344 lines
12 KiB
Lua

-- TodoMVC implementation using gui-lite.
-- The following is how I (raiguard) prefer to structure GUIs, but it is not the only way.
-- GUI
local flib_gui = require("__flib__/gui-lite")
local mod_gui = require("__core__/lualib/mod-gui")
--- @class GuiBase
local gui = {}
--- @param name string
--- @param sprite string
--- @param tooltip LocalisedString
--- @param handler function
local function frame_action_button(name, sprite, tooltip, handler)
return {
type = "sprite-button",
name = name,
style = "frame_action_button",
sprite = sprite .. "_white",
hovered_sprite = sprite .. "_black",
clicked_sprite = sprite .. "_black",
tooltip = tooltip,
handler = handler,
}
end
--- Build the GUI for the given player.
--- @param player LuaPlayer
function gui.build(player)
-- `elems` is a table consisting of all GUI elements that were given names, keyed by their name.
-- `window` is the GUI element that was created first, which in this case, was the top-level frame.
-- The second argument can be a single element or an array of elements. Here we pass a single element.
local elems = flib_gui.add(player.gui.screen, {
type = "frame",
name = "flib_todo_window",
direction = "vertical",
-- Use `elem_mods` to make modifications to the GUI element after creation.
elem_mods = { auto_center = true },
-- If `handler` is a function, it will call that function for any GUI event on this element.
-- If it is a dictioanry of event -> function, it will call the corresponding function for the corresponding event.
handler = { [defines.events.on_gui_closed] = gui.on_window_closed },
-- Children can be defined as array members of an element.
{
type = "flow",
style = "flib_titlebar_flow",
-- The string must be the name of an element that is present in the `elems` table. To set drag_target to a
-- LuaGuiElement reference, do so inside of the `elem_mods` table.
drag_target = "flib_todo_window",
-- For a real mod, you would want to use localised strings for the captions. They are omitted here to keep this
-- demo in one file.
{ type = "label", style = "frame_title", caption = "TodoMVC", ignored_by_interaction = true },
{ type = "empty-widget", style = "flib_titlebar_drag_handle", ignored_by_interaction = true },
-- You can use helper functions for repetitive elements.
frame_action_button("pin_button", "flib_pin", { "gui.flib-keep-open" }, gui.toggle_pinned),
frame_action_button("close_button", "utility/close", { "gui.close-instruction" }, gui.hide),
},
{
type = "frame",
style = "inside_shallow_frame",
-- Use `style_mods` to make modifications to the element's style.
style_mods = { width = 500 },
direction = "vertical",
{
type = "frame",
style = "subheader_frame",
{
type = "textfield",
name = "textfield",
style = "flib_widthless_textfield",
style_mods = { horizontally_stretchable = true },
handler = {
-- Multiple different event handlers
[defines.events.on_gui_confirmed] = gui.on_textfield_confirmed,
[defines.events.on_gui_text_changed] = gui.on_textfield_text_changed,
},
{
type = "label",
name = "placeholder",
style_mods = { font_color = { a = 0.4 } },
caption = "What needs to be done?",
ignored_by_interaction = true,
},
},
},
{
type = "scroll-pane",
style = "flib_naked_scroll_pane_no_padding",
style_mods = { maximal_height = 400 },
-- We use a flow here to allow customizing the vertical spacing with style_mods. Normally you want to use a data
-- stage style on the scroll-pane for this.
{
type = "flow",
name = "todos_flow",
style_mods = { vertical_spacing = 8, padding = 12 },
direction = "vertical",
},
},
{
type = "frame",
name = "subfooter",
style = "subfooter_frame",
{
type = "flow",
style = "centering_horizontal_flow",
{ type = "label", name = "count_label", style_mods = { left_margin = 8 }, caption = "0 items left" },
{ type = "empty-widget", style = "flib_horizontal_pusher" },
{
type = "flow",
style_mods = { horizontal_spacing = 8 },
{
type = "radiobutton",
name = "all_radio",
caption = "All",
state = true,
-- Element tags can be specified like this.
tags = { mode = "all" },
handler = { [defines.events.on_gui_checked_state_changed] = gui.change_mode },
},
{
type = "radiobutton",
name = "active_radio",
caption = "Active",
state = false,
tags = { mode = "active" },
handler = { [defines.events.on_gui_checked_state_changed] = gui.change_mode },
},
{
type = "radiobutton",
name = "completed_radio",
caption = "Completed",
state = false,
tags = { mode = "completed" },
handler = { [defines.events.on_gui_checked_state_changed] = gui.change_mode },
},
},
{ type = "empty-widget", style = "flib_horizontal_pusher" },
{
type = "button",
name = "clear_completed_button",
caption = "Clear completed",
enabled = false,
-- Because on_gui_click is the only event related to buttons, we can take a shortcut.
handler = gui.clear_completed,
},
},
},
},
})
-- In a real mod, you would want to initially hide the GUI and not set opened until the player opens it.
