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gui.lua
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if ... ~= "__flib__.gui" then
return require("__flib__.gui")
end
--- Utilities for building GUIs and handling GUI events.
--- ```lua
--- local flib_gui = require("__flib__.gui")
--- ```
--- @class flib_gui
local flib_gui = {}
local handler_tag_key = "__" .. script.mod_name .. "_handler"
--- @type table<flib.GuiElemHandler, string>
local handlers = {}
--- @type table<string, flib.GuiElemHandler>
local handlers_lookup = {}
--- Add a new child or children to the given GUI element.
--- @param parent LuaGuiElement The parent GUI element.
--- @param def flib.GuiElemDef|flib.GuiElemDef[] The element definition, or an array of element definitions.
--- @param elems table<string, LuaGuiElement>? Optional initial `elems` table.
--- @return table<string, LuaGuiElement> elems Elements with names will be collected into this table.
--- @return LuaGuiElement first The element that was created first; the "top level" element.
function flib_gui.add(parent, def, elems)
if not parent or not parent.valid then
error("Parent element is missing or invalid")
end
if not elems then
elems = {}
end
-- If a single def was passed, wrap it in an array
if def.type or (def.tab and def.content) then
def = { def }
end
local first
for i = 1, #def do
local def = def[i]
if def.type then
-- Remove custom attributes from the def so the game doesn't serialize them
local children = def.children
local elem_mods = def.elem_mods
local handler = def.handler
local style_mods = def.style_mods
local drag_target = def.drag_target
-- If children were defined in the array portion, remove and collect them
local has_array_children = false
if def[1] then
if children then
error("Cannot define children in array portion and subtable simultaneously")
end
has_array_children = true
children = {}
for i = 1, #def do
children[i] = def[i]
def[i] = nil
end
end
def.children = nil
def.elem_mods = nil
def.handler = nil
def.style_mods = nil
def.drag_target = nil
local elem = parent.add(def)
if not first then
first = elem
end
if def.name then
elems[def.name] = elem
end
if style_mods then
for key, value in pairs(style_mods) do
elem.style[key] = value
end
end
if elem_mods then
for key, value in pairs(elem_mods) do
elem[key] = value
end
end
if drag_target then
local target = elems[drag_target]
if not target then
error("Drag target '" .. drag_target .. "' not found.")
end
elem.drag_target = target
end
if handler then
local out
if type(handler) == "table" then
out = {}
for name, handler in pairs(handler) do
out[tostring(name)] = handlers[handler]
end
else
out = handlers[handler]
end
local tags = elem.tags
tags[handler_tag_key] = out
elem.tags = tags
end
if children then
flib_gui.add(elem, children, elems)
end
-- Re-add custom attributes
if children and has_array_children then
for i = 1, #children do
def[i] = children[i]
end
else
def.children = children
end
def.elem_mods = elem_mods
def.handler = handler
def.style_mods = style_mods
def.drag_target = drag_target
elseif def.tab and def.content then
local _, tab = flib_gui.add(parent, def.tab, elems)
local _, content = flib_gui.add(parent, def.content, elems)
parent.add_tab(tab, content)
end
end
return elems, first
end
--- Add the given handler functions to the registry for use with `flib_gui.add`. Each handler must have a unique name. If a
--- `wrapper` function is provided, it will be called instead, and will receive the event data and handler. The wrapper
--- can be used to execute logic or gather data common to all handler functions for this GUI.
--- @param new_handlers table<string, fun(e: flib.GuiEventData)>
--- @param wrapper fun(e: flib.GuiEventData, handler: function)?
--- @param prefix string?
function flib_gui.add_handlers(new_handlers, wrapper, prefix)
for name, handler in pairs(new_handlers) do
if prefix then
name = prefix .. "/" .. name
end
if type(handler) == "function" then
if handlers_lookup[name] then
error("Attempted to register two GUI event handlers with the same name: " .. name)
end
handlers[handler] = name
if wrapper then
handlers_lookup[name] = function(e)
wrapper(e, handler)
end
else
handlers_lookup[name] = handler
end
end
end
end
--- Dispatch the handler associated with this event and GUI element. The handler must have been added using
--- `flib_gui.add_handlers`.
