Files
factorio-scenario-ExpCluster/exp_gui/module/control.lua
Cooldude2606 7ab721b4b6 Refactor some of the Guis from the legacy plugin (#399)
* Fix bugs in core and add default args to Gui defs

* Refactor production Gui

* Refactor landfill blueprint button

* Fix more bugs in core

* Consistent naming of new guis

* Refactor module inserter gui

* Refactor surveillance gui

* Add shorthand for data from arguments

* Make element names consistent

* Add types

* Change how table rows work

* Refactor player stats gui

* Refactor quick actions gui

* Refactor research milestones gui

* Refactor player bonus gui

* Refactor science production gui

* Refactor autofill gui

* Cleanup use of aligned flow

* Rename "Gui.element" to "Gui.define"

* Rename Gui types

* Rename property_from_arg

* Add guide for making guis

* Add full reference document

* Add condensed reference

* Apply style guide to refactored guis

* Bug fixes
2025-08-29 14:30:30 +01:00

231 lines
7.9 KiB
Lua

local Storage = require("modules/exp_util/storage")
local ExpElement = require("modules/exp_gui/prototype")
--- @alias Gui.VisibleCallback fun(player: LuaPlayer, element: LuaGuiElement): boolean
--- @class Gui.player_elements
--- @field top table<string, LuaGuiElement?>
--- @field left table<string, LuaGuiElement?>
--- @field relative table<string, LuaGuiElement?>
--- @type table<uint, Gui.player_elements> | table<"_debug", boolean>
local player_elements = {}
Storage.register(player_elements, function(tbl)
player_elements = tbl
end)
--- @class Gui
local Gui = {
define = ExpElement.new,
from_argument = ExpElement.from_argument,
from_name = ExpElement.from_name,
no_return = ExpElement.no_return,
top_elements = {}, --- @type table<ExpElement, Gui.VisibleCallback | boolean>
left_elements = {}, --- @type table<ExpElement, Gui.VisibleCallback | boolean>
relative_elements = {}, --- @type table<ExpElement, Gui.VisibleCallback | boolean>
}
local mod_gui = require("mod-gui")
Gui.get_top_flow = mod_gui.get_button_flow
Gui.get_left_flow = mod_gui.get_frame_flow
--- Set the gui to redraw all elements on join, helps with style debugging
--- @param state boolean
function Gui._debug(state)
if state == nil then
player_elements._debug = true
else
player_elements._debug = state
end
end
--- Get a player from an element or gui event
--- @param input LuaGuiElement | { player_index: uint } | { element: LuaGuiElement }
--- @return LuaPlayer
function Gui.get_player(input)
if type(input) == "table" and not input.player_index then
return assert(game.get_player(input.element.player_index))
end
return assert(game.get_player(input.player_index))
end
--- Toggle the enable state of an element
--- @param element LuaGuiElement
--- @param state boolean?
--- @return boolean
function Gui.toggle_enabled_state(element, state)
if not element or not element.valid then return false end
if state == nil then
state = not element.enabled
end
element.enabled = state
return state
end
--- Toggle the visibility of an element
--- @param element LuaGuiElement
--- @param state boolean?
--- @return boolean
function Gui.toggle_visible_state(element, state)
if not element or not element.valid then return false end
if state == nil then
state = not element.visible
end
element.visible = state
return state
end
--- Destroy an element if it exists and is valid
--- @param element LuaGuiElement?
function Gui.destroy_if_valid(element)
if not element or not element.valid then return end
element.destroy()
end
--- Register a element define to be drawn to the top flow on join
--- @param define ExpElement
--- @param visible Gui.VisibleCallback | boolean | nil
function Gui.add_top_element(define, visible)
assert(Gui.top_elements[define.name] == nil, "Element is already added to the top flow")
Gui.top_elements[define] = visible or false
end
--- Register a element define to be drawn to the left flow on join
--- @param define ExpElement
--- @param visible Gui.VisibleCallback | boolean | nil
function Gui.add_left_element(define, visible)
assert(Gui.left_elements[define.name] == nil, "Element is already added to the left flow")
