mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 03:25:23 +09:00
524 lines
18 KiB
Lua
524 lines
18 KiB
Lua
local Gui = require("modules.exp_legacy.expcore.gui") --- @dep expcore.gui
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local PlayerData = require("modules.exp_legacy.expcore.player_data") --- @dep expcore.player_data
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-- Used to store the state of the toolbar when a player leaves
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local ToolbarState = PlayerData.Settings:combine('ToolbarState')
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ToolbarState:set_metadata{
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stringify = function(value)
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local buttons, favourites = 0, 0
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for _, state in ipairs(value) do
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buttons = buttons + 1
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if state.favourite then
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favourites = favourites + 1
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end
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end
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return string.format("Buttons: %d, Favourites: %d", buttons, favourites)
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end
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}
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-- Styles used for sprite buttons
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local button_size = 20
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local Styles = {
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header = Gui.sprite_style(22),
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item = Gui.sprite_style(button_size)
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}
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--- Set the style of the fake toolbar element
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local function copy_style(src, dst)
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dst.style = src.style.name
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dst.style.height = button_size
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dst.style.width = button_size
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dst.style.padding = -2
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end
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local toolbar_container, move_up, move_down, toggle_toolbar
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--- Reorder the buttons relative to each other, this will update the datastore
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local function move_toolbar_button(player, item, offset)
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local old_index = item.get_index_in_parent()
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local new_index = old_index + offset
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-- Ideally the following would all happen in on_update but this had too much latency
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-- Swap the position in the list
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local list = item.parent
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local other_item = list.children[new_index]
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list.swap_children(old_index, new_index)
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-- Swap the position in the top flow, offset by 1 because of settings button
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local top_flow = Gui.get_top_flow(player)
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top_flow.swap_children(old_index+1, new_index+1)
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-- Check if the element has a left element to move
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local element_define = Gui.defines[item.tags.top_element_uid]
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local other_define = Gui.defines[other_item.tags.top_element_uid]
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if element_define.left_flow_element and other_define.left_flow_element then
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local left_element = Gui.get_left_element(player, element_define.left_flow_element)
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local other_left_element = Gui.get_left_element(player, other_define.left_flow_element)
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local left_index = left_element.get_index_in_parent()
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local other_index = other_left_element.get_index_in_parent()
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left_element.parent.swap_children(left_index, other_index)
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end
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-- If we are moving in/out of first/last place we need to update the move buttons
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local last_index = #list.children
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if old_index == 1 then -- Moving out of index 1
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other_item.move[move_up.name].enabled = false
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item.move[move_up.name].enabled = true
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elseif new_index == 1 then -- Moving into index 1
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other_item.move[move_up.name].enabled = true
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item.move[move_up.name].enabled = false
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elseif old_index == last_index then -- Moving out of the last index
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other_item.move[move_down.name].enabled = false
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item.move[move_down.name].enabled = true
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elseif new_index == last_index then -- Moving into the last index
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other_item.move[move_down.name].enabled = true
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item.move[move_down.name].enabled = false
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end
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-- Update the datastore state
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ToolbarState:update(player, function(_, order)
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local tmp = order[old_index]
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order[old_index] = order[new_index]
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order[new_index] = tmp
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end)
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end
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--- Reorder the toolbar buttons
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local function reorder_toolbar_menu(player)
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local frame = Gui.get_left_element(player, toolbar_container)
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local list = frame.container.scroll.list
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local order = ToolbarState:get(player)
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local last_index = #order
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-- Reorder the buttons
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for index, state in ipairs(order) do
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local element_define = Gui.defines[state.element_uid]
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-- Switch item order
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local item = list[element_define.name]
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list.swap_children(index, item.get_index_in_parent())
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-- Check if the player is allowed to see the button
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local allowed = element_define.authenticator
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if type(allowed) == 'function' then allowed = allowed(player) end
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-- Update the checkbox state and item visibility
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local toolbar_button = Gui.get_top_element(player, element_define)
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toolbar_button.visible = allowed and state.favourite or false
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item.checkbox.state = state.favourite
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-- Update the state if the move buttons
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item.move[move_up.name].enabled = index ~= 1
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item.move[move_down.name].enabled = index ~= last_index
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end
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-- Update the state of the toggle button
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local button = frame.container.header.alignment[toggle_toolbar.name]
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button.enabled = Gui.top_flow_has_visible_elements(player)
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button.toggled = Gui.get_top_flow(player).parent.visible
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end
