Convert player list, data, module, and vlayer

This commit is contained in:
Cooldude2606
2025-01-26 21:35:15 +00:00
parent 81c1e17429
commit a2b4fd119b
11 changed files with 363 additions and 300 deletions

View File

@@ -4,7 +4,7 @@
@alias vlayer_container
]]
local Gui = require("modules.exp_legacy.expcore.gui") --- @dep expcore.gui
local Gui = require("modules/exp_gui")
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local format_number = require("util").format_number --- @dep util
@@ -81,8 +81,8 @@ Selection.on_selection(SelectionConvertArea, function(event)
return nil
end
local frame = Gui.get_left_element(player, vlayer_container)
local disp = frame.container["vlayer_st_2"].disp.table
local container = Gui.get_left_element(vlayer_container, player)
local disp = container.frame["vlayer_st_2"].disp.table
local target = vlayer_control_type_list[disp[vlayer_gui_control_type.name].selected_index]
local entities
@@ -138,20 +138,20 @@ end)
--- Display label for the number of solar panels
-- @element vlayer_gui_display_item_solar_name
local vlayer_gui_display_item_solar_name =
Gui.element{
local vlayer_gui_display_item_solar_name = Gui.element("vlayer_gui_display_item_solar_name")
:draw{
type = "label",
name = "vlayer_display_item_solar_name",
name = Gui.property_from_name,
caption = { "vlayer.display-item-solar" },
style = "heading_2_label",
}:style{
width = 200,
}
local vlayer_gui_display_item_solar_count =
Gui.element{
local vlayer_gui_display_item_solar_count = Gui.element("vlayer_gui_display_item_solar_count")
:draw{
type = "progressbar",
name = "vlayer_display_item_solar_count",
name = Gui.property_from_name,
caption = "",
value = 0,
style = "electric_satisfaction_statistics_progressbar",
@@ -162,20 +162,20 @@ local vlayer_gui_display_item_solar_count =
--- Display label for the number of accumulators
-- @element vlayer_gui_display_item_accumulator_name
local vlayer_gui_display_item_accumulator_name =
Gui.element{
local vlayer_gui_display_item_accumulator_name = Gui.element("vlayer_gui_display_item_accumulator_name")
:draw{
type = "label",
name = "vlayer_display_item_accumulator_name",
name = Gui.property_from_name,
caption = { "vlayer.display-item-accumulator" },
style = "heading_2_label",
}:style{
width = 200,
}
local vlayer_gui_display_item_accumulator_count =
Gui.element{
local vlayer_gui_display_item_accumulator_count = Gui.element("vlayer_gui_display_item_accumulator_count")
:draw{
type = "progressbar",
name = "vlayer_display_item_accumulator_count",
name = Gui.property_from_name,
caption = "",
value = 0,
style = "electric_satisfaction_statistics_progressbar",
@@ -186,10 +186,10 @@ local vlayer_gui_display_item_accumulator_count =
--- Display label for the surface area
-- @element vlayer_gui_display_signal_surface_area_name
local vlayer_gui_display_signal_surface_area_name =
Gui.element{
local vlayer_gui_display_signal_surface_area_name = Gui.element("vlayer_gui_display_signal_surface_area_name")
:draw{
type = "label",
name = "vlayer_display_signal_remaining_surface_area_name",
name = Gui.property_from_name,
caption = { "vlayer.display-remaining-surface-area" },
tooltip = { "vlayer.display-remaining-surface-area-tooltip" },
style = "heading_2_label",
@@ -197,10 +197,10 @@ local vlayer_gui_display_signal_surface_area_name =
width = 200,
}
local vlayer_gui_display_signal_surface_area_count =
Gui.element{
local vlayer_gui_display_signal_surface_area_count = Gui.element("vlayer_gui_display_signal_surface_area_count")
:draw{
type = "progressbar",
name = "vlayer_display_signal_surface_area_count",
name = Gui.property_from_name,
caption = "",
