--By Mami local flib_gui = require("__flib__.gui-lite") local RED = "utility/status_not_working" local GREEN = "utility/status_working" local YELLOW = "utility/status_yellow" local STATUS_SPRITES = {} STATUS_SPRITES[defines.entity_status.working] = GREEN STATUS_SPRITES[defines.entity_status.normal] = GREEN STATUS_SPRITES[defines.entity_status.no_power] = RED STATUS_SPRITES[defines.entity_status.low_power] = YELLOW STATUS_SPRITES[defines.entity_status.disabled_by_control_behavior] = RED STATUS_SPRITES[defines.entity_status.disabled_by_script] = RED STATUS_SPRITES[defines.entity_status.marked_for_deconstruction] = RED local STATUS_SPRITES_DEFAULT = RED local STATUS_NAMES = {} STATUS_NAMES[defines.entity_status.working] = "entity-status.working" STATUS_NAMES[defines.entity_status.normal] = "entity-status.normal" STATUS_NAMES[defines.entity_status.no_power] = "entity-status.no-power" STATUS_NAMES[defines.entity_status.low_power] = "entity-status.low-power" STATUS_NAMES[defines.entity_status.disabled_by_control_behavior] = "entity-status.disabled" STATUS_NAMES[defines.entity_status.disabled_by_script] = "entity-status.disabled-by-script" STATUS_NAMES[defines.entity_status.marked_for_deconstruction] = "entity-status.marked-for-deconstruction" STATUS_NAMES_DEFAULT = "entity-status.disabled" local bit_extract = bit32.extract local function setting(bits, n) return bit_extract(bits, n) > 0 end local function setting_flip(bits, n) return bit_extract(bits, n) == 0 end ---@param main_window LuaGuiElement ---@param selected_index int local function set_visibility(main_window, selected_index) local is_station = selected_index == 1 local is_depot = selected_index == 2 local is_wagon = selected_index == 5 local uses_network = is_station or is_depot or selected_index == 3 local uses_allow_list = is_station or selected_index == 3 local vflow = main_window.frame.vflow--[[@as LuaGuiElement]] local top_flow = vflow.top--[[@as LuaGuiElement]] local bottom_flow = vflow.bottom--[[@as LuaGuiElement]] local first_settings = bottom_flow.first--[[@as LuaGuiElement]] local depot_settings = bottom_flow.depot--[[@as LuaGuiElement]] top_flow.is_pr_switch.visible = is_station vflow.network_label.visible = uses_network bottom_flow.network.visible = uses_network first_settings.allow_list.visible = uses_allow_list first_settings.is_stack.visible = is_station bottom_flow.enable_inactive.visible = is_station top_flow.enable_slot_barring.visible = is_wagon depot_settings.visible = is_depot end ---@param e EventData.on_gui_click local function handle_close(e) local element = e.element if not element then return end local comb = global.to_comb[element.tags.id] if not comb or not comb.valid then return end local player = game.get_player(e.player_index) if not player then return end local rootgui = player.gui.screen if rootgui[COMBINATOR_NAME] then rootgui[COMBINATOR_NAME].destroy() player.play_sound({path = COMBINATOR_CLOSE_SOUND}) end end ---@param e EventData.on_gui_selection_state_changed local function handle_drop_down(e) local element = e.element if not element then return end local comb = global.to_comb[element.tags.id] if not comb or not comb.valid then return end set_visibility(element.parent.parent.parent.parent, element.selected_index) if element.selected_index == 1 then set_comb_operation(comb, MODE_PRIMARY_IO) elseif element.selected_index == 2 then set_comb_operation(comb, MODE_DEPOT) --prevent the use of the each signal with depots local network = element.parent.parent.bottom.network--[[@as LuaGuiElement]] local signal = network.elem_value--[[@as SignalID]] if signal and (signal.name == NETWORK_EACH) then network.elem_value = nil set_comb_network_name(comb, nil) end elseif element.selected_index == 3 then set_comb_operation(comb, MODE_REFUELER) elseif element.selected_index == 4 then set_comb_operation(comb, MODE_SECONDARY_IO) elseif element.selected_index == 5 then set_comb_operation(comb, MODE_WAGON) else return end