Drying Code

This commit is contained in:
Cooldude2606
2020-02-16 00:16:59 +00:00
parent 05f706797a
commit cc120390c0
7 changed files with 408 additions and 538 deletions

View File

@@ -137,7 +137,7 @@ end
--- Jails the action player, requires a reason
-- @element jail_player
local jail_player = new_button('utility/item_editor_icon',{'player-list.jail-player'})
local jail_player = new_button('utility/multiplayer_waiting_icon',{'player-list.jail-player'})
:on_click(function(player)
local selected_player_name, selected_player_color = get_action_player_name(player)
if Jail.is_jailed(selected_player_name) then
@@ -156,7 +156,7 @@ end
--- Temp bans the action player, requires a reason
-- @element temp_ban_player
local temp_ban_player = new_button('utility/clock',{'player-list.temp-ban-player'})
local temp_ban_player = new_button('utility/warning_white',{'player-list.temp-ban-player'})
:on_click(function(player)
local selected_player_name, selected_player_color = get_action_player_name(player)
if Jail.is_jailed(selected_player_name) then

View File

@@ -340,22 +340,6 @@ Gui._prototype_element.on_value_changed = event_handler_factory(defines.events.o
--- Top Flow.
-- @section topFlow
--- Button which toggles the top flow elements
-- @element toggle_top_flow
local toggle_top_flow =
Gui.element{
type = 'button',
style = 'back_button',
tooltip = {'gui_util.button_tooltip'}
}
:style{
width = 18,
height = 36
}
:on_click(function(player,_,_)
Gui.toggle_top_flow(player)
end)
--- The style that should be used for buttons on the top flow
-- @field Gui.top_flow_button_style
Gui.top_flow_button_style = mod_gui.button_style
@@ -371,6 +355,42 @@ local top_flow = Gui.get_top_flow(game.player)
]]
Gui.get_top_flow = mod_gui.get_button_flow
--- Button which toggles the top flow elements, shows inside top flow
-- @element hide_top_flow
local hide_top_flow =
Gui.element{
type = 'sprite-button',
sprite = 'utility/preset',
style = 'tool_button',
tooltip = {'gui_util.button_tooltip'}
}
:style{
padding = -2,
width = 18,
height = 36
}
:on_click(function(player,_,_)
Gui.toggle_top_flow(player)
end)
--- Button which toggles the top flow elements, shows inside left flow
-- @element show_top_flow
local show_top_flow =
Gui.element{
type = 'sprite-button',
sprite = 'utility/preset',
style = 'tool_button',
tooltip = {'gui_util.button_tooltip'}
}
:style{
padding = -2,
width = 18,
height = 20
}
:on_click(function(player,_,_)
Gui.toggle_top_flow(player)
end)
--[[-- 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
@@ -380,8 +400,8 @@ Gui.update_top_flow(game.player)
]]
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.style.name == 'back_button'
local hide_button = top_flow[hide_top_flow.name]
local is_visible = hide_button.visible
-- Set the visible state of all elements in the flow
for name,authenticator in pairs(Gui.top_elements) do
@@ -409,27 +429,15 @@ Gui.toggle_top_flow(game.player,true)
]]
function Gui.toggle_top_flow(player,state)
-- Get the top flow and hide button
local top_flow = Gui.get_top_flow(player)
local toggle_button = top_flow[toggle_top_flow.name]
if state == nil then state = toggle_button.style.name == 'forward_button' end
if state == nil then state = not top_flow.visible end
-- Set the visible state of all elements in the flow
for name,authenticator in pairs(Gui.top_elements) do
top_flow[name].visible = state and authenticator(player) or false
end
-- Change the style of the toggle button
if state then
toggle_button.style = 'back_button'
local style = toggle_button.style
style.height = 36
style.width = 18
else
toggle_button.style = 'forward_button'
local style = toggle_button.style
style.height = 20
style.width = 18
end
-- Change the visiblty of the flow
local left_flow = Gui.get_left_flow(player)
local show_button = left_flow.gui_core_buttons[show_top_flow.name]
show_button.visible = not state
top_flow.visible = state
return state
end
@@ -437,22 +445,6 @@ end
--- Left Flow.
-- @section leftFlow
--- Button which hides the elements in the left flow
-- @element hide_left_flow
local hide_left_flow =
Gui.element{
type = 'button',
style = 'back_button',
tooltip = {'expcore-gui.left-button-tooltip'}
}
:style{
width = 18,
height = 36
}
:on_click(function(player,_,_)
Gui.hide_left_flow(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
@@ -464,6 +456,52 @@ local left_flow = Gui.get_left_flow(game.player)
]]
Gui.get_left_flow = mod_gui.get_frame_flow
--- Button which hides the elements in the left flow
-- @element hide_left_flow
local hide_left_flow =
Gui.element{
type = 'sprite-button',
sprite = 'utility/close_black',
style = 'tool_button',
tooltip = {'expcore-gui.left-button-tooltip'}
}
:style{
padding = -3,
width = 18,
height = 20
}
:on_click(function(player,_,_)
Gui.hide_left_flow(player)
end)
--[[-- Button which can be used to toggle a left element, placed on the top flow
@tparam string sprite the sprite that you want to use on the button
@tparam ?string|Concepts.LocalizedString tooltip the tooltip that you want the button to have
@tparam table element_define the element define that you want to be toggled on the left flow
@tparam[opt] function authenticator used to decide if the button should be visible to a player
@usage-- Add a button to toggle a left element
local toolbar_button = Gui.left_toolbar_button('entity/inserter','Nothing to see here',example_flow_with_button,function(player)
return player.admin
end)
]]
function Gui.left_toolbar_button(sprite,tooltip,element_define,authenticator)
return Gui.element{
type = 'sprite-button',
sprite = sprite,
tooltip = tooltip,
style = Gui.top_flow_button_style
}
:style{
padding = -2
}
:add_to_top_flow(authenticator)
:on_click(function(player,_,_)
Gui.toggle_left_element(player, element_define)
end)
end
--[[-- Hides all left elements for a player
@tparam LuaPlayer player the player to hide the elements for
@@ -473,7 +511,7 @@ Gui.hide_left_flow(game.player)
]]
function Gui.hide_left_flow(player)
local left_flow = Gui.get_left_flow(player)
local hide_button = left_flow[hide_left_flow.name]
local hide_button = left_flow.gui_core_buttons[hide_left_flow.name]
-- Set the visible state of all elements in the flow
hide_button.visible = false
@@ -482,7 +520,21 @@ function Gui.hide_left_flow(player)
end
end
--[[-- Toggles the visible state of all a left element for a player
--[[-- Get the element define that is in the left flow
@tparam LuaPlayer player the player that you want tog et the element for
@tparam table element_define the element that you want to get for the player
@treturn LuaGuiElement the gui element linked to this define in the left flow
@usage-- Get your left element
local frame = Gui.get_left_element(game.player,example_flow_with_button)
]]
function Gui.get_left_element(player,element_define)
local left_flow = Gui.get_left_flow(player)
return left_flow[element_define.name]
end
--[[-- Toggles the visible state of 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
@@ -497,7 +549,7 @@ Gui.toggle_top_flow(game.player,example_flow_with_button,true)
]]
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 hide_button = left_flow.gui_core_buttons[hide_left_flow.name]
-- Set the visible state
local element = left_flow[element_define.name]
@@ -523,12 +575,15 @@ Event.add(defines.events.on_player_created,function(event)
-- Draw the top flow
local top_flow = Gui.get_top_flow(player)
toggle_top_flow(top_flow)
hide_top_flow(top_flow)
Gui.update_top_flow(player)
-- Draw the left flow
local left_flow = Gui.get_left_flow(player)
local hide_left = hide_left_flow(left_flow)
local button_flow = left_flow.add{ type = 'flow', name = 'gui_core_buttons', direction = 'vertical' }
local show_top = show_top_flow(button_flow)
local hide_left = hide_left_flow(button_flow)
show_top.visible = false
-- Draw the elements on the left flow
local show_hide_left = false
