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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00
ComfyFactorio/utils/gui.lua
2022-10-26 00:05:47 +02:00

835 lines
24 KiB
Lua

local Token = require 'utils.token'
local Event = require 'utils.event'
local Global = require 'utils.global'
local mod_gui = require('__core__/lualib/mod-gui')
local Server = require 'utils.server'
local SpamProtection = require 'utils.spam_protection'
local tostring = tostring
local next = next
local Public = {}
-- local to this file
local main_gui_tabs = {}
local screen_elements = {}
local on_visible_handlers = {}
local on_pre_hidden_handlers = {}
-- global
local data = {}
local element_map = {}
local settings = {
mod_gui_top_frame = false,
disabled_tabs = {}
}
Public.token =
Global.register(
{data = data, element_map = element_map, settings = settings},
function(tbl)
data = tbl.data
element_map = tbl.element_map
settings = tbl.settings
end
)
Public.beam = 'file/utils/files/beam.png'
Public.settings_white_icon = 'file/utils/files/settings-white.png'
Public.settings_black_icon = 'file/utils/files/settings-black.png'
Public.pin_white_icon = 'file/utils/files/pin-white.png'
Public.pin_black_icon = 'file/utils/files/pin-black.png'
Public.infinite_icon = 'file/utils/files/infinity.png'
Public.arrow_up_icon = 'file/utils/files/arrow-up.png'
Public.arrow_down_icon = 'file/utils/files/arrow-down.png'
Public.info_icon = 'file/utils/files/info.png'
function Public.uid_name()
return tostring(Token.uid())
end
function Public.uid()
return Token.uid()
end
local main_frame_name = Public.uid_name()
local main_button_name = Public.uid_name()
local close_button_name = Public.uid_name()
Public.top_main_gui_button = main_button_name
Public.main_frame_name = main_frame_name
--- Verifies if a frame is valid and destroys it.
---@param align userdata
---@param frame userdata
local function validate_frame_and_destroy(align, frame)
local get_frame = align[frame]
if get_frame and get_frame.valid then
get_frame.destroy()
end
end
-- Associates data with the LuaGuiElement. If data is nil then removes the data
function Public.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 = Public.set_data
-- Gets the Associated data with this LuaGuiElement if any.
function Public.get_data(element)
if not element then
return
end
local player_index = element.player_index
local values = data[player_index]
if not values then
return nil
end
return values[element.index]
end
-- Adds a gui that is alike the factorio native gui.
function Public.add_main_frame_with_toolbar(player, align, set_frame_name, set_settings_button_name, close_main_frame_name, name, info, inside_table_count)
if not align then
return
end
local main_frame
if align == 'left' then
validate_frame_and_destroy(player.gui.left, set_frame_name)
main_frame = player.gui.left.add {type = 'frame', name = set_frame_name, direction = 'vertical'}
elseif align == 'center' then
validate_frame_and_destroy(player.gui.center, set_frame_name)
main_frame = player.gui.center.add {type = 'frame', name = set_frame_name, direction = 'vertical'}
elseif align == 'screen' then
validate_frame_and_destroy(player.gui.screen, set_frame_name)
main_frame = player.gui.screen.add {type = 'frame', name = set_frame_name, direction = 'vertical'}
end
local titlebar = main_frame.add {type = 'flow', name = 'titlebar', direction = 'horizontal'}
titlebar.style.horizontal_spacing = 8
titlebar.style = 'horizontal_flow'
if align == 'screen' then
titlebar.drag_target = main_frame
end
titlebar.add {
type = 'label',
name = 'main_label',
style = 'frame_title',
caption = name,
ignored_by_interaction = true
}
local widget = titlebar.add {type = 'empty-widget', style = 'draggable_space', ignored_by_interaction = true}
widget.style.left_margin = 4
widget.style.right_margin = 4
widget.style.height = 24
widget.style.horizontally_stretchable = true
if set_settings_button_name then
if not info then
titlebar.add {
type = 'sprite-button',
name = set_settings_button_name,
style = 'frame_action_button',
sprite = Public.settings_white_icon,
mouse_button_filter = {'left'},
hovered_sprite = Public.settings_black_icon,
clicked_sprite = Public.settings_black_icon,
tooltip = 'Settings',
tags = {
action = 'open_settings_gui'
}
}
else
titlebar.add {
type = 'sprite-button',
name = set_settings_button_name,
style = 'frame_action_button',
sprite = Public.info_icon,
mouse_button_filter = {'left'},
hovered_sprite = Public.info_icon,
clicked_sprite = Public.info_icon,
tooltip = 'Info',
tags = {
action = 'open_settings_gui'
}
}
end
end
if close_main_frame_name then
titlebar.add {
type = 'sprite-button',
name = close_main_frame_name,
style = 'frame_action_button',
mouse_button_filter = {'left'},
sprite = 'utility/close_white',
hovered_sprite = 'utility/close_black',
clicked_sprite = 'utility/close_black',
tooltip = 'Close',
tags = {
action = 'close_main_frame_gui'
}
}
end
local inside_frame =
main_frame.add {
type = 'frame',
style = 'inside_shallow_frame'
}
local inside_frame_style = inside_frame.style
inside_frame_style.vertically_stretchable = true
inside_frame_style.maximal_height = 800
local inside_table =
inside_frame.add {
type = 'table',
column_count = 1 or inside_table_count,
name = 'inside_frame'
}
inside_table.style.padding = 3
return main_frame, inside_table
end
local remove_data_recursively
-- Removes data associated with LuaGuiElement and its children recursively.
