import "Turbine";
import "Turbine.UI.Lotro";
-- Missing/outdated enumeration values
Turbine.UI.Lotro.Action.EnterKey = 162;
Turbine.UI.Lotro.Action.ToggleHUD = Turbine.UI.Lotro.Action.UI_Toggle;
Turbine.UI.Lotro.Action.RotateCharacter = 19;
Turbine.Gameplay.EffectCategory.Tactical = 256;
Turbine.Gameplay.Attributes.MinstrelStance.Harmony = nil;
Turbine.Gameplay.Attributes.MinstrelStance.Warspeech = nil;
Turbine.Gameplay.Attributes.MinstrelStance.Melody = 0;
Turbine.Gameplay.Attributes.MinstrelStance.Dissonance = 1;
Turbine.Gameplay.Attributes.MinstrelStance.Resonance = 2;
Turbine.Gameplay.Attributes.MinstrelStance.None = 3;
Turbine.ChatType.EventBroadcast = 33;
Turbine.Language.Russian = 0x10000007; -- removed in Update 22 and again in Update 34
Turbine.Language.Portuguese = Turbine.Language.Russian + 1; -- arbitrary unique value
-- Adding missing values to the Turbine.UI.Lotro.Action enumeration:
for key, value in pairs({
RightMouseButton = 19,
ToggleDebugHUD = 42,
ToggleDebugConsole = 43,
BackspaceKey = 99,
EnterKey = 162,
CursorPreviousLine = 29,
CursorCharRight = 108,
CursorCharLeft = 127,
CursorNextLine = 113,
CursorPreviousPage = 146,
CursorNextPage = 49,
CursorStartOfLine = 58,
CursorEndOfLine = 57,
CursorWordLeft = 163,
CursorWordRight = 37,
DeleteKey = 75,
CutText = 8,
CopyText = 170,
PasteText = 100,
}) do
if (Turbine.UI.Lotro.Action[key] == nil) then
Turbine.UI.Lotro.Action[key] = value;
end
end
-- Add detection for the Russian language client
Turbine.Engine._GetLanguage = Turbine.Engine.GetLanguage;
function Turbine.Engine.GetLanguage()
local language = Turbine.Engine._GetLanguage();
if (language == Turbine.Language.English) then
local russianAlphabet = "ÐаÐбÐвÐгÐдÐеÐÑÐжÐзÐиÐйÐкÐлÐмÐнÐоÐпРÑСÑТÑУÑФÑÐ¥Ñ
ЦÑЧÑШÑЩÑЪÑЫÑЬÑÐÑЮÑЯÑ"; -- wide characters, 2 bytes each
local skillName = Turbine.Gameplay.LocalPlayer:GetInstance():GetTrainedSkills():GetItem(1):GetSkillInfo():GetName();
if (russianAlphabet:match(skillName:sub(1, 2))) then
return Turbine.Language.Russian;
end
end
return language;
end
-- Add the Turbine.UI.Display.SizeChanged event.
displaySizeListener = Turbine.UI.Window();
displaySizeListener:SetVisible(true);
displaySizeListener:SetStretchMode(0);
displaySizeListener:SetSize(1, 1);
displaySizeListener:SetWantsUpdates(true);
displaySizeListener:SetStretchMode(1);
displaySizeListener:SetWantsUpdates(true);
function displaySizeListener:Update()
displaySizeListener:SetSize(2, 2);
self.ignoreSizeChangedEvents = 0;
self:SetWantsUpdates(false);
self.Update = self._Update;
self.SizeChanged = self._SizeChanged;
end
function displaySizeListener:_Update()
self:SetWantsUpdates(false);
DoCallbacks(Turbine.UI.Display, "SizeChanged");
end
function displaySizeListener:_SizeChanged()
if (self.ignoreSizeChangedEvents > 0) then
self.ignoreSizeChangedEvents = self.ignoreSizeChangedEvents - 1;
return;
end
self:SetSize(2, 2);
self.ignoreSizeChangedEvents = 1;
-- Need to wait until the next Update() cycle before reporting.
self:SetWantsUpdates(true);
end
-- Add a "Center" function to Turbine.UI.Control which centers it in its parent control (if any).