@@ -538,7 +593,7 @@ Event.add(defines.events.on_player_created,function(event)
-- 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)
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
@@ -616,7 +671,31 @@ function Gui.destroy_if_valid(element)
return true
end
--[[-- Returns a table to be used as a style on sprite buttons, produces a sqaure button
@tparam number size the size that you want the button to be
@tparam[opt=-2] number padding the padding that you want on the sprite
@tparam[opt] table style any extra style settings that you want to have
@treturn table the style table to be used with element_define:style()
@usage-- Adding a sprite button with size 20
local button =
Gui.element{
type = 'sprite-button',
sprite = 'entity/inserter'
}
:style(Gui.sprite_style(20))
]]
function Gui.sprite_style(size,padding,style)
style = style or {}
style.padding = padding or -2
style.height = size
style.width = size
return style
end
--[[-- Draw a flow that has custom element alignments, default is right align
@element Gui.alignment
@tparam LuaGuiElement parent the parent element that the alignment flow will be added to
@tparam[opt='right'] string horizontal_align the horizontal alignment of the elements in the flow
@tparam[opt='center'] string vertical_align the vertical alignment of the elements in the flow
@@ -630,27 +709,23 @@ local alignment = Gui.alignment(element,'example_right_alignment')
local alignment = Gui.alignment(element,'example_center_top_alignment','center','top')
]]
function Gui.alignment(parent,horizontal_align,vertical_align,name)
-- Draw the alignment flow
local alignment =
parent.add{
Gui.alignment =
Gui.element(function(_,parent,_,_,name)
return parent.add{
name = name or 'alignment',
type = 'flow',
}
-- Change its style
local style = alignment.style
end)
:style(function(style,_,horizontal_align,vertical_align,_)
style.padding = {1,2}
style.vertical_align = vertical_align or 'center'
style.horizontal_align = horizontal_align or 'right'
style.vertically_stretchable = style.vertical_align ~= 'center'
style.horizontally_stretchable = style.horizontal_align ~= 'center'
-- Return the flow
return alignment
end
end)
--[[-- Draw a scroll pane that has a table inside of it
@element Gui.scroll_table
@tparam LuaGuiElement parent the parent element that the scroll table will be added to
@tparam number height the maximum height for the scroll pane
@tparam number column_count the number of columns that the table will have
@@ -661,9 +736,10 @@ end
local scroll_table = Gui.scroll_table(element,'example_scroll_table',200,3)
]]
function Gui.scroll_table(parent,height,column_count,name)
Gui.scroll_table =
Gui.element(function(_,parent,_,column_count,name)
-- Draw the scroll
local scroll =
local scroll_pane =
parent.add{
name = name or 'scroll',
type = 'scroll-pane',
@@ -673,32 +749,33 @@ function Gui.scroll_table(parent,height,column_count,name)
style = 'scroll_pane_under_subheader'
}
-- Change the style of the scroll
local scroll_style = scroll.style
scroll_style.padding = {1,3}
scroll_style.maximal_height = height
scroll_style.horizontally_stretchable = true
-- Draw the table
local scroll_table =
scroll.add{
scroll_pane.add{
type = 'table',
name = 'table',
column_count = column_count
}
-- Change the style of the table
local table_style = scroll_table.style
table_style.padding = 0
table_style.cell_padding = 0
table_style.vertical_align = 'center'
table_style.horizontally_stretchable = true
-- Return the scroll table
return scroll_table
end
end)
:style(function(style,element,height,_,_)
-- Change the style of the scroll
local scroll_style = element.parent.style
scroll_style.padding = {1,3}
scroll_style.maximal_height = height
scroll_style.horizontally_stretchable = true
-- Change the style of the table
style.padding = 0
style.cell_padding = 0
style.vertical_align = 'center'
style.horizontally_stretchable = true
end)
--[[-- Used to add a header to a frame, this has the option for a custom right alignment flow for buttons
@element Gui.header
@tparam LuaGuiElement parent the parent element that the header will be added to
@tparam ?string|Concepts.LocalizedString caption the caption that will be shown on the header
@tparam[opt] ?string|Concepts.LocalizedString tooltip the tooltip that will be shown on the header
@@ -706,17 +783,17 @@ end
@tparam[opt='header'] string name the name of the header that is being added, the alignment is always called 'alignment'
@treturn LuaGuiElement either the header or the header alignment if add_alignment is true
@usage-- Adding a custom header
@usage-- Adding a custom header with a label
local header_alignment = Gui.header(
element,
'example_header',
'Example Caption',
'Example Tooltip',
true
)
]]
function Gui.header(parent,caption,tooltip,add_alignment,name)
Gui.header =
Gui.element(function(_,parent,caption,tooltip,add_alignment,name)
-- Draw the header
local header =
parent.add{
@@ -732,17 +809,102 @@ function Gui.header(parent,caption,tooltip,add_alignment,name)
style.horizontally_stretchable = true
-- Draw the caption label
header.add{
name = 'header_label',
type = 'label',
style = 'heading_1_label',
caption = caption,
tooltip = tooltip
}
if caption then
header.add{
name = 'header_label',
type = 'label',
style = 'heading_1_label',
caption = caption,
tooltip = tooltip
}
end
-- Return either the header or the added alignment
return add_alignment and Gui.alignment(header) or header
end
end)
--[[-- Used to add a footer to a frame, this has the option for a custom right alignment flow for buttons
@element Gui.header
@tparam LuaGuiElement parent the parent element that the footer will be added to
@tparam ?string|Concepts.LocalizedString caption the caption that will be shown on the footer
@tparam[opt] ?string|Concepts.LocalizedString tooltip the tooltip that will be shown on the footer
@tparam[opt=false] boolean add_alignment when true an alignment flow will be added for buttons
@tparam[opt='footer'] string name the name of the footer that is being added, the alignment is always called 'alignment'
@treturn LuaGuiElement either the footer or the footer alignment if add_alignment is true
@usage-- Adding a custom footer with a label
local header_alignment = Gui.footer(
element,
'Example Caption',
'Example Tooltip',
true
)
]]
Gui.footer =
Gui.element(function(_,parent,caption,tooltip,add_alignment,name)
-- Draw the header
local footer =
parent.add{
name = name or 'footer',
type = 'frame',
style = 'subfooter_frame'
}
-- Change the style of the footer
local style = footer.style
style.padding = {2,4}
style.use_header_filler = false
style.horizontally_stretchable = true
-- Draw the caption label
if caption then
footer.add{
name = 'footer_label',
type = 'label',
style = 'heading_1_label',
caption = caption,
tooltip = tooltip
}
end
-- Return either the footer or the added alignment
return add_alignment and Gui.alignment(footer) or footer
end)
--[[-- Used for left frame to add a nice boarder to them and contain them
@element Gui.container
@tparam LuaGuiElement parent the parent element that the container will be added to
@tparam string name the name that you want to give the outer frame, often just event_trigger for a left frame
@tparam number width the minimal width that the frame will have
@usage-- Adding a container as a base
local container = Gui.container(parent,'my_container',200)
]]
Gui.container =
Gui.element(function(_,parent,name,_)
-- Draw the external container
local frame =
parent.add{
name = name,
type = 'frame'
}
-- Return the container
return frame.add{
name = 'container',
type = 'frame',
direction = 'vertical',
style = 'window_content_frame_packed'
}
end)
:style(function(style,element,_,width)
style.vertically_stretchable = false
local frame_style = element.parent.style
frame_style.padding = 2
frame_style.minimal_width = width
end)
-- Module return
return Gui

