Divergent/mods/[DEPRECATED] EGUI Main Menu.../gamedata/scripts/resc/dis/ui_main_menu.script

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2024-03-17 20:18:03 -04:00
--[[
File: UI_MAIN_MENU.SCRIPT
Description: Load Dialog for STALKER
Created: 28.10.2004
Last edit: 10.01.2015
Copyright: 2004 GSC Game World
Author: Serhiy Vynnychenko (narrator@gsc-game.kiev.ua)
Version: 0.9
-----------------------------------------------------
Modified by Tronex
2018/7/17 - Prevent saving when hardcore save modes are active
2019/10/28 - New keybinds and actions
--]]
class "main_menu" (CUIScriptWnd)
function main_menu:__init() super()
math.randomseed(device():time_continual())
self.mbox_mode = 0
self:InitControls()
self:InitCallBacks()
ui_mcm.init_opt_base()
SendScriptCallback("main_menu_on_init",self)
RegisterScriptCallback("on_localization_change",self)
if not (level.present()) then
xrs_debug_tools.on_game_start()
end
end
function main_menu:__finalize()
end
function main_menu:InitControls()
self:SetWndRect (Frect():set(0,0,1024,768))
local xml = CScriptXmlInit()
xml:ParseFile ("ui_mm_main.xml")
xml:InitStatic ("background", self)
self.shniaga = xml:InitMMShniaga("shniaga_wnd",self);
self.message_box = CUIMessageBoxEx()
self:Register (self.message_box, "msg_box")
local _ver = xml:InitStatic ("static_version",self)
local mm = _G.main_menu.get_main_menu()
_ver:TextControl():SetTextColor (GetARGB(190, 190, 190, 190))
local flavor_name = ""
if anomaly_flavor then
flavor_name = " - " .. anomaly_flavor.get_flavor()
end
_ver:TextControl():SetText (game.translate_string("ui_st_game_version") .. flavor_name .. (DEV_DEBUG and " (Debug mode - Press F1 for help)" or ""))
-- Message Window
self.msg_wnd = xml:InitFrame("msg_wnd:background",self)
self.msg_wnd:SetAutoDelete(false)
self.msg_wnd_text = xml:InitTextWnd("msg_wnd:text",self.msg_wnd)
self.msg_wnd_text:SetTextAlignment(2)
self.msg_wnd:Show(false)
self.msg_wnd:SetColor(GetARGB(255,0,0,0))
end
function main_menu:InitCallBacks()
self:AddCallback("btn_newgame", ui_events.BUTTON_CLICKED, self.OnButton_new_game, self)
self:AddCallback("btn_options", ui_events.BUTTON_CLICKED, self.OnButton_options_clicked, self)
self:AddCallback("btn_mcm", ui_events.BUTTON_CLICKED, self.OnButton_mcm_clicked, self)
self:AddCallback("btn_credits", ui_events.BUTTON_CLICKED, self.OnButton_credits_clicked, self)
self:AddCallback("btn_load", ui_events.BUTTON_CLICKED, self.OnButton_load_clicked, self)
self:AddCallback("btn_save", ui_events.BUTTON_CLICKED, self.OnButton_save_clicked, self)
self:AddCallback("btn_quit", ui_events.BUTTON_CLICKED, self.OnButton_quit_clicked, self)
self:AddCallback("btn_quit_to_mm", ui_events.BUTTON_CLICKED, self.OnButton_disconnect_clicked, self)
self:AddCallback("btn_ret", ui_events.BUTTON_CLICKED, self.OnButton_return_game, self)
self:AddCallback("btn_lastsave", ui_events.BUTTON_CLICKED, self.OnButton_last_save, self)
-- message box
self:AddCallback("msg_box", ui_events.MESSAGE_BOX_OK_CLICKED, self.OnMsgOk, self)
self:AddCallback("msg_box", ui_events.MESSAGE_BOX_CANCEL_CLICKED, self.OnMsgCancel, self)
self:AddCallback("msg_box", ui_events.MESSAGE_BOX_YES_CLICKED, self.OnMsgYes, self)
self:AddCallback("msg_box", ui_events.MESSAGE_BOX_NO_CLICKED, self.OnMsgNo, self)
self:AddCallback("msg_box", ui_events.MESSAGE_BOX_QUIT_GAME_CLICKED,self.OnMessageQuitGame, self)
self:AddCallback("msg_box", ui_events.MESSAGE_BOX_QUIT_WIN_CLICKED, self.OnMessageQuitWin, self)
self:Register(self, "self")
self:AddCallback("self", ui_events.MAIN_MENU_RELOADED, self.OnMenuReloaded, self)
end
function main_menu:Update()
CUIScriptWnd.Update(self)
-- Warning messages timer
if (self.msg_wnd_timer) then
self.msg_wnd_timer = self.msg_wnd_timer - 1
if (self.msg_wnd_timer <= 0) then
