Bar = class(Turbine.UI.Window);
function Bar:Constructor(group, barID, settings)
Turbine.UI.Window.Constructor(self);
self.constructing = true;
self:SetZOrder(2147483647 - 10);
self.parent = group;
self.manager = group.manager;
self.objectID = barID;
self.onLoad = onLoad;
self.sequenceItems = { };
self.cursorSlot = 3;
self.cursorSequenceItem = 1;
self.globals = self.manager.settings;
self.eventGeneratorIDs = {};
-- Default settings
local defaults = {};
defaults.type = "bar";
defaults.locked = false;
defaults.hidden = false;
defaults.color = "7B68EE";
defaults.cursorStyle = "SmallSquareGlow";
defaults.caption = { };
defaults.caption.hidden = false;
defaults.caption.text = L:GetText("/Default/BarName");
defaults.caption.position = "beginning";
defaults.caption.width = 80;
defaults.caption.height = 35;
defaults.caption.font = Turbine.UI.Lotro.Font.TrajanPro15;
defaults.slotSize = 35; -- must be an even number
defaults.slotSpacing = 0;
defaults.orientation = "Right";
defaults.visibleSlots = 5;
defaults.cursorHomePosition = 2;
defaults.animation = { duration = 0.1 };
defaults.sequenceItemInfo = { {}, {}, {}, {}, {} };
defaults.position = { left = math.floor(Turbine.UI.Display:GetWidth() / 2); top = math.floor(Turbine.UI.Display:GetHeight() / 2 )};
-- Previously-saved settings override the defaults
DeepTableCopy(settings, defaults);
DeepTableCopy(defaults, settings);
self.settings = settings;
self:ReapplySettings();
self.constructing = nil;
end
function Bar:ReapplySettings()
-- Make color object from hex string
self.color = Thurallor.Utils.Color(1, 0, 0, 0);
self.color:SetHex(self.settings.color);
-- Derived from settings
self:SetCursorStyle(self.settings.cursorStyle);
self:GetQuickSlots();
self:Redraw();
end
function Bar:CanHaveChildren()
return false;
end
function Bar:Contains(object)
return false;
end
function Bar:GetID()
return self.objectID;
end
function Bar:GetColor()
return self.color;
end
function Bar:SetColor(color)
self.color = color;
self.settings.color = color:GetHex();
self:SaveSettings(true);
self:Redraw();
self:SetCursorStyle();
if (self.sequenceEditor) then
self.sequenceEditor:Redraw();
end
end
function Bar:GetName()
return self.settings.caption.text;
end
function Bar:SetName(caption)
self.settings.caption.text = caption;
self:SaveSettings(true);
self:Redraw();
if (self.sequenceEditor) then
self.sequenceEditor:SetText(caption);
end
if (self.exportWindow) then
self.exportWindow:SetText(caption);
end
end
function Bar:SetCaptionSize(width, height)
self.settings.caption.width = width;
self.settings.caption.height = height;
self:SaveSettings(false);
self:Redraw();
end
function Bar:SetCaptionFont(font)
self.settings.caption.font = font;
self:SaveSettings(false);
self:Redraw();
end
function Bar:IsHidden()
return (self.settings.hidden or self:IsParentHidden());
end
function Bar:IsParentHidden()
return self.parent:IsHidden();
end
function Bar:SetHidden(hide)
self.settings.hidden = hide;
self:ApplyHiddenness();
end
function Bar:SetCaptionHidden(hide)
self.settings.caption.hidden = hide;
self:SaveSettings(false);
self:Redraw();
end
function Bar:ApplyHiddenness()
local hidden = self:IsHidden();
self:SetVisible(not hidden);
self.caption:SetVisible(not self:IsHidden());
if (self.cursor) then
self.cursor:SetVisible(not hidden);
end
self:SaveSettings(true);
end
-- Updates the sequence item when a user drags a shortcut onto the sequence editor
function Bar:ShortcutChanged(i)
-- Hide and destroy all objects in preparation for recreation (self:GetQuickSlots())
for s = 1, #self.sequenceItems, 1 do
self.sequenceItems[s]:SetVisible(false);
self.sequenceItems[s] = nil;
end
self:SaveSettings(false);
self:GetQuickSlots();
self:Redraw();
end
-- Creates (or recreates) the array of objects (e.g. Quickslot) according to self.settings.sequenceItemInfo
function Bar:GetQuickSlots()
-- Unregister event generator. We will re-register for each generated event as we loop through the sequence below.
for eventName, generatorID in pairs(self.eventGeneratorIDs) do
self.manager:RemoveEventGenerator(generatorID, eventName);
end
self.eventGeneratorIDs = {};
-- Iterate through the sequence creating clickable objects.
