--[[-- Gui Module - Player List - Adds a player list to show names and play time; also includes action buttons which can apply to players @gui Player-List @alias player_list ]] local Gui = require 'expcore.gui' --- @dep expcore.gui local Roles = require 'expcore.roles' --- @dep expcore.roles local Store = require 'expcore.store' --- @dep expcore.store local Game = require 'utils.game' --- @dep utils.game local Event = require 'utils.event' --- @dep utils.event local config = require 'config.action_buttons' --- @dep config.action_buttons local Colors = require 'resources.color_presets' --- @dep resources.color_presets require 'expcore.toolbar' --- @dep expcore.toolbar Gui.require_concept('label') Gui.require_concept('button') Gui.require_concept('text_field') Gui.require_concept('frame') Gui.require_style('expstyle') local action_player_store = 'gui.left.player-list.action-player' local action_name_store = 'gui.left.player-list.action-name' --- Name label that alows zoom to map -- @element zoom_to_map local zoom_to_map = Gui.new_concept('label') :new_event('on_click',defines.events.on_gui_click) :on_click(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) :define_pre_draw(function(properties,parent,element) -- Place the button into a flow local flow = parent.add{ type = 'flow', } return element, flow end) :define_draw(function(properties,parent,element,player,role_name) local player_name = player.name element.caption = player_name element.tooltip = {'player-list.open-map',player_name,player.tag,role_name} Gui.set_padding(element,0,0,0,2) element.style.font_color = player.chat_color end) --- Right align for the time label -- @element right_align local right_align = Gui.new_concept('alignment') --- Shows the players online time -- @element time_label local time = Gui.new_concept('time_label') :set_time_format{minutes = true} :set_time(0) :define_draw(function(properties,parent,element) Gui.set_padding(element) end) --- Button used to open the action bar -- @element open_action_bar local open_action_bar = Gui.new_concept('button') :set_sprite('utility/expand_dots_white') :set_tooltip{'player-list.open-action-bar'} :define_pre_draw(function(properties,parent,element,action_player_name) -- Place the button into a flow local flow = parent.add{ type = 'flow', name = action_player_name } return element, flow end) :define_draw(function(properties,parent,element) -- Update the style of the element element.style = 'frame_button' local style = element.style style.padding = -2 style.width = 8 style.height = 14 end) :on_click(function(event) -- Open the action bar when pressed local element = event.element local player_name = event.player.name 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 -- @element close_action_bar local close_action_bar = Gui.new_concept('button') :set_sprite('utility/close_black','utility/close_white') :set_tooltip{'player-list.close-action-bar'} :define_draw(function(properties,parent,element) -- Update the style of the element element.style = 'tool_button' local style = element.style style.padding = -1 style.height = 28 style.width = 28 end) :on_click(function(event) -- Close the action bar local player_name = event.player.name Store.clear(action_player_store,player_name) Store.clear(action_name_store,player_name) end) --- Adds all the player info into the content table -- @element player_info local player_info = Gui.new_concept() :define_draw(function(properties,parent,element,player,role_name) local player_name = player.name open_action_bar:draw(parent,nil,player_name) zoom_to_map:draw(parent,nil,player,role_name) time:update_time(time:draw(right_align:draw(parent,time.name..player_name)),player.online_time) end) --- Stores all the online players -- @element content_table local content_table = Gui.new_concept('scroll_table') :set_height(188) :set_column_count(3) --- Stores all the action buttons -- @element action_bar local action_bar = Gui.new_concept('frame') :define_draw(function(properties,parent,element) element.style = 'subfooter_frame' Gui.set_padding(element,1,1,3,3) local style = element.style style.horizontally_stretchable = true style.height = 35 close_action_bar:draw(element) local player = Gui.get_player_from_element(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:draw(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) --- Text entry for reason -- @element reason_field local reason_field = Gui.new_concept('text_field') :set_tooltip{'player-list.reason-entry'} :define_draw(function(properties,parent,element) element.style = 'stretchable_textfield' local style = element.style style.padding = 0 style.minimal_width = 160 style.height = 28 end) --- Button used to confirm a reason -- @element reason_confirm local reason_confirm = Gui.new_concept('button') :set_sprite('utility/confirm_slot') :set_tooltip{'player-list.reason-confirm'} :define_draw(function(properties,parent,element) -- Update the style of the element element.style = 'tool_button' local style = element.style style.padding = -1 style.height = 28 style.width = 28 end) :on_click(function(event) -- Confirm the reason given local element = event.element local player_name = event.player.name 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(event.player,reason) Store.clear(action_player_store,player_name) Store.clear(action_name_store,player_name) element.parent.entry.text = '' end) --- Stores the reason entry and confirmation button -- @element reason_bar local reason_bar = Gui.new_concept('frame') :define_draw(function(properties,parent,element) element.style = 'subfooter_frame' Gui.set_padding(element,-1,-1,3,3) local style = element.style style.horizontally_stretchable = true style.height = 35 local player = Gui.get_player_from_element(element) local action_name = Store.get(action_name_store,player.name) element.visible = action_name ~= nil reason_field:draw(element) reason_confirm:draw(element) end) --- Updates the action bar local player_list local function update_action_bar(player) local content = player_list:get_content(player) local element = Gui.find(content,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 print(action_name) element[action_name].visible = false elseif Roles.player_allowed(player,action_name) then element[action_name].visible = true end end end end end --- Adds fake players to the player list local function add_fake_players(content_area,count) local role_name = 'Fake Player' for i = 1,count do local player = { 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) } player_info:draw(content_area,nil,player,role_name) end end --- Registers the player list -- @element player_list player_list = Gui.new_concept('toolbar-frame') :set_permission_alias('gui/player-list') :set_sprite('entity/character') :set_tooltip{'player-list.main-tooltip'} :set_open_by_default(true) :set_direction('vertical') :define_draw(function(properties,parent,element) local content_area = content_table:draw(element) action_bar:draw(element) reason_bar:draw(element) 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 player_info:draw(content_area,nil,next_player,role_name) end end end add_fake_players(content_area,4) end) :on_update(function(event) local list = Gui.find(event.element,content_table,'table') for _,next_player in pairs(game.connected_players) do local time_element = Gui.find(list,time.name..next_player.name,time) if time_element and time_element.valid then time:update_time(time_element,next_player.online_time) end end end) --- 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_content(player) local data_table = Gui.find(frame,content_table,'table') for _,next_player in pairs(game.connected_players) do local element = Gui.find(data_table,next_player.name,open_action_bar) local style = 'frame_button' if next_player.name == value then style = 'tool_button' end element.style = style style = element.style style.padding = -2 style.width = 8 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 = player_list:get_content(player) local element = Gui.find(frame,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 local update = function(event) player_list:update_all(event) end Event.on_nth_tick(1800,update) Event.add(defines.events.on_player_joined_game,update) Event.add(defines.events.on_player_left_game,update) Event.add(Roles.events.on_role_assigned,update) Event.add(Roles.events.on_role_unassigned,update) return player_list