View File

@@ -56,15 +56,10 @@ local close_action_bar =
Gui.element{
type = 'sprite-button',
sprite = 'utility/close_black',
hovered_sprite = 'utility/close_white',
tooltip = {'player-list.close-action-bar'},
style = 'tool_button'
}
:style{
padding = -1,
width = 28,
height = 28
style = 'shortcut_bar_button_red'
}
:style(Gui.sprite_style(30,-1,{ top_margin = -1, right_margin = -1 }))
:on_click(function(player,element)
Store.clear(selected_player_store,player)
Store.clear(selected_action_store,player)
@@ -77,13 +72,9 @@ Gui.element{
type = 'sprite-button',
sprite = 'utility/confirm_slot',
tooltip = {'player-list.reason-confirm'},
style = 'tool_button'
}
:style{
padding = -1,
width = 28,
height = 28
style = 'shortcut_bar_button_green'
}
:style(Gui.sprite_style(30,-1,{ left_margin = -2, right_margin = -1 }))
:on_click(function(player,element)
local reason = element.parent.entry.text or 'Non Given'
local action_name = Store.get(selected_action_store,player)
@@ -167,17 +158,12 @@ Gui.element(function(_,parent)
-- Loop over all the buttons in the config
for action_name,button_data in pairs(config.buttons) do
-- Added the permission flow
local permission_flow =
parent.add{
type = 'flow',
name = action_name
}
local permission_flow = parent.add{ type = 'flow', name = action_name }
permission_flow.visible = false
-- Add the buttons under that permission
for _,button in ipairs(button_data) do
button(permission_flow)
end
-- Hide the flow by default, will be made visble when a player is selected
permission_flow.visible = false
end
return parent
@@ -189,6 +175,7 @@ local function update_action_bar_buttons(element)
local selected_player_name = Store.get(selected_player_store,player)
if not selected_player_name then
-- Hide the action bar when no player is selected
element.visible = false
else
@@ -218,30 +205,8 @@ end
-- @element player_list_container
local player_list_container =
Gui.element(function(event_trigger,parent)
-- Draw the external container
local frame =
parent.add{
name = event_trigger,
type = 'frame'
}
-- Set the frame style
local frame_style = frame.style
frame_style.padding = 2
frame_style.minimal_width = 200
-- Draw the internal container
local container =
frame.add{
name = 'container',
type = 'frame',
direction = 'vertical',
style = 'window_content_frame_packed'
}
-- Set the container style
local style = container.style
style.vertically_stretchable = false
local container = Gui.container(parent,event_trigger,200)
-- Draw the scroll table for the players
local scroll_table = Gui.scroll_table(container,184,3)
@@ -251,38 +216,24 @@ Gui.element(function(event_trigger,parent)
scroll_table_style.padding = {1,0,1,2}
-- Add the action bar
local action_bar =
container.add{
name = 'action_bar',
type = 'frame',
style = 'subfooter_frame'
}
local action_bar = Gui.footer(container,nil,nil,false,'action_bar')
-- Change the style of the action bar
local action_bar_style = action_bar.style
action_bar_style.height = 35
action_bar_style.padding = {1,3}
action_bar_style.use_header_filler = false
action_bar_style.horizontally_stretchable = true
action_bar.visible = false
-- Add the buttons to the action bar
add_action_bar_buttons(action_bar)
-- Add the reason bar
local reason_bar =
container.add{
name = 'reason_bar',
type = 'frame',
style = 'subfooter_frame'
}
local reason_bar = Gui.footer(container,nil,nil,false,'reason_bar')
-- Change the style of the reason bar
local reason_bar_style = reason_bar.style
reason_bar_style.height = 35
reason_bar_style.padding = {-1,3}
reason_bar_style.use_header_filler = false
reason_bar_style.horizontally_stretchable = true
reason_bar.visible = false
-- Add the text entry for the reason bar
@@ -304,27 +255,24 @@ Gui.element(function(event_trigger,parent)
reason_confirm(reason_bar)
-- Return the exteral container
return frame
return container.parent
end)
:add_to_left_flow(true)
--- Button on the top flow used to toggle the player list container
-- @element task_list_toggle
Gui.element{
type = 'sprite-button',
sprite = 'entity/character',
tooltip = {'player-list.main-tooltip'},
style = Gui.top_flow_button_style
}
:style{
padding = -2
}
:add_to_top_flow(function(player)
-- @element toggle_left_element
Gui.left_toolbar_button('entity/character', {'player-list.main-tooltip'}, player_list_container, function(player)
return Roles.player_allowed(player,'gui/player-list')
end)
:on_click(function(player,_,_)
Gui.toggle_left_element(player, player_list_container)
end)
-- Get caption and tooltip format for a player
local function get_time_formats(online_time,afk_time)
local tick = game.tick > 0 and game.tick or 1
local percent = math.round(online_time/tick,3)*100
local caption = format_time(online_time)
local tooltip = {'player-list.afk-time', percent, format_time(afk_time,{minutes=true,long=true})}
return caption, tooltip
end
-- Get the player time to be used to update time label
local function get_player_times()
@@ -332,18 +280,19 @@ local function get_player_times()
local player_times = {}
for _, player in pairs(game.connected_players) do
ctn = ctn + 1
local tick = game.tick > 0 and game.tick or 1
local percent = math.round(player.online_time/tick,3)*100
-- Add the player time details to the array
local caption, tooltip = get_time_formats(player.online_time, player.afk_time)
player_times[ctn] = {
element_name = 'player-time-'..player.index,
caption = format_time(player.online_time),
tooltip = {'player-list.afk-time',percent,format_time(player.afk_time,{minutes=true,long=true})}
caption = caption,
tooltip = tooltip
}
end
return player_times
end
-- Get a sorted list of all online players
local function get_player_list_order()
-- Sort all the online players into roles
local players = {}
@@ -358,20 +307,20 @@ local function get_player_list_order()
-- Sort the players from roles into a set order
local ctn = 0
local player_list_order = {}
local tick = game.tick > 0 and game.tick or 1
for _,role_name in pairs(Roles.config.order) do
if players[role_name] then
for _,player in pairs(players[role_name]) do
ctn = ctn + 1
local percent = math.round(player.online_time/tick,3)*100
-- Add the player data to the array
local caption, tooltip = get_time_formats(player.online_time, player.afk_time)
player_list_order[ctn] = {
name = player.name,
index = player.index,
tag = player.tag,
role_name = role_name,
chat_color = player.chat_color,
caption = format_time(player.online_time),
tooltip = {'player-list.afk-time',percent,format_time(player.afk_time,{minutes=true,long=true})}
caption = caption,
tooltip = tooltip
}
end
end
@@ -381,15 +330,15 @@ local function get_player_list_order()
for i = 1, 10 do
local online_time = math.random(1,tick)
local afk_time = math.random(online_time-(tick/10),tick)
local percent = math.round(online_time/tick,3)*100
local caption, tooltip = get_time_formats(online_time, afk_time)
player_list_order[ctn+i] = {
name='Player '..i,
index=0-i,
tag='',
role_name = 'Fake Player',
chat_color=table.get_random_dictionary_entry(Colors),
caption = format_time(online_time),
tooltip = {'player-list.afk-time',percent,format_time(afk_time,{minutes=true,long=true})},
chat_color = table.get_random_dictionary_entry(Colors),
caption = caption,
tooltip = tooltip
}
end]]
@@ -400,8 +349,7 @@ end
Event.on_nth_tick(1800,function()
local player_times = get_player_times()
for _,player in pairs(game.connected_players) do
local left_flow = Gui.get_left_flow(player)
local frame = left_flow[player_list_container.name]
local frame = Gui.get_left_element(player,player_list_container)
local scroll_table = frame.container.scroll.table
for _,player_time in pairs(player_times) do
update_player_base(scroll_table,player_time)
@@ -413,8 +361,7 @@ end)
Event.add(defines.events.on_player_left_game,function(event)
local remove_player = event.player
for _,player in pairs(game.connected_players) do
local left_flow = Gui.get_left_flow(player)
local frame = left_flow[player_list_container.name]
local frame = Gui.get_left_element(player,player_list_container)
local scroll_table = frame.container.scroll.table
remove_player_base(scroll_table,remove_player)
end
@@ -424,8 +371,7 @@ end)
local function redraw_player_list()
local player_list_order = get_player_list_order()
for _,player in pairs(game.connected_players) do
local left_flow = Gui.get_left_flow(player)
local frame = left_flow[player_list_container.name]
local frame = Gui.get_left_element(player,player_list_container)
local scroll_table = frame.container.scroll.table
scroll_table.clear()
for _,next_player_data in ipairs(player_list_order) do
@@ -441,8 +387,7 @@ Event.add(Roles.events.on_role_unassigned,redraw_player_list)
--- When the action player is changed the action bar will update
Store.watch(selected_player_store,function(value,player_name)
local player = Game.get_player_from_any(player_name)
local left_flow = Gui.get_left_flow(player)
local frame = left_flow[player_list_container.name]
local frame = Gui.get_left_element(player,player_list_container)
local scroll_table = frame.container.scroll.table
update_action_bar_buttons(frame.container.action_bar)
for _,next_player in pairs(game.connected_players) do
@@ -462,8 +407,7 @@ end)
--- When the action name is changed the reason input will update
Store.watch(selected_action_store,function(value,player_name)
local player = Game.get_player_from_any(player_name)
local left_flow = Gui.get_left_flow(player)
local frame = left_flow[player_list_container.name]
local frame = Gui.get_left_element(player,player_list_container)
local element = frame.container.reason_bar
if value then
-- if there is a new value then check the player is still online

