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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-14 10:13:13 +02:00
RedMew/features/gui/paint.lua
James Gillham 762d31d465 Gui fixes
2020-11-24 17:44:31 +00:00

367 lines
9.9 KiB
Lua

local Event = require 'utils.event'
local Gui = require 'utils.gui'
local Global = require 'utils.global'
local config = global.config.paint
local default_fallback_hidden_tile = 'dirt-6'
local brush_tools = {
['refined-concrete'] = true,
['refined-hazard-concrete'] = true
}
local valid_filters = {
['acid-refined-concrete'] = true,
['black-refined-concrete'] = true,
['blue-refined-concrete'] = true,
['brown-refined-concrete'] = true,
['cyan-refined-concrete'] = true,
['green-refined-concrete'] = true,
['orange-refined-concrete'] = true,
['pink-refined-concrete'] = true,
['purple-refined-concrete'] = true,
['red-refined-concrete'] = true,
['yellow-refined-concrete'] = true
}
local main_button_name = Gui.uid_name()
local main_frame_name = Gui.uid_name()
local filter_button_name = Gui.uid_name()
local filter_clear_name = Gui.uid_name()
local filter_element_name = Gui.uid_name()
local filters_table_name = Gui.uid_name()
local filter_table_close_button_name = Gui.uid_name()
local paint_brushes_by_player = {}
Global.register(
{
paint_brushes_by_player = paint_brushes_by_player
},
function(tbl)
paint_brushes_by_player = tbl.paint_brushes_by_player
end
)
local function refund_tiles(player, tiles)
local count = 0
local set_hidden_tile = player.surface.set_hidden_tile
local fallback_tile = config.fallback_hidden_tile or default_fallback_hidden_tile
for i = 1, #tiles do
local tile_data = tiles[i]
if valid_filters[tile_data.old_tile.name] then
count = count + 1
set_hidden_tile(tile_data.position, fallback_tile)
end
end
if count > 0 then
player.insert {name = 'refined-concrete', count = count}
end
end
local function player_build_tile(event)
local item = event.item
if not item then
return
end
local item_name = item.name
if not brush_tools[item_name] then
return
end
local player_index = event.player_index
local player = game.get_player(player_index)
if not player or not player.valid then
return
end
local surface = game.surfaces[event.surface_index]
if not surface or not surface.valid then
return
end
local replace_tile = paint_brushes_by_player[player_index]
if not replace_tile then
refund_tiles(player, event.tiles)
return
end
if not player.gui.left[main_frame_name] then
refund_tiles(player, event.tiles)
return
end
local get_hidden_tile = surface.get_hidden_tile
local tile_name = event.tile.name
local tiles = event.tiles
local count = 0
local hidden_tiles = {}
local prevent_on_landfill = config.prevent_on_landfill
local print_no_landfill_message = false
local fallback_tile = config.fallback_hidden_tile or default_fallback_hidden_tile
for i = 1, #tiles do
local tile_data = tiles[i]
local hidden_tile = get_hidden_tile(tile_data.position)
if prevent_on_landfill and hidden_tile == 'landfill' then
tile_data.name = tile_name
print_no_landfill_message = true
goto continue
end
tile_data.name = replace_tile
if valid_filters[tile_data.old_tile.name] then
count = count + 1
end
if valid_filters[hidden_tile] then
hidden_tiles[#hidden_tiles + 1] = {position = tile_data.position, name = fallback_tile}
end
::continue::
end
surface.set_tiles(tiles)
local set_hidden_tile = surface.set_hidden_tile
for i = 1, #hidden_tiles do
local tile = hidden_tiles[i]
set_hidden_tile(tile.position, tile.name)
end
if count > 0 then
player.insert {name = item_name, count = count}
end
if print_no_landfill_message then
player.print({'paint.no_place_landfill'})
end
end
local function robot_built_tile(event)
local item = event.item
if not item then
return
end
local item_name = item.name
if not brush_tools[item_name] then
return
end
local surface = game.surfaces[event.surface_index]
if not surface or not surface.valid then
return
end
local tiles = event.tiles
local hidden_tiles = {}
local fallback_tile = config.fallback_hidden_tile or default_fallback_hidden_tile
for i = 1, #tiles do
local tile_data = tiles[i]
local hidden_tile = surface.get_hidden_tile(tile_data.position)
if valid_filters[hidden_tile] then
hidden_tiles[#hidden_tiles + 1] = {position = tile_data.position, name = fallback_tile}
end
end
for i = 1, #hidden_tiles do
local tile = hidden_tiles[i]
