Add ExpElement

This commit is contained in:
Cooldude2606
2025-01-03 00:36:39 +00:00
parent 49e08af7ed
commit d752b01076
3 changed files with 513 additions and 87 deletions

View File

@@ -1,37 +1,60 @@
--[[-- ExpGui - GuiData
Provides a method of storing data for elements, players, and forces under a given scope.
This is not limited to GUI element definitions but this is the most common use case.
]]
local ExpUtil = require("modules/exp_util")
local Storage = require("modules/exp_util/storage")
--- @type table<string, ExpGui.GuiData>
local registered_scopes = {}
--- @type table<string, [table, table, table]>
local script_data = {}
Storage.register(script_data, function(tbl)
script_data = tbl
for scope, data in pairs(tbl) do
local proxy = registered_scopes[scope]
if proxy then
proxy.element_data = data[1]
proxy.player_data = data[2]
proxy.force_data = data[3]
end
end
end)
--- @class ExpGui_GuiData
local GuiData = {
_gui_data = script_data,
_registered = {}, --- @type table<string, ExpGui.GuiDataInit>
_data = script_data,
_scopes = registered_scopes,
}
--- @alias DataKey LuaGuiElement | LuaPlayer | LuaForce
--- @class ExpGui.GuiData: table<DataKey, any>
--- @field _init ExpGui.GuiDataInit
--- @field element_data table<uint, table<uint, any>>
--- @field player_data table<uint, any>
--- @field force_data table<uint, any>
--- @class ExpGui.GuiDataInit
--- @class ExpGui.GuiData._init
--- @field element any
--- @field player any
--- @field force any
--- @class ExpGui.GuiData: table<DataKey, any>
--- @field _scope string
--- @field _init ExpGui.GuiData._init
--- @field element_data table<uint, table<uint, any>>
--- @field player_data table<uint, any>
--- @field force_data table<uint, any>
-- This class has no prototype methods
GuiData._metatable = {
__class = "GuiData",
}
Storage.register_metatable(GuiData._metatable.__class, GuiData._metatable)
--- Return the index for a given key
--- @param self ExpGui.GuiData
--- @param key DataKey
--- @return any
function GuiData.__index(self, key)
function GuiData._metatable.__index(self, key)
assert(type(key) == "userdata", "Index type '" .. ExpUtil.get_class_name(key) .. "' given to GuiData. Must be of type userdata.")
local rtn, init
local object_name = key.object_name
@@ -61,7 +84,7 @@ end
--- @param self ExpGui.GuiData
--- @param key DataKey
--- @param value unknown
function GuiData.__newindex(self, key, value)
function GuiData._metatable.__newindex(self, key, value)
assert(type(key) == "userdata", "Index type '" .. ExpUtil.get_class_name(key) .. "' given to GuiData. Must be of type userdata.")
local object_name = key.object_name
if object_name == "LuaGuiElement" then
@@ -80,43 +103,44 @@ function GuiData.__newindex(self, key, value)
end
end
GuiData._metatable = {
__index = GuiData.__index,
__newindex = GuiData.__newindex,
__class = "GuiData",
}
Storage.register_metatable(GuiData._metatable.__class, GuiData._metatable)
--- Register the starting values for element data
--- @param define_name string
--- @param init_element any
--- @param init_player any
--- @param init_force any
function GuiData.register(define_name, init_element, init_player, init_force)
assert(GuiData._registered[define_name] == nil, "Define already has data registered")
GuiData._registered[define_name] = {
element = init_element,
player = init_player,
force = init_force,
}
--- Sallow copy the keys from the provided table into itself
--- @param self ExpGui.GuiData
--- @param data table
function GuiData._metatable.__call(self, data)
for k, v in pairs(data) do
self[k] = v
end
end
--- Create the data for an element definition
--- @param define_name string
--- Create the data object for a given scope
--- @param scope string
--- @return ExpGui.GuiData
function GuiData.create(define_name)
local init = assert(GuiData._registered[define_name], "Define does not have any registered data")
function GuiData.create(scope)
assert(GuiData._scopes[scope] == nil, "Scope already exists with name: " .. scope)
local data = {
_init = init,
local instance = {
_init = {},
_scope = scope,
element_data = {},
player_data = {},
force_data = {},
}
script_data[define_name] = data
return setmetatable(data, GuiData._metatable)
script_data[scope] = {
instance.element_data,
instance.player_data,
instance.force_data,
}
GuiData._scopes[scope] = instance
return setmetatable(instance, GuiData._metatable)
end
--- Get the link to an existing data scope
--- @param scope string
--- @return ExpGui.GuiData
function GuiData.get(scope)
return GuiData._scopes[scope]
end
return GuiData

View File

@@ -1,7 +1,13 @@
--[[-- ExpGui - GuiData
Provides a method of storing elements created for a player and provide a global iterator for them.
