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236 lines
10 KiB
Lua
236 lines
10 KiB
Lua
--- Adds a organiser for left gui ellements which will automaticaly update there information and have open requirements
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-- @module ExpGamingCore.Gui.Left
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-- @alias left
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-- @author Cooldude2606
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-- @license https://github.com/explosivegaming/scenario/blob/master/LICENSE
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--- This is a submodule of ExpGamingCore.Gui but for ldoc reasons it is under its own module
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-- @function _comment
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local Game = require('FactorioStdLib.Game')
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local Server = require('ExpGamingCore.Server')
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local Color = require('FactorioStdLib.Color')
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local Role -- this is optional and is hanndled by it being present, it is loaded on init
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local mod_gui = require("mod-gui")
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local Gui = Gui -- this is to force gui to remain in the ENV
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local order_config = order_config
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local left = {}
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left._prototype = {}
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left.hide = Gui.inputs{
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name='gui-left-hide',
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type='button',
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caption='<'
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}:on_event('click',function(event)
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for _,child in pairs(event.element.parent.children) do
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if child.name ~= 'popups' then child.style.visible = false end
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end
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end)
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-- used for debugging
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function left.override_open(state)
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global.over_ride_left_can_open = state
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end
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--- Used to add a left gui frame
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-- @usage Gui.left.add{name='foo',caption='Foo',tooltip='just testing',open_on_join=true,can_open=function,draw=function}
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-- @usage return_value(player) -- toggles visiblity for that player, if no player then updates for all players
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-- @param obj this is what will be made, needs a name and a draw function(root_frame), open_on_join can be used to set the deaful state true/false, can_open is a test to block it from opening but is not needed
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-- @return the object that is made, calling the returned value with out a param will update the gui, else will toggle visiblity for that player
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function left.add(obj)
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if not is_type(obj,'table') then return end
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if not is_type(obj.name,'string') then return end
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verbose('Created Left Gui: '..obj.name)
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setmetatable(obj,{__index=left._prototype,__call=function(self,player) if player then return self:toggle(player) else return left.update(self.name) end end})
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Gui.data('left',obj.name,obj)
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Gui.toolbar(obj.name,obj.caption,obj.tooltip,function(event) obj:toggle(event) end)
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return obj
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end
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--- This is used to update all the guis of conected players, good idea to use our thread system as it as nested for loops
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-- @usage Gui.left.update()
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-- @tparam[opt] string frame this is the name of a frame if you only want to update one
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-- @param[opt] players the player to update for, if not given all players are updated, can be one player
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function left.update(frame,players)
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if not Server or not Server._thread then
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local players = is_type(players,'table') and #players > 0 and {unpack(players)} or is_type(players,'table') and {players} or Game.get_player(players) and {Game.get_player(players)} or game.connected_players
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for _,player in pairs(players) do
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local frames = Gui.data.left or {}
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if frame then frames = {[frame]=frames[frame]} or {} end
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for name,left in pairs(frames) do
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if _left then left:first_open(player) end
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end
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end
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else
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local frames = Gui.data.left or {}
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if frame then frames = {[frame]=frames[frame]} or {} end
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local players = is_type(players,'table') and #players > 0 and {unpack(players)} or is_type(players,'table') and {players} or Game.get_player(players) and {Game.get_player(players)} or game.connected_players
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Server.new_thread{
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data={players=players,frames=frames}
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}:on_event('tick',function(thread)
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if #thread.data.players == 0 then thread:close() return end
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local player = table.remove(thread.data.players,1)
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Server.new_thread{
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data={player=player,frames=thread.data.frames}
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}:on_event('resolve',function(thread)
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for name,left in pairs(thread.data.frames) do
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if left then left:first_open(thread.data.player) end
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end
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end):queue()
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end):open()
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end
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end
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--- Used to open the left gui of every player
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-- @usage Gui.left.open('foo')
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-- @tparam string left_name this is the gui that you want to open
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-- @tparam[opt] LuaPlayer the player to open the gui for
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function left.open(left_name,player)
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local players = player and {player} or game.connected_players
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local _left = Gui.data.left[left_name]
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if not _left then return end
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if not Server or not Server._thread then
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for _,player in pairs(players) do _left:open(player) end
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else
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Server.new_thread{
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data={players=players}
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}:on_event('tick',function(thread)
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if #thread.data.players == 0 then thread:close() return end
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local player = table.remove(thread.data.players,1)
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_left:open(player)
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end):open()
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end
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end
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--- Used to close the left gui of every player
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-- @usage Gui.left.close('foo')
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-- @tparam string left_name this is the gui that you want to close
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-- @tparam[opt] LuaPlayer the player to close the gui for
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function left.close(left_name,player)
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local players = player and {player} or game.connected_players
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local _left = Gui.data.left[left_name]
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if not _left then return end
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if not Server or not Server._thread or player then
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for _,player in pairs(players) do _left:close(player) end
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else
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Server.new_thread{
