Divergent/mods/Mod Configuration Menu/gamedata/scripts/ui_mcm.script

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--[[
RavenAcsendant
25MAY2021
Anommaly Mod Configuration Menu (Anomaly MCM)
+Modified version of the Anomaly Options menu created by Tronex. It retains all the same features.
+Dedicated space for mod options (As of 1_4 this includes easy save game specific options storage)
+Dynamicly loads options from mod scripts at main menu load
simplifying the process and alowing it to be done before a save is loaded
without needing to edit a game script. There by reducing conflicts.
+Change History:
1_1 added options table passed by referance
1_2 Fixed a crash that is actualy still part of ui_options
1_3 Added overide controls for option tree/branch text see the tutorial section "Parameters of option Tree" at the end of this sctipt
1_4 Integrated dph-hcl's script for save game specific MCM options. See "Tutorial: Using : dph-hcl's script for save game specific MCM options"
1_5 Pass value to functors
1.6.0 Adopted https://semver.org/spec/v1.0.0.html versioning spec for reasons.
Far left list sorted alphabeticaly, except MCM will always be at the top to serve as a landing page.
Added logging utility see instruction in mcm_log.script
Now pass true to on_option_change callback to make it posible to identify when it is coming from mcm
MCM tracks a session ID that only increments when game exe is launched. ui_mcm.get_session_id()
Added assert to identify missing val fields as that tends to result in hard to diagnose errors.
Added assert to block calling get() while mcm is building the options tree.
Added keybind widget
includes a simple conflict list and all keybinds list under mcm's tree.
Added utility functions to support key binds.
Tracking of held status of shift controls and alt keys with single functon to read all three and a no modifier state
Functions to help identify single, double and long presses of a key.
Provided templated mcm option tables for selecting modifier keys and single/double and long presses that include translation strings.
Updated documentation at end of this sctipt for all keybind related features.
1.6.1 Fixed xrdebug 1040 crash.
1.6.2 Added a message for when io.open fails to create a file.
Made ui_mcm.script not fail if mcm_log.script is missing.
Made debug logging default to false as orginaly intended.
1.6.3 Fixed interferance between doubletap and single press when bonund to same key.
1.6.4 Missed one place in above fix.
1.6.5 Added support for unbound MCM keybinds
pressing ESC while binding a key will unbind the key, clicking will still cancel the bind process
-1 is the value for unbound
unbound keys will not be reported as conflicting
added mouse4-8 as valid keybinds.
updated mcm_log to 1.0.2 fixing a crash on quit.
chnaged the doubletap window to be 200ms. down from 500. this will make mcm keybinds feel more responsive. made it adjustable by increments of 5
special handeling for key wrappers in the keybinds list
fixed a bug in dph-hcl's script for save game specific MCM options (HarukaSai)
Tronex
2019/10/12
Anomlous Options Menu
Features:
- %100 customizable, support for all kind of xml elements
- Highlight pending changes
- Option description support
- Option presets support
- Reset button to clear pending changes
- Script callback on option changes
- Functors capability to excute on apply or init
- Precoditions capability to hide/show/execute functors
To get an option value inside other scripts, use: ui_mcm.get(parameter)
Check the options table here to see the values used
See the tutorial at the bottom for adding or modifying options table
--]]
VERSION = "1.6.5-b1"
MCM_DEBUG = axr_main.config:r_value("mcm", "mcm/mcm_log/debug_logging2", 1, false)
local enable_debug_prints = false
------------------------------------------------------------
-- Strings and LTX management
------------------------------------------------------------
local ini_pres = ini_file("presets\\includes.ltx")
local ini_loc = ini_file_ex("localization.ltx")
local ini_mcm_key = ini_file_ex("mcm_key_localization.ltx")
local _opt_ = "/" -- For axr_options.ltx, don't touch!
local opt_section = "mcm" -- For axr_options.ltx, don't touch!
local opt_str = "ui_mcm_" -- Option name: "ui_mcm_(option ID)" -- Option description: "ui_mcm_(option ID)_desc"
local opt_str_menu = "ui_mcm_menu_" -- Option menu: "ui_mcm_menu_(option menu ID)"
local opt_str_prst = "ui_mcm_prst_" -- Option preset: "ui_mcm_prst_(option preset ID)"
local opt_str_lst = "ui_mcm_lst_" -- List/Radio keys: "ui_mcm_lst_(key)"
function cc(path,opt) return (path .. _opt_ .. opt) end
------------------------------------------------------------
-- Utilities
------------------------------------------------------------
local session_id = nil
local m_floor, m_ceil, s_find, s_gsub = math.floor, math.ceil, string.find, string.gsub
local clr, clamp, round_idp, str_explode = utils_xml.get_color, clamp, round_idp, str_explode
local precision = 6 -- allowed number of zeros
local width_factor = utils_xml.is_widescreen() and 0.8 or 1
local clr_o = GetARGB(255, 250, 150, 75)
local clr_g1 = GetARGB(255, 170, 170, 170)
local clr_g2 = GetARGB(255, 200, 200, 200)
local clr_w = GetARGB(255, 255, 255, 255)
local clr_r = GetARGB(255, 225, 0, 0)
local clr_tree = {
[1] = GetARGB(255, 180, 180, 180),
[2] = GetARGB(255, 180, 180, 180),
[3] = GetARGB(255, 180, 180, 180),
}
local dbg = nil
function print_dbg(...)
if (not dbg) and MCM_DEBUG and mcm_log then
dbg = mcm_log.new("DBG")
dbg.enabled = MCM_DEBUG
dbg.continuous = true
end
if dbg then
dbg:log(...)
end
if enable_debug_prints then
printf(...)
end
end
------------------------------------------------------------
-- Options
------------------------------------------------------------
options = {}
local opt_temp = {} -- stores pending changes
local opt_backup = {} -- do a backup of original changes for comparison with pendings
local opt_index = {} -- option index by path, so we can locate an option fast without iterating throw the whole options table
local opt_val = {} -- option value type by path, to execute proper functions on different type without iterating throw the whole options table
local allowed_type = { -- ignore tables from these types in temp tables
["check"] = true,
["list"] = true,
["input"] = true,
["radio_h"] = true,
["radio_v"] = true,
["track"] = true,
["key_bind"] = true,
}
local key_by_path = {}
local paths_by_key = {}
local gathering = false
if AddScriptCallback then
AddScriptCallback("mcm_option_change")
end
function init_opt_base()
print_dbg("MCM options reset.")
get_session_id()
options = {
{ id= "mcm" , gr={
{id = "mcm_about", sh=true , gr={
{ id= "slide_mcm" ,type= "slide" ,link= "AMCM_Banner.dds" ,text= "ui_mcm_menu_mcm_about" ,size= {512,50} },
{ id= "desc_mcm" ,type= "desc" ,text= "ui_mcm_desc_mcm" ,clr= {255,125,175,200} },
{ id= "desc_mcm2" ,type= "desc" ,text= "ui_mcm_desc_mcm2" ,clr= {255,125,175,200} },
--{ id="reset" ,type= "check" ,val= 1 ,def= false , functor = {reload } },
},},
{id = "mcm_kb", gr={
{id = "mcm_kb_main", sh=true ,gr={
{ id= "slide_kb" ,type= "slide" ,link= "AMCM_Banner.dds" ,text= "ui_mcm_menu_mcm_kb" ,size= {512,50} },
{ id= "desc_kb" ,type= "desc" ,text= "ui_mcm_mcm_desc_kb" ,clr= {255,125,175,200} },
{ id= "desc_kb2" ,type= "desc" ,text= "ui_mcm_mcm_desc_kb2" ,clr= {255,125,175,200} },
{id = "dtaptime2", type = "track", val = 2, def = 200, min = 100, max = 750, step = 5},
{id = "presstime", type = "track", val = 2, def = 1.5, min = 1.2, max = 2, step = 0.01, prec = 2},
},},
{id = "mcm_all_kb", sh=true , gr={
{ id= "slide_kb" ,type= "slide" ,link= "AMCM_Banner.dds" ,text= "ui_mcm_menu_mcm_all_kb" ,size= {512,50} },
{ id= "desc_kb" ,type= "desc" ,text= "ui_mcm_mcm_desc_kb_all" ,clr= {255,125,175,200} },
{ id= "desc_kb2" ,type= "desc" ,text= "ui_mcm_mcm_desc_kb_all2" ,clr= {255,125,175,200} },
},},
{id = "mcm_kb_conflicts", sh=true , gr={
{ id= "slide_kb" ,type= "slide" ,link= "AMCM_Banner.dds" ,text= "ui_mcm_menu_mcm_kb_conflicts" ,size= {512,50} },
{ id= "desc_kb" ,type= "desc" ,text= "ui_mcm_mcm_desc_kb_conflicts" ,clr= {255,125,175,200} },
{ id= "desc_kb2" ,type= "desc" ,text= "ui_mcm_mcm_desc_kb_all2" ,clr= {255,125,175,200} },
},},
},},
{id = "mcm_log", sh=true , gr={
{ id= "slide_log" ,type= "slide" ,link= "AMCM_Banner.dds" ,text= "ui_mcm_menu_mcm_log" ,size= {512,50} },
{ id= "desc_log" ,type= "desc" ,text= "ui_mcm_mcm_desc_log" ,clr= {255,125,175,200} },
{id = "enable", type = "check", val = 1, def = true},
{id = "numlogs", type = "track", val = 2, def = 2, min = 1, max = 10, step = 1},
{id = "continuous", type = "check", val = 1, def = false},
{id = "savefreq", type = "input", val = 2, def = 1000, min = 100, max = 1000000000000000},
{id = "timestamp", type = "input", val = 2, def = 1000, min = 1, max = 1000000000000000},
{id = "debug_logging", type = "line"},
{id = "debug_logging2", type = "check", val = 1, def = false},
},},
},
}
}
local kb_meta = {all = {}, conflict = {}}
gathering = true
gather_options()
gathering = false
table.sort(options, function(a,b)
if a.id == "mcm" then return true end
if b.id == "mcm" then return false end
return game.translate_string(a.text or opt_str_menu .. a.id) < game.translate_string(b.text or opt_str_menu .. b.id)
end)
init_opt_coder(kb_meta)
table.sort(kb_meta.conflict, function(a,b) return dispaly_key(get(a.kb_path)) < dispaly_key(get(b.kb_path)) end)
for i = 1, #kb_meta.all do
options[1].gr[2].gr[2].gr[3+i] = kb_meta.all[i]
options[1].gr[2].gr[3].gr[3+i] = kb_meta.conflict[i]
end
init_opt_coder()
MCM_DEBUG = get("mcm/mcm_log/debug_logging2")
end
function init_opt_coder(kb_meta)
local keybind_count = 0
------------------------------------------------------------------------
-- Coding options
local function code_option(gr, id, num)
local path
for i=1,#gr do
if allowed_type[gr[i].type] then
path = cc(id , gr[i].id)
opt_index[path] = cc(num , i)
opt_val[path] = assert(gr[i].val, "val is manditory! option path:"..path)
--printf("-[%s] | index: %s - type: %s", path, opt_index[path], opt_val[path])
if gr[i].type == "key_bind" and kb_meta then
keybind_count = keybind_count + 1
update_conflict(path, get(path))
local temp = dup_table(gr[i])
temp.id = temp.id .. "_"..keybind_count
temp.kb_path = path
temp.curr = {get,path}
temp.hint = temp.hint or id.."_"..gr[i].id
temp.functor = {function(p,v) set(p,v) update_conflict(p,v) end, path }
if path:find("mcm/key_wrapper/") then
temp.precondition = {function() return false end} --temp.precondition = {get, path:sub(1, -).."enable"}
end
kb_meta.all[#kb_meta.all+1] = dup_table(temp)
temp.precondition = {get_conflict, path}
kb_meta.conflict[#kb_meta.conflict+1] = dup_table(temp)
end
end
end
end
local id_1, id_2, id_3
-- Level 1
for i=1,#options do
id_1 = options[i].id
if options[i].sh then
code_option(options[i].gr, id_1, i)
else
-- Level 2
for ii=1,#options[i].gr do
id_2 = options[i].gr[ii].id
if options[i].gr[ii].sh then
code_option( (options[i].gr[ii].gr), (id_1 .._opt_.. id_2), (i .._opt_.. ii) )
else
-- Level 3
for iii=1,#options[i].gr[ii].gr do
id_3 = options[i].gr[ii].gr[iii].id
if options[i].gr[ii].gr[iii].sh then
code_option( (options[i].gr[ii].gr[iii].gr), (id_1 .._opt_.. id_2 .._opt_.. id_3), (i .._opt_.. ii .._opt_.. iii) )
else
----
end
end
end
end
end
end
end
function gather_options()
-- this is modified from how axr_main loads all the other scripts thanks to Igi for the idea.
