Files
factorio-scenario-ExpCluster/exp_gui/module/toolbar.lua
2025-03-07 14:38:31 +00:00

740 lines
26 KiB
Lua

--- @class ExpGui
local ExpGui = require("modules/exp_gui")
local ExpElement = require("modules/exp_gui/prototype")
local mod_gui = require("mod-gui")
local toolbar_button_default_style = mod_gui.button_style
local toolbar_button_active_style = "menu_button_continue"
local toolbar_button_size = 36
local toolbar_button_small = 20
--- @class ExpGui.toolbar
local Toolbar = {}
ExpGui.toolbar = Toolbar
local elements = {}
Toolbar.elements = elements
local toolbar_buttons = {} --- @type ExpElement[]
local left_elements_with_button = {} --- @type table<ExpElement, ExpElement>
local buttons_with_left_element = {} --- @type table<string, ExpElement>
--- Set the visible state of the toolbar
--- @param player LuaPlayer
--- @param state boolean? toggles if nil
--- @return boolean
function Toolbar.set_visible_state(player, state)
-- Update the top flow
local top_flow = assert(ExpGui.get_top_flow(player).parent)
if state == nil then state = not top_flow.visible end
top_flow.visible = state
-- Update the open toolbar button
for _, open_toolbar in elements.open_toolbar:tracked_elements(player) do
open_toolbar.visible = not state
end
-- Update the toggle toolbar button
for _, toggle_toolbar in elements.toggle_toolbar:tracked_elements(player) do
toggle_toolbar.toggled = state
end
return state
end
--- Get the visible state of the toolbar
--- @param player LuaPlayer
--- @return boolean
function Toolbar.get_visible_state(player)
local top_flow = assert(ExpGui.get_top_flow(player).parent)
return top_flow.visible
end
--- Set the toggle state of a toolbar button, does not check for a linked left element
--- @param define ExpElement
--- @param player LuaPlayer
--- @param state boolean? toggles if nil
--- @return boolean
function Toolbar.set_button_toggled_state(define, player, state)
local top_element = assert(ExpGui.get_top_element(define, player), "Element is not on the top flow")
if state == nil then state = top_element.style.name == toolbar_button_default_style end
for _, element in define:tracked_elements(player) do
local original_width, original_height = element.style.minimal_width, element.style.maximal_height
element.style = state and toolbar_button_active_style or toolbar_button_default_style
-- Make the extra required adjustments
local style = element.style
style.minimal_width = original_width
style.maximal_height = original_height
if element.type == "sprite-button" then
style.padding = -2
else
style.font = "default-semibold"
style.padding = 0
end
end
return state
end
--- Get the toggle state of a toolbar button
--- @param define ExpElement
--- @param player LuaPlayer
--- @return boolean
function Toolbar.get_button_toggled_state(define, player)
local element = assert(ExpGui.get_top_element(define, player), "Element is not on the top flow")
return element.style.name == toolbar_button_active_style
end
--- Set the visible state of a left element
--- @param define ExpElement
--- @param player LuaPlayer
--- @param state boolean? toggles if nil
--- @param _skip_consistency boolean?
--- @return boolean
function Toolbar.set_left_element_visible_state(define, player, state, _skip_consistency)
local element = assert(ExpGui.get_left_element(define, player), "Element is not on the left flow")
if state == nil then state = not element.visible end
element.visible = state
-- Check if there is a linked toolbar button and update it
local button = left_elements_with_button[define]
if button then
Toolbar.set_button_toggled_state(button, player, state)
end
-- This check is O(n^2) when setting all left elements to hidden, so internals can it
if _skip_consistency then return state end
-- Update the clear left flow button, visible when at least one element is visible
local has_visible = Toolbar.has_visible_left_elements(player)
for _, clear_left_flow in elements.clear_left_flow:tracked_elements(player) do
clear_left_flow.visible = state or has_visible
end
return state
end
--- Get the toggle state of a left element
--- @param define ExpElement
--- @param player LuaPlayer
--- @return boolean
function Toolbar.get_left_element_visible_state(define, player)
local element = assert(ExpGui.get_left_element(define, player), "Element is not on the left flow")
return element.visible
end
--- Check if there are any visible toolbar buttons
--- @param player any
--- @return boolean
function Toolbar.has_visible_buttons(player)
local top_flow = ExpGui.get_top_flow(player)
local settings_button = ExpGui.get_top_element(elements.close_toolbar, player)
