Files
factorio-scenario-ExpCluster/expcore/gui/core.lua
2019-09-22 19:21:21 +01:00

250 lines
8.5 KiB
Lua

--[[-- Core Module - Gui
@module Gui
@alias Gui
]]
local Game = require 'utils.game' -- @dep utils.game
local resolve_value = ext_require('expcore.common','resolve_value') -- @dep expcore.common
local Prototype = require 'expcore.gui.prototype'
local Gui = {
concepts = {}
}
--- Concept Control.
-- Functions that act as a landing point for the other funtions
-- @section concept-control
--[[-- Loads a concept from the concepts file
@tparam string concept_name the name of the concept to require
@usage-- Load a base concept
Gui.require_concept('frame') --- @dep Gui.concept.frame
]]
function Gui.require_concept(concept_name)
require('expcore.gui.concepts.'..concept_name)
end
--[[-- Loads a set of concepts from the styles file
@tparam string style_name the name of the style to require
@usage-- Load a base style
Gui.require_concept('expgaming') --- @dep Gui.style.frame
]]
function Gui.require_style(style_name)
require('expcore.gui.styles.'..style_name..'.index')
end
--[[-- Gets a gui concept from name, id, or its self
@tparam ?string|number|table name the name, id, or the concept you want to get
@usage-- Getting a gui concept
local button = Gui.get_concept('Button')
]]
function Gui.get_concept(name)
if not name then return end
local vtype = type(name)
if vtype == 'string' then
return Gui.concepts[name]
elseif vtype == 'table' then
if name.draw_callbacks then
return name
end
elseif vtype == 'number' then
for _,concept in pairs(Gui.concepts) do
if concept.name == name then
return concept
end
end
end
end
--[[-- Used to save the concept to the main gui module to allow access from other files
@function Prototype:save_as
@tparam string save_name the new name of the concept
@usage-- Save a concept to allow access in another file
button:save_as('button')
@usage-- Access concept after being saved
Gui.concepts.button
Gui.get_concept('button')
]]
function Prototype:save_as(save_name)
Gui.concepts[save_name] = self
return self
end
--[[-- Returns a new gui concept, option to provide a base concept to copy properties and draw functions from
@tparam[opt] ?string|number|table base_concept the concept that you want to copy the details of
@usage-- Making a new button, see module usage
local button = Gui.new_concept('Button')
]]
function Gui.new_concept(base_concept)
if base_concept then
base_concept = Gui.get_concept(base_concept) or error('Invalid gui concept "'..tostring(base_concept)..'"',2)
return base_concept:clone()
else
return Prototype:clone()
end
end
--[[-- Used to draw a concept to a parent element
@tparam ?string|number|table concept the name of the concept that you want to draw
@tparam LuaGuiElement parent the element that will act as a parent for the new element
@treturn LuaGuiElement the element that was created
@usage-- Drawing a new element
Gui.draw_concept('Button',element)
]]
function Gui.draw_concept(concept,parent,...)
concept = Gui.get_concept(concept) or error('Invalid gui concept "'..tostring(concept)..'"',2)
return concept:draw(parent,...)
end
--- Element Control.