local ignore = {
["ui_mcm.script"] = true,
}
local t = {}
local size_t = 0
local f = getFS()
local flist = f:file_list_open_ex("$game_scripts$",bit_or(FS.FS_ListFiles,FS.FS_RootOnly),"*mcm.script")
local f_cnt = flist:Size()
for it=0, f_cnt-1 do
local file = flist:GetAt(it)
local file_name = file:NameShort()
--printf("%s size=%s",file_name,file:Size())
if (file:Size() > 0 and ignore[file_name] ~= true) then
file_name = file_name:sub(0,file_name:len()-7)
if (_G[file_name] and _G[file_name].on_mcm_load) then
size_t = size_t + 1
t[size_t] = file_name -- load all scripts first
end
end
end
for i=1,#t do
--printf("%s.on_game_start()",t[i])
local temp = nil
temp, name = _G[ t[i] ].on_mcm_load(options) -- passing options by referance added in AMCM 1.1 if you use this, nil check, emphasise updating MCM in your mod desc or something
if temp and name then
local collect = false
for j=1, #options do
if options[j].id == name then
collect = j
end
end
if not collect then
collection = { id = name , gr = {}}
table.insert(collection.gr, temp)
table.insert(options, collection)
else
table.insert(options[collect].gr, temp)
end
elseif temp then
table.insert(options, temp)
end
end
end
------------------------------------------------------------
-- Functors
------------------------------------------------------------
-- Special
local function empty_functor()
print_dbg("Empty functor called!")
end
function reload()
set("mcm/reset", false)
init_opt_base()
end
-- Preconditions
function level_present()
return level.present()
end
function debug_only()
return DEV_DEBUG
end
function for_renderer(...)
local rend = {...}
local curr_rend = get_console_cmd(0, "renderer")
local result = false
for i=1,#rend do
result = result or curr_rend == rend[i]
end
return result
end
--Key bind stuff
local function set_conflict(ck)
local conflict = nil
for k, v in pairs(paths_by_key[ck]) do
if k ~= "conflict" then
conflict = conflict or conflict == false or false --if it is true it stays true, if false it becomes true if nil it becomes false. 0 entries = nil, 1 entry = false, more than 1 entry = true
end
end
paths_by_key[ck].conflict = conflict
print_dbg("set conflict ck:%s con:%s",ck,conflict)
end
function update_conflict(path, key)
key = tonumber(key)
local old_key = key_by_path[path]
print_dbg("path:%s, key:%s, old:%s", path, key, old_key)
if key == old_key then return end
key_by_path[path] = key
if old_key then
paths_by_key[old_key][path] = nil
if paths_by_key[old_key].conflict then -- if this key used to have a conflict see if it can be clered
set_conflict(old_key)
end
end
if not paths_by_key[key] then
paths_by_key[key] = {}
end
paths_by_key[key][path] = true
if not paths_by_key[key].conflict then --if this key didn't have a conflict see if it does now
set_conflict(key)
end
end
function get_conflict(path, key)
local k = key or key_by_path[path]
print_dbg("path:%s, key:%s, k:%s", path, type(key), type(k))
assert(k, "No key found for path")
k = tonumber(k)
if k == -1 then return false end
if dik_to_bind(k) ~= dik_to_bind(1000) then --conflicts with engine keybind
print_dbg("bind:%s", dik_to_bind(k))
return true
end
if key_by_path[path] == k then
print_dbg("==")
return paths_by_key[k] and paths_by_key[k].conflict
end
print_dbg("=/= kbp:%s %s, k:%s %s",type(key_by_path[path]), key_by_path[path], k, type(k))
return paths_by_key[k] and (paths_by_key[k].conflict or paths_by_key[k].conflict == false) --limited support for pending changes conflicts.
end
function dispaly_key(key)
local loc = ini_loc:r_value("string_table","language")
loc = ini_mcm_key:section_exist(loc) and loc or "eng"
return ini_mcm_key:r_value(loc, key,0,"<!!!>")
end
kb_mod_radio = "radio_h"
kb_mod_list = "list"
local tap = {}
function double_tap(id, key, multi_tap)
local tg = time_continual()
tap[key] = tap[key] or {}
if not tap[key][id] then --first press, set timer return false
tap[key][id] = tg
return false
end
local dtaptime = get("mcm/mcm_kb/mcm_kb_main/dtaptime2")
if (tg - tap[key][id] <= dtaptime) then --if inside the dtap window
tap[key][id] = multi_tap and tg -- if multi_tap set timer for next tap, else clear it.
return true
end
tap[key][id] = tg -- if we get here we are past the window for a double tap so this is a first press
return false
end
local hold = {}
function key_hold(id,key, cycle)
local dtaptime = get("mcm/mcm_kb/mcm_kb_main/dtaptime2")
local hold_time = get("mcm/mcm_kb/mcm_kb_main/presstime") * dtaptime
cycle = cycle or 10000
local tg = time_continual()
hold[key] = hold[key] or {}
if (not hold[key][id]) or (tg - hold[key][id] > hold_time*1.5) then
hold[key][id] = tg
elseif (tg - hold[key][id] > hold_time ) then
hold[key][id] = tg + cycle * 1000
return true
end
return false
end
local function execute_if_not_held(id,key, functor,...)
if not (hold[key] and hold[key]["mcm_single_"..id]) then
exec(functor,...)
end
return true
end
function simple_press(id, key, functor,...)
dtap = double_tap("mcm_single_"..id, key, true)
local tg = time_continual()
hold[key] = hold[key] or {}
hold[key]["mcm_single_"..id] = tg
local dtaptime = get("mcm/mcm_kb/mcm_kb_main/dtaptime2")
if dtap then
RemoveTimeEvent("mcm_single_press",id.."_mcm_single_"..key)
else
CreateTimeEvent("mcm_single_press",id.."_mcm_single_"..key,(dtaptime*1.1)/1000,execute_if_not_held,id, key, functor,...)
end
end
MOD_NONE = true
MOD_CTRL = false
MOD_SHIFT = false
MOD_ALT = false
function get_mod_key(val)
if val == 1 then
return MOD_SHIFT
elseif val == 2 then
return MOD_CTRL
elseif val == 3 then
return MOD_ALT
end
return MOD_NONE
end
function on_key_release(key)
hold[key] = nil
if key == DIK_keys.DIK_RCONTROL or key == DIK_keys.DIK_LCONTROL then
MOD_CTRL = false
elseif key == DIK_keys.DIK_RSHIFT or key == DIK_keys.DIK_LSHIFT then
MOD_SHIFT = false
elseif key == DIK_keys.DIK_RMENU or key == DIK_keys.DIK_LMENU then
MOD_ALT = false
elseif key == DIK_keys.DIK_ESCAPE then
MOD_CTRL = false
MOD_SHIFT = false
MOD_ALT = false
end
MOD_NONE = not(MOD_CTRL or MOD_SHIFT or MOD_ALT)
end
function on_key_press(key)
if key == DIK_keys.DIK_RCONTROL or key == DIK_keys.DIK_LCONTROL then
MOD_CTRL = true
elseif key == DIK_keys.DIK_RSHIFT or key == DIK_keys.DIK_LSHIFT then
MOD_SHIFT = true
elseif key == DIK_keys.DIK_RMENU or key == DIK_keys.DIK_LMENU then
MOD_ALT = true
end
MOD_NONE = not(MOD_CTRL or MOD_SHIFT or MOD_ALT)
end
-- Utilities
function is_int(num)
return (m_floor(num) == num)
end
function exec(func,...)
if (not func) then
return false
end
return func(...)
end
function str_opt_explode(id, by_num)
local nums = by_num and opt_index[id] or id
local t = nums and str_explode(nums, _opt_) or {}
if by_num then
for i=1,#t do
t[i] = tonumber(t[i])
end
end
return t
end
function get_opt_table(id)
local t = str_opt_explode(id, true)
if #t == 0 then
return {}
end
if #t == 1 then
return options[t[1]]
elseif #t == 2 then
return options[t[1]].gr[t[2]]
elseif #t == 3 then
return options[t[1]].gr[t[2]].gr[t[3]]
elseif #t == 4 then
return options[t[1]].gr[t[2]].gr[t[3]].gr[t[4]]
end
end
function check_opt_table(id)
local t = str_opt_explode(id, true)
return #t > 0
end
function CTimeTo_mSec(ct)
local Y, M, D, h, m, s, ms = 0, 0, 0, 0, 0, 0, 0
Y, M, D, h, m, s, ms = ct:get(Y, M, D, h, m, s, ms)
return ((D*24*60*60 + h*60*60 + m*60 + s)*1000 + ms)
end
local function create_session_id()
if not session_id then
session_id = axr_main.config:r_value(opt_section, "session_id", 2, 0)
if not level.present() then -- if there is a level present then this is an inprogress session, use ID in file. if not compare the stored session start to the curent time and time continual to identify new session
local session_start = axr_main.config:r_value(opt_section, "session_start", 2, 0)
local now = os.time() * 1000
if (now - session_start) > (time_continual() + 10000) then --ten seconds of slop
session_id = session_id + 1
axr_main.config:w_value(opt_section, "session_id", session_id)
axr_main.config:w_value(opt_section, "session_start", now)
axr_main.config:save()
printf("MCM Session ID:%s", session_id)
end
end
end
end
function get_session_id()
create_session_id()
return session_id
end
function is_gathering()
return gathering
end
--------------------
function get(id)
assert(not gathering, "ui_mcm.get() cannot be called during script load or on_mcm_load()!")
