mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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* 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
254 lines
9.3 KiB
Lua
254 lines
9.3 KiB
Lua
--[[-- Gui - Surveillance
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Adds cameras which can be used to view players and locations
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]]
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local Gui = require("modules/exp_gui")
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local ElementsExtra = require("modules/exp_scenario/gui/elements")
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local Roles = require("modules/exp_legacy/expcore/roles")
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--- @class ExpGui_Surveillance.elements
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local Elements = {}
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--- Dropdown which sets the target of a camera to a player
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--- @class ExpGui_Surveillance.elements.player_dropdown: ExpElement
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--- @field data table<LuaGuiElement, LuaGuiElement>
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--- @overload fun(parent: LuaGuiElement, camera: LuaGuiElement): LuaGuiElement
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Elements.player_dropdown = Gui.define("surveillance/player_dropdown")
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:draw(function(def, parent)
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return ElementsExtra.online_player_dropdown(parent)
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end)
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:element_data(
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Gui.from_argument(1)
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)
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:on_selection_state_changed(function(def, player, element, event)
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--- @cast def ExpGui_Surveillance.elements.player_dropdown
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local camera = def.data[element]
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local target_player = assert(ElementsExtra.online_player_dropdown.get_selected(element))
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Elements.camera.set_target_player(camera, target_player)
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end) --[[ @as any ]]
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--- Button which sets the target of a camera to the current location
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--- @class ExpGui_Surveillance.elements.set_location_button: ExpElement
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--- @field data table<LuaGuiElement, LuaGuiElement>
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--- @overload fun(parent: LuaGuiElement, camera: LuaGuiElement): LuaGuiElement
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Elements.set_location_button = Gui.define("surveillance/set_location_button")
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:draw{
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type = "button",
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caption = { "exp-gui_surveillance.caption-set-location" },
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visible = false,
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}
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:style{
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width = 48,
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height = 24,
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}
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:element_data(
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Gui.from_argument(1)
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)
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:on_click(function(def, player, element)
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--- @cast def ExpGui_Surveillance.elements.set_location_button
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local camera = def.data[element]
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Elements.camera.set_target_position(camera, player.physical_surface_index, player.physical_position)
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end) --[[ @as any ]]
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--- @class ExpGui_Surveillance.elements.type_dropdown.data
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--- @field player_dropdown LuaGuiElement
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--- @field location_button LuaGuiElement
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--- @field camera LuaGuiElement
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--- Selects the type of camera to display, actually just controls the visible buttons
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--- @class ExpGui_Surveillance.elements.type_dropdown: ExpElement
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--- @field data table<LuaGuiElement, ExpGui_Surveillance.elements.type_dropdown.data>
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--- @overload fun(parent: LuaGuiElement, data: ExpGui_Surveillance.elements.type_dropdown.data): LuaGuiElement
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Elements.type_dropdown = Gui.define("surveillance/type_dropdown")
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:track_all_elements()
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:draw{
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type = "drop-down",
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items = { { "exp-gui_surveillance.type-player" }, { "exp-gui_surveillance.type-static" }, { "exp-gui_surveillance.type-loop" } },
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selected_index = 1,
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}
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:style{
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width = 96,
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height = 24,
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}
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:element_data(
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Gui.from_argument(1)
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)
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:on_selection_state_changed(function(def, player, element, event)
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--- @cast def ExpGui_Surveillance.elements.type_dropdown
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local element_data = def.data[element]
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local selected_index = element.selected_index
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element_data.player_dropdown.visible = selected_index == 1
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element_data.location_button.visible = selected_index == 2
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if selected_index == 2 then
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-- Static is selected
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Elements.camera.set_target_position(element_data.camera, player.physical_surface_index, player.physical_position)
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else
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-- Player or loop is selected
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local target_player = ElementsExtra.online_player_dropdown.get_selected(element_data.player_dropdown)
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Elements.camera.set_target_player(element_data.camera, target_player)
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end
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end) --[[ @as any ]]
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--- Refresh all online type dropdowns by cycling the associated player dropdown
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function Elements.type_dropdown.refresh_online()
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local player_count = ElementsExtra.online_player_dropdown.get_player_count()
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for _, type_dropdown in Elements.type_dropdown:online_elements() do
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if type_dropdown.selected_index == 3 then
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-- Loop is selected
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local element_data = Elements.type_dropdown.data[type_dropdown]
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local player_dropdown = element_data.player_dropdown
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if player_dropdown.selected_index < player_count then
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player_dropdown.selected_index = player_dropdown.selected_index + 1
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else
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player_dropdown.selected_index = 1
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end
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local target_player = ElementsExtra.online_player_dropdown.get_selected(player_dropdown)
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Elements.camera.set_target_player(element_data.camera, target_player)
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end
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end
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end
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--- Buttons which decreases zoom by 5%
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--- @class ExpGui_Surveillance.elements.zoom_out_button: ExpElement
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--- @field data table<LuaGuiElement, LuaGuiElement>
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--- @overload fun(parent: LuaGuiElement, camera: LuaGuiElement): LuaGuiElement
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Elements.zoom_out_button = Gui.define("surveillance/zoom_out_button")
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:draw{
