Convert toolbar minus datastore

This commit is contained in:
Cooldude2606
2025-01-28 02:03:06 +00:00
parent a2b4fd119b
commit e34a320d97
30 changed files with 999 additions and 895 deletions

View File

@@ -103,7 +103,7 @@ end
--- @param player LuaPlayer --- @param player LuaPlayer
--- @return LuaGuiElement --- @return LuaGuiElement
function ExpGui.get_top_element(define, player) function ExpGui.get_top_element(define, player)
return player_elements[player.index].top[define.name] return assert(player_elements[player.index].top[define.name], "Element is not on the top flow")
end end
--- Register a element define to be drawn to the left flow on join --- Register a element define to be drawn to the left flow on join
@@ -111,7 +111,7 @@ end
--- @param player LuaPlayer --- @param player LuaPlayer
--- @return LuaGuiElement --- @return LuaGuiElement
function ExpGui.get_left_element(define, player) function ExpGui.get_left_element(define, player)
return player_elements[player.index].left[define.name] return assert(player_elements[player.index].left[define.name], "Element is not on the left flow")
end end
--- Register a element define to be drawn to the relative flow on join --- Register a element define to be drawn to the relative flow on join
@@ -119,14 +119,7 @@ end
--- @param player LuaPlayer --- @param player LuaPlayer
--- @return LuaGuiElement --- @return LuaGuiElement
function ExpGui.get_relative_element(define, player) function ExpGui.get_relative_element(define, player)
return player_elements[player.index].relative[define.name] return assert(player_elements[player.index].relative[define.name], "Element is not on the relative flow")
end
--- Return all top level elements for a player
---@param player LuaPlayer
---@return ExpGui.player_elements
function ExpGui._get_player_elements(player)
return player_elements[player.index]
end end
--- Ensure all the correct elements are visible and exist --- Ensure all the correct elements are visible and exist
@@ -177,10 +170,10 @@ function ExpGui._ensure_elements(event)
ensure_elements(player, ExpGui.left_elements, elements.left, ExpGui.get_left_flow(player)) ensure_elements(player, ExpGui.left_elements, elements.left, ExpGui.get_left_flow(player))
ensure_elements(player, ExpGui.relative_elements, elements.relative, player.gui.relative) ensure_elements(player, ExpGui.relative_elements, elements.relative, player.gui.relative)
-- Check technically not needed, but makes it easier to use this lib without the core defines --- @diagnostic disable-next-line invisible
if ExpGui.apply_consistency_checks then ExpGui.toolbar._ensure_elements(player)
ExpGui.apply_consistency_checks(player, true) --- @diagnostic disable-next-line invisible
end ExpGui.toolbar._ensure_consistency(player)
end end
--- Rerun the visible check for relative elements --- Rerun the visible check for relative elements

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@@ -1,306 +0,0 @@
--- @class ExpGui
local ExpGui = require("modules/exp_gui")
local mod_gui = require("mod-gui")
local toolbar_button_default_style = mod_gui.button_style
local toolbar_button_active_style = "menu_button_continue"
local toolbar_button_size = 36
local elements = {} --- @type table<string, ExpElement>
local buttons_with_left_element = {} --- @type table<string, ExpElement>
local left_elements_with_button = {} --- @type table<string, ExpElement>
ExpGui.on_toolbar_button_toggled = script.generate_event_name()
--- @class EventData.on_toolbar_button_toggled: EventData
--- @field element LuaGuiElement
--- @field state boolean
--- Set the style of a toolbar button
--- @param element LuaGuiElement
--- @param state boolean?
--- @return boolean
function ExpGui.set_toolbar_button_style(element, state)
if state == nil then state = element.style.name == toolbar_button_default_style end
element.style = state and toolbar_button_active_style or toolbar_button_default_style
local style = element.style
style.minimal_width = toolbar_button_size
style.height = toolbar_button_size
if element.type == "sprite-button" then
style.padding = -2
else
style.font = "default-semibold"
style.padding = 0
end
return state
end
--- Get the state of a toolbar button
--- @param element LuaGuiElement
--- @return boolean
function ExpGui.get_toolbar_button_state(element)
return element.style.name == toolbar_button_active_style
end
--- Set the visible state of the top flow for a player
--- @param player LuaPlayer
--- @param state boolean?
function ExpGui.set_top_flow_visible(player, state)
local top_flow = assert(ExpGui.get_top_flow(player).parent, player.name)
local show_top_flow = elements.core_button_flow.data[player].show_top_flow --- @type LuaGuiElement
if state == nil then
state = not top_flow.visible
end
top_flow.visible = state
show_top_flow.visible = not state
end
--- Set the visible state of the left element for a player
--- @param define ExpElement
--- @param player LuaPlayer
--- @param state boolean?
function ExpGui.set_left_element_visible(define, player, state)
local element = assert(ExpGui.get_left_element(define, player), "Define is not added to the left flow")
local clear_left_flow = elements.core_button_flow.data[player].clear_left_flow --- @type LuaGuiElement
-- Update the visible state
if state == nil then state = not element.visible end
element.visible = state
-- Check if there is a toolbar button linked to this element
local toolbar_button = left_elements_with_button[define.name]
if toolbar_button then
ExpGui.set_toolbar_button_style(ExpGui.get_top_element(toolbar_button, player), state)
end
-- If visible state is true, then we don't need to check all elements
if state then
clear_left_flow.visible = true
return
end
-- Check if any left elements are visible
--- @diagnostic disable-next-line invisible
local player_elements = ExpGui._get_player_elements(player)
local flow_name = elements.core_button_flow.name
for name, left_element in pairs(player_elements.left) do
if left_element.visible and name ~= flow_name then
clear_left_flow.visible = true
return
end
end
-- There are no visible left elements, so can hide the button
clear_left_flow.visible = false
end
--- @class ExpGui.create_toolbar_button__param: LuaGuiElement.add_param.sprite_button, LuaGuiElement.add_param.button
--- @field name string
--- @field type nil
--- @field left_element ExpElement| nil
--- @field visible ExpGui.VisibleCallback | boolean | nil
--- Create a toolbar button
--- @param options ExpGui.create_toolbar_button__param
--- @return ExpElement
function ExpGui.create_toolbar_button(options)
-- Extract the custom options from the element.add options
local name = assert(options.name, "Name is required for the element")
options.type = options.sprite ~= nil and "sprite-button" or "button"
local visible = options.visible
if visible == nil then visible = true end
options.visible = nil
local auto_toggle = options.auto_toggle
options.auto_toggle = nil
local left_element = options.left_element
options.left_element = nil
if options.style == nil then
options.style = toolbar_button_default_style
end
-- Create the new element define
local toolbar_button = ExpGui.element(name)
:draw(options)
:style{
minimal_width = toolbar_button_size,
height = toolbar_button_size,
padding = options.sprite ~= nil and -2 or nil,
}
-- If a left element was given then link the define
if left_element then
left_elements_with_button[left_element.name] = toolbar_button
buttons_with_left_element[toolbar_button.name] = left_element
end
-- Setup auto toggle, required if there is a left element
if auto_toggle or left_element then
toolbar_button:on_click(function(def, event)
local state = ExpGui.set_toolbar_button_style(event.element)
if left_element then
local player = ExpGui.get_player(event)
ExpGui.set_left_element_visible(left_element, player, state)
end
script.raise_event(ExpGui.on_toolbar_button_toggled, {
element = event.element,
state = state,
})
end)
end
-- Add the define to the top flow and return
ExpGui.add_top_element(toolbar_button, visible)
return toolbar_button
end
--- Update the consistency of the core elements and registered elements
--- @param player LuaPlayer
--- @param skip_ensure boolean?
function ExpGui.apply_consistency_checks(player, skip_ensure)
if not skip_ensure then
--- @diagnostic disable-next-line invisible
ExpGui._ensure_elements{ player_index = player.index }
end
-- Get the core buttons for the player
local core_button_data = elements.core_button_flow.data[player]
local hide_top_flow = ExpGui.get_top_element(elements.hide_top_flow, player)
local show_top_flow = core_button_data.show_top_flow --- @type LuaGuiElement
local clear_left_flow = core_button_data.clear_left_flow --- @type LuaGuiElement
-- Check if any top elements are visible, this includes ones not controlled by this module
local has_top_elements = false
local top_flow = ExpGui.get_top_flow(player)
for _, element in pairs(top_flow.children) do
if element.visible and element ~= hide_top_flow then
has_top_elements = true
break
end
end
-- The show button is only visible when the flow isn't visible but does have visible children
show_top_flow.visible = has_top_elements and not top_flow.visible or false
--- @diagnostic disable-next-line invisible
local player_elements = ExpGui._get_player_elements(player)
local left_elements, top_elements = player_elements.left, player_elements.top
--- Update the styles of toolbar buttons with left elements
for name, top_element in pairs(top_elements) do
local left_element = buttons_with_left_element[name]
if left_element then
local element = assert(left_elements[left_element.name], left_element.name)
ExpGui.set_toolbar_button_style(top_element, element.visible)
end
end
-- Check if any left elements are visible
local flow_name = elements.core_button_flow.name
for name, left_element in pairs(left_elements) do
if left_element.visible and name ~= flow_name then
clear_left_flow.visible = true
return
end
end
-- There are no visible left elements, so can hide the button
clear_left_flow.visible = false
end
--- Hides the top flow when clicked
elements.hide_top_flow = ExpGui.element("hide_top_flow")
:draw{
type = "sprite-button",
sprite = "utility/preset",
style = "tool_button",
tooltip = { "exp-gui.hide-top-flow" },
}
:style{
padding = -2,
width = 18,
height = 36,
}
:on_click(function(def, event)
local player = ExpGui.get_player(event)
ExpGui.set_top_flow_visible(player, false)
end)
--- Shows the top flow when clicked
elements.show_top_flow = ExpGui.element("show_top_flow")
:draw{
type = "sprite-button",
sprite = "utility/preset",
style = "tool_button",
tooltip = { "exp-gui.show-top-flow" },
}
:style{
padding = -2,
width = 18,
height = 20,
}
:on_click(function(def, event)
local player = ExpGui.get_player(event)
ExpGui.set_top_flow_visible(player, true)
end)
--- Hides all left elements when clicked
elements.clear_left_flow = ExpGui.element("clear_left_flow")
:draw{
type = "sprite-button",
sprite = "utility/close_black",
style = "tool_button",
tooltip = { "exp-gui.clear-left-flow" },
}
:style{
padding = -3,
width = 18,
height = 20,
}
:on_click(function(def, event)
local player = ExpGui.get_player(event)
event.element.visible = false
--- @diagnostic disable-next-line invisible
local player_elements = ExpGui._get_player_elements(player)
local flow_name = elements.core_button_flow.name
for name, left_element in pairs(player_elements.left) do
if name ~= flow_name then
left_element.visible = false
local toolbar_button = left_elements_with_button[name]
if toolbar_button then
ExpGui.set_toolbar_button_style(ExpGui.get_top_element(toolbar_button, player), false)
end
end
end
end)
--- Contains the two buttons on the left flow
elements.core_button_flow = ExpGui.element("core_button_flow")
:draw(function(def, parent)
local flow = parent.add{
type = "flow",
direction = "vertical",
}
local player = ExpGui.get_player(parent)
def.data[player] = {
show_top_flow = elements.show_top_flow(flow),
clear_left_flow = elements.clear_left_flow(flow),
}
return flow
end)
ExpGui.add_top_element(elements.hide_top_flow, true)
ExpGui.add_left_element(elements.core_button_flow, true)
return elements

