1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-12 10:04:40 +02:00
RedMew/features/gui/toast.lua
plague006 55aa7fd916 Command descriptions
Remove search_command
Overhaul meltdown commands
Localize some gui
2019-03-03 17:21:59 -05:00

291 lines
8.2 KiB
Lua

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, 'fraction', 1.0)
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_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 = player.gui.left.add({type = 'flow'})
local frame =
frame_holder.add({type = 'frame', name = toast_frame_name, direction = 'vertical', style = 'captionless_frame'})
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(
frame_holder,
{
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] = frame_holder
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.players[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