View File

@@ -29,7 +29,8 @@ local function check_player_permissions(player,action)
return false
end
if config.progress[action..'_role_permission'] and not Roles.player_allowed(player,config.progress[action..'_role_permission']) then
if config.progress[action..'_role_permission']
and not Roles.player_allowed(player,config.progress[action..'_role_permission']) then
return false
end
@@ -45,12 +46,13 @@ Gui.element(function(_,parent,label_data)
local data_fullname = data_subname and data_name..data_subname or data_name
-- Add the name label
parent.add{
local name_label = parent.add{
type = 'label',
name = data_fullname..'-label',
caption = {'rocket-info.data-caption-'..data_name,data_subname},
tooltip = {'rocket-info.data-tooltip-'..data_name,data_subname}
}
name_label.style.padding = {0,2}
--- Right aligned label to store the data
local alignment = Gui.alignment(parent,nil,nil,data_fullname)
@@ -61,6 +63,7 @@ Gui.element(function(_,parent,label_data)
caption = label_data.value,
tooltip = label_data.tooltip
}
element.style.padding = {0,2}
return element
end)
@@ -187,11 +190,7 @@ Gui.element{
sprite = 'utility/play',
tooltip = {'rocket-info.toggle-rocket-tooltip'}
}
:style{
padding = -2,
width = 16,
height = 16
}
:style(Gui.sprite_style(16))
:on_click(function(player,element,_)
local rocket_silo_name = element.parent.name:sub(8)
local rocket_silo = Rockets.get_silo_entity(rocket_silo_name)
@@ -214,11 +213,7 @@ Gui.element{
sprite = 'utility/center',
tooltip = {'rocket-info.launch-tooltip'}
}
:style{
padding = -2,
width = 16,
height = 16
}
:style(Gui.sprite_style(16,-1))
:on_click(function(player,element,_)
local rocket_silo_name = element.parent.name:sub(8)
local silo_data = Rockets.get_silo_data_by_name(rocket_silo_name)
@@ -333,6 +328,7 @@ local function get_progress_data(force_name)
silo_name = silo_data.name,
remove = true
})
else
-- Get the progress caption and tooltip
local progress_color = Colors.white
@@ -430,12 +426,8 @@ Gui.element{
hovered_sprite = 'utility/expand',
tooltip = {'rocket-info.toggle-section-tooltip'}
}
:style{
padding = -2,
height = 20,
width = 20
}
:on_click(function(player,element,_)
:style(Gui.sprite_style(20))
:on_click(function(_,element,_)
local header_flow = element.parent
local flow_name = header_flow.caption
local flow = header_flow.parent.parent[flow_name]
@@ -479,33 +471,13 @@ end)
-- @element rocket_list_container
local rocket_list_container =
Gui.element(function(event_trigger,parent)
-- Draw the external container
local frame =
parent.add{
name = event_trigger,
type = 'frame'
}
-- Set the frame style
local frame_style = frame.style
frame_style.padding = 2
frame_style.minimal_width = 200
-- Draw the internal container
local container =
frame.add{
name = 'container',
type = 'frame',
direction = 'vertical',
style = 'window_content_frame_packed'
}
local container = Gui.container(parent,event_trigger,200)
-- Set the container style
local style = container.style
style.vertically_stretchable = false
style.padding = 0
local player = Gui.get_player_from_element(parent)
local force_name = player.force.name
-- Draw stats section
@@ -525,37 +497,27 @@ Gui.element(function(event_trigger,parent)
if check_player_permissions(player,'toggle_active') then col_count = col_count+1 end
local progress = section(container,'progress',col_count)
-- Label used when there are no active silos
progress.add{
local no_silos = progress.add{
type = 'label',
name = 'no_silos',
caption = {'rocket-info.progress-no-silos'}
}
}
no_silos.style.padding = {1,2}
update_build_progress(progress,get_progress_data(force_name))
end
-- Return the exteral container
return frame
return container.parent
end)
:add_to_left_flow(function(player)
return player.force.rockets_launched > 0 and Roles.player_allowed(player,'gui/rocket-info')
end)
--- Button on the top flow used to toggle the container
-- @element rocket_list_toggle
Gui.element{
type = 'sprite-button',
sprite = 'entity/rocket-silo',
style = Gui.top_flow_button_style
}
:style{
padding = -2
}
:add_to_top_flow(function(player)
-- @element toggle_left_element
Gui.left_toolbar_button('entity/rocket-silo', {'rocket-info.main-tooltip'}, rocket_list_container, function(player)
return Roles.player_allowed(player,'gui/rocket-info')
end)
:on_click(function(player,_,_)
Gui.toggle_left_element(player, rocket_list_container)
end)
--- Update the gui for all players on a force
local function update_rocket_gui_all(force_name)
@@ -563,8 +525,7 @@ local function update_rocket_gui_all(force_name)
local milestones = get_milestone_data(force_name)
local progress = get_progress_data(force_name)
for _,player in pairs(game.forces[force_name].players) do
local left_flow = Gui.get_left_flow(player)
local frame = left_flow[rocket_list_container.name]
local frame = Gui.get_left_element(player,rocket_list_container)
local container = frame.container
update_data_labels(container.stats.table,stats)