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@@ -6,7 +6,7 @@ local ExpUtil = require("modules/exp_util")
local Storage = require("modules/exp_util/storage") local Storage = require("modules/exp_util/storage")
--- @alias ExpGui_GuiIter.FilterType LuaPlayer | LuaForce | LuaPlayer[] | nil --- @alias ExpGui_GuiIter.FilterType LuaPlayer | LuaForce | LuaPlayer[] | nil
--- @alias ExpGui_GuiIter.ReturnType ExpGui_GuiIter.ReturnType --- @alias ExpGui_GuiIter.ReturnType fun(): LuaPlayer?, LuaGuiElement?
--- @type table<string, table<uint, table<uint, LuaGuiElement>>> --- @type table<string, table<uint, table<uint, LuaGuiElement>>>
local registered_scopes = {} local registered_scopes = {}
@@ -25,6 +25,7 @@ end)
--- @class ExpGui_GuiIter --- @class ExpGui_GuiIter
local GuiIter = { local GuiIter = {
_scopes = registered_scopes,
} }
local function nop() return nil, nil end local function nop() return nil, nil end
@@ -215,10 +216,10 @@ function GuiIter.add_element(scope, element)
registered_scopes[scope] = scope_elements registered_scopes[scope] = scope_elements
end end
local player_elements = registered_scopes[element.player_index] local player_elements = scope_elements[element.player_index]
if not player_elements then if not player_elements then
player_elements = {} player_elements = {}
registered_scopes[element.player_index] = player_elements scope_elements[element.player_index] = player_elements
end end
player_elements[element.index] = element player_elements[element.index] = element

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@@ -1,5 +1,13 @@
[exp-gui] [exp-gui]
hide-top-flow=Hide Toolbar. clear-left-flow=Hide all open windows.
show-top-flow=Show Toolbar. close-toolbar=__CONTROL_LEFT_CLICK__: Toggle Settings\n__CONTROL_RIGHT_CLICK__: Close Toolbar
clear-left-flow=Hide all open windows. open-toolbar=__CONTROL_LEFT_CLICK__: Toggle Settings\n__CONTROL_RIGHT_CLICK__: Open Toolbar
[exp-gui_toolbar-settings]
main-caption=Toolbox
main-tooltip=Toolbox Settings\nUse the checkboxes to select favourites
reset=Reset All
toggle=Toggle Favourites
move-up=Move Up
move-down=Move Down

View File

@@ -7,9 +7,9 @@
"control.lua" "control.lua"
], ],
"require": [ "require": [
"core_elements.lua",
"elements.lua", "elements.lua",
"styles.lua" "styles.lua",
"toolbar.lua"
], ],
"dependencies": { "dependencies": {
"clusterio": "*", "clusterio": "*",

View File

@@ -98,7 +98,7 @@ function ExpElement.create(name)
data = GuiData.create(element_name), data = GuiData.create(element_name),
_events = {}, _events = {},
_debug = { _debug = {
defined_at = ExpUtil.safe_file_path(2), defined_at = ExpUtil.get_current_line(2),
}, },
} }
@@ -106,6 +106,13 @@ function ExpElement.create(name)
return setmetatable(instance, ExpElement._metatable) return setmetatable(instance, ExpElement._metatable)
end end
--- Get an element by its name
--- @param name string
--- @return ExpElement
function ExpElement.get(name)
return assert(ExpElement._elements[name], "ExpElement is not defined: " .. tostring(name))
end
--- Create a new instance of this element definition --- Create a new instance of this element definition
--- @param parent LuaGuiElement --- @param parent LuaGuiElement
--- @param ... any --- @param ... any
@@ -179,6 +186,15 @@ function ExpElement._prototype:track_all_elements()
return self return self
end end
--- Add a temp draw definition, useful for when working top down
--- @return ExpElement
function ExpElement._prototype:dev()
log("Dev draw used for " .. self.name)
return self:draw{
type = "flow"
}
end
--- @alias ExpElement.add_param LuaGuiElement.add_param | table<string, [function, number|string|nil] | function> --- @alias ExpElement.add_param LuaGuiElement.add_param | table<string, [function, number|string|nil] | function>
--- Set the draw definition --- Set the draw definition