function Turbine.UI.Control:Center()
self:CenterHorizontally();
self:CenterVertically();
end
function Turbine.UI.Control:CenterHorizontally()
local parent = self:GetParent();
if (parent) then
local width = self:GetWidth();
local parentWidth = parent:GetWidth();
local left = (parentWidth - width) / 2;
self:SetLeft(math.floor(0.5 + left));
end
end
function Turbine.UI.Control:CenterVertically()
local parent = self:GetParent();
if (parent) then
local height = self:GetHeight()
local parentHeight = parent:GetHeight();
local top = (parentHeight - height) / 2;
self:SetTop(math.floor(0.5 + top));
end
end
-- digits = number of fractional digits wanted (default is 0)
function _G.round(x, digits)
digits = 10 ^ (digits or 0);
return math.floor(x * digits + 0.5) / digits;
end
-- Copies the source table into the destination table (or a new table, if 'destTable' is absent).
-- Subtables are duplicated.
-- Returns the destination table.
function _G.DeepTableCopy(sourceTable, destTable)
if (destTable == nil) then
destTable = {};
end
if (type(sourceTable) ~= "table") then
error("DeepTableCopy(): sourceTable is " .. type(sourceTable), 2);
elseif (type(destTable) ~= "table") then
error("DeepTableCopy(): destTable is " .. type(destTable), 2);
end
for k, v in pairs(sourceTable) do
if (type(v) == "table") then
destTable[k] = { };
DeepTableCopy(v, destTable[k]);
else
destTable[k] = v;
end
end
return destTable;
end
-- Copies the source table into the destination table (or a new table, if 'destTable' is absent).
-- Subtables are shared (not duplicated).
-- Returns the destination table.
function _G.ShallowTableCopy(sourceTable, destTable)
if (destTable == nil) then
destTable = {};
end
if (type(sourceTable) ~= "table") then
error("ShallowTableCopy(): sourceTable is " .. type(sourceTable), 2);
elseif (type(destTable) ~= "table") then
error("ShallowTableCopy(): destTable is " .. type(destTable), 2);
end
for k, v in pairs(sourceTable) do
destTable[k] = v;
end
return destTable;
end
function _G.Puts(str)
local prefix = "";
if (_G.PutsPrefix) then
prefix = _G.PutsPrefix;
end
Turbine.Shell.WriteLine(prefix .. tostring(str));
end
local luaReservedWords = {
["and"] = true, ["break"] = true, ["do"] = true, ["else"] = true, ["elseif"] = true,
["end"] = true, ["false"] = true, ["for"] = true, ["function"] = true, ["if"] = true,
["in"] = true, ["local"] = true, ["nil"] = true, ["not"] = true, ["or"] = true,
["repeat"] = true, ["return"] = true, ["then"] = true, ["true"] = true, ["until"] = true,
["while"] = true
};
-- Returns true if the provided string can be used as a variable name in Lua.
local function IsValidLuaIdentifier(name)
if (name:match("^%d")) then
-- Must not start with a digit
return false;
elseif (luaReservedWords[name]) then
-- Must not be a Lua reserved word
return false;
elseif (not name:match("^[%w_]*$")) then
-- Must not contain anything but letters, numbers, and underscores
return false;
else
return true;
end
end
-- Returns a compact Lua representation of a table. Has optional 'maxdepth' arg to prevent runaway recursion.
function _G.Serialize(obj, maxdepth)
if (type(maxdepth) == "number") then
maxdepth = maxdepth - 1;
end
if (type(obj) == "boolean") then
if (obj) then
return "true";
else
return "false";
end
elseif (type(obj) == "number") then
local text = tostring(obj);
-- Change floating-point numbers to English format
return string.gsub(text, ",", ".");
elseif (type(obj) == "string") then
return string.format("%q", obj);
elseif (type(obj) == "table") then
if ((type(maxdepth) == "number") and (maxdepth < 0)) then
return tostring(obj);
else
local text = "{";
local i = 1;
for key in sorted_keys(obj) do
local value = Serialize(obj[key], maxdepth);
if (value ~= nil) then
local item = value .. ",";
if (key ~= i) then
if ((type(key) == "string") and IsValidLuaIdentifier(key)) then
item = key .. "=" .. item;
else
local index = Serialize(key, maxdepth);
item = "[" .. index .. "]=" .. item;
end
else
i = i + 1;
end
text = text .. item;
end
end
text = string.gsub(text, ",$", "");
text = text .. "}";
--text = tostring(obj) .. ":" .. text;
return text;
end
else
--Turbine.Shell.WriteLine("unknown type " .. tostring(type));
return tostring(obj);
end
end
-- Returns a multi-line Lua representation of a table. Has optional 'maxdepth' arg to prevent runaway recursion.