update_data_labels(container.milestones.table,milestones)
@@ -587,8 +548,7 @@ end)
local function update_rocket_gui_progress(force_name)
local progress = get_progress_data(force_name)
for _,player in pairs(game.forces[force_name].players) do
local left_flow = Gui.get_left_flow(player)
local frame = left_flow[rocket_list_container.name]
local frame = Gui.get_left_element(player,rocket_list_container)
local container = frame.container
update_build_progress(container.progress.table,progress)
end
@@ -616,8 +576,7 @@ Event.add(defines.events.on_robot_built_entity,on_built)
--- Redraw the progress section on role change
local function role_update_event(event)
local player = game.players[event.player_index]
local left_flow = Gui.get_left_flow(player)
local container = left_flow[rocket_list_container.name].container
local container = Gui.get_left_element(player,rocket_list_container).container
local progress = container.progress
if config.progress.show_progress then
progress.destroy()

View File

@@ -47,7 +47,9 @@ Gui.element(function(_,parent,production_label_data)
}
-- Change the style
surfix_element.style.font_color = color
local surfix_element_style = surfix_element.style
surfix_element_style.font_color = color
surfix_element_style.right_margin = 1
-- Return the value label
return element
@@ -119,8 +121,6 @@ Gui.element(function(_,parent,science_pack_data)
type = 'frame',
style = 'bordered_frame'
}
-- Change the style of the delta flow
delta_flow.style.padding = {0,3}
-- Draw the delta flow table
@@ -130,8 +130,6 @@ Gui.element(function(_,parent,science_pack_data)
type = 'table',
column_count = 2
}
-- Change the style of the delta flow table
delta_table.style.padding = 0
-- Draw the production labels
@@ -223,9 +221,9 @@ local function get_eta_label_data(player)
return { research = false }
end
local limit
local progress = force.research_progress
local remaining = research.research_unit_count*(1-progress)
local limit
-- Check for the limiting science pack
for _,ingredient in pairs(research.research_unit_ingredients) do
@@ -266,40 +264,14 @@ local science_info_container =
Gui.element(function(event_trigger,parent)
local player = Gui.get_player_from_element(parent)
-- Draw the external container
local frame =
parent.add{
name = event_trigger,
type = 'frame'
}
-- Set the frame style
local frame_style = frame.style
frame_style.padding = 2
frame_style.minimal_width = 200
-- Draw the internal container
local container =
frame.add{
name = 'container',
type = 'frame',
direction = 'vertical',
style = 'window_content_frame_packed'
}
-- Set the container style
local style = container.style
style.vertically_stretchable = false
local container = Gui.container(parent,event_trigger,200)
-- Draw the header
Gui.header(
container,
{'science-info.main-caption'},
{'science-info.main-tooltip'}
)
Gui.header(container, {'science-info.main-caption'}, {'science-info.main-tooltip'})
-- Draw the scroll table for the tasks
local scroll_table = Gui.scroll_table(container,185,4)
local scroll_table = Gui.scroll_table(container,178,4)
-- Draw the no packs label
local no_packs_label =
@@ -318,20 +290,7 @@ Gui.element(function(event_trigger,parent)
-- Add the footer and eta
if config.show_eta then
-- Draw the footer
local footer = Gui.header(
container,
{'science-info.eta-caption'},
{'science-info.eta-tooltip'},
true,
'footer'
)
-- Set the style
footer.parent.style = 'subheader_frame'
local footer_style = footer.parent.style
footer_style.padding = {2,4}
footer_style.use_header_filler = false
footer_style.horizontally_stretchable = true
local footer = Gui.footer(container, {'science-info.eta-caption'}, {'science-info.eta-tooltip'}, true)
-- Draw the eta label
local eta_label =
@@ -354,27 +313,15 @@ Gui.element(function(event_trigger,parent)
end
-- Return the exteral container
return frame
return container.parent
end)
:add_to_left_flow()
--- Button on the top flow used to toggle the task list container
-- @element task_list_toggle
Gui.element{
type = 'sprite-button',
sprite = 'entity/lab',
tooltip = {'science-info.main-tooltip'},
style = Gui.top_flow_button_style
}
:style{
padding = -2
}
:add_to_top_flow(function(player)
-- @element toggle_left_element
Gui.left_toolbar_button('entity/lab', {'science-info.main-tooltip'}, science_info_container, function(player)
return Roles.player_allowed(player,'gui/science-info')
end)
:on_click(function(player,_,_)
Gui.toggle_left_element(player, science_info_container)
end)
--- Updates the gui every 1 second
Event.on_nth_tick(60,function()
@@ -382,8 +329,7 @@ Event.on_nth_tick(60,function()
local force_eta_data = {}
for _,player in pairs(game.connected_players) do
local force_name = player.force.name
local left_flow = Gui.get_left_flow(player)
local frame = left_flow[science_info_container.name]
local frame = Gui.get_left_element(player,science_info_container)
local container = frame.container
-- Update the science packs