self.sequenceItems = {};
local s = 0;
for i = 1, #self.settings.sequenceItemInfo, 1 do
local info = self.settings.sequenceItemInfo[i];
if ((type(info) == "table") and (info.class)) then
if ((info.class == "Turbine.UI.Lotro.Quickslot") and info.Data) then
s = s + 1;
--Puts("Adding quickslot item " .. i .. " in slot " .. s .. ": type = " .. tostring(info.type) .. ", data = " .. tostring(info.data));
self.sequenceItems[s] = Turbine.UI.Lotro.Quickslot();
local item = self.sequenceItems[s];
item.class = info.class;
item.s = s;
item:SetZOrder(self:GetZOrder() + 2);
item:SetParent(self);
item:SetVisible(true);
item:SetSize(self.settings.slotSize, self.settings.slotSize);
item:SetAllowDrop(false);
item:SetShortcut(Turbine.UI.Lotro.Shortcut(info.type, info.Data));
item:SetUseOnRightClick(false);
item.MouseUp = function(sender, args)
--Puts("info.class = " .. tostring(info.class) .. "; info.type = " .. tostring(info.type) .. "; info.Data = " .. tostring(info.Data));
self:SequenceItemClick(sender.s);
end
elseif (info.class == "Turbine.UI.Control") then
s = s + 1;
--Puts("Adding action item " .. i .. " in slot " .. s);
self.sequenceItems[s] = Turbine.UI.Control();
local item = self.sequenceItems[s];
DeepTableCopy(info, item);
if ((item.type == "GenerateEvent") and (not self.eventGeneratorIDs[item.eventName])) then
self.eventGeneratorIDs[item.eventName] = self.manager:AddEventGenerator(self, item.eventName);
end
item.bar = self;
item.s = s;
item:SetZOrder(self:GetZOrder() + 2);
item:SetParent(self);
item:SetVisible(true);
item:SetSize(self.settings.slotSize - 3, self.settings.slotSize - 3);
item:SetBackground(info.background);
item.actionFunc = loadstring(info.action);
item.MouseUp = function(sender, args)
sender:actionFunc(args);
self:SequenceItemClick(sender.s);
end;
end
end
end
end
function Bar:SaveSettings(updateOptionsPanel)
if (not self.constructing) then
self.parent:SaveSettings(updateOptionsPanel);
end
end
function Bar:Redraw()
local displaySlots = self.settings.visibleSlots;
local barLongDimension = (2 * self.cursorMargin) + displaySlots * self.settings.slotSize + (displaySlots - 1) * self.settings.slotSpacing;
local barShortDimension = (2 * self.cursorMargin) + self.settings.slotSize;
local barWidth, barHeight;
if ((self.settings.orientation == "Up") or (self.settings.orientation == "Down")) then
barWidth = barShortDimension;
barHeight = barLongDimension;
else
barWidth = barLongDimension;
barHeight = barShortDimension;
end
self:SetSize(barWidth, barHeight);
self:SetPosition(self.settings.position.left, self.settings.position.top);
-- Draw cursor icon.
self:Reset();
--self:SetBackColor(Turbine.UI.Color( 1, 1, 1 ));
self:SetWantsUpdates(false);
self:DrawCaption();
self:ApplyHiddenness();
end
function Bar:Reset()
self:SetCursorSlot(self.settings.cursorHomePosition);
self:SetCursorSequenceItem(1);
self.animationStopped = false;
end
-- Moves the cursor to the specified position on the bar
function Bar:SetCursorSlot(pos)
local resource = resources.Cursor[self.settings.cursorStyle];
local left, top = self:GetSlotCoords(pos);
left = left - self.cursorMargin + resource.xOffset;
top = top - self.cursorMargin + resource.yOffset;
left, top = self:PointToScreen(left, top);
self.cursor:SetPosition(left, top);
self.cursor.left, self.cursor.top = left, top;
--Turbine.Shell.WriteLine("pos = " .. tostring(pos) .. ", left = " .. tostring(left) .. ", top = " .. tostring(top));
self.cursorSlot = pos;
end
function Bar:DrawCaption()
local barCenter = {
x = math.floor(self:GetLeft() + self:GetWidth() / 2);
y = math.floor(self:GetTop() + self:GetHeight() / 2);
}
if (not self.caption) then
self.caption = Turbine.UI.Window();
end
local caption = self.caption;
local captionSeparation = self.settings.slotSpacing + 3;
local left, top, width, height, where;
where = self.settings.orientation;
if (self.settings.caption.position == "end") then
local swap = {Up = "Down"; Down = "Up"; Left = "Right"; Right = "Left"};
where = swap[where];
end
if (where == "Up") then
top = self:GetTop() + self:GetHeight() - self.cursorMargin + captionSeparation;
left = barCenter.x - math.floor(self.settings.caption.width / 2);
