local Event = require 'utils.event' local Global = require 'utils.global' local Gui = require 'utils.gui' local Token = require 'utils.token' local Command = require 'utils.command' local Utils = require 'utils.core' local Game = require 'utils.game' local Settings = require 'utils.redmew_settings' local Color = require 'resources.color_presets' local Ranks = require 'resources.ranks' local pairs = pairs local next = next local toast_volume_name = 'toast-volume' Settings.register(toast_volume_name, Settings.types.fraction, 1.0, 'toast.toast_volume_setting_label') local Public = {} local active_toasts = {} local id_counter = {0} 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() 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() --- 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 ---Creates a unique ID for a toast message local function autoincrement() local id = id_counter[1] + 1 id_counter[1] = id return id end ---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 if element.name == toast_frame_name then return element.parent end 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 end 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) 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' } local frame = flow_frame.add({type = 'frame', name = toast_frame_name, direction = 'vertical' }) frame.style.width = 300 local container = frame.add({type = 'flow', name = toast_container_name, direction = 'horizontal'}) container.style.horizontally_stretchable = true local progressbar = frame.add({type = 'progressbar', name = toast_progress_name}) local style = progressbar.style style.width = 290 style.height = 4 style.color = Color.orange progressbar.value = 1 -- it starts full local id = autoincrement() local tick = game.tick if not duration then duration = 15 end Gui.set_data( flow_frame, { 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 active_toasts[id] = flow_frame if sound then player.play_sound({path = sound, volume_modifier = Settings.get(player.index, toast_volume_name)}) end return container end local close_toast = Public.close_toast local function on_click_close_toast(event) close_toast(event.element) end 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) local function update_toast(id, frame, tick) if not frame.valid then active_toasts[id] = nil return end local data = Gui.get_data(frame) local end_tick = data.end_tick 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 end end on_tick = Token.register( function(event) if not next(active_toasts) then Event.remove_removable_nth_tick(2, on_tick) return end local tick = event.tick for id, frame in pairs(active_toasts) do update_toast(id, frame, tick) end end ) ---Toast a specific player, template is a callable that receives a LuaGuiElement ---to add contents to and a player as second argument. ---@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' 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' local players = game.connected_players for i = 1, #players do local player = players[i] template(toast_to(player, duration, sound), player) end end ---Toast a message to a specific player ---@param player LuaPlayer ---@param duration number ---@param message string function Public.toast_player(player, duration, message) 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) 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) local players = game.connected_players for i = 1, #players do local player = players[i] Public.toast_player(player, duration, message) end end Command.add( 'toast', { description = {'command_description.toast'}, 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()}) end ) Command.add( 'toast-player', { description = {'command_description.toast_player'}, arguments = {'player', 'msg'}, capture_excess_arguments = true, required_rank = Ranks.admin, allowed_by_server = true }, function(args) local target_name = args.player local target = game.get_player(target_name) if target then Public.toast_player(target, 15, args.msg) Utils.print_admins({'command_description.sent_player_toast', Utils.get_actor(), target_name}) else Game.player_print({'common.fail_no_target', target_name}, Color.yellow) end end ) return Public