if (#options == 0) then
init_opt_base()
end
local value = axr_main.config:r_value(opt_section, id, opt_val[id])
if (value ~= nil) then
--print_dbg("/Got axr_option [%s] = %s", id, value)
return value
end
-- Write in axr_main if it doesn't exist
local v = get_opt_table(id)
if v.cmd then
if v.val == 0 then
value = get_console_cmd(0, v.cmd)
elseif v.val == 1 then
value = get_console_cmd(1, v.cmd)
elseif v.val == 2 then
value = get_console_cmd(0, v.cmd) --get_console_cmd(2, v.cmd)
value = tonumber(value)
if v.min and v.max then
value = clamp(value, v.min, v.max)
end
value = round_idp(value, v.prec or precision)
end
elseif (type(v.def) == "table") then
value = exec(unpack(v.def))
axr_main.config:w_value(opt_section, id, value)
axr_main.config:save()
else
value = v.def
axr_main.config:w_value(opt_section, id, value)
axr_main.config:save()
end
--print_dbg("/Got option [%s] = %s", id, value)
if (value == nil) then
printe("!Found nil option value [%s]", id)
end
return value
end
function set(id, value)
axr_main.config:w_value(opt_section, id, value)
axr_main.config:save()
end
--------------------
--===========================================================
--//////////////////////// OPTIONS //////////////////////////
--===========================================================
class "UIMCM" (CUIScriptWnd)
function UIMCM:__init() super()
self.last_tree = {}
self.last_path = nil
self.last_curr_tree = nil
self._Cap = {}
self._Check = {}
self._List = {}
self._Input = {}
self._Track = {}
self._Radio = {}
self._Hint = {}
-- Prepare the options table
if (#options == 0) then
init_opt_base()
end
printf("MCM init")
self:InitControls()
self:InitCallBacks()
self:Reset()
end
function UIMCM:__finalize()
end
function UIMCM:InitControls()
self:SetWndRect (Frect():set(0,0,1024,768))
self:Enable (true)
self.xml = CScriptXmlInit()
local xml = self.xml
xml:ParseFile ("ui_mcm.xml")
self.background = xml:InitStatic("background", self)
self.dialog = xml:InitStatic("main", self)
xml:InitStatic("main:frame", self.dialog)
-- Buttons
self.btn_accept = xml:Init3tButton("main:btn_accept", self.dialog)
self:Register(self.btn_accept, "btn_accept")
self.btn_reset = xml:Init3tButton("main:btn_reset", self.dialog)
self:Register(self.btn_reset, "btn_reset")
self.btn_default = xml:Init3tButton("main:btn_default", self.dialog)
self:Register(self.btn_default, "btn_default")
self.btn_cancel = xml:Init3tButton("main:btn_cancel", self.dialog)
self:Register(self.btn_cancel, "btn_cancel")
-- Pending text
--xml:InitFrame("main:notify_frame", self.dialog)
self.pending = xml:InitTextWnd("main:notify", self.dialog)
-- Options lists
self.tree = {}
self.bl = {}
-- Options showcase
self.scroll_opt = xml:InitScrollView("main:scroll", self.dialog)
-- Presets
self.preset_cap = xml:InitStatic("main:cap_preset", self.dialog)
self.preset = xml:InitComboBox("main:preset",self.dialog)
self:Register(self.preset, "preset")
self.preset:Show(false)
self.preset_cap:Show(false)
-- Message box
self.message_box = CUIMessageBoxEx()
self:Register (self.message_box, "mb")
-- Hint Window
self.hint_wnd = utils_ui.UIHint(self)
--MCM Key Bind
self.k_binder = nil
self.k_timer = 0
self.key_input = nil
end
function UIMCM:InitCallBacks()
self:AddCallback("btn_accept", ui_events.BUTTON_CLICKED, self.OnButton_Accept, self)
self:AddCallback("btn_reset", ui_events.BUTTON_CLICKED, self.OnButton_Reset, self)
self:AddCallback("btn_default", ui_events.BUTTON_CLICKED, self.OnButton_Default, self)
self:AddCallback("btn_cancel", ui_events.BUTTON_CLICKED, self.OnButton_Cancel, self)
self:AddCallback("preset", ui_events.LIST_ITEM_SELECT, self.Callback_Preset, self)
self:AddCallback("mb", ui_events.MESSAGE_BOX_YES_CLICKED, self.On_Discard, self)
--self:AddCallback("mb", ui_events.MESSAGE_BOX_NO_CLICKED, self.On_Discard,self)
end
function UIMCM:Update()
CUIScriptWnd.Update(self)
-- Show hint on hover
for id,ctrl in pairs(self._Cap) do
if ctrl:IsCursorOverWindow() then
local str = opt_str .. (self._Hint[id] or id) .. "_desc"
local str_t = game.translate_string(str)
if (str ~= str_t) then
self.hint_wnd:Update(str_t)
end
return
end
end
self.hint_wnd:Update()
-- Hack to simulate tracing method for TrackBar value changes. TODO: add callback support for CUITrackBar in engine, this is just silly
for id,e in pairs(self._Track) do
if e.ctrl:IsCursorOverWindow() then
local v = self:GetOption(id)
local value = round_idp(e.ctrl:GetFValue(), v.prec or precision)
if (value ~= e.value) then
e.value = value
self:Callback_Track(e.txt, e.path, e.opt, v, value)
return
end
end
end
end
function UIMCM:Reset()
-- Clear all trees
for i=1,3 do
if self.tree[i] then
if type(self.tree[i]) == table then
for j=1,#self.tree[i] do
self.tree[i][j]:Clear()
end
else
self.tree[i]:Clear()
end
end
end
self.k_binder = nil
self.k_timer = 0
self.key_input = nil
self:Register_Tree(1, "", options, 1)
end
function UIMCM:Reset_opt(curr_tree, path, flags)
flags = flags or {}
local xml = self.xml
self.scroll_opt:Clear()
-- If options tree has a precondition that must be met, don't show it if it returns false
if curr_tree.precondition and (not exec(unpack(curr_tree.precondition))) then
if curr_tree.output then
local _txt = xml:InitTextWnd("elements:block", nil)
_txt:SetText( game.translate_string(curr_tree.output) )
self.scroll_opt:AddWindow(_txt, true)
_txt:SetAutoDelete(false)
end
else
self.k_binder = nil
self.k_timer = 0
self.key_input = nil
-- Presets
self:Register_Preset(curr_tree)
if curr_tree.apply_to_all and curr_tree.id_gr then
flags.apply_to_all = true
flags.group = curr_tree.id_gr
else
flags.apply_to_all = nil
end
empty_table(self._Cap)
empty_table(self._Check)
empty_table(self._List)
empty_table(self._Input)
empty_table(self._Track)
empty_table(self._Radio)
empty_table(self._Hint)
for i=1,#curr_tree.gr do
-- Check preconditions
local to_hide = curr_tree.gr[i].precondition and (not exec(unpack(curr_tree.gr[i].precondition)))
for j=1,10 do -- support for 10 preconditions
if (not curr_tree.gr[i]["precondition_" .. j]) then
break
elseif (not exec(unpack(curr_tree.gr[i]["precondition_" .. j]))) then
to_hide = true
break
end
end
if (not to_hide) then
local opt = curr_tree.gr[i].id
local v = curr_tree.gr[i]
local _st = xml:InitStatic("main:st", nil)
local _h = 0
----------- Support
if (v.type == "line") then
_h = self:Register_Line(xml, _st)
elseif (v.type == "image") then
_h = self:Register_Image(xml, _st, v)
elseif (v.type == "slide") then
_h = self:Register_Slide(xml, _st, v)
elseif (v.type == "title") then
_h = self:Register_Title(xml, _st, v)
elseif (v.type == "desc") then
_h = self:Register_Desc(xml, _st, v)
----------- Option
elseif (v.type == "check") then
_h = self:Register_Check(xml, _st, path, opt, v, flags)
elseif (v.type == "button") then
_h = self:Register_Button(xml, _st, path, opt, v, flags)
elseif (v.type == "list") then
_h = self:Register_List(xml, _st, path, opt, v, flags)
elseif (v.type == "input") then
_h = self:Register_Input(xml, _st, path, opt, v, flags)
elseif (v.type == "track") then
_h = self:Register_Track(xml, _st, path, opt, v, flags)
elseif (v.type == "radio_h") then
_h = self:Register_Radio(xml, _st, path, opt, v, true, flags)
elseif (v.type == "radio_v") then
_h = self:Register_Radio(xml, _st, path, opt, v, false, flags)
elseif (v.type == "key_bind") then
_h = self:Register_Key_Bind(xml, _st, path, opt, v, flags)
end
_st:SetWndSize(vector2():set(_st:GetWidth(), _h + 10))
self.scroll_opt:AddWindow(_st, true)
_st:SetAutoDelete(true)
end
end
if self.Save_AXR then
self.Save_AXR = false
axr_main.config:save()
end
end
end
function UIMCM:Reset_last_opt()
Register_UI("UIMCM")
if self.last_curr_tree and self.last_path then
if self.last_path == "mcm/mcm_kb/mcm_conflicts" then
self.last_curr_tree = options[1].gr[2].gr[3]
end
self:Reset_opt(self.last_curr_tree, self.last_path)
self:UpdatePending()
end
end
------------------------------------------------------------
-- Elements
------------------------------------------------------------
function UIMCM:Register_Cap(xml, handler, id, hint)
id = s_gsub(id, _opt_, "_")
self._Cap[id] = xml:InitStatic("elements:cap",handler)
self._Cap[id]:TextControl():SetText( game.translate_string(opt_str .. (hint or id)) )
self._Hint[id] = hint
return self._Cap[id]:GetHeight()
end
function UIMCM:Register_Line(xml, handler)
local line = xml:InitStatic("elements:line",handler)
return (line:GetHeight() + 10)
end
function UIMCM:Register_Image(xml, handler, v)
local pic = xml:InitStatic("elements:image",handler)
if v.link then
if (v.pos) then
local pos = pic:GetWndPos()
pic:SetWndPos(vector2():set( pos.x + v.pos[1] , pos.y + v.pos[2] ))
end
if (v.size) then
pic:SetWndSize(vector2():set( v.size[1] , v.size[2] ))