value = 0,
style = "electric_satisfaction_statistics_progressbar",
@@ -211,10 +211,10 @@ local vlayer_gui_display_signal_surface_area_count =
--- Display label for the sustained energy production
-- @element vlayer_gui_display_signal_sustained_name
local vlayer_gui_display_signal_sustained_name =
Gui.element{
local vlayer_gui_display_signal_sustained_name = Gui.element("vlayer_gui_display_signal_sustained_name")
:draw{
type = "label",
name = "vlayer_display_signal_sustained_name",
name = Gui.property_from_name,
caption = { "vlayer.display-sustained-production" },
tooltip = { "vlayer.display-sustained-production-tooltip" },
style = "heading_2_label",
@@ -222,10 +222,10 @@ local vlayer_gui_display_signal_sustained_name =
width = 200,
}
local vlayer_gui_display_signal_sustained_count =
Gui.element{
local vlayer_gui_display_signal_sustained_count = Gui.element("vlayer_gui_display_signal_sustained_count")
:draw{
type = "progressbar",
name = "vlayer_display_signal_sustained_count",
name = Gui.property_from_name,
caption = "",
value = 0,
style = "electric_satisfaction_statistics_progressbar",
@@ -236,10 +236,10 @@ local vlayer_gui_display_signal_sustained_count =
--- Display label for the current energy production
-- @element vlayer_gui_display_signal_production_name
local vlayer_gui_display_signal_production_name =
Gui.element{
local vlayer_gui_display_signal_production_name = Gui.element("vlayer_gui_display_signal_production_name")
:draw{
type = "label",
name = "vlayer_display_signal_production_name",
name = Gui.property_from_name,
caption = { "vlayer.display-current-production" },
tooltip = { "vlayer.display-current-production-tooltip" },
style = "heading_2_label",
@@ -247,10 +247,10 @@ local vlayer_gui_display_signal_production_name =
width = 200,
}
local vlayer_gui_display_signal_production_count =
Gui.element{
local vlayer_gui_display_signal_production_count = Gui.element("vlayer_gui_display_signal_production_count")
:draw{
type = "progressbar",
name = "vlayer_display_signal_production_count",
name = Gui.property_from_name,
caption = "",
value = 0,
style = "electric_satisfaction_statistics_progressbar",
@@ -261,10 +261,10 @@ local vlayer_gui_display_signal_production_count =
--- Display label for the sustained energy capacity
-- @element vlayer_gui_display_signal_capacity_name
local vlayer_gui_display_signal_capacity_name =
Gui.element{
local vlayer_gui_display_signal_capacity_name = Gui.element("vlayer_gui_display_signal_capacity_name")
:draw{
type = "label",
name = "vlayer_display_signal_capacity_name",
name = Gui.property_from_name,
caption = { "vlayer.display-current-capacity" },
tooltip = { "vlayer.display-current-capacity-tooltip" },
style = "heading_2_label",
@@ -272,10 +272,10 @@ local vlayer_gui_display_signal_capacity_name =
width = 200,
}
local vlayer_gui_display_signal_capacity_count =
Gui.element{
local vlayer_gui_display_signal_capacity_count = Gui.element("vlayer_gui_display_signal_capacity_count")
:draw{
type = "progressbar",
name = "vlayer_display_signal_capacity_count",
name = Gui.property_from_name,
caption = "",
value = 0,
style = "electric_satisfaction_statistics_progressbar",
@@ -286,10 +286,10 @@ local vlayer_gui_display_signal_capacity_count =
--- A vertical flow containing all the displays labels and their counts
-- @element vlayer_display_set
local vlayer_display_set =
Gui.element(function(_, parent, name)
local vlayer_display_set = Gui.element("vlayer_display_set")
:draw(function(_, parent, name)
local vlayer_set = parent.add{ type = "flow", direction = "vertical", name = name }
local disp = Gui.scroll_table(vlayer_set, 400, 2, "disp")
