276 lines
10 KiB
Plaintext
276 lines
10 KiB
Plaintext
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---==================================================================================================================---
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--- ---
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--- Original Author(s) : Tronex ---
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--- Edited : NLTP_ASHES ---
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--- Date : 20/02/2024 ---
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--- License : Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) ---
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--- ---
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--- Based off item_recipe and item_map_kit by Tronex, script used to manage magazines in the Western Goods addon. ---
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--- ---
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--- Naming for some files/folders is based on the following contract : ---
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--- - texture descriptions must be named like : "ui_<name_of_the_section>_page_<page_number>" ---
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--- ---
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--- When the Readable UI is displayed, the player will start healing psi-health. ---
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--- The value of that healing is driven by CONST_MAGAZINE_PSI_REGEN and the factor defined in MCM. ---
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--- ---
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---==================================================================================================================---
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-- ---------------------------------------------------------------------------------------------------------------------
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-- Constants, global variables and imported functions
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-- ---------------------------------------------------------------------------------------------------------------------
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-- Imported functions
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local dbg_printf = western_goods_utils.dbg_printf
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-- Constants
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local CONST_MAGAZINE_PSI_REGEN = 0.0080
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-- Variables
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local magazine_textures = {}
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-- Singleton
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GUI = nil -- instance, don't touch
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-- ---------------------------------------------------------------------------------------------------------------------
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-- General Functions
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-- ---------------------------------------------------------------------------------------------------------------------
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--- Function used to start displaying the Readable UI onto the screen.
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--- @param sec string
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--- @return nil
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function display(sec)
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if not sec then
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printf("![WG] ERROR | UI Readable | No section passed!")
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return
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end
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-- Hide inventory
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if get_hud() then
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hide_hud_inventory()
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end
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-- Create instance if needed
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if not GUI then
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GUI = UIReadable(sec)
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end
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-- Show magazine
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if GUI and not GUI:IsShown() then
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GUI:Restart(sec)
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GUI:ShowDialog(true)
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Register_UI("UIReadable","western_goods_ui_readable")
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end
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end
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--- Function used to get the bonus for reading a magazine.
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--- @return number
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function get_psy_health_regeneration_magazine()
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if not GUI or not GUI:IsShown() then
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return 0.0
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end
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return CONST_MAGAZINE_PSI_REGEN * western_goods_mcm.get_config("magazine_psi_regen")
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end
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--- Function used to collect the name of the texture descriptions for all the readables.
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--- @return nil
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function collect_textures()
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local file_count, tex_count = 0, 0
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ini_sys:section_for_each(function(section)
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local is_readable = ini_sys:r_bool_ex(section,"readable", false)
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local is_base = string.find(section, "_base")
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if is_readable and not is_base then
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dbg_printf("[WG] UI Readable | Found a readable item '%s'", section)
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magazine_textures[section] = western_goods_utils.collect_texture_descriptions("ui_" .. section .. "_page_")
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file_count = file_count + 1
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tex_count = tex_count + size_table(magazine_textures[section])
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end
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end)
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dbg_printf("[WG] UI Readable | Collected a total of %s texture descriptions for %s magazines", tex_count, file_count)
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end
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-- ---------------------------------------------------------------------------------------------------------------------
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-- Callbacks registration
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-- ---------------------------------------------------------------------------------------------------------------------
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--- Function used to register callbacks.
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--- @return nil
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function on_game_start()
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RegisterScriptCallback("on_game_load", collect_textures)
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end
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-- ---------------------------------------------------------------------------------------------------------------------
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-- UI Class
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-- ---------------------------------------------------------------------------------------------------------------------
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class "UIReadable" (CUIScriptWnd)
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function UIReadable:__init(sec) super()
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dbg_printf("[WG] UI Readable | Constructing GUI...")
