Bar = class(Node);
function Bar:Constructor(group, barID, settings)
Turbine.UI.Window.Constructor(self);
self.constructing = true;
self:SetZOrder(0);
self:SetMouseVisible(false);
self:SetAllowDrop(true);
self.slotContainer = Turbine.UI.Control();
self.slotContainer:SetParent(self);
self.slotContainer:SetMouseVisible(false);
self.parent = group;
self.manager = group.manager;
self.objectID = barID;
self.onLoad = onLoad;
self.slots = {};
self.visibleSlots = {};
self.cursorPos = 3;
self.cursorSlot = 1;
self.globals = self.manager.settings;
self.player = Turbine.Gameplay.LocalPlayer:GetInstance();
self.automaticClicks = 0;
self.wheelPosition = 0;
self.advancement = {};
self.reevaluatingConditionals = {};
-- Default settings
local defaults = {};
defaults.type = "bar";
defaults.locked = false;
defaults.hidden = false;
defaults.color = Thurallor.Utils.Color();
defaults.color:SetHSV(math.random(), 1, 1);
defaults.color = defaults.color:GetHex();
defaults.cursorStyle = "SmallSquareGlow";
defaults.caption = { };
defaults.caption.visible = "Always";
defaults.caption.clickThru = nil;
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 )};
defaults.anchor = "TopLeft";
defaults.eventHandlers = {};
defaults.eventsEnabled = false;
defaults.hideAutomatics = true;
defaults.hideInactiveBranches = true;
defaults.wheelSpeed = 0;
-- Previously-saved settings override the defaults
DeepTableCopy(settings, defaults);
DeepTableCopy(defaults, settings);
self.settings = settings;
self:ReapplySettings();
self.constructing = nil;
self:SetWantsEvents(self.settings.eventsEnabled);
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);
-- For backward compatibility
self.settings.cursorStyle = string.gsub(self.settings.cursorStyle, "SilverFrame(%d)", "MetalFrame%1");
for s = 1, #self.settings.sequenceItemInfo, 1 do
info = self.settings.sequenceItemInfo[s] or {};
if (info.action) then
info.action = string.gsub(info.action, "item.eventName", "item.info.eventName");
info.action = string.gsub(info.action, "item.bagSlot", "item.info.bagSlot");
end
if ((info.class == "Turbine.UI.Lotro.Quickslot") and (info.background)) then
info.altIcon = info.background;
info.background = nil;
end
if (info.condName == "StanceSelected") then
if (string.match(info.condExpr, "GetClassAttributes")) then
info.condExpr = "return (Thurallor.Utils.Watcher.GetStance() == <stance>);";
end
end
if (info.condName and (string.find("SkillTrained|SkillNotTrained|SkillReady|SkillNotReady", info.condName))) then
if ((type(info.condArgs.skill) == "number") and (info.condArgs.skill == 0)) then
local skills = Thurallor.Utils.Watcher.GetTrainedSkillsInfo();
local name = skills.names[1];
local skill = skills.byName[name];
local skillInfo = skill:GetSkillInfo();
info.condArgs.skill = skillInfo:GetIconImageID();
end
if ((info.condName == "SkillNotReady") and string.find(info.condExpr, "SkillTrained")) then
info.condExpr = "return (not Thurallor.Utils.Watcher.SkillReady(<skillName>));";
end
if ((info.condName == "SkillTrained") and string.find(info.condExpr, "SkillReady")) then
info.condExpr = "return (Thurallor.Utils.Watcher.SkillTrained(<skillName>));";
end
info.condExpr = string.gsub(info.condExpr, "<skill>", "<skillName>");
if (info.condArgs.skill and (not info.condArgs.skillName)) then
local skills = Thurallor.Utils.Watcher.GetSkillsInfo();
local skill = skills.byIcon[info.condArgs.skill];
local name;
if (skill == nil) then
local barName = self.settings.caption.text;
local group = self.parent;
while (group ~= self.manager) do
barName = group.settings.caption.text .. ":" .. barName;
group = group.parent;
end
_G.manualUpdatesNeeded = _G.manualUpdatesNeeded .. "⢠In bar \"" .. barName .. "\", in slot " .. s .. ", please reselect the skill from the menu.\n\n";
name = skills.names[1];
else
local skillInfo = skill:GetSkillInfo();
name = skillInfo:GetName();
end
info.condArgs.skillName = "\"" .. name .. "\"";