]]
local ExpUtil = require("modules/exp_util")
local Storage = require("modules/exp_util/storage")
--- @alias ExpGui_GuiIter.FilterType LuaPlayer | LuaForce | LuaPlayer[] | nil
--- @alias ExpGui_GuiIter.ReturnType ExpGui_GuiIter.ReturnType
--- @type table<string, table<uint, table<uint, LuaGuiElement>>>
local script_data = {}
Storage.register(script_data, function(tbl)
@@ -29,17 +35,17 @@ local function next_valid_element(elements, prev_index)
end
--- Get the next valid player with elements
--- @param define_elements table<uint, table<uint, LuaGuiElement>>
--- @param scope_elements table<uint, table<uint, LuaGuiElement>>
--- @param players LuaPlayer[]
--- @param prev_index uint?
--- @param online boolean?
--- @return uint?, LuaPlayer?, table<uint, LuaGuiElement>?
local function next_valid_player(define_elements, players, prev_index, online)
local function next_valid_player(scope_elements, players, prev_index, online)
local index, player = nil, nil
while true do
index, player = next(players, prev_index)
while player and not player.valid do
define_elements[player.index] = nil
scope_elements[player.index] = nil
index, player = next(players, index)
end
@@ -48,7 +54,7 @@ local function next_valid_player(define_elements, players, prev_index, online)
end
if online == nil or player.connected == online then
local player_elements = define_elements[player.index]
local player_elements = scope_elements[player.index]
if player_elements and #player_elements > 0 then
return index, player, player_elements
end
@@ -57,16 +63,16 @@ local function next_valid_player(define_elements, players, prev_index, online)
end
--- Iterate over all valid elements for a player
--- @param define_name string
--- @param scope string
--- @param player LuaPlayer
--- @return fun(): LuaPlayer?, LuaGuiElement?
function GuiIter.player_elements(define_name, player)
--- @return ExpGui_GuiIter.ReturnType
function GuiIter.player_elements(scope, player)
if not player.valid then return nop end
local define_elements = script_data[define_name]
if not define_elements then return nop end
local scope_elements = script_data[scope]
if not scope_elements then return nop end
local player_elements = define_elements[player.index]
local player_elements = scope_elements[player.index]
if not player_elements then return nop end
local element_index, element = nil, nil
@@ -78,13 +84,13 @@ function GuiIter.player_elements(define_name, player)
end
--- Iterate over all valid elements for a player
--- @param define_name string
--- @param scope string
--- @param players LuaPlayer[]
--- @param online boolean?
--- @return fun(): LuaPlayer?, LuaGuiElement?
function GuiIter.filtered_elements(define_name, players, online)
local define_elements = script_data[define_name]
if not define_elements then return nop end
--- @return ExpGui_GuiIter.ReturnType
function GuiIter.filtered_elements(scope, players, online)
local scope_elements = script_data[scope]
if not scope_elements then return nop end
local index, player, player_elements = nil, nil, nil
local element_index, element = nil, nil
@@ -92,7 +98,7 @@ function GuiIter.filtered_elements(define_name, players, online)
while true do
-- Get the next valid player elements if needed
if element_index == nil then
index, player, player_elements = next_valid_player(define_elements, players, index, online)
index, player, player_elements = next_valid_player(scope_elements, players, index, online)
if index == nil then return nil, nil end
--- @cast player_elements -nil
end
@@ -107,11 +113,11 @@ function GuiIter.filtered_elements(define_name, players, online)
end
--- Iterate over all valid elements
--- @param define_name string
--- @return fun(): LuaPlayer?, LuaGuiElement?
