--[[-- 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 Gui = require 'expcore.gui' --- @dep expcore.gui local Event = require 'utils.event' --- @dep utils.event local Roles = require 'expcore.roles' --- @dep expcore.roles local config = require 'config.gui.tasks' --- @dep config.gui.tasks local Tasks = require 'modules.control.tasks' --- @dep modules.control.tasks local format_time = _C.format_time --- @dep expcore.common -- Styles used for sprite buttons local Styles = { sprite22 = { height = 22, width = 22, 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 --- Button displayed in the ehader bar, used to add a new task -- @element add_new_task local add_new_task = Gui.element{ type = 'sprite-button', sprite = 'utility/add', tooltip = {'task-list.add-tooltip'}, style = 'tool_button' } :style(Styles.sprite22) :on_click(function(player, _,_) Tasks.add_task(player.force.name, player.name) end) --- Editing state for a task, contrins a text field and the two edit buttons -- @element task_editing local task_textfield = Gui.element(function(event_trigger, parent, task) -- Draw the element local element = parent.add{ name = event_trigger, type = 'textfield', text = task.message, clear_and_focus_on_right_click = true } -- Return the element return element end) :style{ maximal_width = 131, height = 20 } :on_confirmed(function(player, element, _) local task_id = element.parent.name local new_message = element.text Tasks.set_editing(task_id, player.name) Tasks.update_task(task_id, new_message, player.name) end) --- Default state for a task, contains only a label with the task message -- @element task_label local task_label = Gui.element(function(event_trigger, parent, task) local last_edit_name = task.last_edit_name local last_edit_time = task.last_edit_time -- Draw the element return parent.add{ name = event_trigger, type = 'label', caption = task.message, tooltip = {'task-list.last-edit', last_edit_name, format_time(last_edit_time)} } end) :style{ single_line = false, maximal_width = 150, horizontally_stretchable = true } --- Button displayed next to tasks which the user is can edit, used to start editing a task -- @element edit_task_button local edit_task_button = Gui.element{ type = 'sprite-button', sprite = 'utility/rename_icon_normal', tooltip = {'task-list.edit-tooltip-none'}, style = 'shortcut_bar_button' } :style(Styles.sprite22) :on_click(function(player, element, _) local task_id = element.parent.caption Tasks.set_editing(task_id, player.name, true) end) --- Button displayed next to tasks which the user is can edit, used to remove a task from the list -- @element remove_task_button local remove_task_button = Gui.element{ type = 'sprite-button', sprite = 'utility/trash', tooltip = {'task-list.discard-tooltip'}, style = 'shortcut_bar_button_red' } :style(Styles.sprite22) :on_click(function(_, element, _) local task_id = element.parent.caption Tasks.remove_task(task_id) end) -- Removes the three elements that are added as part of the task base local function remove_task_base(parent, task_id) Gui.destroy_if_valid(parent['count-'..task_id]) Gui.destroy_if_valid(parent['name-'..task_id]) Gui.destroy_if_valid(parent['button-'..task_id]) end --- Button displayed next to tasks which the user is currently editing, used to save changes -- @element confirm_edit_button local confirm_edit_button = Gui.element{ type = 'sprite-button', sprite = 'utility/confirm_slot', tooltip = {'task-list.confirm-tooltip'}, style = 'shortcut_bar_button_green' } :style(Styles.sprite22) :on_click(function(player, element, _) local task_id = element.parent.caption local new_message = element.parent.parent['name-'..task_id][task_textfield.name].text Tasks.set_editing(task_id, player.name) Tasks.update_task(task_id, new_message, player.name) end) --- Button displayed next to tasks which the user is currently editing, used to cancel changes -- @element cancel_edit_button local cancel_edit_button = Gui.element{ type = 'sprite-button', sprite = 'utility/close_black', tooltip = {'task-list.cancel-tooltip'}, style = 'shortcut_bar_button_red' } :style(Styles.sprite22) :on_click(function(player, element, _) local task_id = element.parent.caption Tasks.set_editing(task_id, player.name) end) --- Set of three elements which make up each row of the task table -- @element add_task_elements local add_task_elements = Gui.element(function(_, parent, task) -- Add the task number label local task_number = parent.add{ name = 'count-'..task.task_id, type = 'label', caption = '#)' } task_number.style.left_margin = 1 -- Add name flow this will contain the task label and textbox local task_flow = parent.add{ name = 'name-'..task.task_id, type = 'flow', caption = task.task_id, } task_flow.style.padding = 0 -- Add the label and textfield of the task task_label(task_flow, task) task_textfield(task_flow, task) -- Add button flow this will contain buttons to manage this specific task local button_flow = parent.add{ name = 'button-'..task.task_id, type = 'flow', caption = task.task_id, } button_flow.style.padding = 0 -- Add both edit state buttons cancel_edit_button(button_flow) confirm_edit_button(button_flow) edit_task_button(button_flow) remove_task_button(button_flow) -- Return the task flow as the main element return { task_flow, button_flow } end) --- Updates a task for a player local function update_task(player, task_table, task_id) local task = Tasks.get_task(task_id) local task_ids = Tasks.get_force_task_ids(player.force.name) local task_number = table.get_index(task_ids, task_id) -- Task no longer exists so should be removed from the list if not task then task_table.parent.no_tasks.visible = #task_ids == 0 remove_task_base(task_table, task_id) return end -- Get the task flow for this task if not task_table['name-'..task_id] then add_task_elements(task_table, task) end local count_flow = task_table['count-'..task_id] local name_flow = task_table['name-'..task_id] local button_flow = task_table['button-'..task_id] task_table.parent.no_tasks.visible = false count_flow.caption = task_number..')' -- Create local references to the elements for this task local label_element = name_flow[task_label.name] local textfield_element = name_flow[task_textfield.name] local cancel_edit_element = button_flow[cancel_edit_button.name] local confirm_edit_element = button_flow[confirm_edit_button.name] local edit_task_element = button_flow[edit_task_button.name] local remove_task_element = button_flow[remove_task_button.name] -- Hide the edit button if the player is not allowed to edit the task local player_allowed_edit = check_player_permissions(player, task) local players_editing = table.get_keys(task.currently_editing) edit_task_element.visible = player_allowed_edit remove_task_element.visible = player_allowed_edit if #players_editing > 0 then edit_task_element.hovered_sprite = 'utility/warning_icon' edit_task_element.tooltip = {'task-list.edit-tooltip', table.concat(players_editing, ', ')} else edit_task_element.hovered_sprite = edit_task_element.sprite edit_task_element.tooltip = {'task-list.edit-tooltip-none'} end -- Check if the player is editing the task local player_is_editing = task.currently_editing[player.name] if player_is_editing then -- Set the name elements visibility label_element.visible = false textfield_element.visible = true textfield_element.focus() task_table.parent.scroll_to_element(textfield_element, 'top-third') -- Set the edit buttons cancel_edit_element.visible = true confirm_edit_element.visible = true -- Set the task buttons edit_task_element.visible = false remove_task_element.visible = false else -- Set the name elements visibility label_element.visible = true label_element.caption = task.message local last_edit_name = task.last_edit_name local last_edit_time = task.last_edit_time label_element.tooltip = {'task-list.last-edit', last_edit_name, format_time(last_edit_time)} textfield_element.visible = false textfield_element.focus() task_table.parent.scroll_to_element(textfield_element, 'top-third') -- Set the edit buttons cancel_edit_element.visible = false confirm_edit_element.visible = false -- Set the task buttons edit_task_element.visible = true and player_allowed_edit remove_task_element.visible = true and player_allowed_edit end end -- Update all the tasks for a player local function update_all_tasks(player, scroll_table) local task_ids = Tasks.get_force_task_ids(player.force.name) if #task_ids > 0 then for _, task_id in ipairs(task_ids) do update_task(player, scroll_table, task_id) end end end --- Main task list container for the left flow -- @element task_list_container local task_list_container = Gui.element(function(event_trigger, parent) -- Draw the internal container local container = Gui.container(parent, event_trigger, 230) -- Draw the header local header = Gui.header( container, {'task-list.main-caption'}, {'task-list.sub-tooltip'}, true ) -- Draw the new task button local player = Gui.get_player_from_element(parent) local add_new_task_element = add_new_task(header) add_new_task_element.visible = check_player_permissions(player) -- Draw the scroll table for the tasks local scroll_table = Gui.scroll_table(container, 190, 3) scroll_table.parent.vertical_scroll_policy = 'always' scroll_table.draw_horizontal_lines = true scroll_table.vertical_centering = false -- Change the style of the scroll table local scroll_table_style = scroll_table.style scroll_table_style.top_cell_padding = 3 scroll_table_style.bottom_cell_padding = 3 -- Draw the no tasks label local no_tasks_label = scroll_table.parent.add{ name = 'no_tasks', type = 'label', caption = {'task-list.no-tasks'} } -- Change the style of the no tasks label local no_tasks_style = no_tasks_label.style no_tasks_style.padding = {4, 4} no_tasks_style.single_line = true no_tasks_style.horizontally_stretchable = true -- Add any existing tasks local task_ids = Tasks.get_force_task_ids(player.force.name) if #task_ids > 0 then no_tasks_label.visible = false for _, task_id in ipairs(task_ids) do update_task(player, scroll_table, task_id) end end -- Return the exteral container return container.parent end) :add_to_left_flow(function(player) local task_ids = Tasks.get_force_task_ids(player.force.name) return #task_ids > 0 end) --- Button on the top flow used to toggle the task list container -- @element toggle_left_element Gui.left_toolbar_button('utility/not_enough_repair_packs_icon', {'task-list.main-tooltip'}, task_list_container, function(player) return Roles.player_allowed(player, 'gui/task-list') end) --- When a new task is added it will update the task list for everyone on that force Tasks.on_update(function(task_id, task, old_task) -- Get the force to update, task is nil when removed local force if task then force = game.forces[task.force_name] else force = game.forces[old_task.force_name] end -- Update the task for all the players on the force local task_ids = Tasks.get_force_task_ids(force.name) for _, player in pairs(force.connected_players) do local frame = Gui.get_left_element(player, task_list_container) local scroll_table = frame.container.scroll.table -- Update the task that was changed update_task(player, scroll_table, task_id) -- Update the numbering of the other tasks if the task was removed if not task then for task_number, next_task_id in pairs(task_ids) do scroll_table['count-'..next_task_id].caption = task_number..')' end end end end) --- Update the tasks when the player joins Event.add(defines.events.on_player_joined_game, function(event) local player = game.players[event.player_index] local frame = Gui.get_left_element(player, task_list_container) local scroll_table = frame.container.scroll.table update_all_tasks(player, scroll_table) 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 container = Gui.get_left_element(player, task_list_container).container -- Update the tasks, incase the user can now edit them local scroll_table = container.scroll.table update_all_tasks(player, scroll_table) -- Update the new task button incase the user can now add them local add_new_task_element = container.header.alignment[add_new_task.name] add_new_task_element.visible = check_player_permissions(player) end Event.add(Roles.events.on_role_assigned, role_update_event) Event.add(Roles.events.on_role_unassigned, role_update_event)