end
pic:InitTexture(v.link)
pic:SetStretchTexture(v.stretch and true or false)
end
return pic:GetHeight()
end
function UIMCM:Register_Slide(xml, handler, v)
local frame = xml:InitStatic("elements:slide", handler)
local _pos = frame:GetWndPos()
frame:SetWndPos(vector2():set( _pos.x , _pos.y + (v.spacing or 20) ))
local pic = xml:InitStatic("elements:slide:pic", frame)
if v.link then
pic:InitTexture(v.link)
pic:SetStretchTexture(true)
if (v.pos) then
local pos = pic:GetWndPos()
pic:SetWndPos(vector2():set( pos.x + v.pos[1] , pos.y + v.pos[2] ))
end
if (v.size) then
pic:SetWndSize(vector2():set( v.size[1] * width_factor , v.size[2] ))
end
pic:InitTexture(v.link)
end
local txt = xml:InitTextWnd("elements:slide:txt", frame)
if v.text then
txt:SetText( game.translate_string(v.text) )
end
xml:InitStatic("elements:slide:line_1", frame)
xml:InitStatic("elements:slide:line_2", frame)
return (pic:GetHeight() + 20)
end
function UIMCM:Register_Title(xml, handler, v)
local title = xml:InitTextWnd("elements:title_" .. (v.align or "l"), handler)
title:SetText( game.translate_string(v.text) )
title:AdjustHeightToText()
title:SetWndSize(vector2():set(title:GetWidth(), title:GetHeight() + 20))
if v.clr and v.clr[4] then
title:SetTextColor( GetARGB(v.clr[1], v.clr[2], v.clr[3], v.clr[4]) )
end
return title:GetHeight()
end
function UIMCM:Register_Desc(xml, handler, v)
local desc = xml:InitTextWnd("elements:desc", handler)
desc:SetText( game.translate_string(v.text) )
desc:AdjustHeightToText()
desc:SetWndSize(vector2():set(desc:GetWidth(), desc:GetHeight() + 20))
if v.clr and v.clr[4] then
desc:SetTextColor( GetARGB(v.clr[1], v.clr[2], v.clr[3], v.clr[4]) )
end
return desc:GetHeight()
end
function UIMCM:Register_Check(xml, handler, path, opt, v, flags)
local id = cc(path , opt)
-- Caption
local h = self:Register_Cap(xml, handler, id, v.hint)
-- Apply to all button
if flags.apply_to_all and flags.group then
self:Register_BtnAll(xml, handler, path, opt, v, flags)
end
-- Create control
local ctrl = xml:InitCheck("elements:check",handler)
if (ctrl:GetHeight() > h) then
h = ctrl:GetHeight()
end
-- Get values
local value = self:GetValue(path, opt, v, flags)
ctrl:SetCheck(value)
-- Register
local id_ctrl = self:Stacker(path, opt, v)
self:Register(ctrl, id_ctrl)
local _wrapper = function(handler) -- we need wrapper in order to pass ctrl to method
self:Callback_Check(ctrl, path, opt, v)
end
self:AddCallback(id_ctrl, ui_events.BUTTON_CLICKED, _wrapper, self)
return h
end
function UIMCM:Callback_Check(ctrl, path, opt, v)
local value = ctrl:GetCheck()
self:CacheValue(path, opt, value, v)
end
function UIMCM:Register_Key_Bind(xml, handler, path, opt, v, flags)
local id = cc(path , opt)
self.k_binder = nil
self.k_timer = 0
self.key_input = nil
--[[ Apply to all button
if flags.apply_to_all and flags.group then
self:Register_BtnAll(xml, handler, path, opt, v, flags)
end
--]]
xml:InitFrame("elements:frame_key_button", handler)
local txt = xml:InitStatic("elements:txt_key_button", handler)
-- Create control
local ctrl = xml:Init3tButton("elements:btn_key_button", handler)
local h = ctrl:GetHeight()
-- Caption
local h = self:Register_Cap(xml, handler, id, v.hint)
-- Get values
local value = self:GetValue(path, opt, v, flags)
txt:TextControl():SetText(dispaly_key(value))
if get_conflict(v.kb_path or id, value) then
txt:TextControl():SetTextColor(clr_r)
else
txt:TextControl():SetTextColor(clr_g1)
end
-- Register
local id_ctrl = self:Stacker(path, opt, v)
self:Register(ctrl, id_ctrl)
local _wrapper = function(handler) -- we need wrapper in order to pass ctrl to method
self:Callback_Key_Bind(ctrl, path, opt, v, txt)
end
self:AddCallback(id_ctrl, ui_events.BUTTON_CLICKED, _wrapper, self)
return h
end
function UIMCM:Callback_Key_Bind(ctrl, path, opt, v, txt)
self.key_input = txt:TextControl()
self.key_input:SetText( "<?>")
txt:TextControl():SetTextColor(clr_w)
if self.k_binder then
self.k_binder() -- clear other bind inputs
end
self.k_timer = time_continual()
self.k_binder = function(key)
self:Key_Binder(ctrl, path, opt, v, key, txt)
end
end
function UIMCM:Key_Binder(ctrl, path, opt, v, key, txt)
self.key_input = nil
self.k_binder = nil
local value
if key then
self:CacheValue(path, opt, key, v)
value = key
else
value = self:GetValue(path, opt, v, flags)
end
txt:TextControl():SetText(dispaly_key(value))
if get_conflict(v.kb_path or cc(path , opt), value) then
txt:TextControl():SetTextColor(clr_r)
else
txt:TextControl():SetTextColor(clr_g1)
end
end
function UIMCM:Register_Button(xml, handler, path, opt, v, flags)
local id = cc(path , opt)
--[[ Apply to all button
if flags.apply_to_all and flags.group then
self:Register_BtnAll(xml, handler, path, opt, v, flags)
end
--]]
xml:InitFrame("elements:frame_button", handler)
-- Create control
local ctrl = xml:Init3tButton("elements:btn_button", handler)
local h = ctrl:GetHeight()
-- Caption
local id_cap = s_gsub(id, _opt_, "_")
self._Cap[id_cap] = xml:InitStatic("elements:cap_button",handler)
self._Cap[id_cap]:TextControl():SetText( game.translate_string(opt_str .. (v.hint or id_cap)) )
if (self._Cap[id_cap]:GetHeight() > h) then
h = self._Cap[id_cap]:GetHeight()
end
-- Register
local id_ctrl = self:Stacker(path, opt, v)
self:Register(ctrl, id_ctrl)
local _wrapper = function(handler) -- we need wrapper in order to pass ctrl to method
self:Callback_Button(ctrl, path, opt, v)
end
self:AddCallback(id_ctrl, ui_events.BUTTON_CLICKED, _wrapper, self)
return h
end
function UIMCM:Callback_Button(ctrl, path, opt, v)
if v.functor_ui then
local id = cc(path , opt)
print_dbg("- Executing functor_ui of [%s]",id)
exec(unpack(v.functor_ui),self)
end
if v.functor then
local id = cc(path , opt)
print_dbg("- Executing functor of [%s]",id)
exec(unpack(v.functor))
end
end
function UIMCM:Register_List(xml, handler, path, opt, v, flags)
local id = cc(path , opt)
-- Caption
local h = self:Register_Cap(xml, handler, id, v.hint)
-- Apply to all button
if flags.apply_to_all and flags.group then
self:Register_BtnAll(xml, handler, path, opt, v, flags)
end
-- Create control
local ctrl = xml:InitComboBox("elements:list",handler)
if (ctrl:GetHeight() > h) then
--h = ctrl:GetHeight()
end
-- Get values
local idx
local value = self:GetValue(path, opt, v, flags)
local content = self:GetContent(path, opt, v)
-- Setup
for i=1,#content do
local str_2 = content[i][2] or tostring(content[i][1])
local str = v.no_str and str_2 or game.translate_string(opt_str_lst .. str_2)
ctrl:AddItem( game.translate_string(str), i)
if content[i][1] == value then
idx = i
end
end
idx = idx or 1
--printf(path.." ".. idx)
local str_2 = content[idx][2] or tostring(content[idx][1])
local str = v.no_str and str_2 or game.translate_string(opt_str_lst .. str_2)
ctrl:enable_id( idx )
ctrl:SetText( game.translate_string(str) )
-- Register
local id_ctrl = self:Stacker(path, opt, v)
self:Register(ctrl, id_ctrl)
local _wrapper = function(handler) -- we need wrapper in order to pass ctrl to method
self:Callback_List(ctrl, path, opt, v)
end
self:AddCallback(id_ctrl, ui_events.LIST_ITEM_SELECT, _wrapper, self)
return h
end
function UIMCM:Callback_List(ctrl, path, opt, v)
local i = ctrl:CurrentID()
local content = self:GetContent(path, opt, v)
self:CacheValue(path, opt, content[i][1], v)
end
function UIMCM:Register_Input(xml, handler, path, opt, v, flags)
local id = cc(path , opt)
-- Caption
local h = self:Register_Cap(xml, handler, id, v.hint)
-- Apply to all button
if flags.apply_to_all and flags.group then
self:Register_BtnAll(xml, handler, path, opt, v, flags)
end
-- Create control
local ctrl = xml:InitEditBox("elements:input",handler)
if (ctrl:GetHeight() > h) then
h = ctrl:GetHeight()
end
-- Get values
local value = self:GetValue(path, opt, v, flags)
ctrl:SetText(value)
-- Register
local id_ctrl = self:Stacker(path, opt, v)
self:Register(ctrl, id_ctrl)
local _wrapper = function(handler) -- we need wrapper in order to pass ctrl to method
self:Callback_Input(ctrl, path, opt, v)
end
self:AddCallback(id_ctrl, ui_events.EDIT_TEXT_COMMIT, _wrapper, self)
return h
end
function UIMCM:Callback_Input(ctrl, path, opt, v)
local value = ctrl:GetText()
if not (value and value ~= "") then
ctrl:SetText( self:GetCurrentValue(path, opt, v) or self:GetDefaultValue(path, opt, v) )
return
end
if (v.val == 2) then
value = tonumber(value)
if (not value) then
ctrl:SetText( self:GetCurrentValue(path, opt, v) or self:GetDefaultValue(path, opt, v) )
return
end
value = clamp(value, v.min, v.max)
end
self:CacheValue(path, opt, value, v)
ctrl:SetText(value)
end
function UIMCM:Register_Track(xml, handler, path, opt, v, flags)
local id = cc(path , opt)
-- Caption
