--- Gui left frame define for a player list local Gui = require 'expcore.gui' local Roles = require 'expcore.roles' local Store = require 'expcore.store' local Game = require 'utils.game' local Event = require 'utils.event' local format_time = ext_require('expcore.common','format_time') local config = require 'config.action_buttons' local Colors = require 'resources.color_presets' local action_player_store = 'gui.left.player-list.action-player' local action_name_store = 'gui.left.player-list.action-name' --- used on player name label to allow zoom to map local zoom_to_map_name = Gui.uid_name() Gui.on_click(zoom_to_map_name,function(event) local action_player_name = event.element.caption local action_player = Game.get_player_from_any(action_player_name) if event.button == defines.mouse_button_type.left then -- lmb will zoom to map local position = action_player.position event.player.zoom_to_world(position,1.75) else -- rmb will open settings local player_name = event.player.name local old_action_player_name = Store.get(action_player_store,player_name) if action_player_name == old_action_player_name then Store.clear(action_player_store,player_name) -- will close if already open else Store.set(action_player_store,player_name,action_player_name) end end end) --- Button used to open the action bar local open_action_bar = Gui.new_button() :set_sprites('utility/expand_dots_white') :set_tooltip{'player-list.open-action-bar'} :set_embeded_flow(function(element,action_player_name) return action_player_name end) :set_style('frame_button',function(style) Gui.set_padding_style(style,-2,-2,-2,-2) style.width = 8 style.height = 14 end) :on_click(function(player,element) local new_action_player_name = element.parent.name local action_player_name = Store.get(action_player_store,player.name) if action_player_name == new_action_player_name then Store.clear(action_player_store,player.name) -- will close if already open else Store.set(action_player_store,player.name,new_action_player_name) end end) --- Button used to close the action bar local close_action_bar = Gui.new_button() :set_sprites('utility/close_black','utility/close_white') :set_tooltip{'player-list.close-action-bar'} :set_style('tool_button',function(style) Gui.set_padding_style(style,-1,-1,-1,-1) style.height = 28 style.width = 28 end) :on_click(function(player,element) Store.clear(action_player_store,player.name) Store.clear(action_name_store,player.name) end) --- Button used to confirm a reason local reason_confirm = Gui.new_button() :set_sprites('utility/confirm_slot') :set_tooltip{'player-list.reason-confirm'} :set_style('tool_button',function(style) Gui.set_padding_style(style,-1,-1,-1,-1) style.height = 28 style.width = 28 end) :on_click(function(player,element) local reason = element.parent.entry.text or 'Non Given' local action_name = Store.get(action_name_store,player.name) local reason_callback = config[action_name].reason_callback reason_callback(player,reason) Store.clear(action_player_store,player.name) Store.clear(action_name_store,player.name) element.parent.entry.text = '' end) --[[ Creates the main gui areas for the player list element > container >> scroll >>> table >> action_bar ]] local function generate_container(player,element) Gui.set_padding(element,2,2,2,2) element.style.minimal_width = 200 -- main container which contains the other elements local container = element.add{ name='container', type='frame', direction='vertical', style='window_content_frame_packed' } Gui.set_padding(container) -- a scroll bar which allows 8 players to be seen at once local list_scroll = container.add{ name='scroll', type='scroll-pane', direction='vertical', horizontal_scroll_policy='never', vertical_scroll_policy='auto-and-reserve-space' } Gui.set_padding(list_scroll,1,1,2,2) list_scroll.style.horizontally_stretchable = true list_scroll.style.maximal_height = 188 -- 3 wide table to contain: action button, player name, and play time local list_table = list_scroll.add{ name='table', type='table', column_count=3 } Gui.set_padding(list_table) list_table.style.horizontally_stretchable = true list_table.style.vertical_align = 'center' list_table.style.cell_padding = 0 -- action bar which contains the different action buttons local action_bar = container.add{ name='action_bar', type='frame', style='subfooter_frame' } Gui.set_padding(action_bar,1,1,3,3) action_bar.style.horizontally_stretchable = true action_bar.style.height = 35 -- reason bar which contains the reason text field and confirm button local reason_bar = container.add{ name='reason_bar', type='frame', style='subfooter_frame' } Gui.set_padding(reason_bar,-1,-1,3,3) reason_bar.style.horizontally_stretchable = true reason_bar.style.height = 35 local action_name = Store.get(action_name_store,player.name) reason_bar.visible = action_name ~= nil -- text entry for the reason bar local reason_field = reason_bar.add{ name='entry', type='textfield', style='stretchable_textfield', tooltip={'player-list.reason-entry'} } Gui.set_padding(reason_field) reason_field.style.height = 28 reason_field.style.minimal_width = 160 reason_confirm(reason_bar) return list_table, action_bar end --- Adds buttons and permission flows to the action bar local function generate_action_bar(player,element) close_action_bar(element) local action_player = Store.get(action_player_store,player.name) for action_name,buttons in pairs(config) do local permission_flow = element.add{ type='flow', name=action_name } for _,button in ipairs(buttons) do button(permission_flow) end if not Roles.player_allowed(player,action_name) then permission_flow.visible = false end if buttons.auth and action_player and not