function Public.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 = Public.remove_data_recursively
local remove_children_data
function Public.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 = Public.remove_children_data
function Public.destroy(element)
remove_data_recursively(element)
element.destroy()
end
function Public.clear(element)
remove_children_data(element)
element.clear()
end
local function clear_invalid_data()
if settings.disable_clear_invalid_data then
return
end
for _, player in pairs(game.players) do
local player_index = player.index
local values = data[player_index]
if values then
for k, 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
if type(element) == 'userdata' and not element.valid then
values[k] = nil
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
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
--luacheck: ignore custom_raise
---@diagnostic disable-next-line: unused-function, unused-local
local function custom_raise(handlers, element, player)
local handler = handlers[element.name]
if not handler then
return
end
handler({element = element, player = player})
end
-- Disabled the handler so it does not clean then data table of invalid data.
function Public.set_disable_clear_invalid_data(value)
settings.disable_clear_invalid_data = value or false
end
-- Gets state if the cleaner handler is active or false
function Public.get_disable_clear_invalid_data()
return settings.disable_clear_invalid_data
end
-- Disable a gui.
---@param frame_name string
---@param state boolean?
function Public.set_disabled_tab(frame_name, state)
if not frame_name then
return
end
settings.disabled_tabs[frame_name] = state or false
end
-- Fetches if a gui is disabled.
---@param frame_name string
function Public.get_disabled_tab(frame_name)
if not frame_name then
return
end
return settings.disabled_tabs[frame_name]
end
-- Fetches the main frame name
function Public.get_main_frame(player)
if not player then
return false
end
local left = player.gui.left
local frame = left[main_frame_name]
if frame and frame.valid then
local inside_frame = frame.children[2]
if inside_frame and inside_frame.valid then
local inside_table = inside_frame.children[1]
if inside_table and inside_table.valid then
return inside_table
end
end
return false
end
return false
end
-- Fetches the parent frame name
function Public.get_parent_frame(player)
if not player then
return false
end
local left = player.gui.left
local frame = left[main_frame_name]
if frame and frame.valid then
return frame
end
return false
end
--- This adds the given gui to the top gui.
---@param player userdata
---@param frame userdata|table
function Public.add_mod_button(player, frame)
if Public.get_button_flow(player)[frame.name] and Public.get_button_flow(player)[frame.name].valid then
return
end
Public.get_button_flow(player).add(frame)
end
---@param state boolean
--- If we should use the new mod gui or not
function Public.set_mod_gui_top_frame(state)
settings.mod_gui_top_frame = state or false
end
--- Get mod_gui_top_frame
function Public.get_mod_gui_top_frame()
return settings.mod_gui_top_frame
end
--- This adds the given gui to the main gui.
---@param tbl table
function Public.add_tab_to_gui(tbl)
if not tbl then
return
end
if not tbl.name then
return
end
if not tbl.caption then
return
end
if not tbl.id then
return
end
local admin = tbl.admin or false
local only_server_sided = tbl.only_server_sided or false
if not main_gui_tabs[tbl.caption] then
main_gui_tabs[tbl.caption] = {id = tbl.id, name = tbl.name, admin = admin, only_server_sided = only_server_sided}
else
error('Given name: ' .. tbl.caption .. ' already exists in table.')
end
end
function Public.screen_to_bypass(elem)
screen_elements[elem] = true
return screen_elements
end
--- Fetches the main gui tabs. You are forbidden to write as this is local.