self.msg_wnd_timer = nil
self.msg_wnd:Show(false)
end
end
end
function main_menu:Show(f)
self.shniaga:SetVisibleMagnifier(f)
end
function main_menu:OnButton_last_save()
if ( alife() == nil) then
local flist = getFS():file_list_open_ex("$game_saves$",bit_or(FS.FS_ListFiles,FS.FS_RootOnly),"*"..".scop")
flist:Sort(FS.FS_sort_by_modif_down)
local file = flist:GetAt(0)
if not (file) then
return
end
local file_name = string.sub(file:NameFull(), 0, (string.len(file:NameFull()) - string.len(".scop")))
exec_console_cmd("main_menu off")
exec_console_cmd("start server("..file_name.."/single/alife/load) client(localhost)")
return
end
if ( (db.actor ~= nil) and (db.actor:alive() == false) ) then
self:LoadLastSave ()
return
end
self.mbox_mode = 1
self.message_box:InitMessageBox ("message_box_confirm_load_save")
self.message_box:ShowDialog(true)
end
function main_menu:OnButton_new_game()
--game.start_tutorial("credits_seq")
self:ShowFactionUI()
end
function main_menu:OnButton_quit_clicked()
self.message_box:InitMessageBox("message_box_quit_windows")
self.message_box:ShowDialog(true)
end
function main_menu:OnButton_disconnect_clicked()
self.message_box:InitMessageBox("message_box_quit_game")
if (level.game_id() ~= 1) then
self.message_box:SetText("ui_mm_disconnect_message") -- MultiPlayer
else
self.message_box:SetText("ui_mm_quit_game_message") -- SinglePlayer
end
self.message_box:ShowDialog(true)
end
function main_menu:OnButton_credits_clicked()
-- local console = get_console()
-- console:execute("main_menu off")
game.start_tutorial("credits_seq")
end
function main_menu:OnButton_save_clicked()
-- Saving will be interrupted if flags.ret is set to true by a custom script that have "on_before_save_input"
if level.present() then
local flags = {ret = false}
SendScriptCallback("on_before_save_input", flags, 1, game.translate_string("st_ui_save"))
if (flags.ret == true) then
return
end
end
if self.save_dlg == nil then
self.save_dlg = ui_save_dialog.UISaveDialog()
self.save_dlg.owner = self
end
self.save_dlg:FillList()
self.save_dlg:ShowDialog(true)
self:HideDialog()
self:Show(false)
end
function main_menu:OnButton_options_clicked()
if (self.opt_dlg == nil) then
self.opt_dlg = ui_options.UIOptions()
self.opt_dlg.owner = self
end
self.opt_dlg:ShowDialog(true)
self:HideDialog()
self:Show(false)
self.opt_dlg:Reset_last_opt()
end
function main_menu:OnButton_mcm_clicked()
printf("MCMBTN press")
if (self.mcm_dlg == nil) then
self.mcm_dlg = ui_mcm.UIMCM()
self.mcm_dlg.owner = self
end
self.mcm_dlg:ShowDialog(true)
self:HideDialog()
self:Show(false)
self.mcm_dlg:Reset_last_opt()
end
function main_menu:OnButton_load_clicked()
if self.load_dlg ==nil then
self.load_dlg = ui_load_dialog.UILoadDialog()
self.load_dlg.owner = self
end
self.load_dlg:FillList()
self.load_dlg:ShowDialog(true)
self:HideDialog()
self:Show(false)
end
function main_menu:OnButton_return_game()
exec_console_cmd("main_menu off")
SendScriptCallback("main_menu_on_quit",self)
end
function main_menu:OnMsgOk()
if (self.mbox_mode == 2) then
if mcm_log then
mcm_log.close_logs()
end
exec_console_cmd("quit")
end
self.mbox_mode = 0
end
function main_menu:OnMsgCancel()
self.mbox_mode = 0
end
function main_menu:OnMsgYes()
if self.mbox_mode == 1 then
self:LoadLastSave()
end
self.mbox_mode = 0
end
function main_menu:OnMsgNo()
self.mbox_mode = 0
end
function main_menu:OnMessageQuitGame()
exec_console_cmd("disconnect")
end
function main_menu:OnMessageQuitWin()
if mcm_log then
mcm_log.close_logs()
end
exec_console_cmd("quit")
end
function main_menu:StartGame()
if (alife() ~= nil) then
exec_console_cmd("disconnect")
end
device():pause(false)
exec_console_cmd("start server(all/single/alife/new) client(localhost)")
exec_console_cmd("main_menu off")
end
function main_menu:ShowFactionUI()
