initial updates to the LTN GUI for 2.0

This commit is contained in:
Zoryn
2024-10-22 14:58:06 -04:00
parent b10a30dc00
commit e62e1e396c
9 changed files with 28 additions and 24 deletions

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@@ -389,10 +389,14 @@ if settings.startup["cybersyn-manager-enabled"].value then
{
type = "shortcut",
name = "cybersyn-toggle-gui",
icon = data_util.build_sprite(nil, { 0, 0 }, util.paths.shortcut_icons, 32, 2),
disabled_icon = data_util.build_sprite(nil, { 48, 0 }, util.paths.shortcut_icons, 32, 2),
small_icon = data_util.build_sprite(nil, { 0, 32 }, util.paths.shortcut_icons, 24, 2),
disabled_small_icon = data_util.build_sprite(nil, { 36, 32 }, util.paths.shortcut_icons, 24, 2),
icon = "__cybersyn__/graphics/shortcut/shortcut_icon.png",
icon_size = 32,
small_icon = "__cybersyn__/graphics/shortcut/shortcut_icon.png",
small_icon_size = 24,
--icon = data_util.build_sprite("nil", { 0, 0 }, util.paths.shortcut_icons, 32, 2),
--disabled_icon = data_util.build_sprite(nil, { 48, 0 }, util.paths.shortcut_icons, 32, 2),
--small_icon = data_util.build_sprite(nil, { 0, 32 }, util.paths.shortcut_icons, 24, 2),
--disabled_small_icon = data_util.build_sprite(nil, { 36, 32 }, util.paths.shortcut_icons, 24, 2),
toggleable = true,
action = "lua",
associated_control_input = "cybersyn-toggle-gui",

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@@ -9,10 +9,10 @@ local actions = {}
local function toggle_fab(elem, sprite, state)
if state then
elem.style = "flib_selected_frame_action_button"
elem.sprite = sprite .. "_black"
elem.sprite = sprite .. ""
else
elem.style = "frame_action_button"
elem.sprite = sprite .. "_white"
elem.sprite = sprite .. ""
end
end

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@@ -171,7 +171,7 @@ function inventory_tab.build(map_data, player_data)
for item, count in pairs(inventory_provided) do
i = i + 1
local sprite, img_path, item_string = util.generate_item_references(item)
if game.is_valid_sprite_path(sprite) then
if helpers.is_valid_sprite_path(sprite) then
provided_children[#provided_children+1] = {
type = "sprite-button",
style = "flib_slot_button_green",
@@ -195,7 +195,7 @@ function inventory_tab.build(map_data, player_data)
for item, count in pairs(inventory_requested) do
i = i + 1
local sprite, img_path, item_string = util.generate_item_references(item)
if game.is_valid_sprite_path(sprite) then
if helpers.is_valid_sprite_path(sprite) then
requested_children[#requested_children+1] = {
type = "sprite-button",
style = "flib_slot_button_red",
@@ -219,7 +219,7 @@ function inventory_tab.build(map_data, player_data)
for item, count in pairs(inventory_in_transit) do
i = i + 1
local sprite, img_path, item_string = util.generate_item_references(item)
if game.is_valid_sprite_path(sprite) then
if helpers.is_valid_sprite_path(sprite) then
in_transit_children[#in_transit_children+1] = {
type = "sprite-button",
style = "flib_slot_button_blue",

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@@ -135,7 +135,7 @@ local function init_items(manager)
manager.item_order = item_order
local i = 1
for _, protos in pairs{prototypes.item, game.fluid_prototypes} do
for _, protos in pairs{prototypes.item, prototypes.fluid} do
--- @type (LuaItemPrototype|LuaFluidPrototype)[]
local all_items = {}
for _, proto in pairs(protos) do

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@@ -180,10 +180,10 @@ end
local function toggle_fab(elem, sprite, state)
if state then
elem.style = "flib_selected_frame_action_button"
elem.sprite = sprite .. "_black"
elem.sprite = sprite .. ""
else
elem.style = "frame_action_button"
elem.sprite = sprite .. "_white"
elem.sprite = sprite .. ""
end
end

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@@ -13,9 +13,9 @@ function templates.frame_action_button(name, sprite, tooltip, handler, tags)
type = "sprite-button",
name = name,
style = "frame_action_button",
sprite = sprite .. "_white",
hovered_sprite = sprite .. "_black",
clicked_sprite = sprite .. "_black",
sprite = sprite .. "",
hovered_sprite = sprite .. "",
clicked_sprite = sprite .. "",
mouse_button_filter = { "left" },
tooltip = tooltip,
handler = handler,

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@@ -40,15 +40,15 @@ function util.generate_item_references(item)
local sprite = nil
local image_path = ""
local item_name
if game.is_valid_sprite_path("item/" .. item) then
if helpers.is_valid_sprite_path("item/" .. item) then
sprite = "item/" .. item
image_path = "[img=item." .. item .. "]"
item_name = {"?", { "item-name." .. item }, { "entity-name." .. item }, "LocalizedString failure: " .. item }
elseif game.is_valid_sprite_path("fluid/" .. item) then
elseif helpers.is_valid_sprite_path("fluid/" .. item) then
sprite = "fluid/" .. item
image_path = "[img=fluid." .. item .. "]"
item_name = {"?", { "fluid-name." .. item }, "LocalizedString failure: " .. item }
elseif game.is_valid_sprite_path("virtual-signal/" .. item) then
elseif helpers.is_valid_sprite_path("virtual-signal/" .. item) then
sprite = "virtual-signal/" .. item
image_path = "[img=virtual-signal." .. item .. "]"
item_name = {"?", { "virtual-signal." .. item }, "LocalizedString failure: " .. item }
@@ -69,7 +69,7 @@ function util.slot_table_build_from_manifest(manifest, color)
local name = item.name
local count = item.count
local sprite, img_path, item_string = util.generate_item_references(name)
if game.is_valid_sprite_path(sprite) then
if helpers.is_valid_sprite_path(sprite) then
children[#children + 1] = {
type = "sprite-button",
enabled = false,
@@ -112,7 +112,7 @@ function util.slot_table_build_from_station(station)
else
color = "red"
end
if game.is_valid_sprite_path(sprite) then
if helpers.is_valid_sprite_path(sprite) then
children[#children + 1] = {
type = "sprite-button",
enabled = false,
@@ -149,7 +149,7 @@ function util.slot_table_build_from_deliveries(station)
else
color = "blue"
end
if game.is_valid_sprite_path(sprite) then
if helpers.is_valid_sprite_path(sprite) then
children[#children + 1] = {
type = "sprite-button",
enabled = false,
@@ -188,7 +188,7 @@ function util.slot_table_build_from_control_signals(station, map_data)
else
sprite = "virtual-signal" .. "/" .. name
end
if game.is_valid_sprite_path(sprite) then
if helpers.is_valid_sprite_path(sprite) then
children[#children + 1] = {
type = "sprite-button",
enabled = false,
@@ -230,7 +230,7 @@ function util.slot_table_build_from_control_signals(station, map_data)
count = count * get_stack_size(map_data, name)
end
if game.is_valid_sprite_path(sprite) then
if helpers.is_valid_sprite_path(sprite) then
children[#children + 1] = {
type = "sprite-button",
enabled = false,
@@ -248,7 +248,7 @@ function util.slot_table_build_from_control_signals(station, map_data)
elseif item.type == "virtual" then
sprite = "virtual-signal" .. "/" .. name
if game.is_valid_sprite_path(sprite) then
if helpers.is_valid_sprite_path(sprite) then
children[#children + 1] = {
type = "sprite-button",
enabled = false,