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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-09-16 09:06:21 +02:00

minor fixes

fixed gui bug where you had to click twice
refactored rpg from .left to .screen
This commit is contained in:
Gerkiz
2020-08-15 13:32:47 +02:00
parent f6642c03f1
commit c60704303f
7 changed files with 131 additions and 104 deletions

View File

@@ -9,135 +9,161 @@ if admin = true, then tab is visible only for admins (usable for map-specific se
draw_map_scores would be a function with the player and the frame as arguments draw_map_scores would be a function with the player and the frame as arguments
]] ]]
local event = require 'utils.event' local event = require 'utils.event'
comfy_panel_tabs = {} comfy_panel_tabs = {}
local Public = {} local Public = {}
function Public.get_tabs(data) function Public.get_tabs(data)
return comfy_panel_tabs return comfy_panel_tabs
end end
function Public.comfy_panel_clear_left_gui(player) function Public.comfy_panel_clear_left_gui(player)
for _, child in pairs(player.gui.left.children) do for _, child in pairs(player.gui.left.children) do
child.visible = false child.destroy()
end end
end end
function Public.comfy_panel_restore_left_gui(player) function Public.comfy_panel_restore_left_gui(player)
for _, child in pairs(player.gui.left.children) do for _, child in pairs(player.gui.left.children) do
child.visible = true child.visible = true
end end
end
function Public.comfy_panel_clear_screen_gui(player)
for _, child in pairs(player.gui.screen.children) do
child.destroy()
end
end
function Public.comfy_panel_restore_screen_gui(player)
for _, child in pairs(player.gui.screen.children) do
child.visible = true
end
end end
function Public.comfy_panel_get_active_frame(player) function Public.comfy_panel_get_active_frame(player)
if not player.gui.left.comfy_panel then return false end if not player.gui.left.comfy_panel then
if not player.gui.left.comfy_panel.tabbed_pane.selected_tab_index then return player.gui.left.comfy_panel.tabbed_pane.tabs[1].content end return false
return player.gui.left.comfy_panel.tabbed_pane.tabs[player.gui.left.comfy_panel.tabbed_pane.selected_tab_index].content end
if not player.gui.left.comfy_panel.tabbed_pane.selected_tab_index then
return player.gui.left.comfy_panel.tabbed_pane.tabs[1].content
end
return player.gui.left.comfy_panel.tabbed_pane.tabs[player.gui.left.comfy_panel.tabbed_pane.selected_tab_index].content
end end
function Public.comfy_panel_refresh_active_tab(player) function Public.comfy_panel_refresh_active_tab(player)
local frame = Public.comfy_panel_get_active_frame(player) local frame = Public.comfy_panel_get_active_frame(player)
if not frame then return end if not frame then
comfy_panel_tabs[frame.name].gui(player, frame) return
end
comfy_panel_tabs[frame.name].gui(player, frame)
end end
local function top_button(player) local function top_button(player)
if player.gui.top["comfy_panel_top_button"] then return end if player.gui.top['comfy_panel_top_button'] then
local button = player.gui.top.add({type = "sprite-button", name = "comfy_panel_top_button", sprite = "item/raw-fish"}) return
button.style.minimal_height = 38 end
button.style.minimal_width = 38 local button =
button.style.padding = -2 player.gui.top.add({type = 'sprite-button', name = 'comfy_panel_top_button', sprite = 'item/raw-fish'})
button.style.minimal_height = 38
button.style.minimal_width = 38
button.style.padding = -2
end end
local function main_frame(player) local function main_frame(player)
local tabs = comfy_panel_tabs local tabs = comfy_panel_tabs
Public.comfy_panel_clear_left_gui(player) Public.comfy_panel_clear_left_gui(player)
local frame = player.gui.left.add({type = "frame", name = "comfy_panel"}) local frame = player.gui.left.add({type = 'frame', name = 'comfy_panel'})
frame.style.margin = 6 frame.style.margin = 6
local tabbed_pane = frame.add({type = "tabbed-pane", name = "tabbed_pane"}) local tabbed_pane = frame.add({type = 'tabbed-pane', name = 'tabbed_pane'})
for name, func in pairs(tabs) do for name, func in pairs(tabs) do
if func.admin == true then if func.admin == true then
if player.admin then if player.admin then
local tab = tabbed_pane.add({type = "tab", caption = name}) local tab = tabbed_pane.add({type = 'tab', caption = name})
