Merge pull request #20 from PHIDIAS0303/main

Refactor task list (#414)
This commit is contained in:
2025-12-17 01:28:57 +09:00
committed by GitHub
11 changed files with 1018 additions and 1038 deletions

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@@ -23,8 +23,6 @@ return {
--- GUI
"modules.gui.readme",
-- "modules.gui.rocket-info",
"modules.gui.task-list",
"modules.gui.warp-list",
"modules.gui.player-list",
"modules.gui.vlayer",

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@@ -54,28 +54,6 @@ progress-caption=__1__%
progress-tooltip=This silo has launched __1__ rockets
launch-failed=Failed to launch rocket, please wait a few seconds and try again.
[task-list]
main-caption=Task List [img=info]
main-tooltip=Task List
sub-tooltip=Tasks that remain to be done\n- You can use richtext to include images [img=utility/not_enough_repair_packs_icon] or [color=blue]color[/color] your tasks.
no-tasks=No tasks found!
no-tasks-tooltip=Click on the plus button to the top right of this window to add a new task!
last-edit=Last edited by __1__ at __2__
add-tooltip=Add new task
confirm=Confirm
confirm-tooltip=Save task (minimum of 5 characters long)
discard=Discard
discard-tooltip=Discard task/changes
delete=Delete
delete-tooltip=Delete task
close-tooltip=Close task details
edit=Edit task
edit-tooltip=Currently being edited by: __1__
edit-tooltip-none=Currently being edited by: Nobody
create-footer-header=Create task
edit-footer-header=Edit task
view-footer-header=Task details
[warp-list]
main-caption=Warp List [img=info]
main-tooltip=Warp List

View File

@@ -54,28 +54,6 @@ progress-caption=__1__ %
progress-tooltip=該火箭發射井發射了 __1__ 次
launch-failed=火箭發射失敗, 請過一會再試。
[task-list]
main-caption=工作流程 [img=info]
main-tooltip=工作流程
sub-tooltip=需要完成的工作流程\n- 你可以用富文本來加上圖片 [img=utility/not_enough_repair_packs_icon] 或 [color=blue] 顏色[/color]。
no-tasks=沒有工作流程
no-tasks-tooltip=按加號加入工作流程
last-edit=最後由 __1__ 在 __2__ 修改
add-tooltip=加入工作流程
confirm=確認
confirm-tooltip=儲存工作流程 (最少要5個字長)
discard=放棄
discard-tooltip=放棄更改動
delete=刪除
delete-tooltip=刪除工作流程
close-tooltip=關閉工作流程
edit=修改工作流程
edit-tooltip=現被 __1__ 修改中
edit-tooltip-none=現沒有被人修改
create-footer-header=加入工作流程
edit-footer-header=修改工作流程
view-footer-header=工作流程細節
[warp-list]
main-caption=傳送陣清單 [img=info]
main-tooltip=傳送陣清單

View File

@@ -54,28 +54,6 @@ progress-caption=__1__ %
progress-tooltip=該火箭發射井發射了 __1__ 次
launch-failed=火箭發射失敗, 請過一會再試。
[task-list]
main-caption=工作流程 [img=info]
main-tooltip=工作流程
sub-tooltip=需要完成的工作流程\n- 你可以用富文本來加上圖片 [img=utility/not_enough_repair_packs_icon] 或 [color=blue] 顏色[/color]。
no-tasks=沒有工作流程
no-tasks-tooltip=按加號加入工作流程
last-edit=最後由 __1__ 在 __2__ 修改
add-tooltip=加入工作流程
confirm=確認
confirm-tooltip=儲存工作流程 (最少要5個字長)
discard=放棄
discard-tooltip=放棄更改動
delete=刪除
delete-tooltip=刪除工作流程
close-tooltip=關閉工作流程
edit=修改工作流程
edit-tooltip=現被 __1__ 修改中
edit-tooltip-none=現沒有被人修改
create-footer-header=加入工作流程
edit-footer-header=修改工作流程
view-footer-header=工作流程細節
[warp-list]
main-caption=傳送陣清單 [img=info]
main-tooltip=傳送陣清單

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@@ -1,176 +0,0 @@
--[[-- Control Module - Tasks
- Stores tasks for each force.
@control Tasks
@alias Tasks
@usage-- Making and then editing a new task
local task_id = Tasks.add_task(game.player.force.name, nil, game.player.name)
Tasks.update_task(task_id, 'We need more iron!', game.player.name)
]]
local Datastore = require("modules.exp_legacy.expcore.datastore") --- @dep expcore.datastore
local Storage = require("modules/exp_util/storage")
--- Stores all data for the warp gui
local TaskData = Datastore.connect("TaskData")
TaskData:set_serializer(function(raw_key) return raw_key.task_id end)
local Tasks = {}
-- Storage lookup table for force name to task ids
local force_tasks = { _uid = 1 }
Storage.register(force_tasks, function(tbl)
force_tasks = tbl
end)
--- Setters.
-- functions used to created and alter tasks
-- @section setters
--[[-- Add a new task for a force, the task can be placed into a certain position for that force
@tparam string force_name the name of the force to add the task for
@tparam[opt] string player_name the player who added this task, will cause them to be listed under editing
@tparam[opt] string task_title the task title, if not given default is used
@tparam[opt] string task_body the task body, if not given default is used
@treturn string the uid of the task which was created
@usage-- Adding a new task for your force
local task_id = Tasks.add_task(game.player.force.name, game.player.name, nil, nil)
]]
function Tasks.add_task(force_name, player_name, task_title, task_body)
-- Get a new task id
local task_id = tostring(force_tasks._uid)
force_tasks._uid = force_tasks._uid + 1
-- Get the existing tasks for this force
local task_ids = force_tasks[force_name] --[[@as table?]]
if not task_ids then
task_ids = {}
force_tasks[force_name] = task_ids --[[@as any]]
end
-- Insert the task id into the forces tasks
table.insert(task_ids, task_id)
-- Add the new task to the store
TaskData:set(task_id, {
task_id = task_id,
force_name = force_name,
title = task_title or "",
body = task_body or "",
last_edit_name = player_name or "<server>",
last_edit_time = game.tick,
currently_editing = {},
})
return task_id
end
--[[-- Removes a task and any data that is linked with it
@tparam string task_id the uid of the task which you want to remove
@usage-- Removing a task
Tasks.remove_task(task_id)
]]
function Tasks.remove_task(task_id)
local task = TaskData:get(task_id)
local force_name = task.force_name
table.remove_element(force_tasks[force_name], task_id)
TaskData:remove(task_id)
end
--[[-- Update the message and last edited information for a task
@tparam string task_id the uid of the task to update
@tparam string player_name the name of the player who made the edit
@tparam string task_title the title of the task to update to
@tparam string task_body the body of the task to update to
@usage-- Updating the message for on a task
Task.update_task(task_id, game.player.name, 'We need more iron!', 'Build more iron outposts.')
]]
function Tasks.update_task(task_id, player_name, task_title, task_body)
TaskData:update(task_id, function(_, task)
task.last_edit_name = player_name
task.last_edit_time = game.tick
task.title = task_title
task.body = task_body
end)
end
--[[-- Set the editing state for a player, can be used as a warning or to display a text field
@tparam string task_id the uid of the task that you want to effect
@tparam string player_name the name of the player you want to set the state for
@tparam boolean state the new state to set editing to
@usage-- Setting your editing state to true
Tasks.set_editing(task_id, game.player.name, true)
]]
function Tasks.set_editing(task_id, player_name, state)
TaskData:update(task_id, function(_, task)
task.currently_editing[player_name] = state
end)
end
--[[-- Adds an update handler for when a task is added, removed, or updated
@tparam function handler the handler which is called when a task is updated
@usage-- Add a game print when a task is updated
Tasks.on_update(function(task)
game.print(task.force_name..' now has the task: '..task.message)
end)
]]
function Tasks.on_update(handler)
TaskData:on_update(handler)
end
--- Getters.
-- function used to get information about tasks
-- @section getters
--[[-- Gets the task information that is linked with this id
@tparam string task_id the uid of the task you want to get
@treturn table the task information
@usage-- Getting task information outside of on_update
local task = Tasks.get_task(task_id)
]]
function Tasks.get_task(task_id)
return TaskData:get(task_id)
end
--[[-- Gets all the task ids that a force has
@tparam string force_name the name of the force that you want the task ids for
@treturn table an array of all the task ids
@usage-- Getting the task ids for a force
local task_ids = Tasks.get_force_task_ids(game.player.force.name)
]]
function Tasks.get_force_task_ids(force_name)
return force_tasks[force_name] or {}
end
--[[-- Gets the editing state for a player
@tparam string task_id the uid of the task you want to check
@tparam string player_name the name of the player that you want to check
@treturn boolean weather the player is currently editing this task
@usage-- Check if a player is editing a task or not
local editing = Tasks.get_editing(task_id, game.player.name)
]]
function Tasks.get_editing(task_id, player_name)
local task = TaskData:get(task_id)
return task.currently_editing[player_name]
end
-- Module Return
return Tasks