function GuiIter.all_elements(define_name)
local define_elements = script_data[define_name]
if not define_elements then return nop end
--- @param scope string
--- @return ExpGui_GuiIter.ReturnType
function GuiIter.all_elements(scope)
local scope_elements = script_data[scope]
if not scope_elements then return nop end
local player_index, player_elements, player = nil, nil, nil
local element_index, element = nil, nil
@@ -119,14 +125,14 @@ function GuiIter.all_elements(define_name)
while true do
if element_index == nil then
-- Get the next player
player_index, player_elements = next(define_elements, player_index)
player_index, player_elements = next(scope_elements, player_index)
if player_index == nil then return nil, nil end
player = game.get_player(player_index)
-- Ensure next player is valid
while player and not player.valid do
define_elements[player_index] = nil
player_index, player_elements = next(define_elements, player_index)
scope_elements[player_index] = nil
player_index, player_elements = next(scope_elements, player_index)
if player_index == nil then return nil, nil end
player = game.get_player(player_index)
end
@@ -142,65 +148,63 @@ function GuiIter.all_elements(define_name)
end
end
--- @alias FilterType LuaPlayer | LuaForce | LuaPlayer[] | nil
--- Iterate over all valid gui elements for all players
--- @param define_name string
--- @param filter FilterType
--- @return fun(): LuaPlayer?, LuaGuiElement?
function GuiIter.get_elements(define_name, filter)
--- @param scope string
--- @param filter ExpGui_GuiIter.FilterType
--- @return ExpGui_GuiIter.ReturnType
function GuiIter.get_tracked_elements(scope, filter)
local class_name = ExpUtil.get_class_name(filter)
if class_name == "nil" then
--- @cast filter nil
return GuiIter.all_elements(define_name)
return GuiIter.all_elements(scope)
elseif class_name == "LuaPlayer" then
--- @cast filter LuaPlayer
return GuiIter.player_elements(define_name, filter)
return GuiIter.player_elements(scope, filter)
elseif class_name == "LuaForce" then
--- @cast filter LuaForce
return GuiIter.filtered_elements(define_name, filter.players)
return GuiIter.filtered_elements(scope, filter.players)
elseif type(filter) == "table" and ExpUtil.get_class_name(filter[1]) == "LuaPlayer" then
--- @cast filter LuaPlayer[]
return GuiIter.filtered_elements(define_name, filter)
return GuiIter.filtered_elements(scope, filter)
else
error("Unknown filter type: " .. class_name)
end
end
--- Iterate over all valid gui elements for all online players
--- @param define_name string
--- @param filter FilterType
--- @return fun(): LuaPlayer?, LuaGuiElement?
function GuiIter.get_online_elements(define_name, filter)
--- @param scope string
--- @param filter ExpGui_GuiIter.FilterType
--- @return ExpGui_GuiIter.ReturnType
function GuiIter.get_online_elements(scope, filter)
local class_name = ExpUtil.get_class_name(filter)
if class_name == "nil" then
--- @cast filter nil
return GuiIter.filtered_elements(define_name, game.connected_players)
return GuiIter.filtered_elements(scope, game.connected_players)
elseif class_name == "LuaPlayer" then
--- @cast filter LuaPlayer
if not filter.connected then return nop end
return GuiIter.player_elements(define_name, filter)
return GuiIter.player_elements(scope, filter)
elseif class_name == "LuaForce" then
--- @cast filter LuaForce
return GuiIter.filtered_elements(define_name, filter.connected_players)
return GuiIter.filtered_elements(scope, filter.connected_players)
elseif type(filter) == "table" and ExpUtil.get_class_name(filter[1]) == "LuaPlayer" then
--- @cast filter LuaPlayer[]
return GuiIter.filtered_elements(define_name, filter, true)
return GuiIter.filtered_elements(scope, filter, true)
else
error("Unknown filter type: " .. class_name)
end
end
--- Add a new element to the global iter
--- @param define_name string
--- @param scope string
--- @param element LuaGuiElement
function GuiIter.add_element(define_name, element)
function GuiIter.add_element(scope, element)
if not element.valid then return end
local define_elements = script_data[define_name]
if not define_elements then
define_elements = {}
script_data[define_name] = define_elements
local scope_elements = script_data[scope]
if not scope_elements then
scope_elements = {}
script_data[scope] = scope_elements
end
local player_elements = script_data[element.player_index]
@@ -212,4 +216,16 @@ function GuiIter.add_element(define_name, element)
player_elements[element.index] = element
end
--- Remove an element from the global iter
--- @param scope string
--- @param player_index uint
--- @param element_index uint
function GuiIter.remove_element(scope, player_index, element_index)
local scope_elements = script_data[scope]
if not scope_elements then return end
local player_elements = script_data[player_index]
if not player_elements then return end
player_elements[element_index] = nil
end
return GuiIter

View File

@@ -0,0 +1,386 @@
local ExpUtil = require("modules/exp_util")
local GuiData = require("./data")
local GuiIter = require("./iter")
--- @class ExpGui_ExpElement
local ExpElement = {
_elements = {}
}
--- @alias ExpElement.DrawCallback fun(def: ExpElement, parent: LuaGuiElement, ...): LuaGuiElement?, function?
