Files
factorio-scenario-ExpCluster/expcore/Gui/checkboxs.lua
2019-05-11 22:01:28 +01:00

233 lines
6.9 KiB
Lua

local Gui = require './core'
local Store = require 'expcore.store'
local Global = require 'utils.global'
local Game = require 'utils.game'
local Checkbox = {
config={},
clean_names={},
instances={},
option_sets={},
option_categorize={},
_prototype_checkbox=Gui._extend_prototype{
on_state_change = Gui._new_event_adder('on_state_change')
},
_prototype_radiobutton=Gui._extend_prototype{
on_state_change = Gui._new_event_adder('on_state_change')
}
}
setmetatable(Checkbox._prototype_radiobutton,{__index=Checkbox._prototype_checkbox})
Global.register(Checkbox.instances,function(tbl)
Checkbox.instances = tbl
end)
local function get_config(name)
local config = Checkbox.config[name]
if not config and Checkbox.clean_names[name] then
return Checkbox.config[Checkbox.clean_names[name]]
elseif not config then
return error('Invalid name for checkbox, name not found.',3) or nil
end
return config
end
local function get_instances(checkbox,category)
if not Checkbox.instances[checkbox.name] then return end
local instances = Checkbox.instances[checkbox.name]
if checkbox.categorize then
if not instances[category] then instances[category] = {} end
return instances[category]
end
return instances
end
local function set_store(config,location,element,value)
if config.categorize then
local child = type(element) == 'string' and element or config.categorize(element)
Store.set_child(location,child,value)
else
Store.set(location,value)
end
end
function Checkbox.new_checkbox(name)
local uid = Gui.uid_name()
local self = setmetatable({
name=uid,
clean_name=name,
events={},
draw_data={
name=uid,
type='checkbox',
state=false
}
},{
__index=Checkbox._prototype_checkbox,
__call=function(element) return Checkbox.config[uid]:draw_to(element) end
})
self._post_draw = function(element)
local category = self.categorize and self.categorize(element) or nil
local instances = get_instances(self,category)
if instances then
table.insert(instances,element)
end
local state = self:get_store_state(category)
if state then element.state = true end
end
Checkbox.config[uid] = self
if name then
Checkbox.clean_names[uid]=name
Checkbox.clean_names[name]=uid
end
Gui.on_checked_state_changed(self.name,function(event)
local element = event.element
if self.option_set then
set_store(self,self.option_set,element,Checkbox.option_sets[self.option_set][element.name])
elseif self.store then
set_store(self,self.store,element,element.state)
elseif self.events.on_state_change then
self.events.on_state_change(event.player,element)
end
end)
return Checkbox.config[uid]
end
function Checkbox.draw_checkbox(name,element)
local config = get_config(name)
return config:draw_to(element)
end
function Checkbox._prototype_checkbox:add_store(categorize)
if self.store then return end
self.store = Store.uid_location()
self.categorize = categorize
Checkbox.instances[self.name]={}
Store.register(self.store,function(value,category)
local instances = get_instances(self,category)
if instances then
for k,element in pairs(instances) do
if element and element.valid then
element.state = value
if self.events.on_state_change then
local player = Game.get_player_by_index(element.player_index)
self.events.on_state_change(player,element)
end
else
instances[k] = nil
end
end
end
end)
return self
end
function Checkbox._prototype_checkbox:get_store_state(category)
if not self.store then return end
if self.categorize then
return Store.get_child(self.store,category)
else
return Store.get(self.store)
end
end
function Checkbox._prototype_checkbox:set_store_state(category,state)
if not self.store then return end
set_store(self,self.store,category,not not state)
end
function Checkbox.reset_radiobutton(element,exclude,recursive)
if not element or not element.valid then return end
exclude = type(exclude) == 'table' and exclude or exclude ~= nil and {[exclude]=true} or {}
for _,child in pairs(element.children) do
if child and child.valid and child.type == 'radiobutton' then
child.state = exclude[child.name] or false
local config = Checkbox.config[child.name]
if config then
set_store(config,config.store,child,exclude[child.name] or false)
end
elseif child.children and (type(recursive) == 'number' and recursive > 0 or recursive == true) then
Checkbox.reset_radiobutton(child,exclude,recursive)
end
end
return true
end
function Checkbox.new_radiobutton(name)
local self = Checkbox.new_checkbox(name)
local uid = self.name
self.draw_data.type = 'radiobutton'
setmetatable(self,{
__index=Checkbox._prototype_radiobutton,
__call=function(element) return Checkbox.config[uid]:draw_to(element) end
})
return self
end
Checkbox.draw_radiobutton = Checkbox.draw_checkbox
function Checkbox._prototype_radiobutton:add_as_option(option_set,option_name)
self.option_set = option_set
self.option_name = option_name or self.clean_name or self.name
Checkbox.option_sets[option_set][self.option_name] = self.name
Checkbox.option_sets[option_set][self.name] = self.option_name
self:add_store(Checkbox.option_categorize[option_set])
return self
end
function Checkbox.new_option_set(name,callback,categorize)
Store.register(name,function(value,category)
local options = Checkbox.option_sets[name]
for opt_name,config_name in pairs(options) do
if Checkbox.config[config_name] then
get_config(config_name):set_store_state(category,opt_name == value)
end
end
callback(value,category)
end)
Checkbox.option_categorize[name] = categorize
Checkbox.option_sets[name] = {}
return name
end
function Checkbox.get_stored_state(name,category)
local config = get_config(name)
if config.option_set then
if config.categorize then
return Store.get_child(config.option_set,category)
else
return Store.get(config.option_set)
end
end
return config:get_store_state(category)
end
function Checkbox.set_stored_state(name,category,value)
local config = get_config(name)
local location = config.option_set or config.store
set_store(config,location,category,value)
end
return Checkbox