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--- Resets the toolbar to its default state when pressed
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-- @element reset_toolbar
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local reset_toolbar =
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Gui.element {
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type = "sprite-button",
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sprite = "utility/reset",
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style = "shortcut_bar_button_red",
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tooltip = {"toolbar.reset"},
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name = Gui.unique_static_name
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}
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:style(Gui.sprite_style(Styles.header.width, -1))
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:on_click(function(player)
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ToolbarState:set(player, nil)
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Gui.toggle_top_flow(player, true)
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reorder_toolbar_menu(player)
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end)
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--- Replaces the default method for opening and closing the toolbar
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-- @element toggle_toolbar
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toggle_toolbar =
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Gui.element {
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type = "sprite-button",
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sprite = "utility/bookmark",
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tooltip = {"toolbar.toggle"},
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style = "tool_button",
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auto_toggle = true,
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name = Gui.unique_static_name
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}
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:style(Styles.header)
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:on_click(function(player, element)
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Gui.toggle_top_flow(player, element.toggled)
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end)
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--- Move an element up the list
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-- @element move_up
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move_up =
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Gui.element {
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type = "sprite-button",
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sprite = "utility/speed_up",
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tooltip = {"toolbar.move-up"},
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name = Gui.unique_static_name
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}
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:style(Styles.item)
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:on_click(function(player, element)
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local item = element.parent.parent
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move_toolbar_button(player, item, -1)
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end)
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--- Move an element down the list
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-- @element move_down
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move_down =
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Gui.element {
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type = "sprite-button",
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sprite = "utility/speed_down",
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tooltip = {"toolbar.move-down"},
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name = Gui.unique_static_name
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}
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:style(Styles.item)
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:on_click(function(player, element)
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local item = element.parent.parent
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move_toolbar_button(player, item, 1)
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end)
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--- A flow which represents one item in the toolbar list
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-- @element toolbar_list_item
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local toolbar_list_item =
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Gui.element(function(definition, parent, element_define)
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local flow = parent.add {
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type = "frame",
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style = "shortcut_selection_row",
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name = element_define.name,
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tags = {
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top_element_uid = element_define.uid
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}
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}
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flow.style.horizontally_stretchable = true
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flow.style.vertical_align = "center"
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-- Add the button and the icon edit button
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local element = element_define(flow)
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local player = Gui.get_player_from_element(parent)
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local top_element = Gui.get_top_element(player, element_define)
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copy_style(top_element, element)
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-- Add the checkbox that can toggle the visibility
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local checkbox = flow.add{
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type = "checkbox",
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name = "checkbox",
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caption = element_define.tooltip or element_define.caption or "None",
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state = top_element.visible or false,
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tags = {
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top_element_name = element_define.name
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}
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}
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definition:triggers_events(checkbox)
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checkbox.style.width = 180
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-- Add the buttons used to move the flow up and down
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local move_flow = flow.add{ type = "flow", name = "move" }
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move_flow.style.horizontal_spacing = 0
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move_up(move_flow)
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move_down(move_flow)
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return definition:no_events(flow)
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end)
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:on_checked_changed(function(player, element)
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local top_flow = Gui.get_top_flow(player)
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local top_element = top_flow[element.tags.top_element_name]
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local had_visible = Gui.top_flow_has_visible_elements(player)
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top_element.visible = element.state
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-- Check if we are on the edge case between 0 and 1 visible elements
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if element.state and not had_visible then
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Gui.toggle_top_flow(player, true)
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local container = element.parent.parent.parent.parent
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local button = container.header.alignment[toggle_toolbar.name]
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button.toggled = true
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button.enabled = true
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elseif not element.state and not Gui.top_flow_has_visible_elements(player) then
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Gui.toggle_top_flow(player, false)
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local container = element.parent.parent.parent.parent
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local button = container.header.alignment[toggle_toolbar.name]
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button.toggled = false
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button.enabled = false
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end
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-- Update the datastore state
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ToolbarState:update(player, function(_, order)