714
exp_gui/module/toolbar.lua Normal file
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@@ -0,0 +1,714 @@
--- @class ExpGui
local ExpGui = require("modules/exp_gui")
local ExpElement = require("modules/exp_gui/prototype")
local mod_gui = require("mod-gui")
local toolbar_button_default_style = mod_gui.button_style
local toolbar_button_active_style = "menu_button_continue"
local toolbar_button_size = 36
local toolbar_button_small = 20
--- @class ExpGui.toolbar
local Toolbar = {}
ExpGui.toolbar = Toolbar
local elements = {}
Toolbar.elements = elements
local left_elements_with_button = {} --- @type table<ExpElement, ExpElement>
local buttons_with_left_element = {} --- @type table<string, ExpElement>
--- Set the visible state of the toolbar
--- @param player LuaPlayer
--- @param state boolean? toggles if nil
--- @return boolean
function Toolbar.set_visible_state(player, state)
-- Update the top flow
local top_flow = assert(ExpGui.get_top_flow(player).parent)
if state == nil then state = not top_flow.visible end
top_flow.visible = state
-- Update the open toolbar button
for _, open_toolbar in elements.open_toolbar:tracked_elements(player) do
open_toolbar.visible = not state
end
-- Update the toggle toolbar button
for _, toggle_toolbar in elements.toggle_toolbar:tracked_elements(player) do
toggle_toolbar.toggled = state
end
return state
end
--- Get the visible state of the toolbar
--- @param player LuaPlayer
--- @return boolean
function Toolbar.get_visible_state(player)
local top_flow = assert(ExpGui.get_top_flow(player).parent)
return top_flow.visible
end
--- Set the toggle state of a toolbar button, does not check for a linked left element
--- @param define ExpElement
--- @param player LuaPlayer
--- @param state boolean? toggles if nil
--- @return boolean
function Toolbar.set_button_toggled_state(define, player, state)
local top_element = assert(ExpGui.get_top_element(define, player), "Element is not on the top flow")
if state == nil then state = top_element.style.name == toolbar_button_default_style end
for _, element in define:tracked_elements(player) do
local original_width, original_height = element.style.minimal_width, element.style.maximal_height
element.style = state and toolbar_button_active_style or toolbar_button_default_style
-- Make the extra required adjustments
local style = element.style
style.minimal_width = original_width
style.maximal_height = original_height
if element.type == "sprite-button" then
style.padding = -2
else
style.font = "default-semibold"
style.padding = 0
end
end
return state
end
--- Get the toggle state of a toolbar button
--- @param define ExpElement
--- @param player LuaPlayer
--- @return boolean
function Toolbar.get_button_toggled_state(define, player)
local element = assert(ExpGui.get_top_element(define, player), "Element is not on the top flow")
return element.style.name == toolbar_button_active_style
end
--- Set the visible state of a left element
--- @param define ExpElement
--- @param player LuaPlayer
--- @param state boolean? toggles if nil
--- @param _skip_consistency boolean?
--- @return boolean
function Toolbar.set_left_element_visible_state(define, player, state, _skip_consistency)
local element = assert(ExpGui.get_left_element(define, player), "Element is not on the left flow")
if state == nil then state = not element.visible end
element.visible = state
-- Check if there is a linked toolbar button and update it
local button = left_elements_with_button[define]
if button then
Toolbar.set_button_toggled_state(button, player, state)
end
-- This check is O(n^2) when setting all left elements to hidden, so internals can it
if _skip_consistency then return state end
-- Update the clear left flow button, visible when at least one element is visible
local has_visible = Toolbar.has_visible_left_elements(player)
for _, clear_left_flow in elements.clear_left_flow:tracked_elements(player) do
clear_left_flow.visible = state or has_visible
end
return state
end
--- Get the toggle state of a left element
--- @param define ExpElement
--- @param player LuaPlayer
--- @return boolean
function Toolbar.get_left_element_visible_state(define, player)
local element = assert(ExpGui.get_left_element(define, player), "Element is not on the left flow")
return element.visible
end
--- Check if there are any visible toolbar buttons
--- @param player any
--- @return boolean
function Toolbar.has_visible_buttons(player)
local top_flow = ExpGui.get_top_flow(player)
local settings_button = ExpGui.get_top_element(elements.close_toolbar, player)
for _, element in pairs(top_flow.children) do
if element.visible and element ~= settings_button then
return true
end
end
return false
end
--- Check if there are any visible left elements
--- @param player any
--- @return boolean
function Toolbar.has_visible_left_elements(player)
local left_flow = ExpGui.get_left_flow(player)
local core_button_flow = ExpGui.get_left_element(elements.core_button_flow, player)
for _, element in pairs(left_flow.children) do
if element.visible and element ~= core_button_flow then
return true
end
end
return false
end
--- @class ExpGui.toolbar.create_button__param: LuaGuiElement.add_param.sprite_button, LuaGuiElement.add_param.button
--- @field name string
--- @field type nil
--- @field left_element ExpElement| nil
--- @field visible ExpGui.VisibleCallback | boolean | nil
--- Create a toolbar button
--- @param options ExpGui.toolbar.create_button__param
--- @return ExpElement
function Toolbar.create_button(options)
-- Extract the custom options from the element.add options
local name = assert(options.name, "Name is required for the element")
options.type = options.sprite ~= nil and "sprite-button" or "button"
local visible = options.visible
if visible == nil then visible = true end
options.visible = nil
local auto_toggle = options.auto_toggle
options.auto_toggle = nil
local left_element = options.left_element
options.left_element = nil
if options.style == nil then
options.style = toolbar_button_default_style
end
-- Create the new element define
local toolbar_button = ExpGui.element(name)
:track_all_elements()
:draw(options)
:style{
minimal_width = toolbar_button_size,
height = toolbar_button_size,
padding = options.sprite ~= nil and -2 or nil,
}
-- If a left element was given then link the define
if left_element then
left_elements_with_button[left_element] = toolbar_button
buttons_with_left_element[toolbar_button.name] = left_element
end
-- Setup auto toggle, required if there is a left element
if auto_toggle or left_element then
toolbar_button:on_click(function(def, event)
local player = ExpGui.get_player(event)
if left_element then
Toolbar.set_left_element_visible_state(left_element, player)
else
Toolbar.set_button_toggled_state(toolbar_button, player)
end
end)
end
-- Add the define to the top flow and return
ExpGui.add_top_element(toolbar_button, visible)
return toolbar_button
end
--- Ensure all the toolbar buttons are in a consistent state
--- @param player LuaPlayer
function Toolbar._ensure_consistency(player)
-- Update clear_left_flow
local has_visible = Toolbar.has_visible_left_elements(player)
for _, clear_left_flow in elements.clear_left_flow:tracked_elements(player) do
clear_left_flow.visible = has_visible
end
-- Update open_toolbar
local top_flow = assert(ExpGui.get_top_flow(player).parent)
for _, open_toolbar in elements.open_toolbar:tracked_elements(player) do
open_toolbar.visible = not top_flow.visible
end
-- Update toggle_toolbar
local has_buttons = Toolbar.has_visible_buttons(player)
for _, toggle_toolbar in elements.toggle_toolbar:tracked_elements(player) do
toggle_toolbar.enabled = has_buttons
end
-- Update the state of buttons with left elements
for left_element, button in pairs(left_elements_with_button) do
local element = ExpGui.get_left_element(left_element, player)
Toolbar.set_button_toggled_state(button, player, element.visible)
end
end
--- Toggles the toolbar settings, RMB will instead hide the toolbar
elements.close_toolbar = ExpGui.element("close_toolbar")
:draw{
type = "sprite-button",
sprite = "utility/preset",
style = "tool_button",
tooltip = { "exp-gui.close-toolbar" },
}
:style{
padding = -2,
width = 18,
height = 36,
}
:on_click(function(def, event, element)
local player = ExpGui.get_player(event)
if event.button == defines.mouse_button_type.left then
Toolbar.set_left_element_visible_state(elements.toolbar_settings, player)
else
Toolbar.set_visible_state(player, false)
end
end)
--- Shows the toolbar, if no buttons are visible then it shows the settings instead
elements.open_toolbar = ExpGui.element("open_toolbar")
:track_all_elements()
:draw{
type = "sprite-button",
sprite = "utility/preset",
style = "tool_button",
tooltip = { "exp-gui.open-toolbar" },
}
:style{
padding = -2,
width = 18,
height = 20,
}
:on_click(function(def, event, element)
local player = ExpGui.get_player(event)
if event.button == defines.mouse_button_type.left then
Toolbar.set_left_element_visible_state(elements.toolbar_settings, player)
else
Toolbar.set_visible_state(player, true)
end
end)
--- Hides all left elements when clicked
elements.clear_left_flow = ExpGui.element("clear_left_flow")
:track_all_elements()
:draw{
type = "sprite-button",
sprite = "utility/close_black",
style = "tool_button",
tooltip = { "exp-gui.clear-left-flow" },
}
:style{
padding = -3,
width = 18,
height = 20,
}
:on_click(function(def, event, element)
element.visible = false
local player = ExpGui.get_player(event)
for define in pairs(ExpGui.left_elements) do
if define ~= elements.core_button_flow then
Toolbar.set_left_element_visible_state(define, player, false, true)
end
end
end)
--- Contains the two buttons on the left flow
elements.core_button_flow = ExpGui.element("core_button_flow")
:draw(function(def, parent)
local flow = parent.add{
type = "flow",
direction = "vertical",
}
elements.open_toolbar(flow)
elements.clear_left_flow(flow)
return flow
end)
--[[
Below here is the toolbar settings GUI and its associated functions
]]
--- Set the style of the fake toolbar element
--- @param src LuaGuiElement
--- @param dst LuaGuiElement
local function copy_style(src, dst)
dst.style = src.style.name
dst.style.height = toolbar_button_small
dst.style.width = toolbar_button_small
dst.style.padding = -2
end
--- Reorder the buttons relative to each other, this will update the datastore
--- @param player LuaPlayer
--- @param item LuaGuiElement
--- @param offset number
local function move_toolbar_button(player, item, offset)
local old_index = item.get_index_in_parent()
local new_index = old_index + offset
-- Swap the position in the list
local list = assert(item.parent)
local other_item = list.children[new_index]
list.swap_children(old_index, new_index)
-- Swap the position in the top flow, offset by 1 because of settings button
local top_flow = ExpGui.get_top_flow(player)
top_flow.swap_children(old_index + 1, new_index + 1)
-- Check if the element has a left element to move
local left_element = buttons_with_left_element[item.name]
local other_left_element = buttons_with_left_element[other_item.name]