for _, element in pairs(top_flow.children) do
if element.visible and element ~= settings_button then
return true
end
end
return false
end
--- Check if there are any visible left elements
--- @param player any
--- @return boolean
function Toolbar.has_visible_left_elements(player)
local left_flow = ExpGui.get_left_flow(player)
local core_button_flow = ExpGui.get_left_element(elements.core_button_flow, player)
for _, element in pairs(left_flow.children) do
if element.visible and element ~= core_button_flow then
return true
end
end
return false
end
--- @class ExpGui.toolbar.create_button__param: LuaGuiElement.add_param.sprite_button, LuaGuiElement.add_param.button
--- @field name string
--- @field type nil
--- @field left_element ExpElement| nil
--- @field visible ExpGui.VisibleCallback | boolean | nil
--- Create a toolbar button
--- @param options ExpGui.toolbar.create_button__param
--- @return ExpElement
function Toolbar.create_button(options)
-- Extract the custom options from the element.add options
local name = assert(options.name, "Name is required for the element")
options.type = options.sprite ~= nil and "sprite-button" or "button"
local visible = options.visible
if visible == nil then visible = true end
options.visible = nil
local auto_toggle = options.auto_toggle
options.auto_toggle = nil
local left_element = options.left_element
options.left_element = nil
if options.style == nil then
options.style = toolbar_button_default_style
end
-- Create the new element define
local toolbar_button = ExpGui.element(name)
:track_all_elements()
:draw(options)
:style{
minimal_width = toolbar_button_size,
height = toolbar_button_size,
padding = options.sprite ~= nil and -2 or nil,
}
-- If a left element was given then link the define
if left_element then
left_elements_with_button[left_element] = toolbar_button
buttons_with_left_element[toolbar_button.name] = left_element
end
-- Setup auto toggle, required if there is a left element
if auto_toggle or left_element then
toolbar_button:on_click(function(def, player)
if left_element then
Toolbar.set_left_element_visible_state(left_element, player)
else
Toolbar.set_button_toggled_state(toolbar_button, player)
end
end)
end
-- Add the define to the top flow and return
toolbar_buttons[#toolbar_buttons + 1] = toolbar_button
ExpGui.add_top_element(toolbar_button, visible)
return toolbar_button
end
--- Toggles the toolbar settings, RMB will instead hide the toolbar
elements.close_toolbar = ExpGui.element("close_toolbar")
:draw{
type = "sprite-button",
sprite = "utility/preset",
style = "tool_button",
tooltip = { "exp-gui.close-toolbar" },
}
:style{
padding = -2,
width = 18,
height = 36,
}
:on_click(function(def, player, element, event)
if event.button == defines.mouse_button_type.left then
Toolbar.set_left_element_visible_state(elements.toolbar_settings, player)
else
Toolbar.set_visible_state(player, false)
end
end)
--- Shows the toolbar, if no buttons are visible then it shows the settings instead
elements.open_toolbar = ExpGui.element("open_toolbar")
:track_all_elements()
:draw{
type = "sprite-button",
sprite = "utility/preset",
style = "tool_button",
tooltip = { "exp-gui.open-toolbar" },
}
:style{
padding = -2,
width = 18,
height = 20,
}
:on_click(function(def, player, element, event)
if event.button == defines.mouse_button_type.left then
Toolbar.set_left_element_visible_state(elements.toolbar_settings, player)
else
Toolbar.set_visible_state(player, true)
end
end)
--- Hides all left elements when clicked
elements.clear_left_flow = ExpGui.element("clear_left_flow")
:track_all_elements()
:draw{
type = "sprite-button",
sprite = "utility/close_black",
style = "tool_button",
tooltip = { "exp-gui.clear-left-flow" },
}
:style{
padding = -3,
width = 18,
height = 20,
}
:on_click(function(def, player, element)
element.visible = false
for define in pairs(ExpGui.left_elements) do
if define ~= elements.core_button_flow then
Toolbar.set_left_element_visible_state(define, player, false, true)
end
end
end)
--- Contains the two buttons on the left flow
elements.core_button_flow = ExpGui.element("core_button_flow")
:draw(function(def, parent)
local flow = parent.add{
type = "flow",
direction = "vertical",
}
elements.open_toolbar(flow)
elements.clear_left_flow(flow)
return flow
end)
--[[
Below here is the toolbar settings GUI and its associated functions
]]
--- Set the style of the fake toolbar element
--- @param src LuaGuiElement
--- @param dst LuaGuiElement
local function copy_style(src, dst)
dst.style = src.style.name
dst.style.height = toolbar_button_small
dst.style.width = toolbar_button_small
dst.style.padding = -2
end
