Divergent/mods/Utjans Item UI Improvements/gamedata/scripts/z_scale_equipped_guns.script

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2024-03-17 20:18:03 -04:00
local ratio = utils_xml.screen_ratio()
ini_scaling = ini_file("plugins\\utjan_gun_scaling.ltx")
_Set = utils_ui.UICellItem.Set
function utils_ui.UICellItem:Set(obj, area)
self.grid_size = self.container and self.container.grid_size or 41
if not (obj and obj.clsid and IsWeapon(obj, nil)) then return _Set(self, obj, area) end
local has_silencer = utils_item.has_attached_silencer(obj)
local is_equipped = self.path == "equipment:cont_equ"
if not (has_silencer or is_equipped) then return _Set(self, obj, area) end
if not z_item_icon_info.settings.wpn_scaling.enable_inv_scaling and (has_silencer and not is_equipped) then return _Set(self, obj, area) end
if not z_item_icon_info.settings.wpn_scaling.enable_equip_hor_scale and is_equipped and not rot then return _Set(self, obj, area) end
if not z_item_icon_info.settings.wpn_scaling.enable_equip_vert_scale and is_equipped and rot then return _Set(self, obj, area) end
local rot = self.ico:GetHeading() > 0
local wpn_sec = obj:section()
local scale = 1
local sil_end = 0
if has_silencer then
local sil_sec = utils_item.get_attached_silencer(obj)
if sil_sec then
local sil_x = SYS_GetParam(2, wpn_sec, "silencer_x", 0) * (self.grid_size/50)
local sil_offset = ini_scaling:r_float_ex("silencer_cutoffs", sil_sec, 0) * (self.grid_size/50)
local sil_width = (SYS_GetParam(2, sil_sec, "inv_grid_width") * self.grid_size) - sil_offset
sil_end = (sil_x + sil_width) * (rot and 1 or ratio)
end
end
local width_diff = 0 -- delta between original icon width and icon+silencer width
local icon_width = SYS_GetParam(2, wpn_sec, "inv_grid_width") * self.grid_size * (rot and 1 or ratio)
local icon_height = SYS_GetParam(2, wpn_sec, "inv_grid_height") * self.grid_size * (rot and ratio or 1)
local total_width = icon_width
if sil_end > total_width then
width_diff = sil_end - total_width
total_width = sil_end
end
if rot then -- add padding from mcm
total_width = total_width + z_item_icon_info.settings.wpn_scaling.equip_vert_padding
else
total_width = total_width + z_item_icon_info.settings.wpn_scaling.equip_hor_padding
end
local cell_width = is_equipped and self.cell:GetWidth() or icon_width
local cell_height = is_equipped and self.cell:GetHeight() or icon_height
if not rot and (icon_height > cell_height) then
scale = cell_height / icon_height
end
if rot and (total_width > cell_height) then
local h_scale = cell_height / total_width
if h_scale < scale then
scale = h_scale
total_width = total_width
end
end
if not rot and (total_width > cell_width) then
local w_scale = cell_width / total_width
if w_scale < scale then
scale = w_scale
end
end
if scale ~= 1 then
self.grid_size = self.grid_size * scale
end
_align_to_center = utils_xml.align_to_center
function new_align(element, base, offset_x, offset_y)
if has_silencer then
if not is_equipped and self.area then -- unscale the cell of inv items cause messing with their grid size doesnt work as well as equipped items
local grid_size = self.container and self.container.grid_size or 41
local area_x = ((self.area.x * grid_size) - grid_size) * ratio
local area_y = (self.area.y * grid_size) - grid_size
local area_xl = self.grid_line * self.area.x
local area_yl = self.grid_line * self.area.y
base:SetWndPos(vector2():set( area_x + area_xl , area_y + area_yl ))
base:SetWndSize(vector2():set(icon_width, icon_height))
utils_xml.sync_element(self.hl, self.cell)
end
local x_diff = rot and 0 or ((width_diff / 2) * scale)
local y_diff = rot and ((width_diff / 2) * scale) or 0
element:SetWndPos( vector2():set( (base:GetWidth() / 2) - x_diff, (base:GetHeight() / 2) + y_diff))
else
_align_to_center(element, base, offset_x, offset_y)
end
end
utils_xml.align_to_center = new_align
local res = _Set(self, obj, area)
utils_xml.align_to_center = _align_to_center
return res
end
_Action_Attach = ui_inventory.UIInventory.Action_Attach
function ui_inventory.UIInventory:Action_Attach(obj, bag, temp, slot, wpn)
if not z_item_icon_info.settings.wpn_scaling.enable_inv_scaling then _Action_Attach(self, obj, bag, temp, slot, wpn) return end
obj = self:CheckItem(obj,"Action_Attach")
if not (wpn and obj and IsItem("sil",obj:section())) then _Action_Attach(self, obj, bag, temp, slot, wpn) return end
local wpn_bag
local wpn_cell_id
for bag, cc in pairs(self.CC) do
local cell_id = self.CC[bag].indx_id[wpn:id()]
if cell_id then
wpn_bag = bag
wpn_cell_id = cell_id
break
end
end
if not (wpn_bag and wpn_cell_id and wpn_bag ~= "actor_equ") then _Action_Attach(self, obj, bag, temp, slot, wpn) return end
_Action_Attach(self, obj, bag, temp, slot, wpn)
CreateTimeEvent("scale_guns", "attach_update", 0, function()
local cell_item = self.CC[wpn_bag].cell[wpn_cell_id]
if not cell_item then return true end
cell_item:Set(wpn, cell_item.area)
return true
end)
end
_Action_Detach_Silencer = ui_inventory.UIInventory.Action_Detach_Silencer
function ui_inventory.UIInventory:Action_Detach_Silencer(obj, bag)
if not z_item_icon_info.settings.wpn_scaling.enable_inv_scaling then _Action_Detach_Silencer(self, obj, bag) return end
if not self then
self = ui_inventory.GUI
end
obj = self:CheckItem(obj,"Action_Detach_Silencer")
if not obj then _Action_Detach_Silencer(self, obj, bag) return end
if not bag then
if self.mode == "inventory" then
if self.CC["actor_bag"].indx_id[obj:id()] then
bag = "actor_bag"
end
elseif self.mode == "loot" then
if self.CC["npc_bag"].indx_id[obj:id()] then
bag = "npc_bag"
end
end
if not bag then _Action_Detach_Silencer(self, obj, bag) return end
end
_Action_Detach_Silencer(self, obj, bag)
CreateTimeEvent("scale_guns", "detach_update_" .. obj:id(), 0, function()
local sil_indx = self.CC[bag].indx_id[obj:id()]
local cell_item = self.CC[bag].cell[sil_indx]
cell_item:Set(obj, cell_item.area)
return true
end)
end