surface.set_hidden_tile(tile.position, tile.name)
end
end
local function get_tile_localised_name(tile_name)
if not tile_name then
return
end
local proto = game.tile_prototypes[tile_name]
if proto then
return proto.localised_name or proto.name
end
end
local function player_created(event)
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
player.gui.top.add(
{
name = main_button_name,
type = 'sprite-button',
sprite = 'utility/spray_icon',
tooltip = {'paint.tooltip'}
}
)
end
local function draw_filters_table(event)
local center = event.player.gui.center
if center[filters_table_name] then
return
end
local frame =
center.add {type = 'frame', name = filters_table_name, direction = 'vertical', caption = {'paint.palette'}}
local t = frame.add {type = 'table', column_count = 6}
t.style.horizontal_spacing = 0
t.style.vertical_spacing = 0
for tile_name, _ in pairs(valid_filters) do
local flow = t.add {type = 'flow'}
local button =
flow.add {
type = 'sprite-button',
name = filter_element_name,
sprite = 'tile/' .. tile_name,
tooltip = get_tile_localised_name(tile_name)
}
Gui.set_data(button, {frame = frame, tile_name = tile_name})
button.style = 'slot_button'
end
local flow = frame.add {type = 'flow'}
local close_button = Gui.make_close_button(flow, filter_table_close_button_name)
Gui.set_data(close_button, frame)
event.player.opened = frame
Gui.set_data(frame, event.element)
end
local function toggle(event)
local player = event.player
local gui = player.gui
local left = gui.left
local main_frame = left[main_frame_name]
local main_button = gui.top[main_button_name]
if main_frame and main_frame.valid then
Gui.destroy(main_frame)
main_button.style = 'slot_button'
else
main_button.style = 'highlighted_tool_button'
local style = main_button.style
style.width = 40
style.height = 40
style.padding = 0
main_frame =
left.add {
type = 'frame',
name = main_frame_name,
direction = 'vertical',
caption = {'paint.frame_name'}
}
local top_flow = main_frame.add {type = 'flow', direction = 'horizontal'}
local tile_name = paint_brushes_by_player[event.player_index]
local brush =
top_flow.add({type = 'flow'}).add {
type = 'sprite-button',
name = filter_button_name,
tooltip = get_tile_localised_name(tile_name) or {'paint.select_brush'},
sprite = tile_name and 'tile/' .. tile_name
}
brush.style = 'slot_button'
local label = top_flow.add {type = 'label', caption = {'paint.instructions'}}
local label_style = label.style
label_style.font = 'default-bold'
label_style.single_line = false
label_style.left_padding = 10
local buttons_flow = main_frame.add {type = 'flow', direction = 'horizontal'}
Gui.make_close_button(buttons_flow, main_button_name)
local clear_brush =
buttons_flow.add {type = 'button', name = filter_clear_name, caption = {'paint.clear_brush'}}
Gui.set_data(clear_brush, brush)
end
end
Gui.on_click(main_button_name, toggle)
Gui.on_click(
filter_button_name,
function(event)
if event.button == defines.mouse_button_type.right then
paint_brushes_by_player[event.player_index] = nil
local element = event.element
element.sprite = 'utility/pump_cannot_connect_icon'
element.tooltip = {'paint.select_brush'}
else
draw_filters_table(event)
end
end
)
Gui.on_click(
filter_clear_name,
function(event)
local brush = Gui.get_data(event.element)
brush.sprite = 'utility/pump_cannot_connect_icon'
brush.tooltip = {'paint.select_brush'}
paint_brushes_by_player[event.player_index] = nil
end
)
Gui.on_click(
filter_element_name,
function(event)
local element = event.element
if not element or not element.valid then
return
end
local data = Gui.get_data(element)
local frame = data.frame
local tile_name = data.tile_name
local filter_button = Gui.get_data(frame)
paint_brushes_by_player[event.player_index] = tile_name
filter_button.sprite = element.sprite
filter_button.tooltip = element.tooltip
Gui.destroy(frame)
end
)
Gui.on_click(
filter_table_close_button_name,
function(event)
local frame = Gui.get_data(event.element)
Gui.destroy(frame)
end
)
Gui.on_custom_close(
filters_table_name,
function(event)
local element = event.element
Gui.destroy(element)
end
)
Gui.allow_player_to_toggle_top_element_visibility(main_button_name)
Event.add(defines.events.on_player_created, player_created)
Event.add(defines.events.on_player_built_tile, player_build_tile)
Event.add(defines.events.on_robot_built_tile, robot_built_tile)