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@@ -1,794 +0,0 @@
--[[-- Gui Module - Task List
- Adds a task list to the game which players can add, remove and edit items on
@gui Task-List
@alias task_list
]]
local ExpUtil = require("modules/exp_util")
local Gui = require("modules/exp_gui")
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local Datastore = require("modules.exp_legacy.expcore.datastore") --- @dep expcore.datastore
local config = require("modules.exp_legacy.config.gui.tasks") --- @dep config.gui.tasks
local Tasks = require("modules.exp_legacy.modules.control.tasks") --- @dep modules.control.tasks
local format_time = ExpUtil.format_time_factory_locale{ format = "short", hours = true, minutes = true }
--- Stores all data for the task gui by player
local TaskGuiData = Datastore.connect("TaskGuiData")
TaskGuiData:set_serializer(Datastore.name_serializer)
local PlayerIsEditing = TaskGuiData:combine("PlayerIsEditing")
PlayerIsEditing:set_default(false)
local PlayerIsCreating = TaskGuiData:combine("PlayerIsCreating")
PlayerIsCreating:set_default(false)
local PlayerSelected = TaskGuiData:combine("PlayerSelected")
PlayerSelected:set_default(nil)
-- Styles used for sprite buttons
local Styles = {
sprite22 = {
height = 22,
width = 22,
padding = -2,
},
footer_button = {
height = 29,
maximal_width = 268,
horizontally_stretchable = true,
padding = -2,
},
}
--- If a player is allowed to use the edit buttons
local function check_player_permissions(player, task)
if task then
-- When a task is given check if the player can edit it
local allow_edit_task = config.allow_edit_task
-- Check if the player being the last to edit will override existing permisisons
if config.user_can_edit_own_tasks and task.last_edit_name == player.name then
return true
end
-- Check player has permisison based on value in the config
if allow_edit_task == "all" then
return true
elseif allow_edit_task == "admin" then
return player.admin
elseif allow_edit_task == "expcore.roles" then
return Roles.player_allowed(player, config.expcore_roles_allow_edit_task)
end
-- Return false as all other condidtions have not been met
return false
else
-- When a task is not given check if the player can add a new task
local allow_add_task = config.allow_add_task
-- Check player has permisison based on value in the config
if allow_add_task == "all" then
return true
elseif allow_add_task == "admin" then
return player.admin
elseif allow_add_task == "expcore.roles" then
return Roles.player_allowed(player, config.expcore_roles_allow_add_task)
end
-- Return false as all other condidtions have not been met
return false
end
end
--- Elements
--- Button displayed in the header bar, used to add a new task
-- @element add_new_task
local add_new_task = Gui.define("add_new_task")
:draw{
type = "sprite-button",
sprite = "utility/add",
tooltip = { "task-list.add-tooltip" },
style = "tool_button",
name = Gui.from_name,
}
:style(Styles.sprite22)
:on_click(
function(def, player, element)
-- Disable editing
PlayerIsEditing:set(player, false)
-- Clear selected
PlayerSelected:set(player, nil)
-- Open task create footer
PlayerIsCreating:set(player, true)
end
)
--- Header displayed when no tasks are in the task list
-- @element no_tasks_found
local no_tasks_found = Gui.define("no_tasks_found")
:draw(
function(_, parent)
local header =
parent.add{
name = "no_tasks_found_element",
type = "frame",
style = "negative_subheader_frame",
}
header.style.horizontally_stretchable = true
header.style.bottom_margin = 0
-- Flow used for centering the content in the subheader
local center =
header.add{
type = "flow",
}
center.style.vertical_align = "center"
center.style.horizontal_align = "center"
center.style.horizontally_stretchable = true
center.add{
name = "header_label",
type = "label",
style = "bold_label",
caption = { "", "[img=utility/warning_white] ", { "task-list.no-tasks" } },
tooltip = { "task-list.no-tasks-tooltip" },
}
return header
end
)
--- Frame element with the right styling
-- @element subfooter_frame
local subfooter_frame = Gui.define("task_list_subfooter_frame")
:draw{
type = "frame",
name = Gui.from_argument(1),
direction = "vertical",
style = "subfooter_frame",
}
:style{
height = 0,
padding = 5,
use_header_filler = false,
}
--- Label element preset
-- @element subfooter_label
local subfooter_label = Gui.define("task_list_subfooter_label")
:draw{
name = "footer_label",
type = "label",
style = "frame_title",
caption = Gui.from_argument(1),
}
--- Action flow that contains action buttons
-- @element subfooter_actions
local subfooter_actions = Gui.define("task_list_subfooter_actions")
:draw{
type = "flow",
name = "actions",
}
--- Button element with a flow around it to fix duplicate name inside of the scroll flow
-- @element task_list_item
local task_list_item = Gui.define("task_list_item")
:draw(
function(def, parent, task)
local flow = parent.add{
type = "flow",
name = "task-" .. task.task_id,
caption = task.task_id,
}
flow.style.horizontally_stretchable = true
local button = flow.add{
name = def.name,
type = "button",
style = "list_box_item",
caption = task.title,
tooltip = { "task-list.last-edit", task.last_edit_name, format_time(task.last_edit_time) },
}
button.style.horizontally_stretchable = true
button.style.horizontally_squashable = true
return button
end
)
:on_click(
function(def, player, element)
local task_id = element.parent.caption
PlayerSelected:set(player, task_id)
end
)
--- Scrollable list of all tasks
-- @element task_list
local task_list = Gui.define("task_list")
:draw(
function(_, parent)
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
local flow =
scroll_pane.add{
name = "task_list",
type = "flow",
direction = "vertical",
}
flow.style.vertical_spacing = 0
flow.style.horizontally_stretchable = true
return flow
end
)
--- Button element inside the task view footer to start editing a task
-- @element task_view_edit_button
local task_view_edit_button = Gui.define("task_view_edit_button")
:draw{
type = "button",
name = Gui.from_name,
caption = { "", "[img=utility/rename_icon] ", { "task-list.edit" } },
tooltip = { "task-list.edit-tooltip" },
style = "shortcut_bar_button",
}:style(Styles.footer_button):on_click(
function(def, player, element)
local selected = PlayerSelected:get(player)
PlayerIsEditing:set(player, true)
Tasks.set_editing(selected, player.name, true)
end
)
--- Button to close the task view footer
-- @element task_view_close_button
local task_view_close_button = Gui.define("task_view_close_button")
:draw{
type = "sprite-button",
sprite = "utility/collapse",
style = "frame_action_button",
tooltip = { "task-list.close-tooltip" },
}
:style(Styles.sprite22)
:on_click(
function(def, player, element)
PlayerSelected:set(player, nil)
end
)
--- Button to delete the task inside the task view footer
-- @element task_view_delete_button
local task_view_delete_button = Gui.define("task_view_delete_button")
:draw{
type = "button",
name = Gui.from_name,
caption = { "", "[img=utility/trash] ", { "task-list.delete" } },
tooltip = { "task-list.delete-tooltip" },
style = "shortcut_bar_button_red",
}
:style(Styles.footer_button)
:on_click(
function(def, player, element)
local selected = PlayerSelected:get(player)
PlayerSelected:set(player, nil)
Tasks.remove_task(selected)
end
)
--- Subfooter inside the tasklist container that holds all the elements for viewing a task
-- @element task_view_footer
local task_view_footer = Gui.define("task_view_footer")
:draw(
function(_, parent)
local footer = subfooter_frame(parent, "view")
local flow = footer.add{ type = "flow" }
subfooter_label(flow, { "task-list.view-footer-header" })
local alignment = Gui.elements.aligned_flow(flow)
task_view_close_button(alignment)
local title_label =
footer.add{
type = "label",
name = "title",
}
title_label.style.padding = 4
title_label.style.font = "default-bold"
title_label.style.single_line = false
local body_label =
footer.add{
type = "label",
name = "body",
}
body_label.style.padding = 4
body_label.style.single_line = false
local action_flow = subfooter_actions(footer)
task_view_delete_button(action_flow)
task_view_edit_button(action_flow)
return footer
end
)
local message_pattern = "(.-)\n(.*)"
--- Parse a string into a message object with title and body
-- @tparam string str message data
local function parse_message(str)
-- Trim the spaces of the string
local trimmed = string.gsub(str, "^%s*(.-)%s*$", "%1")
local message = { title = "", body = "" }
local title, body = string.match(trimmed, message_pattern)
if not title then
-- If it doesn't match the pattern return the str as a title
message.title = trimmed
else
message.title = title
message.body = body
end
return message
end
-- Button variable initialisation because it is used inside the textfield element events
local task_edit_confirm_button
local task_create_confirm_button
--- Textfield element used in both the task create and edit footers
-- @element task_message_textfield
local task_message_textfield = Gui.define("task_message_textfield")
:draw{
name = Gui.from_name,
type = "text-box",
text = "",
}:style{
maximal_width = 268,
minimal_height = 100,
horizontally_stretchable = true,
}
:on_text_changed(
function(def, player, element)
local is_editing = PlayerIsEditing:get(player)
local is_creating = PlayerIsCreating:get(player)
local valid = string.len(element.text) > 5
if is_creating then
element.parent.actions[task_create_confirm_button.name].enabled = valid
elseif is_editing then
element.parent.actions[task_edit_confirm_button.name].enabled = valid
end
end
)
--- Button to confirm the changes inside the task edit footer
-- @element task_edit_confirm_button
task_edit_confirm_button = Gui.define("task_edit_confirm_button")
:draw{
type = "button",
name = Gui.from_name,
caption = { "", "[img=utility/check_mark] ", { "task-list.confirm" } },
tooltip = { "task-list.confirm-tooltip" },
style = "shortcut_bar_button_green",
}
:style(Styles.footer_button)
:on_click(
function(def, player, element)
local selected = PlayerSelected:get(player)
PlayerIsEditing:set(player, false)
local new_message = element.parent.parent[task_message_textfield.name].text
local parsed = parse_message(new_message)
Tasks.update_task(selected, player.name, parsed.title, parsed.body)
Tasks.set_editing(selected, player.name, nil)
end
)
--- Button to discard the changes inside the task edit footer
-- @element edit_task_discard_button
local edit_task_discard_button = Gui.define("edit_task_discard_button")
:draw{
type = "button",
caption = { "", "[img=utility/close_black] ", { "task-list.discard" } },
tooltip = { "task-list.discard-tooltip" },
style = "shortcut_bar_button_red",
}
:style(Styles.footer_button)
:on_click(
function(def, player, element)
local selected = PlayerSelected:get(player)
Tasks.set_editing(selected, player.name, nil)
PlayerIsEditing:set(player, false)
end
)
--- Subfooter inside the tasklist container that holds all the elements for editing a task
-- @element task_edit_footer
local task_edit_footer = Gui.define("task_edit_footer")
:draw(
function(_, parent)
local footer = subfooter_frame(parent, "edit")
subfooter_label(footer, { "task-list.edit-footer-header" })
task_message_textfield(footer)
local action_flow = subfooter_actions(footer)
edit_task_discard_button(action_flow)
task_edit_confirm_button(action_flow)
return footer
end
)
--- Button to confirm the changes inside the task create footer
-- @element task_create_confirm_button
task_create_confirm_button = Gui.define("task_create_confirm_button")
:draw{
