local Gui = require 'utils.gui' local Command = require 'utils.command' local main_button_name = Gui.uid_name() local rich_text_frame = Gui.uid_name() local rich_text_choose_image = Gui.uid_name() local rich_text_image_type = Gui.uid_name() local close_rich_text = Gui.uid_name() local choices = { 'tile', 'item', 'entity', 'fluid', 'signal', 'recipe' } local function draw_rich_text(event) local spirte_type local frame_caption spirte_type = choices[1] frame_caption = 'Rich Text' local player = event.player local center = player.gui.center local frame = center[rich_text_frame] if frame then Gui.remove_data_recursively(frame) frame.destroy() return end frame = center.add {type = 'frame', name = rich_text_frame, caption = frame_caption, direction = 'vertical'} local main_table = frame.add {type = 'table', column_count = 1} main_table.add {type = 'label', caption = 'Image'} local icons_flow = main_table.add {type = 'flow', direction = 'horizontal'} local selection_flow = icons_flow.add {type = 'flow'} selection_flow.style.top_margin = 7 local focus for _, value in ipairs(choices) do local radio = selection_flow.add({type = 'flow'}).add { type = 'radiobutton', name = rich_text_image_type, caption = value, state = value == spirte_type } if value == spirte_type then focus = radio end Gui.set_data(radio, frame) end local choose = icons_flow.add { type = 'choose-elem-button', name = rich_text_choose_image, elem_type = spirte_type } Gui.set_data(choose, frame) local string_flow = main_table.add {type = 'flow', direction = 'horizontal'} string_flow.style.width = 352 string_flow.style.horizontally_stretchable = true local string_box = string_flow.add {type = 'text-box', text = 'Pick an image'} string_box.read_only = true string_box.style.horizontally_stretchable = true string_box.word_wrap = false string_box.style.width = 352 Gui.set_data(string_box, frame) local bottom_flow = frame.add {type = 'flow', direction = 'horizontal'} local left_flow = bottom_flow.add {type = 'flow', direction = 'horizontal'} left_flow.style.horizontal_align = 'left' left_flow.style.horizontally_stretchable = true local close_button = left_flow.add {type = 'button', name = close_rich_text, caption = 'Close'} Gui.set_data(close_button, frame) local data = { focus = focus, choose = choose, icons_flow = icons_flow, string_flow = string_flow, string_box = string_box } Gui.set_data(frame, data) player.opened = frame end Gui.on_click(main_button_name, draw_rich_text) Gui.on_click( rich_text_image_type, function(event) local radio = event.element local frame = Gui.get_data(radio) local frame_data = Gui.get_data(frame) frame_data.focus.state = false radio.state = true frame_data.focus = radio local choose = frame_data.choose Gui.remove_data_recursively(choose) choose.destroy() choose = frame_data.icons_flow.add { type = 'choose-elem-button', name = rich_text_choose_image, elem_type = radio.caption } Gui.set_data(choose, frame) frame_data.choose = choose end ) Gui.on_click( close_rich_text, function(event) local frame = Gui.get_data(event.element) Gui.remove_data_recursively(frame) frame.destroy() end ) Gui.on_custom_close( rich_text_frame, function(event) local element = event.element Gui.remove_data_recursively(element) element.destroy() end ) Gui.on_elem_changed( rich_text_choose_image, function(event) local choose = event.element local frame = Gui.get_data(choose) local frame_data = Gui.get_data(frame) local type = frame_data.focus.caption local sprite = choose.elem_value local path if not sprite or sprite == '' then path = 'Pick an image' elseif type == 'signal' then path = 'virtual-signal/' .. choose.elem_value.name else path = type .. '/' .. choose.elem_value end local string_box = frame_data.string_box Gui.remove_data_recursively(string_box) string_box.destroy() string_box = frame_data.string_flow.add {type = 'text-box', text = ' [img=' .. path .. '] | ' .. path} string_box.read_only = true string_box.word_wrap = false string_box.style.width = 352 frame_data.string_box = string_box end ) local function rich_text_command(_, player) local event = {player = player} draw_rich_text(event) end Command.add( 'rich-text', { description = 'Opens rich text gui', capture_excess_arguments = false, allowed_by_server = false }, rich_text_command )