-- Functions that aim to making working with gui elements easier
-- @section element-control
--[[-- Gets the player who owns this element
@tparam LuaGuiElement element the element that you want to get the player of
@treturn LuaPlayer the player who owns this element
@usage-- Getting the player of an element
local player = Gui.get_player_from_element(element)
]]
function Gui.get_player_from_element(element)
return Game.get_player_by_index(element.player_index)
end
--[[-- Simple check for if an element is valid
@tparam LuaGuiElement element the element that you want to check is valid
@treturn boolean true if the element is valid
@usage-- Return if not valid
if not Gui.valid(element) then return end
]]
function Gui.valid(element)
return element and element.valid or false
end
--[[-- Destroies and element if it is valid
@tparam LuaGuiElement element the element that you want to destroy
@treturn boolean true if the element was valid and was destoried
@usage-- Destoring an element
Gui.destroy(element)
]]
function Gui.destroy(element)
if element and element.valid then
element.destroy()
return true
end
return false
end
--[[-- Toggles the enabled state of an element
@tparam LuaGuiElement element the element that you want to toggle the enabled state of
@treturn boolean the new enabled state of the element
@usage-- Toggle the enabled state of an element
Gui.toggle_enabled(element)
]]
function Gui.toggle_enabled(element)
if not element or not element.valid then return end
if not element.enabled then
element.enabled = true
return true
else
element.enabled = false
return false
end
end
--[[-- Toggles the visible state of an element
@tparam LuaGuiElement element the element that you want to toggle the visible state of
@treturn boolean the new visible state of the element
@usage-- Toggle the visible state of an element
Gui.toggle_visible(element)
]]
function Gui.toggle_visible(element)
if not element or not element.valid then return end
if not element.visible then
element.visible = true
return true
else
element.visible = false
return false
end
end
--[[-- Sets the padding for a gui element
@tparam LuaGuiElement element the element to set the padding for
@tparam[opt=0] ?number|boolean up the amount of padding on the top, true leaves unchanged
@tparam[opt=0] ?number|boolean down the amount of padding on the bottom, true leaves unchanged
@tparam[opt=0] ?number|boolean left the amount of padding on the left, true leaves unchanged
@tparam[opt=0] ?number|boolean right the amount of padding on the right, true leaves unchanged
@usage-- Remove all padding of an element
Gui.set_padding(element)
@usage-- Remove side padding but keep vertical padding
Gui.set_padding(element,true,true)
@usage-- Remove all padding but set right to 2
Gui.set_padding(element,false,false,false,2)
]]
function Gui.set_padding(element,up,down,left,right)
local style = element.style
style.top_padding = up == true and style.top_padding or up or 0
style.bottom_padding = down == true and style.top_padding or down or 0
style.left_padding = left == true and style.top_padding or left or 0
style.right_padding = right == true and style.top_padding or right or 0
end
--[[ Used to check a property exists and if it is a function then call the function
@function Gui.resolve_property
@tparam any value the value that you are testing exists and call if its a function
@tparam LuaGuiElement element the element that is passed to the function if it is a function
@treturn any the value or what it returns if it is a function
@usage-- Getting the default value
local default = Gui.resolve_property(properties.default,element)
if default then
element.value = default
end
]]
Gui.resolve_property = resolve_value
--- Store Categories.
-- Functions that are common types of categories
-- @section store-categories
--[[-- A categorize function to be used with add_store, each player has their own category
@tparam LuaGuiElement element the element that will be converted to a string
@treturn string the player's name who owns this element
@usage-- Storing data on a per player basis, can be used with instances
Gui.get_concept('CustomButton')
:define_data_store(Gui.categorize_by_player)
]]
function Gui.categorize_by_player(element)
local player = Game.get_player_by_index(element.player_index)
return player.name
end
--[[-- A categorize function to be used with add_store, each force has its own category
@tparam LuaGuiElement element the element that will be converted to a string
@treturn string the player's force name who owns this element
@usage-- Storing data on a per force basis, can be used with instances
Gui.get_concept('CustomButton')
:define_data_store(Gui.categorize_by_force)
]]
function Gui.categorize_by_force(element)
local player = Game.get_player_by_index(element.player_index)
return player.force.name
end
--[[-- A categorize function to be used with add_store, each surface has its own category
@tparam LuaGuiElement element the element that will be converted to a string
@treturn string the player's surface name who owns this element
@usage-- Storing data on a per surface basis, can be used with instances
Gui.get_concept('CustomButton')
:define_data_store(Gui.categorize_by_surface)
]]
function Gui.categorize_by_surface(element)
local player = Game.get_player_by_index(element.player_index)
return player.surface.name
end
return Gui