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got gui to work
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98
cybersyn/scripts/gui.lua
Normal file
98
cybersyn/scripts/gui.lua
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--By Mami
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local gui = require("__flib__.gui")
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local RED = "utility/status_not_working"
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local GREEN = "utility/status_working"
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local YELLOW = "utility/status_yellow"
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local STATUS_SPRITES = {}
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STATUS_SPRITES[defines.entity_status.working] = GREEN
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STATUS_SPRITES[defines.entity_status.normal] = GREEN
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STATUS_SPRITES[defines.entity_status.no_power] = RED
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STATUS_SPRITES[defines.entity_status.low_power] = YELLOW
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STATUS_SPRITES[defines.entity_status.disabled_by_control_behavior] = RED
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STATUS_SPRITES[defines.entity_status.disabled_by_script] = RED
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STATUS_SPRITES[defines.entity_status.marked_for_deconstruction] = RED
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local STATUS_SPRITES_DEFAULT = RED
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local STATUS_NAMES = {}
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STATUS_NAMES[defines.entity_status.working] = "entity-status.working"
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STATUS_NAMES[defines.entity_status.normal] = "entity-status.normal"
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STATUS_NAMES[defines.entity_status.no_power] = "entity-status.no-power"
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STATUS_NAMES[defines.entity_status.low_power] = "entity-status.low-power"
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STATUS_NAMES[defines.entity_status.disabled_by_control_behavior] = "entity-status.disabled"
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STATUS_NAMES[defines.entity_status.disabled_by_script] = "entity-status.disabled-by-script"
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STATUS_NAMES[defines.entity_status.marked_for_deconstruction] = "entity-status.marked-for-deconstruction"
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STATUS_NAMES_DEFAULT = "entity-status.disabled"
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---@param entity LuaEntity
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function gui_opened(entity, player)
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local rootgui = player.gui.screen
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local window = gui.build(rootgui, {
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{type="frame", direction="vertical", ref={"main_window"}, name=COMBINATOR_NAME, tags={unit_number=entity.unit_number}, actions={
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on_close = {"test"}
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}, children={
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--title bar
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{type="flow", ref={"titlebar"}, children={
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{type="label", style="frame_title", caption={"cybersyn-gui.combinator-title"}, elem_mods={ignored_by_interaction=true}},
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{type="empty-widget", style="flib_titlebar_drag_handle", elem_mods={ignored_by_interaction=true}},
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{type="sprite-button", style="frame_action_button", mouse_button_filter={"left"}, sprite="utility/close_white", hovered_sprite="utility/close_black", name=COMBINATOR_NAME, actions={
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on_click = {"test"}
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}}
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}},
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{type="frame", style="inside_shallow_frame_with_padding", style_mods={padding=8}, children={
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{type="flow", direction="vertical", style_mods={horizontal_align="left"}, children={
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--status
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{type="flow", style = "status_flow", direction = "horizontal", style_mods={vertical_align="center", horizontally_stretchable=true}, children={
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{type="sprite", sprite=STATUS_SPRITES[entity.status] or STATUS_SPRITES_DEFAULT, style="status_image", ref={"status_icon"}, style_mods={stretch_image_to_widget_size=true}},
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{type="label", caption={STATUS_NAMES[entity.status] or STATUS_NAMES_DEFAULT}, ref={"status_label"}}
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}},
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--preview
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{type="frame", style="deep_frame_in_shallow_frame", style_mods={minimal_width=0, horizontally_stretchable=true, padding=0}, children={
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{type="entity-preview", style="wide_entity_button", ref={"preview"}},
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}},
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{type="label", caption={"cybersyn-gui.operation"}, style_mods={top_padding=8}},
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{type="drop-down", ref={"operation"}, actions={
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on_selection_state_changed = {"test"}
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}, items={
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{"cybersyn-gui.comb1"},
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{"cybersyn-gui.comb2"},
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{"cybersyn-gui.depot"},
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{"cybersyn-gui.wagon-manifest"},
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}},
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}}
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}}
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}}
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})
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window.preview.entity = entity
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window.titlebar.drag_target = window.main_window
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window.main_window.force_auto_center()
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player.opened = window.main_window
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end
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local function o(event)
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local entity = event.entity
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if not entity or not entity.valid then return end
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local player = game.get_player(event.player_index)
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if not player then return end
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local rootgui = player.gui.screen
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if rootgui[COMBINATOR_NAME] then
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--rootgui[COMBINATOR_NAME].destroy()
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else
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gui_opened(entity, player)
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end
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end
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function register_gui_actions()
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gui.hook_events(function(event)
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local msg = gui.read_action(event)
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if msg then
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-- read the action to determine what to do
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local hi = 2
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end
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end)
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script.on_event(defines.events.on_gui_opened, o)
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end
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