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RedMew/paint.lua

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5.3 KiB
Lua
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2018-06-08 19:22:23 +02:00
local Event = require 'utils.event'
local Gui = require 'utils.gui'
local brush_tool = "refined-hazard-concrete"
local valid_filters = {
'dirt-1',
'dirt-2',
'dirt-3',
'dirt-4',
'dirt-5',
'dirt-6',
'dirt-7',
'dry-dirt',
'grass-1',
'grass-2',
'grass-3',
'grass-4',
'lab-dark-1',
'lab-dark-2',
'lab-white',
'red-desert-0',
'red-desert-1',
'red-desert-2',
'red-desert-3',
'sand-1',
'sand-2',
'sand-3',
'tutorial-grid',
'water',
'water-green',
'deepwater',
'deepwater-green'
}
local main_button_name = Gui.uid_name()
local main_frame_name = Gui.uid_name()
local filter_button_name = Gui.uid_name()
local filter_element_name = Gui.uid_name()
local filters_table_name = Gui.uid_name()
local filter_table_close_button_name = Gui.uid_name()
global.paint_brushes_by_player = {}
local function player_build_tile(event)
if game.players[event.player_index].gui.left[main_frame_name] and
event.item.name == brush_tool and
global.paint_brushes_by_player[event.player_index]
then
tiles = {}
for _,old_tile_and_pos in pairs(event.tiles) do
table.insert(tiles, {name=global.paint_brushes_by_player[event.player_index], position = old_tile_and_pos.position})
if old_tile_and_pos.old_tile.name == global.paint_brushes_by_player[event.player_index] then
game.players[event.player_index].insert{name = event.item.name}
end
end
game.surfaces[event.surface_index].set_tiles(tiles)
end
end
local function player_joined(event)
local player = game.players[event.player_index]
if not player or not player.valid then
return
end
if player.gui.top[main_button_name] ~= nil then
return
end
player.gui.top.add {name = main_button_name, type = 'sprite-button', sprite = 'utility/spray_icon'}
end
local function draw_filters_table(event)
local center = event.player.gui.center
if center[filters_table_name] then
return
end
local frame = center.add {type = 'frame', name = filters_table_name, direction = 'vertical', caption = 'Set Filter'}
local t = frame.add {type = 'table', column_count = 10}
t.style.horizontal_spacing = 0
t.style.vertical_spacing = 0
for _, v in ipairs(valid_filters) do
if not v:match("water") or event.player.admin then
local flow = t.add {type = 'flow'}
local b = flow.add {type = 'sprite-button', name = filter_element_name, sprite = 'tile/' .. v, tooltip = v}
Gui.set_data(b, frame)
b.style = 'slot_button'
end
end
local flow = frame.add {type = 'flow'}
local close = flow.add {type = 'button', name = filter_table_close_button_name, caption = 'Close'}
Gui.set_data(close, frame)
event.player.opened = frame
Gui.set_data(frame, event.element)
end
local function toggle(event)
local left = event.player.gui.left
local main_frame = left[main_frame_name]
if main_frame and main_frame.valid then
Gui.remove_data_recursivly(main_frame)
main_frame.destroy()
else
main_frame =
left.add {
type = 'frame',
name = main_frame_name,
direction = 'vertical',
caption = 'Paint Brush'
}
main_frame.add {
type = 'label',
-- The empty space is a hacky way to line this frame up with the above frame.
caption = 'Choose a pain brush, that will replace stone brick'
}
local tooltip = global.paint_brushes_by_player[event.player_index] or ""
local brush =
main_frame.add({type = 'flow'}).add {
type = 'sprite-button',
name = filter_button_name,
tooltip = tooltip,
sprite = tooltip ~= '' and 'tile/' .. tooltip or nil
}
brush.style = 'slot_button'
main_frame.add {type = 'button', name = main_button_name, caption = 'Close'}
Gui.set_data(main_frame, filters)
end
end
Gui.on_click(main_button_name, toggle)
Gui.on_click(
filter_button_name,
function(event)
if event.button == defines.mouse_button_type.right then
local element = event.element
element.sprite = 'utility/pump_cannot_connect_icon'
element.tooltip = ''
else
draw_filters_table(event)
end
end
)
Gui.on_click(
filter_element_name,
function(event)
local element = event.element
local frame = Gui.get_data(element)
local filter_button = Gui.get_data(frame)
global.paint_brushes_by_player[event.player_index] = element.sprite:sub(6)
filter_button.sprite = element.sprite
filter_button.tooltip = element.tooltip
Gui.remove_data_recursivly(frame)
frame.destroy()
end
)
Gui.on_click(
filter_table_close_button_name,
function(event)
local frame = Gui.get_data(event.element)
Gui.remove_data_recursivly(frame)
frame.destroy()
end
)
Gui.on_custom_close(
filters_table_name,
function(event)
local element = event.element
Gui.remove_data_recursivly(element)
element.destroy()
end
)
Event.add(defines.events.on_player_joined_game, player_joined)
Event.add(defines.events.on_player_built_tile, player_build_tile)