View File

@@ -11,6 +11,12 @@ local config = require 'config.tasks' --- @dep config.tasks
local format_time,table_keys = ext_require('expcore.common','format_time','table_keys') --- @dep expcore.common
local Tasks = require 'modules.control.tasks' --- @dep modules.control.tasks
-- Styles used for sprite buttons
local Styles = {
sprite20 = Gui.sprite_style(20),
sprite22 = Gui.sprite_style(20, nil, { right_margin = -3 })
}
--- If a player is allowed to use the edit buttons
local function check_player_permissions(player,task)
if task then
@@ -60,11 +66,7 @@ Gui.element{
tooltip = {'task-list.add-tooltip'},
style = 'tool_button'
}
:style{
padding = -2,
height = 20,
width = 20
}
:style(Styles.sprite20)
:on_click(function(player,_,_)
Tasks.add_task(player.force.name,nil,player.name)
end)
@@ -78,11 +80,7 @@ Gui.element{
tooltip = {'task-list.edit-tooltip-none'},
style = 'tool_button'
}
:style{
padding = -2,
height = 20,
width = 20
}
:style(Styles.sprite20)
:on_click(function(player,element,_)
local task_id = element.parent.name:sub(6)
Tasks.set_editing(task_id,player.name,true)
@@ -97,11 +95,7 @@ Gui.element{
tooltip = {'task-list.discard-tooltip'},
style = 'tool_button'
}
:style{
padding = -2,
height = 20,
width = 20
}
:style(Styles.sprite20)
:on_click(function(_,element,_)
local task_id = element.parent.name:sub(6)
Tasks.remove_task(task_id)
@@ -112,22 +106,16 @@ end)
local add_task_base =
Gui.element(function(_,parent,task_id)
-- Add the task number label
parent.add{
local task_number = parent.add{
name = 'count-'..task_id,
type = 'label',
caption = '0)'
}
task_number.style.left_margin = 1
-- Add a flow which will contain the task message and edit buttons
local task_flow =
parent.add{
name = task_id,
type = 'flow',
}
-- Set the padding on the task flow
local task_flow_style = task_flow.style
task_flow_style.padding = 0
local task_flow = parent.add{ name = task_id, type = 'flow', }
task_flow.style.padding = 0
-- Add the two edit buttons outside the task flow
local edit_flow = Gui.alignment(parent,nil,nil,'edit-'..task_id)
@@ -155,12 +143,7 @@ Gui.element{
tooltip = {'task-list.confirm-tooltip'},
style = 'shortcut_bar_button_green'
}
:style{
padding = -2,
right_margin = -3,
height = 22,
width = 22
}
:style(Styles.sprite22)
:on_click(function(player,element,_)
local task_id = element.parent.name
local new_message = element.parent[task_editing.name].text
@@ -177,12 +160,7 @@ Gui.element{
tooltip = {'task-list.cancel-tooltip'},
style = 'shortcut_bar_button_red'
}
:style{
padding = -2,
right_margin = -3,
height = 22,
width = 22
}
:style(Styles.sprite22)
:on_click(function(player,element,_)
local task_id = element.parent.name
Tasks.set_editing(task_id,player.name)
@@ -203,11 +181,6 @@ Gui.element(function(event_trigger,parent,task)
clear_and_focus_on_right_click = true
}
-- Change the style
local style = element.style
style.maximal_width = 110
style.height = 20
-- Add the edit buttons
cancel_edit(parent)
confirm_edit(parent)
@@ -215,6 +188,10 @@ Gui.element(function(event_trigger,parent,task)
-- Return the element
return element
end)
:style{
maximal_width = 110,
height = 20
}
:on_confirmed(function(player,element,_)
local task_id = element.parent.name
local new_message = element.text
@@ -229,24 +206,18 @@ Gui.element(function(_,parent,task)
local message = task.message
local last_edit_name = task.last_edit_name
local last_edit_time = task.last_edit_time
-- Draw the element
local element =
parent.add{
return parent.add{
name = task_editing.name,
type = 'label',
caption = message,
tooltip = {'task-list.last-edit', last_edit_name, format_time(last_edit_time)}
}
-- Change the style
local style = element.style
style.single_line = false
style.maximal_width = 150
-- Return the element
return element
end)
:style{
single_line = false,
maximal_width = 150
}
--- Updates a task for a player
local function update_task(player,task_table,task_id)
@@ -308,10 +279,12 @@ local function update_task(player,task_table,task_id)
edit_task_element.enabled = false
task_flow.clear()
task_editing(task_flow,task).focus()
task_table.parent.scroll_to_element(task_flow,'top-third')
end
end
-- Update all the tasks for a player
local function update_all_tasks(player,scroll_table)
local task_ids = Tasks.get_force_task_ids(player.force.name)
if #task_ids > 0 then
@@ -325,30 +298,8 @@ end
-- @element task_list_container
local task_list_container =
Gui.element(function(event_trigger,parent)
-- Draw the external container
local frame =
parent.add{
name = event_trigger,
type = 'frame'
}
-- Set the frame style
local frame_style = frame.style
frame_style.padding = 2
frame_style.minimal_width = 200
-- Draw the internal container
local container =
frame.add{
name = 'container',
type = 'frame',
direction = 'vertical',
style = 'window_content_frame_packed'
}
-- Set the container style
local style = container.style
style.vertically_stretchable = false
local container = Gui.container(parent,event_trigger,200)
-- Draw the header
local header = Gui.header(
@@ -364,7 +315,7 @@ Gui.element(function(event_trigger,parent)
add_new_task_element.visible = check_player_permissions(player)
-- Draw the scroll table for the tasks
local scroll_table = Gui.scroll_table(container,185,3)
local scroll_table = Gui.scroll_table(container,190,3)
scroll_table.draw_horizontal_lines = true
scroll_table.vertical_centering = false
@@ -397,7 +348,7 @@ Gui.element(function(event_trigger,parent)
end
-- Return the exteral container
return frame
return container.parent
end)
:add_to_left_flow(function(player)
local task_ids = Tasks.get_force_task_ids(player.force.name)
@@ -405,22 +356,10 @@ end)
end)
--- Button on the top flow used to toggle the task list container
-- @element task_list_toggle
Gui.element{
type = 'sprite-button',
sprite = 'utility/not_enough_repair_packs_icon',
tooltip = {'task-list.main-tooltip'},
style = Gui.top_flow_button_style
}
:style{
padding = -2
}
:add_to_top_flow(function(player)
-- @element toggle_left_element
Gui.left_toolbar_button('utility/not_enough_repair_packs_icon', {'task-list.main-tooltip'}, task_list_container, function(player)
return Roles.player_allowed(player,'gui/task-list')
end)
:on_click(function(player,_,_)
Gui.toggle_left_element(player, task_list_container)
end)
--- When a new task is added it will udpate the task list for everyone on that force
Tasks.on_update(function(task,task_id,removed_task)
@@ -435,8 +374,7 @@ Tasks.on_update(function(task,task_id,removed_task)
-- Update the task for all the players on the force
local task_ids = Tasks.get_force_task_ids(force.name)
for _,player in pairs(force.connected_players) do
local left_flow = Gui.get_left_flow(player)
local frame = left_flow[task_list_container.name]
local frame = Gui.get_left_element(player,task_list_container)
local scroll_table = frame.container.scroll.table
-- Update the task that was changed
@@ -455,8 +393,7 @@ end)
--- Update the tasks when the player joins
Event.add(defines.events.on_player_joined_game,function(event)
local player = game.players[event.player_index]
local left_flow = Gui.get_left_flow(player)
local frame = left_flow[task_list_container.name]
local frame = Gui.get_left_element(player,task_list_container)
local scroll_table = frame.container.scroll.table
update_all_tasks(player,scroll_table)
end)
@@ -464,8 +401,7 @@ end)
--- Makes sure the right buttons are present when roles change
local function role_update_event(event)
local player = game.players[event.player_index]
local left_flow = Gui.get_left_flow(player)
local container = left_flow[task_list_container.name].container
local container = Gui.get_left_element(player,task_list_container).container
-- Update the tasks, incase the user can now edit them
local scroll_table = container.scroll.table