--- Reorder the buttons relative to each other, this will update the datastore
--- @param player LuaPlayer
--- @param item LuaGuiElement
--- @param offset number
local function move_toolbar_button(player, item, offset)
local old_index = item.get_index_in_parent()
local new_index = old_index + offset
-- Swap the position in the list
local list = assert(item.parent)
local other_item = list.children[new_index]
list.swap_children(old_index, new_index)
-- Swap the position in the top flow, offset by 1 because of settings button
local top_flow = ExpGui.get_top_flow(player)
top_flow.swap_children(old_index + 1, new_index + 1)
-- Check if the element has a left element to move
local left_element = buttons_with_left_element[item.name]
local other_left_element = buttons_with_left_element[other_item.name]
if left_element and other_left_element then
local element = ExpGui.get_left_element(left_element, player)
local other_element = ExpGui.get_left_element(other_left_element, player)
local left_index = element.get_index_in_parent()
local other_index = other_element.get_index_in_parent()
element.parent.swap_children(left_index, other_index)
end
-- If we are moving in/out of first/last place we need to update the move buttons
local last_index = #list.children
local item_data = elements.toolbar_list_item.data[item]
local other_item_data = elements.toolbar_list_item.data[other_item]
if old_index == 1 then -- Moving out of index 1
item_data.move_item_up.enabled = true
other_item_data.move_item_up.enabled = false
elseif new_index == 1 then -- Moving into index 1
item_data.move_item_up.enabled = false
other_item_data.move_item_up.enabled = true
elseif old_index == last_index then -- Moving out of the last index
item_data.move_item_down.enabled = true
other_item_data.move_item_down.enabled = false
elseif new_index == last_index then -- Moving into the last index
item_data.move_item_down.enabled = false
other_item_data.move_item_down.enabled = true
end
end
--- @alias ExpGui.ToolbarOrder { name: string, favourite: boolean }[]
--- Reorder the toolbar buttons
--- @param player LuaPlayer
--- @param order ExpGui.ToolbarOrder
function Toolbar.set_order(player, order)
local list = elements.toolbar_settings.data[player] --[[ @as LuaGuiElement ]]
local left_flow = ExpGui.get_left_flow(player)
local top_flow = ExpGui.get_top_flow(player)
-- Reorder the buttons
local left_index = 1
local last_index = #order
for index, item_state in ipairs(order) do
-- Switch item order
local item = assert(list[item_state.name], "Missing toolbox item for " .. tostring(item_state.name))
list.swap_children(index, item.get_index_in_parent())
-- Switch the toolbar button order
local element_define = ExpElement.get(item_state.name)
local toolbar_button = ExpGui.get_top_element(element_define, player)
top_flow.swap_children(index + 1, toolbar_button.get_index_in_parent())
-- Update the children buttons
local data = elements.toolbar_list_item.data[item]
data.set_favourite.state = item_state.favourite
data.move_item_up.enabled = index ~= 1
data.move_item_down.enabled = index ~= last_index
-- Switch the left element order
local left_define = buttons_with_left_element[item_state.name]
if left_define then
local left_element = ExpGui.get_left_element(left_define, player)
left_flow.swap_children(left_index, left_element.get_index_in_parent())
left_index = left_index + 1
end
end
end
--- @class (exact) ExpGui.ToolbarState
--- @field order ExpGui.ToolbarOrder
--- @field open string[]
--- @field visible boolean
--- Reorder the toolbar buttons and set the open state of the left flows
--- @param player LuaPlayer
--- @param state ExpGui.ToolbarState
function Toolbar.set_state(player, state)
Toolbar.set_order(player, state.order)
Toolbar.set_visible_state(player, state.visible)
local done = {}
-- Make all open elements visible
for _, name in pairs(state.open) do
local left_element = ExpElement.get(name)
Toolbar.set_left_element_visible_state(left_element, player, true, true)
done[left_element] = true
end
-- Make all other elements hidden
for left_element in pairs(ExpGui.left_elements) do
if not done[left_element] then
Toolbar.set_left_element_visible_state(left_element, player, false, true)
end
end
-- Update clear_left_flow (because we skip above)
local has_visible = Toolbar.has_visible_left_elements(player)
for _, clear_left_flow in elements.clear_left_flow:tracked_elements(player) do
clear_left_flow.visible = has_visible
end
end
--- Get the full toolbar state for a player
--- @param player LuaPlayer
--- @return ExpGui.ToolbarState
function Toolbar.get_state(player)
-- Get the order of toolbar buttons