function _G.PrettyPrint(obj, prefix, maxdepth)
if (type(maxdepth) == "number") then
maxdepth = maxdepth - 1;
end
if (type(obj) == "boolean") then
if (obj) then
return "true";
else
return "false";
end
elseif (type(obj) == "number") then
local text = tostring(obj);
-- Change floating-point numbers to English format
return string.gsub(text, ",", ".");
elseif (type(obj) == "string") then
return string.format("%q", obj);
elseif (type(obj) == "table") then
if ((type(maxdepth) == "number") and (maxdepth < 0)) then
return tostring(obj);
else
local text = "{\n";
local newPrefix = prefix .. " ";
local i = 1;
local count = 0;
for key in sorted_keys(obj) do
local value = PrettyPrint(obj[key], newPrefix, maxdepth);
if (value ~= nil) then
local item = value .. ";";
if (key ~= i) then
if ((type(key) == "string") and IsValidLuaIdentifier(key)) then
item = key .. " = " .. item;
else
local index = Serialize(key, maxdepth);
item = "[" .. index .. "] = " .. item;
end
else
i = i + 1;
end
text = text .. newPrefix .. item .. "\n";
count = count + 1;
end
end
if (count == 0) then
text = "{}";
else
text = string.gsub(text, ",$", "");
text = text .. prefix .. "}";
end
--text = tostring(obj) .. ":" .. text;
return text;
end
else
--Turbine.Shell.WriteLine("unknown type " .. tostring(type));
return tostring(obj);
end
end
-- Prepares a table for saving. Workaround for Turbine.PluginData.Save() bug.
function _G.ExportTable(obj)
if (type(obj) == "number") then
local text = tostring(obj);
-- Change floating-point numbers to English format
return "#" .. string.gsub(text, ",", ".");
elseif (type(obj) == "string") then
return "$" .. obj;
elseif (type(obj) == "table") then
local newTable = {};
for i, v in pairs(obj) do
newTable[ExportTable(i)] = ExportTable(v);
end
return newTable;
else
return obj;
end
end
-- Prepares a loaded table for use. Workaround for Turbine.PluginData.Save() bug.
function _G.ImportTable(obj)
if (type(obj) == "string") then
local prefix = string.sub(obj, 1, 1);
if (prefix == "$") then
return string.sub(obj, 2);
elseif (prefix == "#") then
-- need to run it through interpreter, since tonumber() may only accept ","
return loadstring("return " .. string.sub(obj, 2))();
else -- shouldn't happen
return obj;
end
elseif (type(obj) == "table") then
local newTable = {};
for i, v in pairs(obj) do
newTable[ImportTable(i)] = ImportTable(v);
end
return newTable;
else
return obj;
end
end
function _G.GetAssetSize(id)
local temp = Turbine.UI.Control();
temp:SetBackground(id);
temp:SetStretchMode(2);
return temp:GetWidth(), temp:GetHeight();
end
function _G.AddCallback(object, event, callback)
if (object == nil) then
error("First argument to AddCallback() is nil", 2);
else
if (object[event] == nil) then
object[event] = callback;
else
if (type(object[event]) == "table") then
table.insert(object[event], callback);
else
object[event] = {object[event], callback};
end
end
end
return callback;
end
-- New versions of RemoveCallback() and DoCallbacks() that tolerate removing an event handler from within an event handler:
-- Note: This function can leave empty elements in the callback table.
function _G.RemoveCallback(object, event, callback)
if (callback == nil) then
return;
end
local handlers = object[event];
if (handlers == callback) then
object[event] = nil;
elseif (type(handlers) == "table") then
local f, i;
repeat
i, f = next(handlers, i);
if (f == callback) then
handlers[i] = nil;
end
until (i == nil);
i, f = next(handlers);
if (i == nil) then
-- Table is empty; set to nil
object[event] = nil;
elseif (next(handlers, i) == nil) then
-- Table has only one function; replace the table with the function itself
object[event] = f;
end
end
end
function _G.DoCallbacks(object, event, ...)
local handlers = object[event];
if (type(handlers) == "function") then
handlers(object, ...);
elseif (type(handlers) == "table") then
if (next(handlers) == nil) then
-- If all handlers have been removed, remove the table.