info.condArgs.skill = nil;
end
end
if ((info.type == "SetUnequipDestination") and (type(info.bagSlot) == "number")) then
local maxSlot = self.player:GetBackpack():GetSize();
local str = tostring(info.bagSlot);
if (info.bagSlot < maxSlot) then
str = str .. ";" .. tostring(info.bagSlot + 1) .. "..." .. tostring(maxSlot);
end
if (info.bagSlot > 1) then
str = str .. ";1..." .. tostring(info.bagSlot - 1);
end
info.bagSlot = str;
end
end
for _, handler in pairs(self.settings.eventHandlers) do
if (handler.action) then
handler.action = string.gsub(handler.action, "self:SetHidden%(false%); self:BringToFront%(%); ", "self:SetHidden(false); ");
handler.action = string.gsub(handler.action, "self:SetHidden%(false%); self:Activate%(%); ", "self:SetHidden(false); ");
handler.action = string.gsub(handler.action, "self:Expand%(%); self:Activate%(%); ", "self:Expand(); ");
handler.action = string.gsub(handler.action, "self:Expand%(%); self:BringToFront%(%); ", "self:Expand(); ");
handler.action = string.gsub(handler.action, "self:MoveToMouseCursor%(%); self:Activate%(%); ", "self:MoveToMouseCursor%(%); ");
end
end
if (self.settings.caption.hidden) then
self.settings.caption.hidden = nil;
self.settings.caption.visible = "WhenMouseIsPresent";
end
self:SetCursorStyle(self.settings.cursorStyle);
self:Rebuild();
end
function Bar:Rebuild()
self:GetQuickSlots();
self:FindHiddenSlots();
self:Redraw();
end
function Bar:Activate()
-- This used to be called in event handlers after Expand(), MoveToMouseCursor(), and SetHidden(false).
-- Don't want to use Turbine.UI.Window.Activate() because that would steal focus from the chat window.
end
-- Bring this bar in front of all other bars.
function Bar:BringToFront()
-- Don't want to use Turbine.UI.Window.Activate() because that would steal focus from the chat window.
self:SetZOrder(1);
self:SetZOrder(0);
end
function Bar:CanHaveChildren()
return false;
end
function Bar:Contains(object)
return false;
end
function Bar:SetColor(color)
Node.SetColor(self, color);
self:Redraw(true);
self:SetCursorStyle();
if (self.sequenceEditor) then
self.sequenceEditor:Redraw();
end
end
function Bar:SetName(caption)
Node.SetName(self, caption);
self:Redraw(true);
if (self.sequenceEditor) then
self.sequenceEditor:SetText(caption);
end
if (self.exportWindow) then
self.exportWindow:SetText(caption);
end
end
function Bar:SetCaptionSize(width, height)
Node.SetCaptionSize(self, width, height);
self:Redraw(true);
self:OffsetPosition(0, 0);
end
function Bar:SetCaptionFont(font)
self.settings.caption.font = font;
self:SaveSettings(false);
self:Redraw(true);
end
function Bar:SetCaptionVisible(visible)
self.settings.caption.visible = visible;
self:SaveSettings(false);
self:Redraw(true);
end
function Bar:SetCaptionClickThru(clickThru)
if (clickThru == false) then
clickThru = nil;
end
self.settings.caption.clickThru = clickThru;
self:SaveSettings(false);
self:Redraw(true);
end
function Bar:ApplyHiddenness()
local hidden = self:IsHidden();
if ((not hidden) and (not self:IsVisible())) then
self.visibleSlots = {};
end
self:SetCursorSlot(self.cursorSlot);
self:SetVisible(not hidden);
end
function Bar:Collapse()
if (self.settings.collapsed) then
return;
end
if (self.Log) then
DoCallbacks(self, "Log", {"collapsing", "BAR"});
end
self.settings.collapsed = self.cursorPos;
self:Redraw(true);
local x1, y1 = self:GetSlotCoords(1);
if ((self.settings.orientation == "Up") or (self.settings.orientation == "Left")) then
x1, y1 = self:GetSlotCoords(self.settings.visibleSlots);
end
local x2, y2 = self:GetSlotCoords(self.settings.cursorHomePosition);
self:OffsetPosition(x2 - x1, y2 - y1);
self:SetCursorPos(1);
self:SetCursorSlot(self.cursorSlot);
self:SaveSettings(false);
end
function Bar:IsCollapsed()
return ((self.settings.visibleSlots == 1) or (self.settings.collapsed ~= nil));
end
function Bar:Expand()
if (not self.settings.collapsed) then
