mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-10 10:00:00 +02:00
372 lines
11 KiB
Lua
372 lines
11 KiB
Lua
local Token = require 'utils.token'
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local Event = require 'utils.event'
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local Global = require 'utils.global'
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local Styles = require 'resources.styles'
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local tostring = tostring
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local next = next
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local Gui = {}
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local data = {}
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local element_map = {}
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Gui.token =
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Global.register(
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{data = data, element_map = element_map},
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function(tbl)
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data = tbl.data
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element_map = tbl.element_map
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end
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)
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local top_elements = {}
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local on_visible_handlers = {}
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local on_pre_hidden_handlers = {}
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Gui._top_elements = top_elements
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function Gui.uid_name()
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return tostring(Token.uid())
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end
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-- Associates data with the LuaGuiElement. If data is nil then removes the data
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function Gui.set_data(element, value)
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local player_index = element.player_index
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local values = data[player_index]
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if value == nil then
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if not values then
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return
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end
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values[element.index] = nil
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if next(values) == nil then
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data[player_index] = nil
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end
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else
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if not values then
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values = {}
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data[player_index] = values
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end
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values[element.index] = value
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end
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end
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local set_data = Gui.set_data
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-- Gets the Associated data with this LuaGuiElement if any.
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function Gui.get_data(element)
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local player_index = element.player_index
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local values = data[player_index]
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if not values then
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return nil
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end
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return values[element.index]
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end
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local remove_data_recursively
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-- Removes data associated with LuaGuiElement and its children recursively.
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function Gui.remove_data_recursively(element)
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set_data(element, nil)
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local children = element.children
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if not children then
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return
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end
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for _, child in next, children do
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if child.valid then
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remove_data_recursively(child)
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end
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end
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end
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remove_data_recursively = Gui.remove_data_recursively
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local remove_children_data
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function Gui.remove_children_data(element)
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local children = element.children
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if not children then
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return
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end
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for _, child in next, children do
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if child.valid then
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set_data(child, nil)
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remove_children_data(child)
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end
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end
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end
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remove_children_data = Gui.remove_children_data
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function Gui.destroy(element)
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remove_data_recursively(element)
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element.destroy()
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end
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function Gui.clear(element)
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remove_children_data(element)
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element.clear()
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end
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local function handler_factory(event_id)
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local handlers
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local function on_event(event)
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local element = event.element
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if not element or not element.valid then
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return
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end
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local handler = handlers[element.name]
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if not handler then
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return
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end
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local player = game.get_player(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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event.player = player
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handler(event)
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end
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return function(element_name, handler)
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if not handlers then
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handlers = {}
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Event.add(event_id, on_event)
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end
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handlers[element_name] = handler
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end
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end
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local function custom_handler_factory(handlers)
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return function(element_name, handler)
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handlers[element_name] = handler
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end
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end
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local function custom_raise(handlers, element, player)
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local handler = handlers[element.name]
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if not handler then
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return
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end
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handler({element = element, player = player})
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end
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-- Register a handler for the on_gui_checked_state_changed event for LuaGuiElements with element_name.
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-- Can only have one handler per element name.
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-- Guarantees that the element and the player are valid when calling the handler.
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-- Adds a player field to the event table.
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Gui.on_checked_state_changed = handler_factory(defines.events.on_gui_checked_state_changed)
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-- Register a handler for the on_gui_click event for LuaGuiElements with element_name.
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-- Can only have one handler per element name.
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-- Guarantees that the element and the player are valid when calling the handler.
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-- Adds a player field to the event table.
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Gui.on_click = handler_factory(defines.events.on_gui_click)
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-- Register a handler for the on_gui_closed event for a custom LuaGuiElements with element_name.
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-- Can only have one handler per element name.
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-- Guarantees that the element and the player are valid when calling the handler.
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-- Adds a player field to the event table.
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Gui.on_custom_close = handler_factory(defines.events.on_gui_closed)
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-- Register a handler for the on_gui_elem_changed event for LuaGuiElements with element_name.
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-- Can only have one handler per element name.
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-- Guarantees that the element and the player are valid when calling the handler.
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-- Adds a player field to the event table.
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Gui.on_elem_changed = handler_factory(defines.events.on_gui_elem_changed)
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-- Register a handler for the on_gui_selection_state_changed event for LuaGuiElements with element_name.
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-- Can only have one handler per element name.
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-- Guarantees that the element and the player are valid when calling the handler.
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-- Adds a player field to the event table.