alignment = Turbine.UI.ContentAlignment.TopCenter;
elseif (where == "Down") then
top = self:GetTop() - self.settings.caption.height + self.cursorMargin - captionSeparation;
left = barCenter.x - math.floor(self.settings.caption.width / 2);
alignment = Turbine.UI.ContentAlignment.BottomCenter;
elseif (where == "Right") then
top = barCenter.y - math.floor(self.settings.caption.height / 2);
left = self:GetLeft() - self.settings.caption.width + self.cursorMargin - captionSeparation;
alignment = Turbine.UI.ContentAlignment.MiddleRight;
else -- "Left"
top = barCenter.y - math.floor(self.settings.caption.height / 2);
left = self:GetLeft() + self:GetWidth() - self.cursorMargin + captionSeparation;
alignment = Turbine.UI.ContentAlignment.MiddleLeft;
end
caption:SetPosition(left, top);
caption:SetWidth(self.settings.caption.width);
caption:SetHeight(self.settings.caption.height);
caption:SetZOrder(self:GetZOrder() + 3);
-- caption:SetBackColor(Turbine.UI.Color(0, 1, 1));
if (not caption.label) then
caption.label = Turbine.UI.Label();
caption.label:SetParent(caption);
end
local label = caption.label;
label:SetText(self.settings.caption.text);
label:SetVisible(not self.settings.caption.hidden);
label:SetMouseVisible(false);
self:FormatCaptionLabel(label, alignment);
if (self.captionEditor and self.captionEditor:WantsCaptionUpdates()) then
local textBox = self.captionEditor:GetTextBox();
self:FormatCaptionLabel(textBox, alignment);
self.captionEditor:Redraw();
end
caption.MouseClick = function(sender, args)
-- Left-click resets the sequence back to the beginning.
if (args.Button == Turbine.UI.MouseButton.Left) then
self:Reset();
end
-- Right-click displays the settings menu.
if (args.Button == Turbine.UI.MouseButton.Right) then
self:ShowSettingsMenu();
end
end
caption.MouseDoubleClick = function(sender, args)
-- Left-double-click opens the caption editor.
if (args.Button == Turbine.UI.MouseButton.Left) then
self:EditCaption();
end
-- Right-double-click would open the sequence editor, but
-- since right-click opens the settings menu, right-double
-- -click isn't possible.
end
-- While mouse is over label, turn it yellow to indicate that it can be clicked.
caption.MouseEnter = function(sender, args)
label:SetForeColor(Turbine.UI.Color(1, 1, 1, 0));
label:SetVisible(true);
end
caption.MouseLeave = function(sender, args)
label:SetForeColor(self.color);
label:SetVisible(not self.settings.caption.hidden);
end
-- MouseDown, MouseUp, and MouseMove are used to move the window (if not locked)
caption.MouseDown = function(sender, args)
if (args.Button == Turbine.UI.MouseButton.Left) then
caption.mouseDown = true;
caption.originalMouseX, caption.originalMouseY = Turbine.UI.Display.GetMouseX(), Turbine.UI.Display.GetMouseY();
end
end
caption.MouseUp = function(sender, args)
if (args.Button == Turbine.UI.MouseButton.Left) then
caption.mouseDown = false;
if (not self.settings.locked) then
if (self.parent:GetBarsMoveTogether()) then
self.parent:SnapToGrid();
else
self:SnapToGrid();
end
self:SaveSettings(false);
end
end
end
caption.MouseMove = function(sender, args)
if (caption.mouseDown and not self.settings.locked) then
local newMouseX, newMouseY = Turbine.UI.Display.GetMouseX(), Turbine.UI.Display.GetMouseY();
local deltaX, deltaY = newMouseX - caption.originalMouseX, newMouseY - caption.originalMouseY;
if (self.parent:GetBarsMoveTogether()) then
self.parent:OffsetPosition(deltaX, deltaY, "up");
else
self:OffsetPosition(deltaX, deltaY);
end
caption.originalMouseX, caption.originalMouseY = newMouseX, newMouseY;
end
end
caption:SetAllowDrop(true);
caption.DragDrop = function(sender, args)
self:EditSequence();
end
end
function Bar:EditCaption()
if (self.captionEditor == nil) then
self.captionEditor = CaptionEditor("BarCaption", self, self.caption.label:GetWidth(), self.caption.label:GetHeight(), self.settings.caption.text);
self.captionEditor.Closed = function(sender, args)
self.captionEditor = nil;
end
self:Redraw();
end
end
function Bar:EditColor()
if (self.colorPicker == nil) then
self.previousColor = self.color;
self.colorPicker = Thurallor.UI.ColorPicker(self.color, "H");
self.colorPicker:SetZOrder(self:GetZOrder() + 10);