local h = self:Register_Cap(xml, handler, id, v.hint)
-- Apply to all button
if flags.apply_to_all and flags.group then
self:Register_BtnAll(xml, handler, path, opt, v, flags)
end
-- Create control
self._Track[id] = {}
self._Track[id].ctrl = xml:InitTrackBar("elements:track",handler)
self._Track[id].path = path
self._Track[id].opt = opt
if (self._Track[id].ctrl:GetHeight() > h) then
h = self._Track[id].ctrl:GetHeight()
end
self._Track[id].txt = xml:InitTextWnd("elements:track_value",handler)
-- Get values
local value = self:GetValue(path, opt, v, flags)
value = clamp(value, v.min, v.max)
value = round_idp(value, v.prec or precision)
local int = false --is_int(value) and is_int(v.step) and is_int(v.min) and is_int(v.max)
self._Track[id].value = value -- temp
self._Track[id].ctrl:SetInvert(v.invert and true or false)
self._Track[id].ctrl:SetStep(v.step)
if int then
self._Track[id].ctrl:SetOptIBounds(v.min, v.max)
self._Track[id].ctrl:SetIValue(value)
else
self._Track[id].ctrl:SetOptFBounds(v.min, v.max)
self._Track[id].ctrl:SetFValue(value)
end
if (not v.no_str) then
self._Track[id].txt:SetText(value)
end
return h
end
function UIMCM:Callback_Track(ctrl, path, opt, v, value)
if (not v.no_str) then
ctrl:SetText(value)
end
self:CacheValue(path, opt, value, v)
end
function UIMCM:Register_Radio(xml, handler, path, opt, v, typ, flags)
local id = cc(path , opt)
-- Caption
local h = self:Register_Cap(xml, handler, id, v.hint)
-- Apply to all button
if flags.apply_to_all and flags.group then
self:Register_BtnAll(xml, handler, path, opt, v, flags)
end
-- Determine type
local str = typ and "horz" or "vert"
local content = self:GetContent(path, opt, v)
local num = #content
if num > 8 and (not v.force_horz) then
typ = false
str = "vert"
end
-- Create control
local frame = xml:InitStatic("elements:radio_" .. str, handler)
local ctrl = {}
local txt
local offset = typ and m_floor(frame:GetWidth()/num) or 30
local h_factor = typ and 1 or 0
local v_factor = typ and 0 or 1
local h1, h2 = 0, 0
--printf("offset: %s - h_factor: %s - v_factor: %s - num: %s", offset, h_factor, v_factor, num)
for i=1,num do
-- Buttons
ctrl[i] = xml:InitCheck("elements:radio_" .. str .. ":btn", frame)
local pos = ctrl[i]:GetWndPos()
h1 = (h1 * v_factor) + ctrl[i]:GetHeight()
ctrl[i]:SetWndPos(vector2():set( pos.x + ((i-1) * offset * h_factor) , pos.y + ((i-1) * offset * v_factor) ))
-- Text
txt = xml:InitTextWnd("elements:radio_" .. str .. ":txt", frame)
local pos2 = txt:GetWndPos()
h2 = h_factor * txt:GetHeight()
txt:SetWndPos(vector2():set( pos2.x + ((i-1) * offset * h_factor) , pos2.y - (v_factor * 30) + ((i-1) * offset * v_factor) ))
local str_2 = content[i][2] or tostring(content[i][1])
local str = v.no_str and game.translate_string(str_2) or game.translate_string(opt_str_lst .. str_2)
txt:SetText( str )
if (h1 + h2 > h) then
h = h1 + h2
end
end
-- Get values
local value = self:GetValue(path, opt, v, flags)
local id_ctrl = self:Stacker(path, opt, v)
for i=1,num do
if (content[i][1] == value) then
ctrl[i]:SetCheck(true)
else
ctrl[i]:SetCheck(false)
end
-- Register
self:Register(ctrl[i], id_ctrl .. i)
local _wrapper = function(handler) -- we need wrapper in order to pass ctrl to method
self:Callback_Radio(ctrl, path, opt, v, i)
end
self:AddCallback(id_ctrl .. i, ui_events.BUTTON_CLICKED, _wrapper, self)
end
return h
end
function UIMCM:Callback_Radio(ctrl, path, opt, v, n)
local value = ctrl[n]:GetCheck()
--printf("n = %s", n)
if value then
for i=1,#ctrl do
if i ~= n then
ctrl[i]:SetCheck(false)
end
end
local content = self:GetContent(path, opt, v)
self:CacheValue(path, opt, content[n][1], v)
else
ctrl[n]:SetCheck(true)
end
end
function UIMCM:Register_BtnAll(xml, handler, path, opt, v, flags)
local ctrl = xml:Init3tButton("elements:btn_all",handler)
xml:InitStatic("elements:cap_all",handler)
local id_ctrl = self:Stacker(path, opt, v)
self:Register(ctrl, id_ctrl)
local _wrapper = function(handler) -- we need wrapper in order to pass ctrl to method
self:Callback_BtnAll(ctrl, path, opt, v, flags)
end
self:AddCallback(id_ctrl, ui_events.BUTTON_CLICKED, _wrapper, self)
end
function UIMCM:Callback_BtnAll(ctrl, path, opt, v, flags)
local id = cc(path , opt)
local group = flags.group
local value = self:GetValue(path, opt, v, flags)
-- Set same value for identical options of same group
local function set_in_group(p, group, path, opt, value)
print_dbg("~set_in_group | current path: %s - target opt: %s", path, opt)
for i=1,#p do
local path_ext = path and (path ~= "") and cc(path , p[i].id) or p[i].id
if p[i].sh then
print_dbg("~set_in_group | current path: %s - target opt: %s", path_ext, opt)
if (p[i].id_gr == group) then
local gr = p[i].gr
for j=1,#gr do
if gr[j].id == opt then
local id_ext = cc(path_ext , opt)
if check_opt_table(id_ext) then
print_dbg("-set_in_group | Found match: %s", id_ext)
self:CacheValue(path_ext, opt, value, gr[j])
end
end
end
end
else
set_in_group(p[i].gr, group, path_ext, opt, value)
end
end
end
set_in_group(options, group, "", opt, value)
end
function UIMCM:Register_Preset(ct)
if ct.presets then
self.preset:ClearList()
--
for i=1,#ct.presets do
self.preset:AddItem( game.translate_string(opt_str_prst .. ct.presets[i]), i)
end
if (ct.curr_preset) then
self.preset:SetText( game.translate_string(opt_str_prst .. ct.curr_preset) )
end
self.preset:Show(true)
self.preset_cap:Show(true)
else
self.preset:ClearList()
self.preset:Show(false)
self.preset_cap:Show(false)
end
end
function UIMCM:Callback_Preset()
if not (self.last_curr_tree and self.last_path) then
return
end
local txt = self.preset:GetText()
if not (txt and txt ~= "") then
return
end
-- Retrieve the preset section
local pres
local presets = self.last_curr_tree.presets
for i=1,#presets do
if game.translate_string(opt_str_prst .. presets[i]) == txt then
pres = presets[i]
break
end
end
if pres and ini_pres:section_exist(pres) then
self.last_curr_tree.curr_preset = pres
--self:Reset_opt(self.last_curr_tree, self.last_path, { preset = pres })
local n = ini_pres:line_count(pres)
local result, id, value
for i=0,n-1 do
result, id, value = ini_pres:r_line_ex(pres,i,"","")
-- Validate option
local v = get_opt_table(id)
if v and v.type then
-- No need to modify options that can't be seen
local to_hide = v.precondition and (not exec(unpack(v.precondition)))
if (not to_hide) then
-- Get proper value
if v.val == 0 then
elseif v.val == 1 then
value = (value == "true") and true or false
elseif v.val == 2 then
value = tonumber(value)
end
-- Extract path and opt
local t = str_opt_explode(id)
local opt = t[#t]
local path = t[1]
for i=2,#t-1 do
path = cc(path , t[i])
end
-- Cache changes
self:CacheValue(path, opt, value, v)
end
end
end
-- Update XML elements
self:Reset_opt(self.last_curr_tree, self.last_path)
-- Update state
self:UpdatePending()
end
end
function UIMCM:Register_Tree(tr, path, group, idx)
print_dbg("-Register_Tree | tr: %s - path: %s", tr, path)
local xml = self.xml
self.key_input = nil
self.k_binder = nil
if (not self.tree[tr]) then
self.tree[tr] = {}
end
if (not self.tree[tr][path]) then
self.tree[tr][path] = xml:InitScrollView("main:tree_" .. tr, self.dialog)
--[[
local pos = self.tree[tr][path]:GetWndPos()
if tr == 3 then idx = 1 end
self.tree[tr][path]:SetWndPos(vector2():set( pos.x , pos.y + (25*(idx-1)) ))
--]]
if (not self.bl[tr]) then
self.bl[tr] = {}
end
self.bl[tr][path] = {}
-- Fill tree
for i=1,#group do
local _st = xml:InitStatic("main:st_tree", nil)
self.bl[tr][path][i] = xml:InitCheck("elements:btn_list", _st)
self.bl[tr][path][i]:SetCheck(false)
local txt = xml:InitTextWnd("elements:txt_list", _st)
txt:SetText( game.translate_string(group[i].text or opt_str_menu .. group[i].id) )
txt:SetTextColor( clr_tree[tr] )
self.tree[tr][path]:AddWindow(_st, true)
_st:SetAutoDelete(false)
end
-- Set Callback for tree buttons
for i=1,#self.bl[tr][path] do
local path_i = (path ~= "") and cc(path , group[i].id) or group[i].id
self:Register(self.bl[tr][path][i], ("tree_"..path_i))
local _wrapper = function(handler) -- we need wrapper in order to pass ctrl to method
self:Callback_Tree(tr, path_i, group[i], self.bl[tr][path], i)
end
self:AddCallback(("tree_"..path_i), ui_events.BUTTON_CLICKED, _wrapper, self)
end
end
self.tree[tr][path]:Show(true)
self.bl[tr][path][1]:SetCheck(true)
local path_1 = (path ~= "") and cc(path , group[1].id) or group[1].id
self:Callback_Tree(tr, path_1, group[1], self.bl[tr][path], 1)
end
function UIMCM:Callback_Tree(tr, path, group, ctrl, i)
print_dbg("-Callback_Tree | tr: %s - path: %s - index: %s", tr, path, i)
self.key_input = nil
self.k_binder = nil
-- Radio buttons behavior
if (ctrl[i]:GetCheck() == false) then
ctrl[i]:SetCheck(true)
return
end