combinator_update(global, comb) end ---@param e EventData.on_gui_switch_state_changed local function handle_pr_switch(e) local element = e.element if not element then return end local comb = global.to_comb[element.tags.id] if not comb or not comb.valid then return end local is_pr_state = (element.switch_state == "none" and 0) or (element.switch_state == "left" and 1) or 2 set_comb_is_pr_state(comb, is_pr_state) combinator_update(global, comb) end ---@param e EventData.on_gui_elem_changed local function handle_network(e) local element = e.element if not element then return end local comb = global.to_comb[element.tags.id] if not comb or not comb.valid then return end local signal = element.elem_value--[[@as SignalID]] if signal and (signal.name == "signal-everything" or signal.name == "signal-anything" or signal.name == "signal-each") then signal.name = NETWORK_EACH element.elem_value = signal end set_comb_network_name(comb, signal) combinator_update(global, comb) end ---@param e EventData.on_gui_checked_state_changed local function handle_setting(e) local element = e.element if not element then return end local comb = global.to_comb[element.tags.id] if not comb or not comb.valid then return end set_comb_setting(comb, element.tags.bit--[[@as int]], element.state) combinator_update(global, comb) end ---@param e EventData.on_gui_checked_state_changed local function handle_setting_flip(e) local element = e.element if not element then return end local comb = global.to_comb[element.tags.id] if not comb or not comb.valid then return end set_comb_setting(comb, element.tags.bit--[[@as int]], not element.state) combinator_update(global, comb) end local function on_gui_opened(event) local entity = event.entity if not entity or not entity.valid or entity.name ~= COMBINATOR_NAME then return end local player = game.get_player(event.player_index) if not player then return end gui_opened(entity, player) end local function on_gui_closed(event) if not event.element or event.element.name ~= COMBINATOR_NAME then return end local player = game.get_player(event.player_index) if not player then return end local rootgui = player.gui.screen if rootgui[COMBINATOR_NAME] then rootgui[COMBINATOR_NAME].destroy() player.play_sound({path = COMBINATOR_CLOSE_SOUND}) end end function register_gui_actions() flib_gui.add_handlers({ ["comb_close"] = handle_close, ["comb_drop_down"] = handle_drop_down, ["comb_pr_switch"] = handle_pr_switch, ["comb_network"] = handle_network, ["comb_setting"] = handle_setting, ["comb_setting_flip"] = handle_setting_flip, }) flib_gui.handle_events() script.on_event(defines.events.on_gui_opened, on_gui_opened) script.on_event(defines.events.on_gui_closed, on_gui_closed) end ---@param comb LuaEntity ---@param player LuaPlayer function gui_opened(comb, player) combinator_update(global, comb, true) local rootgui = player.gui.screen local selected_index, signal, switch_state, bits = get_comb_gui_settings(comb) local _, main_window = flib_gui.add(rootgui, { {type="frame", direction="vertical", name=COMBINATOR_NAME, children={ --title bar {type="flow", name="titlebar", children={ {type="label", style="frame_title", caption={"cybersyn-gui.combinator-title"}, elem_mods={ignored_by_interaction=true}}, {type="empty-widget", style="flib_titlebar_drag_handle", elem_mods={ignored_by_interaction=true}}, {type="sprite-button", style="frame_action_button", mouse_button_filter={"left"}, sprite="utility/close_white", hovered_sprite="utility/close_black", name=COMBINATOR_NAME, handler=handle_close, tags={id=comb.unit_number}} }}, {type="frame", name="frame", style="inside_shallow_frame_with_padding", style_mods={padding=12, bottom_padding=9}, children={ {type="flow", name="vflow", direction="vertical", style_mods={horizontal_align="left"}, children={ --status {type="flow", style="status_flow", direction="horizontal", style_mods={vertical_align="center", horizontally_stretchable=true, bottom_padding=4}, children={ {type="sprite", sprite=STATUS_SPRITES[comb.status] or