self.colorPicker.ColorChanged = function(picker)
self:SetColor(picker:GetColor());
end
self.colorPicker.Accepted = function()
self.colorPicker = nil;
self:SaveSettings(true);
end
self.colorPicker.Canceled = function()
self:SetColor(self.previousColor);
self.colorPicker = nil;
end
end
end
function Bar:EditSequence()
if (self.sequenceEditor == nil) then
self.sequenceEditor = SequenceEditor(self, self.settings);
self.sequenceEditor.Closed = function(sender, args)
self.sequenceEditor = nil;
end
end
end
function Bar:FormatCaptionLabel(control, alignment)
control:SetFont(self.settings.caption.font);
control:SetForeColor(self.color);
control:SetFontStyle(Turbine.UI.FontStyle.Outline);
control:SetOutlineColor(Turbine.UI.Color(0.75, 0, 0, 0));
control:SetTextAlignment(alignment);
control:SetWidth(self.settings.caption.width);
control:SetHeight(self.settings.caption.height);
end
function Bar:OffsetPosition(deltaX, deltaY)
self:SetPosition(self:GetLeft() + deltaX, self:GetTop() + deltaY);
self.caption:SetPosition(self.caption:GetLeft() + deltaX, self.caption:GetTop() + deltaY);
self.cursor:SetPosition(self.cursor:GetLeft() + deltaX, self.cursor:GetTop() + deltaY);
self.settings.position = { left = self:GetLeft(); top = self:GetTop() };
self:SaveSettings(false);
end
function Bar:SnapToGrid()
if (not self.globals.snapToGrid) then
return;
end
local left, top = self:GetVisibleSizePos();
local newLeft, newTop = self.parent.manager:GetNearestGridPos(left, top);
self:SetVisibleLeft(newLeft);
self:SetVisibleTop(newTop);
self:SaveSettings(false);
end
function Bar:Export()
if (self.exportWindow) then
self.exportWindow:Close();
self.exportWindow = nil;
return self:Export();
end
-- Compile the data to be exported
local exportObjects = {};
Puts(L:GetText("/ExportWindow/Exporting"));
exportObjects[self.objectID] = self.settings;
-- Create the export window
local title = L:GetText("/ExportWindow/Title");
title = string.gsub(title, "<name>", self.settings.caption.text);
self.exportWindow = ExportWindow(title, exportObjects);
self.exportWindow.Closing = function()
self.exportWindow = nil;
end
end
function Bar:ShowSettingsMenu(fromOptionsPanel)
-- Build the settings menu.
if (not self.settingsMenu) then
self.settingsMenu = Turbine.UI.ContextMenu();
end
self:AddSettingsMenuItem(self.settingsMenu, "Root", fromOptionsPanel);
self.settingsMenu:ShowMenu();
end
function Bar:AddSettingsMenuItem(parent, itemName, amSubMenu)
if (amSubMenu ~= nil) then
self.amSubMenu = amSubMenu;
end
local item = Turbine.UI.MenuItem(L:GetText(itemName), true, false);
parent:GetItems():Add(item);
if (itemName == "Root") then
local prevContext = L:SetContext("/BarMenu");
parent:GetItems():Clear();
if (not self:IsHidden()) then
self:AddSettingsMenuItem(parent, "Find");
end
self:AddSettingsMenuItem(parent, "Hide");
self:AddSettingsMenuItem(parent, "LockPosition");
self:AddSettingsMenuItem(parent, "Clone");
self:AddSettingsMenuItem(parent, "Delete");
self:AddSettingsMenuItem(parent, "Export");
self:AddSettingsMenuItem(parent, "EditSequence");
self:AddSettingsMenuItem(parent, "Settings");
if (not amSubMenu) then
self:AddSettingsMenuItem(parent, "Group");
Group.AddSettingsMenuItem(self.parent, parent, "Global", true);
self:AddSettingsMenuItem(parent, "Directory");
end
L:SetContext(prevContext);
elseif (itemName == "Directory") then
item.Click = function(sender, args)
self.manager.optionsPanel:Show();
end
elseif (itemName == "Export") then
item.Click = function(sender, args)
self:Export();
end
elseif (itemName == "Find") then
item.Click = function(sender, args)
self:Find();
end
elseif (itemName == "Hide") then
item:SetChecked(self.settings.hidden);
item.Click = function(sender, args)
self:SetHidden(not self.settings.hidden);
end
elseif (itemName == "LockPosition") then
item:SetChecked(self.settings.locked);
item.Click = function(sender, args)
self:SetLocked(not self.settings.locked);
end
elseif (itemName == "EditSequence") then
item:SetEnabled(not self.sequenceEditor);
item.Click = function(sender, args)
self:EditSequence();
end
elseif (itemName == "Settings") then
local prevContext = L:SetContext("SettingsMenu");
self:AddSettingsMenuItem(item, "Orientation");