object[event] = nil;
else
local f, i;
repeat
i, f = next(handlers, i);
if (type(f) == "function") then
f(object, ...);
end
until (i == nil);
end
end
end
-- For iterating over the keys of a hash table in a for loop
function _G.keys(tableVar)
if (type(tableVar) ~= "table") then
error("bad argument to 'keys' (table expected, got " .. type(tableVar) .. ")", 2);
end
local state = { ["tableVar"] = tableVar, ["index"] = nil };
local function iterator(state)
state.index = next(state.tableVar, state.index);
return state.index;
end
return iterator, state, nil;
end
-- For iterating over the values of a hash table in a for loop
function _G.values(tableVar)
if (type(tableVar) ~= "table") then
error("bad argument to 'values' (table expected, got " .. type(tableVar) .. ")", 2);
end
local state = { ["tableVar"] = tableVar, ["index"] = nil };
local function iterator(state)
state.index, value = next(state.tableVar, state.index);
return value;
end
return iterator, state, nil;
end
-- For iterating over the keys of a hash table in a for loop, after sorting the keys
function _G.sorted_keys(tableVar)
if (type(tableVar) ~= "table") then
error("bad argument to 'keys' (table expected, got " .. type(tableVar) .. ")", 2);
end
local state = { ["sortedKeys"] = {}, ["index"] = nil };
for key in keys(tableVar) do
table.insert(state.sortedKeys, key);
end
local sortFunc = function(a, b)
if ((type(a) == type(b)) and ((type(a) == "number") or (type(a) == "string"))) then
return a < b;
else
return tostring(a) < tostring(b);
end
end
table.sort(state.sortedKeys, sortFunc);
local function iterator(state)
state.index, value = next(state.sortedKeys, state.index);
return value;
end
return iterator, state, nil;
end
-- Searches the given table for the specified value, returning the corresponding key
function _G.Search(tableVar, value)
if (type(tableVar) ~= "table") then
error("bad argument to 'Search' (table expected, got " .. type(tableVar) .. ")", 2);
end
for i, v in pairs(tableVar) do
if (v == value) then
return i;
end
end
end
-- Return a table with the keys and values swapped.
-- If values are repeated, then the new table will have fewer elements than the old.
function _G.InvertTable(tableVar)
if (type(tableVar) ~= "table") then
error("bad argument to 'InvertTable' (table expected, got " .. type(tableVar) .. ")", 2);
end
local newTable = {};
for i, v in pairs(tableVar) do
newTable[v] = i;
end
return newTable;
end
-- Returns true if 'variable' is of the specified class.
function _G.IsA(variable, class)
if ((type(variable) == "table") and (type(variable.IsA) == "function")) then
return variable:IsA(class);
else
return false;
end
end
-- Returns true if an item is equipped.
-- If 'itemSlot' is specified, the search is restricted to a single equipment slot.
-- If 'itemName' is not specified, any item will be accepted.
-- Note: There is currently no way to distinguish between items with the same
-- name..
function _G.IsEquipped(itemName, itemSlot)
local slot, item = Thurallor.Utils.Watcher.GetEquippedItem(itemName, itemSlot);
return (slot ~= nil);
end
function _G.Unequip(itemSlot, itemSlotName, targetBagSlot)
local lp = Turbine.Gameplay.LocalPlayer:GetInstance();
local bags = lp:GetBackpack();
local equippedItems = lp:GetEquipment();
local item = equippedItems:GetItem(itemSlot);
if (item == nil) then
-- Turbine.Shell.WriteLine("You're not wearing a " .. itemSlotName .. ".");
return false;
end
if (targetBagSlot == nil) then
for index = 1, bags:GetSize() do
if (bags:GetItem(index) == nil) then
targetBagSlot = index;
break;
end
end
end
if ((targetBagSlot == nil) or (bags:GetItem(targetBagSlot) ~= nil)) then
-- Turbine.Shell.WriteLine("You do not have enough room in your bags to unequip your " .. itemSlotName .. ".");
return false;
end
bags:PerformItemDrop(item, targetBagSlot, false);
-- Turbine.Shell.WriteLine("You unequip your " .. itemSlotName .. " into bag slot " .. tostring(bagSlot) .. ".");
return true;
end
function _G.CenterWindow(window)
local displayWidth, displayHeight = Turbine.UI.Display.GetSize();
local windowWidth, windowHeight = window:GetSize();
local left = math.floor((displayWidth - windowWidth) / 2);
local top = math.floor((displayHeight - windowHeight) / 2);
window:SetPosition(left, top);
end
-- Makes sure a window is entirely located on-screen. If not, it moves it the minimum amount and
-- returns two numbers -- the amounts moved horizontally and vertically.
