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RedMew/features/gui/autofill.lua

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Lua
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local Autofill = require 'features.autofill'
local Gui = require 'utils.gui'
local Event = require 'utils.event'
local Settings = require 'utils.redmew_settings'
local Color = require 'resources.color_presets'
local enabled_style = 'green_slot_button'
local disabled_style = 'red_slot_button'
local style_map = {[true] = enabled_style, [false] = disabled_style}
local enabled_locale_map = {[true] = {'autofill.enabled'}, [false] = {'autofill.disabled'}}
local main_button_name = Gui.uid_name()
local main_frame_name = Gui.uid_name()
local enabled_checkbox_name = Gui.uid_name()
local ammo_count_name = Gui.uid_name()
local enabled_ammo_button = Gui.uid_name()
local function player_created(event)
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
player.gui.top.add {
type = 'sprite-button',
name = main_button_name,
sprite = 'item/piercing-rounds-magazine',
tooltip = {'autofill.main_button_tooltip'}
}
end
local function update_ammo_button(button, name, enabled)
local locale_name = Autofill.ammo_locales[name]
local style = style_map[enabled]
local tooltip = {'', locale_name, ' ', enabled_locale_map[enabled]}
button.style = style
button.tooltip = tooltip
end
local function toggle_main_frame(event)
local player = event.player
local player_index = player.index
local left = player.gui.left
local frame = left[main_frame_name]
if frame then
Gui.destroy(frame)
else
frame =
left.add {type = 'frame', name = main_frame_name, caption = {'autofill.frame_name'}, direction = 'vertical'}
local enabled_checkbox =
frame.add {
type = 'checkbox',
name = enabled_checkbox_name,
caption = {'autofill.enable'},
state = Autofill.get_enabled(player_index)
}
local ammo_count_flow = frame.add {type = 'flow', direction = 'horizontal'}
local ammo_count_label = ammo_count_flow.add {type = 'label', caption = {'autofill.ammo_count'}}
local ammo_count_textfield =
ammo_count_flow.add {
type = 'textfield',
name = ammo_count_name,
text = Autofill.get_ammo_count(player_index)
}
local enabled_ammos_flow = frame.add {type = 'flow', direction = 'horizontal'}
enabled_ammos_flow.add {type = 'label', caption = {'autofill.enabled_ammos'}}
for name, enabled in pairs(Autofill.get_player_ammos(player_index)) do
local button =
enabled_ammos_flow.add({type = 'flow'}).add(
{
type = 'sprite-button',
name = enabled_ammo_button,
sprite = 'item/' .. name
}
)
update_ammo_button(button, name, enabled)
Gui.set_data(button, name)
end
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frame.add {type = 'button', name = main_button_name, caption = 'Close'}
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local data = {
enabled_checkbox = enabled_checkbox,
ammo_count_label = ammo_count_label,
ammo_count_textfield = ammo_count_textfield
}
Gui.set_data(frame, data)
Gui.set_data(ammo_count_textfield, data)
end
end
local function enabled_checkbox_changed(event)
Autofill.set_enabled(event.player_index, event.element.state)
end
local function set_ammo_count_elements_validation(textfield, label, valid)
local color, label_color, tooltip
if valid then
color = Color.black
label_color = Color.white
tooltip = ''
else
color = Color.red
label_color = Color.red
tooltip = {'autofill.invalid_ammo_count'}
end
textfield.style.font_color = color
label.style.font_color = label_color
textfield.tooltip = tooltip
label.tooltip = tooltip
end
local function ammo_count_changed(event)
local element = event.element
local data = Gui.get_data(element)
local ammo_count_label = data.ammo_count_label
local valid = Autofill.set_ammo_count(event.player_index, element.text)
set_ammo_count_elements_validation(element, ammo_count_label, valid)
end
local function enabled_ammos_changed(event)
local player_index = event.player_index
local element = event.element
local name = Gui.get_data(element)
local ammos = Autofill.get_player_ammos(player_index)
local enabled = not ammos[name]
Autofill.set_player_ammo(player_index, name, enabled)
update_ammo_button(element, name, enabled)
end
local function settings_changed(event)
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local setting_name = event.setting_name
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if setting_name == Autofill.enable_autofill_name then
local player_index = event.player_index
local player = game.get_player(player_index)
if not player or not player.valid then
return
end
local frame = player.gui.left[main_frame_name]
if not frame then
return
end
local data = Gui.get_data(frame)
local checkbox = data.enabled_checkbox
checkbox.state = event.new_value
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elseif setting_name == Autofill.ammo_count_name then
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local player_index = event.player_index
local player = game.get_player(player_index)
if not player or not player.valid then
return
end
local frame = player.gui.left[main_frame_name]
if not frame then
return
end
local data = Gui.get_data(frame)
local ammo_count_label = data.ammo_count_label
local ammo_count_textfield = data.ammo_count_textfield
ammo_count_textfield.text = event.new_value
set_ammo_count_elements_validation(ammo_count_textfield, ammo_count_label, true)
end
end
Gui.allow_player_to_toggle_top_element_visibility(main_button_name)
Gui.on_checked_state_changed(enabled_checkbox_name, enabled_checkbox_changed)
Gui.on_text_changed(ammo_count_name, ammo_count_changed)
Gui.on_click(enabled_ammo_button, enabled_ammos_changed)
Gui.on_click(main_button_name, toggle_main_frame)
Event.add(Settings.events.on_setting_set, settings_changed)
Event.add(defines.events.on_player_created, player_created)