Files
factorio-scenario-ExpCluster/modules/gui/task-list.lua
bbassie 3ab6326a5f Tasklist refactor to match the new warp system
* Removed the ability to pass `task_number` to `Task.add_task`
* Unified button styles of the Gui
* Made task-list code simular to the new warp-list
2021-01-24 02:02:24 +01:00

444 lines
15 KiB
Lua

--[[-- Gui Module - Task List
- Adds a task list to the game which players can add, remove and edit items on
@gui Task-List
@alias task_list
]]
local Gui = require 'expcore.gui' --- @dep expcore.gui
local Event = require 'utils.event' --- @dep utils.event
local Roles = require 'expcore.roles' --- @dep expcore.roles
local config = require 'config.gui.tasks' --- @dep config.gui.tasks
local Tasks = require 'modules.control.tasks' --- @dep modules.control.tasks
local format_time = _C.format_time --- @dep expcore.common
-- Styles used for sprite buttons
local Styles = {
sprite22 = { height = 22, width = 22, padding = -2 },
}
--- If a player is allowed to use the edit buttons
local function check_player_permissions(player, task)
if task then
-- When a task is given check if the player can edit it
local allow_edit_task = config.allow_edit_task
-- Check if the player being the last to edit will override existing permisisons
if config.user_can_edit_own_tasks and task.last_edit_name == player.name then
return true
end
-- Check player has permisison based on value in the config
if allow_edit_task == 'all' then
return true
elseif allow_edit_task == 'admin' then
return player.admin
elseif allow_edit_task == 'expcore.roles' then
return Roles.player_allowed(player, config.expcore_roles_allow_edit_task)
end
-- Return false as all other condidtions have not been met
return false
else
-- When a task is not given check if the player can add a new task
local allow_add_task = config.allow_add_task
-- Check player has permisison based on value in the config
if allow_add_task == 'all' then
return true
elseif allow_add_task == 'admin' then
return player.admin
elseif allow_add_task == 'expcore.roles' then
return Roles.player_allowed(player, config.expcore_roles_allow_add_task)
end
-- Return false as all other condidtions have not been met
return false
end
end
--- Button displayed in the ehader bar, used to add a new task
-- @element add_new_task
local add_new_task =
Gui.element{
type = 'sprite-button',
sprite = 'utility/add',
tooltip = {'task-list.add-tooltip'},
style = 'tool_button'
}
:style(Styles.sprite22)
:on_click(function(player, _,_)
Tasks.add_task(player.force.name, player.name)
end)
--- Editing state for a task, contrins a text field and the two edit buttons
-- @element task_editing
local task_textfield =
Gui.element(function(event_trigger, parent, task)
-- Draw the element
local element =
parent.add{
name = event_trigger,
type = 'textfield',
text = task.message,
clear_and_focus_on_right_click = true
}
-- Return the element
return element
end)
:style{
maximal_width = 131,
height = 20
}
:on_confirmed(function(player, element, _)
local task_id = element.parent.name
local new_message = element.text
Tasks.set_editing(task_id, player.name)
Tasks.update_task(task_id, new_message, player.name)
end)
--- Default state for a task, contains only a label with the task message
-- @element task_label
local task_label =
Gui.element(function(event_trigger, parent, task)
local last_edit_name = task.last_edit_name
local last_edit_time = task.last_edit_time
-- Draw the element
return parent.add{
name = event_trigger,
type = 'label',
caption = task.message,
tooltip = {'task-list.last-edit', last_edit_name, format_time(last_edit_time)}
}
end)
:style{
single_line = false,
maximal_width = 150,
horizontally_stretchable = true
}
--- Button displayed next to tasks which the user is can edit, used to start editing a task
-- @element edit_task_button
local edit_task_button =
Gui.element{
type = 'sprite-button',
sprite = 'utility/rename_icon_normal',
tooltip = {'task-list.edit-tooltip-none'},
style = 'shortcut_bar_button'
}
:style(Styles.sprite22)
:on_click(function(player, element, _)
local task_id = element.parent.caption
Tasks.set_editing(task_id, player.name, true)
end)
--- Button displayed next to tasks which the user is can edit, used to remove a task from the list
-- @element remove_task_button
local remove_task_button =
Gui.element{
type = 'sprite-button',
sprite = 'utility/trash',
tooltip = {'task-list.discard-tooltip'},
style = 'shortcut_bar_button_red'
}
:style(Styles.sprite22)
:on_click(function(_, element, _)
local task_id = element.parent.caption
Tasks.remove_task(task_id)
end)
-- Removes the three elements that are added as part of the task base
local function remove_task_base(parent, task_id)
