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factorio-scenario-ExpCluster/expcore/gui/elements/progress-bar.lua
Cooldude2606 654550bcb1 Revert
2019-09-28 16:34:52 +01:00

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Lua

--[[-- Core Module - Gui
@module Gui
@alias Prototype
]]
--- Progress Bars.
-- Gui element define for progress bars
-- @section progress-bars
--[[
>>>> Functions
ProgressBar.set_maximum(element,amount,count_down) --- Sets the maximum value that represents the end value of the progress bar
ProgressBar.increment(element,amount) --- Increases the value of the progressbar, if a define is given all of its instances have incremented
ProgressBar.decrement(element,amount) --- Decreases the value of the progressbar, if a define is given all of its instances have decremented
ProgressBar.new_progressbar(name) --- Creates a new progressbar element define
ProgressBar._prototype:set_maximum(amount,count_down) --- Sets the maximum value that represents the end value of the progress bar
ProgressBar._prototype:use_count_down(state) --- Will set the progress bar to start at 1 and trigger when it hits 0
ProgressBar._prototype:increment(amount,category) --- Increases the value of the progressbar
ProgressBar._prototype:increment_filtered(amount,filter) --- Increases the value of the progressbar, if the filter condition is met, does not work with store
ProgressBar._prototype:decrement(amount,category) --- Decreases the value of the progressbar
ProgressBar._prototype:decrement_filtered(amount,filter) --- Decreases the value of the progressbar, if the filter condition is met, does not work with store
ProgressBar._prototype:add_element(element,maximum) --- Adds an element into the list of instances that will are waiting to complete, does not work with store
ProgressBar._prototype:reset_element(element) --- Resets an element, or its store, to be back at the start, either 1 or 0
ProgressBar._prototype:on_complete(callback) --- Triggers when a progress bar element completes (hits 0 or 1)
ProgressBar._prototype:on_complete(callback) --- Triggers when a store value completes (hits 0 or 1)
ProgressBar._prototype:event_counter(filter) --- Event handler factory that counts up by 1 every time the event triggers, can filter which elements have incremented
ProgressBar._prototype:event_countdown(filter) --- Event handler factory that counts down by 1 every time the event triggers, can filter which elements have decremented
]]
local Gui = require 'expcore.gui.core' --- @dep expcore.gui.core
local Prototype = require 'expcore.gui.prototype' --- @dep expcore.gui.prototype
local Global = require 'utils.global' --- @dep utils.global
local Game = require 'utils.game' --- @dep utils.game
--- Event call for when the value is outside the range 0-1
-- @tparam table define the define that this is acting on
-- @tparam LuaGuiElement element the element that triggered the event
local function event_call(define,element)
local player = Game.get_player_by_index(element.player_index)
define:raise_event('on_complete',player,element,function()
define:add_element(element)
define:reset_element(element)
end)
end
--- Store call for store update
-- @tparam table define the define that this is acting on
-- @tparam LuaGuiElement element the element that triggered the event
-- @tparam number value the new value for the progress bar
local function store_update(define,element,value)
if value then
element.value = value
if define.count_down and value <= 0
or not define.count_down and value >= 1 then
event_call(define,element)
end
end
end
local ProgressBar = {
unregistered={}, -- elements with no callbacks
independent={}, -- elements with a link to a define
_prototype=Prototype.extend{
on_complete = Prototype.event,
on_store_complete = Prototype.event,
add_store = Prototype.store(false,store_update),
add_sync_store = Prototype.store(true,store_update)
}
}
Global.register({
unregistered = ProgressBar.unregistered,
independent = ProgressBar.independent
},function(tbl)
ProgressBar.unregistered = tbl.unregistered
ProgressBar.independent = tbl.independent
end)
--- Gets the define data, cant use Gui.get_define as it would error
-- @tparam ?table|string define the define to get
-- @treturn table the define or nil
local function get_define(define)
if type(define) == 'table' then
if define.name and Gui.defines[define.name] then
return Gui.defines[define.name]
end
end
return Gui.defines[define]
end
--- Gets the element data, used when there is no define
-- @tparam LuaGuiElement element the element to get the data of