-- If 'slide' is true, the window slides into the new position, and 'speed' and 'callbackFunc' are passed to SlideWindow().
function _G.EnsureOnScreen(window, slide, speed, callbackFunc)
local screenWidth, screenHeight = Turbine.UI.Display:GetSize();
local left, top = window:GetPosition();
local width, height = window:GetSize();
local right, bottom = left + width, top + height;
if (right > screenWidth) then
left = screenWidth - width;
end
if (left < 0) then
left = 0;
end
if (bottom > screenHeight) then
top = screenHeight - height;
end
if (top < 0) then
top = 0;
end
-- Move window to new position if and only if necessary
local moveX, moveY = window:GetLeft() - left, window:GetTop() - top;
if ((moveX ~= 0) or (moveY ~= 0)) then
if (slide) then
SlideToPosition(window, left, top, speed, callbackFunc);
else
window:SetPosition(left, top);
end
return moveX, moveY;
end
end
-- Slides a window/control from its current position to a new one in a "natural" motion.
-- 'speed' is an optional number > 0; default is 2.
-- 'callbackFunc' (optional) is called when the sliding is complete; its argument is the window.
function _G.SlideToPosition(control, toLeft, toTop, speed, callbackFunc)
local fromLeft, fromTop = control:GetPosition();
if (fromLeft ~= toLeft) then
SlideToPropertyValue(control, "Left", toLeft, speed, callbackFunc);
callbackFunc = nil; -- don't want to call it twice
end
if (fromTop ~= toTop) then
SlideToPropertyValue(control, "Top", toTop, speed, callbackFunc);
end
end
-- Slides a property value from its current value to a new one in a "natural" motion.
-- 'speed' is an optional number > 0; default is 2.
-- 'callbackFunc' (optional) is called when the sliding is complete; its argument is the window.
function _G.SlideToPropertyValue(control, property, endValue, speed, callbackFunc)
local startValue = control["Get" .. property](control);
local function f(x) -- y = h(x):
return math.atan(10 * (x - 0.5)); -- _ (1, 1)
end -- .-''
local function g(x) -- /
return f(x) / (f(1) - f(0)); -- |
end -- |
local function h(x) -- /
return g(1) + g(x); -- _..-'
end -- (0, 0)
-- Create a temporary control to receive frame updates
local temp = Turbine.UI.Control();
temp.control, temp.property = control, property;
temp.startValue, temp.endValue = startValue, endValue;
temp.func, temp.speed = callbackFunc, speed or 2;
temp.startTime = Turbine.Engine.GetGameTime();
-- Create a persistent reference so it won't be prematurely garbage-collected
local uniqueName = "temp" .. tostring(control) .. property .. Turbine.Engine.GetGameTime();
_G[uniqueName] = temp;
temp.myName = uniqueName;
temp:SetWantsUpdates(true);
function temp:Update()
local progress = (Turbine.Engine.GetGameTime() - self.startTime) * self.speed;
progress = math.min(1, h(progress));
local value = self.startValue + progress * (self.endValue - self.startValue);
self.control["Set" .. property](self.control, value);
if (progress == 1) then
self:SetWantsUpdates(false);
_G[self.myName] = nil;
self.control.tempNaturalMotionControl = nil;
if (self.func) then
self.func(self.control);
end
end
end
end
-- Finds a unique position for a new window, so it doesn't coincide with existing windows.
-- 'existingWindows' is a list whose values are windows; the keys can be anything.
function _G.SetUniquePosition(window, existingWindows)
if ((type(window) ~= "table") or (not window.Activate)) then
error("Window required in argument 1", 2);
end
if (type(existingWindows) ~= "table") then
error("Table required in argument 2", 2);
end
local left, top = window:GetPosition();
local xMax = Turbine.UI.Display.GetWidth() - window:GetWidth();
local yMax = Turbine.UI.Display.GetHeight() - window:GetHeight();
local unique;
repeat
left = (left + 16) % xMax;
top = (top + 16) % yMax;
unique = true;
for _, otherWindow in pairs(existingWindows) do
local otherLeft, otherTop = otherWindow:GetPosition();
if ((left == otherLeft) and (top == otherTop)) then
unique = false;
break;
end
end
until (unique);
window:SetPosition(left, top);
end
-- Creates an alert window with a scrollable text box in it.