if ((self.settings.orientation == "Up") or (self.settings.orientation == "Down")) then
self:AddSettingsMenuItem(item, "Height");
else
self:AddSettingsMenuItem(item, "Width");
end
self:AddSettingsMenuItem(item, "Cursor");
self:AddSettingsMenuItem(item, "Caption");
self:AddSettingsMenuItem(item, "Color");
self:AddSettingsMenuItem(item, "Animation");
L:SetContext(prevContext);
elseif (itemName == "Color") then
item:SetEnabled(not self.colorPicker);
item.Click = function(sender, args)
self:EditColor();
end
elseif (itemName == "Animation") then
local prevContext = L:SetContext("AnimationMenu");
self:AddSettingsMenuItem(item, "Instantaneous");
self:AddSettingsMenuItem(item, "Fast");
self:AddSettingsMenuItem(item, "Slow");
self:AddSettingsMenuItem(item, "VerySlow");
self:AddSettingsMenuItem(item, "Disabled");
L:SetContext(prevContext);
elseif (string.find("Instantaneous|Fast|Slow|VerySlow|Disabled", itemName)) then
local duration = { ["Instantaneous"] = 0; ["Fast"] = 0.05; ["Slow"] = 0.1; ["VerySlow"] = 0.5; ["Disabled"] = -1; };
local checked = (self.settings.animation.duration == duration[itemName]);
item:SetChecked(checked);
item:SetEnabled(not checked);
item.Click = function(sender, args)
self:SetAnimationSpeed(duration[itemName]);
end
elseif (itemName == "Orientation") then
local prevContext = L:SetContext("OrientationMenu");
self:AddSettingsMenuItem(item, "Up");
self:AddSettingsMenuItem(item, "Right");
self:AddSettingsMenuItem(item, "Left");
self:AddSettingsMenuItem(item, "Down");
L:SetContext(prevContext);
elseif ((itemName == "Up") or (itemName == "Down") or (itemName == "Left") or (itemName == "Right")) then
local checked = (self.settings.orientation == itemName);
item:SetChecked(checked);
item:SetEnabled(not checked);
item.Click = function(sender, args)
self.settings.orientation = itemName;
self:SaveSettings(false);
self:Redraw();
self:MoveOntoScreen();
end
elseif (string.find("Width|Height", itemName)) then
local size = self.settings.visibleSlots;
local displayWidth, displayHeight = Turbine.UI.Display.GetSize();
local minSize = 1, maxSize;
if ((self.settings.orientation == "Up") or (self.settings.orientation == "Down")) then
maxSize = math.floor(displayHeight / self.settings.slotSize);
else
maxSize = math.floor(displayWidth / self.settings.slotSize);
end
local prevContext = L:SetContext("HeightWidthMenu");
for i = maxSize, minSize, -1 do
local subItemName = L:GetText("Slots");
if (i == 1) then
subItemName = L:GetText("Slot");
end
subItemName = string.gsub(subItemName, "<num>", tostring(i));
local checked = (i == self.settings.visibleSlots)
local subItem = Turbine.UI.MenuItem(subItemName, not checked, checked);
item:GetItems():Add(subItem);
subItem.Click = function(sender, args)
self:ResizeBar(i);
self:MoveOntoScreen();
end
end
L:SetContext(prevContext);
elseif (itemName == "Cursor") then
local prevContext = L:SetContext("CursorMenu");
self:AddSettingsMenuItem(item, "Style");
self:AddSettingsMenuItem(item, "HomePosition");
L:SetContext(prevContext);
elseif (itemName == "HomePosition") then
local prevContext = L:SetContext("HomePositionMenu");
for i = 1, self.settings.visibleSlots, 1 do
local subItemName = L:GetText("Slot");
subItemName = string.gsub(subItemName, "<num>", tostring(i));
local checked = (i == self.settings.cursorHomePosition);
local subItem = Turbine.UI.MenuItem(subItemName, not checked, checked);
item:GetItems():Add(subItem);
subItem.Click = function(sender, args)
self.settings.cursorHomePosition = i;
self:SaveSettings(false);
self:Redraw();
end
end
L:SetContext(prevContext);
elseif (itemName == "Style") then
local prevContext = L:SetContext("StyleMenu");
for name, info in pairs(resources.Cursor) do
local checked = (name == self.settings.cursorStyle);
local style = Turbine.UI.MenuItem(L:GetText(name), not checked, checked);
item:GetItems():Add(style);
style.Click = function(sender, args)
self:SetCursorStyle(name);
self:SaveSettings(false);
self:Redraw();
end
end
L:SetContext(prevContext);
elseif (itemName == "Caption") then
local prevContext = L:SetContext("CaptionMenu");
self:AddSettingsMenuItem(item, "Edit");
self:AddSettingsMenuItem(item, "HideCaption");