-- @treturn table the element data similar to define
local function get_element(element)
if not element.valid then return end
local name = element.player_index..':'..element.index
if ProgressBar.unregistered[name] then
return ProgressBar.unregistered[name]
end
end
--- Sets the maximum value that represents the end value of the progress bar
-- @tparam ?LuaGuiElement|string element either a gui element or a registered define
-- @tparam number amount the amount to have set as the maximum
function ProgressBar.set_maximum(element,amount)
amount = amount > 0 and amount or error('amount must be greater than 0')
local define = get_define(element)
if define then
define:set_default_maximum(amount)
else
local element_data = get_element(element)
if element_data then
element_data.maximum = amount
else
local name = element.player_index..':'..element.index
ProgressBar.unregistered[name] = {
element=element,
maximum=amount or 1
}
end
end
end
--- Increases the value of the progressbar, if a define is given all of its instances have incremented
-- @tparam ?LuaGuiElement|string element either a gui element or a registered define
-- @tparam[opt=1] number amount the amount to increase the progressbar by
function ProgressBar.increment(element,amount)
amount = type(amount) == 'number' and amount or 1
local define = get_define(element)
if define then
define:increment(amount)
else
local element_data = get_element(element)
if element_data then
local real_amount = amount/element_data.maximum
element.value = element.value + real_amount
if element.value >= 1 then
local name = element.player_index..':'..element.index
ProgressBar.unregistered[name] = nil
return true
end
end
end
end
--- Decreases the value of the progressbar, if a define is given all of its instances have decremented
-- @tparam ?LuaGuiElement|string element either a gui element or a registered define
-- @tparam[opt=1] number amount the amount to decrease the progressbar by
function ProgressBar.decrement(element,amount)
amount = type(amount) == 'number' and amount or 1
local define = get_define(element)
if define then
define:decrement(amount)
else
local element_data = get_element(element)
if element_data then
local real_amount = amount/element_data.maximum
element.value = element.value - real_amount
if element.value <= 0 then
local name = element.player_index..':'..element.index
ProgressBar.unregistered[name] = nil
return true
end
end
end
end
--- Creates a new progressbar element define
-- @tparam[opt] string name the optional debug name that can be added
-- @treturn table the new progressbar element define
function ProgressBar.new_progressbar(name)
local self = Gui.new_define(ProgressBar._prototype,name)
self.draw_data.type = 'progressbar'
self:on_draw(function(player,element,maximum)
if self.store then
local category = self.categorize and self.categorize(element) or nil
local value = self:get_store(category)
if not value then
value = self.count_down and 1 or 0
self:set_store(category,value)
end
element.value = value
else
if self.count_down then
element.value = 1
end
if not ProgressBar.independent[self.name] then
ProgressBar.independent[self.name] = {}
end
table.insert(ProgressBar.independent[self.name],{
element = element,
maximum = maximum
})
end
end)
return self
end
--- Sets the maximum value that represents the end value of the progress bar
-- @tparam number amount the amount to have set as the maximum
-- @treturn table the define to allow chaining
function ProgressBar._prototype:set_default_maximum(amount)
amount = amount > 0 and amount or error('amount must be greater than 0')
self.default_maximum = amount
return self
end
--- Will set the progress bar to start at 1 and trigger when it hits 0
-- @tparam[opt=true] boolean state when true the bar will start filled, to be used with decrease
-- @treturn table the define to allow chaining
function ProgressBar._prototype:use_count_down(state)
if state == false then
self.count_down = false
else
self.count_down = true
end
return self
end
--- Main logic for changing the value of a progress bar, this only applies when its a registered define
-- @tparam table self the define that is being changed
-- @tparam number amount the amount which it is being changed by, may be negative
-- @tparam[opt] string category the category to use with store
-- @tparam[opt] function filter when given the filter must return true for the value of the element to be changed
local function change_value_prototype(self,amount,category,filter)
local function reset_store()
local value = self.count_down and 1 or 0
