mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 11:35:22 +09:00
Convert toolbar minus datastore
This commit is contained in:
@@ -296,7 +296,7 @@ autofill_container = Gui.element("autofill_container")
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--- Add the element to the left flow with a toolbar button
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Gui.add_left_element(autofill_container, false)
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Gui.create_toolbar_button{
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Gui.toolbar.create_button{
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name = "autofill_toggle",
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left_element = autofill_container,
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sprite = config.icon,
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@@ -343,7 +343,7 @@ bonus_container = Gui.element("bonus_container")
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--- Add the element to the left flow with a toolbar button
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Gui.add_left_element(bonus_container, false)
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Gui.create_toolbar_button{
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Gui.toolbar.create_button{
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name = "bonus_toggle",
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left_element = bonus_container,
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sprite = "item/exoskeleton-equipment",
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@@ -1,4 +1,6 @@
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local ExpElement = require("modules/exp_gui/prototype")
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local ExpData = require("modules/exp_gui/data")
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local ExpIter = require("modules/exp_gui/iter")
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local Color = require("modules/exp_util/include/color")
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local Gui = require("modules.exp_legacy.utils.gui") --- @dep utils.gui
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@@ -87,11 +89,23 @@ Gui.on_click(
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element.style.font_color = Color.orange
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data.selected_header = element
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input_text_box.text = concat{ "ExpElement._elements[", element_name, "]" }
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input_text_box.text = concat{ "ExpElement._elements[\"", element_name, "\"]" }
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input_text_box.style.font_color = Color.black
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--- @diagnostic disable-next-line invisible
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local content = dump(ExpElement._elements[element_name]) or "nil"
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local define = ExpElement._elements[element_name]
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local content = dump({
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--- @diagnostic disable-next-line invisible
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debug = define._debug,
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--- @diagnostic disable-next-line invisible
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has_handlers = define._has_handlers,
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--- @diagnostic disable-next-line invisible
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track_elements = define._track_elements,
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--- @diagnostic disable-next-line invisible
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elements = ExpIter._scopes[element_name],
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--- @diagnostic disable-next-line invisible
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data = ExpData._scopes[element_name]._raw,
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}) or "nil"
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right_panel.text = content
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end
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)
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@@ -167,7 +167,7 @@ local function landfill_gui_add_landfill(blueprint)
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end
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--- Add the toolbar button
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Gui.create_toolbar_button{
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Gui.toolbar.create_button{
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name = "landfill",
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sprite = "item/landfill",
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tooltip = { "landfill.main-tooltip" },
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@@ -306,7 +306,7 @@ module_container = Gui.element("module_container")
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--- Add the element to the left flow with a toolbar button
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Gui.add_left_element(module_container, false)
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Gui.create_toolbar_button{
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Gui.toolbar.create_button{
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name = "module_toggle",
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left_element = module_container,
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sprite = "item/productivity-module-3",
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@@ -271,7 +271,7 @@ local player_list_container = Gui.element("player_list_container")
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--- Add the element to the left flow with a toolbar button
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Gui.add_left_element(player_list_container, true)
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Gui.create_toolbar_button{
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Gui.toolbar.create_button{
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name = "player_list_toggle",
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left_element = player_list_container,
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sprite = "entity/character",
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@@ -191,7 +191,7 @@ pd_container = Gui.element("pd_container")