function _G.Alert(title, contents, okButton, font)
local window = Turbine.UI.Lotro.Window();
window:SetVisible(true);
window:SetSize(400, 300);
window:SetText(title);
window:SetResizable(true);
window.label = Turbine.UI.Label();
window.label:SetParent(window);
if (not font) then
font = Turbine.UI.Lotro.Font.Verdana10;
end
window.label:SetFont(font);
window.label:SetBackground(0x411348A7);
window.label:SetPosition(14, 47);
window.label:SetText(contents);
window.label:SetSelectable(true);
window.scrollBar = Turbine.UI.Lotro.ScrollBar();
window.scrollBar:SetParent(window);
window.scrollBar:SetOrientation(Turbine.UI.Orientation.Vertical);
window.scrollBar:SetWidth(10);
window.scrollBar:SetTop(47);
window.label:SetVerticalScrollBar(window.scrollBar);
window.buttons = {};
if (okButton) then
local button = Turbine.UI.Lotro.Button();
window.buttons[okButton] = button;
button:SetText(okButton);
button:SetParent(window);
button:SetSize(100, 20);
button.leftOffset = -50;
end
window.SizeChanged = function(w)
width, height = w:GetSize();
w.label:SetSize(width - 27, height - 80);
w.scrollBar:SetHeight(height - 80);
w.scrollBar:SetLeft(width - 14);
for name, button in pairs(w.buttons) do
local center = math.floor(0.5 + width / 2);
button:SetPosition(center + button.leftOffset, height - 30);
end
end
window:SizeChanged();
if (not _G.alertWindows) then _G.alertWindows = {} end
window.winIndex = #_G.alertWindows + 1;
window:SetPosition(window.winIndex * 6, window.winIndex * 27);
table.insert(_G.alertWindows, window.winIndex, window);
window.Closing = function(sender)
table.remove(_G.alertWindows, sender.winIndex);
end
return window;
end
-- Encodes binary into printable characters (using only ASCII codes 46-110).
-- Starting at 46 skips past the hyphen, which causes word-wrapping in TextBoxes.
function _G.Bin2Text(data)
data = data .. string.rep(string.char(0), 2); -- pad with null characters, if needed
local string_byte, string_char = string.byte, string.char; -- local is faster than global
local minChar = 46;
local result, j, X1, X2, X3, Y1, Y2, Y3, Y4 = "", 1;
for i = 1, #data - 2, 3 do
X1, X2, X3 = string_byte(data, i, i + 2);
Y1 = bit.brshift(X1, 2) + minChar;
Y2 = bit.blshift(bit.band(X1, 3), 4) + bit.brshift(X2, 4) + minChar;
Y3 = bit.blshift(bit.band(X2, 15), 2) + bit.brshift(X3, 6) + minChar;
Y4 = bit.band(X3, 63) + minChar;
result = result .. string_char(Y1, Y2, Y3, Y4);
j = j + 4;
end
return result;
end
-- Decodes a string encoded with Bin2Text() back into binary.
function _G.Text2Bin(data)
local string_byte, string_char = string.byte, string.char; -- local is faster than global
local minChar = 46;
local result, j, X1, X2, X3, X4, Y1, Y2, Y3 = "", 1;
for i = 1, #data - 3, 4 do
X1, X2, X3, X4 = string_byte(data, i, i + 3);
X1, X2, X3, X4 = X1 - minChar, X2 - minChar, X3 - minChar, X4 - minChar;
Y1 = bit.blshift(X1, 2) + bit.brshift(X2, 4);
Y2 = bit.blshift(bit.band(X2, 15), 4) + bit.brshift(X3, 2);
Y3 = bit.blshift(bit.band(X3, 3), 6) + X4;
result = result .. string_char(Y1, Y2, Y3);
j = j + 3;
end
-- Remove up to two trailing null characters.
return string.gsub(result, "%z$", "", 2);
end
-- Decodes a string encoded with Bin2Text() back into binary.