---@param key string
function Public.get(key)
if key then
return main_gui_tabs[key]
else
return main_gui_tabs
end
end
function Public.clear_main_frame(player)
if not player then
return
end
local frame = Public.get_main_frame(player)
if frame then
frame.destroy()
end
end
function Public.clear_all_center_frames(player)
for _, child in pairs(player.gui.center.children) do
child.destroy()
end
end
function Public.clear_all_screen_frames(player)
for _, child in pairs(player.gui.screen.children) do
if not screen_elements[child.name] then
child.destroy()
end
end
end
function Public.clear_all_active_frames(player)
for _, child in pairs(player.gui.left.children) do
child.destroy()
end
for _, child in pairs(player.gui.screen.children) do
if not screen_elements[child.name] then
child.destroy()
end
end
end
function Public.get_player_active_frame(player)
local main_frame = Public.get_main_frame(player)
if not main_frame then
return false
end
local panel = main_frame.tabbed_pane
if not panel then
return
end
local index = panel.selected_tab_index
if not index then
return panel.tabs[1].content
end
return panel.tabs[index].content
end
local function get_player_active_tab(player)
local main_frame = Public.get_main_frame(player)
if not main_frame then
return false
end
local panel = main_frame.tabbed_pane
if not panel then
return
end
local index = panel.selected_tab_index
if not index then
return panel.tabs[1].tab, panel.tabs[1].content
end
return panel.tabs[index].tab, panel.tabs[index].content
end
function Public.reload_active_tab(player, forced)
local is_spamming = SpamProtection.is_spamming(player, nil, 'Reload active tab')
if is_spamming and not forced then
return
end
local frame, main_tab = get_player_active_tab(player)
if not frame then
return
end
local tab = main_gui_tabs[frame.caption]
if not tab then
return
end
local id = tab.id
if not id then
return
end
local func = Token.get(id)
local d = {
player = player,
frame = main_tab
}
return func(d)
end
local function top_button(player)
if settings.mod_gui_top_frame then
Public.add_mod_button(player, {type = 'sprite-button', name = main_button_name, sprite = 'item/raw-fish'})
else
if player.gui.top[main_button_name] then
return
end
local button = player.gui.top.add({type = 'sprite-button', name = main_button_name, sprite = 'item/raw-fish'})
button.style.minimal_height = 38
button.style.maximal_height = 38
button.style.minimal_width = 40
button.style.padding = -2
end
end
local function draw_main_frame(player)
local tabs = main_gui_tabs
Public.clear_all_active_frames(player)
if Public.get_main_frame(player) then
Public.get_main_frame(player).destroy()
end
local frame, inside_frame = Public.add_main_frame_with_toolbar(player, 'left', main_frame_name, nil, close_button_name, 'Comfy Panel')
local tabbed_pane = inside_frame.add({type = 'tabbed-pane', name = 'tabbed_pane'})
for name, func in pairs(tabs) do
if not settings.disabled_tabs[name] then
if func.only_server_sided then
local secs = Server.get_current_time()
if secs then
local tab = tabbed_pane.add({type = 'tab', caption = name, name = func.name})
local name_frame = tabbed_pane.add({type = 'frame', name = name, direction = 'vertical'})
name_frame.style.minimal_height = 480
name_frame.style.maximal_height = 480
name_frame.style.minimal_width = 800
name_frame.style.maximal_width = 800
tabbed_pane.add_tab(tab, name_frame)
end
elseif func.admin == true then
if player.admin then
local tab = tabbed_pane.add({type = 'tab', caption = name, name = func.name})
local name_frame = tabbed_pane.add({type = 'frame', name = name, direction = 'vertical'})
name_frame.style.minimal_height = 480
name_frame.style.maximal_height = 480
name_frame.style.minimal_width = 800
name_frame.style.maximal_width = 800
tabbed_pane.add_tab(tab, name_frame)
end
else
local tab = tabbed_pane.add({type = 'tab', caption = name, name = func.name})
local name_frame = tabbed_pane.add({type = 'frame', name = name, direction = 'vertical'})
name_frame.style.minimal_height = 480
name_frame.style.maximal_height = 480
name_frame.style.minimal_width = 800
name_frame.style.maximal_width = 800
tabbed_pane.add_tab(tab, name_frame)
end
end
end
for _, child in pairs(tabbed_pane.children) do
child.style.padding = 8
child.style.left_padding = 2
child.style.right_padding = 2
end
Public.reload_active_tab(player, true)
return frame, inside_frame
end
function Public.call_existing_tab(player, name)
local frame, inside_frame = draw_main_frame(player)
if not frame then
return
end
if not inside_frame then
return
end
local tabbed_pane = inside_frame.tabbed_pane
for key, v in pairs(tabbed_pane.tabs) do
if v.tab.caption == name then
tabbed_pane.selected_tab_index = key
Public.reload_active_tab(player, true)
end
end
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.
Public.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.
Public.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.
Public.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.
Public.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.
Public.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.
Public.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.
Public.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 Public.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.
Public.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 Public.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.
Public.on_pre_player_hide_top = custom_handler_factory(on_pre_hidden_handlers)
if _DEBUG then
local concat = table.concat
local names = {}
Public.names = names
function Public.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 Public.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 = Public.set_data
function Public.data()
return data
end
function Public.element_map()
return element_map
end
end
Public.get_button_flow = mod_gui.get_button_flow
Public.mod_button = mod_gui.get_button_flow
Public.on_click(
main_button_name,
function(event)
local is_spamming = SpamProtection.is_spamming(event.player, nil, 'Main button')
if is_spamming then
return
end
local player = event.player
local frame = Public.get_parent_frame(player)
if frame then
frame.destroy()
else
draw_main_frame(player)
end
end
)
Public.on_click(
close_button_name,
function(event)
local is_spamming = SpamProtection.is_spamming(event.player, nil, 'Main button')
if is_spamming then
return
end
local player = event.player
local frame = Public.get_parent_frame(player)
if frame then
frame.destroy()
end
end
)
Event.add(
defines.events.on_player_created,
function(event)
local player = game.get_player(event.player_index)
top_button(player)
end
)
Event.add(
defines.events.on_player_joined_game,
function(event)
local player = game.get_player(event.player_index)
top_button(player)
end
)
return Public