mirror of
https://github.com/Refactorio/RedMew.git
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55aa7fd916
Remove search_command Overhaul meltdown commands Localize some gui
291 lines
8.2 KiB
Lua
291 lines
8.2 KiB
Lua
local Event = require 'utils.event'
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local Global = require 'utils.global'
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local Gui = require 'utils.gui'
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local Token = require 'utils.token'
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local Command = require 'utils.command'
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local Utils = require 'utils.core'
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local Game = require 'utils.game'
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local Settings = require 'utils.redmew_settings'
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local Color = require 'resources.color_presets'
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local Ranks = require 'resources.ranks'
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local pairs = pairs
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local next = next
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local toast_volume_name = 'toast-volume'
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Settings.register(toast_volume_name, 'fraction', 1.0)
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local Public = {}
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local active_toasts = {}
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local id_counter = {0}
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local on_tick
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Global.register(
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{active_toasts = active_toasts, id_counter = id_counter},
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function(tbl)
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active_toasts = tbl.active_toasts
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id_counter = tbl.id_counter
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end,
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'toast'
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)
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local toast_frame_name = Gui.uid_name()
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local toast_container_name = Gui.uid_name()
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local toast_progress_name = Gui.uid_name()
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local close_toast_name = Gui.uid_name()
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--- Apply this name to an element to have it close the toast when clicked.
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-- Two elements in the same parent cannot have the same name. If you need your
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-- own name you can use Toast.close_toast(element)
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Public.close_toast_name = close_toast_name
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---Creates a unique ID for a toast message
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local function autoincrement()
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local id = id_counter[1] + 1
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id_counter[1] = id
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return id
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end
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---Attempts to get a toast based on the element, will traverse through parents to find it.
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---@param element LuaGuiElement
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local function get_toast(element)
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if not element or not element.valid then
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return nil
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end
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if element.name == toast_frame_name then
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return element.parent
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end
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return get_toast(element.parent)
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end
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--- Closes the toast for the element.
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--@param element LuaGuiElement
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function Public.close_toast(element)
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local toast = get_toast(element)
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if not toast then
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return
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end
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local data = Gui.get_data(toast)
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active_toasts[data.toast_id] = nil
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Gui.destroy(toast)
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end
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---Toast to a specific player
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---@param player LuaPlayer
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---@param duration number in seconds
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---@param sound string sound to play, nil to not play anything
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local function toast_to(player, duration, sound)
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local frame_holder = player.gui.left.add({type = 'flow'})
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local frame =
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frame_holder.add({type = 'frame', name = toast_frame_name, direction = 'vertical', style = 'captionless_frame'})
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frame.style.width = 300
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local container = frame.add({type = 'flow', name = toast_container_name, direction = 'horizontal'})
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container.style.horizontally_stretchable = true
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local progressbar = frame.add({type = 'progressbar', name = toast_progress_name})
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local style = progressbar.style
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style.width = 290
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style.height = 4
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style.color = Color.orange
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progressbar.value = 1 -- it starts full
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local id = autoincrement()
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local tick = game.tick
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if not duration then
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duration = 15
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end
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Gui.set_data(
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frame_holder,
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{
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toast_id = id,
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progressbar = progressbar,
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start_tick = tick,
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end_tick = tick + duration * 60
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}
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)
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if not next(active_toasts) then
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Event.add_removable_nth_tick(2, on_tick)
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end
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active_toasts[id] = frame_holder
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if sound then
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player.play_sound({path = sound, volume_modifier = Settings.get(player.index, toast_volume_name)})
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end
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return container
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end
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local close_toast = Public.close_toast
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local function on_click_close_toast(event)
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close_toast(event.element)
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end
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Gui.on_click(toast_frame_name, on_click_close_toast)
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Gui.on_click(toast_container_name, on_click_close_toast)
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Gui.on_click(toast_progress_name, on_click_close_toast)
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Gui.on_click(close_toast_name, on_click_close_toast)
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local function update_toast(id, frame, tick)
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if not frame.valid then
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active_toasts[id] = nil
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return
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end
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local data = Gui.get_data(frame)
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local end_tick = data.end_tick
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if tick > end_tick then
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Gui.destroy(frame)
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active_toasts[data.toast_id] = nil
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else
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local limit = end_tick - data.start_tick
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local current = end_tick - tick
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data.progressbar.value = current / limit
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end
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end
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on_tick =
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Token.register(
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function(event)
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if not next(active_toasts) then
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Event.remove_removable_nth_tick(2, on_tick)
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return
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end
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local tick = event.tick
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for id, frame in pairs(active_toasts) do
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update_toast(id, frame, tick)
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end
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end
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)
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---Toast a specific player, template is a callable that receives a LuaGuiElement
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---to add contents to and a player as second argument.