return;
end
if (self.Log) then
DoCallbacks(self, "Log", {"expanding", "BAR"});
end
local cursorPos = math.min(self.settings.collapsed, self.settings.visibleSlots);
self.settings.collapsed = nil;
self:Redraw(true);
local x1, y1 = self:GetSlotCoords(1);
if ((self.settings.orientation == "Up") or (self.settings.orientation == "Left")) then
x1, y1 = self:GetSlotCoords(self.settings.visibleSlots);
end
local x2, y2 = self:GetSlotCoords(self.settings.cursorHomePosition);
self:OffsetPosition(x1 - x2, y1 - y2);
self:SetCursorPos(cursorPos);
self:SetCursorSlot(self.cursorSlot);
self:SaveSettings(false);
end
function Bar:IsExpanded()
return ((self.settings.visibleSlots == 1) or (self.settings.collapsed == nil));
end
-- Updates the sequence item when a user drags a shortcut onto the sequence editor
function Bar:ShortcutChanged()
if (self.Log) then
DoCallbacks(self, "Log", {"modified with sequence editor", "BAR"});
end
self:SaveSettings(false);
self:Rebuild();
end
-- Initialize "hidden" and "folded" flags
function Bar:FindHiddenSlots()
for i = 1, #self.slots, 1 do
local slot = self.slots[i];
slot.folded = false;
if (self.settings.hideAutomatics and slot.info.automatic) then
slot.hidden = true;
else
slot.hidden = false;
end
end
end
function Bar:GetSequence()
return self.sequence;
end
function Bar:SetUseOnRightClick(useOnRightClick)
for _, slot in pairs(self.slots) do
slot:SetUseOnRightClick(useOnRightClick);
end
end
-- Creates (or recreates) the array of objects (e.g. Quickslot) according to self.settings.sequenceItemInfo
function Bar:GetQuickSlots()
-- Hide and destroy existing clickable objects, if any
for s = 1, #self.slots, 1 do
self.slots[s]:SetParent(nil);
end
-- Unregister as event(s) generator. We will re-register for each generated event as we loop through the sequence below.
self.manager:SetEventGenerators(false, self);
local wantsMouseWheelEvents = self.settings.wheelSpeed and (self.settings.wheelSpeed > 0);
self.sequence = Sequence(self, self.settings.sequenceItemInfo, wantsMouseWheelEvents);
self.manager:SetIncludees(self.objectID, self.sequence:GetIncludes());
-- Register as generator of event(s)
self.manager:SetEventGenerators(true, self, self.sequence:GetEvents());
-- Iterate through the sequence configuring the clickable objects.
self.slots = self.sequence:GetSlots(); -- returns array of Slot instances
for s = 1, #self.slots, 1 do
local slot = self.slots[s];
local info = slot.info;
self:ConfigureSlot(slot, s);
AddCallback(slot, "MouseClick", function(sender, args)
if (self.globals.useOnRightClick or args.Button == Turbine.UI.MouseButton.Left) then
if (self.Log) then
DoCallbacks(self, "Log", {"clicked slot " .. tostring(sender.s), "MOUSE"});
end
self:SlotClick(sender.s, false);
end
end);
end
-- Create a "reset" slot to be displayed when all other slots are folded
if (not self.resetSlot) then
local info = { type = "Reset"; class = "Turbine.UI.Control"; background = resources.Icon.Reset };
self.resetSlot = Slot(info);
end
self:ConfigureSlot(self.resetSlot, #self.slots);
AddCallback(self.resetSlot, "MouseClick", function(sender, args)
if (args.Button == Turbine.UI.MouseButton.Left) then
if (self.Log) then
DoCallbacks(self, "Log", {"clicked reset button", "MOUSE"});
end
self:Reset();
end
end);
-- Create a "gears" slot to be displayed when running continuously
if (not self.gearsSlot) then
self.gearsSlot = Gears(false);
end
self:ConfigureSlot(self.gearsSlot, #self.slots);
end
function Bar:ConfigureSlot(slot, s)
slot:SetZOrder(2);
slot:SetActionEnabled(true);
slot:SetAllowDrop(false);
slot:SetDraggable(false);
slot:SetUseOnRightClick(self.globals.useOnRightClick);
slot.bar = self;
slot.s = s;
slot.MouseClick = nil; -- avoid multiple callbacks when the slot is reconfigured
slot.MouseEnter = nil;
slot.MouseWheel = nil;
AddCallback(slot, "MouseClick", function(sender, args)
-- Right-click displays the settings menu.