--- @param e flib.GuiEventData
--- @return boolean handled True if an event handler was called.
function flib_gui.dispatch(e)
local elem = e.element
if not elem then
return false
end
local tags = elem.tags --[[@as Tags]]
local handler_def = tags[handler_tag_key]
if not handler_def then
return false
end
local handler_type = type(handler_def)
if handler_type == "table" then
handler_def = handler_def[tostring(e.name)]
end
if handler_def then
local handler = handlers_lookup[handler_def]
if handler then
handler(e)
return true
end
end
return false
end
--- For use with `__core__/lualib/event_handler`. Pass `flib_gui` into `handler.add_lib` to handle
--- all GUI events automatically.
flib_gui.events = {}
for name, id in pairs(defines.events) do
if string.find(name, "on_gui_") then
flib_gui.events[id] = flib_gui.dispatch
end
end
--- Handle all GUI events with `flib_gui.dispatch`. Will not overwrite any existing event handlers.
function flib_gui.handle_events()
for id in pairs(flib_gui.events) do
if not script.get_event_handler(id) then
script.on_event(id, flib_gui.dispatch)
end
end
end
--- Format the given handlers for use in a GUI element's tags. An alternative to using `flib_gui.add` if event handling
--- is the only desired feature.
---
--- ### Example
---
--- ```lua
--- --- @param e EventData.on_gui_click
--- local function on_button_clicked(e)
--- game.print("You clicked it!")
--- end
---
--- player.gui.screen.add({
--- type = "button",
--- caption = "Click me!",
--- tags = flib_gui.format_handlers({ [defines.events.on_gui_click] = on_button_clicked }),
--- })
---
--- flib_gui.handle_events({ on_button_clicked = on_button_clicked })
--- ```
--- @param input flib.GuiElemHandler|table<defines.events, flib.GuiElemHandler?>
--- @param existing Tags?
--- @return Tags
function flib_gui.format_handlers(input, existing)
local out
if type(input) == "table" then
out = {}
for name, handler in pairs(input) do
out[tostring(name)] = handlers[handler]
end
else
out = handlers[input]
end
if existing then
existing[handler_tag_key] = out
return existing
end
return { [handler_tag_key] = out }
end
--- A GUI element definition. This extends `LuaGuiElement.add_param` with several new attributes.
--- Children may be defined in the array portion as an alternative to the `children` subtable.
--- @class flib.GuiElemDef: LuaGuiElement.add_param.button|LuaGuiElement.add_param.camera|LuaGuiElement.add_param.checkbox|LuaGuiElement.add_param.choose_elem_button|LuaGuiElement.add_param.drop_down|LuaGuiElement.add_param.flow|LuaGuiElement.add_param.frame|LuaGuiElement.add_param.line|LuaGuiElement.add_param.list_box|LuaGuiElement.add_param.minimap|LuaGuiElement.add_param.progressbar|LuaGuiElement.add_param.radiobutton|LuaGuiElement.add_param.scroll_pane|LuaGuiElement.add_param.slider|LuaGuiElement.add_param.sprite|LuaGuiElement.add_param.sprite_button|LuaGuiElement.add_param.switch|LuaGuiElement.add_param.tab|LuaGuiElement.add_param.table|LuaGuiElement.add_param.text_box|LuaGuiElement.add_param.textfield
--- @field style_mods LuaStyle? Modifications to make to the element's style.
--- @field elem_mods LuaGuiElement? Modifications to make to the element itself.
--- @field drag_target string? Set the element's drag target to the element whose name matches this string. The drag target must be present in the `elems` table.
--- @field handler (flib.GuiElemHandler|table<defines.events, flib.GuiElemHandler>)? Handler(s) to assign to this element. If assigned to a function, that function will be called for any GUI event on this element.
--- @field children flib.GuiElemDef[]? Children to add to this element.
--- @field tab flib.GuiElemDef? To add a tab, specify `tab` and `content` and leave all other fields unset.
--- @field content flib.GuiElemDef? To add a tab, specify `tab` and `content` and leave all other fields unset.
--- A handler function to invoke when receiving GUI events for this element.
--- @alias flib.GuiElemHandler fun(e: flib.GuiEventData)
--- Aggregate type of all possible GUI events.
--- @alias flib.GuiEventData EventData.on_gui_checked_state_changed|EventData.on_gui_click|EventData.on_gui_closed|EventData.on_gui_confirmed|EventData.on_gui_elem_changed|EventData.on_gui_location_changed|EventData.on_gui_opened|EventData.on_gui_selected_tab_changed|EventData.on_gui_selection_state_changed|EventData.on_gui_switch_state_changed|EventData.on_gui_text_changed|EventData.on_gui_value_changed
return flib_gui