Files
factorio-scenario-ExpCluster/expcore/gui.lua
2019-10-21 22:17:59 +01:00

489 lines
15 KiB
Lua

--[[-- Core Module - Gui
- Used to define new gui elements and gui event handlers
@core Gui
@alias Gui
@usage-- Defining a button that prints the player's name
local example_button =
Gui.new_element{
type = 'button',
caption = 'Example Button'
}
:on_click(function(event)
local player = event.player
player.print(player.name)
end)
@usage-- Defining using a custom function
local example_flow_with_button =
Gui.new_element(function(event_trigger,parent)
local flow =
parent.add{
name = 'example_flow',
type = 'flow'
}
local element =
flow.add{
name = event_trigger,
type = 'button',
caption = 'Example Button'
}
return element
end)
:on_click(function(event)
local player = event.player
player.print(player.name)
end)
@usage-- Drawing an element
local exmple_button_element = example_button(parent)
local example_flow_with_button = example_flow_with_button(parent)
]]
local Event = require 'utils.event' --- @dep utils.event
local mod_gui = require 'mod-gui' --- @dep mod-gui
local Gui = {
--- The current highest uid that is being used, will not increase during runtime
-- @field uid
uid = 0,
--- Contains the uids of the elements that will show on the top flow and the auth function
-- @table top_elements
top_elements = {},
--- Contains the uids of the elements that will show on the left flow and the open on join function
-- @table left_elements
left_elements = {},
--- Table of all the elements which have been registed with the draw function and event handlers
-- @table defines
defines = {},
--- An index used for debuging to find the file where different elements where registered
-- @table file_paths
file_paths = {},
--- The element prototype which is returned from Gui.new_element
-- @table _prototype_element
_prototype_element = {},
--- The prototype metatable applied to new element defines
-- @table _mt_element
_mt_element = {
__call = function(self,parent,...)
return self._draw(self.name,parent,...)
end
}
}
Gui._mt_element.__index = Gui._prototype_element
--- Element Define.
-- @section elementDefine
--[[-- Base function used to define new elements, can be used with a table or with a function
@tparam ?table|function element_define used to define how the element is draw, using a table is the simplist way of doing this
@treturn table the new element define that is used to register events to this element
@usage-- Defining an element with a table
local example_button =
Gui.new_element{
type = 'button',
caption = 'Example Button'
}
@usage-- Defining an element with a function
local example_flow_with_button =
Gui.new_element(function(event_trigger,parent)
local flow =
parent.add{
name = 'example_flow',
type = 'flow'
}
local element =
flow.add{
name = event_trigger,
type = 'button',
caption = 'Example Button'
}
return element
end)
]]
function Gui.new_element(element_define)
-- Set the metatable to allow access to register events
local element = setmetatable({}, Gui._mt_element)
-- Increment the uid counter
local uid = Gui.uid + 1
Gui.uid = uid
local name = tostring(uid)
element.name = name
-- Add the defination function
if type(element_define) == 'table' then
element_define.name = name
element._draw = function(_,parent)
return parent.add(element_define)
end
else
element._draw = element_define
end
-- Add the define to the base module
local file_path = debug.getinfo(2, 'S').source:match('^.+/currently%-playing/(.+)$'):sub(1, -5)
Gui.file_paths[name] = file_path
Gui.defines[name] = element
-- Return the element so event handers can be accessed
return element
end
--[[-- Adds an element to be drawn to the top flow when a player joins
@tparam[opt] function authenticator called during toggle or update to decide if the element should be visible
@usage-- Adding the example button
example_button:add_to_top_flow(function(player)
-- example button will only show when game time is less than 1 minute
return player.online_time < 3600
end)
]]
function Gui._prototype_element:add_to_top_flow(authenticator)
Gui.top_elements[self.name] = authenticator or true
end
--[[-- Adds an element to be drawn to the left flow when a player joins
@tparam[opt] ?boolean|function open_on_join called during first darw to decide if the element is visible
@usage-- Adding the example button
example_flow_with_button:add_to_left_flow(true)
]]
function Gui._prototype_element:add_to_left_flow(open_on_join)
Gui.left_elements[self.name] = open_on_join or false
end
-- This function is called for event event
local function general_event_handler(event)
-- Check the element is valid
local element = event.element
if not element or not element.valid then
return
end
-- Get the event handler for this element
local handlers = Gui.defines[element.name]
local handler = handlers and handlers[event.name]
if not handler then
return
end
-- Get the player for this event
local player = game.players[event.player_index]
if not player or not player.valid then
return
end
event.player = player
local success, err = pcall(handler,event)
if not success then
error('There as been an error with an event handler for a gui element:\n\t'..err)
end
end
-- This function returns the event handler adder and registeres the general handler
local function event_handler_factory(event_name)
Event.add(event_name, general_event_handler)
return function(self,handler)
self[event_name] = handler
return self
end
end
--- Element Events.