if (not self.globals.useOnRightClick and (args.Button == Turbine.UI.MouseButton.Right)) then
self:ShowSettingsMenu();
end
end);
AddCallback(slot, "MouseEnter", function()
self:MouseArrive();
end);
AddCallback(slot, "MouseWheel", function(sender, args)
args.s = s;
self:MouseWheel(args);
end);
end
function Bar:Redraw(noReset)
if (self.settings.collapsed) then
self.displaySlots = 1;
else
self.displaySlots = self.settings.visibleSlots;
end
local slotsLongDimension = (2 * self.cursorMargin) + (self.displaySlots + 1) * self.settings.slotSize + self.displaySlots * self.settings.slotSpacing;
local slotsShortDimension = (2 * self.cursorMargin) + self.settings.slotSize;
local captionMargin = 4;
local captionWidth, captionHeight = self.settings.caption.width, self.settings.caption.height;
local barWidth, barHeight, slotsWidth, slotsHeight, captionLeft, captionTop;
if ((self.settings.orientation == "Up") or (self.settings.orientation == "Down")) then
slotsWidth, slotsHeight = slotsShortDimension, slotsLongDimension;
-- Position slots and caption horizontally; set bar width
if (slotsWidth < captionWidth) then
barWidth = captionWidth;
self.slotsLeft = math.floor((barWidth - slotsWidth) / 2);
captionLeft = 0;
elseif (slotsWidth > captionWidth) then
barWidth = slotsWidth;
self.slotsLeft = 0;
captionLeft = math.floor((barWidth - captionWidth) / 2);
else -- (slotsWidth == captionWidth)
barWidth, self.slotsLeft, captionLeft = slotsWidth, 0, 0;
end
-- Position slots and caption vertically; set bar height
if (self.settings.orientation == "Up") then
if (self.settings.caption.position == "beginning") then
self.slotsTop = 0;
captionTop = slotsHeight - self.cursorMargin + captionMargin;
barHeight = math.max(slotsHeight, captionTop + captionHeight);
else -- (self.settings.caption.position == "end")
captionTop = math.max(0, self.cursorMargin + self.settings.slotSize - (captionHeight + captionMargin));
self.slotsTop = math.max((captionHeight + captionMargin) - (self.cursorMargin + self.settings.slotSize), 0);
barHeight = self.slotsTop + slotsHeight;
end
else -- (self.settings.orientation == "Down")
if (self.settings.caption.position == "beginning") then
captionTop = math.max(0, self.cursorMargin - (captionHeight + captionMargin));
self.slotsTop = math.max((captionHeight + captionMargin) - self.cursorMargin, 0);
barHeight = self.slotsTop + slotsHeight;
else -- (self.settings.caption.position == "end")
self.slotsTop = 0;
captionTop = slotsHeight - self.cursorMargin - self.settings.slotSize + captionMargin;
barHeight = math.max(slotsHeight, captionTop + captionHeight);
end
end
else -- ((self.settings.orientation == "Left") or (self.settings.orientation == "Right")) then
slotsWidth, slotsHeight = slotsLongDimension, slotsShortDimension;
-- Position slots and caption vertically; set bar height
if (slotsHeight < captionHeight) then
barHeight = captionHeight;
self.slotsTop = math.floor((barHeight - slotsHeight) / 2);
captionTop = 0;
elseif (slotsHeight > captionHeight) then
barHeight = slotsHeight;
self.slotsTop = 0;
captionTop = math.floor((barHeight - captionHeight) / 2);
else -- (slotsHeight == captionHeight)
barHeight, self.slotsTop, captionTop = slotsHeight, 0, 0;
end
-- Position slots and caption horizontally; set bar width
if (self.settings.orientation == "Left") then
if (self.settings.caption.position == "beginning") then
self.slotsLeft = 0;
captionLeft = slotsWidth - self.cursorMargin + captionMargin;
barWidth = math.max(slotsWidth, captionLeft + captionWidth);
else -- (self.settings.caption.position == "end")
captionLeft = math.max(0, self.cursorMargin + self.settings.slotSize - (captionWidth + captionMargin));
self.slotsLeft = math.max((captionLeft + captionWidth + captionMargin) - (self.cursorMargin + self.settings.slotSize), 0);
barWidth = self.slotsLeft + slotsWidth;
end
else -- (self.settings.orientation == "Right")
if (self.settings.caption.position == "beginning") then
captionLeft = math.max(0, self.cursorMargin - (captionWidth + captionMargin));
self.slotsLeft = math.max((captionWidth + captionMargin) - self.cursorMargin, 0);
barWidth = self.slotsLeft + slotsWidth;
else -- (self.settings.caption.position == "end")
self.slotsLeft = 0;
captionLeft = slotsWidth - self.cursorMargin - self.settings.slotSize + captionMargin;
barWidth = math.max(slotsWidth, captionLeft + captionWidth);
end
end
end
self.slotContainer:SetSize(slotsWidth, slotsHeight);
self.slotContainer:SetPosition(self.slotsLeft, self.slotsTop);
self:DrawCaption();
self.caption:SetSize(captionWidth, captionHeight);
self.caption:SetPosition(captionLeft, captionTop);
self:SetStretchMode(0);
self:SetSize(barWidth, barHeight);
self:SetStretchMode(1);
self:SetSize(barWidth * self:GetScale() / 32, barHeight * self:GetScale() / 32);
self:SetPosition();
self:SetOpacity(self:GetTransparency());
-- Draw cursor icon and slots.
