Files
factorio-scenario-ExpCluster/modules/ExpGamingCore/Gui/inputs/control.lua
2019-02-24 21:28:33 +00:00

376 lines
17 KiB
Lua

--- Adds a clean way of making new inputs for a gui allowing for sliders and text inputs to be hanndleded with custom events
-- @module ExpGamingCore.Gui.Inputs
-- @alias inputs
-- @author Cooldude2606
-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
--- This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module
-- @function _comment
local Game = require('FactorioStdLib.Game')
local Color = require('FactorioStdLib.Color')
local mod_gui = require('mod-gui')
local Gui = require('ExpGamingCore.Gui')
local inputs = {}
inputs._prototype = {}
-- these are just so you can have short cuts to this
inputs.events = {
--error={}, -- this is added after event calls are added as it is not a script event
state=defines.events.on_gui_checked_state_changed,
click=defines.events.on_gui_click,
elem=defines.events.on_gui_elem_changed,
selection=defines.events.on_gui_selection_state_changed,
text=defines.events.on_gui_text_changed,
slider=defines.events.on_gui_value_changed
}
--- Sets the input to trigger on an certain event
-- @usage button:on_event(defines.events.on_gui_click,player_return)
-- @param event the event to raise callback on | can be number of the event | can be a key of inputs.events
-- @tparam function callback the function you want to run on the event
-- @treturn table returns self so you can chain together
function inputs._prototype:on_event(event,callback)
if not is_type(callback,'function') then return self end
if inputs.events[event] then event = inputs.events[event] end
if event == inputs.events.error then self._error = callback return self end
self.events[event] = callback
return self
end
--- Draw the input into the root element
-- @usage button:draw(frame)
-- @param root the element you want to add the input to
-- @return returns the element that was added
function inputs._prototype:draw(root)
local player = Game.get_player(root.player_index)
if is_type(self.draw_data.caption,'string') and player.gui.is_valid_sprite_path(self.draw_data.caption) then
local data = table.deepcopy(self.draw_data)
data.type = 'sprite-button'
data.sprite = data.caption
data.caption = nil
return root.add(data)
elseif is_type(self.draw_data.sprite,'string') and player.gui.is_valid_sprite_path(self.draw_data.sprite) then
local data = table.deepcopy(self.draw_data)
data.type = 'sprite-button'
return root.add(data)
elseif is_type(self.data._state,'function') then
local data = table.deepcopy(self.draw_data)
local success, err = pcall(self.data._state,player,root)
if success then data.state = err else error(err) end
return root.add(data)
elseif is_type(self.data._start,'function') then
local data = table.deepcopy(self.draw_data)
local success, err = pcall(self.data._start,player,root)
if success then data.value = err else error(err) end
return root.add(data)
elseif is_type(self.data._index,'function') then
local data = table.deepcopy(self.draw_data)
local success, err = pcall(self.data._index,player,root)
if success then data.selected_index = err else error(err) end
if is_type(self.data._items,'function') then
local success, err = pcall(self.data._items,player,root)
if success then data.items = err else error(err) end
end
return root.add(data)
elseif is_type(self.data._items,'function') then
local data = table.deepcopy(self.draw_data)
local success, err = pcall(self.data._items,player,root)
if success then data.items = err else error(err) end
if is_type(self.data._index,'function') then
local _success, _err = pcall(self.data._index,player,root)
if _success then data.selected_index = _err else error(_err) end
end
return root.add(data)
else
return root.add(self.draw_data)
end
end
--- Add a new input, this is the same as doing frame.add{} but returns a different object
-- @usage Gui.inputs.add{type='button',name='test',caption='Test'}
-- @usage return_value(frame) -- draws the button onto that frame
-- @tparam table obj the new element to add if caption is a sprite path then sprite is used
-- @treturn table the custom input object, calling the returned value will draw the button
function inputs.add(obj)
if not is_type(obj,'table') then return end
if not is_type(obj.type,'string') then return end
local type = obj.type
if type ~= 'button'
and type ~= 'sprite-button'
and type ~= 'choose-elem-button'
and type ~= 'checkbox'
and type ~= 'radiobutton'
and type ~= 'textfield'
and type ~= 'text-box'
and type ~= 'slider'
and type ~= 'drop-down'
then return end
verbose('Created Input: '..obj.name..' ('..obj.type..')')