if left_element and other_left_element then
local element = ExpGui.get_left_element(left_element, player)
local other_element = ExpGui.get_left_element(other_left_element, player)
local left_index = element.get_index_in_parent()
local other_index = other_element.get_index_in_parent()
element.parent.swap_children(left_index, other_index)
end
-- If we are moving in/out of first/last place we need to update the move buttons
local last_index = #list.children
local item_data = elements.toolbar_list_item.data[item]
local other_item_data = elements.toolbar_list_item.data[other_item]
if old_index == 1 then -- Moving out of index 1
item_data.move_item_up.enabled = true
other_item_data.move_item_up.enabled = false
elseif new_index == 1 then -- Moving into index 1
item_data.move_item_up.enabled = false
other_item_data.move_item_up.enabled = true
elseif old_index == last_index then -- Moving out of the last index
item_data.move_item_down.enabled = true
other_item_data.move_item_down.enabled = false
elseif new_index == last_index then -- Moving into the last index
item_data.move_item_down.enabled = false
other_item_data.move_item_down.enabled = true
end
--[[ Update the datastore state
ToolbarState:update(player, function(_, order)
local tmp = order[old_index]
order[old_index] = order[new_index]
order[new_index] = tmp
end)]]
end
--- @alias ExpGui.ToolbarOrder { name: string, favourite: boolean }[]
--- Reorder the toolbar buttons
--- @param player LuaPlayer
--- @param order ExpGui.ToolbarOrder
function Toolbar.set_order(player, order)
local list = elements.toolbar_settings.data[player] --[[ @as LuaGuiElement ]]
local top_flow = ExpGui.get_top_flow(player)
-- Reorder the buttons
local last_index = #order
for index, item_state in ipairs(order) do
-- Switch item order
local item = assert(list[item_state.name], "Missing toolbox item for " .. tostring(item_state.name))
list.swap_children(index, item.get_index_in_parent())
-- Update the item visibility
local element_define = ExpElement.get(item_state.name)
local allowed = ExpGui.top_elements[element_define]
local toolbar_button = ExpGui.get_top_element(element_define, player)
if type(allowed) == "function" then allowed = allowed(player, toolbar_button) end
top_flow.swap_children(index + 1, toolbar_button.get_index_in_parent())
toolbar_button.visible = allowed and item_state.favourite or false
item.visible = toolbar_button.visible
-- Update the children buttons
local data = elements.toolbar_list_item.data[item]
data.set_favourite.state = item_state.favourite
data.move_item_up.enabled = index ~= 1
data.move_item_down.enabled = index ~= last_index
end
-- Update the state of the toggle button
local has_buttons = Toolbar.has_visible_buttons(player)
for _, toggle_toolbar in elements.toggle_toolbar:tracked_elements(player) do
toggle_toolbar.enabled = has_buttons
end
end
--- @class (exact) ExpGui.ToolbarState
--- @field order ExpGui.ToolbarOrder
--- @field open string[]
--- @field visible boolean
--- Reorder the toolbar buttons and set the open state of the left flows
--- @param player LuaPlayer
--- @param state ExpGui.ToolbarState
function Toolbar.set_state(player, state)
Toolbar.set_order(player, state.order)
Toolbar.set_visible_state(player, state.visible)
local done = {}
-- Make all open elements visible
for _, name in pairs(state.open) do
local left_element = ExpElement.get(name)
Toolbar.set_left_element_visible_state(left_element, player, true, true)
done[left_element] = true
end
-- Make all other elements hidden
for left_element in pairs(ExpGui.left_elements) do
if not done[left_element] then
Toolbar.set_left_element_visible_state(left_element, player, false, true)
end
end
-- Update clear_left_flow (because we skip above)
local has_visible = Toolbar.has_visible_left_elements(player)
for _, clear_left_flow in elements.clear_left_flow:tracked_elements(player) do
clear_left_flow.visible = has_visible
end
end
--- Ensure the toolbar settings gui has all its elements
--- @param player LuaPlayer
function Toolbar._ensure_elements(player)
-- Add any missing items to the gui
local toolbar_list = elements.toolbar_settings.data[player] --[[ @as LuaGuiElement ]]
for define in pairs(ExpGui.top_elements) do
if define ~= elements.close_toolbar and toolbar_list[define.name] == nil then
local element = elements.toolbar_list_item(toolbar_list, define)
element.visible = ExpGui.get_top_element(define, player).visible
end
end
-- Set the state of the move buttons for the first and last element
local children = toolbar_list.children
if #children > 0 then
elements.toolbar_list_item.data[children[1]].move_item_up.enabled = false
elements.toolbar_list_item.data[children[#children]].move_item_down.enabled = false
end
end
do
local default_order --- @type ExpGui.ToolbarOrder
--- Gets the default order for the toolbar
--- @return ExpGui.ToolbarOrder
function Toolbar.get_default_order()
if default_order then return default_order end
local index = 1
default_order = {}
for define in pairs(ExpGui.top_elements) do
if define ~= elements.close_toolbar then
default_order[index] = { name = define.name, favourite = true }
index = index + 1
end
end
return default_order
end
end
--- Toggle the visibility of the toolbar, does not care if buttons are visible
elements.toggle_toolbar = ExpGui.element("toggle_toolbar")
:track_all_elements()
:draw{
type = "sprite-button",
sprite = "utility/bookmark",
tooltip = { "exp-gui_toolbar-settings.toggle" },
style = "tool_button",
auto_toggle = true,
}
:style(ExpGui.styles.sprite{
size = 22,
})
:on_click(function(def, event, element)
local player = ExpGui.get_player(event)
Toolbar.set_visible_state(player, element.toggled)
end)
--- Reset the toolbar to its default state
elements.reset_toolbar = ExpGui.element("reset_toolbar")
:draw{
type = "sprite-button",
sprite = "utility/reset",
style = "shortcut_bar_button_red",
tooltip = { "exp-gui_toolbar-settings.reset" },
}
:style(ExpGui.styles.sprite{
size = 22,
padding = -1,
})
:on_click(function(def, event, element)
local player = ExpGui.get_player(event)
--ToolbarState:set(player, nil)
Toolbar.set_order(player, Toolbar.get_default_order())
end)
--- Move an item up/left on the toolbar
elements.move_item_up = ExpGui.element("move_item_up")
:draw{
type = "sprite-button",
sprite = "utility/speed_up",
tooltip = { "exp-gui_toolbar-settings.move-up" },
}
:style(ExpGui.styles.sprite{
size = toolbar_button_small,
})
:on_click(function(def, event, element)
local player = ExpGui.get_player(event)
local item = assert(element.parent.parent)
move_toolbar_button(player, item, -1)
end)
--- Move an item down/right on the toolbar
elements.move_item_down = ExpGui.element("move_item_down")
:draw{
type = "sprite-button",
sprite = "utility/speed_down",
tooltip = { "exp-gui_toolbar-settings.move-down" },
}
:style(ExpGui.styles.sprite{
size = toolbar_button_small,
})
:on_click(function(def, event, element)
local player = ExpGui.get_player(event)
local item = assert(element.parent.parent)
move_toolbar_button(player, item, 1)
end)
--- Set an item as a favourite, making it appear on the toolbar
elements.set_favourite = ExpGui.element("set_favourite")
:draw(function(def, parent, item_define)
--- @cast item_define ExpElement
local player = ExpGui.get_player(parent)
local top_element = ExpGui.get_top_element(item_define, player)
return parent.add{
type = "checkbox",
caption = top_element.tooltip or top_element.caption or nil,
state = top_element.visible or false,
tags = {
element_name = item_define.name,
},
}
end)
:style{
width = 180,
}
:on_checked_state_changed(function(def, event, element)
local player = ExpGui.get_player(event)
local define = ExpElement.get(element.tags.element_name --[[ @as string ]])
local top_element = ExpGui.get_top_element(define, player)
local had_visible = Toolbar.has_visible_buttons(player)
top_element.visible = element.state
-- Check if we are on the edge case between 0 and 1 visible elements
if element.state and not had_visible then
Toolbar.set_visible_state(player, true)
for _, toggle_toolbar in elements.toggle_toolbar:tracked_elements(player) do
toggle_toolbar.enabled = true
end
elseif not element.state and not Toolbar.has_visible_buttons(player) then
Toolbar.set_visible_state(player, false)
for _, toggle_toolbar in elements.toggle_toolbar:tracked_elements(player) do
toggle_toolbar.enabled = false
end
end
--[[ Update the datastore state
ToolbarState:update(player, function(_, order)
local index = element.parent.get_index_in_parent()
order[index].favourite = element.state
end)]]
end)
elements.toolbar_list_item = ExpGui.element("toolbar_list_item")
:draw(function(def, parent, item_define)
--- @cast item_define ExpElement
local data = {}
-- Add the flow for the item
local flow = parent.add{
name = item_define.name,
type = "frame",
style = "shortcut_selection_row",
}
flow.style.horizontally_stretchable = true
flow.style.vertical_align = "center"
-- Add the button and the icon edit button
local element = item_define(flow)
local player = ExpGui.get_player(parent)
local top_element = ExpGui.get_top_element(item_define, player)
copy_style(top_element, element)
-- Add the favourite checkbox and label
data.set_favourite = elements.set_favourite(flow, item_define)
-- Add the buttons used to move the flow up and down
local move_flow = flow.add{ type = "flow", name = "move" }
move_flow.style.horizontal_spacing = 0
data.move_item_up = elements.move_item_up(move_flow)
data.move_item_down = elements.move_item_down(move_flow)
def.data[flow] = data
return flow
end)
--- Main list for all toolbar items
elements.toolbar_list = ExpGui.element("toolbar_list")
:draw(function(def, parent)
local scroll = parent.add{
type = "scroll-pane",
direction = "vertical",
horizontal_scroll_policy = "never",
vertical_scroll_policy = "auto",
style = "scroll_pane_under_subheader",
}
scroll.style.horizontally_stretchable = true
scroll.style.maximal_height = 224
scroll.style.padding = 0
-- This is required because vertical_spacing can't be set on a scroll pane
return scroll.add{
type = "flow",
direction = "vertical",
}
end)
:style{
horizontally_stretchable = true,
vertical_spacing = 0,
}
-- The main container for the toolbar settings
elements.toolbar_settings = ExpGui.element("toolbar_settings")
:draw(function(def, parent)
-- Draw the container
local frame = ExpGui.elements.container(parent, 268)
frame.style.maximal_width = 268
frame.style.minimal_width = 268
-- Draw the header
local player = ExpGui.get_player(parent)
local header = ExpGui.elements.header(frame, {
caption = { "exp-gui_toolbar-settings.main-caption" },
tooltip = { "exp-gui_toolbar-settings.main-tooltip" },
})
-- Draw the toolbar control buttons
local toggle_element = elements.toggle_toolbar(header)
toggle_element.toggled = Toolbar.get_visible_state(player)
elements.reset_toolbar(header)
def.data[player] = elements.toolbar_list(frame)
Toolbar._ensure_elements(player)
return frame.parent
end)
ExpGui.add_left_element(elements.core_button_flow, true)
ExpGui.add_left_element(elements.toolbar_settings, false)
ExpGui.add_top_element(elements.close_toolbar, true)
return Toolbar