local frame = tabbed_pane.add({type = "frame", name = name, direction = "vertical"}) local frame = tabbed_pane.add({type = 'frame', name = name, direction = 'vertical'})
frame.style.minimal_height = 480 frame.style.minimal_height = 480
frame.style.maximal_height = 480 frame.style.maximal_height = 480
frame.style.minimal_width = 800 frame.style.minimal_width = 800
frame.style.maximal_width = 800 frame.style.maximal_width = 800
tabbed_pane.add_tab(tab, frame) tabbed_pane.add_tab(tab, frame)
end end
else else
local tab = tabbed_pane.add({type = "tab", caption = name}) local tab = tabbed_pane.add({type = 'tab', caption = name})
local frame = tabbed_pane.add({type = "frame", name = name, direction = "vertical"}) local frame = tabbed_pane.add({type = 'frame', name = name, direction = 'vertical'})
frame.style.minimal_height = 480 frame.style.minimal_height = 480
frame.style.maximal_height = 480 frame.style.maximal_height = 480
frame.style.minimal_width = 800 frame.style.minimal_width = 800
frame.style.maximal_width = 800 frame.style.maximal_width = 800
tabbed_pane.add_tab(tab, frame) tabbed_pane.add_tab(tab, frame)
end end
end end
local tab = tabbed_pane.add({type = "tab", name = "comfy_panel_close", caption = "X"}) local tab = tabbed_pane.add({type = 'tab', name = 'comfy_panel_close', caption = 'X'})
tab.style.maximal_width = 32 tab.style.maximal_width = 32
local frame = tabbed_pane.add({type = "frame", name = name, direction = "vertical"}) local frame = tabbed_pane.add({type = 'frame', name = name, direction = 'vertical'})
tabbed_pane.add_tab(tab, frame) tabbed_pane.add_tab(tab, frame)
for _, child in pairs(tabbed_pane.children) do for _, child in pairs(tabbed_pane.children) do
child.style.padding = 8 child.style.padding = 8
child.style.left_padding = 2 child.style.left_padding = 2
child.style.right_padding = 2 child.style.right_padding = 2
end end
Public.comfy_panel_refresh_active_tab(player) Public.comfy_panel_refresh_active_tab(player)
end end
function Public.comfy_panel_call_tab(player, name) function Public.comfy_panel_call_tab(player, name)
main_frame(player) main_frame(player)
local tabbed_pane = player.gui.left.comfy_panel.tabbed_pane local tabbed_pane = player.gui.left.comfy_panel.tabbed_pane
for key, v in pairs(tabbed_pane.tabs) do for key, v in pairs(tabbed_pane.tabs) do
if v.tab.caption == name then if v.tab.caption == name then
tabbed_pane.selected_tab_index = key tabbed_pane.selected_tab_index = key
Public.comfy_panel_refresh_active_tab(player) Public.comfy_panel_refresh_active_tab(player)
end end
end end
end end
local function on_player_joined_game(event) local function on_player_joined_game(event)
top_button(game.players[event.player_index]) top_button(game.players[event.player_index])
end end
local function on_gui_click(event) local function on_gui_click(event)
if not event.element then return end if not event.element then
if not event.element.valid then return end return
local player = game.players[event.player_index] end
if not event.element.valid then
return
end
local player = game.players[event.player_index]
if event.element.name == "comfy_panel_top_button" then if event.element.name == 'comfy_panel_top_button' then
if player.gui.left.comfy_panel then if player.gui.left.comfy_panel then
player.gui.left.comfy_panel.destroy() player.gui.left.comfy_panel.destroy()
Public.comfy_panel_restore_left_gui(player) return
return else
else Public.comfy_panel_clear_screen_gui(player)
main_frame(player) main_frame(player)
return return
end end
end end
if event.element.caption == "X" and event.element.name == "comfy_panel_close" then if event.element.caption == 'X' and event.element.name == 'comfy_panel_close' then
player.gui.left.comfy_panel.destroy() player.gui.left.comfy_panel.destroy()
Public.comfy_panel_restore_left_gui(player) return
return end
end
if not event.element.caption then return end if not event.element.caption then
if event.element.type ~= "tab" then return end return
Public.comfy_panel_refresh_active_tab(player) end
if event.element.type ~= 'tab' then
return
end
Public.comfy_panel_refresh_active_tab(player)
end end
event.add(defines.events.on_player_joined_game, on_player_joined_game) event.add(defines.events.on_player_joined_game, on_player_joined_game)