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--- Add the element to the left flow with a toolbar button
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Gui.add_left_element(pd_container, false)
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Gui.create_toolbar_button{
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Gui.toolbar.create_button{
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name = "player_data_toggle",
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left_element = pd_container,
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sprite = "item/power-armor-mk2",
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@@ -122,7 +122,7 @@ production_container = Gui.element("production_container")
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--- Add the element to the left flow with a toolbar button
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Gui.add_left_element(production_container, false)
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Gui.create_toolbar_button{
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Gui.toolbar.create_button{
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name = "production_toggle",
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left_element = production_container,
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sprite = "entity/assembling-machine-3",
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@@ -438,19 +438,17 @@ local readme = Gui.element("readme")
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end)
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:on_opened(function(def, event)
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local player = Gui.get_player(event)
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local button = Gui.get_top_element(readme_toggle, player)
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Gui.set_toolbar_button_style(button, true)
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Gui.toolbar.set_button_toggled_state(readme_toggle, player, true)
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end)
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:on_closed(function(def, event, element)
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local player = Gui.get_player(event)
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local button = Gui.get_top_element(readme_toggle, player)
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Gui.set_toolbar_button_style(button, false)
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Gui.toolbar.set_button_toggled_state(readme_toggle, player, false)
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Gui.destroy_if_valid(element)
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end)
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--- Toggle button for the readme gui
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readme_toggle =
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Gui.create_toolbar_button{
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Gui.toolbar.create_button{
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name = "readme_toggle",
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auto_toggle = true,
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sprite = "virtual-signal/signal-info",
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@@ -277,7 +277,7 @@ local research_container = Gui.element("research_container")
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--- Add the element to the left flow with a toolbar button
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Gui.add_left_element(research_container, false)
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Gui.create_toolbar_button{
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Gui.toolbar.create_button{
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name = "research_toggle",
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left_element = research_container,
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sprite = "item/space-science-pack",
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@@ -494,7 +494,7 @@ local rocket_list_container = Gui.element("rocket_list_container")
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Gui.add_left_element(rocket_list_container, function(player, element)
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return player.force.rockets_launched > 0 and Roles.player_allowed(player, "gui/rocket-info")
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end)
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Gui.create_toolbar_button{
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Gui.toolbar.create_button{
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name = "rocket_list_toggle",
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left_element = rocket_list_container,
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sprite = "item/rocket-silo",
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@@ -333,7 +333,7 @@ local science_info = Gui.element("science_info")
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--- Add the element to the left flow with a toolbar button
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Gui.add_left_element(science_info, false)
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Gui.create_toolbar_button{
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Gui.toolbar.create_button{
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name = "science_info_toggle",
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left_element = science_info,
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sprite = "entity/lab",
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@@ -128,7 +128,7 @@ local cctv_container = Gui.element("cctv_container")
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--- Add the element to the left flow with a toolbar button
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Gui.add_left_element(cctv_container, false)
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Gui.create_toolbar_button{
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Gui.toolbar.create_button{
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name = "cctv_toggle",
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left_element = cctv_container,
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sprite = "entity/radar",
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@@ -557,7 +557,7 @@ Gui.add_left_element(task_list_container, function(player)
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local task_ids = Tasks.get_force_task_ids(player.force.name)
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return #task_ids > 0