View File

@@ -41,6 +41,7 @@ return {
-- 'modules.data.bonus', -- 'modules.data.bonus',
"modules.data.personal-logistic", "modules.data.personal-logistic",
"modules.data.language", "modules.data.language",
--"modules.data.toolbar",
--- GUI --- GUI
"modules.gui.readme", "modules.gui.readme",
@@ -60,7 +61,6 @@ return {
"modules.gui.production", "modules.gui.production",
"modules.gui.playerdata", "modules.gui.playerdata",
"modules.gui.surveillance", "modules.gui.surveillance",
--"modules.gui.toolbar", -- must be loaded last to register toolbar handlers
"modules.graftorio.require", -- graftorio "modules.graftorio.require", -- graftorio
--- Config Files --- Config Files

View File

@@ -320,14 +320,6 @@ type-player=Player
type-static=Static type-static=Static
type-player-loop=Player loop type-player-loop=Player loop
[toolbar]
main-caption=Toolbox
main-tooltip=Toolbox Settings\nUse the checkboxs to select facourites
reset=Reset All
toggle=Toggle Favourites
move-up=Move Up
move-down=Move Down
[research] [research]
msg=[color=255, 255, 255] Research completed at __1__ - [technology=__2__][/color] msg=[color=255, 255, 255] Research completed at __1__ - [technology=__2__][/color]
inf=[color=255, 255, 255] Research completed at __1__ - [technology=__2__] - __3__[/color] inf=[color=255, 255, 255] Research completed at __1__ - [technology=__2__] - __3__[/color]