for k=1,#ctrl do
if k ~= i then
ctrl[k]:SetCheck(false)
end
end
-- Hide all sub trees
for k=tr+1,#self.tree do
for _,v in pairs(self.tree[k]) do
v:Show(false)
end
end
-- If its an option list, show it
if group.sh then
self:Reset_opt(group, path)
-- Caching current options
self.last_path = path
if (not self.last_curr_tree) then
self.last_curr_tree = {}
end
empty_table(self.last_curr_tree)
copy_table(self.last_curr_tree, group)
else
self:Register_Tree(tr+1, path, group.gr, i)
end
end
------------------------------------------------------------
-- Utilities
------------------------------------------------------------
function UIMCM:GetValue(path, opt, v, flags)
-- NOTE: make sure to check for nil values only, since false exists as legit value for commands and check boxes
local value
if flags and flags.def then
value = self:GetDefaultValue(path, opt, v)
elseif flags and flags.preset then
local pres = flags.preset
local id = cc(path , opt)
if v.val == 0 then
value = ini_pres:r_string_ex(pres, id)
elseif v.val == 1 then
value = ini_pres:r_bool_ex(pres, id)
elseif v.val == 2 then
value = ini_pres:r_float_ex(pres, id)
end
end
if (value ~= nil) or (flags and flags.def) then
if (value ~= nil) and (v.type == "track") then
value = clamp(value, v.min, v.max)
end
self:CacheValue(path, opt, value, v)
end
if (value == nil) then
value = self:GetCurrentValue(path, opt, v)
end
if (value == nil) then
value = self:GetDefaultValue(path, opt, v)
end
if (value ~= nil) and (v.type == "track") then
value = clamp(value, v.min, v.max)
end
return value
end
function UIMCM:GetDefaultValue(path, opt, v)
local id = cc(path , opt)
local value
if (type(v.def) == "table") then
value = exec(unpack(v.def))
else
value = v.def
end
-- We cache default values for the first time, so current values rely on them up later
-- because some default values are randomized and player might not touch them, thus causing randomized effects where they are used in-game
if (axr_main.config:r_value(opt_section, id, v.val) == nil) and (value ~= nil) then
axr_main.config:w_value(opt_section, id, value)
self.Save_AXR = true
end
return value
end
function UIMCM:GetCurrentValue(path, opt, v)
local id = cc(path , opt)
if (opt_temp[id] ~= nil) then
local _id = s_gsub(id, _opt_, "_")
if self._Cap[_id] and self._Cap[_id]:IsShown() then
self._Cap[_id]:TextControl():SetTextColor( clr_o )
end
return opt_temp[id]
end
local value
if v.curr then
value = exec(unpack(v.curr))
elseif v.cmd then
if v.val == 0 then
value = get_console_cmd(0, v.cmd)
elseif v.val == 1 then
value = get_console_cmd(1, v.cmd)
elseif v.val == 2 then
value = get_console_cmd(0, v.cmd) --get_console_cmd(2, v.cmd) -- some commands are integers, using get_float will return 0. This is a walkaround
value = tonumber(value)
if v.min and v.max then
value = clamp(value, v.min, v.max)
end
value = round_idp(value, v.prec or precision)
end
else
value = axr_main.config:r_value(opt_section, id, v.val)
end
return value
end
function UIMCM:GetContent(path, opt, v)
if v.cmd and (not v.content) then
local value
if v.val == 0 then
value = get_console_cmd(0, v.cmd)
elseif v.val == 1 then
value = get_console_cmd(1, v.cmd)
elseif v.val == 2 then
value = get_console_cmd(0, v.cmd) --get_console_cmd(2, v.cmd)
value = tonumber(value)
if v.min and v.max then
value = clamp(value, v.min, v.max)
end
value = round_idp(value, v.prec or precision)
end
return {{value,tostring(value)}}
elseif (type(v.content[1]) == "function") then
return exec(unpack(v.content))
else
return v.content
end
end
function UIMCM:GetOption(id)
local t = str_explode(id,_opt_ )
local v = options
for i=1,#t do
for j=1,#v do
if v[j].id == t[i] then
if i == #t then
v = v[j]
else
v = v[j].gr
end
break
end
end
end
return v
end
function UIMCM:CacheValue(path, opt, value, v)
local id = cc(path , opt)
-- Do a backup of current values first
if (opt_backup[id] == nil) then
opt_backup[id] = self:GetValue(path, opt, v)
print_dbg("# Backup [%s] = %s", id, opt_backup[id])
end
-- Cache changed values
if (value ~= nil) and (value ~= opt_backup[id]) then
opt_temp[id] = value
print_dbg("/ Cached [%s] = %s", id, value)
else
opt_temp[id] = nil -- no need to cache current values
print_dbg("~ Cleared cache [%s]", id)
end
-- Change text color
local _id = s_gsub(id, _opt_, "_")
if self._Cap[_id] and self._Cap[_id]:IsShown() then
if (opt_temp[id] ~= nil) and (opt_temp[id] ~= opt_backup[id]) then
self._Cap[_id]:TextControl():SetTextColor( clr_o )
else
self._Cap[_id]:TextControl():SetTextColor( clr_g1 )
end
end
-- Update state
self:UpdatePending()
end
function UIMCM:Stacker(path, opt, v)
-- This assure that each time a control is created, an unique callback id is given to it
-- Why? because in normal case, jumping between options removes the previous ones constantly, getting back to them will create new controls and assign them to the old ids
-- This is bad because callbacks are still attached to the old controls, any fresh controls that get assigned to those ids will be inactive as a result
-- My solution is this function to generate unique id each time a control is created
if (not v.stack) then v.stack = 0 end
v.stack = v.stack + 1
return cc( cc(path , opt) , v.stack)
end
function UIMCM:UpdatePending()
local size = size_table(opt_temp)
if size > 0 then
self.pending:SetText( strformat( game.translate_string("ui_mm_warning_pending"), size) )
else
self.pending:SetText("")
end
end
------------------------------------------------------------
-- Callbacks
------------------------------------------------------------
function UIMCM:OnButton_Accept()
--if self.Need_VidRestart then
-- self.message_box:InitMessageBox("message_box_yes_no")
-- self.message_box:SetText(string.format("%s %d% s", game.translate_string("ui_mm_confirm_changes"), 15, game.translate_string("mp_si_sec")))
-- self.message_box:ShowDialog(true)
--else
self:On_Accept()
--end
end
function UIMCM:OnButton_Reset()
if self.last_path and self.last_curr_tree and is_not_empty(opt_temp) then
local to_reset
for id, val in pairs(opt_temp) do
if s_find(id,self.last_path) then
to_reset = true
opt_temp[id] = nil
local _id = s_gsub(id, _opt_, "_")
if self._Cap[_id] and self._Cap[_id]:IsShown() then
self._Cap[_id]:TextControl():SetTextColor( clr_g1 )
end
end
end
if (to_reset) then
self:UpdatePending()
self:Reset_opt(self.last_curr_tree, self.last_path)
end
end
end
function UIMCM:OnButton_Default()
if self.last_path and self.last_curr_tree then
self:Reset_opt(self.last_curr_tree, self.last_path, { def = true })
end
end
function UIMCM:OnButton_Cancel()
if is_not_empty(opt_temp) then
self.message_box:InitMessageBox("message_box_yes_no")
self.message_box:SetText(game.translate_string("ui_mm_discard_changes"))
self.message_box:ShowDialog(true)
else
self:On_Cancel()
end
end
function UIMCM:On_Accept()
self.Changes ={}
for id, val in pairs(opt_temp) do
local v = self:GetOption(id)
-- Cache the changes
if (not v.curr) then
print_dbg("- Saved [%s] := %s", id, val)
axr_main.config:w_value(opt_section, id, val)
if key_by_path[id] then
update_conflict(id, val)
end
self.Save_AXR = true
end
self.Change_Done = true
self.Changes[id] = true
-- Execute functors if found
if v.functor then
if v.postcondition then
if exec(unpack(v.postcondition))then
print_dbg("- Executing postcondition functor of [%s]",id)
v.functor[#v.functor+1] = val
exec(unpack(v.functor))
v.functor[#v.functor] = nil
end
else
print_dbg("- Executing functor of [%s]",id)
v.functor[#v.functor+1] = val
exec(unpack(v.functor))
v.functor[#v.functor] = nil
end
end
if v.type == "key_bind" then
self.key_changed = true
end
-- See if it needs restart
if v.restart then
self.Need_Restart = true
end
if v.vid then
self.Need_VidRestart = true
end
-- Send callback and apply changes
if v.cmd then
local cmd_value = val
if type(cmd_value) == "boolean" then
if v.bool_to_num then
cmd_value = cmd_value and "1" or "0"
else
cmd_value = cmd_value and "on" or "off"
end
end
print_dbg("- Saved CMD [%s] := %s", id, cmd_value)
exec_console_cmd(v.cmd .. " " .. cmd_value)
self.Save_CFG = true
end
end
-- Save axr_options
if self.Save_AXR then
axr_main.config:save()
self.Save_AXR = false
end
-- appdata
if self.Save_CFG then
print_dbg("- Saved CFG")
exec_console_cmd("cfg_save")
--exec_console_cmd("cfg_save tmp")
end
if level.present() and self.Change_Done then
print_dbg("% Sent callback (on_option_change)")
SendScriptCallback("on_option_change", true)
end
if AddScriptCallback and self.Change_Done then
print_dbg("% Sent callback (mcm_option_change)")
SendScriptCallback("mcm_option_change", self.Changes )
end
-- Clear cache
empty_table(opt_temp)
empty_table(opt_backup)
if self.key_changed then --resort the conflict key list.