type = "button",
name = Gui.from_name,
caption = { "", "[img=utility/check_mark] ", { "task-list.confirm" } },
tooltip = { "task-list.confirm-tooltip" },
style = "shortcut_bar_button_green",
enabled = false,
}
:style(Styles.footer_button)
:on_click(
function(def, player, element)
local message = element.parent.parent[task_message_textfield.name].text
PlayerIsCreating:set(player, false)
local parsed = parse_message(message)
local task_id = Tasks.add_task(player.force.name, player.name, parsed.title, parsed.body)
PlayerSelected:set(player, task_id)
end
)
--- Button to discard the changes inside the task create footer
-- @element task_create_discard_button
local task_create_discard_button = Gui.define("task_create_discard_button")
:draw{
type = "button",
caption = { "", "[img=utility/close_black] ", { "task-list.discard" } },
tooltip = { "task-list.discard-tooltip" },
style = "shortcut_bar_button_red",
}
:style(Styles.footer_button)
:on_click(
function(def, player, element)
PlayerIsCreating:set(player, false)
end
)
--- Subfooter inside the tasklist container that holds all the elements to create a new task
-- @element task_create_footer
local task_create_footer = Gui.define("task_create_footer")
:draw(
function(_, parent)
local footer = subfooter_frame(parent, "create")
subfooter_label(footer, { "task-list.create-footer-header" })
task_message_textfield(footer)
local action_flow = subfooter_actions(footer)
task_create_discard_button(action_flow)
task_create_confirm_button(action_flow)
return footer
end
)
--- Clear and repopulate the task list with all current tasks
local repopulate_task_list = function(task_list_element)
local force = Gui.get_player(task_list_element).force
local task_ids = Tasks.get_force_task_ids(force.name)
task_list_element.clear()
-- Set visibility of the no_tasks_found element depending on the amount of tasks still in the task manager
task_list_element.parent.parent.no_tasks_found_element.visible = #task_ids == 0
-- Add each task to the flow
for _, task_id in ipairs(task_ids) do
-- Add the task
local task = Tasks.get_task(task_id)
task_list_item(task_list_element, task)
end
end
--- Main task list container for the left flow
-- @element task_list_container
local task_list_container = Gui.define("task_list_container")
:draw(
function(def, parent)
-- Draw the internal container
local container = Gui.elements.container(parent, 268)
container.style.maximal_width = 268
-- Draw the header
local header = Gui.elements.header(container, {
name = "header",
caption = { "task-list.main-caption" },
tooltip = { "task-list.sub-tooltip" },
})
-- Draw the new task button
local player = Gui.get_player(parent)
local add_new_task_element = add_new_task(header)
add_new_task_element.visible = check_player_permissions(player)
-- Draw no task found element
no_tasks_found(container)
-- Draw task list element
local task_list_element = task_list(container)
repopulate_task_list(task_list_element)
local task_view_footer_element = task_view_footer(container)
local task_edit_footer_element = task_edit_footer(container)
local task_create_footer_element = task_create_footer(container)
task_view_footer_element.visible = false
task_edit_footer_element.visible = false
task_create_footer_element.visible = false
-- Return the external container
return container.parent
end
)
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(task_list_container, function(player)
local task_ids = Tasks.get_force_task_ids(player.force.name)
return #task_ids > 0
end)
Gui.toolbar.create_button{
name = "task_list_toggle",
left_element = task_list_container,
sprite = "utility/not_enough_repair_packs_icon",
tooltip = { "task-list.main-tooltip" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/task-list")
end
}
-- Function to update a single task and some of the elements inside the container
local update_task = function(player, task_list_element, task_id)
local task = Tasks.get_task(task_id)
local task_ids = Tasks.get_force_task_ids(player.force.name)
-- Set visibility of the no_tasks_found element depending on the amount of tasks still in the task manager
task_list_element.parent.parent.no_tasks_found_element.visible = #task_ids == 0
-- Task no longer exists so should be removed from the list
if not task then
task_list_element["task-" .. task_id].destroy()
return
end
local flow = task_list_element["task-" .. task_id]
if not flow then
-- If task does not exist yet add it to the list
task_list_item(task_list_element, task)
else
-- If the task exists update the caption and tooltip
local button = flow[task_list_item.name]
button.caption = task.title
button.tooltip = { "task-list.last-edit", task.last_edit_name, format_time(task.last_edit_time) }
end
end
-- Update the footer task edit view
local update_task_edit_footer = function(player, task_id)
local task = Tasks.get_task(task_id)
local container = Gui.get_left_element(task_list_container, player)
local edit_flow = container.frame.edit
local message_element = edit_flow[task_message_textfield.name]
message_element.focus()
message_element.text = task.title .. "\n" .. task.body
end
-- Update the footer task view
local update_task_view_footer = function(player, task_id)
local task = Tasks.get_task(task_id)
local container = Gui.get_left_element(task_list_container, player)
local view_flow = container.frame.view
local has_permission = check_player_permissions(player, task)
local title_element = view_flow.title
local body_element = view_flow.body
local edit_button_element = view_flow.actions[task_view_edit_button.name]
local delete_button_element = view_flow.actions[task_view_delete_button.name]
edit_button_element.visible = has_permission
delete_button_element.visible = has_permission
title_element.caption = task.title
body_element.caption = task.body
local players_editing = table.get_keys(task.currently_editing)
if #players_editing > 0 then
edit_button_element.tooltip = { "task-list.edit-tooltip", table.concat(players_editing, ", ") }
else
edit_button_element.tooltip = { "task-list.edit-tooltip-none" }
end
end
--- When a new task is added it will update the task list for everyone on that force
--- Or when a task is updated it will update the specific task elements
Tasks.on_update(
function(task_id, curr_state, prev_state)
-- Get the force to update, task is nil when removed
local force
if curr_state then
force = game.forces[curr_state.force_name]
else
force = game.forces[prev_state.force_name]
end
-- Update the task for all the players on the force
for _, player in pairs(force.connected_players) do
-- Update the task view elements if the player currently being looped over has this specific task selected
local selected = PlayerSelected:get(player)
if selected == task_id then
if curr_state then
update_task_view_footer(player, selected)
else
PlayerSelected:set(player, nil)
end
end
local container = Gui.get_left_element(task_list_container, player)
local task_list_element = container.frame.scroll.task_list
-- Update the task that was changed
update_task(player, task_list_element, task_id)
end
end
)
-- When a player is creating a new task.
PlayerIsCreating:on_update(
function(player_name, curr_state, _)
local player = game.players[player_name]
local container = Gui.get_left_element(task_list_container, player)
local create = container.frame.create
-- Clear the textfield
local message_element = container.frame.create[task_message_textfield.name]
local confirm_button_element = container.frame.create.actions[task_create_confirm_button.name]
message_element.focus()
message_element.text = ""
confirm_button_element.enabled = false
if curr_state then
create.visible = true
else
create.visible = false
end
end
)
-- When a player selects a different warp from the list
PlayerSelected:on_update(
function(player_name, curr_state, prev_state)
local player = game.players[player_name]
local container = Gui.get_left_element(task_list_container, player)
local task_list_element = container.frame.scroll.task_list
local view_flow = container.frame.view
local edit_flow = container.frame.edit
local is_editing = PlayerIsEditing:get(player)
local is_creating = PlayerIsCreating:get(player)
-- If the selection has an previous state re-enable the button list element
if prev_state then
task_list_element["task-" .. prev_state][task_list_item.name].enabled = true
end
if curr_state then
-- Disable the selected element
task_list_element["task-" .. curr_state][task_list_item.name].enabled = false
-- Update the view footer
update_task_view_footer(player, curr_state)
-- If a player is creating then remove the creation dialogue
if is_creating then
PlayerIsCreating:set(player, false)
end
-- Depending on if the player is currently editing change the current task edit footer to the current task
if is_editing then
update_task_edit_footer(player, curr_state)
Tasks.set_editing(prev_state, player.name, nil)
Tasks.set_editing(curr_state, player.name, true)
view_flow.visible = false
edit_flow.visible = true
else
view_flow.visible = true
edit_flow.visible = false
end
else
-- If curr_state nil then hide footer elements and set editing to nil for prev_state
if prev_state and Tasks.get_task(prev_state) then
Tasks.set_editing(prev_state, player.name, nil)
end
view_flow.visible = false
edit_flow.visible = false
end
end
)
-- When the edit view opens or closes
PlayerIsEditing:on_update(
function(player_name, curr_state, _)
local player = game.players[player_name]
local container = Gui.get_left_element(task_list_container, player)
local view_flow = container.frame.view
local edit_flow = container.frame.edit
local selected = PlayerSelected:get(player)
if curr_state then
update_task_edit_footer(player, selected)
view_flow.visible = false
edit_flow.visible = true
else
view_flow.visible = true
edit_flow.visible = false
end
end
)
--- Makes sure the right buttons are present when roles change
local function role_update_event(event)
local player = game.players[event.player_index]
local frame = Gui.get_left_element(task_list_container, player).frame
-- Update the view task
local selected = PlayerSelected:get(player)
if selected then
update_task_view_footer(player, selected)
PlayerSelected:set(player, selected)
-- button to edit the task.
-- Resetting the players selected task to make sure the player does not see an
end
-- Update the new task button and create footer in case the user can now add them
local has_permission = check_player_permissions(player)
local add_new_task_element = frame.header[add_new_task.name]
add_new_task_element.visible = has_permission
local is_creating = PlayerIsCreating:get(player)
if is_creating and not has_permission then
PlayerIsCreating:set(player, false)
end
end
Event.add(Roles.events.on_role_assigned, role_update_event)
Event.add(Roles.events.on_role_unassigned, role_update_event)
--- Redraw all tasks and clear editing/creating after joining or changing force
local function reset_task_list(event)
-- Repopulate the task list
local player = game.players[event.player_index]
local container = Gui.get_left_element(task_list_container, player)
local task_list_element = container.frame.scroll.task_list
repopulate_task_list(task_list_element)
-- Check if the selected task is still valid
local selected = PlayerSelected:get(player)
if selected and Tasks.get_task(selected) ~= nil then
PlayerIsCreating:set(player, false)
PlayerIsEditing:set(player, false)
PlayerSelected:set(player, nil)
end
end
Event.add(defines.events.on_player_joined_game, reset_task_list)
Event.add(defines.events.on_player_changed_force, reset_task_list)