View File

@@ -35,7 +35,7 @@ end
local HasEnabledDecon = PlayerData.Settings:combine("HasEnabledDecon") local HasEnabledDecon = PlayerData.Settings:combine("HasEnabledDecon")
HasEnabledDecon:set_default(false) HasEnabledDecon:set_default(false)
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "toggle-tree-decon", name = "toggle-tree-decon",
sprite = "entity/tree-01", sprite = "entity/tree-01",
tooltip = { "tree-decon.main-tooltip" }, tooltip = { "tree-decon.main-tooltip" },
@@ -43,11 +43,11 @@ Gui.create_toolbar_button{
visible = function(player, _) visible = function(player, _)
return Roles.player_allowed(player, "fast-tree-decon") return Roles.player_allowed(player, "fast-tree-decon")
end end
}:on_event(Gui.on_toolbar_button_toggled, function(def, event) }:on_click(function(def, event, element)
--- @cast event EventData.on_toolbar_button_toggled
local player = Gui.get_player(event) local player = Gui.get_player(event)
HasEnabledDecon:set(player, event.state) local state = Gui.toolbar.get_button_toggled_state(def, player)
player.print{ "tree-decon.toggle-msg", event.state and { "tree-decon.enabled" } or { "tree-decon.disabled" } } HasEnabledDecon:set(player, state)
player.print{ "tree-decon.toggle-msg", state and { "tree-decon.enabled" } or { "tree-decon.disabled" } }
end) end)
-- Add trees to queue when marked, only allows simple entities and for players with role permission -- Add trees to queue when marked, only allows simple entities and for players with role permission

View File

@@ -0,0 +1,190 @@
local Gui = require("modules/exp_gui")
local ExpElement = require("modules/exp_gui/prototype")
local PlayerData = require("modules.exp_legacy.expcore.player_data") --- @dep expcore.player_data
-- Used to store the state of the toolbar when a player leaves
local ToolbarState = PlayerData.Settings:combine("ToolbarState")
ToolbarState:set_metadata{
stringify = function(value)
local buttons, favourites = 0, 0
for _, state in ipairs(value) do
buttons = buttons + 1
if state.favourite then
favourites = favourites + 1
end
end
return string.format("Buttons: %d, Favourites: %d", buttons, favourites)
end,
}
--- Set the default value for the datastore
local datastore_id_map = {} --- @type table<string, ExpElement>
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
-- Insert the element into the id map
datastore_id_map[to_datastore_id(element_define)] = element_define -- Backwards Compatibility
datastore_id_map[element_define.name] = element_define
-- Add the element to the default state
table.insert(toolbar_default_state, {
element = 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]
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 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]
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
--- @cast value [ string[], string[], string[], boolean ]
-- 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.name] then
element_hash[element.name] = true
elements[index] = {
element = element,
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] then
table.insert(elements, table.deep_copy(state))
end
end
-- Create a hash map of the open left flows
local open_left_elements = {}
for _, id in ipairs(value[3]) do
local element = datastore_id_map[id]
local left_element = element.left_flow_element
if left_element then
open_left_elements[left_element] = true
end
end
-- Set the visible state of all left flows
local player = assert(game.get_player(player_name))
for left_element in pairs(Gui.left_elements) do
Gui.set_left_element_visible(left_element, player, open_left_elements[left_element] or false)
end
-- Set the toolbar visible state
Gui.set_top_flow_visible(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 = assert(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
--- @diagnostic disable-next-line invisible
local element_define = ExpElement._elements[state.element]
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(element_define.left_flow_element, player)
if left_element.visible then
table.insert(left_flows, id)
end
end
end
return { order, favourites, left_flows, top_flow_open }
end)

View File

@@ -296,7 +296,7 @@ autofill_container = Gui.element("autofill_container")
--- Add the element to the left flow with a toolbar button --- Add the element to the left flow with a toolbar button
Gui.add_left_element(autofill_container, false) Gui.add_left_element(autofill_container, false)
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "autofill_toggle", name = "autofill_toggle",
left_element = autofill_container, left_element = autofill_container,
sprite = config.icon, sprite = config.icon,

View File

@@ -343,7 +343,7 @@ bonus_container = Gui.element("bonus_container")
--- Add the element to the left flow with a toolbar button --- Add the element to the left flow with a toolbar button
Gui.add_left_element(bonus_container, false) Gui.add_left_element(bonus_container, false)
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "bonus_toggle", name = "bonus_toggle",
left_element = bonus_container, left_element = bonus_container,
sprite = "item/exoskeleton-equipment", sprite = "item/exoskeleton-equipment",

View File

@@ -1,4 +1,6 @@
local ExpElement = require("modules/exp_gui/prototype") local ExpElement = require("modules/exp_gui/prototype")
local ExpData = require("modules/exp_gui/data")
local ExpIter = require("modules/exp_gui/iter")
local Color = require("modules/exp_util/include/color") local Color = require("modules/exp_util/include/color")
local Gui = require("modules.exp_legacy.utils.gui") --- @dep utils.gui local Gui = require("modules.exp_legacy.utils.gui") --- @dep utils.gui
@@ -87,11 +89,23 @@ Gui.on_click(
element.style.font_color = Color.orange element.style.font_color = Color.orange
data.selected_header = element data.selected_header = element
input_text_box.text = concat{ "ExpElement._elements[", element_name, "]" } input_text_box.text = concat{ "ExpElement._elements[\"", element_name, "\"]" }
input_text_box.style.font_color = Color.black input_text_box.style.font_color = Color.black
--- @diagnostic disable-next-line invisible --- @diagnostic disable-next-line invisible
local content = dump(ExpElement._elements[element_name]) or "nil" local define = ExpElement._elements[element_name]
local content = dump({
--- @diagnostic disable-next-line invisible
debug = define._debug,
--- @diagnostic disable-next-line invisible
has_handlers = define._has_handlers,
--- @diagnostic disable-next-line invisible
track_elements = define._track_elements,
--- @diagnostic disable-next-line invisible
elements = ExpIter._scopes[element_name],
--- @diagnostic disable-next-line invisible
data = ExpData._scopes[element_name]._raw,
}) or "nil"
right_panel.text = content right_panel.text = content
end end
) )

View File

@@ -167,7 +167,7 @@ local function landfill_gui_add_landfill(blueprint)
end end
--- Add the toolbar button --- Add the toolbar button
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "landfill", name = "landfill",
sprite = "item/landfill", sprite = "item/landfill",
tooltip = { "landfill.main-tooltip" }, tooltip = { "landfill.main-tooltip" },

View File

@@ -306,7 +306,7 @@ module_container = Gui.element("module_container")
--- Add the element to the left flow with a toolbar button --- Add the element to the left flow with a toolbar button
Gui.add_left_element(module_container, false) Gui.add_left_element(module_container, false)
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "module_toggle", name = "module_toggle",
left_element = module_container, left_element = module_container,
sprite = "item/productivity-module-3", sprite = "item/productivity-module-3",

View File

@@ -271,7 +271,7 @@ local player_list_container = Gui.element("player_list_container")
--- Add the element to the left flow with a toolbar button --- Add the element to the left flow with a toolbar button
Gui.add_left_element(player_list_container, true) Gui.add_left_element(player_list_container, true)
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "player_list_toggle", name = "player_list_toggle",
left_element = player_list_container, left_element = player_list_container,
sprite = "entity/character", sprite = "entity/character",