self:AddSettingsMenuItem(item, "Position");
L:SetContext(prevContext);
elseif (itemName == "Edit") then
item:SetEnabled(not self.captionEditor);
item.Click = function(sender, args)
self:EditCaption();
end
elseif (itemName == "HideCaption") then
item:SetChecked(self.settings.caption.hidden);
item.Click = function(sender, args)
self:SetCaptionHidden(not self.settings.caption.hidden);
end
elseif (itemName == "Position") then
local prevContext = L:SetContext("PositionMenu");
if ((self.settings.orientation == "Up") or (self.settings.orientation == "Down")) then
self:AddSettingsMenuItem(item, "Top");
self:AddSettingsMenuItem(item, "Bottom");
else -- "Left" or "Right"
self:AddSettingsMenuItem(item, "LeftSide");
self:AddSettingsMenuItem(item, "RightSide");
end
L:SetContext(prevContext);
elseif (string.find("Top|Bottom|LeftSide|RightSide", itemName)) then
local beginPosMap = { Left = "RightSide"; Right = "LeftSide"; Up = "Bottom"; Down = "Top" };
local amBeginPos = (itemName == beginPosMap[self.settings.orientation]);
local beginPosSelected = (self.settings.caption.position == "beginning");
local checked = (amBeginPos and beginPosSelected) or (not amBeginPos and not beginPosSelected);
local myOrientation = (amBeginPos and "beginning") or "end";
item:SetChecked(checked);
item:SetEnabled(not checked);
item.Click = function(sender, args)
self.settings.caption.position = myOrientation;
self:SaveSettings(false);
self:Redraw();
self:MoveOntoScreen();
end
elseif (itemName == "Clone") then
item.Click = function(sender, args)
self.parent:CloneBar(self.objectID);
end
elseif (itemName == "Group") then
self.parent.AddSettingsMenuItem(self.parent, item, "Root", true, self);
elseif (itemName == "Delete") then
item.Click = function(sender, args)
self.parent:DeleteBar(self.objectID);
end
end
end
function Bar:ResizeBar(size)
self.settings.visibleSlots = size;
if (self.settings.cursorHomePosition > size) then
self.settings.cursorHomePosition = size;
end
self:SaveSettings(false);
self:Redraw();
end
function Bar:SetCursorStyle(style)
local oldCursorMargin = self.cursorMargin;
if (style == nil) then
style = self.settings.cursorStyle;
end
self.settings.cursorStyle = style;
local resource = resources.Cursor[style];
if (self.cursor) then
self.cursor:Close();
self.cursor = nil;
end
self.cursor = Turbine.UI.Window();
self.cursor:SetAllowDrop(false);
self.cursor:SetMouseVisible(false);
if (resource.ApplyColor) then
self.cursor:SetBackColor(self.color);
end
local background = resources.Cursor[style].Background;
if (background) then
self.cursor:SetBackground(resource.Background);
self.cursorWidth, self.cursorHeight = GetAssetSize(resource.Background);
self.cursor:SetSize(self.cursorWidth, self.cursorHeight);
-- for now, presume square shape
self.cursorSize = math.ceil(self.cursorWidth / 2) * 2;
else
self.cursorSize = 36;
end
if (resource.BackColorBlendMode) then
self.cursor:SetBackColorBlendMode(resource.BackColorBlendMode);
end
if (resource.BlendMode) then
self.cursor:SetBlendMode(resource.BlendMode);
end
if (resource.ZOrder) then
self.cursor:SetZOrder(self:GetZOrder() + resource.ZOrder);
end
self.cursor:SetVisible(not self:IsHidden());
if (not resource.xOffset) then
resource.xOffset = 0;
end
if (not resource.yOffset) then
resource.yOffset = 0;
end
self.cursorMargin = (self.cursorSize - self.settings.slotSize) / 2;
if (oldCursorMargin) then
self:OffsetPosition(oldCursorMargin - self.cursorMargin, oldCursorMargin - self.cursorMargin);
end
self:SetCursorSlot(self.cursorSlot);
end
function Bar:SetLocked(state)
self.settings.locked = state;
self:SaveSettings(false);
end
function Bar:IsLocked()
return self.settings.locked;
end
-- Scrolls the sequence such that the specified item appears under the cursor
function Bar:SetCursorSequenceItem(item)
if (item > #self.sequenceItems) then
item = 1;
end
local first = item - self.cursorSlot + 1;
local last = first + self.settings.visibleSlots - 1;
--Turbine.Shell.WriteLine("visibleSlots = " .. tostring(self.settings.visibleSlots) .. "; first = " .. tostring(first) .. "; item = " .. tostring(item) .. "; last = " .. tostring(last) .. "; #sequenceItems = " .. tostring(#self.sequenceItems));