View File

@@ -127,7 +127,7 @@ local function hide_rpg(player, show)
local rpg_settings = RPG_T.settings_frame_name local rpg_settings = RPG_T.settings_frame_name
local rpg_b = player.gui.top[rpg_button] local rpg_b = player.gui.top[rpg_button]
local rpg_f = player.gui.left[rpg_frame] local rpg_f = player.gui.screen[rpg_frame]
local rpg_s = player.gui.screen[rpg_settings] local rpg_s = player.gui.screen[rpg_settings]
if show then if show then

View File

@@ -214,7 +214,7 @@ local function on_player_changed_surface(event)
local info = player.gui.top[main_button_name] local info = player.gui.top[main_button_name]
local wd = player.gui.top['wave_defense'] local wd = player.gui.top['wave_defense']
local rpg_b = player.gui.top[rpg_button] local rpg_b = player.gui.top[rpg_button]
local rpg_f = player.gui.left[rpg_frame] local rpg_f = player.gui.screen[rpg_frame]
local rpg_s = player.gui.screen[rpg_settings] local rpg_s = player.gui.screen[rpg_settings]
local diff = player.gui.top['difficulty_gui'] local diff = player.gui.top['difficulty_gui']
local charging = player.gui.top['charging_station'] local charging = player.gui.top['charging_station']

View File

@@ -560,7 +560,8 @@ function Public.validate_owner(ic, player, entity)
local p = game.players[car.owner] local p = game.players[car.owner]
if p then if p then
if car.owner ~= player.index and player.driving then if car.owner ~= player.index and player.driving then
return Utils.print_to(nil, '{Car} ' .. player.name .. ' is driving ' .. p.name .. '´s car.') player.driving = false
return Utils.print_to(nil, '{Car} ' .. player.name .. ' tried to drive ' .. p.name .. '´s car.')
end end
end end
end end