View File

@@ -191,7 +191,7 @@ pd_container = Gui.element("pd_container")
--- Add the element to the left flow with a toolbar button --- Add the element to the left flow with a toolbar button
Gui.add_left_element(pd_container, false) Gui.add_left_element(pd_container, false)
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "player_data_toggle", name = "player_data_toggle",
left_element = pd_container, left_element = pd_container,
sprite = "item/power-armor-mk2", sprite = "item/power-armor-mk2",

View File

@@ -122,7 +122,7 @@ production_container = Gui.element("production_container")
--- Add the element to the left flow with a toolbar button --- Add the element to the left flow with a toolbar button
Gui.add_left_element(production_container, false) Gui.add_left_element(production_container, false)
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "production_toggle", name = "production_toggle",
left_element = production_container, left_element = production_container,
sprite = "entity/assembling-machine-3", sprite = "entity/assembling-machine-3",

View File

@@ -438,19 +438,17 @@ local readme = Gui.element("readme")
end) end)
:on_opened(function(def, event) :on_opened(function(def, event)
local player = Gui.get_player(event) local player = Gui.get_player(event)
local button = Gui.get_top_element(readme_toggle, player) Gui.toolbar.set_button_toggled_state(readme_toggle, player, true)
Gui.set_toolbar_button_style(button, true)
end) end)
:on_closed(function(def, event, element) :on_closed(function(def, event, element)
local player = Gui.get_player(event) local player = Gui.get_player(event)
local button = Gui.get_top_element(readme_toggle, player) Gui.toolbar.set_button_toggled_state(readme_toggle, player, false)
Gui.set_toolbar_button_style(button, false)
Gui.destroy_if_valid(element) Gui.destroy_if_valid(element)
end) end)
--- Toggle button for the readme gui --- Toggle button for the readme gui
readme_toggle = readme_toggle =
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "readme_toggle", name = "readme_toggle",
auto_toggle = true, auto_toggle = true,
sprite = "virtual-signal/signal-info", sprite = "virtual-signal/signal-info",

View File

@@ -277,7 +277,7 @@ local research_container = Gui.element("research_container")
--- Add the element to the left flow with a toolbar button --- Add the element to the left flow with a toolbar button
Gui.add_left_element(research_container, false) Gui.add_left_element(research_container, false)
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "research_toggle", name = "research_toggle",
left_element = research_container, left_element = research_container,
sprite = "item/space-science-pack", sprite = "item/space-science-pack",

View File

@@ -494,7 +494,7 @@ local rocket_list_container = Gui.element("rocket_list_container")
Gui.add_left_element(rocket_list_container, function(player, element) Gui.add_left_element(rocket_list_container, function(player, element)
return player.force.rockets_launched > 0 and Roles.player_allowed(player, "gui/rocket-info") return player.force.rockets_launched > 0 and Roles.player_allowed(player, "gui/rocket-info")
end) end)
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "rocket_list_toggle", name = "rocket_list_toggle",
left_element = rocket_list_container, left_element = rocket_list_container,
sprite = "item/rocket-silo", sprite = "item/rocket-silo",

View File

@@ -333,7 +333,7 @@ local science_info = Gui.element("science_info")
--- Add the element to the left flow with a toolbar button --- Add the element to the left flow with a toolbar button
Gui.add_left_element(science_info, false) Gui.add_left_element(science_info, false)
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "science_info_toggle", name = "science_info_toggle",
left_element = science_info, left_element = science_info,
sprite = "entity/lab", sprite = "entity/lab",

View File

@@ -128,7 +128,7 @@ local cctv_container = Gui.element("cctv_container")
--- Add the element to the left flow with a toolbar button --- Add the element to the left flow with a toolbar button
Gui.add_left_element(cctv_container, false) Gui.add_left_element(cctv_container, false)
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "cctv_toggle", name = "cctv_toggle",
left_element = cctv_container, left_element = cctv_container,
sprite = "entity/radar", sprite = "entity/radar",

View File

@@ -557,7 +557,7 @@ Gui.add_left_element(task_list_container, function(player)
local task_ids = Tasks.get_force_task_ids(player.force.name) local task_ids = Tasks.get_force_task_ids(player.force.name)
return #task_ids > 0 return #task_ids > 0
end) end)
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "task_list_toggle", name = "task_list_toggle",
left_element = task_list_container, left_element = task_list_container,
sprite = "utility/not_enough_repair_packs_icon", sprite = "utility/not_enough_repair_packs_icon",

View File

@@ -252,7 +252,7 @@ tool_container = Gui.element("tool_container")
--- Add the element to the left flow with a toolbar button --- Add the element to the left flow with a toolbar button
Gui.add_left_element(tool_container, false) Gui.add_left_element(tool_container, false)
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "tool_toggle", name = "tool_toggle",
left_element = tool_container, left_element = tool_container,
sprite = "item/repair-pack", sprite = "item/repair-pack",

