--- Adds a organiser for left gui ellements which will automaticaly update there information and have open requirements -- @module ExpGamingCore.Gui.Left -- @alias left -- @author Cooldude2606 -- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE --- This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module -- @function _comment local Game = require('FactorioStdLib.Game') local Color = require('FactorioStdLib.Color') local Ranking -- this is optional and is hanndled by it being present, it is loaded on init local mod_gui = require("mod-gui") local Gui = Gui -- this is to force gui to remain in the ENV local left = {} left._left = {} -- used for debugging function left.override_open(state) global.over_ride_left_can_open = state end --- Used to add a left gui frame -- @usage Gui.left.add{name='foo',caption='Foo',tooltip='just testing',open_on_join=true,can_open=function,draw=function} -- @param obj this is what will be made, needs a name and a draw function(root_frame), open_on_join can be used to set the deaful state true/false, can_open is a test to block it from opening but is not needed -- @return the object that is made to... well idk but for the future function left.add(obj) if not is_type(obj,'table') then return end if not is_type(obj.name,'string') then return end verbose('Created Left Gui: '..obj.name) setmetatable(obj,{__index=left._left}) Gui.data('left',obj.name,obj) Gui.toolbar.add(obj.name,obj.caption,obj.tooltip,obj.toggle) return obj end --- This is used to update all the guis of conected players, good idea to use our thread system as it as nested for loops -- @usage Gui.left.update() -- @tparam[opt] string frame this is the name of a frame if you only want to update one -- @param[opt] players the player to update for, if not given all players are updated, can be one player function left.update(frame,players) if not Server or not Server._thread then local players = is_type(players,'table') and #players > 0 and {unpack(players)} or is_type(players,'table') and {players} or Game.get_player(players) and {Game.get_player(players)} or game.connected_players for _,player in pairs(players) do local frames = Gui.data.left or {} if frame then frames = {[frame]=frames[frame]} or {} end for name,left in pairs(frames) do if _left then local fake_event = {player_index=player.index,element={name=name}} left.open(fake_event) end end end else local frames = Gui.data.left or {} if frame then frames = {[frame]=frames[frame]} or {} end local players = is_type(players,'table') and #players > 0 and {unpack(players)} or is_type(players,'table') and {players} or Game.get_player(players) and {Game.get_player(players)} or game.connected_players Server.new_thread{ data={players=players,frames=frames} }:on_event('tick',function(thread) if #thread.data.players == 0 then thread:close() return end local player = table.remove(thread.data.players,1) Server.new_thread{ data={player=player,frames=thread.data.frames} }:on_event('resolve',function(thread) for name,left in pairs(thread.data.frames) do if left then local fake_event = {player_index=thread.data.player.index,element={name=name}} left.open(fake_event) end end end):queue() end):open() end end --- Used to open the left gui of every player -- @usage Gui.left.open('foo') -- @tparam string left_name this is the gui that you want to open function left.open(left_name) local _left = Gui.data.left[left_name] if not _left then return end if not Server or not Server._thread then for _,player in pairs(game.connected_players) do local left_flow = mod_gui.get_frame_flow(player) if left_flow[_left.name] then left_flow[_left.name].style.visible = true end end else Server.new_thread{ data={players=game.connected_players} }:on_event('tick',function(thread) if #thread.data.players == 0 then thread:close() return end local player = table.remove(thread.data.players,1) local left_flow = mod_gui.get_frame_flow(player) if left_flow[_left.name] then left_flow[_left.name].style.visible = true end end):open() end end --- Used to close the left gui of every player -- @usage Gui.left.close('foo') -- @tparam string left_name this is the gui that you want to close function left.close(left_name) local _left = Gui.data.left[left_name] if not _left then return end if not Server or not Server._thread then for _,player in pairs(game.connected_players) do local left_flow = mod_gui.get_frame_flow(player) if left_flow[_left.name] then left_flow[_left.name].style.visible = false end end else Server.new_thread{ data={players=game.connected_players} }:on_event('tick',function(thread) if #thread.data.players == 0 then thread:close() return end local player = table.remove(thread.data.players,1) local left_flow = mod_gui.get_frame_flow(player) if left_flow[_left.name] then left_flow[_left.name].style.visible = false end end):open() end end -- this is used to draw the gui for the first time (these guis are never destoryed), used by the script function left._left.open(event) local player = Game.get_player(event) local _left = Gui.data.left[event.element.name] local left_flow = mod_gui.get_frame_flow(player) local frame = nil if left_flow[_left.name] then frame = left_flow[_left.name] frame.clear() else frame = left_flow.add{type='frame',name=_left.name,style=mod_gui.frame_style,caption=_left.caption,direction='vertical'} frame.style.visible = false if is_type(_left.open_on_join,'boolean') then frame.style.visible = _left.open_on_join end end if is_type(_left.draw,'function') then _left.draw(frame) else frame.style.visible = false error('No Callback On '.._left.name) end end -- this is called when the toolbar button is pressed function left._left.toggle(event) local player = Game.get_player(event) local _left = Gui.data.left[event.element.name] local left_flow = mod_gui.get_frame_flow(player) if not left_flow[_left.name] then _left.open(event) end local left = left_flow[_left.name] local open = false if is_type(_left.can_open,'function') then local success, err = pcall(_left.can_open,player) if not success then error(err) elseif err == true then open = true elseif global.over_ride_left_can_open then if is_type(Ranking,'table') and Ranking.meta.rank_count > 0 then if Ranking.get_rank(player):allowed(_left.name) then open = true else open = {gui.unauthorized} end else open = true end else open = err end else if is_type(Ranking,'table') and Ranking.meta.rank_count > 0 then if Ranking.get_rank(player):allowed(_left.name) then open = true else open = {gui.unauthorized} end else open = true end end if open == true and left.style.visible ~= true then left.style.visible = true else left.style.visible = false end if open == false then player_return({'gui.cant-open-no-reason'},defines.textcolor.crit,player) player.play_sound{path='utility/cannot_build'} elseif open ~= true then player_return({'gui.cant-open',open},defines.textcolor.crit,player) player.play_sound{path='utility/cannot_build'} end end left.on_player_joined_game = function(event) -- draws the left guis when a player first joins, fake_event is just because i am lazy local player = Game.get_player(event) local frames = Gui.data.left or {} for name,left in pairs(frames) do local fake_event = {player_index=player.index,element={name=name}} left.open(fake_event) end end function left:on_init() if loaded_modules['ExpGamingCore.Ranking'] then Ranking = require('ExpGamingCore.Ranking') end end return left