function _G.Text2Bin_old(data)
local X = {string.byte(data, 1, -1)};
local result, j, Y1, Y2, Y3 = "", 1;
local minChar = 46;
for i = 1, #X - 3, 4 do
local X1, X2, X3, X4 = X[i] - minChar, X[i + 1] - minChar, X[i + 2] - minChar, X[i + 3] - minChar;
Y1 = bit.blshift(X1, 2) + bit.brshift(X2, 4);
Y2 = bit.blshift(bit.band(X2, 15), 4) + bit.brshift(X3, 2);
Y3 = bit.blshift(bit.band(X3, 3), 6) + X4;
result = result .. string.char(Y1, Y2, Y3);
j = j + 3;
end
-- Remove up to two trailing null characters.
return string.gsub(result, "%z$", "", 2);
end
-- Enable ENTER and ESC key event handlers for a window, which are only in
-- effect when the window is active.
function _G.EnableEnterEscHandling(window)
window:SetWantsKeyEvents(true);
AddCallback(window, "Activated", function(w)
w:SetWantsKeyEvents(true);
end);
-- It is necessary to delay the SetWantsKeyEvents(false) until the next
-- update cycle after the "Deactivated" event is received, because the
-- order in which the Escape keypress and the Deactivate event are
-- received varies.
window._delayedDeactivate = function(w)
w:SetWantsKeyEvents(false);
RemoveCallback(w, "Update", w._delayedDeactivate);
w:SetWantsUpdates(w._wantedUpdates);
end
AddCallback(window, "Deactivated", function(w)
w._wantedUpdates = w:GetWantsUpdates();
AddCallback(w, "Update", w._delayedDeactivate);
w:SetWantsUpdates(true);
end);
AddCallback(window, "KeyDown", function(w, args)
if (args.Action == Turbine.UI.Lotro.Action.EnterKey) then
DoCallbacks(w, "EnterKeyPressed");
elseif (args.Action == Turbine.UI.Lotro.Action.Escape) then
DoCallbacks(w, "EscapeKeyPressed");
end
end);
end
-- Workaround for localized number format differences
local original_tonumber = _G.tonumber;
function _G.tonumber(str)
if (str) then
local num = original_tonumber(str);
if (not num) then
str = string.gsub(str, "%.", ",", 1);
num = original_tonumber(str);
end
if (not num) then
str = string.gsub(str, ",", ".", 1);
num = original_tonumber(str);
end
return num;
end
end
-- Mapping to translate from UTF-8 (in which this file is encoded) into
-- Windows code page 1252 (used in Shortcut data fields):
utf2win, win2utf = {}, {};
for n, c in pairs({
"â¬", "â", "â", "Æ", "â", "â¦", "â ", "â¡", "Ë", "â°", "Å ", "â¹", "Å", "â", "Ž", "â",
"â", "â", "â", "â", "â", "â¢", "â", "â", "Ë", "â¢", "Å¡", "âº", "Å", "â", "ž", "Ÿ",
" ", "¡", "¢", "£", "¤", "Â¥", "â", "§", "¨", "©", "ª", "«", "¬", "â", "®", "¯",
"°", "±", "²", "³", "´", "µ", "¶", "·", "¸", "¹", "º", "»", "¼", "½", "¾", "¿",
"Ã", "Ã", "Ã", "Ã", "Ã", "Ã
", "Ã", "Ã", "Ã", "Ã", "Ã", "Ã", "Ã", "Ã", "Ã", "Ã",
"Ã", "Ã", "Ã", "Ã", "Ã", "Ã", "Ã", "Ã", "Ã", "Ã", "Ã", "Ã", "Ã", "Ã", "Ã", "Ã",
"à ", "á", "â", "ã", "ä", "Ã¥", "æ", "ç", "è", "é", "ê", "ë", "ì", "Ã", "î", "ï",
"ð", "ñ", "ò", "ó", "ô", "õ", "ö", "÷", "ø", "ù", "ú", "û", "ü", "ý", "þ", "ÿ"
}) do
utf2win[c] = string.char(n + 127);
win2utf[string.char(n + 127)] = c;
end
function string.toWindows(str)
return str:gsub("[\226]..", utf2win):gsub("[\203\194\195\197\198].", utf2win);
end
function string.toUtf(str)
return str:gsub(".", win2utf);
end
DANFwindow = Turbine.UI.Window();
function _G.DoAtNextFrame(func)
if (not DANFwindow.Update) then
DANFwindow.Update = {
function(win)
win:SetWantsUpdates(false)
win.Update = nil;
end
}
end
table.insert(DANFwindow.Update, func);
DANFwindow:SetWantsUpdates(true);
end