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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-12 10:04:40 +02:00
RedMew/features/gui/redmew_settings.lua
RedRafe 26e1c28dc0
Factorio 2.0 update (#1436)
* Init Factorio 2.0 update

* add credits

* fix test module

* I know luackeck, I know

* Fixes

* Fix bad event.player_index handling

* Hotfixes

* Remove all filter inserters

* Migrate removed items

* Deprecating spidertron control and landfill features
2024-10-22 20:22:35 +01:00

288 lines
8.1 KiB
Lua

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