Files
factorio-scenario-ExpCluster/expcore/gui/left_flow.lua
2020-02-23 23:39:09 +00:00

180 lines
6.0 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' --- @dep mod-gui
local hide_left_flow = Gui.core_defines.hide_left_flow.name
--- Left Flow.
-- @section leftFlow
--- Contains the uids of the elements that will show on the left flow and the open on join function
-- @table left_elements
Gui.left_elements = {}
--[[-- Gets the flow which contains the elements for the left flow
@function Gui.get_left_flow(player)
@tparam LuaPlayer player the player that you want to get the flow for
@treturn LuaGuiElement the left element flow
@usage-- Geting your left element flow
local left_flow = Gui.get_left_flow(game.player)
]]
Gui.get_left_flow = mod_gui.get_frame_flow
--[[-- Adds an element to be drawn to the left flow when a player joins
@tparam[opt] ?boolean|function open_on_join called during first darw to decide if the element is 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
--[[-- Button which can be used to toggle a left element, placed on the top 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 be toggled 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)
return Gui.element{
type = 'sprite-button',
sprite = sprite,
tooltip = tooltip,
style = Gui.top_flow_button_style
}
:style{
padding = -2
}
:add_to_top_flow(authenticator)
:on_click(function(player,_,_)
Gui.toggle_left_element(player, element_define)
end)
end
--[[-- Draw all the left elements onto the left flow, internal use only
@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
end
hide_button.visible = show_hide_button
end
--[[-- Update the visible state of the hide left button, also draw left elements if not present
@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
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 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
end
end
--[[-- Get the element define that is in the left flow
@tparam LuaPlayer player the player that you want tog et the element for
@tparam table element_define the element that you want to get for the player
@treturn LuaGuiElement the gui element linked to this define in the left flow
@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 player
@tparam LuaPlayer player the player that you want to toggle the element for
@tparam table element_define the element that you want to toggle for the player
@tparam[opt] boolean state if given then the state will be set to this state
@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-- Open 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)
-- 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)
return state
end