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---@param player LuaPlayer
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---@param duration table
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---@param template function
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---@param sound string sound to play, nil to not play anything
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function Public.toast_player_template(player, duration, template, sound)
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sound = sound or 'utility/new_objective'
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local container = toast_to(player, duration, sound)
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if container then
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template(container, player)
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end
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end
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---Toast all players of the given force, template is a callable that receives a LuaGuiElement
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---to add contents to and a player as second argument.
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---@param force LuaForce
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---@param duration number
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---@param template function
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---@param sound string sound to play, nil to not play anything
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function Public.toast_force_template(force, duration, template, sound)
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sound = sound or 'utility/new_objective'
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local players = force.connected_players
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for i = 1, #players do
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local player = players[i]
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template(toast_to(player, duration, sound), player)
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end
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end
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---Toast all players, template is a callable that receives a LuaGuiElement
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---to add contents to and a player as second argument.
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---@param duration number
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---@param template function
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---@param sound string sound to play, nil to not play anything
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function Public.toast_all_players_template(duration, template, sound)
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sound = sound or 'utility/new_objective'
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local players = game.connected_players
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for i = 1, #players do
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local player = players[i]
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template(toast_to(player, duration, sound), player)
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end
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end
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---Toast a message to a specific player
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---@param player LuaPlayer
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---@param duration number
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---@param message string
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function Public.toast_player(player, duration, message)
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Public.toast_player_template(
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player,
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duration,
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function(container)
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local label = container.add({type = 'label', name = close_toast_name, caption = message})
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label.style.single_line = false
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end
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)
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end
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---Toast a message to all players of a given force
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---@param force LuaForce
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---@param duration number
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---@param message string
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function Public.toast_force(force, duration, message)
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local players = force.connected_players
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for i = 1, #players do
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local player = players[i]
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Public.toast_player(player, duration, message)
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end
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end
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---Toast a message to all players
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---@param duration number
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---@param message string
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function Public.toast_all_players(duration, message)
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local players = game.connected_players
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for i = 1, #players do
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local player = players[i]
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Public.toast_player(player, duration, message)
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end
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end
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Command.add(
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'toast',
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{
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description = {'command_description.toast'},
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arguments = {'msg'},
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capture_excess_arguments = true,
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required_rank = Ranks.admin,
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allowed_by_server = true
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},
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function(args)
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Public.toast_all_players(15, args.msg)
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Utils.print_admins({'command_description.sent_all_toast', Utils.get_actor()})
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end
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)
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Command.add(
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'toast-player',
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{
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description = {'command_description.toast_player'},
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arguments = {'player', 'msg'},
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capture_excess_arguments = true,
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required_rank = Ranks.admin,
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allowed_by_server = true
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},
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function(args)
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local target_name = args.player
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local target = game.players[target_name]
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if target then
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Public.toast_player(target, 15, args.msg)
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Utils.print_admins({'command_description.sent_player_toast', Utils.get_actor(), target_name})
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else
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Game.player_print({'common.fail_no_target', target_name}, Color.yellow)
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end
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end
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)
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return Public
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