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end)
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Gui.create_toolbar_button{
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Gui.toolbar.create_button{
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name = "task_list_toggle",
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left_element = task_list_container,
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sprite = "utility/not_enough_repair_packs_icon",
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@@ -252,7 +252,7 @@ tool_container = Gui.element("tool_container")
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--- Add the element to the left flow with a toolbar button
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Gui.add_left_element(tool_container, false)
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Gui.create_toolbar_button{
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Gui.toolbar.create_button{
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name = "tool_toggle",
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left_element = tool_container,
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sprite = "item/repair-pack",
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@@ -1,528 +0,0 @@
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local Gui = require("modules.exp_legacy.expcore.gui") --- @dep expcore.gui
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local PlayerData = require("modules.exp_legacy.expcore.player_data") --- @dep expcore.player_data
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-- Used to store the state of the toolbar when a player leaves
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local ToolbarState = PlayerData.Settings:combine("ToolbarState")
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ToolbarState:set_metadata{
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stringify = function(value)
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local buttons, favourites = 0, 0
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for _, state in ipairs(value) do
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buttons = buttons + 1
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if state.favourite then
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favourites = favourites + 1
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end
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end
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return string.format("Buttons: %d, Favourites: %d", buttons, favourites)
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end,
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}
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-- Styles used for sprite buttons
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local button_size = 20
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local Styles = {
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header = Gui.sprite_style(22),
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item = Gui.sprite_style(button_size),
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}
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--- Set the style of the fake toolbar element
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local function copy_style(src, dst)
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dst.style = src.style.name
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dst.style.height = button_size
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dst.style.width = button_size
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dst.style.padding = -2
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end
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local toolbar_container, move_up, move_down, toggle_toolbar
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--- Reorder the buttons relative to each other, this will update the datastore
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local function move_toolbar_button(player, item, offset)
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local old_index = item.get_index_in_parent()
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local new_index = old_index + offset
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-- Ideally the following would all happen in on_update but this had too much latency
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-- Swap the position in the list
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local list = item.parent
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local other_item = list.children[new_index]
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list.swap_children(old_index, new_index)
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-- Swap the position in the top flow, offset by 1 because of settings button
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local top_flow = Gui.get_top_flow(player)
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top_flow.swap_children(old_index + 1, new_index + 1)
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-- Check if the element has a left element to move
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local element_define = Gui.defines[item.tags.top_element_uid]
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local other_define = Gui.defines[other_item.tags.top_element_uid]
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if element_define.left_flow_element and other_define.left_flow_element then
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local left_element = Gui.get_left_element(player, element_define.left_flow_element)
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local other_left_element = Gui.get_left_element(player, other_define.left_flow_element)
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local left_index = left_element.get_index_in_parent()
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local other_index = other_left_element.get_index_in_parent()
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left_element.parent.swap_children(left_index, other_index)
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end
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-- If we are moving in/out of first/last place we need to update the move buttons
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local last_index = #list.children
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if old_index == 1 then -- Moving out of index 1
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other_item.move[move_up.name].enabled = false
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item.move[move_up.name].enabled = true
