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10 Commits
| Author | SHA1 | Date | |
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| 0bebedf09b | |||
| 4bf7bf8333 | |||
| d60715fdd7 | |||
| e7d44327e8 | |||
| fd7ab16354 | |||
| 18299fd3f5 | |||
| 9d8443c9b2 | |||
| be669f7b3e | |||
| e49a69058b | |||
| bf22a80ca9 |
+1
-1
@@ -5,7 +5,7 @@ CREDITS
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All code and graphics created by Deadlock989, with the following exceptions.
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Code and graphics modifications after 2020-04-08 by Wyrrrd, ickputzdirwech, Friendch and Deadlock989.
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Code and graphics modifications after 2020-04-08 by Wyrrrd, ickputzdirwech, Friendch, dwightkung and Deadlock989.
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For the latest unmodified version, see https://github.com/Wyrrrd/IndustrialDisplayPlates/tree/cd8778eb3b11f8bde5418088253123b1029dc461
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Sounds by thomasevd and Raclure @ freesound.org.
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@@ -1,3 +1,7 @@
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⚠ **This repository is archived.** ⚠
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Though I have had great plans with this mod, I cannot find the time to maintain it properly. Luckily, the mod will not die, you can migrate to [Flydiverny's fork](https://github.com/Flydiverny/IndustrialDisplayPlates). I will try to merge the new features and fixes over to their fork in the meantime...
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# Industrial Display Plates
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<img src="https://raw.githubusercontent.com/Wyrrrd/IndustrialDisplayPlates/master/thumbnail.png" width="144" height="144">
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@@ -10,4 +14,5 @@ If you want to contribute by translating this mod, you can view the existing tra
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### Credits
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Thanks to [Deadlock989](https://mods.factorio.com/user/Deadlock989) for the [original mod](https://mods.factorio.com/mod/IndustrialDisplays).
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Sounds by thomasevd and Raclure on freesound.org.
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Thanks to [Friendch](https://mods.factorio.com/user/Friendch) for the french translation.
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Thanks to [Friendch](https://mods.factorio.com/user/Friendch) for the french translation.
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Thanks to [dwightkung](https://github.com/dwightkung) for the simplified chinese translation.
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@@ -1,4 +1,24 @@
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---------------------------------------------------------------------------------------------------
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Version: 1.1.6
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Date: 2023-04-10
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Changes:
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- Add deprecation info
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---------------------------------------------------------------------------------------------------
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Version: 1.1.5
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Date: 2023-03-15
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Locale:
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- Added simplified Chinese translation (thanks to dwightkung)
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---------------------------------------------------------------------------------------------------
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Version: 1.1.4
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Date: 2021-09-07
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Bugfixes:
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- fixed crash and unwanted behaviour introduced with last release
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---------------------------------------------------------------------------------------------------
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Version: 1.1.3
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Date: 2021-09-06
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Bugfixes:
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- Implemented controlled error message for blueprint update bug in factorio to avoid crash
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---------------------------------------------------------------------------------------------------
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Version: 1.1.2
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Date: 2021-08-21
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Changes:
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+57
-15
@@ -65,7 +65,7 @@ local function remove_markers(entity)
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end
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end
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local function find_entity_render(entity)
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local function find_entity_render(entity)
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for _,id in pairs(rendering.get_all_ids(DID.mod_name)) do
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if rendering.get_target(id).entity == entity then return id end
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end
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@@ -154,10 +154,10 @@ local function display_filter_tabs(player,filter)
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local name = splitstring(tab.tab.name,":")
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end
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tabs.selected_tab_index = selected or 1 -- end of shenanigans
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if textfield.visible then textfield.focus() end -- fix textfield focus
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if textfield.visible then textfield.focus() end -- fix textfield focus
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end
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local function toggle_search(player,element,override)
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local function toggle_search(player,element,override)
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local textfield = player.gui.screen[DID.custom_gui]["display-header"]["display-search-textfield"]
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if textfield then
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textfield.visible = override or not textfield.visible
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@@ -200,7 +200,7 @@ local display_gui_click = {
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end,
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["display-map-marker"] = function (event)
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local last_display = get_global_player_info(event.player_index,"last_display")
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if last_display then
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if last_display then
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if get_has_map_marker(last_display) then
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event.element.style = "display_small_button"
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remove_markers(last_display)
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@@ -253,7 +253,7 @@ local function gui_click(event)
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frame.destroy()
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return
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end
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end
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end
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-- is there a method for this element?
