mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-16 02:47:48 +02:00
589 lines
17 KiB
Lua
589 lines
17 KiB
Lua
local Event = require 'utils.event'
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local Global = require 'utils.global'
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local Gui = require 'utils.gui'
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local Task = require 'utils.task_token'
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local this = {
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players = {},
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storage = {},
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activate_custom_buttons = false,
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bottom_quickbar_button = {}
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}
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Global.register(
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this,
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function (t)
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this = t
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end
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)
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--- Events generated by the bottom frame module.
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-- @table events
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-- @field bottom_quickbar_respawn_raise The event triggered when the bottom quickbar is respawned or raised.
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-- @field bottom_quickbar_location_changed The event triggered when the location of the bottom quickbar is changed.
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local Public = {
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events = {
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bottom_quickbar_respawn_raise = Event.generate_event_name('bottom_quickbar_respawn_raise'),
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bottom_quickbar_location_changed = Event.generate_event_name('bottom_quickbar_location_changed')
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}
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}
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local set_location
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local destroy_frame
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local remove_player
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local get_player_data
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local main_frame_name = Gui.uid_name()
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local sections = {
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[1] = 1,
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[2] = 1,
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[3] = 2,
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[4] = 2,
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[5] = 3,
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[6] = 3,
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[7] = 4,
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[8] = 4,
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[9] = 5,
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[10] = 5,
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[11] = 6,
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[12] = 6
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}
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local check_bottom_buttons_token =
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Task.register(
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function (event)
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local player_index = event.player_index
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local player = game.get_player(player_index)
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if not player or not player.valid then
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return
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end
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local player_data, storage_data = get_player_data(player)
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if not player_data or not storage_data or not next(storage_data) then
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destroy_frame(player)
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remove_player(player.index)
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return
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end
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end
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)
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remove_player = function (index)
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this.players[index] = nil
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this.storage[index] = nil
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this.bottom_quickbar_button[index] = nil
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end
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get_player_data = function (player, remove_user_data)
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if remove_user_data then
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this.players[player.index] = nil
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this.storage[player.index] = nil
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return
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end
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if not this.players[player.index] then
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this.players[player.index] = {
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state = 'bottom_right',
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section = {},
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direction = 'vertical',
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row_index = 1,
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row_selection = 1,
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row_selection_added = 1
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}
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this.storage[player.index] = {}
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end
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return this.players[player.index], this.storage[player.index]
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end
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--- Refreshes all inner frames for a given player
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local function refresh_inner_frames(player)
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if not player or not player.valid then
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return
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end
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local player_data, storage_data = get_player_data(player)
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if not player_data or not storage_data or not player_data.frame or not player_data.frame.valid then
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return
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end
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local main_frame = player_data.frame
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local horizontal_flow = main_frame.add { type = 'flow', direction = 'horizontal' }
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horizontal_flow.style.horizontal_spacing = 0
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for row_index, row_index_data in pairs(storage_data) do
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if row_index_data and type(row_index_data) == 'table' then
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local section_row_index = player_data.section[row_index]
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local vertical_flow = horizontal_flow.add { type = 'flow', direction = 'vertical' }
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vertical_flow.style.vertical_spacing = 0
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if not section_row_index then
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player_data.section[row_index] = {}
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section_row_index = player_data.section[row_index]
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end
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if not section_row_index.inside_frame or not section_row_index.inside_frame.valid then
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section_row_index.inner_frame = vertical_flow
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end
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for row_selection, row_selection_data in pairs(row_index_data) do
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if section_row_index[row_selection] and section_row_index[row_selection].valid then
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section_row_index[row_selection].destroy()
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end
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section_row_index[row_selection] =
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section_row_index.inner_frame.add {
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type = 'sprite-button',
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sprite = row_selection_data.sprite,
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name = row_selection_data.name,
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tooltip = row_selection_data.tooltip or '',
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style = 'quick_bar_page_button'
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}
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end
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end
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end
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end
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local refresh_inner_frames_token =
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Task.register(
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function (event)
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local player_index = event.player_index
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local player = game.get_player(player_index)
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if not player or not player.valid then
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return
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end
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refresh_inner_frames(player)
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end
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)
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---Adds a new inner frame to the bottom frame
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-- local BottomFrame = require 'utils.gui.bottom_frame'
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-- BottomFrame.add_inner_frame({player = player, element_name = Gui.uid_name(), tooltip = 'Some tooltip', sprite = 'item/raw-fish' })
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---@param data any
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local function add_inner_frame(data)
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if not data then
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return
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end
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local player = data.player
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local element_name = data.element_name
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local tooltip = data.tooltip
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local sprite = data.sprite
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if not player or not player.valid then
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return error('Given player was not valid', 2)
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end
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if not element_name then -- the element_name to pick from the row_selection
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return error('Element name is missing', 2)
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end
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if not sprite then
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return error('Sprite is missing', 2)
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end
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local player_data, storage_data = get_player_data(player)
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if not player_data or not storage_data or not player_data.frame or not player_data.frame.valid then