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type = "sprite-button",
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sprite = "utility/controller_joycon_back", -- -
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style = "frame_action_button",
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}
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:style{
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height = 24,
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width = 24,
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}
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:element_data(
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Gui.from_argument(1)
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)
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:on_click(function(def, player, element)
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--- @cast def ExpGui_Surveillance.elements.zoom_out_button
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local camera = def.data[element]
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if camera.zoom > 0.2 then
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camera.zoom = camera.zoom - 0.05
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end
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end) --[[ @as any ]]
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--- Buttons which increases zoom by 5%
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--- @class ExpGui_Surveillance.elements.zoom_in_button: ExpElement
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--- @field data table<LuaGuiElement, LuaGuiElement>
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--- @overload fun(parent: LuaGuiElement, camera: LuaGuiElement): LuaGuiElement
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Elements.zoom_in_button = Gui.define("surveillance/zoom_in_button")
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:draw{
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type = "sprite-button",
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sprite = "utility/controller_joycon_start", -- +
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style = "frame_action_button",
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}
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:style{
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height = 24,
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width = 24,
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}
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:element_data(
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Gui.from_argument(1)
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)
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:on_click(function(def, player, element)
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--- @cast def ExpGui_Surveillance.elements.zoom_in_button
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local camera = def.data[element]
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if camera.zoom < 2.0 then
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camera.zoom = camera.zoom + 0.05
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end
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end) --[[ @as any ]]
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--- Camera which tracks a target with a physical_position and surface_index
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--- @class ExpGui_Surveillance.elements.camera: ExpElement
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--- @field data table<LuaGuiElement, LuaPlayer?>
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--- @overload fun(parent: LuaGuiElement, target: LuaPlayer?): LuaGuiElement
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Elements.camera = Gui.define("surveillance/camera")
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:track_all_elements()
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:draw{
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type = "camera",
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position = { x = 0, y = 0 },
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surface_index = 1,
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zoom = 0.75,
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}
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:style{
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width = 480,
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height = 290,
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}
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:element_data(
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Gui.from_argument(1)
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) --[[ @as any ]]
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--- Set the target player for the camera
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--- @param camera LuaGuiElement
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--- @param player LuaPlayer
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function Elements.camera.set_target_player(camera, player)
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Elements.camera.data[camera] = player
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end
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--- Set the target position for the camera
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--- @param camera LuaGuiElement
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--- @param surface_index number
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--- @param position MapPosition
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function Elements.camera.set_target_position(camera, surface_index, position)
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Elements.camera.data[camera] = nil
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camera.surface_index = surface_index
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camera.position = position
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end
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--- Refresh the position for all cameras targeting a player
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function Elements.camera.refresh_online()
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for _, camera in Elements.camera:online_elements() do
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local target_player = Elements.camera.data[camera]
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if target_player then
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camera.position = target_player.physical_position
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camera.surface_index = target_player.physical_surface_index
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end
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end
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end
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--- Container added to the screen
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Elements.container = Gui.define("surveillance/container")
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:draw(function(def, parent)
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local screen_frame = Gui.elements.screen_frame(parent, nil, true)
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local button_flow = Gui.elements.screen_frame.get_button_flow(screen_frame)
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local target_player = Gui.get_player(parent)
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local camera = Elements.camera(screen_frame, target_player)
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local type_dropdown_data = {
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camera = camera,
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player_dropdown = Elements.player_dropdown(button_flow, camera),
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location_button = Elements.set_location_button(button_flow, camera),
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}
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Elements.type_dropdown(button_flow, type_dropdown_data)
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Elements.zoom_out_button(button_flow, camera)
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Elements.zoom_in_button(button_flow, camera)
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return Gui.elements.screen_frame.get_root_element(screen_frame)
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end)
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--- Add a button to create the container
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Gui.toolbar.create_button{
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name = "open_surveillance",
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sprite = "entity/radar",
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tooltip = { "exp-gui_surveillance.tooltip-main" },
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visible = function(player, element)
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return Roles.player_allowed(player, "gui/surveillance")
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end
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}:on_click(function(def, player, element, event)
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Elements.container(player.gui.screen)
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end)
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local e = defines.events
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return {
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elements = Elements,
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events = {
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[e.on_tick] = Elements.camera.refresh_online,
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},
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on_nth_tick = {
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[600] = Elements.type_dropdown.refresh_online,
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}
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}
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