if obj.type == 'button' or obj.type == 'sprite-button' then obj.style = mod_gui.button_style end
obj.draw_data = table.deepcopy(obj)
obj.data = {}
obj.events = {}
setmetatable(obj,{__index=inputs._prototype,__call=function(self,...) return self:draw(...) end})
Gui.data('inputs_'..type,obj.name,obj)
return obj
end
-- this just runs the events given to inputs
function inputs._event_handler(event)
if not event.element then return end
local elements = Gui.data['inputs_'..event.element.type] or {}
local element = elements[event.element.name]
if not element and event.element.type == 'sprite-button' then
elements = Gui.data.inputs_button or {}
element = elements[event.element.name]
end
if element then
verbose('There was a gui event ('..Event.names[event.name]..') with element: '..event.element.name)
if not is_type(element.events[event.name],'function') then return end
local success, err = Manager.sandbox(element.events[event.name],{},event)
if not success then
if is_type(element._error,'function') then pcall(element._error)
else error(err) end
end
end
end
Event.add(inputs.events,inputs._event_handler)
inputs.events.error = {}
-- the following functions are just to make inputs easier but if what you want is not include use inputs.add(obj)
--- Used to define a button, can have many function
-- @usage Gui.inputs.add_button('test','Test','Just for testing',{{condition,callback},...})
-- @tparam string name the name of this button
-- @tparam string the display for this button, either text or sprite path
-- @tparam string tooltip the tooltip to show on the button
-- @param callbacks can either be a single function or a list of function pairs see examples at bottom
-- @treturn table the button object that was made, to allow a custom error event if wanted
function inputs.add_button(name,display,tooltip,callbacks)
local rtn_button = inputs.add{
type='button',
name=name,
caption=display,
tooltip=tooltip
}
rtn_button.data._callbacks = callbacks
rtn_button:on_event('click',function(event)
local elements = Gui.data['inputs_'..event.element.type] or {}
local button = elements[event.element.name]
if not button and event.element.type == 'sprite-button' then
elements = Gui.data.inputs_button or {}
button = elements[event.element.name]
end
local player = Game.get_player(event)
local mouse = event.button
local keys = {alt=event.alt,ctrl=event.control,shift=event.shift}
local element = event.element
local btn_callbacks = button.data._callbacks
if is_type(btn_callbacks,'function') then btn_callbacks = {{function() return true end,btn_callbacks}} end
for _,data in pairs(btn_callbacks) do
if is_type(data[1],'function') and is_type(data[2],'function') then
local success, err = pcall(data[1],player,mouse,keys,event)
if success and err == true then
local _success, _err = pcall(data[2],player,element,event)
if not _success then error(_err) end
elseif not success then error(err) end
else error('Invalid Callback Condition Format') end
end
end)
return rtn_button
end
--- Used to define a choose-elem-button callback only on elem_changed
-- @usage Gui.inputs.add_elem_button('test','Test','Just for testing',function)
-- @tparam string name the name of this button
-- @tparam string elem_type the display for this button, either text or sprite path
-- @tparam string tooltip the tooltip to show on the button
-- @tparam function callback the callback to call on change function(player,element,elem)
-- @treturn table the button object that was made, to allow a custom error event if wanted
function inputs.add_elem_button(name,elem_type,tooltip,callback)
local button = inputs.add{
type='choose-elem-button',
name=name,
elem_type=elem_type,
tooltip=tooltip
}
button.data._callback = callback
button:on_event('elem',function(event)
local button = Gui.data['inputs_'..event.element.type][event.element.name]
local player = Game.get_player(event)
local element = event.element or {elem_type=nil,elem_value=nil}
local elem = {type=element.elem_type,value=element.elem_value}
if is_type(button.data._callback,'function') then
local success, err = pcall(button.data._callback,player,element,elem)
if not success then error(err) end
else error('Invalid Callback') end
end)
return button
end
--- Used to define a checkbox callback only on state_changed
-- @usage Gui.inputs.add_checkbox('test',false,'Just for testing',function,function,funvtion)
-- @tparam string name the name of this button
-- @tparam boolean radio if this is a radio button
-- @tparam string display the display for this button, either text or sprite path
-- @tparam function default the callback which choses the default check state
-- @tparam function callback_true the callback to call when changed to true
-- @tparam function callback_false the callback to call when changed to false
-- @treturn table the button object that was made, to allow a custom error event if wanted
function inputs.add_checkbox(name,radio,display,default,callback_true,callback_false)
local type = 'checkbox'; if radio then type='radiobutton' end
local state = false; if is_type(default,'boolean') then state = default end
local rtn_checkbox = inputs.add{
type=type,
name=name,
caption=display,
state=state
}
if is_type(default,'function') then rtn_checkbox.data._state = default end
rtn_checkbox.data._true = callback_true
rtn_checkbox.data._false = callback_false
rtn_checkbox:on_event('state',function(event)
local checkbox = Gui.data['inputs_'..event.element.type][event.element.name]
local player = Game.get_player(event)
if event.element.state then
if is_type(checkbox.data._true,'function') then
local success, err = pcall(checkbox.data._true,player,event.element)
if not success then error(err) end
else error('Invalid Callback') end
else
if is_type(checkbox.data._false,'function') then
local success, err = pcall(checkbox.data._false,player,event.element)
if not success then error(err) end
else error('Invalid Callback') end
end
end)
return rtn_checkbox
end
--- Used to reset the state of radio buttons, recommended to be called on_state_change to reset any radio buttons it is meant to work with.