--- @alias ExpElement.StyleCallback fun(def: ExpElement, element: LuaGuiElement?, parent: LuaGuiElement, ...): table?
--- @alias ExpElement.DataCallback fun(def: ExpElement, element: LuaGuiElement?, parent: LuaGuiElement, ...): table?
--- @alias ExpElement.OnEventAdder<E> fun(self: ExpElement, handler: fun(event: E)): ExpElement
--- @class ExpElement._debug
--- @field defined_at string
--- @field draw_src table?
--- @field style_src table?
--- @class ExpElement
--- @field name string
--- @field scope string
--- @field data ExpGui.GuiData
--- @field _debug ExpElement._debug
--- @field _draw ExpElement.DrawCallback?
--- @field _style ExpElement.StyleCallback?
--- @field _element_data ExpElement.DataCallback?
--- @field _player_data ExpElement.DataCallback?
--- @field _force_data ExpElement.DataCallback?
--- @field _events table<defines.events, function[]>
ExpElement._prototype = {
_track_elements = false,
_tag_elements = false,
}
ExpElement._metatable = {
__call = nil, -- ExpElement._prototype.create
__index = ExpElement._prototype,
__class = "ExpGui",
}
--- Register a new instance of a prototype
--- @param name string
--- @return ExpElement
function ExpElement.create(name)
ExpUtil.assert_not_runtime()
assert(ExpElement._elements[name] == nil, "ExpElement already defined with name: " .. name)
local scope = ExpUtil.get_module_name(2) .. "::" .. name
local instance = {
name = name,
scope = scope,
data = GuiData.create(scope),
_events = {},
_debug = {
defined_at = ExpUtil.safe_file_path(2),
},
}
ExpElement._elements[name] = instance
return setmetatable(instance, ExpElement._metatable)
end
--- Create a new instance of this element definition
--- @param parent LuaGuiElement
--- @param ... any
--- @return LuaGuiElement?
function ExpElement._prototype:create(parent, ...)
assert(self._draw, "Element does not have a draw definition")
local element, status = self:_draw(parent, ...)
local player = assert(game.get_player(parent.player_index))
if self._style then
local style = self:_style(element, parent, ...)
if style then
assert(element, "Cannot set style when no element was returned by draw definition")
local element_style = element.style
for k, v in pairs(style) do
element_style[k] = v
end
end
end
if self._element_data then
local data = self:_element_data(element, parent, ...)
if data then
assert(element, "Cannot set element data when no element was returned by draw definition")
self.data[element] = data
end
end
if self._player_data then
local data = self:_player_data(element, parent, ...)
if data then
self.data[player] = data
end
end
if self._force_data then
local data = self:_force_data(element, parent, ...)
