Ui enhancements 2.0 (#29)
* canvas overhaul * editor 2.0 * more tweaks * more editor work * completions + refactor * cleanup + editor additions * cleanup + undo overhaul * editor recent/peripherals/redo + cleanup * editor path issues * cleanup * changes for deprecated ui methods - recolor milo - make turtle scripts run again - mob rancher improvements * can now use named colors
This commit was merged in pull request #29.
This commit is contained in:
142
neural/Equipment.lua
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142
neural/Equipment.lua
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local Event = require('opus.event')
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local itemDB = require('core.itemDB')
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local neural = require('neural.interface')
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local UI = require('opus.ui')
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local Util = require('opus.util')
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local device = _G.device
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neural.assertModules({
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'plethora:sensor',
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'plethora:kinetic',
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'plethora:introspection',
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})
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UI:configure('Equipment', ...)
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local equipment = device.neuralInterface.getEquipment()
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local slots = {
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'primary',
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'offhand',
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'boots',
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'leggings',
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'chest',
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'helmet',
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}
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local page = UI.Page {
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menuBar = UI.MenuBar {
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buttons = {
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{ text = 'Drop', event = 'drop' },
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{ text = 'Suck', event = 'suck' },
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},
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},
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grid = UI.Grid {
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y = 2,
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columns = {
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{ heading = 'Slot', key = 'index', width = 7 },
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{ heading = 'Name', key = 'displayName' },
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{ heading = 'Count', key = 'count', width = 5, align = 'right' },
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},
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sortColumn = 'index',
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accelerators = {
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grid_select = 'show_detail',
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},
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getDisplayValues = function(_, row)
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row = Util.shallowCopy(row)
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if row.name then
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local item = itemDB:get(
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table.concat({ row.name, row.damage, row.nbtHash }, ':'),
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function()
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return equipment.getItemMeta(row.index)
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end)
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row.displayName = item.displayName
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else
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row.displayName = 'empty'
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end
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row.index = slots[row.index]
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return row
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end,
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},
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accelerators = {
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[ 'control-q' ] = 'quit',
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},
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detail = UI.SlideOut {
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menuBar = UI.MenuBar {
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buttons = {
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{ text = 'Back', event = 'slide_hide' },
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},
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},
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grid = UI.ScrollingGrid {
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y = 2,
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columns = {
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{ heading = 'Name', key = 'name' },
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{ heading = 'Value', key = 'value' },
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},
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sortColumn = 'name',
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accelerators = {
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grid_select = 'inspect',
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},
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},
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show = function(self, slot)
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local detail = equipment.getItemMeta(slot.index)
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local t = { }
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for k,v in pairs(detail) do
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table.insert(t, {
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name = k,
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value = v,
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})
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end
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self.grid:setValues(t)
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self.grid:setIndex(1)
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UI.SlideOut.show(self)
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end,
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},
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enable = function(self)
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self:refresh()
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UI.Page.enable(self)
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end,
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refresh = function(self)
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local t = { }
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local list = equipment.list()
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for i = 1, equipment.size() do
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local v = list[i] or { }
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v.index = i
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table.insert(t, v)
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end
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self.grid:setValues(t)
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self.grid:draw()
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end,
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eventHandler = function(self, event)
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if event.type == 'quit' then
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UI:quit()
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elseif event.type == 'show_detail' then
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if event.selected.name then
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self.detail:show(event.selected)
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end
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elseif event.type == 'drop' then
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local selected = self.grid:getSelected()
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equipment.drop(selected.index)
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self:refresh()
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elseif event.type == 'suck' then
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local selected = self.grid:getSelected()
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equipment.suck(selected.index)
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self:refresh()
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end
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UI.Page.eventHandler(self, event)
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end,
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}
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Event.onInterval(1, function()
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page:refresh()
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page:sync()
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end)
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UI:setPage(page)
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UI:start()
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itemDB:flush()
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