buttons.auth(player,action_player) then permission_flow.visible = false end end if not action_player then element.visible = false end end --- Updates the action bar local player_list_name local function update_action_bar(player) local frame = Gui.classes.left_frames.get_frame(player_list_name,player) local element = frame.container.action_bar local action_player_name = Store.get(action_player_store,player.name) if not action_player_name then element.visible = false else local action_player = Game.get_player_from_any(action_player_name) if not action_player.connected then element.visible = false Store.clear(action_player_store,player.name) -- clears store if player is offline Store.clear(action_name_store,player.name) else element.visible = true for action_name,buttons in pairs(config) do if buttons.auth and not buttons.auth(player,action_player) then element[action_name].visible = false elseif Roles.player_allowed(player,action_name) then element[action_name].visible = true end end end end end --- Adds a player to the player list local function add_player(list_table,player,role_name) open_action_bar(list_table,player.name) -- flow to contain player_name to allow all to have trigger for zoom to map local player_name_flow = list_table.add{ type='flow' } Gui.set_padding(player_name_flow) -- player name with the tooltip of their highest role and in they colour local player_name = player_name_flow.add{ name=zoom_to_map_name, type='label', caption=player.name, tooltip={'player-list.open-map',player.name,player.tag,role_name} } Gui.set_padding(player_name,0,0,0,2) player_name.style.font_color = player.chat_color -- flow which allows right align for the play time local time_flow = Gui.create_right_align(list_table,'player-time-'..player.index) -- time given in Xh Ym and is right aligned local tick = game.tick > 0 and game.tick or 1 local percent = math.round(player.online_time/tick,3)*100 local time = time_flow.add{ name='label', type='label', caption=format_time(player.online_time), tooltip={'player-list.afk-time',percent,format_time(player.afk_time,{minutes=true,long=true})} } Gui.set_padding(time) end --- Adds fake players to the player list local function add_fake_players(list_table,count) local role_name = 'Fake Player' for i = 1,count do add_player(list_table,{ name='Player '..i, index=0-i, tag='', online_time=math.random(0,game.tick), afk_time=math.random(0,game.tick), chat_color=table.get_random_dictionary_entry(Colors) },role_name) end end --- Registers the player list local player_list = Gui.new_left_frame('gui/player-list') :set_sprites('entity/character') :set_tooltip{'player-list.main-tooltip'} :set_open_by_default() :set_direction('vertical') :on_draw(function(player,element) local list_table,action_bar = generate_container(player,element) generate_action_bar(player,action_bar) local players = {} for _,next_player in pairs(game.connected_players) do local highest_role = Roles.get_player_highest_role(next_player) if not players[highest_role.name] then players[highest_role.name] = {} end table.insert(players[highest_role.name],next_player) end for _,role_name in pairs(Roles.config.order) do if players[role_name] then for _,next_player in pairs(players[role_name]) do add_player(list_table,next_player,role_name) end end end --add_fake_players(list_table,6) --add_fake_players(list_table,20) end) :on_update(function(player,element) local list = element.container.scroll.table for _,next_player in pairs(game.connected_players) do local time_element_name = 'player-time-'..next_player.index local time_element = list[time_element_name] if time_element and time_element.valid then time_element.label.caption = format_time(next_player.online_time) local tick = game.tick > 0 and game.tick or 1 local percent = math.round(next_player.online_time/tick,3)*100 time_element.label.tooltip = {'player-list.afk-time',percent,format_time(next_player.afk_time,{minutes=true,long=true})} end end end) player_list_name = player_list:uid() --- When the action player is changed the action bar will update Store.register(action_player_store,function(value,category) local player = Game.get_player_from_any(category) update_action_bar(player) local frame = player_list:get_frame(player) local data_table = frame.container.scroll.table for _,next_player in pairs(game.connected_players) do local element = data_table[next_player.name][open_action_bar.name] local style = 'frame_button' if next_player.name == value then style = 'tool_button' end element.style = style Gui.set_paddinge(element,-2,-2,-2,-2) element.style.width = 8 element.style.height = 14 end end) --- When the action name is changed the reason input will update Store.register(action_name_store,function(value,category) local player = Game.get_player_from_any(category) local frame = Gui.classes.left_frames.get_frame(player_list_name,player) local element = frame.container.reason_bar if value then local action_player_name = Store.get(action_player_store,category) local action_player = Game.get_player_from_any(action_player_name) if action_player.connected then element.visible = true else Store.clear(action_player_store,category) -- clears store if player is offline Store.clear(action_name_store,category) end else element.visible = false end end) --- Many events which trigger the gui to be re drawn, it will also update the times every 30 seconds Event.on_nth_tick(1800,player_list 'update_all') Event.add(defines.events.on_player_joined_game,player_list 'redraw_all') Event.add(defines.events.on_player_left_game,player_list 'redraw_all') Event.add(Roles.player_role_assigned,player_list 'redraw_all') Event.add(Roles.player_role_unassigned,player_list 'redraw_all') return player_list