View File

@@ -79,3 +79,4 @@ add(require("modules/exp_scenario/gui/quick_actions"))
add(require("modules/exp_scenario/gui/research_milestones"))
-- add(require("modules/exp_scenario/gui/science_production"))
add(require("modules/exp_scenario/gui/surveillance"))
add(require("modules/exp_scenario/gui/task_list"))

View File

@@ -0,0 +1,951 @@
--[[-- Gui - Task List
Adds a task list to the game which players can add, remove and edit items on
]]
local Gui = require("modules/exp_gui")
local Roles = require("modules.exp_legacy.expcore.roles")
local config = require("modules.exp_legacy.config.gui.tasks")
local ExpUtil = require("modules/exp_util")
local format_time = ExpUtil.format_time_factory_locale{ format = "short", hours = true, minutes = true }
--- @class ExpGui_TaskList.elements
local Elements = {}
local Styles = {
sprite22 = Gui.styles.sprite{
size = 22
},
footer_button = Gui.styles.sprite{
height = 29,
maximal_width = 268,
horizontally_stretchable = true,
},
}
--- @class ExpGui_TaskList.Task
--- @field id number
--- @field last_user LuaPlayer
--- @field last_edit_tick number
--- @field editing table<number, string>
--- @field title string
--- @field body string
--- @field new boolean?
--- @field deleted boolean?
--- Check if a player can create a new task
--- @param player LuaPlayer
--- @return boolean
local function has_permission_create_task(player)
local allow_add_task = config.allow_add_task
if allow_add_task == "all" then
return true
elseif allow_add_task == "admin" then
return player.admin
elseif allow_add_task == "expcore.roles" then
return Roles.player_allowed(player, config.expcore_roles_allow_add_task)
end
return false
end
--- Check if a player can edit an existing task
--- @param player LuaPlayer
--- @param task ExpGui_TaskList.Task
--- @return boolean
local function has_permission_edit_task(player, task)
local allow_edit_task = config.allow_edit_task
-- Check if editing your own task allows bypassing other permissions
if config.user_can_edit_own_tasks and task.last_user.index == player.index then
return true
end
-- Check player has permission based on value in the config
if allow_edit_task == "all" then
return true
elseif allow_edit_task == "admin" then
return player.admin
elseif allow_edit_task == "expcore.roles" then
return Roles.player_allowed(player, config.expcore_roles_allow_edit_task)
end
return false
end
--- @class ExpGui_TaskList.element.new_task_button.elements
--- @field container LuaGuiElement
--- Button displayed in the header bar, used to add a new task
--- @class ExpGui_TaskList.element.new_task_button: ExpElement
--- @field data table<LuaGuiElement, ExpGui_TaskList.element.new_task_button.elements>
--- @overload fun(parent: LuaGuiElement, container: LuaGuiElement): LuaGuiElement
Elements.new_task_button = Gui.define("task_list/new_task_button")
:track_all_elements()
:draw{
type = "sprite-button",
sprite = "utility/add",
tooltip = { "exp-gui_task-list.tooltip-new" },
style = "tool_button",
}
:style(Styles.sprite22)
:element_data{
container = Gui.from_argument(1)
}
:on_click(function(def, player, new_task_button)
--- @cast def ExpGui_TaskList.element.new_task_button
local container = def.data[new_task_button].container
Elements.container.open_edit_task(container, {
id = Elements.container.next_task_id(),
last_edit_tick = game.tick,
last_user = player,
editing = {},
title = "",
body = "",
new = true,
})
end) --[[ @as any ]]
--- Refresh the visibility based on player permissions
--- @param new_task_button LuaGuiElement
function Elements.new_task_button.refresh(new_task_button)
local player = Gui.get_player(new_task_button)
new_task_button.visible = has_permission_create_task(player)
end
--- Refresh the visibility based on player permissions
--- @param player LuaPlayer
function Elements.new_task_button.refresh_player(player)
local visible = has_permission_create_task(player)
for _, new_task_button in Elements.new_task_button:tracked_elements(player) do
new_task_button.visible = visible
end
end
--- @class ExpGui_TaskList.elements.view_task_button.elements
--- @field task ExpGui_TaskList.Task
--- @field container LuaGuiElement
--- Button used to view a task details, the caption is the task title
--- @class ExpGui_TaskList.element.view_task_button: ExpElement
--- @field data table<LuaGuiElement, ExpGui_TaskList.elements.view_task_button.elements>
--- @overload fun(parent: LuaGuiElement, task: ExpGui_TaskList.Task, container: LuaGuiElement): LuaGuiElement
Elements.view_task_button = Gui.define("task_list/view_task_button")
:draw(function(def, parent, task)
--- @cast def ExpGui_TaskList.element.view_task_button
--- @cast task ExpGui_TaskList.Task
return parent.add{
type = "button",
style = "list_box_item",
caption = task.title,
tooltip = { "exp-gui_task-list.tooltip-last-edit", task.last_user.name, format_time(task.last_edit_tick) },
}
end)
:style{
width = 268,
horizontally_stretchable = true,
}
:element_data{
task = Gui.from_argument(1),
container = Gui.from_argument(2),
}
:on_click(function(def, player, view_task_button)
--- @cast def ExpGui_TaskList.element.view_task_button
local elements = def.data[view_task_button]
Elements.container.open_view_task(elements.container, elements.task)
end) --[[ @as any ]]
--- Refresh the title and tooltip of the view task button
--- @param view_task_button LuaGuiElement
--- @param task ExpGui_TaskList.Task
function Elements.view_task_button.refresh(view_task_button, task)
view_task_button.caption = task.title
view_task_button.tooltip = { "exp-gui_task-list.tooltip-last-edit", task.last_user.name, format_time(task.last_edit_tick) }
end
--- Label used to signal that no tasks are open
--- @class ExpGui_TaskList.elements.no_tasks_header: ExpElement
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.no_tasks_header = Gui.define("task_list/no_tasks_header")
:track_all_elements()
:draw(function(def, parent, ...)
local subheader = Gui.elements.subframe_base(parent, "negative_subheader_frame")
local label = subheader.add{
type = "label",
style = "bold_label",
caption = { "exp-gui_task-list.caption-no-tasks" },
tooltip = { "exp-gui_task-list.tooltip-no-tasks" },
}
label.style.width = 268
label.style.horizontal_align = "center"
return subheader
end)
:style{
padding = { 2, 0 },
bottom_margin = 0,
} --[[ @as any ]]
--- Refresh the visibility of the no tasks label
--- @param no_tasks_header LuaGuiElement
function Elements.no_tasks_header.refresh(no_tasks_header)
local force = Gui.get_player(no_tasks_header).force --[[ @as LuaForce ]]
no_tasks_header.visible = not Elements.container.has_tasks(force)
end
--- Refresh the visibility of the no tasks label
--- @param player LuaPlayer
function Elements.no_tasks_header.refresh_player(player)
local visible = not Elements.container.has_tasks(player.force --[[ @as LuaForce ]])
for _, no_tasks_header in Elements.no_tasks_header:tracked_elements(player) do
no_tasks_header.visible = visible
end
end
--- Refresh the visibility of the no tasks label
--- @param force LuaForce
function Elements.no_tasks_header.refresh_force_online(force)
local visible = not Elements.container.has_tasks(force)
for _, no_tasks_header in Elements.no_tasks_header:online_elements(force) do
no_tasks_header.visible = visible
end
end
--- A table containing all of the current tasks
--- @class ExpGui_TaskList.elements.task_table: ExpElement
--- @field data table<LuaGuiElement, LuaGuiElement[]>
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.task_list = Gui.define("task_list/task_list")
:draw(function(_, parent)
local task_list = parent.add{
type = "scroll-pane",
vertical_scroll_policy = "auto",
horizontal_scroll_policy = "never",
style = "scroll_pane_under_subheader",
}
local task_list_style = task_list.style
task_list_style.horizontally_stretchable = true
task_list_style.maximal_height = 224
task_list_style.padding = 0
-- Cant modify vertical spacing on scroll pane style so need a sub flow
task_list = task_list.add{ type = "flow", direction = "vertical" }
task_list_style = task_list.style
task_list_style.horizontally_stretchable = true
task_list_style.vertical_spacing = 0
task_list_style.padding = 0
-- Add the no tasks header
local no_tasks_header = Elements.no_tasks_header(task_list)
Elements.no_tasks_header.refresh(no_tasks_header)
return task_list
end)
:element_data{} --[[ @as any ]]
--- Adds a task to the task list
--- @param task_list LuaGuiElement
--- @param task ExpGui_TaskList.Task