Gui.destroy_if_valid(parent['count-'..task_id])
Gui.destroy_if_valid(parent['name-'..task_id])
Gui.destroy_if_valid(parent['button-'..task_id])
end
--- Button displayed next to tasks which the user is currently editing, used to save changes
-- @element confirm_edit_button
local confirm_edit_button =
Gui.element{
type = 'sprite-button',
sprite = 'utility/confirm_slot',
tooltip = {'task-list.confirm-tooltip'},
style = 'shortcut_bar_button_green'
}
:style(Styles.sprite22)
:on_click(function(player, element, _)
local task_id = element.parent.caption
local new_message = element.parent.parent['name-'..task_id][task_textfield.name].text
Tasks.set_editing(task_id, player.name)
Tasks.update_task(task_id, new_message, player.name)
end)
--- Button displayed next to tasks which the user is currently editing, used to cancel changes
-- @element cancel_edit_button
local cancel_edit_button =
Gui.element{
type = 'sprite-button',
sprite = 'utility/close_black',
tooltip = {'task-list.cancel-tooltip'},
style = 'shortcut_bar_button_red'
}
:style(Styles.sprite22)
:on_click(function(player, element, _)
local task_id = element.parent.caption
Tasks.set_editing(task_id, player.name)
end)
--- Set of three elements which make up each row of the task table
-- @element add_task_elements
local add_task_elements =
Gui.element(function(_, parent, task)
-- Add the task number label
local task_number = parent.add{
name = 'count-'..task.task_id,
type = 'label',
caption = '#)'
}
task_number.style.left_margin = 1
-- Add name flow this will contain the task label and textbox
local task_flow = parent.add{
name = 'name-'..task.task_id,
type = 'flow',
caption = task.task_id,
}
task_flow.style.padding = 0
-- Add the label and textfield of the task
task_label(task_flow, task)
task_textfield(task_flow, task)
-- Add button flow this will contain buttons to manage this specific task
local button_flow = parent.add{
name = 'button-'..task.task_id,
type = 'flow',
caption = task.task_id,
}
button_flow.style.padding = 0
-- Add both edit state buttons
cancel_edit_button(button_flow)
confirm_edit_button(button_flow)
edit_task_button(button_flow)
remove_task_button(button_flow)
-- Return the task flow as the main element
return { task_flow, button_flow }
end)
--- Updates a task for a player
local function update_task(player, task_table, task_id)
local task = Tasks.get_task(task_id)
local task_ids = Tasks.get_force_task_ids(player.force.name)
local task_number = table.get_index(task_ids, task_id)
-- Task no longer exists so should be removed from the list
if not task then
task_table.parent.no_tasks.visible = #task_ids == 0
remove_task_base(task_table, task_id)
return
end
-- Get the task flow for this task
if not task_table['name-'..task_id] then
add_task_elements(task_table, task)
end
local count_flow = task_table['count-'..task_id]
local name_flow = task_table['name-'..task_id]
local button_flow = task_table['button-'..task_id]
task_table.parent.no_tasks.visible = false
count_flow.caption = task_number..')'
-- Create local references to the elements for this task
local label_element = name_flow[task_label.name]
local textfield_element = name_flow[task_textfield.name]
local cancel_edit_element = button_flow[cancel_edit_button.name]
local confirm_edit_element = button_flow[confirm_edit_button.name]
local edit_task_element = button_flow[edit_task_button.name]
local remove_task_element = button_flow[remove_task_button.name]
-- Hide the edit button if the player is not allowed to edit the task
local player_allowed_edit = check_player_permissions(player, task)
local players_editing = table.get_keys(task.currently_editing)
edit_task_element.visible = player_allowed_edit
remove_task_element.visible = player_allowed_edit
if #players_editing > 0 then
edit_task_element.hovered_sprite = 'utility/warning_icon'
edit_task_element.tooltip = {'task-list.edit-tooltip', table.concat(players_editing, ', ')}
else
edit_task_element.hovered_sprite = edit_task_element.sprite
edit_task_element.tooltip = {'task-list.edit-tooltip-none'}
end
-- Check if the player is editing the task
local player_is_editing = task.currently_editing[player.name]
if player_is_editing then
-- Set the name elements visibility
label_element.visible = false
textfield_element.visible = true
textfield_element.focus()
task_table.parent.scroll_to_element(textfield_element, 'top-third')
-- Set the edit buttons
cancel_edit_element.visible = true
confirm_edit_element.visible = true
-- Set the task buttons
edit_task_element.visible = false
remove_task_element.visible = false
else
-- Set the name elements visibility
label_element.visible = true
label_element.caption = task.message