-- @usage Gui.inputs.reset_radio{radio1,radio2,...}
-- @param elements can be a list of elements or a single element
function inputs.reset_radio(elements)
if #elements > 0 then
for _,element in pairs(elements) do
if element.valid then
local _elements = Gui.data['inputs_'..element.type] or {}
local _element = _elements[element.name]
local player = Game.get_player(element.player_index)
local state = false
local success, err = pcall(_element.data._state,player,element.parent)
if success then state = err else error(err) end
element.state = state
end
end
else
if elements.valid then
local _elements = Gui.data['inputs_'..elements.type] or {}
local _element = _elements[elements.name]
local player = Game.get_player(elements.player_index)
local state = false
local success, err = pcall(_element.data._state,player,elements.parent)
if success then state = err else error(err) end
elements.state = state
end
end
end
--- Used to define a text callback only on text_changed
-- @usage Gui.inputs.add_text('test',false,'Just for testing',function)
-- @tparam string name the name of this button
-- @tparam boolean box is it a text box rather than a text field
-- @tparam string text the starting text
-- @tparam function callback the callback to call on change function(player,text,element)
-- @treturn table the text object that was made, to allow a custom error event if wanted
function inputs.add_text(name,box,text,callback)
local type = 'textfield'; if box then type='text-box' end
local rtn_textbox = inputs.add{
type=type,
name=name,
text=text
}
rtn_textbox.data._callback = callback
rtn_textbox:on_event('text',function(event)
local textbox = Gui.data['inputs_'..event.element.type][event.element.name]
local player = Game.get_player(event)
local element = event.element
local event_callback = textbox.data._callback
if is_type(event_callback,'function') then
local success, err = pcall(event_callback,player,element.text,element)
if not success then error(err) end
else error('Invalid Callback Condition Format') end
end)
return rtn_textbox
end
--- Used to define a slider callback only on value_changed
-- @usage Gui.inputs.add_slider('test','horizontal',1,10,5,function)
-- @tparam string name the name of this button
-- @tparam string orientation direction of the slider
-- @tparam number min the lowest number
-- @tparam number max the highest number
-- @tparam function start_callback either a number or a function to return a number
-- @tparam function callback the function to be called on value_changed function(player,value,percent,element)
-- @treturn table the slider object that was made, to allow a custom error event if wanted
function inputs.add_slider(name,orientation,min,max,start_callback,callback)
local slider = inputs.add{
type='slider',
name=name,
orientation=orientation,
minimum_value=min,
maximum_value=max,
value=start_callback
}
slider.data._start = start_callback
slider.data._callback = callback
slider:on_event('slider',function(event)
local slider = Gui.data['inputs_'..event.element.type][event.element.name]
local player = Game.get_player(event)
local value = event.element.slider_value
local data = slider.data
local percent = value/event.element.get_slider_maximum()
if is_type(data._callback,'function') then
local success, err = pcall(data._callback,player,value,percent,event.element)
if not success then error(err) end
else error('Invalid Callback Condition Format') end
end)
return slider
end
--- Used to define a drop down callback only on value_changed
-- @usage Gui.inputs.add_drop_down('test',{1,2,3},1,function)
-- @tparam string name name of the drop down
-- @param items either a list or a function which returns a list
-- @param index either a number or a function which returns a number
-- @tparam function callback the callback which is called when a new index is selected function(player,selected,items,element)
-- @treturn table the drop-down object that was made, to allow a custom error event if wanted
function inputs.add_drop_down(name,items,index,callback)
local rtn_dropdown = inputs.add{
type='drop-down',
name=name,
items=items,
selected_index=index
}
rtn_dropdown.data._items = items
rtn_dropdown.data._index = index
rtn_dropdown.data._callback = callback
rtn_dropdown:on_event('selection',function(event)
local dropdown = Gui.data['inputs_'..event.element.type][event.element.name]
local player = Game.get_player(event)
local element = event.element
local drop_items = element.items
local selected = drop_items[element.selected_index]
local drop_callback = dropdown.data._callback
if is_type(drop_callback,'function') then
local success, err = pcall(drop_callback,player,selected,drop_items,element)
if not success then error(err) end
else error('Invalid Callback Condition Format') end
end)
return rtn_dropdown
end
-- calling will attempt to add a new input
return setmetatable(inputs,{__call=function(self,...) return self.add(...) end})