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return
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end
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if player_data.row_index > 6 then
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return error('Having more than 6 rows is currently not supported.', 2)
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end
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local found = false
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for _, row_index_data in pairs(storage_data) do
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if row_index_data and type(row_index_data) == 'table' then
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for _, row_selection_data in pairs(row_index_data) do
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if row_selection_data and row_selection_data.name == element_name then
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found = true
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end
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end
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end
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end
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if found then
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return
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end
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player_data.row_index = sections[player_data.row_selection_added]
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if not storage_data[player_data.row_index] then
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storage_data[player_data.row_index] = {}
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end
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local storage_data_section = storage_data[player_data.row_index]
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storage_data_section[player_data.row_selection] = {
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name = element_name,
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sprite = sprite,
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tooltip = tooltip
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}
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player_data.row_selection = player_data.row_selection + 1
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player_data.row_selection_added = player_data.row_selection_added + 1
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player_data.row_selection = player_data.row_selection > 2 and 1 or player_data.row_selection
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Task.priority_delay(2, refresh_inner_frames_token, { player_index = player.index })
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end
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destroy_frame = function (player)
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local gui = player.gui
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local frame = gui.screen[main_frame_name]
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if frame and frame.valid then
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frame.destroy()
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end
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end
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--- Creates a new frame
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---@param player LuaPlayer
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---@param alignment string
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---@param location table
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---@param data any
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---@return unknown
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local function create_frame(player, alignment, location, data)
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local gui = player.gui
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local frame = gui.screen[main_frame_name]
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if frame and frame.valid then
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destroy_frame(player)
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end
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alignment = alignment or 'vertical'
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frame =
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player.gui.screen.add {
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type = 'frame',
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name = main_frame_name,
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direction = alignment
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}
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if data.visible ~= nil then
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if data.visible then
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frame.visible = true
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else
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frame.visible = false
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end
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end
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frame.style.padding = 3
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frame.style.top_padding = 4
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if alignment == 'vertical' then
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frame.style.minimal_height = 96
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end
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local inner_frame =
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frame.add {
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type = 'frame',
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direction = alignment
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}
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inner_frame.style = 'quick_bar_inner_panel'
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frame.location = location
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if data.portable then
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frame.caption = '•'
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end
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if data.top then
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frame.visible = false
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else
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frame.visible = true
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end
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data.frame = inner_frame
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data.parent = frame
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data.section = data.section or {}
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data.section_data = data.section_data or {}
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data.alignment = alignment
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Task.priority_delay(5, check_bottom_buttons_token, { player_index = player.index })
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return frame
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end
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set_location = function (player, state)
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local data = get_player_data(player)
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local alignment = 'vertical'
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local location
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local resolution = player.display_resolution
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local scale = player.display_scale
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state = state or data.state
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if state == 'bottom_left' then
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if data.above then
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location = {
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x = (resolution.width / 2) - ((259) * scale),
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y = (resolution.height - (-12 + (40 * 5) * scale))
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}
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alignment = 'horizontal'
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else
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location = {
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-- x = (resolution.width / 2) - ((54 + 528 - 44) * scale),
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x = (resolution.width / 2) - ((455 + (data.row_index * 40)) * scale),
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y = (resolution.height - (96 * scale))
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}
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end
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data.bottom_state = 'bottom_left'
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elseif state == 'bottom_right' then
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if data.above then
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location = {
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-- x = (resolution.width / 2) - ((-262 - (40 * t[data.row_index])) * scale),
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x = (resolution.width / 2) - ((-460 + (data.row_index * 40)) * scale),
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y = (resolution.height - (-12 + (40 * 5) * scale))
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}
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alignment = 'horizontal'
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else
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location = {
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x = (resolution.width / 2) - ((54 + -689) * scale),
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y = (resolution.height - (96 * scale))
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}
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end
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data.bottom_state = 'bottom_right'
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else
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location = {
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x = (resolution.width / 2) - ((54 + -528) * scale),
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y = (resolution.height - (96 * scale))
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}
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end
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Event.raise(Public.events.bottom_quickbar_location_changed, { player_index = player.index, data = data })
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data.state = state
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create_frame(player, alignment, location, data)
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refresh_inner_frames(player)
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end
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--- Sets then frame location of the given player
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---@param player LuaPlayer?
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---@param value boolean
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local function set_top(player, value)
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local data = get_player_data(player)
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data.top = value or false
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Public.set_location(player, 'bottom_right')
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end
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--- Returns the current frame location of the given player
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---@param player LuaPlayer
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---@return table|nil
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local function get_location(player)
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local data = get_player_data(player)
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return data and data.state or nil
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end
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--- Activates the custom buttons
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---@param value boolean
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function Public.activate_custom_buttons(value)
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this.activate_custom_buttons = value or false
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end
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--- Checks if custom buttons are enabled.