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elseif new_index == 1 then -- Moving into index 1
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other_item.move[move_up.name].enabled = true
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item.move[move_up.name].enabled = false
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elseif old_index == last_index then -- Moving out of the last index
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other_item.move[move_down.name].enabled = false
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item.move[move_down.name].enabled = true
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elseif new_index == last_index then -- Moving into the last index
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other_item.move[move_down.name].enabled = true
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item.move[move_down.name].enabled = false
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end
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-- Update the datastore state
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ToolbarState:update(player, function(_, order)
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local tmp = order[old_index]
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order[old_index] = order[new_index]
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order[new_index] = tmp
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end)
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end
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--- Reorder the toolbar buttons
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local function reorder_toolbar_menu(player)
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local frame = Gui.get_left_element(player, toolbar_container)
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local list = frame.container.scroll.list
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local order = ToolbarState:get(player)
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local last_index = #order
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-- Reorder the buttons
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for index, state in ipairs(order) do
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local element_define = Gui.defines[state.element_uid]
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-- Switch item order
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local item = list[element_define.name]
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list.swap_children(index, item.get_index_in_parent())
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-- Check if the player is allowed to see the button
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local allowed = element_define.authenticator
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if type(allowed) == "function" then allowed = allowed(player) end
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-- Update the checkbox state and item visibility
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local toolbar_button = Gui.get_top_element(player, element_define)
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toolbar_button.visible = allowed and state.favourite or false
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item.checkbox.state = state.favourite
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-- Update the state if the move buttons
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item.move[move_up.name].enabled = index ~= 1
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item.move[move_down.name].enabled = index ~= last_index
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end
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-- Update the state of the toggle button
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local button = frame.container.header.alignment[toggle_toolbar.name]
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button.enabled = Gui.top_flow_has_visible_elements(player)
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button.toggled = Gui.get_top_flow(player).parent.visible
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end
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--- Resets the toolbar to its default state when pressed
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-- @element reset_toolbar
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local reset_toolbar =
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Gui.element{
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type = "sprite-button",
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sprite = "utility/reset",
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style = "shortcut_bar_button_red",
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tooltip = { "toolbar.reset" },
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name = Gui.unique_static_name,
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}
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:style(Gui.sprite_style(Styles.header.width, -1))
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:on_click(function(player)
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ToolbarState:set(player, nil)
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Gui.toggle_top_flow(player, true)
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reorder_toolbar_menu(player)
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end)
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--- Replaces the default method for opening and closing the toolbar
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-- @element toggle_toolbar
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toggle_toolbar =
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Gui.element{
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type = "sprite-button",
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sprite = "utility/bookmark",
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tooltip = { "toolbar.toggle" },
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style = "tool_button",
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auto_toggle = true,
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name = Gui.unique_static_name,
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}
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:style(Styles.header)
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:on_click(function(player, element)
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Gui.toggle_top_flow(player, element.toggled)
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end)
