Files
factorio-scenario-ExpCluster/modules/gui/task-list.lua
Cooldude2606 cf1515c1c8 Updated Tasks
2019-10-11 23:25:04 +01:00

345 lines
10 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
--- If a player is allowed to use the edit buttons
local function player_allowed_edit(player,task)
if task then
if config.user_can_edit_own_tasks and task.last_edit_player == player.name then
return true
end
else
if config.any_user_can_add_new_task then
return true
end
end
if config.only_admins_can_edit and not player.admin then
return false
end
if config.edit_tasks_role_permission and not Roles.player_allowed(player,config.edit_tasks_role_permission) then
return false
end
return true
end
--- Button in the header to add a new task
-- @element add_new_task
local add_new_task =
Gui.new_button()
:set_sprites('utility/add')
:set_tooltip{'task-list.add-tooltip'}
:set_style('tool_button',function(style)
Gui.set_padding_style(style,-2,-2,-2,-2)
style.height = 20
style.width = 20
end)
:on_click(function(player,element)
Tasks.add_task(player.force.name,nil,player.name)
end)
--- Used to save changes to a task
-- @element confirm_edit
local confirm_edit =
Gui.new_button()
:set_sprites('utility/downloaded')
:set_tooltip{'task-list.confirm-tooltip'}
:set_style('tool_button',function(style)
Gui.set_padding_style(style,-2,-2,-2,-2)
style.height = 20
style.width = 20
end)
:on_click(function(player,element)
local task_id = element.parent.name
local new_message = element.parent.task.text
Tasks.set_editing(task_id,player.name)
Tasks.update_task(task_id,new_message,player.name)
end)
--- Used to cancel any changes you made to a task
-- @element cancel_edit
local cancel_edit =
Gui.new_button()
:set_sprites('utility/close_black')
:set_tooltip{'task-list.cancel-tooltip'}
:set_style('tool_button',function(style)
Gui.set_padding_style(style,-2,-2,-2,-2)
style.height = 20
style.width = 20
end)
:on_click(function(player,element)
local task_id = element.parent.name
Tasks.set_editing(task_id,player.name)
end)
--- Removes the task from the list
-- @element discard_task
local discard_task =
Gui.new_button()
:set_sprites('utility/trash')
:set_tooltip{'task-list.discard-tooltip'}
:set_style('tool_button',function(style)
Gui.set_padding_style(style,-2,-2,-2,-2)
style.height = 20
style.width = 20
end)
:on_click(function(player,element)
local task_id = element.parent.name
Tasks.remove_task(task_id)
end)
--- Opens edit mode for the task
-- @element edit_task
local edit_task =
Gui.new_button()
:set_sprites('utility/rename_icon_normal')
:set_tooltip{'task-list.edit-tooltip-none'}
:set_style('tool_button',function(style)
Gui.set_padding_style(style,-2,-2,-2,-2)
style.height = 20
style.width = 20
end)
:on_click(function(player,element)
local task_id = element.parent.name
Tasks.set_editing(task_id,player.name,true)
end)
--[[ Generates each task, handles both view and edit mode
element
> count-"task_id"
>> label
> "task_id"
>> task
>> cancel_edit (edit mode)
>> confirm_edit (edit mode)
> edit-"task_id"
>> edit_task
>> discard_task
]]
local function generate_task(player,element,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)
if not task then
-- task is nil so remove it from the list
element.parent.no_tasks.visible = #task_ids == 1
Gui.destroy_if_valid(element['count-'..task_id])
Gui.destroy_if_valid(element['edit-'..task_id])
Gui.destroy_if_valid(element[task_id])
else
local message = task.message
local editing = task.curently_editing[player.name]
local last_edit_name = task.last_edit_name
local last_edit_time = task.last_edit_time
element.parent.no_tasks.visible = false
-- if it is not already present then add it now
local task_area = element[task_id]
if not task_area then
-- label to show the task number
element.add{
name='count-'..task_id,
type='label',
caption=task_number..')'