local disp = Gui.elements.scroll_table(vlayer_set, 400, 2, "disp")
vlayer_gui_display_item_solar_name(disp)
vlayer_gui_display_item_solar_count(disp)
@@ -308,8 +308,8 @@ local vlayer_display_set =
end)
local function vlayer_gui_list_refresh(player)
local frame = Gui.get_left_element(player, vlayer_container)
local disp = frame.container["vlayer_st_2"].disp.table
local container = Gui.get_left_element(vlayer_container, player)
local disp = container.frame["vlayer_st_2"].disp.table
local target = disp[vlayer_gui_control_type.name].selected_index
local full_list = {}
@@ -326,58 +326,59 @@ end
--- A drop down list filter by this type
-- @element vlayer_gui_control_type
vlayer_gui_control_type =
Gui.element{
vlayer_gui_control_type = Gui.element("vlayer_gui_control_type")
:draw{
type = "drop-down",
name = Gui.unique_static_name,
name = Gui.property_from_name,
items = { { "vlayer.control-type-energy" }, { "vlayer.control-type-circuit" }, { "vlayer.control-type-storage-input" }, { "vlayer.control-type-storage-output" } },
selected_index = 1,
}:style{
width = 200,
}:on_selection_changed(function(player, _, _)
vlayer_gui_list_refresh(player)
}:on_selection_state_changed(function(def, event, element)
vlayer_gui_list_refresh(Gui.get_player(event))
end)
--- A drop down list to see the exact item to remove
-- @element vlayer_gui_control_list
vlayer_gui_control_list =
Gui.element{
vlayer_gui_control_list = Gui.element("vlayer_gui_control_list")
:draw{
type = "drop-down",
name = Gui.unique_static_name,
name = Gui.property_from_name,
}:style{
width = 200,
}
--- A button to refresh the remove list
-- @element vlayer_gui_control_refresh
local vlayer_gui_control_refresh =
Gui.element{
local vlayer_gui_control_refresh = Gui.element("vlayer_gui_control_refresh")
:draw{
type = "button",
name = Gui.unique_static_name,
name = Gui.property_from_name,
caption = { "vlayer.control-refresh" },
}:style{
width = 200,
}:on_click(function(player, _, _)
vlayer_gui_list_refresh(player)
}:on_click(function(def, event, element)
vlayer_gui_list_refresh(Gui.get_player(event))
end)
--- A button to check if the item is the one wanted to remove
-- @element vlayer_gui_control_see
local vlayer_gui_control_see =
Gui.element{
local vlayer_gui_control_see = Gui.element("vlayer_gui_control_see")
:draw{
type = "button",
name = Gui.unique_static_name,
name = Gui.property_from_name,
caption = { "vlayer.control-see" },
}:style{
width = 200,
}:on_click(function(player, element, _)
}:on_click(function(def, event, element)
local target = element.parent[vlayer_gui_control_type.name].selected_index
local n = element.parent[vlayer_gui_control_list.name].selected_index
if target and vlayer_control_type_list[target] and n > 0 then
local i = vlayer.get_interfaces()
local entity = i[vlayer_control_type_list[target]][n]
if entity and entity.valid then
local player = Gui.get_player(event)
player.set_controller{ type = defines.controllers.remote, position = entity.position, surface = entity.surface }
player.print{ "vlayer.result-interface-location", { "vlayer.control-type-" .. vlayer_control_type_list[target]:gsub("_", "-") }, pos_to_gps_string(entity.position, entity.surface.name) }
end
@@ -386,14 +387,15 @@ local vlayer_gui_control_see =
--- A button used to build the vlayer interface
-- @element vlayer_gui_control_build
local vlayer_gui_control_build =
Gui.element{
local vlayer_gui_control_build = Gui.element("vlayer_gui_control_build")
:draw{
type = "button",
name = Gui.unique_static_name,
name = Gui.property_from_name,
caption = { "vlayer.control-build" },
}:style{
width = 200,
}:on_click(function(player, _, _)