View File

@@ -121,7 +121,7 @@ local function level_up(player)
rpg_t[player.index].points_to_distribute = rpg_t[player.index].points_to_distribute + distribute_points_gain rpg_t[player.index].points_to_distribute = rpg_t[player.index].points_to_distribute + distribute_points_gain
RPG_GUI.update_char_button(player) RPG_GUI.update_char_button(player)
table.shuffle_table(rpg_frame_icons) table.shuffle_table(rpg_frame_icons)
if player.gui.left[main_frame_name] then if player.gui.screen[main_frame_name] then
RPG_GUI.toggle(player, true) RPG_GUI.toggle(player, true)
end end
Public.level_up_effects(player) Public.level_up_effects(player)
@@ -225,8 +225,8 @@ function Public.update_mana(player)
return return
end end
if player.gui.left[main_frame_name] then if player.gui.screen[main_frame_name] then
local f = player.gui.left[main_frame_name] local f = player.gui.screen[main_frame_name]
local data = Gui.get_data(f) local data = Gui.get_data(f)
if data.mana and data.mana.valid then if data.mana and data.mana.valid then
data.mana.caption = rpg_t[player.index].mana data.mana.caption = rpg_t[player.index].mana
@@ -271,8 +271,8 @@ function Public.reward_mana(player, mana_to_add)
return return
end end
if player.gui.left[main_frame_name] then if player.gui.screen[main_frame_name] then
local f = player.gui.left[main_frame_name] local f = player.gui.screen[main_frame_name]
local data = Gui.get_data(f) local data = Gui.get_data(f)
if data.mana and data.mana.valid then if data.mana and data.mana.valid then
data.mana.caption = rpg_t[player.index].mana data.mana.caption = rpg_t[player.index].mana
@@ -306,8 +306,8 @@ function Public.update_health(player)
return return
end end
if player.gui.left[main_frame_name] then if player.gui.screen[main_frame_name] then
local f = player.gui.left[main_frame_name] local f = player.gui.screen[main_frame_name]
local data = Gui.get_data(f) local data = Gui.get_data(f)
if data.health and data.health.valid then if data.health and data.health.valid then
data.health.caption = (math.round(player.character.health * 10) / 10) data.health.caption = (math.round(player.character.health * 10) / 10)

View File

@@ -169,7 +169,7 @@ local function draw_main_frame(player)
end end
local main_frame = local main_frame =
player.gui.left.add( player.gui.screen.add(
{ {
type = 'frame', type = 'frame',
name = main_frame_name, name = main_frame_name,
@@ -177,6 +177,7 @@ local function draw_main_frame(player)
direction = 'vertical' direction = 'vertical'
} }
) )
main_frame.location = {x = 1, y = 40}
local data = {} local data = {}
local rpg_extra = RPG.get('rpg_extra') local rpg_extra = RPG.get('rpg_extra')
@@ -533,9 +534,8 @@ function Public.update_player_stats(player)
end end
function Public.toggle(player, recreate) function Public.toggle(player, recreate)
local left = player.gui.left
local screen = player.gui.screen local screen = player.gui.screen
local main_frame = left[main_frame_name] local main_frame = screen[main_frame_name]
if recreate and main_frame then if recreate and main_frame then
remove_main_frame(main_frame, screen) remove_main_frame(main_frame, screen)
@@ -672,7 +672,7 @@ Gui.on_click(
remove_settings_frame(event.element) remove_settings_frame(event.element)
if player.gui.left[main_frame_name] then if player.gui.screen[main_frame_name] then
toggle(player, true) toggle(player, true)
end end
end end

View File

@@ -370,8 +370,8 @@ local function give_player_flameboots(player)
if rpg_t[player.index].mana <= 0 then if rpg_t[player.index].mana <= 0 then
rpg_t[player.index].mana = 0 rpg_t[player.index].mana = 0
end end
if player.gui.left[main_frame_name] then if player.gui.screen[main_frame_name] then
local f = player.gui.left[main_frame_name] local f = player.gui.screen[main_frame_name]
local data = Gui.get_data(f) local data = Gui.get_data(f)
if data.mana and data.mana.valid then if data.mana and data.mana.valid then
data.mana.caption = rpg_t[player.index].mana data.mana.caption = rpg_t[player.index].mana
@@ -699,8 +699,8 @@ local function on_pre_player_mined_item(event)
xp_amount = (1.5 + event.entity.prototype.max_health * 0.0035) * distance_multiplier xp_amount = (1.5 + event.entity.prototype.max_health * 0.0035) * distance_multiplier
end end
if player.gui.left[main_frame_name] then if player.gui.screen[main_frame_name] then
local f = player.gui.left[main_frame_name] local f = player.gui.screen[main_frame_name]
local data = Gui.get_data(f) local data = Gui.get_data(f)
if data.exp_gui and data.exp_gui.valid then if data.exp_gui and data.exp_gui.valid then
data.exp_gui.caption = math.floor(rpg_t[player.index].xp) data.exp_gui.caption = math.floor(rpg_t[player.index].xp)