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Gui.on_selection_state_changed = handler_factory(defines.events.on_gui_selection_state_changed)
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-- Register a handler for the on_gui_text_changed event for LuaGuiElements with element_name.
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-- Can only have one handler per element name.
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-- Guarantees that the element and the player are valid when calling the handler.
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-- Adds a player field to the event table.
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Gui.on_text_changed = handler_factory(defines.events.on_gui_text_changed)
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-- Register a handler for the on_gui_value_changed event for LuaGuiElements with element_name.
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-- Can only have one handler per element name.
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-- Guarantees that the element and the player are valid when calling the handler.
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-- Adds a player field to the event table.
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Gui.on_value_changed = handler_factory(defines.events.on_gui_value_changed)
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-- Register a handler for when the player shows the top LuaGuiElements with element_name.
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-- Assuming the element_name has been added with Gui.allow_player_to_toggle_top_element_visibility.
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-- Can only have one handler per element name.
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-- Guarantees that the element and the player are valid when calling the handler.
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-- Adds a player field to the event table.
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Gui.on_player_show_top = custom_handler_factory(on_visible_handlers)
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-- Register a handler for when the player hides the top LuaGuiElements with element_name.
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-- Assuming the element_name has been added with Gui.allow_player_to_toggle_top_element_visibility.
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-- Can only have one handler per element name.
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-- Guarantees that the element and the player are valid when calling the handler.
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-- Adds a player field to the event table.
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Gui.on_pre_player_hide_top = custom_handler_factory(on_pre_hidden_handlers)
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--- Allows the player to show / hide this element.
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-- The element must be part in gui.top.
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-- This function must be called in the control stage, i.e not inside an event.
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-- @param element_name<string> This name must be globally unique.
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function Gui.allow_player_to_toggle_top_element_visibility(element_name)
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if _LIFECYCLE ~= _STAGE.control then
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error('can only be called during the control stage', 2)
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end
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top_elements[#top_elements + 1] = element_name
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end
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local toggle_button_name = Gui.uid_name()
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Event.add(
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defines.events.on_player_created,
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function(event)
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local player = game.get_player(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 b =
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player.gui.top.add {
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type = 'button',
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name = toggle_button_name,
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caption = '<',
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tooltip = {'gui_util.button_tooltip'}
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}
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local style = b.style
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style.width = 18
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style.height = 40
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style.left_padding = 0
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style.top_padding = 0
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style.right_padding = 0
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style.bottom_padding = 0
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style.font = 'default-small-bold'
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end
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)
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Gui.on_click(
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toggle_button_name,
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function(event)
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local button = event.element
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local player = event.player
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local top = player.gui.top
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if button.caption == '<' then
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for i = 1, #top_elements do
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local name = top_elements[i]
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local ele = top[name]
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if ele and ele.valid then
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if ele.visible then
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custom_raise(on_pre_hidden_handlers, ele, player)
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ele.visible = false
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end
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end
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end
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button.caption = '>'
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button.style.height = 24
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else
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for i = 1, #top_elements do
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local name = top_elements[i]
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local ele = top[name]
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if ele and ele.valid then
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if not ele.visible then
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ele.visible = true
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custom_raise(on_visible_handlers, ele, player)
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end
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end
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end
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button.caption = '<'
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button.style.height = 38
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end
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end
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)
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function Gui.make_close_button(parent, name)
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local button =
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parent.add {
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type = 'button',
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name = name,
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caption = {'common.close_button'},
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style = 'back_button'
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}
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Styles.default_close(button.style)
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return button
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end
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if _DEBUG then
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local concat = table.concat
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local names = {}
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Gui.names = names
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function Gui.uid_name()
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local info = debug.getinfo(2, 'Sl')
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local filepath = info.source:match('^.+/currently%-playing/(.+)$'):sub(1, -5)
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local line = info.currentline
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local token = tostring(Token.uid())
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local name = concat {token, ' - ', filepath, ':line:', line}
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names[token] = name
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return token
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end
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function Gui.set_data(element, value)
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local player_index = element.player_index
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local values = data[player_index]
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if value == nil then
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if not values then
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return
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end
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local index = element.index
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values[index] = nil
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element_map[index] = nil
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if next(values) == nil then
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data[player_index] = nil
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end
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else
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if not values then
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values = {}
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data[player_index] = values
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end
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local index = element.index
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values[index] = value
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element_map[index] = element
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end
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end
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set_data = Gui.set_data
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function Gui.data()
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return data
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end
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function Gui.element_map()
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return element_map
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end
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end
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return Gui
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