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--- Move an element up the list
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-- @element move_up
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move_up =
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Gui.element{
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type = "sprite-button",
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sprite = "utility/speed_up",
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tooltip = { "toolbar.move-up" },
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name = Gui.unique_static_name,
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}
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:style(Styles.item)
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:on_click(function(player, element)
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local item = element.parent.parent
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move_toolbar_button(player, item, -1)
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end)
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--- Move an element down the list
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-- @element move_down
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move_down =
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Gui.element{
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type = "sprite-button",
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sprite = "utility/speed_down",
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tooltip = { "toolbar.move-down" },
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name = Gui.unique_static_name,
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}
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:style(Styles.item)
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:on_click(function(player, element)
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local item = element.parent.parent
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move_toolbar_button(player, item, 1)
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end)
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--- A flow which represents one item in the toolbar list
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-- @element toolbar_list_item
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local toolbar_list_item =
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Gui.element(function(definition, parent, element_define)
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local flow = parent.add{
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type = "frame",
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style = "shortcut_selection_row",
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name = element_define.name,
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tags = {
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top_element_uid = element_define.uid,
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},
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}
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flow.style.horizontally_stretchable = true
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flow.style.vertical_align = "center"
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-- Add the button and the icon edit button
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local element = element_define(flow)
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local player = Gui.get_player_from_element(parent)
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local top_element = Gui.get_top_element(player, element_define)
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copy_style(top_element, element)
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-- Add the checkbox that can toggle the visibility
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local checkbox = flow.add{
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type = "checkbox",
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name = "checkbox",
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caption = element_define.tooltip or element_define.caption or "None",
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state = top_element.visible or false,
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tags = {
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top_element_name = element_define.name,
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},
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}
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definition:triggers_events(checkbox)
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checkbox.style.width = 180
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-- Add the buttons used to move the flow up and down
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local move_flow = flow.add{ type = "flow", name = "move" }
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move_flow.style.horizontal_spacing = 0
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move_up(move_flow)
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move_down(move_flow)
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return definition:no_events(flow)
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end)
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:on_checked_changed(function(player, element)
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local top_flow = Gui.get_top_flow(player)
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local top_element = top_flow[element.tags.top_element_name]
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local had_visible = Gui.top_flow_has_visible_elements(player)
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top_element.visible = element.state
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-- Check if we are on the edge case between 0 and 1 visible elements
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if element.state and not had_visible then
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Gui.toggle_top_flow(player, true)
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local container = element.parent.parent.parent.parent
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local button = container.header.alignment[toggle_toolbar.name]
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button.toggled = true
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button.enabled = true
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elseif not element.state and not Gui.top_flow_has_visible_elements(player) then