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--- @return boolean: True if custom buttons are enabled, false otherwise.
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function Public.is_custom_buttons_enabled()
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return this.activate_custom_buttons
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end
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--- Toggles the player frame.
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--- @param player LuaPlayer: The player entity.
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--- @param state boolean: The state to set for the player frame.
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function Public.toggle_player_frame(player, state)
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local gui = player.gui
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local frame = gui.screen[main_frame_name]
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if frame and frame.valid then
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local data = get_player_data(player)
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if state then
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data.visible = true
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frame.visible = true
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else
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data.visible = false
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frame.visible = false
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end
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end
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end
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--- Returns the current frame of the given player
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---@param player LuaPlayer
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---@param section_name string
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---@return table|boolean|nil
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function Public.get_section(player, section_name)
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local data = get_player_data(player)
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local section = data.section
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if not section then
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return false
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end
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for _, section_tbl in pairs(section) do
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if not section_tbl or not next(section_tbl) then
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break
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end
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for _, section_data in pairs(section_tbl) do
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if section_data and section_data.valid and section_data.name == section_name then
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return section_data
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end
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end
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end
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end
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--- Retrieves the value associated with the specified key.
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--- @param key any The key to retrieve the value for.
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--- @return any The value associated with the key.
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function Public.get(key)
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if key then
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return this[key]
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else
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return this
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end
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end
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--- Sets the value of a given key.
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--- @param key any The key to set.
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--- @param value any The value to set for the key.
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function Public.set(key, value)
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if key and (value or value == false) then
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this[key] = value
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return this[key]
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elseif key then
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return this[key]
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else
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return this
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end
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end
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--- Resets the bottom frame.
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function Public.reset()
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local players = game.players
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for i = 1, #players do
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local player = players[i]
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if player and player.valid then
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if not player.connected then
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this.players[player.index] = nil
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this.storage[player.index] = nil
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end
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end
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end
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end
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Event.add(
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defines.events.on_player_joined_game,
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function (event)
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if this.activate_custom_buttons then
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local player = game.get_player(event.player_index)
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local data = get_player_data(player)
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set_location(player, data.state)
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end
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end
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)
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Event.add(
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defines.events.on_player_display_resolution_changed,
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function (event)
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if this.activate_custom_buttons then
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local player = game.get_player(event.player_index)
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local data = get_player_data(player)
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set_location(player, data.state)
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end
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end
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)
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Event.add(
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defines.events.on_player_display_scale_changed,
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function (event)
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local player = game.get_player(event.player_index)
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if this.activate_custom_buttons then
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local data = get_player_data(player)
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set_location(player, data.state)
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end
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end
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)
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Event.add(
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defines.events.on_pre_player_left_game,
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function (event)
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local player = game.get_player(event.player_index)
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destroy_frame(player)
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if this.activate_custom_buttons then
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get_player_data(player, true)
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end
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end
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)
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Event.add(
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defines.events.on_player_left_game,
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function (event)
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local player = game.get_player(event.player_index)
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destroy_frame(player)
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if this.activate_custom_buttons then
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get_player_data(player, true)
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end
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end
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)
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Event.add(
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defines.events.on_pre_player_died,
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function (event)
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if this.activate_custom_buttons then
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local player = game.get_player(event.player_index)
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destroy_frame(player)
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end
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end
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)
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Event.add(
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defines.events.on_player_respawned,
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function (event)
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if this.activate_custom_buttons then
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local player = game.get_player(event.player_index)
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local data = get_player_data(player)
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set_location(player, data.state)
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end
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end
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)
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Event.add(
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defines.events.on_player_removed,
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function (event)
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remove_player(event.player_index)
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end
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)
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Event.add(
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Public.events.bottom_quickbar_respawn_raise,
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function (event)
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if not event or not event.player_index then
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return
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end
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if this.activate_custom_buttons then
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local player = game.get_player(event.player_index)
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local data = get_player_data(player)
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set_location(player, data.state)
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end
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end
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)
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Event.add(
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Public.events.bottom_quickbar_location_changed,
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function (event)
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if not event or not event.player_index then
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return
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end
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if this.activate_custom_buttons then
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local player = game.get_player(event.player_index)
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local data = get_player_data(player)
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if data.frame and data.frame.valid then
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if data.top then
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data.frame.visible = false
|
|
else
|
|
data.frame.visible = true
|
|
end
|
|
end
|
|
end
|
|
end
|
|
)
|
|
|
|
Public.main_frame_name = main_frame_name
|
|
Public.get_player_data = get_player_data
|
|
Public.remove_player = remove_player
|
|
Public.set_location = set_location
|
|
Public.get_location = get_location
|
|
Public.set_top = set_top
|
|
Public.add_inner_frame = add_inner_frame
|
|
Gui.screen_to_bypass(main_frame_name)
|
|
|
|
return Public
|