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RedMew/features/gui/toast.lua

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local Event = require 'utils.event'
local Global = require 'utils.global'
local Gui = require 'utils.gui'
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local Token = require 'utils.token'
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local Command = require 'utils.command'
local Utils = require 'utils.core'
local Game = require 'utils.game'
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local Settings = require 'utils.redmew_settings'
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local Color = require 'resources.color_presets'
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local Ranks = require 'resources.ranks'
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local pairs = pairs
local next = next
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local toast_volume_name = 'toast-volume'
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Settings.register(toast_volume_name, Settings.types.fraction, 1.0, 'toast.toast_volume_setting_label')
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local Public = {}
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local active_toasts = {}
local id_counter = {0}
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local on_tick
Global.register(
{active_toasts = active_toasts, id_counter = id_counter},
function(tbl)
active_toasts = tbl.active_toasts
id_counter = tbl.id_counter
end,
'toast'
)
local toast_flow_name = Gui.uid_name()
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local toast_frame_name = Gui.uid_name()
local toast_container_name = Gui.uid_name()
local toast_progress_name = Gui.uid_name()
local close_toast_name = Gui.uid_name()
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--- Apply this name to an element to have it close the toast when clicked.
-- Two elements in the same parent cannot have the same name. If you need your
-- own name you can use Toast.close_toast(element)
Public.close_toast_name = close_toast_name
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---Creates a unique ID for a toast message
local function autoincrement()
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local id = id_counter[1] + 1
id_counter[1] = id
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return id
end
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---Attempts to get a toast based on the element, will traverse through parents to find it.
---@param element LuaGuiElement
local function get_toast(element)
if not element or not element.valid then
return nil
end
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if element.name == toast_frame_name then
return element.parent
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end
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return get_toast(element.parent)
end
--- Closes the toast for the element.
--@param element LuaGuiElement
function Public.close_toast(element)
local toast = get_toast(element)
if not toast then
return
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end
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local data = Gui.get_data(toast)
active_toasts[data.toast_id] = nil
Gui.destroy(toast)
end
---Toast to a specific player
---@param player LuaPlayer
---@param duration number in seconds
---@param sound string sound to play, nil to not play anything
local function toast_to(player, duration, sound)
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local frame_holder = Gui.add_left_element(player, { type = 'flow', name = toast_flow_name, direction = 'vertical' })
local flow_frame = frame_holder.add { type = 'flow', direction = 'vertical' }
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local frame =
flow_frame.add({type = 'frame', name = toast_frame_name, direction = 'vertical' })
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frame.style.width = 300
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local container = frame.add({type = 'flow', name = toast_container_name, direction = 'horizontal'})
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container.style.horizontally_stretchable = true
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local progressbar = frame.add({type = 'progressbar', name = toast_progress_name})
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local style = progressbar.style
style.width = 290
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style.height = 4
style.color = Color.orange
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progressbar.value = 1 -- it starts full
local id = autoincrement()
local tick = game.tick
if not duration then
duration = 15
end
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Gui.set_data(
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flow_frame,
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{
toast_id = id,
progressbar = progressbar,
start_tick = tick,
end_tick = tick + duration * 60
}
)
if not next(active_toasts) then
Event.add_removable_nth_tick(2, on_tick)
end
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active_toasts[id] = flow_frame
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if sound then
player.play_sound({path = sound, volume_modifier = Settings.get(player.index, toast_volume_name)})
end
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return container
end
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local close_toast = Public.close_toast
local function on_click_close_toast(event)
close_toast(event.element)
end
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Gui.on_click(toast_frame_name, on_click_close_toast)
Gui.on_click(toast_container_name, on_click_close_toast)
Gui.on_click(toast_progress_name, on_click_close_toast)
Gui.on_click(close_toast_name, on_click_close_toast)
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local function update_toast(id, frame, tick)
if not frame.valid then
active_toasts[id] = nil
return
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end
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local data = Gui.get_data(frame)
local end_tick = data.end_tick
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if tick > end_tick then
Gui.destroy(frame)
active_toasts[data.toast_id] = nil
else
local limit = end_tick - data.start_tick
local current = end_tick - tick
data.progressbar.value = current / limit
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end
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end
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on_tick =
Token.register(
function(event)
if not next(active_toasts) then
Event.remove_removable_nth_tick(2, on_tick)
return
end
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local tick = event.tick
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for id, frame in pairs(active_toasts) do
update_toast(id, frame, tick)
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end
end
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)
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---Toast a specific player, template is a callable that receives a LuaGuiElement
---to add contents to and a player as second argument.
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---@param player LuaPlayer
---@param duration table
---@param template function
---@param sound string sound to play, nil to not play anything
function Public.toast_player_template(player, duration, template, sound)
sound = sound or 'utility/new_objective'
local container = toast_to(player, duration, sound)
if container then
template(container, player)
end
end
---Toast all players of the given force, template is a callable that receives a LuaGuiElement
---to add contents to and a player as second argument.
---@param force LuaForce
---@param duration number
---@param template function
---@param sound string sound to play, nil to not play anything
function Public.toast_force_template(force, duration, template, sound)
sound = sound or 'utility/new_objective'
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local players = force.connected_players
for i = 1, #players do
local player = players[i]
template(toast_to(player, duration, sound), player)
end
end
---Toast all players, template is a callable that receives a LuaGuiElement
---to add contents to and a player as second argument.
---@param duration number
---@param template function
---@param sound string sound to play, nil to not play anything
function Public.toast_all_players_template(duration, template, sound)
sound = sound or 'utility/new_objective'
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local players = game.connected_players
for i = 1, #players do
local player = players[i]
template(toast_to(player, duration, sound), player)
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end
end
---Toast a message to a specific player
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---@param player LuaPlayer
---@param duration number
---@param message string
function Public.toast_player(player, duration, message)
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Public.toast_player_template(
player,
duration,
function(container)
local label = container.add({type = 'label', name = close_toast_name, caption = message})
label.style.single_line = false
end
)
end
---Toast a message to all players of a given force
---@param force LuaForce
---@param duration number
---@param message string
function Public.toast_force(force, duration, message)
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local players = force.connected_players
for i = 1, #players do
local player = players[i]
Public.toast_player(player, duration, message)
end
end
---Toast a message to all players
---@param duration number
---@param message string
function Public.toast_all_players(duration, message)
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local players = game.connected_players
for i = 1, #players do
local player = players[i]
Public.toast_player(player, duration, message)
end
end
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Command.add(
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'toast',
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{
description = {'command_description.toast'},
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arguments = {'msg'},
capture_excess_arguments = true,
required_rank = Ranks.admin,
allowed_by_server = true
},
function(args)
Public.toast_all_players(15, args.msg)
Utils.print_admins({'command_description.sent_all_toast', Utils.get_actor()})
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end
)
Command.add(
'toast-player',
{
description = {'command_description.toast_player'},
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arguments = {'player', 'msg'},
capture_excess_arguments = true,
required_rank = Ranks.admin,
allowed_by_server = true
},
function(args)
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local target_name = args.player
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local target = game.get_player(target_name)
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if target then
Public.toast_player(target, 15, args.msg)
Utils.print_admins({'command_description.sent_player_toast', Utils.get_actor(), target_name})
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else
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Game.player_print({'common.fail_no_target', target_name}, Color.yellow)
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end
end
)
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return Public