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Gui.toggle_top_flow(player, false)
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local container = element.parent.parent.parent.parent
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local button = container.header.alignment[toggle_toolbar.name]
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button.toggled = false
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button.enabled = false
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end
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-- Update the datastore state
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ToolbarState:update(player, function(_, order)
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local index = element.parent.get_index_in_parent()
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order[index].favourite = element.state
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end)
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end)
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--- Scrollable list of all toolbar buttons
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-- @element toolbar_list
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local toolbar_list =
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Gui.element(function(_, parent)
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-- This is a scroll pane for the list
|
||||
local scroll_pane = parent.add{
|
||||
name = "scroll",
|
||||
type = "scroll-pane",
|
||||
direction = "vertical",
|
||||
horizontal_scroll_policy = "never",
|
||||
vertical_scroll_policy = "auto",
|
||||
style = "scroll_pane_under_subheader",
|
||||
}
|
||||
scroll_pane.style.horizontally_stretchable = true
|
||||
scroll_pane.style.padding = 0
|
||||
scroll_pane.style.maximal_height = 224
|
||||
|
||||
-- This flow is the list, we need a linear list because of get_index_in_parent
|
||||
local flow = scroll_pane.add{
|
||||
name = "list",
|
||||
type = "flow",
|
||||
direction = "vertical",
|
||||
}
|
||||
flow.style.vertical_spacing = 0
|
||||
flow.style.horizontally_stretchable = true
|
||||
|
||||
return flow
|
||||
end)
|
||||
|
||||
--- Main toolbar container for the left flow
|
||||
-- @element toolbar_container
|
||||
toolbar_container =
|
||||
Gui.element(function(definition, parent)
|
||||
-- Draw the internal container
|
||||
local container = Gui.container(parent, definition.name, 268)
|
||||
container.style.maximal_width = 268
|
||||
container.style.minimal_width = 268
|
||||
|
||||
-- Draw the header
|
||||
local player = Gui.get_player_from_element(parent)
|
||||
local header = Gui.header(container, { "toolbar.main-caption" }, { "toolbar.main-tooltip" }, true)
|
||||
|
||||
-- Draw the toolbar control buttons
|
||||
local toggle_element = toggle_toolbar(header)
|
||||
toggle_element.toggled = Gui.get_top_flow(player).visible
|
||||
reset_toolbar(header)
|
||||
|
||||
-- Draw toolbar list element
|
||||
local list_element = toolbar_list(container)
|
||||
local flow_order = Gui.get_top_flow_order(player)
|
||||
|
||||
for _, element_define in ipairs(flow_order) do
|
||||
-- Ensure the element exists
|
||||
local element = list_element[element_define.name]
|
||||
if not element then
|
||||
element = toolbar_list_item(list_element, element_define)
|
||||
end
|
||||
|
||||
-- Set the visible state
|
||||
local allowed = element_define.authenticator
|
||||
if type(allowed) == "function" then allowed = allowed(player) end
|
||||
element.visible = allowed or false
|
||||
end
|
||||
|
||||
-- Set the state of the move buttons for the first and last element
|
||||
local children = list_element.children
|
||||
children[1].move[move_up.name].enabled = false
|
||||
children[#children].move[move_down.name].enabled = false
|
||||
|
||||
-- Return the external container
|
||||
return container.parent
|
||||
end)
|
||||
:static_name(Gui.unique_static_name)
|
||||
:add_to_left_flow(false)
|
||||
|
||||
--- Set the default value for the datastore
|
||||
local datastore_id_map = {}
|
||||
local toolbar_default_state = {}
|
||||
ToolbarState:set_default(toolbar_default_state)
|
||||
|
||||
--- Get the datastore id for this element define, to best of ability it should be unique between versions
|
||||
local function to_datastore_id(element_define)
|
||||
-- First try to use the tooltip locale string
|
||||
local tooltip = element_define.tooltip
|
||||
if type(tooltip) == "table" then
|
||||
return tooltip[1]:gsub("%.(.+)", "")
|
||||
end
|
||||
|
||||
-- Then try to use the caption or sprite
|
||||
return element_define.caption or element_define.sprite
|
||||
end
|
||||
|
||||
--- For all top element, register an on click which will copy their style
|
||||
for index, element_define in ipairs(Gui.top_elements) do
|
||||
-- This is a bit hacky, the gui system cant have multiple handlers registered
|
||||
local prev_handler = element_define[Gui.events.on_toolbar_button_toggled]
|
||||
|
||||
-- Add the handler for when the button is toggled
|
||||
element_define:on_event(Gui.events.on_toolbar_button_toggled, function(player, element, event)
|
||||
if prev_handler then prev_handler(player, element, event) end -- Kind of hacky but works
|
||||
local frame = Gui.get_left_element(player, toolbar_container)
|
||||
if not frame then return end -- Gui might not be loaded yet
|
||||
if not frame.container then
|
||||
log(frame.name)
|
||||
log(frame.parent.name)
|
||||
end
|
||||
local button = frame.container.scroll.list[element_define.name][element_define.name]
|
||||
local toolbar_button = Gui.get_top_element(player, element_define)
|
||||
copy_style(toolbar_button, button)
|
||||
end)
|
||||
|
||||
-- Insert the element into the id map
|
||||
local id = to_datastore_id(element_define)
|
||||
if datastore_id_map[id] then
|
||||
error(string.format("All toolbar elements need a unique id to be saved correctly, %d (%s) and %d (%s) share the id %s",
|
||||
datastore_id_map[id].uid, datastore_id_map[id].defined_at, element_define.uid, element_define.defined_at, id
|
||||
))
|
||||
end
|
||||
datastore_id_map[id] = element_define
|
||||
|
||||
-- Add the element to the default state
|
||||
table.insert(toolbar_default_state, {
|
||||
element_uid = element_define.uid,
|
||||
favourite = true,
|
||||
})
|
||||
end
|
||||
|
||||
--- Get the top order based on the players settings
|
||||
Gui.inject_top_flow_order(function(player)
|
||||
local order = ToolbarState:get(player)
|
||||
|
||||
local elements = {}
|
||||
for index, state in ipairs(order) do
|
||||
elements[index] = Gui.defines[state.element_uid]
|
||||
end
|
||||
|
||||
return elements
|
||||
end)
|
||||
|
||||
--- Get the left order based on the player settings, with toolbar menu first, and all remaining after