local order = {}
local list = elements.toolbar_settings.data[player] --[[ @as LuaGuiElement ]]
for index, item in pairs(list.children) do
order[index] = { name = item.name, favourite = elements.toolbar_list_item.data[item].set_favourite.state }
end
-- Get the names of all open left elements
local open, open_index = {}, 1
for left_element in pairs(ExpGui.left_elements) do
if Toolbar.get_left_element_visible_state(left_element, player) then
open[open_index] = left_element.name
open_index = open_index + 1
end
end
return { order = order, open = open, visible = Toolbar.get_visible_state(player) }
end
--- Ensure the toolbar settings gui has all its elements
--- @param player LuaPlayer
function Toolbar._create_elements(player)
-- Add any missing items to the gui
local toolbar_list = elements.toolbar_settings.data[player] --[[ @as LuaGuiElement ]]
local previous_last_index = #toolbar_list.children_names
for define in pairs(ExpGui.top_elements) do
if define ~= elements.close_toolbar and toolbar_list[define.name] == nil then
local element = elements.toolbar_list_item(toolbar_list, define)
element.visible = ExpGui.get_top_element(define, player).visible
end
end
-- Reset the state of the previous last child
local children = toolbar_list.children
if previous_last_index > 0 then
elements.toolbar_list_item.data[children[previous_last_index]].move_item_down.enabled = true
end
-- Set the state of the move buttons for the first and last element
if #children > 0 then
elements.toolbar_list_item.data[children[1]].move_item_up.enabled = false
elements.toolbar_list_item.data[children[#children]].move_item_down.enabled = false
end
end
--- Ensure all the toolbar buttons are in a consistent state
--- @param player LuaPlayer
function Toolbar._ensure_consistency(player)
-- Update the toolbar buttons
local list = elements.toolbar_settings.data[player] --[[ @as LuaGuiElement ]]
for _, button in ipairs(toolbar_buttons) do
-- Update the visible state based on if the player is allowed the button
local element = ExpGui.get_top_element(button, player)
local allowed = ExpGui.top_elements[button]
if type(allowed) == "function" then
allowed = allowed(player, element)
end
element.visible = allowed or false
list[button.name].visible = element.visible
-- Update the toggle state and hide the linked left element if the button is not allowed
local left_define = buttons_with_left_element[button.name]
if left_define then
local left_element = ExpGui.get_left_element(left_define, player)
Toolbar.set_button_toggled_state(button, player, left_element.visible)
if not allowed then
Toolbar.set_left_element_visible_state(left_define, player, false)
end
end
end
-- Update clear_left_flow
local has_visible = Toolbar.has_visible_left_elements(player)
for _, clear_left_flow in elements.clear_left_flow:tracked_elements(player) do
clear_left_flow.visible = has_visible
end
-- Update open_toolbar
local top_flow = assert(ExpGui.get_top_flow(player).parent)
for _, open_toolbar in elements.open_toolbar:tracked_elements(player) do
open_toolbar.visible = not top_flow.visible
end
-- Update toggle_toolbar
local has_buttons = Toolbar.has_visible_buttons(player)
for _, toggle_toolbar in elements.toggle_toolbar:tracked_elements(player) do
toggle_toolbar.enabled = has_buttons
end
end
do
local default_order --- @type ExpGui.ToolbarOrder
--- Gets the default order for the toolbar
--- @return ExpGui.ToolbarOrder
function Toolbar.get_default_order()
if default_order then return default_order end
local index = 1
default_order = {}
for define in pairs(ExpGui.top_elements) do
if define ~= elements.close_toolbar then
default_order[index] = { name = define.name, favourite = true }
index = index + 1
end
end
return default_order
end
end
--- Toggle the visibility of the toolbar, does not care if buttons are visible
elements.toggle_toolbar = ExpGui.element("toggle_toolbar")
:track_all_elements()
:draw{
type = "sprite-button",
sprite = "utility/bookmark",
tooltip = { "exp-gui_toolbar-settings.toggle" },
style = "tool_button",
auto_toggle = true,
}
:style(ExpGui.styles.sprite{
size = 22,
})
:on_click(function(def, player, element)
Toolbar.set_visible_state(player, element.toggled)
end)
--- Reset the toolbar to its default state
elements.reset_toolbar = ExpGui.element("reset_toolbar")
:draw{
type = "sprite-button",
sprite = "utility/reset",
style = "shortcut_bar_button_red",
tooltip = { "exp-gui_toolbar-settings.reset" },
}
:style(ExpGui.styles.sprite{
size = 22,
padding = -1,
})
:on_click(function(def, player, element)
Toolbar.set_order(player, Toolbar.get_default_order())
end)
--- Move an item up/left on the toolbar
