[event.player_index]
if not player or not player.valid then
return
end
event.player = player
local success, err = pcall(handler,event)
if not success then
error('There as been an error with an event handler for a gui element:\n\t'..err)
end
end
-- This function returns the event handler adder and registeres the general handler
local function event_handler_factory(event_name)
Event.add(event_name, general_event_handler)
return function(self,handler)
self[event_name] = handler
return self
end
end
--- Element Events.
-- @section elementEvents
--- Called when the player opens a GUI.
-- @tparam function handler the event handler which will be called
Gui._prototype_element.on_opened = 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
Gui._prototype_element.on_closed = event_handler_factory(defines.events.on_gui_closed)
--- Called when LuaGuiElement is clicked.
-- @tparam function handler the event handler which will be called
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
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
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
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
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
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
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
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
Gui._prototype_element.on_text_change = 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
Gui._prototype_element.on_value_changed = event_handler_factory(defines.events.on_gui_value_changed)
--- Top Flow.
-- @section topFlow
--- Button which toggles the top flow elements
-- @element toggle_top_flow
local toggle_top_flow =
Gui.new_element(function(event_trigger,parent)
-- Draw the element
local element =
parent.add{
name = event_trigger,
type = 'button',
style = mod_gui.button_style,
caption = '<',
tooltip = {'gui_util.button_tooltip'}
}
-- Change its style
local style = element.style
style.width = 18
style.height = 36
style.padding = 0
style.font = 'default-small-bold'
-- Return the element
return element
end)
:on_click(function(event)
Gui.toggle_top_flow(event.player)
end)
--[[-- Gets the flow which contains the elements for the 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 element flow
local top_flow = Gui.get_top_flow(game.player)
Checkbox.reset_radiobutton(element,exclude,recursive) --- Sets all radiobuttons in a element to false (unless excluded) and can act recursively
]]
Gui.get_top_flow = mod_gui.get_button_flow
local Dropdown = require 'expcore.gui.elements.dropdown' --- @dep expcore.gui.elements.dropdown
Gui.new_dropdown = Dropdown.new_dropdown
Gui.new_list_box = Dropdown.new_list_box
Gui.classes.dropdown = Dropdown
--[[
Dropdown.new_dropdown(name) --- Creates a new dropdown element define
Dropdown.new_list_box(name) --- Creates a new list box element define
--[[-- Updates the visible states of all the elements on a players top flow
@tparam LuaPlayer player the player that you want to update the flow for
Dropdown._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates
Dropdown._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates
@usage-- Update your flow
Gui.update_top_flow(game.player)
Dropdown._prototype:new_static_options(options,...) --- Adds new static options to the dropdown which will trigger the general callback
Dropdown._prototype:new_dynamic_options(callback) --- Adds a callback which should return a table of values to be added as options for the dropdown (appended after static options)
Dropdown._prototype:add_option_callback(option,callback) --- Adds a case specific callback which will only run when that option is selected (general case still triggered)
Dropdown.select_value(element,value) --- Selects the option from a dropdown or list box given the value rather than key
Dropdown.get_selected_value(element) --- Returns the currently selected value rather than index
]]
function Gui.update_top_flow(player)
local top_flow = Gui.get_top_flow(player)
local toggle_button = top_flow[toggle_top_flow.name]
local is_visible = toggle_button.caption == '<'
local Slider = require 'expcore.gui.elements.slider' --- @dep expcore.gui.elements.slider
Gui.new_slider = Slider.new_slider
Gui.classes.slider = Slider
--[[
Slider.new_slider(name) --- Creates a new slider element define
-- Set the visible state of all elements in the flow
for name,authenticator in pairs(Gui.top_elements) do
-- Ensure the element exists
local element = top_flow[name]
if not element then
element = Gui.defines[name](top_flow)
end
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
-- Set the visible state
element.visible = is_visible and authenticator(player) or false
end
end
--[[-- Toggles the visible states of all the elements on a players top flow
@tparam LuaPlayer player the player that you want to toggle the flow for
@tparam[opt] boolean state if given then the state will be set to this state
@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)
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
]]
function Gui.toggle_top_flow(player,state)
local top_flow = Gui.get_top_flow(player)
local toggle_button = top_flow[toggle_top_flow.name]
local new_state = state or toggle_button.caption == '>'
local Text = require 'expcore.gui.elements.text' --- @dep expcore.gui.elements.text
Gui.new_text_filed = Text.new_text_field
Gui.new_text_box = Text.new_text_box
Gui.classes.text = Text
--[[
Text.new_text_field(name) --- Creates a new text field element define
Text._prototype_field:on_element_update(callback) --- Registers a handler for when an element instance updates
Text._prototype_field:on_store_update(callback) --- Registers a handler for when the stored value updates
-- Set the visible state of all elements in the flow
for name,authenticator in pairs(Gui.top_elements) do
top_flow[name].visible = new_state and authenticator(player) or false
end
-- Change the style of the toggle button
if new_state then
toggle_button.caption = '<'
toggle_button.style.height = 34
else
toggle_button.caption = '>'
toggle_button.style.height = 24
end
return new_state
end
--- Left Flow.
