1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/utils/gui.lua
2019-02-26 20:25:59 +01:00

192 lines
6.3 KiB
Lua

local Token = require 'utils.token'
local Event = require 'utils.event'
local Game = require 'utils.game'
local Global = require 'utils.global'
local Gui = {}
local data = {}
Global.register(
data,
function(tbl)
data = tbl
end
)
local top_elements = {}
local on_visible_handlers = {}
local on_pre_hidden_handlers = {}
function Gui.uid_name()
return tostring(Token.uid())
end
-- Associates data with the LuaGuiElement. If data is nil then removes the data
function Gui.set_data(element, value)
data[element.player_index * 0x100000000 + element.index] = value
end
-- Gets the Associated data with this LuaGuiElement if any.
function Gui.get_data(element)
return data[element.player_index * 0x100000000 + element.index]
end
-- Removes data associated with LuaGuiElement and its children recursively.
function Gui.remove_data_recursively(element)
Gui.set_data(element, nil)
local children = element.children
if not children then
return
end
for _, child in ipairs(children) do
if child.valid then
Gui.remove_data_recursively(child)
end
end
end
function Gui.remove_children_data(element)
local children = element.children
if not children then
return
end
for _, child in ipairs(children) do
if child.valid then
Gui.set_data(child, nil)
Gui.remove_children_data(child)
end
end
end
function Gui.destroy(element)
Gui.remove_data_recursively(element)
element.destroy()
end
function Gui.clear(element)
Gui.remove_children_data(element)
element.clear()
end
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_by_index(event.player_index)
if not player or not 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
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)
--- Allows the player to show / hide this element.
-- The element must be part in gui.top.
-- This function must be called in the control stage, i.e not inside an event.
-- @param element_name<string> This name must be globally unique.
function Gui.allow_player_to_toggle_top_element_visibility(element_name)
top_elements[#top_elements + 1] = element_name
end
local toggle_button_name = Gui.uid_name()
return Gui