View File

@@ -31,6 +31,13 @@ Global.register(keep_gui_open,function(tbl)
keep_gui_open = tbl
end)
-- Styles used for sprite buttons
local Styles = {
sprite20 = Gui.sprite_style(20),
sprite22 = Gui.sprite_style(20, nil, { right_margin = -3 }),
sprite32 = { height = 32, width = 32, left_margin = 1 }
}
--- Returns if a player is allowed to edit the given warp
--- If a player is allowed to use the edit buttons
local function check_player_permissions(player,action,warp)
@@ -71,11 +78,7 @@ Gui.element{
tooltip = {'warp-list.add-tooltip'},
style = 'tool_button'
}
:style{
padding = -2,
height = 20,
width = 20
}
:style(Styles.sprite20)
:on_click(function(player,element)
-- Add the new warp
local force_name = player.force.name
@@ -95,11 +98,7 @@ Gui.element{
tooltip = {'warp-list.discard-tooltip'},
style = 'tool_button'
}
:style{
padding = -2,
height = 20,
width = 20
}
:style(Styles.sprite20)
:on_click(function(_,element)
local warp_id = element.parent.name:sub(6)
Warps.remove_warp(warp_id)
@@ -114,11 +113,7 @@ Gui.element{
tooltip = {'warp-list.edit-tooltip-none'},
style = 'tool_button'
}
:style{
padding = -2,
height = 20,
width = 20
}
:style(Styles.sprite20)
:on_click(function(player,element)
local warp_id = element.parent.name:sub(6)
Warps.set_editing(warp_id,player.name,true)
@@ -135,18 +130,10 @@ Gui.element(function(_,parent,warp_id)
type = 'flow',
caption = warp_id
}
-- Change the style of the flow
icon_flow.style.padding = 0
-- Add a flow which will contain the warp name and edit buttons
local warp_flow =
parent.add{
name = warp_id,
type = 'flow',
}
-- Set the padding on the warp flow
local warp_flow = parent.add{ type = 'flow', name = warp_id }
warp_flow.style.padding = 0
-- Add the two edit buttons outside the warp flow
@@ -176,12 +163,7 @@ Gui.element{
tooltip = {'warp-list.confirm-tooltip'},
style = 'shortcut_bar_button_green'
}
:style{
padding = -2,
right_margin = -3,
height = 22,
width = 22
}
:style(Styles.sprite22)
:on_click(function(player,element)
local warp_id = element.parent.name
local warp_name = element.parent[warp_editing.name].text
@@ -199,12 +181,7 @@ Gui.element{
tooltip = {'warp-list.cancel-tooltip'},
style = 'shortcut_bar_button_red'
}
:style{
padding = -2,
right_margin = -3,
height = 22,
width = 22
}
:style(Styles.sprite22)
:on_click(function(player,element)
local warp_id = element.parent.name
Warps.set_editing(warp_id,player.name)
@@ -225,11 +202,6 @@ Gui.element(function(event_trigger,parent,warp)
clear_and_focus_on_right_click = true
}
-- Change the style
local style = element.style
style.maximal_width = 110
style.height = 20
-- Add the edit buttons
cancel_edit(parent)
confirm_edit(parent)
@@ -237,6 +209,10 @@ Gui.element(function(event_trigger,parent,warp)
-- Return the element
return element
end)
:style{
maximal_width = 110,
height = 20
}
:on_confirmed(function(player,element,_)
local warp_id = element.parent.name
local warp_name = element.text
@@ -249,27 +225,20 @@ end)
-- @element warp_label
local warp_label =
Gui.element(function(event_trigger,parent,warp)
local name = warp.name
local last_edit_name = warp.last_edit_name
local last_edit_time = warp.last_edit_time
-- Draw the element
local element =
parent.add{
return parent.add{
name = event_trigger,
type = 'label',
caption = name,
caption = warp.name,
tooltip = {'warp-list.last-edit',last_edit_name,format_time(last_edit_time)}
}
-- Change the style
local style = element.style
style.single_line = false
style.maximal_width = 150
-- Return the element
return element
end)
:style{
single_line = false,
maximal_width = 150
}
:on_click(function(player,element,_)
local warp_id = element.parent.name
local warp = Warps.get_warp(warp_id)
@@ -283,25 +252,16 @@ end)
warp_icon_button =
Gui.element(function(event_trigger,parent,warp)
local warp_position = warp.position
-- Draw the element
local element =
parent.add{
return parent.add{
name = event_trigger,
type = 'sprite-button',
sprite = 'item/'..warp.icon,
tooltip = {'warp-list.goto-tooltip',warp_position.x,warp_position.y},
style = 'quick_bar_slot_button'
}
-- Change the style
local style = element.style
style.height = 32
style.width = 32
-- Return the element
return element
end)
:style(Styles.sprite32)
:on_click(function(player,element,_)
local warp_id = element.parent.caption
Warps.teleport_player(warp_id,player)
@@ -316,27 +276,16 @@ end)
--- Editing state for the warp icon, chose elem used to chosse icon
-- @element warp_icon_editing
local warp_icon_editing =
Gui.element(function(event_trigger,parent,warp)
local warp_icon = warp.icon
-- Draw the element
local element =
parent.add{
Gui.element(function(_,parent,warp)
return parent.add{
name = warp_icon_button.name,
