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Add core elements
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@@ -1,186 +1 @@
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local Storage = require("modules/exp_util/storage")
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local ExpElement = require("./prototype")
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--- @alias ExpGui.VisibleCallback fun(player: LuaPlayer, element: LuaGuiElement): boolean
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--- @class ExpGui.player_elements
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--- @field top table<string, LuaGuiElement>
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--- @field left table<string, LuaGuiElement>
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--- @field relative table<string, LuaGuiElement>
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--- @type table<uint, ExpGui.player_elements>
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local player_elements = {}
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Storage.register(player_elements, function(tbl)
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player_elements = tbl
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end)
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--- @class ExpGui
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local ExpGui = {
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element = ExpElement,
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top_elements = {}, --- @type table<ExpElement, ExpGui.VisibleCallback | boolean>
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left_elements = {}, --- @type table<ExpElement, ExpGui.VisibleCallback | boolean>
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relative_elements = {}, --- @type table<ExpElement, ExpGui.VisibleCallback | boolean>
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}
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local mod_gui = require("mod-gui")
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ExpGui.get_top_flow = mod_gui.get_button_flow
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ExpGui.get_left_flow = mod_gui.get_frame_flow
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--- Get a player from an element or gui event
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--- @param input LuaGuiElement | { player_index: uint }
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--- @return LuaPlayer
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function ExpGui.get_player(input)
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return assert(game.get_player(input.player_index))
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end
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--- Toggle the enable state of an element
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--- @param element LuaGuiElement
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--- @param state boolean?
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function ExpGui.toggle_enabled_state(element, state)
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if not element or not element.valid then return end
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if state == nil then
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state = not element.enabled
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end
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element.enabled = state
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end
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--- Toggle the visibility of an element
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--- @param element LuaGuiElement
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--- @param state boolean?
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function ExpGui.toggle_visible_state(element, state)
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if not element or not element.valid then return end
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if state == nil then
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state = not element.visible
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end
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element.visible = state
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end
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--- Destroy an element if it exists and is valid
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--- @param element LuaGuiElement?
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function ExpGui.destroy_if_valid(element)
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if not element or not element.valid then return end
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element.destroy()
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end
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--- Register a element define to be drawn to the top flow on join
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--- @param define ExpElement
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--- @param visible ExpGui.VisibleCallback | boolean | nil
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function ExpGui.add_top_element(define, visible)
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assert(ExpGui.top_elements[define.name] == nil, "Element is already added to the top flow")
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ExpGui.top_elements[define] = visible or false
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end
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--- Register a element define to be drawn to the left flow on join
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--- @param define ExpElement
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--- @param visible ExpGui.VisibleCallback | boolean | nil
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function ExpGui.add_left_element(define, visible)
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assert(ExpGui.left_elements[define.name] == nil, "Element is already added to the left flow")
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ExpGui.left_elements[define] = visible or false
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end
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--- Register a element define to be drawn to the relative flow on join
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--- @param define ExpElement
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--- @param visible ExpGui.VisibleCallback | boolean | nil
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function ExpGui.add_relative_element(define, visible)
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assert(ExpGui.relative_elements[define.name] == nil, "Element is already added to the relative flow")
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ExpGui.relative_elements[define] = visible or false
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end
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--- Register a element define to be drawn to the top flow on join
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--- @param define ExpElement
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--- @param player LuaPlayer
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--- @return LuaGuiElement
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function ExpGui.get_top_element(define, player)
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return player_elements[player.index].top[define.name]
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end
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--- Register a element define to be drawn to the left flow on join
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--- @param define ExpElement
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--- @param player LuaPlayer
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--- @return LuaGuiElement
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function ExpGui.get_left_element(define, player)
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return player_elements[player.index].left[define.name]
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end
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--- Register a element define to be drawn to the relative flow on join
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--- @param define ExpElement
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--- @param player LuaPlayer
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--- @return LuaGuiElement
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function ExpGui.get_relative_element(define, player)
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return player_elements[player.index].relative[define.name]
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end
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--- Ensure all the correct elements are visible and exist
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--- @param player LuaPlayer
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--- @param element_defines table<ExpElement, ExpGui.VisibleCallback | boolean>
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--- @param elements LuaGuiElement[]
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--- @param parent LuaGuiElement
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local function ensure_elements(player, element_defines, elements, parent)
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local done = {}
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for define, visible in pairs(element_defines) do
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local element = elements[define.name]
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if not element then
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element = define(parent)
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end
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if type(visible) == "function" then
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visible = visible(player, element)
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end
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element.visible = visible
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done[define.name] = true
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end
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for name, element in pairs(elements) do
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if not done[name] then
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element.destroy()
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elements[name] = nil
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end
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end
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end
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--- Ensure all elements have been created
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--- @param event EventData.on_player_created | EventData.on_player_joined_game
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function ExpGui._ensure_elements(event)
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local player = assert(game.get_player(event.player_index))
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local elements = player_elements[event.player_index]
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ensure_elements(player, ExpGui.top_elements, elements.top, player.gui.top)
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ensure_elements(player, ExpGui.left_elements, elements.left, player.gui.left)
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ensure_elements(player, ExpGui.relative_elements, elements.relative, player.gui.relative)
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end
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--- Rerun the visible check for relative elements
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--- @param event EventData.on_gui_opened
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local function on_gui_opened(event)
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local player = ExpGui.get_player(event)
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local original_element = event.element
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for define, visible in pairs(ExpGui.relative_elements) do
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local element = ExpGui.get_relative_element(define, player)
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if type(visible) == "function" then
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visible = visible(player, element)
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end
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element.visible = visible
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if visible then
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event.element = element
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--- @diagnostic disable-next-line invisible
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define:_raise_event(event)
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end
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end
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event.element = original_element
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end
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local e = defines.events
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local events = {
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[e.on_player_created] = ExpGui._ensure_elements,
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[e.on_player_joined_game] = ExpGui._ensure_elements,
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[e.on_gui_opened] = on_gui_opened,
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}
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ExpGui.events = events
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return ExpGui
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return require("modules/exp_gui/control")
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