self:set_store(category,value)
end
if self.store then
local value = self:get_store(category) or self.count_down and 1 or 0
local maximum = self.default_maximum or 1
local new_value = value + (amount/maximum)
self:set_store(category,new_value)
if self.count_down and new_value <= 0
or not self.count_down and new_value >= 1 then
self:clear_store(category)
self:raise_event('on_store_complete',category,reset_store)
return
end
return
end
if ProgressBar.independent[self.name] then
for key,element_data in pairs(ProgressBar.independent[self.name]) do
local element = element_data.element
if not element or not element.valid then
ProgressBar.independent[self.name][key] = nil
else
if not filter or filter(element) then
local maximum = element_data.maximum or self.default_maximum or 1
element.value = element.value + (amount/maximum)
if self.count_down and element.value <= 0
or not self.count_down and element.value >= 1 then
ProgressBar.independent[self.name][key] = nil
event_call(self,element)
end
end
end
end
end
end
--- Increases the value of the progressbar
-- @tparam[opt=1] number amount the amount to increase the progressbar by
-- @tparam[opt] string category the category that is used with a store
function ProgressBar._prototype:increment(amount,category)
amount = type(amount) == 'number' and amount or 1
change_value_prototype(self,amount,category)
end
--- Increases the value of the progressbar, if the filter condition is met, does not work with store
-- @tparam[opt=1] number amount the amount to increase the progressbar by
-- @tparam function filter the filter to be used
function ProgressBar._prototype:increment_filtered(amount,filter)
amount = type(amount) == 'number' and amount or 1
change_value_prototype(self,amount,nil,filter)
end
--- Decreases the value of the progressbar
-- @tparam[opt=1] number amount the amount to decrease the progressbar by
-- @tparam[opt] string category the category that is used with a store
function ProgressBar._prototype:decrement(amount,category)
amount = type(amount) == 'number' and amount or 1
change_value_prototype(self,-amount,category)
end
--- Decreases the value of the progressbar, if the filter condition is met, does not work with store
-- @tparam[opt=1] number amount the amount to decrease the progressbar by
-- @tparam function filter the filter to be used
function ProgressBar._prototype:decrement_filtered(amount,filter)
amount = type(amount) == 'number' and amount or 1
change_value_prototype(self,-amount,nil,filter)
end
--- Adds an element into the list of instances that will are waiting to complete, does not work with store
-- note use store if you want persistent data, this only stores the elements not the values which they have
-- @tparam LuaGuiElement element the element that you want to add into the waiting to complete list
-- @tparam[opt] number maximum the maximum for this element if not given the default for this define is used
function ProgressBar._prototype:add_element(element,maximum)
if self.store then return end
if not ProgressBar.independent[self.name] then
ProgressBar.independent[self.name] = {}
end
table.insert(ProgressBar.independent[self.name],{
element = element,
maximum = maximum
})
end
--- Resets an element, or its store, to be back at the start, either 1 or 0
-- @tparam LuaGuiElement element the element that you want to reset the progress of
function ProgressBar._prototype:reset_element(element)
if not element or not element.valid then return end
local value = self.count_down and 1 or 0
if self.store then
local category = self.categorize and self.categorize(element) or value
self:set_store(category,value)
else
element.value = value
end
end
--- Event handler factory that counts up by 1 every time the event triggers, can filter which elements have incremented
-- @tparam[opt] function filter when given will use filtered increment
-- @treturn function the event handler
function ProgressBar._prototype:event_counter(filter)
if type(filter) == 'function' then
return function()
self:increment_filtered(1,filter)
end
else
return function()
self:increment()
end
end
end
--- Event handler factory that counts down by 1 every time the event triggers, can filter which elements have decremented
-- @tparam[opt] function filter when given will use filtered decrement
-- @treturn function the event handler
function ProgressBar._prototype:event_countdown(filter)
if type(filter) == 'function' then
return function()
self:decrement_filtered(1,filter)
end
else
return function()
self:decrement()
end
end
end
return ProgressBar