|
||||
Gui.inject_left_flow_order(function(player)
|
||||
local order = Gui.get_top_flow_order(player)
|
||||
local elements, element_map = { toolbar_container }, { [toolbar_container] = true }
|
||||
|
||||
-- Add the flows that have a top element
|
||||
for _, element_define in ipairs(order) do
|
||||
if element_define.left_flow_element then
|
||||
table.insert(elements, element_define.left_flow_element)
|
||||
element_map[element_define.left_flow_element] = true
|
||||
end
|
||||
end
|
||||
|
||||
-- Add the flows that dont have a top element
|
||||
for _, element_define in ipairs(Gui.left_elements) do
|
||||
if not element_map[element_define] then
|
||||
table.insert(elements, element_define)
|
||||
end
|
||||
end
|
||||
|
||||
return elements
|
||||
end)
|
||||
|
||||
--- Overwrite the default toggle behaviour and instead toggle this menu
|
||||
Gui.core_defines.hide_top_flow:on_click(function(player, _, _)
|
||||
Gui.toggle_left_element(player, toolbar_container)
|
||||
end)
|
||||
|
||||
--- Overwrite the default toggle behaviour and instead toggle this menu
|
||||
Gui.core_defines.show_top_flow:on_click(function(player, _, _)
|
||||
Gui.toggle_left_element(player, toolbar_container)
|
||||
end)
|
||||
|
||||
--- Overwrite the default update top flow
|
||||
local _update_top_flow = Gui.update_top_flow
|
||||
function Gui.update_top_flow(player)
|
||||
_update_top_flow(player) -- Call the original
|
||||
|
||||
local order = ToolbarState:get(player)
|
||||
for index, state in ipairs(order) do
|
||||
local element_define = Gui.defines[state.element_uid]
|
||||
local top_element = Gui.get_top_element(player, element_define)
|
||||
top_element.visible = top_element.visible and state.favourite or false
|
||||
end
|
||||
end
|
||||
|
||||
--- Uncompress the data to be more useable
|
||||
ToolbarState:on_load(function(player_name, value)
|
||||
-- If there is no value, do nothing
|
||||
if value == nil then return end
|
||||
|
||||
-- Create a hash map of the favourites
|
||||
local favourites = {}
|
||||
for _, id in ipairs(value[2]) do
|
||||
favourites[id] = true
|
||||
end
|
||||
|
||||
-- Read the order from the value
|
||||
local elements = {}
|
||||
local element_hash = {}
|
||||
for index, id in ipairs(value[1]) do
|
||||
local element = datastore_id_map[id]
|
||||
if element and not element_hash[element.uid] then
|
||||
element_hash[element.uid] = true
|
||||
elements[index] = {
|
||||
element_uid = element.uid,
|
||||
favourite = favourites[id] or false,
|
||||
}
|
||||
end
|
||||
end
|
||||
|
||||
-- Add any in the default state that are missing
|
||||
for _, state in ipairs(toolbar_default_state) do
|
||||
if not element_hash[state.element_uid] then
|
||||
table.insert(elements, table.deep_copy(state))
|
||||
end
|
||||
end
|
||||
|
||||
-- Create a hash map of the open left flows
|
||||
local left_flows = {}
|
||||
for _, id in ipairs(value[3]) do
|
||||
local element = datastore_id_map[id]
|
||||
if element.left_flow_element then
|
||||
left_flows[element.left_flow_element] = true
|
||||
end
|
||||
end
|
||||
|
||||
-- Set the visible state of all left flows
|
||||
local player = game.get_player(player_name)
|
||||
for _, left_element in ipairs(Gui.left_elements) do
|
||||
Gui.toggle_left_element(player, left_element, left_flows[left_element] or false)
|
||||
end
|
||||
|
||||
-- Set the toolbar visible state
|
||||
Gui.toggle_top_flow(player, value[4])
|
||||
|
||||
-- Set the data now and update now, ideally this would be on_update but that had too large of a latency
|
||||
ToolbarState:raw_set(player_name, elements)
|
||||
Gui.reorder_top_flow(player)
|
||||
Gui.reorder_left_flow(player)
|
||||
reorder_toolbar_menu(player)
|
||||
|
||||
return elements
|
||||
end)
|
||||
|
||||
--- Save the current state of the players toolbar menu
|
||||
ToolbarState:on_save(function(player_name, value)
|
||||
if value == nil then return nil end -- Don't save default
|
||||
local order, favourites, left_flows = {}, {}, {}
|
||||
|
||||
local player = game.get_player(player_name)
|
||||
local top_flow_open = Gui.get_top_flow(player).parent.visible
|
||||
|
||||
for index, state in ipairs(value) do
|
||||
-- Add the element to the order array
|
||||
local element_define = Gui.defines[state.element_uid]
|
||||
local id = to_datastore_id(element_define)
|
||||
order[index] = id
|
||||
|
||||
-- If its a favourite then insert it
|
||||
if state.favourite then
|
||||
table.insert(favourites, id)
|
||||
end
|
||||
|
||||
-- If it has a left flow and its open then insert it
|
||||
if element_define.left_flow_element then
|
||||
local left_element = Gui.get_left_element(player, element_define.left_flow_element)
|
||||
if left_element.visible then
|
||||
table.insert(left_flows, id)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return { order, favourites, left_flows, top_flow_open }
|
||||
end)
|
||||
@@ -469,7 +469,7 @@ vlayer_container = Gui.element("vlayer_container")
|
||||
|
||||
--- Add the element to the left flow with a toolbar button
|
||||
Gui.add_left_element(vlayer_container, false)
|
||||
Gui.create_toolbar_button{
|
||||
Gui.toolbar.create_button{
|
||||
name = "vlayer_toggle",
|
||||
left_element = vlayer_container,
|
||||
sprite = "entity/solar-panel",
|
||||
|
||||
@@ -703,7 +703,7 @@ warp_list_container = Gui.element("warp_list_container")
|
||||
|
||||
--- Add the element to the left flow with a toolbar button
|
||||
Gui.add_left_element(warp_list_container, false)
|
||||
Gui.create_toolbar_button{
|
||||
Gui.toolbar.create_button{
|
||||
name = "warp_list_toggle",
|
||||
left_element = warp_list_container,
|
||||
sprite = config.default_icon.type .. "/" .. config.default_icon.name,
|
||||
@@ -714,7 +714,7 @@ Gui.create_toolbar_button{
|
||||
}:on_click(function(def, event, element)
|
||||
-- Set gui keep open state for player that clicked the button: true if visible, false if invisible
|
||||
local player = Gui.get_player(event)
|
||||
keep_gui_open[player.name] = Gui.get_toolbar_button_state(element)
|
||||
keep_gui_open[player.name] = Gui.toolbar.get_button_toggled_state(def, player)
|
||||
end)
|
||||
|
||||
--- When the name of a warp is updated this is triggered
|
||||
@@ -733,7 +733,7 @@ PlayerInRange:on_update(function(player_name, warp_id)
|
||||
|
||||
-- Change if the frame is visible based on if the player is in range
|
||||
if not keep_gui_open[player.name] then
|
||||
Gui.set_left_element_visible(warp_list_container, player, warp_id ~= nil)
|
||||
Gui.toolbar.set_left_element_visible_state(warp_list_container, player, warp_id ~= nil)
|
||||
end
|
||||
|
||||
update_all_warp_elements(player, nil, warp_id)
|
||||
|
||||
Reference in New Issue
Block a user