-- @section elementEvents
--- Called when the player opens a GUI.
-- @tparam function handler the event handler which will be called
Gui._prototype_element.on_opened = event_handler_factory(defines.events.on_gui_opened)
--- Called when the player closes the GUI they have open.
-- @tparam function handler the event handler which will be called
Gui._prototype_element.on_closed = event_handler_factory(defines.events.on_gui_closed)
--- Called when LuaGuiElement is clicked.
-- @tparam function handler the event handler which will be called
Gui._prototype_element.on_click = event_handler_factory(defines.events.on_gui_click)
--- Called when a LuaGuiElement is confirmed, for example by pressing Enter in a textfield.
-- @tparam function handler the event handler which will be called
Gui._prototype_element.on_confirmed = event_handler_factory(defines.events.on_gui_confirmed)
--- Called when LuaGuiElement checked state is changed (related to checkboxes and radio buttons).
-- @tparam function handler the event handler which will be called
Gui._prototype_element.on_checked_changed = event_handler_factory(defines.events.on_gui_checked_state_changed)
--- Called when LuaGuiElement element value is changed (related to choose element buttons).
-- @tparam function handler the event handler which will be called
Gui._prototype_element.on_elem_changed = event_handler_factory(defines.events.on_gui_elem_changed)
--- Called when LuaGuiElement element location is changed (related to frames in player.gui.screen).
-- @tparam function handler the event handler which will be called
Gui._prototype_element.on_location_changed = event_handler_factory(defines.events.on_gui_location_changed)
--- Called when LuaGuiElement selected tab is changed (related to tabbed-panes).
-- @tparam function handler the event handler which will be called
Gui._prototype_element.on_tab_changed = event_handler_factory(defines.events.on_gui_selected_tab_changed)
--- Called when LuaGuiElement selection state is changed (related to drop-downs and listboxes).
-- @tparam function handler the event handler which will be called
Gui._prototype_element.on_selection_changed = event_handler_factory(defines.events.on_gui_selection_state_changed)
--- Called when LuaGuiElement switch state is changed (related to switches).
-- @tparam function handler the event handler which will be called
Gui._prototype_element.on_switch_changed = event_handler_factory(defines.events.on_gui_switch_state_changed)
--- Called when LuaGuiElement text is changed by the player.
-- @tparam function handler the event handler which will be called
Gui._prototype_element.on_text_change = event_handler_factory(defines.events.on_gui_text_changed)
--- Called when LuaGuiElement slider value is changed (related to the slider element).
-- @tparam function handler the event handler which will be called
Gui._prototype_element.on_value_changed = event_handler_factory(defines.events.on_gui_value_changed)
--- Top Flow.
-- @section topFlow
--- Button which toggles the top flow elements
-- @element toggle_top_flow
local toggle_top_flow =
Gui.new_element(function(event_trigger,parent)
-- Draw the element
local element =
parent.add{
name = event_trigger,
type = 'button',
style = mod_gui.button_style,
caption = '<',
tooltip = {'gui_util.button_tooltip'}
}
-- Change its style
local style = element.style
style.width = 18
style.height = 36
style.padding = 0
style.font = 'default-small-bold'
-- Return the element
return element
end)
:on_click(function(event)
Gui.toggle_top_flow(event.player)
end)
--[[-- Gets the flow which contains the elements for the top flow
@function Gui.get_top_flow(player)
@tparam LuaPlayer player the player that you want to get the flow for
@treturn LuaGuiElement the top element flow
@usage-- Geting your top element flow
local top_flow = Gui.get_top_flow(game.player)
]]
Gui.get_top_flow = mod_gui.get_button_flow
--[[-- Updates the visible states of all the elements on a players top flow
@tparam LuaPlayer player the player that you want to update the flow for
@usage-- Update your flow
Gui.update_top_flow(game.player)
]]
function Gui.update_top_flow(player)
local top_flow = Gui.get_top_flow(player)
local toggle_button = top_flow[toggle_top_flow.name]
local is_visible = toggle_button.caption == '<'
-- Set the visible state of all elements in the flow
for name,authenticator in pairs(Gui.top_elements) do
-- Ensure the element exists
local element = top_flow[name]
if not element then
element = Gui.defines[name](top_flow)
end
-- Set the visible state
element.visible = is_visible and authenticator(player) or false
end
end
--[[-- Toggles the visible states of all the elements on a players top flow
@tparam LuaPlayer player the player that you want to toggle the flow for
@tparam[opt] boolean state if given then the state will be set to this state
@treturn boolean the new visible state of the top flow
@usage-- Toggle your flow
Gui.toggle_top_flow(game.player)
@usage-- Open your top flow
Gui.toggle_top_flow(game.player,true)
]]
function Gui.toggle_top_flow(player,state)
local top_flow = Gui.get_top_flow(player)
local toggle_button = top_flow[toggle_top_flow.name]
local new_state = state or toggle_button.caption == '>'
-- Set the visible state of all elements in the flow
for name,authenticator in pairs(Gui.top_elements) do
top_flow[name].visible = new_state and authenticator(player) or false
end
-- Change the style of the toggle button
if new_state then
toggle_button.caption = '<'
toggle_button.style.height = 34
else
toggle_button.caption = '>'
toggle_button.style.height = 24
end
return new_state
end
--- Left Flow.