}
-- area which stores the task and buttons
task_area =
element.add{
name=task_id,
type='flow',
}
Gui.set_padding(task_area)
-- if the player can edit then it adds the edit and delete button
local flow = Gui.create_alignment(element,'edit-'..task_id)
local sub_flow = flow.add{type='flow',name=task_id}
edit_task(sub_flow)
discard_task(sub_flow)
end
-- update the number indexes and the current editing players
element['count-'..task_id].caption = task_number..')'
local edit_area = element['edit-'..task_id][task_id]
local players = table_keys(task.editing)
local allowed = player_allowed_edit(player,task)
edit_area.visible = allowed
if #players > 0 then
edit_area[edit_task.name].tooltip = {'task-list.edit-tooltip',table.concat(players,', ')}
else
edit_area[edit_task.name].tooltip = {'task-list.edit-tooltip-none'}
end
-- draws/updates the task area
local element_type = task_area.task and task_area.task.type or nil
if not editing and element_type == 'label' then
-- update the label already present
task_area.task.caption = message
task_area.task.tooltip = {'task-list.last-edit',last_edit_name,format_time(last_edit_time)}
elseif not editing then
-- create the label, view mode
if edit_area then
edit_area[edit_task.name].enabled = true
end
task_area.clear()
local label =
task_area.add{
name='task',
type='label',
caption=message,
tooltip={'task-list.last-edit',last_edit_name,format_time(last_edit_time)}
}
label.style.single_line = false
label.style.maximal_width = 150
elseif editing and element_type ~= 'textfield' then
-- create the text field, edit mode, update it omitted as value is being edited
if edit_area then
edit_area[edit_task.name].enabled = false
end
task_area.clear()
local entry =
task_area.add{
name='task',
type='textfield',
text=message
}
entry.style.maximal_width = 150
entry.style.height = 20
cancel_edit(task_area)
confirm_edit(task_area)
end
end
end
--[[ generates the main gui structure
element
> container
>> header
>>> right aligned add_new_task
>> scroll
>>> no_tasks
>>> table
]]
local function generate_container(player,element)
Gui.set_padding(element,2,2,2,2)
element.style.minimal_width = 200
-- main container which contains the other elements
local container =
element.add{
name='container',
type='frame',
direction='vertical',
style='window_content_frame_packed'
}
Gui.set_padding(container)
container.style.vertically_stretchable = false
-- main header for the gui
local header_area = Gui.create_header(
container,
{'task-list.main-caption'},
{'task-list.sub-tooltip'},
true
)
--- Right aligned button to toggle the section
if player_allowed_edit(player) then
add_new_task(header_area)
end
-- table that stores all the data
local flow_table = Gui.create_scroll_table(container,3,185)
flow_table.draw_horizontal_lines = true
flow_table.vertical_centering = false
flow_table.style.top_cell_padding = 3
flow_table.style.bottom_cell_padding = 3
-- message to say that you have no tasks
local non_made =
flow_table.parent.add{
name='no_tasks',
type='label',
caption={'task-list.no-tasks'}
}
non_made.style.width = 200
non_made.style.single_line = false
return flow_table
end
--- Registers the task list
-- @element task_list
local task_list =
Gui.new_left_frame('gui/task-list')
:set_sprites('utility/not_enough_repair_packs_icon')
:set_direction('vertical')
:set_tooltip{'task-list.main-tooltip'}
:set_open_by_default()
:on_creation(function(player,element)
local data_table = generate_container(player,element)
local task_ids = Tasks.get_force_task_ids(player.force.name)
for _,task_id in pairs(task_ids) do
generate_task(player,data_table,task_id)
end
end)
:on_update(function(player,element)
local data_table = element.container.scroll.table
local task_ids = Tasks.get_force_task_ids(player.force.name)
for _,task_id in pairs(task_ids) do
generate_task(player,data_table,task_id)
end
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)
local players
if task then
local force = game.forces[task.force_name]
players = force.players
else
players = game.connected_players
end
for _,player in pairs(players) do
local frame = task_list:get_frame(player)
local element = frame.container.scroll.table
generate_task(player,element,task_id)
end
end)
--- Makes sure the right buttons are present when roles change
Event.add(Roles.events.on_role_assigned,task_list 'redraw')
Event.add(Roles.events.on_role_unassigned,task_list 'redraw')
return task_list