function Elements.task_list.add_task(task_list, task)
local container = assert(task_list.parent.parent.parent)
local view_task_buttons = Elements.task_list.data[task_list]
view_task_buttons[task.id] = Elements.view_task_button(task_list, task, container)
end
--- Remove a task from the task list
--- @param task_list LuaGuiElement
--- @param task ExpGui_TaskList.Task
function Elements.task_list.remove_task(task_list, task)
local view_task_buttons = Elements.task_list.data[task_list]
Gui.destroy_if_valid(view_task_buttons[task.id])
view_task_buttons[task.id] = nil
end
--- Refresh a task on the list
--- @param task_list LuaGuiElement
--- @param task ExpGui_TaskList.Task
function Elements.task_list.refresh_task(task_list, task)
local view_task_buttons = Elements.task_list.data[task_list]
Elements.view_task_button.refresh(view_task_buttons[task.id], task)
end
--- Refresh all tasks on the list
--- @param task_list LuaGuiElement
--- @param tasks ExpGui_TaskList.Task[]
function Elements.task_list.refresh_tasks(task_list, tasks)
local view_task_buttons = Elements.task_list.data[task_list]
local done = {}
-- Refresh all valid tasks
for _, task in ipairs(tasks) do
done[task.id] = true
local view_task_button = view_task_buttons[task.id]
if view_task_button then
Elements.view_task_button.refresh(view_task_button, task)
else
Elements.task_list.add_task(task_list, task)
end
end
-- Remove tasks buttons that are no longer required
for id, view_task_button in pairs(view_task_buttons) do
if not done[id] then
view_task_button.destroy()
end
end
end
--- Select a task button, if nil then all buttons are reset
--- @param task_list LuaGuiElement
--- @param task ExpGui_TaskList.Task?
function Elements.task_list.select_task_button(task_list, task)
local view_task_buttons = Elements.task_list.data[task_list]
local task_button = task and view_task_buttons[task.id]
if task_button and not task_button.enabled then
return
end
for _, view_task_button in pairs(view_task_buttons) do
view_task_button.enabled = true
end
if task_button then
task_button.enabled = false
end
end
--- The base footer used for view and edit
--- @class ExpGui_TaskList.elements.task_footer: ExpElement
--- @overload fun(parent: LuaGuiElement): LuaGuiElement
Elements.task_footer = Gui.define("task_list/task_footer")
:draw{
type = "frame",
direction = "vertical",
style = "subfooter_frame",
}
:style{
height = 0,
padding = 5,
use_header_filler = false,
} --[[ @as any ]]
--- @class ExpGui_TaskList.elements.close_task_button.elements
--- @field container LuaGuiElement
--- Button used to close an open task details
--- @class ExpGui_TaskList.element.close_task_button: ExpElement
--- @field data table<LuaGuiElement, ExpGui_TaskList.elements.close_task_button.elements>
--- @overload fun(parent: LuaGuiElement, container: LuaGuiElement): LuaGuiElement
Elements.close_task_button = Gui.define("task_list/close_task_button")
:draw{
type = "sprite-button",
sprite = "utility/collapse",
style = "frame_action_button",
tooltip = { "exp-gui_task-list.tooltip-close" },
}
:style(Styles.sprite22)
:element_data{
container = Gui.from_argument(1),
}
:on_click(function(def, player, close_task_button)
--- @cast def ExpGui_TaskList.element.close_task_button
local elements = def.data[close_task_button]
Elements.container.close_footers(elements.container)
end) --[[ @as any ]]
--- @class ExpGui_TaskList.elements.task_button.elements
--- @field task ExpGui_TaskList.Task?
--- @field container LuaGuiElement
--- Button used to edit a task
--- @class ExpGui_TaskList.element.edit_task_button: ExpElement
--- @field data table<LuaGuiElement, ExpGui_TaskList.elements.task_button.elements>
--- @overload fun(parent: LuaGuiElement, container: LuaGuiElement): LuaGuiElement
Elements.edit_task_button = Gui.define("task_list/edit_task_button")
:draw{
type = "button",
caption = { "exp-gui_task-list.caption-edit" },
tooltip = { "exp-gui_task-list.tooltip-edit" },
style = "shortcut_bar_button",
}
:style(Styles.footer_button)
:element_data{
container = Gui.from_argument(1),
}
:on_click(function(def, player, edit_task_button)
--- @cast def ExpGui_TaskList.element.edit_task_button
local elements = def.data[edit_task_button]
Elements.container.open_edit_task(elements.container, assert(elements.task))
end) --[[ @as any ]]
--- Refresh the edit button
--- @param edit_task_button LuaGuiElement
--- @param task ExpGui_TaskList.Task
function Elements.edit_task_button.refresh(edit_task_button, task)
local player = Gui.get_player(edit_task_button)
Elements.edit_task_button.data[edit_task_button].task = task
edit_task_button.visible = has_permission_edit_task(player, task)
if next(task.editing) then
local player_names = table.get_values(task.editing)
edit_task_button.tooltip = { "exp-gui_task-list.tooltip-edit", table.concat(player_names, ", ") }
else
edit_task_button.tooltip = { "exp-gui_task-list.tooltip-edit-none" }
end
end
--- Button used to delete a task
--- @class ExpGui_TaskList.element.delete_task_button: ExpElement
--- @field data table<LuaGuiElement, ExpGui_TaskList.elements.task_button.elements>
--- @overload fun(parent: LuaGuiElement, container: LuaGuiElement): LuaGuiElement
Elements.delete_task_button = Gui.define("task_list/delete_task_button")
:draw{
type = "button",
caption = { "exp-gui_task-list.caption-delete" },
tooltip = { "exp-gui_task-list.tooltip-delete" },
style = "shortcut_bar_button_red",
}
:style(Styles.footer_button)
:element_data{
container = Gui.from_argument(1),
}
:on_click(function(def, player, delete_task_button)
--- @cast def ExpGui_TaskList.element.delete_task_button
local elements = def.data[delete_task_button]
Elements.container.remove_task(player.force --[[ @as LuaForce ]], elements.task)
Elements.container.close_footers(elements.container)
end) --[[ @as any ]]
--- Refresh the delete button
--- @param delete_task_button LuaGuiElement
--- @param task ExpGui_TaskList.Task
function Elements.delete_task_button.refresh(delete_task_button, task)
local player = Gui.get_player(delete_task_button)
Elements.delete_task_button.data[delete_task_button].task = task
delete_task_button.visible = has_permission_edit_task(player, task)
end
--- @class ExpGui_TaskList.elements.view_task_footer.elements
--- @field task ExpGui_TaskList.Task?
--- @field body_label LuaGuiElement
--- @field title_label LuaGuiElement
--- @field delete_task_button LuaGuiElement
--- @field edit_task_button LuaGuiElement
--- The view footer used for view task details
--- @class ExpGui_TaskList.elements.view_task_footer: ExpElement
--- @field data table<LuaGuiElement, ExpGui_TaskList.elements.view_task_footer.elements>
--- @overload fun(parent: LuaGuiElement, container: LuaGuiElement): LuaGuiElement
Elements.view_task_footer = Gui.define("task_list/view_task_footer")
:draw(function(def, parent, container)
--- @cast def ExpGui_TaskList.elements.view_task_footer
local view_task_footer = Elements.task_footer(parent)
local header_flow = view_task_footer.add{ type = "flow" }
header_flow.add{
type = "label",
style = "frame_title",
caption = { "exp-gui_task-list.caption-view-footer" },
}
header_flow.style.right_padding = 1
header_flow.add{ type = "empty-widget" }.style.horizontally_stretchable = true
Elements.close_task_button(header_flow, container)
local title_label = view_task_footer.add{ type = "label" }
local title_label_style = title_label.style
title_label_style.font = "default-bold"
title_label_style.single_line = false
title_label_style.padding = 4
local body_label = view_task_footer.add{ type = "label" }
body_label.style.single_line = false
body_label.style.padding = 4
local action_flow = view_task_footer.add{ type = "flow" }
local delete_task_button = Elements.delete_task_button(action_flow, container)
local edit_task_button = Elements.edit_task_button(action_flow, container)
def.data[view_task_footer] = {
task = nil,
body_label = body_label,
title_label = title_label,
delete_task_button = delete_task_button,
edit_task_button = edit_task_button,
}
return view_task_footer
end) --[[ @as any ]]
--- Refresh the view task with new task details
--- @param view_task_footer LuaGuiElement
--- @param task ExpGui_TaskList.Task
function Elements.view_task_footer.refresh(view_task_footer, task)
local elements = Elements.view_task_footer.data[view_task_footer]
Elements.delete_task_button.refresh(elements.delete_task_button, task)
Elements.edit_task_button.refresh(elements.edit_task_button, task)
