local Gui = require 'utils.gui' local Event = require 'utils.event' local Toast = require 'features.gui.toast' local Settings = require 'utils.redmew_settings' local Color = require 'resources.color_presets' local pairs = pairs local main_button_name = Gui.uid_name() local save_changes_button_name = Gui.uid_name() local main_frame_name = Gui.uid_name() local Public = {} local function player_created(event) local player = game.get_player(event.player_index) if not player or not player.valid then return end Gui.add_top_element(player, { type = 'sprite-button', name = main_button_name, sprite = 'item/iron-gear-wheel', tooltip = {'redmew_settings_gui.tooltip'} } ) end local function player_joined(event) local player = game.get_player(event.player_index) if not player or not player.valid then return end local main_frame = player.gui.center[main_frame_name] if main_frame and main_frame.valid then Gui.destroy(main_frame) end end local function get_element_value(element) if element.type == 'text-box' then return element.text end if element.type == 'slider' then return element.slider_value end if element.type == 'checkbox' then return element.state end end local function set_element_value(element, value) if element.type == 'text-box' then element.text = tostring(value) return end if element.type == 'slider' then element.slider_value = value return end if element.type == 'checkbox' then element.state = value return end end local function create_input_element(frame, type, value) if type == 'fraction' then return frame.add({type = 'slider', value = value, minimum_value = 0, maximum_value = 1}) end if type == 'boolean' then return frame.add({type = 'checkbox', state = value}) end -- ensure something is always added to prevent errors return frame.add({type = 'text-box', text = tostring(value)}) end local function draw_main_frame(center, player) local settings = Settings.get_setting_metadata() local settings_frame = center.add( { type = 'frame', name = main_frame_name, direction = 'vertical', caption = {'redmew_settings_gui.frame_title'} } ) local settings_frame_style = settings_frame.style settings_frame_style.width = 500 local info_text = settings_frame.add({type = 'label', caption = {'redmew_settings_gui.setting_info'}}) local info_text_style = info_text.style info_text_style.single_line = false info_text_style.bottom_padding = 5 info_text_style.left_padding = 5 info_text_style.right_padding = 5 info_text_style.top_padding = 5 info_text_style.width = 370 local scroll_pane = settings_frame.add({type = 'scroll-pane'}) local scroll_style = scroll_pane.style scroll_style.vertically_squashable = true scroll_style.maximal_height = 800 scroll_style.bottom_padding = 5 scroll_style.left_padding = 5 scroll_style.right_padding = 5 scroll_style.top_padding = 5 local setting_grid = scroll_pane.add({type = 'table', column_count = 2}) local player_index = player.index local data = {} for name, setting in pairs(settings) do local label = setting_grid.add( { type = 'label', caption = setting.locale_string } ) local label_style = label.style label_style.horizontally_stretchable = true label_style.height = 35 label_style.vertical_align = 'center' local value = Settings.toScalar(name, Settings.get(player_index, name)) local input_container = setting_grid.add({type = 'flow'}) local input_container_style = input_container.style input_container_style.height = 35 input_container_style.vertical_align = 'center' local input = create_input_element(input_container, setting.type, value) data[name] = { label = label, input = input, previous_value = value } end local bottom_flow = settings_frame.add({type = 'flow', direction = 'horizontal'}) local left_flow = bottom_flow.add({type = 'flow'}) left_flow.style.horizontal_align = 'left' left_flow.style.horizontally_stretchable = true local close_button = left_flow.add({type = 'button', name = main_button_name, caption = {'redmew_settings_gui.button_cancel'}}) close_button.style = 'back_button' local right_flow = bottom_flow.add({type = 'flow'}) right_flow.style.horizontal_align = 'right' local save_button = right_flow.add( {type = 'button', name = save_changes_button_name, caption = {'redmew_settings_gui.button_save_changes'}} ) save_button.style = 'confirm_button' Gui.set_data(save_button, data) Gui.set_data(settings_frame, data) player.opened = settings_frame end local function toggle(event) local player = event.player local gui = player.gui local center = gui.center local main_frame = center[main_frame_name] local main_button = Gui.get_top_element(player, main_button_name) if main_frame then main_button.toggled = false Gui.destroy(main_frame) else draw_main_frame(center, player) main_button.toggled = true end end local function save_changes(event) local data = Gui.get_data(event.element) local player_index = event.player_index local player = event.player local errors_count = 0 local values = {} for name, element_data in pairs(data) do local input = element_data.input local label = element_data.label local value = get_element_value(input) local validated = Settings.validate(name, value) if nil ~= validated then errors_count = errors_count + 1 label.style.font_color = Color.red label.tooltip = validated label.parent.tooltip = validated input.tooltip = validated input.parent.tooltip = validated else label.style.font_color = Color.white label.tooltip = '' label.parent.tooltip = '' input.tooltip = '' input.parent.tooltip = '' end values[name] = value end if errors_count > 0 then return end for name, value in pairs(values) do Settings.set(player_index, name, value) end Toast.toast_player(player, 5, {'redmew_settings_gui.save_success_toast_message'}) local main_frame = player.gui.center[main_frame_name] if main_frame then Gui.destroy(main_frame) end local main_button = Gui.get_top_element(player, main_button_name) main_button.toggled = false end local function setting_set(event) if not event.value_changed then return end local player = game.get_player(event.player_index) if not player or not player.valid then return end local main_frame = player.gui.center[main_frame_name] if not main_frame or not main_frame.valid then return end local data = Gui.get_data(main_frame) if not data then return end local setting_name = event.setting_name local element_data = data[setting_name] if not element_data then return end local input = element_data.input if not input or not input.valid then -- for some reason it has been removed already return end set_element_value(input, Settings.toScalar(setting_name, event.new_value)) element_data.previous_value = Settings.toScalar(setting_name, event.old_value) end Gui.on_custom_close(main_frame_name, toggle) Gui.allow_player_to_toggle_top_element_visibility(main_button_name) Gui.on_click(main_button_name, toggle) Gui.on_click(save_changes_button_name, save_changes) Event.add(defines.events.on_player_created, player_created) Event.add(defines.events.on_player_joined_game, player_joined) Event.add(Settings.events.on_setting_set, setting_set) return Public