if data then
self.data[player.force] = data
end
end
if not element then return end
if self._track_elements and status ~= ExpElement._prototype.track_element and status ~= ExpElement._prototype.untrack_element then
self:track_element(element)
end
if self._tag_elements and status ~= ExpElement._prototype.tag_element and status ~= ExpElement._prototype.untag_element then
self:tag_element(element)
end
return element
end
--- Enable tracking of all created elements
--- @return ExpElement
function ExpElement._prototype:track_all_elements()
self._track_elements = true
return self
end
--- Set the draw definition
--- @param definition table | ExpElement.DrawCallback
--- @return ExpElement
function ExpElement._prototype:draw(definition)
if type(definition) == "table" then
self._debug.draw_src = definition
self._draw = function(_, parent)
return parent.add(definition)
end
else
self._draw = definition
end
return self
end
--- Set the style definition
--- @param definition table | ExpElement.StyleCallback
--- @return ExpElement
function ExpElement._prototype:style(definition)
if type(definition) == "table" then
self._debug.style_src = definition
self._style = function(_, parent)
return parent.add(definition)
end
else
self._style = definition
end
return self
end
--- Set the default element data
--- @param definition table | ExpElement.DataCallback
--- @return ExpElement
function ExpElement._prototype:element_data(definition)
if type(definition) == "table" then
--- @diagnostic disable-next-line invisible
self.data._init.element = definition
else
self._element_data = definition
end
return self
end
--- Set the default player data
--- @param definition table | ExpElement.DataCallback
--- @return ExpElement
function ExpElement._prototype:player_data(definition)
if type(definition) == "table" then
--- @diagnostic disable-next-line invisible
self.data._init.player = definition
else
self._player_data = definition
end
return self
end
--- Set the default force data
--- @param definition table | ExpElement.DataCallback
--- @return ExpElement
function ExpElement._prototype:force_data(definition)
if type(definition) == "table" then
--- @diagnostic disable-next-line invisible
self.data._init.force = definition
else
self._force_data = definition
end
return self
end
--- Iterate the tracked elements of all players
--- @param filter ExpGui_GuiIter.FilterType
--- @return ExpGui_GuiIter.ReturnType
function ExpElement._prototype:tracked_elements(filter)
return GuiIter.get_tracked_elements(self.scope, filter)
end
--- Iterate the tracked elements of all online players
--- @param filter ExpGui_GuiIter.FilterType
--- @return ExpGui_GuiIter.ReturnType
function ExpElement._prototype:online_elements(filter)
return GuiIter.get_online_elements(self.scope, filter)
end
--- Track an arbitrary element, tracked elements can be iterated
--- @param element LuaGuiElement
--- @return LuaGuiElement
--- @return function
function ExpElement._prototype:track_element(element)
GuiIter.add_element(self.scope, element)
return element, ExpElement._prototype.track_element
end
--- Untrack an arbitrary element, untracked elements can't be iterated
--- @param element LuaGuiElement
--- @return LuaGuiElement
--- @return function
function ExpElement._prototype:untrack_element(element)
GuiIter.remove_element(self.scope, element.player_index, element.index)
return element, ExpElement._prototype.untrack_element
end
--- Tag an arbitrary element, tagged elements call event handlers
--- @param element LuaGuiElement
--- @return LuaGuiElement
--- @return function
function ExpElement._prototype:tag_element(element)
local element_tags = element.tags
if not element_tags then
element_tags = {}
end
local event_tags = element_tags["ExpGui"]
if not event_tags then
event_tags = {}
element_tags["ExpGui"] = event_tags
end
--- @cast event_tags string[]
if not table.contains(event_tags, self.scope) then
event_tags[#event_tags + 1] = self.scope
end
element.tags = element_tags
return element, ExpElement._prototype.tag_element
end
--- Untag an arbitrary element, untagged elements do not call event handlers
--- @param element LuaGuiElement
--- @return LuaGuiElement
--- @return function
function ExpElement._prototype:untag_element(element)
local element_tags = element.tags
if not element_tags then
element_tags = {}
end
local event_tags = element_tags["ExpGui"]
if not event_tags then
event_tags = {}
element_tags["ExpGui"] = event_tags
end
--- @cast event_tags string[]
table.remove_element(event_tags, self.scope)
element.tags = element_tags
return element, ExpElement._prototype.untag_element
end
local e = defines.events
local events = {
}
--- Create a function to add event handlers to an element definition
--- @param event_name any
--- @return ExpElement.OnEventAdder<EventData>
local function event_factory(event_name)
--- @param event EventData.on_gui_click
events[event_name] = function(event)
local element = event.element
if not element or not element.valid then return end
local event_tags = element.tags and element.tags["ExpGui"]
if not event_tags then return end
--- @cast event_tags string[]
for _, define_name in ipairs(event_tags) do
local define = ExpElement._elements[define_name]
if define then
define:_raise_event(event)
end
end
end
return function(self, handler)
self._tag_elements = true
local handlers = self._events[event_name]
if not handlers then
handlers = {}
self._events[event_name] = handlers
end
handlers[#handlers + 1] = handler
return self
end
end
--- Raise all handlers for an event on this definition
--- @param event EventData
function ExpElement._prototype:_raise_event(event)
local handlers = self._events[event.name]
if not handlers then return end
for _, handler in ipairs(handlers) do
handler(event)
end
end
--- Called when LuaGuiElement checked state is changed (related to checkboxes and radio buttons).
