Files
factorio-scenario-ExpCluster/modules/gui/task-list.lua
Cooldude2606 cc120390c0 Drying Code
2020-02-16 00:16:59 +00:00

416 lines
14 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.tasks' --- @dep config.tasks
local format_time,table_keys = ext_require('expcore.common','format_time','table_keys') --- @dep expcore.common
local Tasks = require 'modules.control.tasks' --- @dep modules.control.tasks
-- Styles used for sprite buttons
local Styles = {
sprite20 = Gui.sprite_style(20),
sprite22 = Gui.sprite_style(20, nil, { right_margin = -3 })
}
--- 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.edit_tasks_role_permission)
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_add_permission)
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.sprite20)
:on_click(function(player,_,_)
Tasks.add_task(player.force.name,nil,player.name)
end)
--- Button displayed next to tasks which the user is can edit, used to start editing a task
-- @element edit_task
local edit_task =
Gui.element{
type = 'sprite-button',
sprite = 'utility/rename_icon_normal',
tooltip = {'task-list.edit-tooltip-none'},
style = 'tool_button'
}
:style(Styles.sprite20)
:on_click(function(player,element,_)
local task_id = element.parent.name:sub(6)
Tasks.set_editing(task_id,player.name,true)
end)
--- Button displayed next to tasks which the user is can edit, used to delete a task from the list
-- @element discard_task
local discard_task =
Gui.element{
type = 'sprite-button',
sprite = 'utility/trash',
tooltip = {'task-list.discard-tooltip'},
style = 'tool_button'
}
:style(Styles.sprite20)
:on_click(function(_,element,_)
local task_id = element.parent.name:sub(6)
Tasks.remove_task(task_id)
end)
--- Set of three elements which make up each row of the task table
-- @element add_task_base
local add_task_base =
Gui.element(function(_,parent,task_id)
-- Add the task number label
local task_number = parent.add{
name = 'count-'..task_id,
type = 'label',
caption = '0)'
}
task_number.style.left_margin = 1
-- Add a flow which will contain the task message and edit buttons
local task_flow = parent.add{ name = task_id, type = 'flow', }
task_flow.style.padding = 0
-- Add the two edit buttons outside the task flow
local edit_flow = Gui.alignment(parent,nil,nil,'edit-'..task_id)
edit_task(edit_flow)
discard_task(edit_flow)
-- Return the task flow as the main element
return task_flow
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['edit-'..task_id])
Gui.destroy_if_valid(parent[task_id])
end
--- Button displayed next to tasks which the user is currently editing, used to save changes
-- @element confirm_edit
local task_editing
local confirm_edit =
Gui.element{
type = 'sprite-button',
sprite = 'utility/downloaded',
tooltip = {'task-list.confirm-tooltip'},
style = 'shortcut_bar_button_green'
}
:style(Styles.sprite22)
:on_click(function(player,element,_)
local task_id = element.parent.name
local new_message = element.parent[task_editing.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 discard changes
-- @element cancel_edit
local cancel_edit =
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.name
Tasks.set_editing(task_id,player.name)
end)
--- Editing state for a task, contrins a text field and the two edit buttons
-- @element task_editing
task_editing =
Gui.element(function(event_trigger,parent,task)
local message = task.message
-- Draw the element
local element =
parent.add{
name = event_trigger,
type = 'textfield',
text = message,
clear_and_focus_on_right_click = true
}
-- Add the edit buttons
cancel_edit(parent)
confirm_edit(parent)
-- Return the element
return element
end)
:style{
maximal_width = 110,
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(_,parent,task)
local message = task.message
local last_edit_name = task.last_edit_name
local last_edit_time = task.last_edit_time
-- Draw the element
return parent.add{
name = task_editing.name,
type = 'label',
caption = message,
tooltip = {'task-list.last-edit', last_edit_name, format_time(last_edit_time)}
}
end)
:style{
single_line = false,
maximal_width = 150
}
--- 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.index_of(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
local task_flow = task_table[task_id] or add_task_base(task_table,task_id)
task_table.parent.no_tasks.visible = false
task_table['count-'..task_id].caption = task_number..')'
-- Update the edit flow
local edit_flow = task_table['edit-'..task_id]
local player_allowed_edit = check_player_permissions(player,task)
local players_editing = table_keys(task.curently_editing)
local edit_task_element = edit_flow[edit_task.name]
local discard_task_element = edit_flow[discard_task.name]
edit_task_element.visible = player_allowed_edit
discard_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 was editing and/or currently editing
local task_entry = task_flow[task_editing.name] or task_label(task_flow,task)
local player_was_editing = task_entry.type == 'textfield'
local player_is_editing = task.curently_editing[player.name]
-- Update the task flow
if not player_was_editing and not player_is_editing then
-- Update the task message label
local message = task.message
local last_edit_name = task.last_edit_name
local last_edit_time = task.last_edit_time
task_entry.caption = message
task_entry.tooltip = {'task-list.last-edit', last_edit_name, format_time(last_edit_time)}
elseif player_was_editing and not player_is_editing then
-- Player was editing but is no longer, remove text field and add label
edit_task_element.enabled = true
task_flow.clear()
task_label(task_flow,task)
elseif not player_was_editing and player_is_editing then
-- Player was not editing but now is, remove label and add text field
edit_task_element.enabled = false
task_flow.clear()
task_editing(task_flow,task).focus()
task_table.parent.scroll_to_element(task_flow,'top-third')
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,200)
-- 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.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 = {2,4}
no_tasks_style.single_line = false
no_tasks_style.width = 200
-- Add any existing tasks
local task_ids = Tasks.get_force_task_ids(player.force.name)
if #task_ids > 0 then
no_tasks_style.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 udpate the task list for everyone on that force
Tasks.on_update(function(task,task_id,removed_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[removed_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)