-- @section leftFlow
--- Button which hides the elements in the left flow
-- @element hide_left_flow
local hide_left_flow =
Gui.new_element(function(event_trigger,parent)
-- Draw the element
local element =
parent.add{
name = event_trigger,
type = 'button',
style = mod_gui.button_style,
caption = '<',
tooltip = {'expcore-gui.left-button-tooltip'}
}
-- Change its style
local style = element.style
style.width = 18
style.height = 36
style.padding = 0
style.font = 'default-small-bold'
-- Return the element
return element
end)
:on_click(function(event)
Gui.hide_left_flow(event.player)
end)
--[[-- Gets the flow which contains the elements for the left flow
@function Gui.get_left_flow(player)
@tparam LuaPlayer player the player that you want to get the flow for
@treturn LuaGuiElement the left element flow
@usage-- Geting your left element flow
local left_flow = Gui.get_left_flow(game.player)
Text.new_text_box(name) --- Creates a new text box element define
Text._prototype_field:on_element_update(callback) --- Registers a handler for when an element instance updates
Text._prototype_field:on_store_update(callback) --- Registers a handler for when the stored value updates
Text._prototype_box:set_selectable(state) --- Sets the text box to be selectable
Text._prototype_box:set_word_wrap(state) --- Sets the text box to have word wrap
Text._prototype_box:set_read_only(state) --- Sets the text box to be read only
]]
Gui.get_left_flow = mod_gui.get_frame_flow
local ElemButton = require 'expcore.gui.elements.elem-button' --- @dep expcore.gui.elements.elem-button
Gui.new_elem_button = ElemButton.new_elem_button
Gui.classes.elem_button = ElemButton
--[[
ElemButton.new_elem_button(name) --- Creates a new elem button element define
--[[-- Hides all left elements for a player
@tparam LuaPlayer player the player to hide the elements for
ElemButton._prototype:on_element_update(callback) --- Registers a handler for when an element instance updates
ElemButton._prototype:on_store_update(callback) --- Registers a handler for when the stored value updates
@usage-- Hide your left elements
Gui.hide_left_flow(game.player)
ElemButton._prototype:set_type(type) --- Sets the type of the elem button, the type is required so this must be called at least once
ElemButton._prototype:set_default(value) --- Sets the default value for the elem button, this may be a function or a string
]]
function Gui.hide_left_flow(player)
local left_flow = Gui.get_left_flow(player)
local hide_button = left_flow[hide_left_flow.name]
local ProgressBar = require 'expcore.gui.elements.progress-bar' --- @dep expcore.gui.elements.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 decreased
-- Set the visible state of all elements in the flow
hide_button.visible = false
for name,_ in pairs(Gui.left_elements) do
left_flow[name].visible = false
end
end
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
--[[-- Toggles the visible state of all a left element for a player
@tparam LuaPlayer player the player that you want to toggle the element for
@tparam table element_define the element that you want to toggle for the player
@tparam[opt] boolean state if given then the state will be set to this state
@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-- Open your example button
Gui.toggle_top_flow(game.player,example_flow_with_button,true)
ProgressBar._prototype:on_complete(callback) --- Triggers when a progress bar element completes (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 triggers, can filter which elements are incremented
ProgressBar._prototype:event_countdown(filter) --- Event handler factory that counts down by 1 every time the event triggers, can filter which elements are decremented
]]
function Gui.toggle_left_element(player,element_define,state)
local left_flow = Gui.get_left_flow(player)
local hide_button = left_flow[hide_left_flow.name]
local Toolbar = require 'expcore.gui.concepts.toolbar' --- @dep expcore.gui.concepts.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
]]
-- Set the visible state
local element = left_flow[element_define.name]
local new_state = state or not element.visible
element.visible = new_state
local LeftFrames = require 'expcore.gui.concepts.left' --- @dep expcore.gui.concepts.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 visibility of a left frame, or sets its visibility state
-- Check if the hide button should be visible
local show_hide_button = false
for name,_ in pairs(Gui.left_elements) do
if left_flow[name].visible then
show_hide_button = true
break
end
end
hide_button.visible = show_hide_button
LeftFrames.new_frame(permission_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:set_direction(direction) --- Sets the direction of the frame, either vertical or horizontal
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 visibility of the left frame
return new_state
end
LeftFrames._prototype:update(player) --- Updates the contents of the left frame, first tries update callback, other 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
-- Draw the two flows when a player joins
Event.add(defines.events.on_player_joined_game,function(event)
local player = game.players[event.player_index]
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:on_player_toggle(player,frame) --- Triggered when the player toggle the left frame
LeftFrames._prototype:event_handler(action) --- Creates an event handler that will trigger one of its functions, use with Event.add
]]
-- Draw the top flow
local top_flow = Gui.get_top_flow(player)
toggle_top_flow(top_flow)
Gui.update_top_flow(player)
local CenterFrames = require 'expcore.gui.concepts.center' --- @dep expcore.gui.concepts.center
Gui.get_center_flow = CenterFrames.get_flow
Gui.toggle_center_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 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
-- Draw the left flow
local left_flow = Gui.get_left_flow(player)
local hide_left = hide_left_flow(left_flow)
CenterFrames.new_frame(permission_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
]]
-- Draw the elements on the left flow
local show_hide_left = false
for name,open_on_join in pairs(Gui.left_elements) do
local left_element = Gui.defines[name](left_flow)
local PopupFrames = require 'expcore.gui.concepts.popups' --- @dep expcore.gui.concepts.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
-- Check if the element should be visible
local visible = type(open_on_join) == 'boolean' and open_on_join or false
if type(open_on_join) == 'function' then
local success, err = pcall(open_on_join,player)
if not success then
error('There as been an error with an open on join hander for a gui element:\n\t'..err)
end
visible = err
end
PopupFrames.close_progress --- Progress bar which when depleted will close the popup frame
PopupFrames.close_button --- A button which can be used to close the gui before the timer runs out
left_element.visible = visible
if visible then
show_hide_left = true
end
end
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
]]
hide_left.visible = show_hide_left
end)
return Gui