elements.move_item_up = ExpGui.element("move_item_up")
:draw{
type = "sprite-button",
sprite = "utility/speed_up",
tooltip = { "exp-gui_toolbar-settings.move-up" },
}
:style(ExpGui.styles.sprite{
size = toolbar_button_small,
})
:on_click(function(def, player, element)
local item = assert(element.parent.parent)
move_toolbar_button(player, item, -1)
end)
--- Move an item down/right on the toolbar
elements.move_item_down = ExpGui.element("move_item_down")
:draw{
type = "sprite-button",
sprite = "utility/speed_down",
tooltip = { "exp-gui_toolbar-settings.move-down" },
}
:style(ExpGui.styles.sprite{
size = toolbar_button_small,
})
:on_click(function(def, player, element)
local item = assert(element.parent.parent)
move_toolbar_button(player, item, 1)
end)
--- Set an item as a favourite, making it appear on the toolbar
elements.set_favourite = ExpGui.element("set_favourite")
:draw(function(def, parent, item_define)
--- @cast item_define ExpElement
local player = ExpGui.get_player(parent)
local top_element = ExpGui.get_top_element(item_define, player)
return parent.add{
type = "checkbox",
caption = top_element.tooltip or top_element.caption or nil,
state = top_element.visible or false,
tags = {
element_name = item_define.name,
},
}
end)
:style{
width = 180,
}
:on_checked_state_changed(function(def, player, element)
local define = ExpElement.get(element.tags.element_name --[[ @as string ]])
local top_element = ExpGui.get_top_element(define, player)
local had_visible = Toolbar.has_visible_buttons(player)
top_element.visible = element.state
-- Check if we are on the edge case between 0 and 1 visible elements
if element.state and not had_visible then
Toolbar.set_visible_state(player, true)
for _, toggle_toolbar in elements.toggle_toolbar:tracked_elements(player) do
toggle_toolbar.enabled = true
end
elseif not element.state and not Toolbar.has_visible_buttons(player) then
Toolbar.set_visible_state(player, false)
for _, toggle_toolbar in elements.toggle_toolbar:tracked_elements(player) do
toggle_toolbar.enabled = false
end
end
end)
elements.toolbar_list_item = ExpGui.element("toolbar_list_item")
:draw(function(def, parent, item_define)
--- @cast item_define ExpElement
local data = {}
-- Add the flow for the item
local flow = parent.add{
name = item_define.name,
type = "frame",
style = "shortcut_selection_row",
}
flow.style.horizontally_stretchable = true
flow.style.vertical_align = "center"
-- Add the button and the icon edit button
local element = item_define(flow)
local player = ExpGui.get_player(parent)
local top_element = ExpGui.get_top_element(item_define, player)
copy_style(top_element, element)
-- Add the favourite checkbox and label
data.set_favourite = elements.set_favourite(flow, item_define)
-- Add the buttons used to move the flow up and down
local move_flow = flow.add{ type = "flow", name = "move" }
move_flow.style.horizontal_spacing = 0
data.move_item_up = elements.move_item_up(move_flow)
data.move_item_down = elements.move_item_down(move_flow)
def.data[flow] = data
return flow
end)
--- Main list for all toolbar items
elements.toolbar_list = ExpGui.element("toolbar_list")
:draw(function(def, parent)
local scroll = parent.add{
type = "scroll-pane",
direction = "vertical",
horizontal_scroll_policy = "never",
vertical_scroll_policy = "auto",
style = "scroll_pane_under_subheader",
}
scroll.style.horizontally_stretchable = true
scroll.style.maximal_height = 224
scroll.style.padding = 0
-- This is required because vertical_spacing can't be set on a scroll pane
return scroll.add{
type = "flow",
direction = "vertical",
}
end)
:style{
horizontally_stretchable = true,
vertical_spacing = 0,
}
-- The main container for the toolbar settings
elements.toolbar_settings = ExpGui.element("toolbar_settings")
:draw(function(def, parent)
-- Draw the container
local frame = ExpGui.elements.container(parent, 268)
frame.style.maximal_width = 268
frame.style.minimal_width = 268
-- Draw the header
local player = ExpGui.get_player(parent)
local header = ExpGui.elements.header(frame, {
caption = { "exp-gui_toolbar-settings.main-caption" },
tooltip = { "exp-gui_toolbar-settings.main-tooltip" },
})
-- Draw the toolbar control buttons
local toggle_element = elements.toggle_toolbar(header)
toggle_element.toggled = Toolbar.get_visible_state(player)
elements.reset_toolbar(header)
def.data[player] = elements.toolbar_list(frame)
Toolbar._create_elements(player)
return frame.parent
end)
ExpGui.add_left_element(elements.core_button_flow, true)
ExpGui.add_left_element(elements.toolbar_settings, false)
ExpGui.add_top_element(elements.close_toolbar, true)
return Toolbar