elements.title_label.caption = task.title
elements.body_label.caption = task.body
elements.task = task
end
--- Refresh the view task with previously selected task
--- If task is provided, then will only update if task is the selected task
--- @param view_task_footer LuaGuiElement
--- @param task ExpGui_TaskList.Task?
function Elements.view_task_footer.update(view_task_footer, task)
local elements = Elements.view_task_footer.data[view_task_footer]
if elements.task and (task == nil or task == elements.task) then
Elements.view_task_footer.refresh(view_task_footer, elements.task)
end
end
--- Refresh the view task with the previously selected task
--- @param player LuaPlayer
function Elements.view_task_footer.update_player(player)
for _, view_task_footer in Elements.view_task_footer:tracked_elements(player) do
Elements.view_task_footer.update(view_task_footer)
end
end
--- @class ExpGui_TaskList.elements.task_message_textfield.elements
--- @field confirm_task_button LuaGuiElement?
--- Textfield element used in both the task create and edit footers
--- @class ExpGui_TaskList.elements.task_message_textfield: ExpElement
--- @field data table<LuaGuiElement, ExpGui_TaskList.elements.task_message_textfield.elements>
--- @overload fun(parent: LuaGuiElement, confirm_task_button: LuaGuiElement?): LuaGuiElement
Elements.task_message_textfield = Gui.define("task_list/task_message_textfield")
:draw{
type = "text-box",
text = "",
}
:style{
maximal_width = 268,
minimal_height = 100,
horizontally_stretchable = true,
}
:element_data{
confirm_task_button = Gui.from_argument(1),
}
:on_text_changed(function(def, player, task_message_textfield)
--- @cast def ExpGui_TaskList.elements.task_message_textfield
local confirm_task_button = def.data[task_message_textfield].confirm_task_button
confirm_task_button.enabled = string.len(task_message_textfield.text) > 5
end) --[[ @as any ]]
--- Set the confirm task button to update on text changed
--- @param task_message_textfield LuaGuiElement
--- @param confirm_task_button LuaGuiElement
function Elements.task_message_textfield.set_confirm_task_button(task_message_textfield, confirm_task_button)
Elements.task_message_textfield.data[task_message_textfield].confirm_task_button = confirm_task_button
end
--- Refresh the task message field
--- @param task_message_textfield LuaGuiElement
--- @param task ExpGui_TaskList.Task
function Elements.task_message_textfield.refresh(task_message_textfield, task)
local elements = Elements.task_message_textfield.data[task_message_textfield]
local message = task.new and "" or task.title .. "\n" .. task.body
elements.confirm_task_button.enabled = string.len(message) > 5
task_message_textfield.text = message
task_message_textfield.focus()
end
--- @class ExpGui_TaskList.elements.confirm_task_button.elements
--- @field task ExpGui_TaskList.Task?
--- @field task_message_textfield LuaGuiElement
--- @field container LuaGuiElement
--- Textfield element used in both the task create and edit footers
--- @class ExpGui_TaskList.elements.confirm_task_button: ExpElement
--- @field data table<LuaGuiElement, ExpGui_TaskList.elements.confirm_task_button.elements>
--- @overload fun(parent: LuaGuiElement, task_message_textfield: LuaGuiElement, container: LuaGuiElement): LuaGuiElement
Elements.confirm_task_button = Gui.define("task_list/confirm_task_button")
:draw{
type = "button",
name = Gui.from_name,
caption = { "exp-gui_task-list.caption-confirm" },
tooltip = { "exp-gui_task-list.tooltip-confirm" },
style = "shortcut_bar_button_green",
}
:style(Styles.footer_button)
:element_data{
task_message_textfield = Gui.from_argument(1),
container = Gui.from_argument(2),
}
:on_click(function(def, player, confirm_task_button)
--- @cast def ExpGui_TaskList.elements.confirm_task_button
local elements = def.data[confirm_task_button]
local task_message_textfield = elements.task_message_textfield
local task = assert(elements.task)
local parsed = Elements.confirm_task_button.parse(task_message_textfield.text)
task.last_edit_tick = game.tick
task.last_user = player
task.title = parsed.title
task.body = parsed.body
Elements.container.close_footers(elements.container)
local force = player.force --[[ @as LuaForce ]]
if task.new then
Elements.container.add_task(force, task)
else
Elements.container.refresh_force_online(force, task)
end
end) --[[ @as any ]]
--- Refresh the confirm task button
--- @param confirm_task_button LuaGuiElement
--- @param task ExpGui_TaskList.Task
function Elements.confirm_task_button.refresh(confirm_task_button, task)
Elements.confirm_task_button.data[confirm_task_button].task = task
end
--- Parse a task message into its two parts
--- @param message string
--- @return { title: string, body: string }
function Elements.confirm_task_button.parse(message)
-- Trim the spaces of the string
local trimmed = string.gsub(message, "^%s*(.-)%s*$", "%1")
local title, body = string.match(trimmed, "(.-)\n(.*)")
local parsed = { title = title, body = body }
if not title then
-- If it doesn't match the pattern return the str as a title
parsed.title = trimmed
parsed.body = ""
end
return parsed
end
--- @class ExpGui_TaskList.elements.discard_task_button.elements
--- @field task ExpGui_TaskList.Task?
--- @field container LuaGuiElement
--- Button used to close an open task details
--- @class ExpGui_TaskList.element.discard_task_button: ExpElement
--- @field data table<LuaGuiElement, ExpGui_TaskList.elements.discard_task_button.elements>
--- @overload fun(parent: LuaGuiElement, container: LuaGuiElement): LuaGuiElement
Elements.discard_task_button = Gui.define("task_list/discard_task_button")
:draw{
type = "button",
caption = { "exp-gui_task-list.caption-discard" },
tooltip = { "exp-gui_task-list.tooltip-discard" },
style = "shortcut_bar_button_red",
}
:style(Styles.footer_button)
:element_data{
container = Gui.from_argument(1),
}
:on_click(function(def, player, discard_task_button)
--- @cast def ExpGui_TaskList.element.discard_task_button
local elements = def.data[discard_task_button]
local task = assert(elements.task)
if task.new then
Elements.container.close_footers(elements.container)
else
Elements.container.open_view_task(elements.container, task)
end
end) --[[ @as any ]]
--- Refresh the discard task button
--- @param discard_task_button LuaGuiElement
--- @param task ExpGui_TaskList.Task
function Elements.discard_task_button.refresh(discard_task_button, task)
Elements.discard_task_button.data[discard_task_button].task = task
end
--- @class ExpGui_TaskList.elements.edit_task_footer.elements
--- @field task ExpGui_TaskList.Task?
--- @field header LuaGuiElement
--- @field task_message_textfield LuaGuiElement
--- @field discard_task_button LuaGuiElement
--- @field confirm_task_button LuaGuiElement
--- The view footer used for view task details
--- @class ExpGui_TaskList.elements.edit_task_footer: ExpElement
--- @field data table<LuaGuiElement, ExpGui_TaskList.elements.edit_task_footer.elements>
--- @overload fun(parent: LuaGuiElement, container: LuaGuiElement): LuaGuiElement
Elements.edit_task_footer = Gui.define("task_list/edit_task_footer")
:draw(function(def, parent, container)
--- @cast def ExpGui_TaskList.elements.edit_task_footer
local edit_task_footer = Elements.task_footer(parent)
local header = edit_task_footer.add{
type = "label",
style = "frame_title",
caption = { "exp-gui_task-list.caption-edit-footer" },
}
local task_message_textfield = Elements.task_message_textfield(edit_task_footer)
local action_flow = edit_task_footer.add{ type = "flow" }
local discard_task_button = Elements.discard_task_button(action_flow, container)
local confirm_task_button = Elements.confirm_task_button(action_flow, task_message_textfield, container)
Elements.task_message_textfield.set_confirm_task_button(task_message_textfield, confirm_task_button)
def.data[edit_task_footer] = {
task = nil,
header = header,
task_message_textfield = task_message_textfield,
discard_task_button = discard_task_button,
confirm_task_button = confirm_task_button,
}
return edit_task_footer
end) --[[ @as any ]]
--- Refresh the view task with new task details
--- @param edit_task_footer LuaGuiElement
--- @param task ExpGui_TaskList.Task
function Elements.edit_task_footer.refresh(edit_task_footer, task)
local player = Gui.get_player(edit_task_footer)
local elements = Elements.edit_task_footer.data[edit_task_footer]
task.editing[player.index] = player.name
if elements.task and elements.task ~= task then