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local clicked = splitstring(event.element.name,":")
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if display_gui_click[clicked[1]] then
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@@ -268,16 +268,16 @@ local function create_display_gui(player, selected)
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-- cache which entity this gui belongs to
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set_global_player_info(player.index,"last_display",selected)
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-- close any existing gui
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local frame = player.gui.screen[DID.custom_gui]
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if frame then frame.destroy() end
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player.opened = player.gui.screen
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-- get markers and currently rendered sprite
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local markers = next(get_map_markers(selected)) ~= nil
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local sname, stype = get_render_sprite_info(selected)
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local render_sprite = (sname and stype) and sname.."/"..stype or nil
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local render_sprite = (sname and stype) and sname.."/"..stype or nil
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-- create frame
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frame = player.gui.screen.add {
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@@ -286,7 +286,7 @@ local function create_display_gui(player, selected)
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direction = "vertical",
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style = "display_frame",
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}
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-- update frame location if cached
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if get_global_player_info(player.index,"display_gui_location") then
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frame.location = get_global_player_info(player.index,"display_gui_location")
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@@ -302,7 +302,7 @@ local function create_display_gui(player, selected)
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}
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header.style.bottom_padding = -4
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header.style.horizontally_stretchable = true
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-- title
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header.add {
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type = "label",
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@@ -372,7 +372,7 @@ local function create_display_gui(player, selected)
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type = "tabbed-pane",
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style = "display_tabbed_pane",
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}
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-- build a table of info about existing items/fluids
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-- groups of subgroups of sprites -> localised_string
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local button_table = {}
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@@ -395,7 +395,7 @@ local function create_display_gui(player, selected)
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end
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end
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end
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-- determine the biggest tab size
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local max_rows = 0
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for group,subgroups in pairs(button_table) do
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@@ -405,7 +405,7 @@ local function create_display_gui(player, selected)
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end
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max_rows = math.max(rows,max_rows)
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end
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-- set up tabs
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local tab_index = 1
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for group,subgroups in pairs(button_table) do
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@@ -457,7 +457,7 @@ local function create_display_gui(player, selected)
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end
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tab_index = tab_index + 1
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end
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-- make all tabs as big as biggest
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for _,tab in pairs(display_tabs.tabs) do
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tab.content.style.height = math.min(640, max_rows * 40)
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@@ -478,6 +478,33 @@ local function set_up_display_from_ghost(entity,tags)
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end
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end
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remote.add_interface(
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"IndustrialDisplayPlates",
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{
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get_sprite = function(event)
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if event and event.entity and event.entity.valid then
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local spritetype, spritename = get_render_sprite_info(event.entity)
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return {spritetype=spritetype, spritename=spritename}
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else
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return nil
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end
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end,
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set_sprite = function(event)
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if event and event.entity and event.entity.valid and event.sprite and game.is_valid_sprite_path(event.sprite) then
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destroy_render(event.entity)
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render_overlay_sprite(event.entity, event.sprite)
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if get_has_map_marker(event.entity) then
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local spritetype, spritename = get_render_sprite_info(event.entity)
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change_map_markers(event.entity, spritetype, spritename)
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end
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end
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end
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}
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)
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-- local function reset_globals()
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-- global.translations = nil
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-- end
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@@ -515,7 +542,7 @@ script.on_event("deadlock-open-gui", function(event)
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local player = game.players[event.player_index]
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if player.cursor_stack and player.cursor_stack.valid_for_read then return end
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local selected = player and player.selected
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if selected and selected.valid and is_a_display(selected) then
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if selected and selected.valid and is_a_display(selected) then
