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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-16 02:47:48 +02:00
ComfyFactorio/utils/gui/bottom_frame.lua

589 lines
17 KiB
Lua

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