elements.task.editing[player.index] = nil
end
elements.header.caption = {
task.new and "exp-gui_task-list.caption-create-footer" or "exp-gui_task-list.caption-edit-footer"
}
Elements.task_message_textfield.refresh(elements.task_message_textfield, task)
Elements.confirm_task_button.refresh(elements.confirm_task_button, task)
Elements.discard_task_button.refresh(elements.discard_task_button, task)
elements.task = task
end
--- Refresh the view task with previously selected task
--- If task is provided, then will only update if task is the selected task
--- @param edit_task_footer LuaGuiElement
--- @param task ExpGui_TaskList.Task?
function Elements.edit_task_footer.update(edit_task_footer, task)
local elements = Elements.edit_task_footer.data[edit_task_footer]
if elements.task and (task == nil or task == elements.task) then
Elements.edit_task_footer.refresh(edit_task_footer, elements.task)
end
end
--- Refresh the view task with the previously selected task
--- @param player LuaPlayer
function Elements.edit_task_footer.update_player(player)
for _, edit_task_footer in Elements.edit_task_footer:tracked_elements(player) do
Elements.edit_task_footer.update(edit_task_footer)
end
end
--- Clear the previously edited task
--- @param edit_task_footer LuaGuiElement
function Elements.edit_task_footer.clear(edit_task_footer)
local elements = Elements.edit_task_footer.data[edit_task_footer]
if elements.task then
local player = Gui.get_player(edit_task_footer)
elements.task.editing[player.index] = nil
elements.task = nil
end
end
--- @class ExpGui_TaskList.elements.container.elements
--- @field task_list LuaGuiElement
--- @field view_task_footer LuaGuiElement
--- @field edit_task_footer LuaGuiElement
--- Container added to the left gui flow
--- @class ExpGui_TaskList.elements.container: ExpElement
--- @field data table<LuaForce, ExpGui_TaskList.Task[]> | table<LuaGuiElement, ExpGui_TaskList.elements.container.elements> | table<"global_data", { next_task_id: number }>
Elements.container = Gui.define("task_list/container")
:track_all_elements()
:draw(function(def, parent)
--- @cast def ExpGui_TaskList.elements.container
local container = Gui.elements.container(parent) -- width 268
local root = Gui.elements.container.get_root_element(container)
local elements = {}
-- Add the header
local header = Gui.elements.header(container, {
caption = { "exp-gui_task-list.caption-main" },
tooltip = { "exp-gui_task-list.tooltip-sub" },
})
-- Add buttons to the header
local new_task_button = Elements.new_task_button(header, root)
Elements.new_task_button.refresh(new_task_button)
-- Add the task table and footers
elements.task_list = Elements.task_list(container)
-- Add tasks to the list if there are any
local player = Gui.get_player(parent)
local force = player.force --[[ @as LuaForce ]]
local tasks = def.data[force]
if tasks then
for _, task in ipairs(tasks) do
Elements.task_list.add_task(elements.task_list, task)
end
end
-- Add the footers
elements.view_task_footer = Elements.view_task_footer(container, root)
elements.edit_task_footer = Elements.edit_task_footer(container, root)
elements.view_task_footer.visible = false
elements.edit_task_footer.visible = false
-- Set the data and return
def.data[root] = elements --[[ @as any ]]
return root
end)
:global_data{ next_task_id = 1 }
:force_data{} --[[ @as any ]]
--- Check if a force has tasks
--- @param force LuaForce
--- @return boolean
function Elements.container.has_tasks(force)
local tasks = Elements.container.data[force]
return tasks and #tasks > 0
end
--- Get the next task id
--- @return number
function Elements.container.next_task_id()
local next_task_id = Elements.container.data.global_data.next_task_id
Elements.container.data.global_data.next_task_id = next_task_id + 1
return next_task_id
end
--- Add a new task for a force
--- @param force LuaForce
--- @param task ExpGui_TaskList.Task
function Elements.container.add_task(force, task)
local tasks = Elements.container.data[force]
tasks[#tasks + 1] = task
task.deleted = nil
task.new = nil
Elements.no_tasks_header.refresh_force_online(force)
for _, container in Elements.container:online_elements(force) do
local task_list = Elements.container.data[container].task_list
Elements.task_list.add_task(task_list, task)
end
end
--- Remove a task from a force
--- @param force LuaForce
--- @param task ExpGui_TaskList.Task
function Elements.container.remove_task(force, task)
local tasks = Elements.container.data[force]
table.remove_element(tasks, task)
task.deleted = true
Elements.no_tasks_header.refresh_force_online(force)
for _, container in Elements.container:online_elements(force) do
local task_list = Elements.container.data[container].task_list
Elements.task_list.remove_task(task_list, task)
end
end
--- Open the view footer
--- @param container LuaGuiElement
--- @param task ExpGui_TaskList.Task
function Elements.container.open_view_task(container, task)
local elements = Elements.container.data[container]
Elements.view_task_footer.refresh(elements.view_task_footer, task)
Elements.edit_task_footer.clear(elements.edit_task_footer)
Elements.task_list.select_task_button(elements.task_list, task)
elements.view_task_footer.visible = true
elements.edit_task_footer.visible = false
end
--- Open the edit footer
--- @param container LuaGuiElement
--- @param task ExpGui_TaskList.Task
function Elements.container.open_edit_task(container, task)
local elements = Elements.container.data[container]
Elements.edit_task_footer.refresh(elements.edit_task_footer, task)
Elements.task_list.select_task_button(elements.task_list, task)
elements.edit_task_footer.visible = true
elements.view_task_footer.visible = false
end
--- Close the footers
--- @param container LuaGuiElement
function Elements.container.close_footers(container)
local elements = Elements.container.data[container]
Elements.edit_task_footer.clear(elements.edit_task_footer)
Elements.task_list.select_task_button(elements.task_list)
elements.view_task_footer.visible = false
elements.edit_task_footer.visible = false
end
--- Refresh all tasks for a player
--- @param player LuaPlayer
function Elements.container.refresh_player(player)
local tasks = Elements.container.data[ player.force --[[ @as LuaForce ]] ]
for _, container in Elements.container:tracked_elements(player) do
local elements = Elements.container.data[container]
Elements.task_list.refresh_tasks(elements.task_list, tasks)
Elements.view_task_footer.update(elements.view_task_footer)
Elements.edit_task_footer.update(elements.edit_task_footer)
end
end
--- Refresh a tasks for a force
--- @param force LuaForce
--- @param task ExpGui_TaskList.Task
function Elements.container.refresh_force_online(force, task)
for _, container in Elements.container:online_elements(force) do
local elements = Elements.container.data[container]
Elements.task_list.refresh_task(elements.task_list, task)
Elements.view_task_footer.update(elements.view_task_footer, task)
Elements.edit_task_footer.update(elements.edit_task_footer, task)
end
end
--- Add the element to the left flow with a toolbar button
Gui.add_left_element(Elements.container, function(player)
return Elements.container.has_tasks(player.force --[[ @as LuaForce ]])
end)
Gui.toolbar.create_button{
name = "toggle_task_list",
left_element = Elements.container,
sprite = "utility/not_enough_repair_packs_icon",
tooltip = { "exp-gui_task-list.tooltip-main" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/task-list")
end
}
--- Update the gui when the player joins because it is likely to be outdated
--- @param event EventData.on_player_joined_game
local function refresh_player_tasks(event)
local player = Gui.get_player(event)
Elements.container.refresh_player(player)
Elements.no_tasks_header.refresh_player(player)
end
--- Update the gui when the player joins because it is likely to be outdated
--- @param event EventData.on_player_joined_game
local function refresh_player_permissions(event)
local player = Gui.get_player(event)
Elements.new_task_button.refresh_player(player)
Elements.view_task_footer.update_player(player)
Elements.edit_task_footer.update_player(player)
end
local e = defines.events
return {
elements = Elements,
events = {
[e.on_player_joined_game] = refresh_player_tasks,
[e.on_player_changed_force] = refresh_player_tasks,
[Roles.events.on_role_assigned] = refresh_player_permissions,
[Roles.events.on_role_unassigned] = refresh_player_permissions,
}
}