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if player.can_reach_entity(selected) then
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create_display_gui(player, selected)
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else
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@@ -552,10 +579,18 @@ script.on_event(defines.events.on_player_setup_blueprint, function (event)
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local blueprint = nil
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if player and player.blueprint_to_setup and player.blueprint_to_setup.valid_for_read then blueprint = player.blueprint_to_setup
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elseif player and player.cursor_stack.valid_for_read and player.cursor_stack.name == "blueprint" then blueprint = player.cursor_stack end
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if blueprint then
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for index,entity in pairs(event.mapping.get()) do
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local stype,sname = get_render_sprite_info(entity)
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if stype and sname then
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-- Workaround for blueprint update bug
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if blueprint.get_blueprint_entity_count() == 0 then
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player.print({"display-plates.blueprint-wont-have-icons"})
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return
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end
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blueprint.set_blueprint_entity_tag(index, "display-plate-sprite-type", stype)
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blueprint.set_blueprint_entity_tag(index, "display-plate-sprite-name", sname)
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blueprint.set_blueprint_entity_tag(index, "display-plate-sprite-map-marker", get_has_map_marker(entity))
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@@ -578,6 +613,13 @@ script.on_event(defines.events.on_player_changed_position, function (event)
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gui_close(event)
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end
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end
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-- mod migration info
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local mod_migration_info = get_global_player_info(event.player_index, "mod_migration_info")
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if not mod_migration_info then
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player.print({"", "[img=entity.copper-display] ",{"display-plates.mod-migration-info"}})
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set_global_player_info(event.player_index, "mod_migration_info", true)
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end
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end)
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script.on_event(defines.events.on_gui_text_changed, function(event)
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@@ -1,6 +1,6 @@
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{
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"name": "IndustrialDisplayPlates",
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"version": "1.1.2",
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"version": "1.1.6",
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"title": "Industrial Display Plates",
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"author": "Wyrrrd",
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"homepage": "https://github.com/Wyrrrd/IndustrialDisplayPlates",
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@@ -1,3 +1,7 @@
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[display-plates]
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blueprint-wont-have-icons=Dieser aktualisierte Blaupause wird keine Symbole oder Kartenmarkierungen der Anzeigeplatten enthalten. Um diese hinzuzufügen, erstelle eine neue Blaupause.
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mod-migration-info=Die Mod "IndustrialDisplayPlates" wird demnächst eingestellt. Bitte migrieren Sie auf "DisplayPlates" wie auf der Mod-Portal-Seite beschrieben.
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[entity-name]
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copper-display=Kupferanzeigeplatte (groß)
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iron-display=Eisenanzeigeplatte (groß)
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@@ -1,3 +1,7 @@
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[display-plates]
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blueprint-wont-have-icons=This updated blueprint will not contain any icons or map markers of the display plates. To include them, create a new blueprint.
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mod-migration-info=The mod "IndustrialDisplayPlates" will retire soon. Please migrate to "DisplayPlates" as described on the mod portal page.
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[entity-name]
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copper-display=Copper display plate (large)
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iron-display=Iron display plate (large)
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@@ -1,3 +1,7 @@
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[display-plates]
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blueprint-wont-have-icons=Ce plan mis à jour ne contiendra pas les icônes ni les marqueurs de carte des panneaux d'affichage. Pour les inclure, créez-en un nouveau.
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mod-migration-info=Le mod "IndustrialDisplayPlates" sera bientôt retiré. Veuillez migrer vers "DisplayPlates" comme décrit sur la page portail du mod.
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[entity-name]
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copper-display=Panneau d'affichage en Cuivre (Grand)
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iron-display=Panneau d'affichage en Fer (Grand)
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@@ -0,0 +1,25 @@
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[mod-name]
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IndustrialDisplayPlates=工业展示板
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[mod-description]
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IndustrialDisplayPlates=显示物品、流体和信号图标的大、中、小标志。可用于绘制包含地图标记的蓝图。
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[display-plates]
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blueprint-wont-have-icons=此更新的蓝图将不包含任何显示板的图标或地图标记。要包含它们,请创建一个新的蓝图。
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mod-migration-info="IndustrialDisplayPlates "修改即将退役。请迁移到 "DisplayPlates",如修改门户页面上所描述的。
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[entity-name]
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copper-display=铜质显示板(大)
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iron-display=铁质展示板(大)
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steel-display=钢制展示板(大)
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copper-display-medium=铜质显示板(中)
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iron-display-medium=铁质展示板(中)
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steel-display-medium=钢制展示板(中)
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copper-display-small=铜质显示板(小)
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iron-display-small=铁质展示板(小)
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steel-display-small=钢显示板(小)
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[controls]
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display-map-marker=地图标记
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display-plate=展示板
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[entity-description]
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display=一个可以链接到地图标记的图标性标志。图标和地图标记设置可被保留在蓝图中。
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Reference in New Issue
Block a user