mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
242 lines
7.0 KiB
Lua
242 lines
7.0 KiB
Lua
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local Gui = require 'utils.gui'
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local Token = require 'utils.token'
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local Event = require 'utils.event'
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local Game = require 'utils.game'
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local Server = require 'features.server'
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local Toast = require 'features.gui.toast'
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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 pairs = pairs
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local table_size = table.size
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local main_button_name = Gui.uid_name()
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local save_changes_button_name = Gui.uid_name()
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local main_frame_name = Gui.uid_name()
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local Public = {}
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local on_player_settings_get = Token.register(function (data)
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local player = game.players[data.key]
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if not player or not player.valid then
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return
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end
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local settings = data.value
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if settings ~= nil then
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local player_index = player.index
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for key, value in pairs(settings) do
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Settings.set(player_index, key, value)
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end
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end
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local button = player.gui.top[main_button_name]
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button.enabled = true
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button.tooltip = {'redmew_settings.menu_item_tooltip'}
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end)
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local function player_created(event)
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local player = Game.get_player_by_index(event.player_index)
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if not player or not player.valid then
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return
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end
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local button = player.gui.top.add({
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type = 'sprite-button',
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name = main_button_name,
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sprite = 'item/iron-gear-wheel',
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tooltip = {'redmew_settings.menu_item_tooltip'}
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})
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-- disable the button if the remote server is used, won't be available until the settings are loaded
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if global.config.redmew_settings.use_remote_server then
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button.enabled = false
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button.tooltip = {'redmew_settings.menu_item_tooltip_loading'}
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end
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end
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local function player_joined(event)
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if not global.config.redmew_settings.use_remote_server then
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return
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end
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local player = Game.get_player_by_index(event.player_index)
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if not player or not player.valid then
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return
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end
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Server.try_get_data('player_settings', player.name, on_player_settings_get);
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end
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local function get_element_value(element)
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if element.type == 'text-box' then
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return element.text
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end
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if element.type == 'slider' then
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return element.slider_value
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end
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if element.type == 'checkbox' then
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return element.state
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end
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end
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local function create_input_element(frame, type, value)
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if type == 'fraction' then
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return frame.add({type = 'slider', value = value, minimum_value = 0, maximum_value = 1})
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end
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if type == 'boolean' then
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return frame.add({type = 'checkbox', state = value})
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end
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-- ensure something is always added to prevent errors
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return frame.add({type = 'text-box', text = value})
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end
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local function draw_main_frame(center, player)
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local settings = Settings.get_setting_metadata()
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local settings_frame = center.add({
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type = 'frame',
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name = main_frame_name,
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direction = 'vertical',
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caption = {'redmew_settings.frame_title'},
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})
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local settings_frame_style = settings_frame.style
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settings_frame_style.width = 400
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local scroll_pane = settings_frame.add({type = 'scroll-pane'})
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local scroll_style = scroll_pane.style
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scroll_style.maximal_height = 800
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scroll_style.minimal_height = 35 * table_size(settings)
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scroll_style.bottom_padding = 5
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scroll_style.left_padding = 5
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scroll_style.right_padding = 5
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scroll_style.top_padding = 5
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local setting_grid = scroll_pane.add({type = 'table', column_count = 2})
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local player_index = player.index
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local data = {}
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for name, setting in pairs(settings) do
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local caption = name
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if setting.localisation_key then
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caption = {setting.localisation_key}
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end
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local label = setting_grid.add({
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type = 'label',
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caption = caption,
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})
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label.style.horizontally_stretchable = true
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local value = Settings.get(player_index, name)
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local input = create_input_element(setting_grid, setting.type, value)
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data[name] = {
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label = label,
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input = input,
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previous_value = value,
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}
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end
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local bottom_flow = settings_frame.add({type = 'flow', direction = 'horizontal'})
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local left_flow = bottom_flow.add({type = 'flow'})
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left_flow.style.horizontal_align = 'left'
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left_flow.style.horizontally_stretchable = true
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local close_button = left_flow.add({type = 'button', name = main_button_name, caption = {'redmew_settings.button_cancel'}})
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close_button.style = 'back_button'
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local right_flow = bottom_flow.add({type = 'flow'})
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right_flow.style.horizontal_align = 'right'
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local save_button = right_flow.add({type = 'button', name = save_changes_button_name, caption = {'redmew_settings.button_save_changes'}})
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save_button.style = 'confirm_button'
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Gui.set_data(save_button, data)
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player.opened = settings_frame
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end
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local function toggle(event)
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local player = event.player
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local center = player.gui.center
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local main_frame = center[main_frame_name]
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if main_frame then
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Gui.destroy(main_frame)
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else
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draw_main_frame(center, player)
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end
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end
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local function save_changes(event)
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local data = Gui.get_data(event.element)
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local player_index = event.player_index
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local player = event.player
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local errors_count = 0
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local values = {}
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for name, element_data in pairs(data) do
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local input = element_data.input
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local label = element_data.label
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local value = get_element_value(input)
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local validated = Settings.validate(name, value)
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if nil ~= validated then
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errors_count = errors_count + 1
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label.style.font_color = Color.red
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label.tooltip = validated
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label.parent.tooltip = validated
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input.tooltip = validated
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input.parent.tooltip = validated
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else
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label.style.font_color = Color.white
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label.tooltip = ''
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label.parent.tooltip = ''
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input.tooltip = ''
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input.parent.tooltip = ''
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end
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values[name] = value
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end
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if errors_count > 0 then
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return
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end
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for name, value in pairs (values) do
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Settings.set(player_index, name, value)
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end
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Toast.toast_player(player, 5, {'redmew_settings.save_success_toast_message'})
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if global.config.redmew_settings.use_remote_server then
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Server.set_data('player_settings', player.name, Settings.all(player_index));
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end
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local main_frame = player.gui.center[main_frame_name]
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if main_frame then
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Gui.destroy(main_frame)
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end
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end
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Gui.on_custom_close(main_frame_name, function(event)
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Gui.destroy(event.element)
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end)
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Gui.allow_player_to_toggle_top_element_visibility(main_button_name)
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Gui.on_click(main_button_name, toggle)
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Gui.on_click(save_changes_button_name, save_changes)
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Event.add(defines.events.on_player_created, player_created)
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Event.add(defines.events.on_player_joined_game, player_joined)
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return Public
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