View File

@@ -376,6 +376,28 @@ type-player=Player
type-static=Static
type-loop=Loop
[exp-gui_task-list]
caption-main=Task List [img=info]
tooltip-main=Task List
tooltip-sub=Tasks that remain to be done\n- You can use richtext to include images [img=utility/not_enough_repair_packs_icon] or [color=blue]color[/color] your tasks.
caption-no-tasks=No tasks found!
tooltip-no-tasks=Click on the plus button to the top right of this window to add a new task!
tooltip-last-edit=Last edited by __1__ at __2__
tooltip-close=Close task details
tooltip-new=Add new task
caption-confirm=[img=utility/check_mark] Confirm
tooltip-confirm=Save changes (minimum of 5 characters long)
caption-discard=[img=utility/close_black] Discard
tooltip-discard=Discard changes
caption-delete=[img=utility/trash] Delete
tooltip-delete=Delete task
caption-edit=[img=utility/rename_icon] Edit
tooltip-edit=Currently being edited by: __1__
tooltip-edit-none=Currently being edited by: Nobody
caption-create-footer=Create task
caption-edit-footer=Edit task
caption-view-footer=Task details
[exp_afk-kick]
kick-message=All players were kicked because everyone was AFK.

View File

@@ -376,6 +376,28 @@ type-player=用戶
type-static=靜態
type-loop=循環
[exp-gui_task-list]
caption-main=工作流程 [img=info]
tooltip-main=工作流程
tooltip-sub=需要完成的工作流程\n- 你可以用富文本來加上圖片 [img=utility/not_enough_repair_packs_icon] 或 [color=blue] 顏色[/color]。
caption-no-tasks=沒有工作流程
tooltip-no-tasks=按加號加入工作流程
tooltip-last-edit=最後由 __1__ 在 __2__ 修改
tooltip-close=關閉工作流程
tooltip-new=加入工作流程
caption-confirm=[img=utility/check_mark] 確認
confirm-tooltip=儲存工作流程 (最少要5個字長)
caption-discard=[img=utility/close_black] 放棄
tooltip-discard=放棄更改動
caption-delete=[img=utility/trash] 刪除
tooltip-delete=刪除工作流程
caption-edit=[img=utility/rename_icon] 修改工作流程
tooltip-edit=現被 __1__ 修改中
tooltip-edit-none=現沒有被人修改
caption-create-footer=加入工作流程
caption-edit-footer=修改工作流程
caption-view-footer=工作流程細節
[exp_afk-kick]
kick-message=因地圖中沒有活躍玩家,所以所有人都已被請離。

View File

@@ -376,6 +376,28 @@ type-player=用戶
type-static=靜態
type-loop=循環
[exp-gui_task-list]
caption-main=工作流程 [img=info]
tooltip-main=工作流程
tooltip-sub=需要完成的工作流程\n- 你可以用富文本來加上圖片 [img=utility/not_enough_repair_packs_icon] 或 [color=blue] 顏色[/color]。
caption-no-tasks=沒有工作流程
tooltip-no-tasks=按加號加入工作流程
tooltip-last-edit=最後由 __1__ 在 __2__ 修改
tooltip-close=關閉工作流程
tooltip-new=加入工作流程
caption-confirm=[img=utility/check_mark] 確認
confirm-tooltip=儲存工作流程 (最少要5個字長)
caption-discard=[img=utility/close_black] 放棄
tooltip-discard=放棄更改動
caption-delete=[img=utility/trash] 刪除
tooltip-delete=刪除工作流程
caption-edit=[img=utility/rename_icon] 修改工作流程
tooltip-edit=現被 __1__ 修改中
tooltip-edit-none=現沒有被人修改
caption-create-footer=加入工作流程
caption-edit-footer=修改工作流程
caption-view-footer=工作流程細節
[exp_afk-kick]
kick-message=因地圖中沒有活躍玩家,所以所有人都已被請離。