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https://github.com/PHIDIAS0303/ExpCluster.git
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Fixed bugs in left gui
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@@ -11,20 +11,51 @@ local left = {}
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left._left = {}
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--- Used to add a left gui frame
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-- @usage Gui.left.add{name='foo',caption='Foo',tooltip='just testing',draw=function}
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-- @param obj this is what will be made, needs a name and a draw function(root_frame)
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-- @usage Gui.left.add{name='foo',caption='Foo',tooltip='just testing',open_on_join=true,can_open=function,draw=function}
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-- @param obj this is what will be made, needs a name and a draw function(root_frame), open_on_join can be used to set the deaful state true/false, can_open is a test to block it from opening but is not needed
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-- @return the object that is made to... well idk but for the future
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function left.add(obj)
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if not is_type(obj,'table') then return end
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if not is_type(obj.name,'string') then return end
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if not is_type(obj.name,'string') then return end
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setmetatable(obj,{__index=left._left})
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obj.open_on_join = obj.open_on_join or false
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obj.can_open = true
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Gui._add_data('left',obj.name,obj)
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Gui.toolbar.add(obj.name,obj.caption,obj.tooltip,obj.toggle)
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return obj
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end
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--- This is used to update all the guis of conected players, good idea to use our thread system as it as nested for loops
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-- @usage Gui.left.update()
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-- @tparam string frame this is the name of a frame if you only want to update one
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function left.update(frame)
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if not Server or not Server._thread then
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for _,player in pairs(game.connected_players) do
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local frames = Gui._get_data('left') or {}
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if frame then frames = {[frame]=frames[frame]} or {} end
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for name,left in pairs(frames) do
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local fake_event = {player_index=player.index,element={name=name}}
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left.open(fake_event)
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end
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end
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else
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local frames = Gui._get_data('left') or {}
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if frame then frames = {[frame]=frames[frame]} or {} end
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Server.new_thread{
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data={players=game.connected_players,frames=frames}
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}:on_event('tick',function(thread)
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if #thread.data.players == 0 then thread:close() return end
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local player = table.remove(thread.data.players,1)
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Server.new_thread{
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data={player=player,frames=thread.data.frames}
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}:on_event('resolve',function(thread)
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for name,left in pairs(thread.data.frames) do
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local fake_event = {player_index=thread.data.player.index,element={name=name}}
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left.open(fake_event)
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end
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end):queue()
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end):open()
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end
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end
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--- Used to open the left gui of every player
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-- @usage Gui.left.open('foo')
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-- @tparam string left_name this is the gui that you want to open
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@@ -75,11 +106,15 @@ function left._left.open(event)
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local _left = Gui._get_data('left')[event.element.name]
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local left_flow = mod_gui.get_frame_flow(player)
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local frame = nil
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if left_flow[_left.name] then frame = left_flow[_left.name] frame.clear()
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else frame = left_flow.add{type='frame',name=_left.name,style=mod_gui.frame_style,caption=_left.caption} end
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frame.style.visible = true
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if is_type(_left.open_on_join,'boolean') then frame.style.visible = _left.open_on_join end
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if is_type(_left.draw,'function') then _left:draw(frame) else frame.style.visible = false error('No Callback On '.._left.name) end
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if left_flow[_left.name] then
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frame = left_flow[_left.name]
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frame.clear()
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else
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frame = left_flow.add{type='frame',name=_left.name,style=mod_gui.frame_style,caption=_left.caption,direction='vertical'}
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frame.style.visible = false
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if is_type(_left.open_on_join,'boolean') then frame.style.visible = _left.open_on_join end
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end
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if is_type(_left.draw,'function') then _left.draw(frame) else frame.style.visible = false error('No Callback On '.._left.name) end
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end
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-- this is called when the toolbar button is pressed
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@@ -94,14 +129,17 @@ function left._left.toggle(event)
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local success, err = pcall(_left.can_open,player)
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if not success then error(err)
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elseif err == true then open = true end
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elseif is_type(_left.can_open,'boolean') then
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open = _left.can_open
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else
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if is_type(Ranking,'table') and Ranking._presets and Ranking._presets().meta.rank_count > 0 then
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if Ranking.get_rank(player):allowed(_left.name) then open = true end
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end
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end
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if open and left.style.visible ~= true then
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left.style.visible = true
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else
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left.style.visible = false
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end
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if not open then player_return('You can not open this panel right now',defines.text_color.crit,player) player.play_sound{path='utility/cannot_build'} end
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end
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-- draws the left guis when a player first joins, fake_event is just because i am lazy
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@@ -112,4 +150,6 @@ Event.register(defines.events.on_player_joined_game,function(event)
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local fake_event = {player_index=player.index,element={name=name}}
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left.open(fake_event)
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end
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end)
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end)
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return left
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@@ -94,7 +94,7 @@ local function test_gui(event)
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if not game.player and not event.player_index then return end
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local player = game.player or Game.get_player(event)
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if player.gui.top['gui-test'] then player.gui.top['gui-test'].destroy() end
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local frame = player.gui.top.add{type='frame',name='gui-test'}
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local frame = mod_gui.get_frame_flow(player).add{type='frame',name='gui-test',direction='vertical'}
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gui_tset_close:draw(frame)
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caption_test:draw(frame)
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sprite_test:draw(frame)
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@@ -124,6 +124,19 @@ end):add_tab('tab-2','Tab 2','Just a tab',function(frame)
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end
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end)
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-- testing the left gui, open_test_on_all_left_guis is realy long just so it is very unlickly to be used
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Gui.left.add{
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name='test-left',
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caption='Gui Left',
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tooltip='just testing',
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draw=function(frame)
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for _,player in pairs(game.connected_players) do
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frame.add{type='label',caption=player.name}
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end
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end,
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can_open=function(player) return player.index == 1 or global.open_test_on_all_left_guis end
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}
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return test_gui
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