player.opened = elems.flib_todo_window
--- @class Gui
global.guis[player.index] = {
elems = elems,
player = player,
-- State variables
completed_count = 0,
items_left = 0,
mode = "all",
pinned = false,
}
end
--- @param e EventData.on_gui_confirmed
function gui.on_textfield_text_changed(_, e)
if #e.element.text == 0 then
e.element.placeholder.visible = true
else
e.element.placeholder.visible = false
end
end
--- @param self Gui
--- @param e EventData.on_gui_checked_state_changed
function gui.change_mode(self, e)
local mode = e.element.tags.mode --[[@as string]]
self.mode = mode
self.elems.all_radio.state = mode == "all"
self.elems.active_radio.state = mode == "active"
self.elems.completed_radio.state = mode == "completed"
-- Adjust checkbox visibility
for _, checkbox in pairs(self.elems.todos_flow.children) do
checkbox.visible = (checkbox.state and mode ~= "active") or (not checkbox.state and mode ~= "completed")
end
end
--- @param self Gui
function gui.clear_completed(self)
for _, checkbox in pairs(self.elems.todos_flow.children) do
if checkbox.state then
checkbox.destroy()
end
end
self.completed_count = 0
gui.update_footer(self)
end
--- @param self Gui
function gui.hide(self)
self.elems.flib_todo_window.visible = false
end
--- @param self Gui
--- @param e EventData.on_gui_checked_state_changed
function gui.on_todo_toggled(self, e)
local checkbox = e.element
if checkbox.state then
-- Hide this item if needed
if self.mode == "active" then
checkbox.visible = false
end
-- Decrement items left counter
self.items_left = self.items_left - 1
self.completed_count = self.completed_count + 1
else
self.items_left = self.items_left + 1
self.completed_count = self.completed_count - 1
end
gui.update_footer(self)
end
--- @param self Gui
--- @param e EventData.on_gui_confirmed
function gui.on_textfield_confirmed(self, e)
local title = e.element.text
if #title == 0 then
self.player.play_sound({ path = "utility/cannot_build" })
return
end
local todos_flow = self.elems.todos_flow
flib_gui.add(todos_flow, {
type = "checkbox",
style_mods = { horizontally_stretchable = true },
caption = title,
state = false,
visible = self.mode ~= "completed",
handler = { [defines.events.on_gui_checked_state_changed] = gui.on_todo_toggled },
})
self.items_left = self.items_left + 1
e.element.text = ""
-- The above line doesn't fire the on_gui_text_changed event, so call its handler manually.
-- The event table isn't actually the right type, but it has the same info, so it's fine.
gui.on_textfield_text_changed(self, e)
gui.update_footer(self)
end
--- @param self Gui
function gui.on_window_closed(self)
-- Don't close when enabling the pin
if self.pinned then
return
end
gui.hide(self)
end
--- @param self Gui
function gui.show(self)
self.elems.flib_todo_window.visible = true
self.elems.textfield.focus()
if not self.pinned then
self.player.opened = self.elems.flib_todo_window
end
end
--- @param self Gui
function gui.toggle_pinned(self)
-- "Pinning" the GUI will remove it from player.opened, allowing it to coexist with other windows.
-- I highly recommend implementing this for your GUIs. flib includes the requisite sprites and locale for the button.
self.pinned = not self.pinned
if self.pinned then
self.elems.close_button.tooltip = { "gui.close" }
self.elems.pin_button.sprite = "flib_pin_black"
self.elems.pin_button.style = "flib_selected_frame_action_button"
self.player.opened = self.elems.flib_todo_window
if self.player.opened == self.elems.flib_todo_window then
self.player.opened = nil
end
else
self.elems.close_button.tooltip = { "gui.close-instruction" }
self.elems.pin_button.sprite = "flib_pin_white"
self.elems.pin_button.style = "frame_action_button"
self.player.opened = self.elems.flib_todo_window
end
end
--- @param self Gui
function gui.toggle_visible(self)
if self.elems.flib_todo_window.visible then
gui.hide(self)
else
gui.show(self)
end
end
--- @param self Gui
function gui.update_footer(self)
self.elems.count_label.caption = self.items_left .. " items left"
self.elems.clear_completed_button.enabled = self.completed_count > 0
end
-- Add all functions in the `gui` table as callable handlers. This is required in order for functions in `gui.add` to
-- work. For convenience, flib will ignore any value that isn't a function.
-- The second argument is an optional wrapper function that will be called in lieu of the specified handler of an
-- element. It is used in this case to get the GUI table for the corresponding player before calling the handler.
flib_gui.add_handlers(gui, function(e, handler)
local self = global.guis[e.player_index]
if self then
handler(self, e)
end
end)
-- BOOTSTRAP
-- Handle all 'on_gui_*' events with `flib_gui.dispatch`. If you don't call this, then your element handlers won't work!
-- If you wish to have custom logic for a specific GUI event, you can call `flib_gui.dispatch` yourself in your main
-- event handler. `handle_events` will not override any existing event handlers.
flib_gui.handle_events()
-- Initalize guis table
script.on_init(function()
global.guis = {}
end)
-- Create the GUI when a player is created
script.on_event(defines.events.on_player_created, function(e)
local player = game.get_player(e.player_index) --[[@as LuaPlayer]]
gui.build(player)
-- Add mod_gui button
local button_flow = mod_gui.get_button_flow(player) --[[@as LuaGuiElement]]
flib_gui.add(button_flow, {
type = "button",
style = mod_gui.button_style,
caption = "TodoMVC",
handler = gui.toggle_visible,
})
end)
-- For a real mod, you would also want to handle on_configuration_changed to rebuild your GUIs, and on_player_removed
-- to remove the GUI table from global. You would also want to ensure that the GUI is valid before running methods.
-- For the sake of brevity, these things were not covered in this demo.