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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/utils/gui.lua
2021-01-12 21:52:45 +01:00

308 lines
8.9 KiB
Lua

local Token = require 'utils.token'
local Event = require 'utils.event'
local Global = require 'utils.global'
local SpamProtection = require 'utils.spam_protection'
local tostring = tostring
local next = next
local Gui = {}
local data = {}
local element_map = {}
Gui.token =
Global.register(
{data = data, element_map = element_map},
function(tbl)
data = tbl.data
element_map = tbl.element_map
end
)
local top_elements = {}
local on_visible_handlers = {}
local on_pre_hidden_handlers = {}
function Gui.uid_name()
return tostring(Token.uid())
end
function Gui.uid()
return Token.uid()
end
-- Associates data with the LuaGuiElement. If data is nil then removes the data
function Gui.set_data(element, value)
local player_index = element.player_index
local values = data[player_index]
if value == nil then
if not values then
return
end
values[element.index] = nil
if next(values) == nil then
data[player_index] = nil
end
else
if not values then
values = {}
data[player_index] = values
end
values[element.index] = value
end
end
local set_data = Gui.set_data
-- Gets the Associated data with this LuaGuiElement if any.
function Gui.get_data(element)
local player_index = element.player_index
local values = data[player_index]
if not values then
return nil
end
return values[element.index]
end
local remove_data_recursively
-- Removes data associated with LuaGuiElement and its children recursively.
function Gui.remove_data_recursively(element)
set_data(element, nil)
local children = element.children
if not children then
return
end
for _, child in next, children do
if child.valid then
remove_data_recursively(child)
end
end
end
remove_data_recursively = Gui.remove_data_recursively
local remove_children_data
function Gui.remove_children_data(element)
local children = element.children
if not children then
return
end
for _, child in next, children do
if child.valid then
set_data(child, nil)
remove_children_data(child)
end
end
end
remove_children_data = Gui.remove_children_data
function Gui.destroy(element)
remove_data_recursively(element)
element.destroy()
end
function Gui.clear(element)
remove_children_data(element)
element.clear()
end
local function clear_invalid_data()
for _, player in pairs(game.connected_players) do
local player_index = player.index
local values = data[player_index]
if values then
for _, element in next, values do
if type(element) == 'table' then
for key, obj in next, element do
if type(obj) == 'table' and obj.valid ~= nil then
if not obj.valid then
element[key] = nil
end
end
end
end
end
end
end
end
Event.on_nth_tick(300, clear_invalid_data)
local function handler_factory(event_id)
local handlers
local function on_event(event)
local element = event.element
if not element or not element.valid then
return
end
local handler = handlers[element.name]
if not handler then
return
end
local player = game.get_player(event.player_index)
if not (player and player.valid) then
return
end
local is_spamming = SpamProtection.is_spamming(player, nil, 'UtilsGUI Handler')
if is_spamming and player.name ~= 'Gerkiz' then
return
end
event.player = player
handler(event)
end
return function(element_name, handler)
if not handlers then
handlers = {}
Event.add(event_id, on_event)
end
handlers[element_name] = handler
end
end
local function custom_handler_factory(handlers)
return function(element_name, handler)
handlers[element_name] = handler
end
end
local function custom_raise(handlers, element, player)
local handler = handlers[element.name]
if not handler then
return
end
handler({element = element, player = player})
end
-- Register a handler for the on_gui_checked_state_changed event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Gui.on_checked_state_changed = handler_factory(defines.events.on_gui_checked_state_changed)
-- Register a handler for the on_gui_click event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Gui.on_click = handler_factory(defines.events.on_gui_click)
-- Register a handler for the on_gui_closed event for a custom LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Gui.on_custom_close = handler_factory(defines.events.on_gui_closed)
-- Register a handler for the on_gui_elem_changed event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Gui.on_elem_changed = handler_factory(defines.events.on_gui_elem_changed)
-- Register a handler for the on_gui_selection_state_changed event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Gui.on_selection_state_changed = handler_factory(defines.events.on_gui_selection_state_changed)
-- Register a handler for the on_gui_text_changed event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Gui.on_text_changed = handler_factory(defines.events.on_gui_text_changed)
-- Register a handler for the on_gui_value_changed event for LuaGuiElements with element_name.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Gui.on_value_changed = handler_factory(defines.events.on_gui_value_changed)
-- Register a handler for when the player shows the top LuaGuiElements with element_name.
-- Assuming the element_name has been added with Gui.allow_player_to_toggle_top_element_visibility.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Gui.on_player_show_top = custom_handler_factory(on_visible_handlers)
-- Register a handler for when the player hides the top LuaGuiElements with element_name.
-- Assuming the element_name has been added with Gui.allow_player_to_toggle_top_element_visibility.
-- Can only have one handler per element name.
-- Guarantees that the element and the player are valid when calling the handler.
-- Adds a player field to the event table.
Gui.on_pre_player_hide_top = custom_handler_factory(on_pre_hidden_handlers)
if _DEBUG then
local concat = table.concat
local names = {}
Gui.names = names
function Gui.uid_name()
local info = debug.getinfo(2, 'Sl')
local filepath = info.source:match('^.+/currently%-playing/(.+)$'):sub(1, -5)
local line = info.currentline
local token = tostring(Token.uid())
local name = concat {token, ' - ', filepath, ':line:', line}
names[token] = name
return token
end
function Gui.set_data(element, value)
local player_index = element.player_index
local values = data[player_index]
if value == nil then
if not values then
return
end
local index = element.index
values[index] = nil
element_map[index] = nil
if next(values) == nil then
data[player_index] = nil
end
else
if not values then
values = {}
data[player_index] = values
end
local index = element.index
values[index] = value
element_map[index] = element
end
end
set_data = Gui.set_data
function Gui.data()
return data
end
function Gui.element_map()
return element_map
end
end
return Gui