self.key_changed = false
table.sort(options[1].gr[2].gr[3].gr, function(a,b)
local t = {slide_kb = 1, desc_kb = 2, desc_kb2 = 3}
if t[a.id] and t[b.id] then
return t[a.id] < t[b.id]
end
if t[a.id] and not t[b.id] then
return true
end
if (not t[a.id]) and t[b.id] then
return false
end
return dispaly_key(get(a.kb_path)) < dispaly_key(get(b.kb_path))
end)
init_opt_coder()
end
-- Exit
self:On_Cancel()
end
function UIMCM:On_Cancel()
self.owner:ShowDialog(true)
self:HideDialog()
self.owner:Show(true)
-- Restart vid
if self.Need_VidRestart then
exec_console_cmd("vid_restart")
end
if self.Need_Restart then
self.owner:SetMsg( game.translate_string("ui_mm_change_done_restart") , 7 )
self.message_box:InitMessageBox("message_box_restart_game")
self.message_box:ShowDialog(true)
elseif self.Change_Done then
self.owner:SetMsg( game.translate_string("ui_mm_change_done") , 5 )
end
self.Change_Done = false
self.Need_VidRestart = false
self.Need_Restart = false
self.Save_CFG = false
Unregister_UI("UIMCM")
end
function UIMCM:On_Discard()
empty_table(opt_temp)
if (self.last_path and self.last_curr_tree) then
self:UpdatePending()
self:Reset_opt(self.last_curr_tree, self.last_path)
end
self:On_Cancel()
end
function UIMCM:OnKeyboard(dik, keyboard_action)
local res = CUIScriptWnd.OnKeyboard(self,dik,keyboard_action)
if (res == false) then
local bind = dik_to_bind(dik)
if keyboard_action == ui_events.WINDOW_KEY_PRESSED then
if dik == DIK_keys.DIK_ESCAPE then
if self.k_binder then
self.k_binder(-1)
else
self:OnButton_Cancel()
end
elseif self.k_binder and dispaly_key(dik) then
self.k_binder(dik)
end
end
end
if self.k_binder and ((time_continual() - self.k_timer) > 500) then --clear k_binder on any other input after half a second.
self.k_binder()
end
return res
end
function trader_cond(x)
if x == 'get' then
-- printf('@@@ returning %s', alife_storage_manager.get_state().trader_buy_condition_override or "0 (DEFAULT)")
return alife_storage_manager.get_state().trader_buy_condition_override or 0
else
-- printf('@@@ setting %s', opt_temp["gameplay/economy_diff/condition_buy_override"] or '0 (DEFAULT)')
alife_storage_manager.get_state().trader_buy_condition_override = opt_temp["gameplay/economy_diff/condition_buy_override"] or 0
end
end
function store_in_save()
printf("MCM Error: dph_mcm_save_storage.script not found")
end
if dph_mcm_save_storage and dph_mcm_save_storage.register_module then
store_in_save = dph_mcm_save_storage.register_module
end
function on_game_start()
RegisterScriptCallback("on_key_release",on_key_release)
RegisterScriptCallback("on_key_press",on_key_press)
end
------------------------------------------------------------
-- Tutorial:Table of Contents:
------------------------------------------------------------
--[[
Use the [-] in the margin in notpad++ to colapse sections for easier
navigation
1. How to read these options in your script (RavenAscendant)
2. How to add new options (Tronex orginal turotial from ui_options)
3. How to make your script talk to MCM
4. Examples
]]--
------------------------------------------------------------
-- Tutorial: How to read these options in your script:
------------------------------------------------------------
--[[
Feilds in [backets] are described in "How to add new options"
First a bit about setting up your options. Nine times out of ten you don't need any functors.
MCM will read the curent value of the setting from axr_options with out a [curr] functor and
will write values to axr_options if no [functor] is provided. For simple global settings this
will be more than adequate.
The easiest way to read your setting is call ui_mcm.get(path) where path is the id fields of
the nested tables down to the option in the table you returned in on_mcm_load() . Mostlikely
this will take the form of "modname/settingname" but you can break your settings into multiple
panels if you want resulting in a loinger path. see the options section of axr_configs for how
anomaly options menu translates into paths, same system is used here.
ui_mcm.get(path) is cached and fails back to the value you set in [def=]
Just like ui_options when MCM applies a settings change it sends an on_option_change callback
you can use this to do a one time read of your options into variables in your script.
you can either get the values with ui_mcm.get(path) or read them directly from axr_configs
like so:
axr_main.config:r_value("mcm", path, type,default) --see _g for how r_value functions.
Examples of when you might want to use functors:
Saving mod settings to the save game file instead of globaly to axr_configs
You are building your settings dynaicaly can't rely on the path being consistant.
You otherwise like to over complicate things.
]]--
------------------------------------------------------------
-- Tutorial: How to add new options:
------------------------------------------------------------
--[[
The only thing changed from this as compared to the version in ui_options is changing all ocurances of ui_mm_ to ui_mcm_
------------------------------------------------------------------------------------------------
Option name:
script will read option name (id) and show it automatically, naming should be like this: "ui_mcm_[tree_1]_[tree_2]_[tree_...]_[option]"
[tree_n] and [option] are detemined from option path inside the table
Example: options["video"]["general"]["renderer"] name will come from "ui_mcm_video_general_renderer" string
------------------------------------------------------------------------------------------------
Option description:
option description can show up in the hint window if its defined by its name followed by "_desc"
Example: option with a name of "ui_mcm_video_general_renderer" will show its hint if "ui_mcm_video_general_renderer_desc" exists
------------------------------------------------------------------------------------------------
Parameters of option Tree:
------------------------------------------------------------------------------------------------
- [id]
- Define: (string)
To give a tree its own identity
- [sh]
- Define: (boolean)
used to detemine that the sub-tree tables are actual list of options to set and show
- [text]
- Define: (string)
To over ride the display text for the tree in the tree select
- [precondition]
- Define: ( table {function, parameters} )
don't show tree options if its precondition return false
- [output]
- Define: (string)
Text to show when precondition fails
- [gr]
- Define: ( table { ... } )
Table of a sub-tree or options list
- [apply_to_all]
- Define: (boolean)
when you have options trees with similar options and group, you can use this to add "Apply to All" button to each option
clicking it will apply option changes to this option in all other trees from same group
you must give these a tree a group id
- [id_gr]
- Define: (string)
allows you to give options tree a group id, to connect them when you want to use "Apply to all" button for options
------------------------------------------------------------------------------------------------
Parameters of options:
------------------------------------------------------------------------------------------------
----------------------
Critical parameters:
--------------------
These parameters must be declared for elements
[id]
- Define: (string)
Option identity/name.
Option get stored in axr_main or called in other sripts by its path (IDs of sub trees and option):
Example: ( tree_1_id/tree_2_id/.../option_id )
The top id in the table you return to MCM (tree_1_id in the above example) should be as unique as
posible to prevent it from conflicting with another mod.
[type]
- Define: (string)
- Possible values:
- Option elements:
"check" : Option, check box, either ON or OFF
"list" : Option, list of strings, useful for options with too many selections
"input" : Option, input box, you can type a value of your choice
"radio_h" : Option, radio box, select one out of many choices. Can fit up to 8 selections (Horizental layout)
"radio_v" : Option, radio box, select one out of many choices. Can fit up any number of selections (Vertical layout)
"track" : Option, track bar, easy way to control numric options with min/max values (can be used only if [val] = 2)
"key_bind" : Option, button that registers a keypress after being clicked. (See suplimental instructions below)
- Support elements:
"line" : Support element, a simple line to separate things around
"image" : Support element, 563x50 px image box, full-area coverage
"slide" : Support element, image box on left, text on right
"title" : Support element, title (left/right/center alignment)
"desc" : Support element, description (left alignment)
----------------------
Dependable parameters:
----------------------
These parameters must be declared when other specific parameters are declared already. They work along with them
[val]
- Define: (number)
- Used by: option elements: ALL
Option's value type: 0. string | 1. boolean | 2. float
It tells the script what kind of value the option is storing / dealing with
[cmd]:
- Define: (string)
- Used by: option elements: ALL (needed if you want to control a console command)
Tie an option to a console command, so when the option value get changed, it get applied directly to the command
The option will show command's current value
NOTE:
cmd options don't get cached in axr_options, instead they get stored in appdata/user.ltx
[def] parameter is not needed here since we engine applies default values to commands if they don't exist in user.ltx automatically
[def]
- Define: (boolean) / (number) / (string) / ( table {function, parameters} )
- Used by: option elements: ALL (not needed if [cmd] is used)
Default value of an option
when no cached values are found in axr_options, the default value will be used
[min]
- Define: (number)
- Used by: option elements: "input" / "track": (only if [val] = 2)
Minimum viable value for an option, to make sure a value stays in range
[max]
- Define: (number)
- Used by: option elements: "input" / "track": (only if [val] = 2)
Maximum viable value for an option, to make sure a value stays in range
[step]
- Define: (number)
- Used by: option elements: "track": (only if [val] = 2)
How much a value can be increased/decreased in one step
[content]
- Define: ( table {double pairs} ) / ( table {function, parameters} )
- Used by: option elements: "list" / "radio_h" / "radio_v":
Delcares option's selection list
Pairs: { value of the selection, string to show on UI }
Example: content= { {0,"off"} , {1,"half"} , {2,"full"}}
So the list or radio option will show 3 selections (translated strings): (ui_mcm_lst_off) and (ui_mcm_lst_half) and (ui_mcm_lst_full)
When you select one and it get applied, the assosiated value will get applied
So picking the first one will pass ( 0 )
Because all lists and radio button elements share the same prefix, "ui_mcm_lst_" it is important that you not use common words like
the ones in the example above. Make your element names unique.
[link]
- Define: (string)
- Used by: support elements: "image" / "slide"
Link to texture you want to show
[text]
- Define: (string)
- Used by: support elements: "slide" / "title" / "desc"
String to show near the image, it will be translated
----------------------
Optional parameters:
----------------------
These parameters are completely optionals, and can be used for custom stuff
[force_horz]
- Define: (boolean)
- Used by: option elements: "radio_h"
Force the radio buttons into horizental layout, despite their number
[no_str]
- Define: (boolean)
- Used by: option elements: "list" / "radio_h" / "radio_v" / "track"
Usually, the 2nd key of pairs in content table are strings to show on the UI, by translating "opt_str_lst_(string)"
when we set [no_str] to true, it will show the string fromm table as it is without translations or "opt_str_lst_"
For TrackBars: no_str won't show value next to the slider
[prec]
- Define: (number)
- Used by: option elements: "track"
allowed number of zeros in a number
[precondition]
- Define: ( table {function, parameters} )
- Used by: option elements: ALL
Show the option on UI if the precondition function returns true
[functor]
- Define: ( table {function, parameters} )
- Used by: option elements: ALL
Execute a function when option's changes get applied
The value of the option is added to the end of the parameters list.