for i = 1, #self.sequenceItems, 1 do
local item = self.sequenceItems[i];
if ((i < first) or (i > last)) then
item:SetVisible(false);
else
local left, top = self:GetSlotCoords(i - first + 1);
if (item.class == "Turbine.UI.Control") then
left = left + 3;
top = top + 3;
end
item:SetPosition(left - 1, top - 1);
--Puts("Positioning item " .. i .. " at " .. tostring(left - 1) .. ", " .. tostring(top - 1));
-- item:SetVisible(not self:IsHidden());
item:SetVisible(true);
item:SetAllowDrop(false);
end
end
self.cursorSequenceItem = item;
end
function Bar:GetSlotCoords(slot)
local offset = self.cursorMargin + (slot - 1) * (self.settings.slotSize + self.settings.slotSpacing);
local left, top;
if (self.settings.orientation == "Up") then
left = self.cursorMargin;
top = self:GetHeight() - self.settings.slotSize - offset;
elseif (self.settings.orientation == "Down") then
left = self.cursorMargin;
top = offset;
elseif (self.settings.orientation == "Left") then
left = self:GetWidth() - self.settings.slotSize - offset;
top = self.cursorMargin;
else -- "Right"
left = offset;
top = self.cursorMargin;
end
-- Turbine.Shell.WriteLine("returning (left, top) = (" .. tostring(left) .. ", " .. tostring(top) .. ") for " .. tostring(slot));
return left, top
end
function Bar:SequenceItemClick(clickedItem)
local clickedSlot = self.cursorSlot + clickedItem - self.cursorSequenceItem;
--Turbine.Shell.WriteLine("clickedItem = " .. tostring(clickedItem) .. "; clickedSlot = " .. tostring(clickedSlot));
--Turbine.Shell.WriteLine("before: cursorSlot = " .. tostring(self.cursorSlot) .. "; cursorSequenceItem = " .. tostring(self.cursorSequenceItem));
if ((self.settings.animation.duration ~= -1) and (not self.animationStopped)) then
if (clickedSlot == self.cursorSlot) then
--Puts("Clicked cursor slot (" .. tostring(self.cursorSlot) .. ". Setting item to " .. tostring(self.cursorSequenceItem + 1));
self:SetCursorSequenceItem(self.cursorSequenceItem + 1);
if (self.settings.animation.duration > 0) then
self:Animate(0);
end
elseif (clickedSlot > self.cursorSlot) then
local cursorOffset = clickedSlot - self.cursorSlot;
self:SetCursorSlot(clickedSlot);
self:SetCursorSequenceItem(self.cursorSequenceItem + cursorOffset + 1);
if (self.settings.animation.duration > 0) then
self:Animate(0);
end
end
-- Execute automatic actions
local nextItem = self.sequenceItems[clickedItem + 1];
if (nextItem and nextItem.automatic) then
nextItem:MouseUp();
end
end
--Turbine.Shell.WriteLine("after: cursorSlot = " .. tostring(self.cursorSlot) .. "; cursorSequenceItem = " .. tostring(self.cursorSequenceItem));
end
function Bar:Update()
local timeDelta = Turbine.Engine.GetGameTime() - self.animationStartTime;
if (timeDelta > 0) then
self:Animate(timeDelta);
end
end
function Bar:SetAnimationSpeed(duration)
self.settings.animation.duration = duration;
self:SaveSettings(false);
end
-- Achieves the scrolling effect. Gets called by Bar:Update().
function Bar:Animate(timeDelta)
local progress = timeDelta / self.settings.animation.duration;
if (progress == 0) then
self.animationStartTime = Turbine.Engine.GetGameTime();
self.animationDistance = self.settings.slotSize + self.settings.slotSpacing;
self:SetWantsUpdates(true);
elseif (progress > 1) then
progress = 1;
end
local displacement = math.floor(self.animationDistance * (1 - progress));
if (self.settings.orientation == "Up") then
self:SetTop(self.settings.position.top - displacement);
self.cursor:SetTop(self.cursor.top - displacement);
elseif (self.settings.orientation == "Down") then
self:SetTop(self.settings.position.top + displacement);
self.cursor:SetTop(self.cursor.top + displacement);
elseif (self.settings.orientation == "Left") then
self:SetLeft(self.settings.position.left - displacement);
self.cursor:SetLeft(self.cursor.left - displacement);
elseif (self.settings.orientation == "Right") then
self:SetLeft(self.settings.position.left + displacement);
self.cursor:SetLeft(self.cursor.left + displacement);
end
-- Make sure the item under the cursor is always clickable. This hack is
-- necessary because as the slot moves, no MouseEnter event occurs and
-- hence no MouseClick events can be received.