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self:Reset(sec)
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self:InitControls()
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self:InitCallBacks()
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end
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function UIReadable:__finalize()
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GUI = nil
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end
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function UIReadable:Reset(sec)
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self.m_section = sec
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self.m_page_current = 1
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self.m_page_count = magazine_textures[self.m_section] and size_table(magazine_textures[self.m_section]) or 0
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end
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function UIReadable:Restart(sec)
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self:Reset(sec)
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self.m_page:InitTexture(self:GetPageTexturePath(self.m_page_current))
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dbg_printf("[WG] UI Readable | Reset GUI - '%s' (%s/%s)", self.m_section, self.m_page_current, self.m_page_count)
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self:RefreshNavigationButtons()
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end
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function UIReadable:InitControls()
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self:SetWndRect(Frect():set(0,0,1024,768))
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self:SetAutoDelete(true)
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self.m_xml = CScriptXmlInit()
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self.m_xml:ParseFile("ui_western_goods_readable.xml")
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self.m_dialog = self.m_xml:InitStatic("magazine", self)
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self.m_dialog:SetStretchTexture(true)
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-- Page Setup
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self.m_page = self.m_xml:InitStatic("magazine:page",self.m_dialog)
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self.m_page:InitTexture(self:GetPageTexturePath(self.m_page_current))
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self.m_page:SetStretchTexture(true)
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-- Button Ok
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self.m_btn_ok_pic = self.m_xml:InitStatic("magazine:btn_ok_pic", self.m_dialog)
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self.m_btn_ok_pic:InitTexture("ui_button_ordinary_h")
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self.m_btn_ok_pic:SetStretchTexture(true)
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self.m_btn_ok = self.m_xml:Init3tButton("magazine:btn_ok", self.m_dialog)
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self:Register(self.m_btn_ok,"btn_ok")
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-- Button Next
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self.m_btn_next_pic = self.m_xml:InitStatic("magazine:btn_next_pic", self.m_dialog)
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self.m_btn_next_pic:InitTexture("ui_button_ordinary_h")
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self.m_btn_next_pic:SetStretchTexture(true)
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self.m_btn_next = self.m_xml:Init3tButton("magazine:btn_next", self.m_dialog)
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self:Register(self.m_btn_next,"btn_next")
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-- Button Previous
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self.m_btn_previous_pic = self.m_xml:InitStatic("magazine:btn_previous_pic", self.m_dialog)
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self.m_btn_previous_pic:InitTexture("ui_button_ordinary_h")
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self.m_btn_previous_pic:SetStretchTexture(true)
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self.m_btn_previous = self.m_xml:Init3tButton("magazine:btn_previous", self.m_dialog)
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self:Register(self.m_btn_previous,"btn_previous")
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dbg_printf("[WG] UI Readable | Controls initialized...")
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end
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function UIReadable:InitCallBacks()
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self:AddCallback("btn_ok", ui_events.BUTTON_CLICKED, self.OnClose, self)
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self:AddCallback("btn_next", ui_events.BUTTON_CLICKED, self.OnNext, self)
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self:AddCallback("btn_previous", ui_events.BUTTON_CLICKED, self.OnPrevious, self)
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dbg_printf("[WG] UI Readable | CallBacks initialized...")
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end
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function UIReadable:OnNext()
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if (self.m_page_current >= self.m_page_count) then return end
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utils_obj.play_sound([[interface\inv_page]])
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self.m_page_current = self.m_page_current + 1
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self.m_page:InitTexture(self:GetPageTexturePath(self.m_page_current))
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dbg_printf("[WG] UI Readable | To next page - '%s' (%s/%s)", self.m_section, self.m_page_current, self.m_page_count)
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self:RefreshNavigationButtons()
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end
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function UIReadable:OnPrevious()
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if (self.m_page_current <= 1) then return end
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utils_obj.play_sound([[interface\inv_page]])
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self.m_page_current = self.m_page_current - 1
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self.m_page:InitTexture(self:GetPageTexturePath(self.m_page_current))
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dbg_printf("[WG] UI Readable | To previous page - '%s' (%s/%s)", self.m_section, self.m_page_current, self.m_page_count)
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self:RefreshNavigationButtons()
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end
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function UIReadable:OnClose()
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utils_obj.play_sound([[interface\inv_close]])
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self:HideDialog()
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dbg_printf("[WG] UI Readable | Closed...")
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Unregister_UI("UIReadable")
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end
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function UIReadable:OnKeyboard(dik, keyboard_action)
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local res = CUIScriptWnd.OnKeyboard(self,dik,keyboard_action)
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if res ~= false then
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return res
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end
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if keyboard_action ~= ui_events.WINDOW_KEY_PRESSED then
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return res
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end
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if dik == DIK_keys.DIK_ESCAPE then
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self:OnClose()
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elseif dik == DIK_keys.DIK_RIGHT then
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self:OnNext()
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elseif dik == DIK_keys.DIK_LEFT then
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self:OnPrevious()
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end
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end
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function UIReadable:RefreshNavigationButtons()
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-- Reset all buttons
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self.m_btn_previous_pic:Show(true)
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self.m_btn_previous:Show(true)
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self.m_btn_next_pic:Show(true)
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self.m_btn_next:Show(true)
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-- Hide previous button if we're on fist page
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if (self.m_page_current <= 1) then
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self.m_btn_previous_pic:Show(false)
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self.m_btn_previous:Show(false)
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end
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-- Hide next button if we're on last page
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if (self.m_page_current >= self.m_page_count) then
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self.m_btn_next_pic:Show(false)
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self.m_btn_next:Show(false)
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end
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end
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function UIReadable:GetPageTexturePath(page_number)
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local expected = "ui_" .. self.m_section .. "_page_" .. tostring(page_number)
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for _,texture_id in pairs(magazine_textures[self.m_section]) do
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if texture_id == expected then
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return expected
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end
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end
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printf("![WG] ERROR | UI Readable | Missing texture for '%s'. Expected texture '%s' !", self.m_section, expected)
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return "ui_readable_missing_texture"
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end
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