type = 'choose-elem-button',
elem_type = 'item',
item = warp_icon,
item = warp.icon,
tooltip = {'warp-list.goto-edit'},
}
-- Change the style
local style = element.style
style.height = 32
style.width = 32
-- Return the element
return element
end)
:style(Styles.sprite32)
--- This timer controls when a player is able to warp, eg every 60 seconds
-- @element warp_timer
@@ -421,12 +370,14 @@ local function update_warp(player,warp_table,warp_id)
edit_warp_element.enabled = false
warp_flow.clear()
warp_editing(warp_flow,warp).focus()
warp_table.parent.scroll_to_element(warp_flow,'top-third')
icon_flow.clear()
warp_icon_editing(icon_flow,warp)
end
end
-- Update all the warps for a player
local function update_all_warps(player,warp_table)
local warp_ids = Warps.get_force_warp_ids(player.force.name)
if #warp_ids > 0 then
@@ -440,30 +391,8 @@ end
-- @element warp_list_container
local warp_list_container =
Gui.element(function(event_trigger,parent)
-- Draw the external container
local frame =
parent.add{
name = event_trigger,
type = 'frame'
}
-- Set the frame style
local frame_style = frame.style
frame_style.padding = 2
frame_style.minimal_width = 200
-- Draw the internal container
local container =
frame.add{
name = 'container',
type = 'frame',
direction = 'vertical',
style = 'window_content_frame_packed'
}
-- Set the container style
local style = container.style
style.vertically_stretchable = false
local container = Gui.container(parent,event_trigger,200)
-- Draw the header
local header = Gui.header(
@@ -479,7 +408,7 @@ Gui.element(function(event_trigger,parent)
add_new_warp_element.visible = check_player_permissions(player,'allow_add_warp')
-- Draw the scroll table for the warps
local scroll_table = Gui.scroll_table(container,258,3)
local scroll_table = Gui.scroll_table(container,250,3)
-- Change the style of the scroll table
local scroll_table_style = scroll_table.style
@@ -501,7 +430,7 @@ Gui.element(function(event_trigger,parent)
update_all_warps(player,scroll_table)
-- Return the exteral container
return frame
return container.parent
end)
:add_to_left_flow()
@@ -537,8 +466,7 @@ Warps.on_update(function(warp,_,removed_warp)
-- Update the gui for selected players
local warp_ids = Warps.get_force_warp_ids(force.name)
for _,player in pairs(force.connected_players) do
local left_flow = Gui.get_left_flow(player)
local frame = left_flow[warp_list_container.name]
local frame = Gui.get_left_element(player,warp_list_container)
local scroll_table = frame.container.scroll.table
-- Update the gui
@@ -552,8 +480,7 @@ end)
--- Update the warps when the player joins
Event.add(defines.events.on_player_joined_game,function(event)
local player = game.players[event.player_index]
local left_flow = Gui.get_left_flow(player)
local frame = left_flow[warp_list_container.name]
local frame = Gui.get_left_element(player,warp_list_container)
local scroll_table = frame.container.scroll.table
update_all_warps(player,scroll_table)
end)
@@ -561,8 +488,7 @@ end)
--- Makes sure the right buttons are present when roles change
local function role_update_event(event)
local player = game.players[event.player_index]
local left_flow = Gui.get_left_flow(player)
local container = left_flow[warp_list_container.name].container
local container = Gui.get_left_element(player,warp_list_container).container
-- Update the warps, incase the user can now edit them
local scroll_table = container.scroll.table
@@ -592,8 +518,7 @@ Store.watch(player_in_range_store,function(value,player_name)
end
-- Get the warp table
local left_flow = Gui.get_left_flow(player)
local frame = left_flow[warp_list_container.name]
local frame = Gui.get_left_element(player,warp_list_container)
local scroll_table = frame.container.scroll.table
-- Check if the buttons should be active
@@ -621,8 +546,7 @@ Store.watch(player_warp_cooldown_store,function(value,player_name,old_value)
if value == old_value then return end
-- Get the progress bar element
local player = game.players[player_name]
local left_flow = Gui.get_left_flow(player)
local frame = left_flow[warp_list_container.name]
local frame = Gui.get_left_element(player,warp_list_container)
local warp_timer_element = frame.container[warp_timer.name]
-- Set the progress
@@ -702,8 +626,7 @@ Event.on_nth_tick(math.floor(60/config.update_smoothing),function()
end
-- Change the enabled state of the add warp button
local left_flow = Gui.get_left_flow(player)
local frame = left_flow[warp_list_container.name]
local frame = Gui.get_left_element(player,warp_list_container)
local add_warp_element = frame.container.header.alignment[add_new_warp.name]
local was_able_to_make_warp = add_warp_element.enabled
local can_make_warp = closest_distance > mr2