self.sequenceItems[self.cursorSequenceItem]:SetVisible(false);
self.sequenceItems[self.cursorSequenceItem]:SetVisible(true);
if (progress == 1) then
self:SetWantsUpdates(false);
end
end
function Bar:Destroy()
if (self.cursor) then
self.cursor:Close();
end
if (self.settingsMenu) then
self.settingsMenu:Close();
end
if (self.caption) then
self.caption:Close();
end
if (self.captionEditor) then
self.captionEditor:Close();
end
if (self.sequenceEditor) then
self.sequenceEditor:Close();
end
if (self.exportWindow) then
self.exportWindow:Close();
end
if (self.colorPicker) then
self.colorPicker:Close();
end
-- Unregister as event generator
for eventName, generatorID in pairs(self.eventGeneratorIDs) do
self.manager:RemoveEventGenerator(generatorID, eventName);
end
self.manager.objects[self.objectID] = nil;
self:Close();
end
function Bar:GetVisibleLeft()
local left, _, _, _ = self:GetVisibleSizePos();
return left;
end
function Bar:SetVisibleLeft(left)
self:OffsetPosition(left - self:GetVisibleLeft(), 0);
end
function Bar:GetVisibleTop()
local _, top, _, _ = self:GetVisibleSizePos();
return top;
end
function Bar:SetVisibleTop(top)
self:OffsetPosition(0, top - self:GetVisibleTop());
end
function Bar:GetVisibleWidth()
local _, _, width, _ = self:GetVisibleSizePos();
return width;
end
function Bar:GetVisibleHeight()
local _, _, _, height = self:GetVisibleSizePos();
return height;
end
function Bar:GetVisibleSizePos()
local left, top, width, height;
local slotSize = self.settings.slotSize + self.settings.slotSpacing;
local left_firstSlot, top_firstSlot = self:PointToScreen(self:GetSlotCoords(1));
local left_lastSlot, top_lastSlot = self:PointToScreen(self:GetSlotCoords(self.settings.visibleSlots));
--Puts("[" .. self.settings.caption.text .. "] first (" .. left_firstSlot .. ", " .. top_firstSlot .. "); last (" .. left_lastSlot .. ", " .. top_lastSlot .. ")");
if (self.settings.orientation == "Up") then
left, top = left_lastSlot, top_lastSlot;
width = slotSize;
height = top_firstSlot - top_lastSlot + slotSize;
elseif (self.settings.orientation == "Down") then
left, top = left_firstSlot, top_firstSlot;
width = slotSize;
height = top_lastSlot - top_firstSlot + slotSize;
elseif (self.settings.orientation == "Left") then
left, top = left_lastSlot, top_lastSlot;
width = left_firstSlot - left_lastSlot + slotSize;
height = slotSize;
else -- "Right"
left, top = left_firstSlot, top_firstSlot;
width = left_lastSlot - left_firstSlot + slotSize;
height = slotSize;
end
return left, top, width, height;
end
function Bar:GetSlotCoords(slot)
local slotSize = self.settings.slotSize + self.settings.slotSpacing;
local offset = self.cursorMargin + (slot - 1) * slotSize;
local left, top;
if (self.settings.orientation == "Up") then
left = self.cursorMargin;
top = self:GetHeight() - slotSize - offset;
elseif (self.settings.orientation == "Down") then
left = self.cursorMargin;
top = offset;
elseif (self.settings.orientation == "Left") then
left = self:GetWidth() - slotSize - offset;
top = self.cursorMargin;
else -- "Right"
left = offset;
top = self.cursorMargin;
end
-- Turbine.Shell.WriteLine("returning (left, top) = (" .. tostring(left) .. ", " .. tostring(top) .. ") for " .. tostring(slot));
return left, top
end
function Bar:Find()
self:MoveOntoScreen();
self:Flash();
end
function Bar:MoveOntoScreen()
local screenWidth, screenHeight = Turbine.UI.Display:GetWidth(), Turbine.UI.Display:GetHeight();
local left, top = self.caption:GetLeft(), self.caption:GetTop();
local right, bottom = left + self.caption:GetWidth(), top + self.caption:GetHeight();
local deltaX, deltaY = 0, 0;
if (left < 0) then
deltaX = -left;
elseif (right > screenWidth) then
deltaX = screenWidth - right;
end
if (top < 0) then
deltaY = -top;
elseif (bottom > screenHeight) then
deltaY = screenHeight - bottom;
end
self:OffsetPosition(deltaX, deltaY);
self:SnapToGrid();
end
function Bar:Flash()
self.caption.startTime = Turbine.Engine.GetGameTime();
self.caption.label:SetVisible(true);
self.caption.Update = function(caption, args)
local timeDelta = Turbine.Engine.GetGameTime() - caption.startTime;
if (timeDelta > 3) then
caption.label:SetForeColor(self.color);
caption.label:SetVisible(not self.settings.caption.hidden);
caption:SetWantsUpdates(false);
else
local progress = (math.sin(timeDelta * 15) + 1) / 2; --math.modf(timeDelta / 0.3);
caption.label:SetForeColor(Turbine.UI.Color(progress, 1, 1, 0));
end
end
self.caption:SetWantsUpdates(true);
end