STATUS_SPRITES_DEFAULT, style="status_image", style_mods={stretch_image_to_widget_size=true}}, {type="label", caption={STATUS_NAMES[comb.status] or STATUS_NAMES_DEFAULT}} }}, --preview {type="frame", name="preview_frame", style="deep_frame_in_shallow_frame", style_mods={minimal_width=0, horizontally_stretchable=true, padding=0}, children={ {type="entity-preview", name="preview", style="wide_entity_button"}, }}, --drop down {type="label", style="heading_3_label", caption={"cybersyn-gui.operation"}, style_mods={top_padding=8}}, {type="flow", name="top", direction="horizontal", style_mods={vertical_align="center"}, children={ {type="drop-down", style_mods={top_padding=3, right_margin=8}, handler=handle_drop_down, tags={id=comb.unit_number}, selected_index=selected_index, items={ {"cybersyn-gui.comb1"}, {"cybersyn-gui.depot"}, {"cybersyn-gui.refueler"}, {"cybersyn-gui.comb2"}, {"cybersyn-gui.wagon-manifest"}, }}, {type="switch", name="is_pr_switch", allow_none_state=true, switch_state=switch_state, left_label_caption={"cybersyn-gui.switch-provide"}, right_label_caption={"cybersyn-gui.switch-request"}, left_label_tooltip={"cybersyn-gui.switch-provide-tooltip"}, right_label_tooltip={"cybersyn-gui.switch-request-tooltip"}, handler=handle_pr_switch, tags={id=comb.unit_number}}, {type="checkbox", name="enable_slot_barring", state=setting(bits, SETTING_ENABLE_SLOT_BARRING), handler=handle_setting, tags={id=comb.unit_number, bit=SETTING_ENABLE_SLOT_BARRING}, tooltip={"cybersyn-gui.enable-slot-barring-tooltip"}, caption={"cybersyn-gui.enable-slot-barring-description"}}, }}, ---choose-elem-button {type="line", style_mods={top_padding=10}}, {type="label", name="network_label", style="heading_3_label", caption={"cybersyn-gui.network"}, style_mods={top_padding=8}}, {type="flow", name="bottom", direction="horizontal", style_mods={vertical_align="top"}, children={ {type="choose-elem-button", name="network", style="slot_button_in_shallow_frame", elem_type="signal", tooltip={"cybersyn-gui.network-tooltip"}, signal=signal, style_mods={bottom_margin=1, right_margin=6, top_margin=2}, handler=handle_network, tags={id=comb.unit_number}}, {type="flow", name="depot", direction="vertical", style_mods={horizontal_align="left"}, children={ {type="checkbox", name="use_same_depot", state=setting_flip(bits, SETTING_USE_ANY_DEPOT), handler=handle_setting_flip, tags={id=comb.unit_number, bit=SETTING_USE_ANY_DEPOT}, tooltip={"cybersyn-gui.use-same-depot-tooltip"}, caption={"cybersyn-gui.use-same-depot-description"}}, {type="checkbox", name="depot_bypass", state=setting_flip(bits, SETTING_DISABLE_DEPOT_BYPASS), handler=handle_setting_flip, tags={id=comb.unit_number, bit=SETTING_DISABLE_DEPOT_BYPASS}, tooltip={"cybersyn-gui.depot-bypass-tooltip"}, caption={"cybersyn-gui.depot-bypass-description"}}, }}, {type="flow", name="first", direction="vertical", style_mods={horizontal_align="left", right_margin=8}, children={ {type="checkbox", name="allow_list", state=setting_flip(bits, SETTING_DISABLE_ALLOW_LIST), handler=handle_setting_flip, tags={id=comb.unit_number, bit=SETTING_DISABLE_ALLOW_LIST}, tooltip={"cybersyn-gui.allow-list-tooltip"}, caption={"cybersyn-gui.allow-list-description"}}, {type="checkbox", name="is_stack", state=setting(bits, SETTING_IS_STACK), handler=handle_setting, tags={id=comb.unit_number, bit=SETTING_IS_STACK}, tooltip={"cybersyn-gui.is-stack-tooltip"}, caption={"cybersyn-gui.is-stack-description"}}, }}, {type="checkbox", name="enable_inactive", state=setting(bits, SETTING_ENABLE_INACTIVE), handler=handle_setting, tags={id=comb.unit_number, bit=SETTING_ENABLE_INACTIVE}, tooltip={"cybersyn-gui.enable-inactive-tooltip"}, caption={"cybersyn-gui.enable-inactive-description"}}, }} }} }} }} }) main_window.frame.vflow.preview_frame.preview.entity = comb main_window.titlebar.drag_target = main_window main_window.force_auto_center() set_visibility(main_window, selected_index) player.opened = main_window end