-- @section leftFlow
--- Button which hides the elements in the left flow
-- @element hide_left_flow
local hide_left_flow =
Gui.new_element(function(event_trigger,parent)
-- Draw the element
local element =
parent.add{
name = event_trigger,
type = 'button',
style = mod_gui.button_style,
caption = '<',
tooltip = {'expcore-gui.left-button-tooltip'}
}
-- Change its style
local style = element.style
style.width = 18
style.height = 36
style.padding = 0
style.font = 'default-small-bold'
-- Return the element
return element
end)
:on_click(function(event)
Gui.hide_left_flow(event.player)
end)
--[[-- Gets the flow which contains the elements for the left flow
@function Gui.get_left_flow(player)
@tparam LuaPlayer player the player that you want to get the flow for
@treturn LuaGuiElement the left element flow
@usage-- Geting your left element flow
local left_flow = Gui.get_left_flow(game.player)
]]
Gui.get_left_flow = mod_gui.get_frame_flow
--[[-- Hides all left elements for a player
@tparam LuaPlayer player the player to hide the elements for
@usage-- Hide your left elements
Gui.hide_left_flow(game.player)
]]
function Gui.hide_left_flow(player)
local left_flow = Gui.get_left_flow(player)
local hide_button = left_flow[hide_left_flow.name]
-- Set the visible state of all elements in the flow
hide_button.visible = false
for name,_ in pairs(Gui.left_elements) do
left_flow[name].visible = false
end
end
--[[-- Toggles the visible state of all a left element for a player
@tparam LuaPlayer player the player that you want to toggle the element for
@tparam table element_define the element that you want to toggle for the player
@tparam[opt] boolean state if given then the state will be set to this state
@treturn boolean the new visible state of the element
@usage-- Toggle your example button
Gui.toggle_top_flow(game.player,example_flow_with_button)
@usage-- Open your example button
Gui.toggle_top_flow(game.player,example_flow_with_button,true)
]]
function Gui.toggle_left_element(player,element_define,state)
local left_flow = Gui.get_left_flow(player)
local hide_button = left_flow[hide_left_flow.name]
-- Set the visible state
local element = left_flow[element_define.name]
local new_state = state or not element.visible
element.visible = new_state
-- Check if the hide button should be visible
local show_hide_button = false
for name,_ in pairs(Gui.left_elements) do
if left_flow[name].visible then
show_hide_button = true
break
end
end
hide_button.visible = show_hide_button
return new_state
end
-- Draw the two flows when a player joins
Event.add(defines.events.on_player_joined_game,function(event)
local player = game.players[event.player_index]
-- Draw the top flow
local top_flow = Gui.get_top_flow(player)
toggle_top_flow(top_flow)
Gui.update_top_flow(player)
-- Draw the left flow
local left_flow = Gui.get_left_flow(player)
local hide_left = hide_left_flow(left_flow)
-- Draw the elements on the left flow
local show_hide_left = false
for name,open_on_join in pairs(Gui.left_elements) do
local left_element = Gui.defines[name](left_flow)
-- Check if the element should be visible
local visible = type(open_on_join) == 'boolean' and open_on_join or false
if type(open_on_join) == 'function' then
local success, err = pcall(open_on_join,player)
if not success then
error('There as been an error with an open on join hander for a gui element:\n\t'..err)
end
visible = err
end
left_element.visible = visible
if visible then
show_hide_left = true
end
end
hide_left.visible = show_hide_left
end)
return Gui