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local index = element.parent.get_index_in_parent()
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order[index].favourite = element.state
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end)
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end)
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--- Scrollable list of all toolbar buttons
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-- @element toolbar_list
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local toolbar_list =
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Gui.element(function(_, parent)
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-- This is a scroll pane for the list
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local scroll_pane = parent.add {
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name = "scroll",
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type = "scroll-pane",
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direction = "vertical",
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horizontal_scroll_policy = "never",
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vertical_scroll_policy = "auto",
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style = "scroll_pane_under_subheader"
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}
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scroll_pane.style.horizontally_stretchable = true
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scroll_pane.style.padding = 0
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scroll_pane.style.maximal_height = 224
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-- This flow is the list, we need a linear list because of get_index_in_parent
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local flow = scroll_pane.add {
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name = "list",
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type = "flow",
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direction = "vertical"
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}
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flow.style.vertical_spacing = 0
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flow.style.horizontally_stretchable = true
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return flow
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end)
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--- Main toolbar container for the left flow
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-- @element toolbar_container
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toolbar_container =
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Gui.element(function(definition, parent)
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-- Draw the internal container
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local container = Gui.container(parent, definition.name, 268)
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container.style.maximal_width = 268
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container.style.minimal_width = 268
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-- Draw the header
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local player = Gui.get_player_from_element(parent)
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local header = Gui.header(container, {"toolbar.main-caption"}, {"toolbar.main-tooltip"}, true)
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-- Draw the toolbar control buttons
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local toggle_element = toggle_toolbar(header)
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toggle_element.toggled = Gui.get_top_flow(player).visible
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reset_toolbar(header)
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-- Draw toolbar list element
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local list_element = toolbar_list(container)
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local flow_order = Gui.get_top_flow_order(player)
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for _, element_define in ipairs(flow_order) do
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-- Ensure the element exists
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local element = list_element[element_define.name]
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if not element then
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element = toolbar_list_item(list_element, element_define)
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end
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-- Set the visible state
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local allowed = element_define.authenticator
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if type(allowed) == 'function' then allowed = allowed(player) end
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element.visible = allowed or false
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end
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-- Set the state of the move buttons for the first and last element
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local children = list_element.children
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children[1].move[move_up.name].enabled = false
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children[#children].move[move_down.name].enabled = false
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-- Return the external container
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return container.parent
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end)
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:static_name(Gui.unique_static_name)
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:add_to_left_flow(false)
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--- Set the default value for the datastore
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local datastore_id_map = {}
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local toolbar_default_state = {}
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ToolbarState:set_default(toolbar_default_state)
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--- Get the datastore id for this element define, to best of ability it should be unique between versions
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local function to_datastore_id(element_define)
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-- First try to use the tooltip locale string
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local tooltip = element_define.tooltip
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if type(tooltip) == "table" then
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return tooltip[1]:gsub("%.(.+)", "")
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end
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-- Then try to use the caption or sprite
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return element_define.caption or element_define.sprite
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end
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--- For all top element, register an on click which will copy their style
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for index, element_define in ipairs(Gui.top_elements) do
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-- This is a bit hacky, the gui system cant have multiple handlers registered
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local prev_handler = element_define[Gui.events.on_toolbar_button_toggled]
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-- Add the handler for when the button is toggled
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element_define:on_event(Gui.events.on_toolbar_button_toggled, function(player, element, event)
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if prev_handler then prev_handler(player, element, event) end -- Kind of hacky but works
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local frame = Gui.get_left_element(player, toolbar_container)
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if not frame then return end -- Gui might not be loaded yet
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if not frame.container then log(frame.name) log(frame.parent.name) end
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local button = frame.container.scroll.list[element_define.name][element_define.name]
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local toolbar_button = Gui.get_top_element(player, element_define)
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copy_style(toolbar_button, button)
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end)
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-- Insert the element into the id map
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local id = to_datastore_id(element_define)
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if datastore_id_map[id] then
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error(string.format("All toolbar elements need a unique id to be saved correctly, %d (%s) and %d (%s) share the id %s",
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datastore_id_map[id].uid, datastore_id_map[id].defined_at, element_define.uid, element_define.defined_at, id
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))
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end
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datastore_id_map[id] = element_define
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-- Add the element to the default state
