--[[-- Core Module - Gui - Used to define new gui elements and gui event handlers @module Gui ]] local Gui = require 'expcore.gui.prototype' local mod_gui = require 'mod-gui' local hide_left_flow = Gui.core_defines.hide_left_flow.name --- Left Flow. -- @section leftFlow -- Triggered when a user changed the visibility of a left flow element by clicking a button Gui.events.on_visibility_changed_by_click = 'on_visibility_changed_by_click' --- Contains the uids of the elements that will shown on the left flow and their join functions -- @table left_elements Gui.left_elements = {} --[[-- Gets the flow refered to as the left flow, each player has one left flow @function Gui.get_left_flow(player) @tparam LuaPlayer player the player that you want to get the left flow for @treturn LuaGuiElement the left element flow @usage-- Geting your left flow local left_flow = Gui.get_left_flow(game.player) ]] Gui.get_left_flow = mod_gui.get_frame_flow --[[-- Sets an element define to be drawn to the left flow when a player joins, includes optional check @tparam[opt] ?boolean|function open_on_join called during first darw to decide if the element should be visible @treturn table the new element define that is used to register events to this element @usage-- Adding the example button example_flow_with_button:add_to_left_flow(true) ]] function Gui._prototype_element:add_to_left_flow(open_on_join) if not self.name then error("Elements for the top flow must have a static name") end Gui.left_elements[self] = open_on_join or false return self end --[[-- Creates a button on the top flow which will toggle the given element define, the define must exist in the left flow @tparam string sprite the sprite that you want to use on the button @tparam ?string|Concepts.LocalizedString tooltip the tooltip that you want the button to have @tparam table element_define the element define that you want to have toggled by this button, define must exist on the left flow @tparam[opt] function authenticator used to decide if the button should be visible to a player @usage-- Add a button to toggle a left element local toolbar_button = Gui.left_toolbar_button('entity/inserter', 'Nothing to see here', example_flow_with_button, function(player) return player.admin end) ]] function Gui.left_toolbar_button(sprite, tooltip, element_define, authenticator) local button = Gui.toolbar_button(sprite, tooltip, authenticator) -- Add on_click handler to handle click events comming from the player button:on_click(function(player, _,_) local top_flow = Gui.get_top_flow(player) local element = top_flow[button.name] local visibility_state = Gui.toggle_left_element(player, element_define) -- Raise custom event that tells listening elements if the element has changed visibility by a player clicking -- Used in warp gui to handle the keep open logic button:raise_custom_event{ name = Gui.events.on_visibility_changed_by_click, element = element, state = visibility_state } end) -- Add property to the left flow element with the name of the button -- This is for the ability to reverse lookup the button from the left flow element element_define.toolbar_button = button.name return button end --[[-- Draw all the left elements onto the left flow, internal use only with on join @tparam LuaPlayer player the player that you want to draw the elements for @usage-- Draw all the left elements Gui.draw_left_flow(player) ]] function Gui.draw_left_flow(player) local left_flow = Gui.get_left_flow(player) local hide_button = left_flow.gui_core_buttons[hide_left_flow] local show_hide_button = false for element_define, open_on_join in pairs(Gui.left_elements) do -- Draw the element to the left flow local draw_success, left_element = xpcall(function() return element_define(left_flow) end, debug.traceback) if not draw_success then error('There as been an error with an element draw function: '..element_define.defined_at..'\n\t'..left_element) end -- Check if it should be open by default local visible = type(open_on_join) == 'boolean' and open_on_join or false if type(open_on_join) == 'function' then local success, err = pcall(open_on_join, player) if not success then error('There as been an error with an open on join hander for a gui element:\n\t'..err) end visible = err end -- Set the visible state of the element left_element.visible = visible show_hide_button = show_hide_button or visible -- Get the assosiated element define local top_flow = Gui.get_top_flow(player) -- Check if the the element has a button attached if element_define.toolbar_button then -- Check if the topflow contains the button local button = top_flow[element_define.toolbar_button] if button then -- Style the button Gui.toolbar_button_style(button, visible) end end end hide_button.visible = show_hide_button end --[[-- Update the visible state of the hide button, can be used to check if any frames are visible @tparam LuaPlayer player the player to update the left flow for @treturn boolean true if any left element is visible @usage-- Check if any left elements are visible local visible = Gui.update_left_flow(player) ]] function Gui.update_left_flow(player) local left_flow = Gui.get_left_flow(player) local hide_button = left_flow.gui_core_buttons[hide_left_flow] for element_define, _ in pairs(Gui.left_elements) do local left_element = left_flow[element_define.name] if left_element.visible then hide_button.visible = true return true end end hide_button.visible = false return false end --[[-- Hides all left elements for a player @tparam LuaPlayer player the player to hide the elements for @usage-- Hide your left elements Gui.hide_left_flow(game.player) ]] function Gui.hide_left_flow(player) local top_flow = Gui.get_top_flow(player) local left_flow = Gui.get_left_flow(player) local hide_button = left_flow.gui_core_buttons[hide_left_flow] -- Set the visible state of all elements in the flow hide_button.visible = false for element_define, _ in pairs(Gui.left_elements) do left_flow[element_define.name].visible = false -- Check if the the element has a toobar button attached if element_define.toolbar_button then -- Check if the topflow contains the button local button = top_flow[element_define.toolbar_button] if button then -- Style the button Gui.toolbar_button_style(button, false) -- Get the button define from the reverse lookup on the element local button_define = Gui.defines[element_define.toolbar_button] -- Raise the custom event if all of the top checks have passed button_define:raise_custom_event{ name = Gui.events.on_visibility_changed_by_click, element = button, state = false } end end end end --[[-- Get the element define that is in the left flow, use in events without an element refrence @tparam LuaPlayer player the player that you want to get the element for @tparam table element_define the element that you want to get @treturn LuaGuiElement the gui element linked to this define for this player @usage-- Get your left element local frame = Gui.get_left_element(game.player, example_flow_with_button) ]] function Gui.get_left_element(player, element_define) local left_flow = Gui.get_left_flow(player) return left_flow[element_define.name] end --[[-- Toggles the visible state of a left element for a given player, can be used to set the visible state @tparam LuaPlayer player the player that you want to toggle the element for @tparam table element_define the element that you want to toggle @tparam[opt] boolean state with given will set the state, else state will be toggled @treturn boolean the new visible state of the element @usage-- Toggle your example button Gui.toggle_top_flow(game.player, example_flow_with_button) @usage-- Show your example button Gui.toggle_top_flow(game.player, example_flow_with_button, true) ]] function Gui.toggle_left_element(player, element_define, state) local left_flow = Gui.get_left_flow(player) local top_flow = Gui.get_top_flow(player) -- Set the visible state local element = left_flow[element_define.name] if state == nil then state = not element.visible end element.visible = state Gui.update_left_flow(player) -- Check if the the element has a button attached if element_define.toolbar_button then -- Check if the topflow contains the button local button = top_flow[element_define.toolbar_button] if button then -- Style the button Gui.toolbar_button_style(button, state) end end return state end