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data={players=players}
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}:on_event('tick',function(thread)
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if #thread.data.players == 0 then thread:close() return end
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local player = table.remove(thread.data.players,1)
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_left:close(player)
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end):open()
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end
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end
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--- Used to force the gui open for the player
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-- @usage left:open(player)
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-- @tparam luaPlayer player the player to open the gui for
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function left._prototype:open(player)
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local player = Game.get_player(player)
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if not player then error('Invalid Player') end
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local left_flow = mod_gui.get_frame_flow(player)
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if not left_flow[self.name] then self:first_open(player) end
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left_flow[self.name].style.visible = true
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left_flow['gui-left-hide'].style.visible = true
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end
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--- Used to force the gui closed for the player
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-- @usage left:open(player)
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-- @tparam luaPlayer player the player to close the gui for
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function left._prototype:close(player)
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local player = Game.get_player(player)
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if not player then error('Invalid Player') end
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local left_flow = mod_gui.get_frame_flow(player)
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if not left_flow[self.name] then self:first_open(player) end
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left_flow[self.name].style.visible = false
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local count = 0
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for _,child in pairs(left_flow.children) do if child.style.visible then count = count+1 end if count > 1 then break end end
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if count == 1 then left_flow['gui-left-hide'].style.visible = false end
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end
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--- When the gui is first made or is updated this function is called, used by the script
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-- @usage left:first_open(player) -- returns the frame
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-- @tparam LuaPlayer player the player to draw the gui for
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-- @treturn LuaFrame the frame made/updated
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function left._prototype:first_open(player)
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local player = Game.get_player(player)
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local left_flow = mod_gui.get_frame_flow(player)
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local frame = nil
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if left_flow[self.name] then
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frame = left_flow[self.name]
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frame.clear()
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else
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frame = left_flow.add{type='frame',name=self.name,style=mod_gui.frame_style,caption=self.caption,direction='vertical'}
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frame.style.visible = false
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if is_type(self.open_on_join,'boolean') then frame.style.visible = self.open_on_join left_flow['gui-left-hide'].style.visible = true end
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end
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if is_type(self.draw,'function') then self.draw(frame) else frame.style.visible = false error('No Callback On '..self.name) end
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return frame
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end
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--- Toggles the visiblity of the gui based on some conditions
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-- @usage left:toggle(player) -- returns new state
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-- @tparam LuaPlayer player the player to toggle the gui for, remember there are condition which need to be met
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-- @treturn boolean the new state that the gui is in
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function left._prototype:toggle(player)
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local player = Game.get_player(player)
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local left_flow = mod_gui.get_frame_flow(player)
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if not left_flow[self.name] then self:first_open(player) end
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local left = left_flow[self.name]
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local open = false
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if is_type(self.can_open,'function') then
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local success, err = pcall(self.can_open,player)
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if not success then error(err)
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elseif err == true then open = true
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elseif global.over_ride_left_can_open then
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if is_type(Role,'table') then
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if Role.allowed(player,self.name) then open = true
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else open = {'ExpGamingCore_Gui.unauthorized'} end
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else open = true end
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else open = err end
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else
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if is_type(Role,'table') then
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if Role.allowed(player,self.name) then open = true
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else open = {'ExpGamingCore_Gui.unauthorized'} end
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else open = true end
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end
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if open == true and left.style.visible ~= true then
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left.style.visible = true
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left_flow['gui-left-hide'].style.visible = true
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else
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left.style.visible = false
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local count = 0
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for _,child in pairs(left_flow.children) do if child.style.visible then count = count+1 end if count > 1 then break end end
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if count == 1 then left_flow['gui-left-hide'].style.visible = false end
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end
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if open == false then player_return({'ExpGamingCore_Gui.cant-open-no-reason'},defines.textcolor.crit,player) player.play_sound{path='utility/cannot_build'}
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elseif open ~= true then player_return({'ExpGamingCore_Gui.cant-open',open},defines.textcolor.crit,player) player.play_sound{path='utility/cannot_build'} end
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return left.style.visible
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end
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left.on_player_joined_game = function(event)
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-- draws the left guis when a player first joins, fake_event is just because i am lazy
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local player = Game.get_player(event)
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local frames = Gui.data.left or {}
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left.hide(mod_gui.get_frame_flow(player)).style.maximal_width=15
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local done = {}
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for _,name in pairs(order_config) do
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local left = Gui.data.left[name]
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if left then
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done[name] = true
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left:first_open(player)
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end
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end
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for name,left in pairs(frames) do
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if not done[name] then left:first_open(player) end
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end
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end
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function left:on_init()
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if loaded_modules['ExpGamingCore.Role'] then Role = require('ExpGamingCore.Role') end
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end
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-- calling will attempt to add a new gui
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return setmetatable(left,{__call=function(self,...) return self.add(...) end}) |