--- @type ExpElement.OnEventAdder<EventData.on_gui_checked_state_changed>
ExpElement._prototype.on_checked_state_changed = event_factory(e.on_gui_checked_state_changed)
--- Called when LuaGuiElement is clicked.
--- @type ExpElement.OnEventAdder<EventData.on_gui_click>
ExpElement._prototype.on_click = event_factory(e.on_gui_click)
--- Called when the player closes the GUI they have open.
--- @type ExpElement.OnEventAdder<EventData.on_gui_closed>
ExpElement._prototype.on_closed = event_factory(e.on_gui_closed)
--- Called when a LuaGuiElement is confirmed, for example by pressing Enter in a textfield.
--- @type ExpElement.OnEventAdder<EventData.on_gui_confirmed>
ExpElement._prototype.on_confirmed = event_factory(e.on_gui_confirmed)
--- Called when LuaGuiElement element value is changed (related to choose element buttons).
--- @type ExpElement.OnEventAdder<EventData.on_gui_elem_changed>
ExpElement._prototype.on_elem_changed = event_factory(e.on_gui_elem_changed)
--- Called when LuaGuiElement is hovered by the mouse.
--- @type ExpElement.OnEventAdder<EventData.on_gui_hover>
ExpElement._prototype.on_hover = event_factory(e.on_gui_hover)
--- Called when the player's cursor leaves a LuaGuiElement that was previously hovered.
--- @type ExpElement.OnEventAdder<EventData.on_gui_leave>
ExpElement._prototype.on_leave = event_factory(e.on_gui_leave)
--- Called when LuaGuiElement element location is changed (related to frames in player.gui.screen).
--- @type ExpElement.OnEventAdder<EventData.on_gui_location_changed>
ExpElement._prototype.on_location_changed = event_factory(e.on_gui_location_changed)
--- Called when the player opens a GUI.
--- @type ExpElement.OnEventAdder<EventData.on_gui_opened>
ExpElement._prototype.on_opened = event_factory(e.on_gui_opened)
--- Called when LuaGuiElement selected tab is changed (related to tabbed-panes).
--- @type ExpElement.OnEventAdder<EventData.on_gui_selected_tab_changed>
ExpElement._prototype.on_selected_tab_changed = event_factory(e.on_gui_selected_tab_changed)
--- Called when LuaGuiElement selection state is changed (related to drop-downs and listboxes).
--- @type ExpElement.OnEventAdder<EventData.on_gui_selection_state_changed>
ExpElement._prototype.on_selection_state_changed = event_factory(e.on_gui_selection_state_changed)
--- Called when LuaGuiElement switch state is changed (related to switches).
--- @type ExpElement.OnEventAdder<EventData.on_gui_switch_state_changed>
ExpElement._prototype.on_switch_state_changed = event_factory(e.on_gui_switch_state_changed)
--- Called when LuaGuiElement text is changed by the player.
--- @type ExpElement.OnEventAdder<EventData.on_gui_text_changed>
ExpElement._prototype.on_text_changed = event_factory(e.on_gui_text_changed)
--- Called when LuaGuiElement slider value is changed (related to the slider element).
--- @type ExpElement.OnEventAdder<EventData.on_gui_value_changed>
ExpElement._prototype.on_value_changed = event_factory(e.on_gui_value_changed)
ExpElement._metatable.__call = ExpElement._prototype.create
ExpElement.events = events --- @package
return ExpElement