[postcondition]
- Define: ( table {function, parameters} )
- Used by: option elements: ALL, with defined [functor]
Option won't execute its functor when changes are applied, unless if the postcondition function returns true
[curr]
- Define: ( table {function, parameters} )
- Used by: option elements: ALL
get current value of an option by executing the declared function, instead of reading it from axr_options.ltx
[hint] (as of MCM 1.6.0 this will actualy show _desc strings)
- Define: (string)
- Used by: option elements: ALL
Override default name / desc rule to replace the translation of an option with a custom one, should be set without "ui_mcm_" and "_desc"
Example: { hint = "alife_warfare_capture"} will force the script to use "ui_mcm_alife_warfare_capture" and "ui_mcm_alife_warfare_capture_desc" for name and desc of the option
[clr]
- Define: ( table {a,r,b,g} )
- Used by: support elements: "title" / "desc"
determines the color of the text
[stretch]
- Define: (boolean)
- Used by: support elements: "slide"
force the texture to stretch or not
[pos]
- Define: ( table {x,y} )
- Used by: support elements: "slide"
custom pos for the texture
[size]
- Define: ( table {w,z} )
- Used by: support elements: "slide"
custom size for the texture
[align]
- Define: (string) "l" "r" "c"
- Used by: support elements: "title"
determines the alignment of the title
[spacing]
- Define: (number)
- Used by: support elements: "slide"
hight offset to add extra space
--]]
------------------------------------------------------------
-- Tutorial: How to make your script talk to MCM:
------------------------------------------------------------
--[[
MCM looks for scripts with names ending in mcm: *mcm.script you can use an _ to sperate it from the
rest of the name of your script but it isn't necessary.
In those scripts MCM will execute the function on_mcm_load()
In order for options to be added to MCM, on_mcm_load() must return a valid options tree
as described in the tutorial here, used in the ui_options script and shown in the examples below
An aditioanl retun value of a string naming a collection is optional. The string will be used to create a catagory to which the
the options menues of mods returning the same collection name will be added to. This is to allow for
modular mods to have the settings for each module be grooped under a common heading. Note the collection name becomes the root
name in your settings path and translation strings. As a root name care should be taken to ensure it will not conflict with another
mod.
]]--
---------------------------------------------------------------------------------------
-- Tutorial: Using dph-hcl's script for save game specific MCM options
---------------------------------------------------------------------------------------
--[[
dph-hcl's orginal script from https://www.moddb.com/mods/stalker-anomaly/addons/151-mcm-13-mcm-savefile-storage
is included un altered and can be used as described and documented in thier mod and script
Aditionaly for convinence the function has been aliased here as ui_mcm.store_in_save(path)
this function can be called safely as MCM will simply print an error if dph-hcl's script is missing
To make an option be stored in a save game instead of globaly call ui_mcm.store_in_save(path)
path can be a full option path like is used by ui_mcm.get(path) or a partial path
If a partial path is used all options that caontain that path will be stored in the savegame
partial paths must start with a valid root and cannot end with a /
In the second example below the second checkbox in the second options menu would be stored buy
ui_mcm.store_in_save("example_example/example_two/2check2")
In the same example storing all options (both checks) in the first option menu would be:
ui_mcm.store_in_save("example_example/example_one")
Lastly storing all of the options for your mod would look like:
ui_mcm.store_in_save("example_example")
ui_mcm.store_in_save(path) can be called at any time. The easyiest is probably in on_mcm_load()
however it could be done as late as on_game_start() if one wanted to have an MCM option for global vs save specific options storing
(calling ui_mcm.get(path) in on_mcm_load() is a bad idea don't do that )
]]--
---------------------------------------------------------------------------------------
-- Tutorial: Additional information on key_bind
---------------------------------------------------------------------------------------
--[[
Key binds are gathered into two meta lists for the users convienance. This means it is very important that your translation strings
clearly identify what the key does and ideally it should be clear what addon the keybiind is from.
The value stored by the key bind is the DIK_keys value of the key. Same number that will be given to the key related callbacks.
val must be set to 2 and is still manditory.
curr and functor are not curently supported. Post an issue on github describing the usecase you had for them, if it's cool enough they might get fixed.
Old (pre 1.6.0) versions of MCM will not display key_bind and calling ui_mcm.get for it will return nil, take that into acount if you want reverse compatablity.
]]--
---------------------------------------------------------------------------------------
-- Tutorial: Additional Key Bind utilities
---------------------------------------------------------------------------------------
--[[
MCM tracks the held status of the control and shift keys as well as a flag that is true when neither is pressed
ui_mcm.MOD_NONE ui_mcm.MOD_SHIFT and ui_mcm.MOD_CTRL
ui_mcm.get_mod_key(val) will return the above flags based on val: 0:MOD_NONE 1:MOD_SHIFT and 2:MOD_CTRL
If these somehow get latched they reset when Escape is pressed. Please report cases of latching.
MCM provides functions for detecting key double taps and keys that are held down, and single key presses that do not go on to be double or long presses.
ui_mcm.double_tap(id, key, [multi_tap]) should be called from on_key_press callback after you have filtered for your key
id: should be a unique identifier for your event, scriptname and a number work well:"ui_mcm01"
key: is of course they key passed into the on_key_press callback.
multi_tap: if true timer is updated instead of cleared allowing for the detection of triple/quad/ect taps
returns: true for a given id and key if less than X ms has elapsed since the last time it was called with that id and key (X is a user configurable value between 100ms and 1000 ms
returns false otherwise.
If multi_tap is false timer is reset when true is returned preventing the function from returning true twice in a row
If multi_tap is true the function will return true any time the gap between a call and the one before is within the window.
ui_mcm.key_hold(id, key, [repeat]) should be called from on_key_hold callback after you have filtered for your key
id: should be a unique identifer for your event, scriptname and a number work well:"ui_mcm01"
key: is the key passed into the on_key_hold callback.
repeat: Optional. time in seconds. If the key continues to be held down will return true again after this many seconds on a cycle.
when called from the on_key_hold callback it will return true after the key has been held down for Y ms (determined by applying a user defined multiplier to X above) and then again every repeat seconds if repeat is provided. sequence resets when key is released.
ui_mcm.simple_press(id, key, functor) should be called from on_key_press callback after you have filtered for your key
id: should be a unique identifier for your event, scrip name and a number work well:"ui_mcm01"
key: is the key passed into the on_key_press callback.
function: table {function, parameters}, to be executed when it is determined that the press is not long or double (or multi press in general)
Unlike the other two this does not return any thing but instead you give it a function to execute. Using this function you gain exclusivity, your event won't fire when the key is double(multi) taped or held (long press), at the cost of a small bit of input delay. This delay is dependent on the double tap window the used defines in the MCM Key Bind settings.
The following option entries have translation stings provided by MCM and are setup to be ignored by pre 1.6.0 versions of MCM
Note the keybind conflict identification in MCM does NOT look for these and reports conflict on the keybind value alone.
With shift and control, radio buton style
{id = "modifier", type = ui_mcm.kb_mod_radio, val = 2, def = 0, hint = "mcm_kb_modifier" , content= { {0,"mcm_kb_mod_none"} , {1,"mcm_kb_mod_shift"} , {2,"mcm_kb_mod_ctrl"},{3,"mcm_kb_mod_alt"}}},
With shift and control, list style
{id = "modifier", type = ui_mcm.kb_mod_list, val = 2, def = 0, hint = "mcm_kb_modifier" , content= { {0,"mcm_kb_mod_none"} , {1,"mcm_kb_mod_shift"} , {2,"mcm_kb_mod_ctrl"},{3,"mcm_kb_mod_alt"}}},
Single double or long press, , radio buton style
{id = "mode", type = ui_mcm.kb_mod_radio, val = 2, def = 0, hint = "mcm_kb_mode" , content= { {0,"mcm_kb_mode_press"} , {1,"mcm_kb_mode_dtap"} , {2,"mcm_kb_mode_hold"}}},
Single double or long press, , radio buton style
{id = "mode", type = ui_mcm.kb_mod_list, val = 2, def = 0, hint = "mcm_kb_mode" , content= { {0,"mcm_kb_mode_press"} , {1,"mcm_kb_mode_dtap"} , {2,"mcm_kb_mode_hold"}}},
An example script making use of all of these can be found at: https://github.com/RAX-Anomaly/MiniMapToggle/blob/main/gamedata/scripts/mini_map_toggle_mcm.script
]]--
------------------------------------------------------------
-- Tutorial: Examples:
------------------------------------------------------------
-- these examples can all be copied to a blank script example_mcm.script and ran.
-- A simple menu with a title slide and check boxes.
--[[
function on_mcm_load()
op = { id= "example_example" ,sh=true ,gr={
{ id= "slide_example_example" ,type= "slide" ,link= "AMCM_Banner.dds" ,text= "ui_mcm_title_example_example" ,size= {512,50} ,spacing= 20 },
{id = "check1", type = "check", val = 1, def = false},
{id = "check2", type = "check", val = 1, def = false},
}
}
return op
end
]]--
-- A a tree with a root containing three menues with a title slide and check boxes.
--[[
function on_mcm_load()
op = { id= "example_example" , ,gr={
{ id= "example_one" ,sh=true ,gr={
{ id= "slide_example_example" ,type= "slide" ,link= "AMCM_Banner.dds" ,text= "ui_mcm_title_example_example" ,size= {512,50} ,spacing= 20 },
{id = "1check1", type = "check", val = 1, def = false},
{id = "1check2", type = "check", val = 1, def = false},
}
},
{ id= "example_two" ,sh=true ,gr={
{ id= "slide_example_example" ,type= "slide" ,link= "AMCM_Banner.dds" ,text= "ui_mcm_title_example_example" ,size= {512,50} ,spacing= 20 },
{id = "2check1", type = "check", val = 1, def = false},
{id = "2check2", type = "check", val = 1, def = false},
}
},
{ id= "example_three" ,sh=true ,gr={
{ id= "slide_example_example" ,type= "slide" ,link= "AMCM_Banner.dds" ,text= "ui_mcm_title_example_example" ,size= {512,50} ,spacing= 20 },
{id = "3check1", type = "check", val = 1, def = false},
{id = "3check2", type = "check", val = 1, def = false},
}
},
}
}
return op
end
]]--
-- Two scripts with a simple menu with a title slide and check boxes, that will be added to a collection named "collection_example"
--[[
-- example1_mcm.script
function on_mcm_load()
op = { id= "first_example" ,sh=true ,gr={
{ id= "slide_first_example" ,type= "slide" ,link= "AMCM_Banner.dds" ,text= "ui_mcm_title_first_example" ,size= {512,50} ,spacing= 20 },
{id = "check1", type = "check", val = 1, def = false},
{id = "check2", type = "check", val = 1, def = false},
}
}
return op, "collection_example"
end
-- example2_mcm.script.
function on_mcm_load()
op = { id= "second_example" ,sh=true ,gr={
{ id= "slide_second_example" ,type= "slide" ,link= "AMCM_Banner.dds" ,text= "ui_mcm_title_second_example" ,size= {512,50} ,spacing= 20 },
{id = "check1", type = "check", val = 1, def = false},
{id = "check2", type = "check", val = 1, def = false},
}
}
return op, "collection_example"
end
]]--