local last_edit_name = task.last_edit_name
local last_edit_time = task.last_edit_time
label_element.tooltip = {'task-list.last-edit', last_edit_name, format_time(last_edit_time)}
textfield_element.visible = false
textfield_element.focus()
task_table.parent.scroll_to_element(textfield_element, 'top-third')
-- Set the edit buttons
cancel_edit_element.visible = false
confirm_edit_element.visible = false
-- Set the task buttons
edit_task_element.visible = true and player_allowed_edit
remove_task_element.visible = true and player_allowed_edit
end
end
-- Update all the tasks for a player
local function update_all_tasks(player, scroll_table)
local task_ids = Tasks.get_force_task_ids(player.force.name)
if #task_ids > 0 then
for _, task_id in ipairs(task_ids) do
update_task(player, scroll_table, task_id)
end
end
end
--- Main task list container for the left flow
-- @element task_list_container
local task_list_container =
Gui.element(function(event_trigger, parent)
-- Draw the internal container
local container = Gui.container(parent, event_trigger, 230)
-- Draw the header
local header = Gui.header(
container,
{'task-list.main-caption'},
{'task-list.sub-tooltip'},
true
)
-- Draw the new task button
local player = Gui.get_player_from_element(parent)
local add_new_task_element = add_new_task(header)
add_new_task_element.visible = check_player_permissions(player)
-- Draw the scroll table for the tasks
local scroll_table = Gui.scroll_table(container, 190, 3)
scroll_table.parent.vertical_scroll_policy = 'always'
scroll_table.draw_horizontal_lines = true
scroll_table.vertical_centering = false
-- Change the style of the scroll table
local scroll_table_style = scroll_table.style
scroll_table_style.top_cell_padding = 3
scroll_table_style.bottom_cell_padding = 3
-- Draw the no tasks label
local no_tasks_label =
scroll_table.parent.add{
name = 'no_tasks',
type = 'label',
caption = {'task-list.no-tasks'}
}
-- Change the style of the no tasks label
local no_tasks_style = no_tasks_label.style
no_tasks_style.padding = {4, 4}
no_tasks_style.single_line = true
no_tasks_style.horizontally_stretchable = true
-- Add any existing tasks
local task_ids = Tasks.get_force_task_ids(player.force.name)
if #task_ids > 0 then
no_tasks_label.visible = false
for _, task_id in ipairs(task_ids) do
update_task(player, scroll_table, task_id)
end
end
-- Return the exteral container
return container.parent
end)
:add_to_left_flow(function(player)
local task_ids = Tasks.get_force_task_ids(player.force.name)
return #task_ids > 0
end)
--- Button on the top flow used to toggle the task list container
-- @element toggle_left_element
Gui.left_toolbar_button('utility/not_enough_repair_packs_icon', {'task-list.main-tooltip'}, task_list_container, function(player)
return Roles.player_allowed(player, 'gui/task-list')
end)
--- When a new task is added it will update the task list for everyone on that force
Tasks.on_update(function(task_id, task, old_task)
-- Get the force to update, task is nil when removed
local force
if task then
force = game.forces[task.force_name]
else
force = game.forces[old_task.force_name]
end
-- Update the task for all the players on the force
local task_ids = Tasks.get_force_task_ids(force.name)
for _, player in pairs(force.connected_players) do
local frame = Gui.get_left_element(player, task_list_container)
local scroll_table = frame.container.scroll.table
-- Update the task that was changed
update_task(player, scroll_table, task_id)
-- Update the numbering of the other tasks if the task was removed
if not task then
for task_number, next_task_id in pairs(task_ids) do
scroll_table['count-'..next_task_id].caption = task_number..')'
end
end
end
end)
--- Update the tasks when the player joins
Event.add(defines.events.on_player_joined_game, function(event)
local player = game.players[event.player_index]
local frame = Gui.get_left_element(player, task_list_container)
local scroll_table = frame.container.scroll.table
update_all_tasks(player, scroll_table)
end)
--- Makes sure the right buttons are present when roles change
local function role_update_event(event)
local player = game.players[event.player_index]
local container = Gui.get_left_element(player, task_list_container).container
-- Update the tasks, incase the user can now edit them
local scroll_table = container.scroll.table
update_all_tasks(player, scroll_table)
-- Update the new task button incase the user can now add them
local add_new_task_element = container.header.alignment[add_new_task.name]
add_new_task_element.visible = check_player_permissions(player)
end
Event.add(Roles.events.on_role_assigned, role_update_event)
Event.add(Roles.events.on_role_unassigned, role_update_event)