View File

@@ -1,528 +0,0 @@
local Gui = require("modules.exp_legacy.expcore.gui") --- @dep expcore.gui
local PlayerData = require("modules.exp_legacy.expcore.player_data") --- @dep expcore.player_data
-- Used to store the state of the toolbar when a player leaves
local ToolbarState = PlayerData.Settings:combine("ToolbarState")
ToolbarState:set_metadata{
stringify = function(value)
local buttons, favourites = 0, 0
for _, state in ipairs(value) do
buttons = buttons + 1
if state.favourite then
favourites = favourites + 1
end
end
return string.format("Buttons: %d, Favourites: %d", buttons, favourites)
end,
}
-- Styles used for sprite buttons
local button_size = 20
local Styles = {
header = Gui.sprite_style(22),
item = Gui.sprite_style(button_size),
}
--- Set the style of the fake toolbar element
local function copy_style(src, dst)
dst.style = src.style.name
dst.style.height = button_size
dst.style.width = button_size
dst.style.padding = -2
end
local toolbar_container, move_up, move_down, toggle_toolbar
--- Reorder the buttons relative to each other, this will update the datastore
local function move_toolbar_button(player, item, offset)
local old_index = item.get_index_in_parent()
local new_index = old_index + offset
-- Ideally the following would all happen in on_update but this had too much latency
-- Swap the position in the list
local list = item.parent
local other_item = list.children[new_index]
list.swap_children(old_index, new_index)
-- Swap the position in the top flow, offset by 1 because of settings button
local top_flow = Gui.get_top_flow(player)
top_flow.swap_children(old_index + 1, new_index + 1)
-- Check if the element has a left element to move
local element_define = Gui.defines[item.tags.top_element_uid]
local other_define = Gui.defines[other_item.tags.top_element_uid]
if element_define.left_flow_element and other_define.left_flow_element then
local left_element = Gui.get_left_element(player, element_define.left_flow_element)
local other_left_element = Gui.get_left_element(player, other_define.left_flow_element)
local left_index = left_element.get_index_in_parent()
local other_index = other_left_element.get_index_in_parent()
left_element.parent.swap_children(left_index, other_index)
end
-- If we are moving in/out of first/last place we need to update the move buttons
local last_index = #list.children
if old_index == 1 then -- Moving out of index 1
other_item.move[move_up.name].enabled = false
item.move[move_up.name].enabled = true
elseif new_index == 1 then -- Moving into index 1
other_item.move[move_up.name].enabled = true
item.move[move_up.name].enabled = false
elseif old_index == last_index then -- Moving out of the last index
other_item.move[move_down.name].enabled = false
item.move[move_down.name].enabled = true
elseif new_index == last_index then -- Moving into the last index
other_item.move[move_down.name].enabled = true
item.move[move_down.name].enabled = false
end
-- Update the datastore state
ToolbarState:update(player, function(_, order)
local tmp = order[old_index]
order[old_index] = order[new_index]
order[new_index] = tmp
end)
end
--- Reorder the toolbar buttons
local function reorder_toolbar_menu(player)
local frame = Gui.get_left_element(player, toolbar_container)
local list = frame.container.scroll.list
local order = ToolbarState:get(player)
local last_index = #order
-- Reorder the buttons
for index, state in ipairs(order) do
local element_define = Gui.defines[state.element_uid]
-- Switch item order
local item = list[element_define.name]
list.swap_children(index, item.get_index_in_parent())
-- Check if the player is allowed to see the button
local allowed = element_define.authenticator
if type(allowed) == "function" then allowed = allowed(player) end
-- Update the checkbox state and item visibility
local toolbar_button = Gui.get_top_element(player, element_define)
toolbar_button.visible = allowed and state.favourite or false
item.checkbox.state = state.favourite
-- Update the state if the move buttons
item.move[move_up.name].enabled = index ~= 1
item.move[move_down.name].enabled = index ~= last_index
end
-- Update the state of the toggle button
local button = frame.container.header.alignment[toggle_toolbar.name]
button.enabled = Gui.top_flow_has_visible_elements(player)
button.toggled = Gui.get_top_flow(player).parent.visible
end
--- Resets the toolbar to its default state when pressed
-- @element reset_toolbar
local reset_toolbar =
Gui.element{
type = "sprite-button",
sprite = "utility/reset",
style = "shortcut_bar_button_red",
tooltip = { "toolbar.reset" },
name = Gui.unique_static_name,
}
:style(Gui.sprite_style(Styles.header.width, -1))
:on_click(function(player)
ToolbarState:set(player, nil)
Gui.toggle_top_flow(player, true)
reorder_toolbar_menu(player)
end)
--- Replaces the default method for opening and closing the toolbar
-- @element toggle_toolbar
toggle_toolbar =
Gui.element{
type = "sprite-button",
sprite = "utility/bookmark",
tooltip = { "toolbar.toggle" },
style = "tool_button",
auto_toggle = true,
name = Gui.unique_static_name,
}
:style(Styles.header)
:on_click(function(player, element)
Gui.toggle_top_flow(player, element.toggled)
end)
--- Move an element up the list
-- @element move_up
move_up =
Gui.element{
type = "sprite-button",
sprite = "utility/speed_up",
tooltip = { "toolbar.move-up" },
name = Gui.unique_static_name,
}
:style(Styles.item)
:on_click(function(player, element)
local item = element.parent.parent
move_toolbar_button(player, item, -1)
end)
--- Move an element down the list
-- @element move_down
move_down =
Gui.element{
type = "sprite-button",
sprite = "utility/speed_down",
tooltip = { "toolbar.move-down" },
name = Gui.unique_static_name,
}
:style(Styles.item)
:on_click(function(player, element)
local item = element.parent.parent
move_toolbar_button(player, item, 1)
end)
--- A flow which represents one item in the toolbar list
-- @element toolbar_list_item
local toolbar_list_item =
Gui.element(function(definition, parent, element_define)
local flow = parent.add{
type = "frame",
style = "shortcut_selection_row",
name = element_define.name,
tags = {
top_element_uid = element_define.uid,
},
}
flow.style.horizontally_stretchable = true
flow.style.vertical_align = "center"
-- Add the button and the icon edit button
local element = element_define(flow)
local player = Gui.get_player_from_element(parent)
local top_element = Gui.get_top_element(player, element_define)
copy_style(top_element, element)
-- Add the checkbox that can toggle the visibility
local checkbox = flow.add{
type = "checkbox",
name = "checkbox",
caption = element_define.tooltip or element_define.caption or "None",
state = top_element.visible or false,
tags = {
top_element_name = element_define.name,
},
}
definition:triggers_events(checkbox)
checkbox.style.width = 180
-- Add the buttons used to move the flow up and down
local move_flow = flow.add{ type = "flow", name = "move" }
move_flow.style.horizontal_spacing = 0
move_up(move_flow)
move_down(move_flow)
return definition:no_events(flow)
end)
:on_checked_changed(function(player, element)
local top_flow = Gui.get_top_flow(player)
local top_element = top_flow[element.tags.top_element_name]
local had_visible = Gui.top_flow_has_visible_elements(player)
top_element.visible = element.state
-- Check if we are on the edge case between 0 and 1 visible elements
if element.state and not had_visible then
Gui.toggle_top_flow(player, true)
local container = element.parent.parent.parent.parent
local button = container.header.alignment[toggle_toolbar.name]
button.toggled = true
button.enabled = true
elseif not element.state and not Gui.top_flow_has_visible_elements(player) then
Gui.toggle_top_flow(player, false)
local container = element.parent.parent.parent.parent
local button = container.header.alignment[toggle_toolbar.name]
button.toggled = false
button.enabled = false
end
-- Update the datastore state
ToolbarState:update(player, function(_, order)
local index = element.parent.get_index_in_parent()
order[index].favourite = element.state
end)
end)
--- Scrollable list of all toolbar buttons
-- @element toolbar_list
local toolbar_list =
Gui.element(function(_, parent)
-- 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)

View File

@@ -469,7 +469,7 @@ vlayer_container = Gui.element("vlayer_container")
--- Add the element to the left flow with a toolbar button --- Add the element to the left flow with a toolbar button
Gui.add_left_element(vlayer_container, false) Gui.add_left_element(vlayer_container, false)
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "vlayer_toggle", name = "vlayer_toggle",
left_element = vlayer_container, left_element = vlayer_container,
sprite = "entity/solar-panel", sprite = "entity/solar-panel",

View File

@@ -703,7 +703,7 @@ warp_list_container = Gui.element("warp_list_container")
--- Add the element to the left flow with a toolbar button --- Add the element to the left flow with a toolbar button
Gui.add_left_element(warp_list_container, false) Gui.add_left_element(warp_list_container, false)
Gui.create_toolbar_button{ Gui.toolbar.create_button{
name = "warp_list_toggle", name = "warp_list_toggle",
left_element = warp_list_container, left_element = warp_list_container,
sprite = config.default_icon.type .. "/" .. config.default_icon.name, sprite = config.default_icon.type .. "/" .. config.default_icon.name,
@@ -714,7 +714,7 @@ Gui.create_toolbar_button{
}:on_click(function(def, event, element) }:on_click(function(def, event, element)
-- Set gui keep open state for player that clicked the button: true if visible, false if invisible -- Set gui keep open state for player that clicked the button: true if visible, false if invisible
local player = Gui.get_player(event) 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) end)
--- When the name of a warp is updated this is triggered --- 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 -- Change if the frame is visible based on if the player is in range
if not keep_gui_open[player.name] then 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 end
update_all_warp_elements(player, nil, warp_id) update_all_warp_elements(player, nil, warp_id)

View File

@@ -167,6 +167,18 @@ function ExpUtil.get_function_name(func, raw)
return "<" .. file_name .. ":" .. func_name .. ">" return "<" .. file_name .. ":" .. func_name .. ">"
end end
--- Returns a desync sale filepath and current line for a given stack frame, default is the current file
--- @param level number? The level of the stack to get the file of, a value of 1 is the caller of this function
--- @param raw boolean? When true there will not be any < > around the name
--- @return string # The relative filepath of the given stack frame
function ExpUtil.get_current_line(level, raw)
local debug_info = getinfo((level or 1) + 1, "Snl")
local safe_source = debug_info.source:find("@__level__")
local file_path = safe_source == 1 and debug_info.short_src:sub(10, -5) or debug_info.source
if raw then return file_path .. ":" .. debug_info.currentline end
return "<" .. file_path .. ":" .. debug_info.currentline .. ">"
end
--- Attempt a simple autocomplete search from a set of options --- Attempt a simple autocomplete search from a set of options
--- @param options table The table representing the possible options which can be selected --- @param options table The table representing the possible options which can be selected
--- @param input string The user input string which should be matched to an option --- @param input string The user input string which should be matched to an option