Gui.left_elements[define] = visible or false
end
--- Register a element define to be drawn to the relative flow on join
--- @param define ExpElement
--- @param visible Gui.VisibleCallback | boolean | nil
function Gui.add_relative_element(define, visible)
assert(Gui.relative_elements[define.name] == nil, "Element is already added to the relative flow")
Gui.relative_elements[define] = visible or false
end
--- Register a element define to be drawn to the top flow on join
--- @param define ExpElement
--- @param player LuaPlayer
--- @return LuaGuiElement
function Gui.get_top_element(define, player)
return assert(player_elements[player.index].top[define.name], "Element is not on the top flow")
end
--- Register a element define to be drawn to the left flow on join
--- @param define ExpElement
--- @param player LuaPlayer
--- @return LuaGuiElement
function Gui.get_left_element(define, player)
return assert(player_elements[player.index].left[define.name], "Element is not on the left flow")
end
--- Register a element define to be drawn to the relative flow on join
--- @param define ExpElement
--- @param player LuaPlayer
--- @return LuaGuiElement
function Gui.get_relative_element(define, player)
return assert(player_elements[player.index].relative[define.name], "Element is not on the relative flow")
end
--- Ensure all the correct elements are visible and exist
--- @param player LuaPlayer
--- @param element_defines table<ExpElement, Gui.VisibleCallback | boolean>
--- @param elements table<string, LuaGuiElement?>
--- @param parent LuaGuiElement
local function ensure_elements(player, element_defines, elements, parent)
local done = {}
for define, visible in pairs(element_defines) do
done[define.name] = true
local element = elements[define.name]
if not element or not element.valid then
element = assert(define(parent), "Element define did not return an element: " .. define.name)
elements[define.name] = element
if type(visible) == "function" then
visible = visible(player, element)
end
element.visible = visible
end
end
for name, element in pairs(elements) do
if not done[name] then
element.destroy()
elements[name] = nil
end
end
end
--- Ensure all elements have been created
--- @param event EventData.on_player_created | EventData.on_player_joined_game
function Gui._ensure_consistency(event)
local player = assert(game.get_player(event.player_index))
local elements = player_elements[event.player_index] or {
top = {},
left = {},
relative = {},
}
player_elements[event.player_index] = elements
if player_elements._debug and event.name == defines.events.on_player_joined_game then
log("Gui debug active, clearing gui for: " .. player.name)
player.gui.relative.clear()
player.gui.screen.clear()
player.gui.center.clear()
player.gui.left.clear()
player.gui.top.clear()
end
ensure_elements(player, Gui.top_elements, elements.top, Gui.get_top_flow(player))
ensure_elements(player, Gui.left_elements, elements.left, Gui.get_left_flow(player))
ensure_elements(player, Gui.relative_elements, elements.relative, player.gui.relative)
-- This check isn't needed, but allows the toolbar file to be deleted without modifying any lib code
if Gui.toolbar then
--- @diagnostic disable-next-line invisible
Gui.toolbar._create_elements(player)
--- @diagnostic disable-next-line invisible
Gui.toolbar._ensure_consistency(player)
end
end
--- Rerun the visible check for relative elements
--- @param event EventData.on_gui_opened
local function on_gui_opened(event)
local player = Gui.get_player(event)
local original_element = event.element
for define, visible in pairs(Gui.relative_elements) do
local element = Gui.get_relative_element(define, player)
if type(visible) == "function" then
visible = visible(player, element)
end
element.visible = visible
if visible then
event.element = element
--- @diagnostic disable-next-line invisible
define:raise_event(event)
end
end
event.element = original_element
end
local e = defines.events
local events = {
[e.on_player_created] = Gui._ensure_consistency,
[e.on_player_joined_game] = Gui._ensure_consistency,
[e.on_gui_opened] = on_gui_opened,
}
Gui.events = events
return Gui