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table.insert(toolbar_default_state, {
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element_uid = element_define.uid,
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favourite = true,
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})
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end
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--- Get the top order based on the players settings
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Gui.inject_top_flow_order(function(player)
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local order = ToolbarState:get(player)
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local elements = {}
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for index, state in ipairs(order) do
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elements[index] = Gui.defines[state.element_uid]
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end
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return elements
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end)
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--- Get the left order based on the player settings, with toolbar menu first, and all remaining after
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Gui.inject_left_flow_order(function(player)
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local order = Gui.get_top_flow_order(player)
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local elements, element_map = { toolbar_container }, { [toolbar_container] = true }
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-- Add the flows that have a top element
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for _, element_define in ipairs(order) do
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if element_define.left_flow_element then
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table.insert(elements, element_define.left_flow_element)
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element_map[element_define.left_flow_element] = true
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end
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end
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-- Add the flows that dont have a top element
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for _, element_define in ipairs(Gui.left_elements) do
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if not element_map[element_define] then
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table.insert(elements, element_define)
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end
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end
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return elements
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end)
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--- Overwrite the default toggle behaviour and instead toggle this menu
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Gui.core_defines.hide_top_flow:on_click(function(player, _, _)
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Gui.toggle_left_element(player, toolbar_container)
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end)
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--- Overwrite the default toggle behaviour and instead toggle this menu
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Gui.core_defines.show_top_flow:on_click(function(player, _, _)
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Gui.toggle_left_element(player, toolbar_container)
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end)
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--- Overwrite the default update top flow
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local _update_top_flow = Gui.update_top_flow
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function Gui.update_top_flow(player)
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_update_top_flow(player) -- Call the original
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local order = ToolbarState:get(player)
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for index, state in ipairs(order) do
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local element_define = Gui.defines[state.element_uid]
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local top_element = Gui.get_top_element(player, element_define)
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top_element.visible = top_element.visible and state.favourite or false
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end
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end
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--- Uncompress the data to be more useable
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ToolbarState:on_load(function(player_name, value)
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-- If there is no value, do nothing
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if value == nil then return end
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-- Create a hash map of the favourites
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local favourites = {}
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for _, id in ipairs(value[2]) do
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favourites[id] = true
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end
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-- Read the order from the value
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local elements = {}
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local element_hash = {}
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for index, id in ipairs(value[1]) do
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local element = datastore_id_map[id]
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if element and not element_hash[element.uid] then
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element_hash[element.uid] = true
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elements[index] = {
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element_uid = element.uid,
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favourite = favourites[id] or false,
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}
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end
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end
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-- Add any in the default state that are missing
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for _, state in ipairs(toolbar_default_state) do
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if not element_hash[state.element_uid] then
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table.insert(elements, table.deep_copy(state))
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end
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end
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-- Create a hash map of the open left flows
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local left_flows = {}
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for _, id in ipairs(value[3]) do
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local element = datastore_id_map[id]
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if element.left_flow_element then
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left_flows[element.left_flow_element] = true
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end
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end
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-- Set the visible state of all left flows
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local player = game.get_player(player_name)
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for _, left_element in ipairs(Gui.left_elements) do
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Gui.toggle_left_element(player, left_element, left_flows[left_element] or false)
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end
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-- Set the toolbar visible state
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Gui.toggle_top_flow(player, value[4])
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-- Set the data now and update now, ideally this would be on_update but that had too large of a latency
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ToolbarState:raw_set(player_name, elements)
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Gui.reorder_top_flow(player)
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Gui.reorder_left_flow(player)
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|
reorder_toolbar_menu(player)
|
|
|
|
return elements
|
|
end)
|
|
|
|
--- Save the current state of the players toolbar menu
|
|
ToolbarState:on_save(function(player_name, value)
|
|
if value == nil then return nil end -- Don't save default
|
|
local order, favourites, left_flows = {}, {}, {}
|
|
|
|
local player = game.get_player(player_name)
|
|
local top_flow_open = Gui.get_top_flow(player).parent.visible
|
|
|
|
for index, state in ipairs(value) do
|
|
-- Add the element to the order array
|
|
local element_define = Gui.defines[state.element_uid]
|
|
local id = to_datastore_id(element_define)
|
|
order[index] = id
|
|
|
|
-- If its a favourite then insert it
|
|
if state.favourite then
|
|
table.insert(favourites, id)
|
|
end
|
|
|
|
-- If it has a left flow and its open then insert it
|
|
if element_define.left_flow_element then
|
|
local left_element = Gui.get_left_element(player, element_define.left_flow_element)
|
|
if left_element.visible then
|
|
table.insert(left_flows, id)
|
|
end
|
|
end
|
|
end
|
|
|
|
return { order, favourites, left_flows, top_flow_open }
|
|
end) |