}:on_click(function(def, event, element)
local player = Gui.get_player(event)
if Selection.is_selecting(player, SelectionConvertArea) then
Selection.stop(player)
player.print{ "vlayer.exit" }
@@ -407,14 +409,15 @@ local vlayer_gui_control_build =
--- A button used to remove the vlayer interface
-- @element vlayer_gui_control_remove
local vlayer_gui_control_remove =
Gui.element{
local vlayer_gui_control_remove = Gui.element("vlayer_gui_control_remove")
:draw{
type = "button",
name = Gui.unique_static_name,
name = Gui.property_from_name,
caption = { "vlayer.control-remove" },
}:style{
width = 200,
}:on_click(function(player, element, _)
}:on_click(function(def, event, element)
local player = Gui.get_player(event)
local target = element.parent[vlayer_gui_control_type.name].selected_index
local n = element.parent[vlayer_gui_control_list.name].selected_index
@@ -435,10 +438,10 @@ local vlayer_gui_control_remove =
--- A vertical flow containing all the control buttons
-- @element vlayer_control_set
local vlayer_control_set =
Gui.element(function(_, parent, name)
local vlayer_control_set = Gui.element("vlayer_control_set")
:draw(function(_, parent, name)
local vlayer_set = parent.add{ type = "flow", direction = "vertical", name = name }
local disp = Gui.scroll_table(vlayer_set, 400, 2, "disp")
local disp = Gui.elements.scroll_table(vlayer_set, 400, 2, "disp")
vlayer_gui_control_type(disp)
vlayer_gui_control_list(disp)
@@ -452,10 +455,10 @@ local vlayer_control_set =
--- The main container for the vlayer gui
-- @element vlayer_container
vlayer_container =
Gui.element(function(definition, parent)
local player = Gui.get_player_from_element(parent)
local container = Gui.container(parent, definition.name, 400)
vlayer_container = Gui.element("vlayer_container")
:draw(function(definition, parent)
local player = Gui.get_player(parent)
local container = Gui.elements.container(parent, 400)
vlayer_display_set(container, "vlayer_st_1")
local control_set = vlayer_control_set(container, "vlayer_st_2")
@@ -463,21 +466,25 @@ vlayer_container =
return container.parent
end)
:static_name(Gui.unique_static_name)
:add_to_left_flow()
--- Button on the top flow used to toggle the task list container
-- @element toggle_left_element
Gui.left_toolbar_button("entity/solar-panel", { "vlayer.main-tooltip" }, vlayer_container, function(player)
return Roles.player_allowed(player, "gui/vlayer")
end)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(vlayer_container, false)
Gui.create_toolbar_button{
name = "vlayer_toggle",
left_element = vlayer_container,
sprite = "entity/solar-panel",
tooltip = { "vlayer.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/vlayer")
end
}
--- Update the visibly of the buttons based on a players roles
local function role_update_event(event)
local player = game.players[event.player_index]
local visible = Roles.player_allowed(player, "gui/vlayer-edit")
local frame = Gui.get_left_element(player, vlayer_container)
frame.container["vlayer_st_2"].visible = visible
local container = Gui.get_left_element(vlayer_container, player)
container.frame["vlayer_st_2"].visible = visible
end
Event.add(Roles.events.on_role_assigned, role_update_event)
@@ -516,8 +523,8 @@ Event.on_nth_tick(config.update_tick_gui, function(_)
}
for _, player in pairs(game.connected_players) do
local frame = Gui.get_left_element(player, vlayer_container)
local disp = frame.container["vlayer_st_1"].disp.table
local container = Gui.get_left_element(vlayer_container, player)
local disp = container.frame["vlayer_st_1"].disp.table
for k, v in pairs(vlayer_display) do
disp[k].caption = v.cap