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factorio-scenario-ExpCluster/expcore/gui/left_flow.lua
Cooldude2606 c9534de868 Updated Docs
2020-04-01 00:01:40 +01:00

237 lines
8.8 KiB
Lua

--[[-- 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)
Gui.left_elements[self.name] = 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 name, open_on_join in pairs(Gui.left_elements) do
-- Draw the element to the left flow
local left_element = Gui.defines[name](left_flow)
-- 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 element_define = Gui.defines[name]
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 name, _ in pairs(Gui.left_elements) do
local left_element = left_flow[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 name,_ in pairs(Gui.left_elements) do
left_flow[name].visible = false
-- Check if the the element has a toobar button attached
local element_define = Gui.defines[name]
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