192 lines
5.3 KiB
Plaintext
192 lines
5.3 KiB
Plaintext
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--[[
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Dynamic Icon Layers for anomaly inventory. Used by SortingPlus and other mods by RavenAscendant.
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4JUL2021
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This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
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Author: RavenAscendant
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--]]
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function pr(txt, ...)
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-- printf("RAXPH: "..txt, ...)
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end
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local iconor = aaa_rax_icon_override_mcm and true or false
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local icon_override = iconor and aaa_rax_icon_override_mcm.icon_override
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local ratio = utils_xml.screen_ratio()
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local icon_layers = {}
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--functor will be passed cell, obj and section
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--functor should return table with the same info as an item section icon layer. {icon_layer = "tch_upgr_ico", icon_layer_x = 0, icon_layer_y = 1, icon_layer_scale = 0.75}
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--functor can alternitivly return texture name/file, cords and dimesions {texture = "xxy.dds", x = 0, y = 0, w = 10, h = 10}
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function register(name, functor)
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if not name then return end -- need all three params and field really needs to be a string
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if not icon_layers[name] then
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icon_layers[name] = {}
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end
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table.insert(icon_layers[name], functor)
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end
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function refresh(mode) --safer way to refresh inventory, mode == 1 refreshes sorting.
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local inventory = GetActorMenu()
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inventory:UnHighlight_All()
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if mode == 1 then
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local sort = nil
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for i=1,#inventory.sort_btn do
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if inventory.sort_btn[i]:GetCheck() then
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sort = i
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end
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end
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inventory:On_Sort(sort or 1,false)
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else
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inventory:UpdateItems()
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end
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end
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--add layers to what gets updated
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local base_update = utils_ui.UICellItem.Update
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function utils_ui.UICellItem:Update(obj)
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obj = obj or (self.ID and level.object_by_id(self.ID))
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if (self.showcase == 0) and (not obj) then
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self:ResetToChild()
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return false
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end
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local sec = self.section
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local xml = self:GetXML()
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if obj then
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local clsid = obj:clsid()
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self:Add_Layers(xml, obj, sec, clsid)
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end
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return base_update(self, obj)
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end
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local base_layers = utils_ui.UICellItem.Add_Layers
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function utils_ui.UICellItem:Add_Layers(xml, obj, sec, clsid)
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base_layers(self, xml, obj, sec, clsid)
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local ii = 1
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while ((iconor and icon_override:section_exist(sec) and icon_override:r_string_ex(sec,(ii).."icon_layer")) or SYS_GetParam(0, sec, (ii).."icon_layer") ~= nil) do --get ii up to next avail layer.
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ii = ii + 1
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end
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if (not self.layer) then
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self.layer = {}
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end
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for key, name in pairs(icon_layers) do
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for _, functor in pairs(name) do
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if (not self.layer[ii]) then
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if (not xml) then
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xml = self:GetXML()
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end
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self.layer[ii] = xml:InitStatic(self.path .. ":" .. self.cx .. ":pic", self.ico)
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end
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local tbl = functor and functor(self, obj, sec)
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if tbl then
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if tbl.icon_layer then
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add_icon_layer(self, self.layer[ii], self.ico, sec, tbl)
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ii = ii + 1
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end
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if tbl.texture then
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add_texture_layer(self,self.layer[ii], self.ico, sec, tbl)
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ii = ii + 1
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end
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end
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end
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end
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end
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function add_icon_layer(self,ele, base, sec_m, tbl)
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local sec_l = tbl.icon_layer
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local grid_size = self.grid_size
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local x = tbl.icon_layer_x or 0
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local y = tbl.icon_layer_y or 0
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local axis = utils_xml.get_item_axis(sec_l, grid_size)
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local w = axis.w
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local h = axis.h
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local scale = tbl.icon_layer_scale or 1
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local scale_pos = scale * (grid_size/50)
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local rot = ele:GetHeading() > 0
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local x_s = x * ratio * scale_pos
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local y_s = y * scale_pos
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local w_s = w * ratio * scale
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local h_s = h * scale
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local w_off = (w_s/2)
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local h_off = (h_s/2)
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if rot then
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-- despite rotation, movement for x and y stays normal!
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-- Move start pos to match the one for rotated base icon
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local w_b, h_b = base:GetWidth(), base:GetHeight()
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local x_st = (w_b/2) - (h_b/2)
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local y_st = h_b + x_st
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-- On 90 rotation, x and y are inverted, y axis goes negative simulate normal x movement
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x_s = x_st + (y * ratio * scale_pos)
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y_s = y_st - (x * scale_pos)
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w_s = w * scale
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h_s = h * scale
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w_off = (h_s - h_s *ratio/2)
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h_off = -w_s/2
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end
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ele:InitTexture( utils_xml.get_icons_texture(sec_l) )
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ele:SetTextureRect(Frect():set( utils_xml.get_item_axis(sec_l, nil, true) ))
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ele:SetStretchTexture(true)
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ele:SetWndPos(vector2():set( x_s + w_off , y_s + h_off ))
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ele:SetWndSize(vector2():set( w_s , h_s ))
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ele:Show(true)
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end
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function add_texture_layer(self,ele, base, sec_m, tbl)
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local grid_size = self.grid_size
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local x = tbl.x or 0
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local y = tbl.y or 0
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local w = tbl.w
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local h = tbl.h
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local scale = 1
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local scale_pos = scale * (grid_size/50)
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local rot = ele:GetHeading() > 0
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local x_s = x * ratio * scale_pos
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local y_s = y * scale_pos
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local w_s = w * ratio * scale
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local h_s = h * scale
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local w_off = (w_s/2)
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local h_off = (h_s/2)
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if rot then
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-- despite rotation, movement for x and y stays normal!
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-- Move start pos to match the one for rotated base icon
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local w_b, h_b = base:GetWidth(), base:GetHeight()
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local x_st = (w_b/2) - (h_b/2)
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local y_st = h_b + x_st
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-- On 90 rotation, x and y are inverted, y axis goes negative simulate normal x movement
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x_s = x_st + (y * ratio * scale_pos)
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y_s = y_st - (x * scale_pos)
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w_s = w * scale
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h_s = h * scale
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w_off = (h_s - h_s *ratio/2)
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h_off = -w_s/2
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end
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ele:InitTexture( tbl.texture )
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ele:SetStretchTexture(true)
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ele:SetWndPos(vector2():set( x_s + w_off , y_s + h_off ))
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ele:SetWndSize(vector2():set( w_s , h_s ))
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ele:Show(true)
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end
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