if self.new_game_dlg == nil then
self.new_game_dlg = ui_mm_faction_select.UINewGame(self)
end
self.new_game_dlg:ShowDialog(true)
self:HideDialog()
self:Show(false)
end
function main_menu:LoadLastSave()
exec_console_cmd("main_menu off")
exec_console_cmd("load_last_save")
end
function main_menu:on_localization_change()
self.opt_dlg = nil
self.mcm_dlg = nil
self.new_game_dlg = nil
end
function main_menu:Dispatch(cmd, param) --virtual function
if cmd == 2 then
self:OnButton_multiplayer_clicked()
end
return true
end
function main_menu:OnKeyboard(dik, keyboard_action) --virtual function
CUIScriptWnd.OnKeyboard(self,dik,keyboard_action)
local bind = dik_to_bind(dik)
SendScriptCallback("main_menu_on_keyboard",dik,keyboard_action,self,level.present())
if keyboard_action == ui_events.WINDOW_KEY_PRESSED then
if (level.present()) then
if (dik == DIK_keys.DIK_ESCAPE) then
if (db.actor and db.actor:alive()) or (IsGameTypeSingle() ~= true) then
self.OnButton_return_game()
end
return true
elseif (bind == key_bindings.kQUICK_SAVE) then
level_input.action_quick_save()
return true
elseif (bind == key_bindings.kQUICK_LOAD) then
level_input.action_quick_load()
return true
-- F6 in menu = Hardsave (script originally made by NamelessWanderer)
elseif (dik == DIK_keys.DIK_F6) then
-- Saving will be interrupted if flags.ret is set to true by a custom script that have "on_before_save_input"
if level.present() then
local flags = {ret = false}
SendScriptCallback("on_before_save_input", flags, 3, game.translate_string("st_ui_save"))
if (flags.ret == true) then
return true
end
end
if level.present() and (db.actor ~= nil) and db.actor:alive() then
local Y, M, D, h
Y, M, D, h = game.get_game_time():get(Y, M, D, h)
m = level.get_time_minutes()
if m < 10 then
m = ("0"..m)
end
local comm = utils_xml.get_special_txt(db.actor:character_community())
local map = utils_xml.get_special_txt(level.name())
exec_console_cmd("main_menu off")
exec_console_cmd("save " .. comm .. " - " .. map .. " - hardsave - " .. string.format("%d.%d.%d %d-%d", D, M, Y, h, m))
end
end
else
if (dik == DIK_keys.DIK_F2) and DEV_DEBUG then
axr_main.config:w_value("character_creation","new_game_test",true)
--axr_main.config:w_value("character_creation","new_game_story_mode",true)
axr_main.config:w_value("character_creation","new_game_difficulty",1)
axr_main.config:w_value("character_creation","new_game_economy",1)
--axr_main.config:w_value("character_creation","new_game_opened_routes",true)
axr_main.config:w_value("character_creation","new_game_faction","stalker")
axr_main.config:w_value("character_creation","new_game_loadout", "device_pda_1")
axr_main.config:save()
self:StartGame()
elseif (bind == key_bindings.kQUICK_LOAD) then
self:OnButton_last_save()
return true
end
end
if (dik == DIK_keys.DIK_Q) then
self:OnMessageQuitWin()
elseif (dik == DIK_keys.DIK_NUMPAD0) and DEV_DEBUG then
reload_ini_sys()
game.reload_language()
printf("system_ini_reload = success!")
elseif (dik == DIK_keys.DIK_F1) and DEV_DEBUG then
self:SetMsg( game.translate_string("st_ui_dbg_help"), 10 , 3)
end
end
return true
end
function main_menu:OnMenuReloaded()
printf("- main_menu:OnMenuReloaded()")
--self:OnButton_options_clicked()
end
function main_menu:SetMsg(text,tmr,align)
if (text == "") then
return
end
self.msg_wnd:Show(true)
align = align or 2
local _x = (align == 3) and -512 or 0
self.msg_wnd_text:SetTextAlignment(align)
self.msg_wnd_text:SetText(text)
self.msg_wnd_text:AdjustHeightToText()
self.msg_wnd_text:SetWndSize(vector2():set(1024,self.msg_wnd_text:GetHeight()+10))
self.msg_wnd_text:SetWndPos(vector2():set(_x,20))
self.msg_wnd:SetWndSize(vector2():set(1024,self.msg_wnd_text:GetHeight()+44))
self.msg_wnd:SetWndPos(vector2():set(0,80))
self.msg_wnd_timer = 100*tmr
end