if (not noReset) then
self:Reset();
end
self:ApplyHiddenness();
end
function Bar:Reset()
if (self.Log) then
DoCallbacks(self, "Log", {"reset", "BAR"})
end
self.sequence:UnfoldAllSlots();
self.reevaluatingConditionals = {};
self.animationStopped = false;
local cursorPos = self.settings.cursorHomePosition;
if (self.settings.collapsed) then
self.settings.collapsed = self.settings.cursorHomePosition;
cursorPos = 1;
end
self:SetCursorPos(cursorPos);
self.clickedPos = cursorPos;
self.clickedSlot = 1;
self:SetCursorSlot(1);
self.gearsSlot:SetDelaying(false);
self:UnregisterAdvanceCallback(); -- In case we were waiting for advancement when the bar was reset
if (self.slots[1] and self.slots[1].info.automatic) then
self:SlotClick(1, true);
end
end
-- Moves the cursor to the specified position on the bar
function Bar:SetCursorPos(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;
self.cursor.left, self.cursor.top = left, top;
self.cursor:SetPosition(left, top);
self.cursorPos = pos;
end
function Bar:DrawCaption()
if (not self.caption) then
self.caption = Turbine.UI.Control();
self.caption:SetParent(self);
self.caption:SetZOrder(10);
self.caption:SetMouseVisible(true);
-- While mouse is over caption, highlight the label to indicate that it can be clicked.
function self.caption.MouseEnter(caption)
caption.label:SetFontStyle(Turbine.UI.FontStyle.None);
caption.label:SetOutlineColor(self.color); -- boldface effect
caption.label:SetFontStyle(Turbine.UI.FontStyle.Outline);
caption.label:SetVisible(true);
end
function self.caption.MouseLeave(caption)
caption.label:SetFontStyle(Turbine.UI.FontStyle.None);
caption.label:SetOutlineColor(Turbine.UI.Color(0.75, 0, 0, 0));
caption.label:SetFontStyle(Turbine.UI.FontStyle.Outline);
caption.label:SetVisible(self.settings.caption.visible == "Always");
end
function self.caption.MouseClick(caption, args)
if (self.mouseMoved) then
self.mouseMoved = false;
return;
end
-- 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
function self.caption.MouseDoubleClick(caption, 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
-- MouseDown, MouseUp, and MouseMove are used to move the window (if not locked)
function self.caption.MouseDown(caption, args)
if (args.Button == Turbine.UI.MouseButton.Left) then
self.mouseDown = true;
self.mouseMoved = false;
self.originalMouseX, self.originalMouseY = Turbine.UI.Display.GetMouseX(), Turbine.UI.Display.GetMouseY();
end
end
function self.caption.MouseUp(caption, args)
if (args.Button == Turbine.UI.MouseButton.Left) then
self.mouseDown = false;
if (self.mouseMoved and not self.settings.locked) then
if (self.manager.settings.snapToGrid) then
local togetherGroup = self:GetTopTogetherGroup();
if (togetherGroup) then
togetherGroup:SnapToGrid();
else
self:SnapToGrid();
end
end
self:SaveSettings(false);
self.manager:UnhighlightGrid();
self.manager:ShowAnchorIcon(nil);
end
end
end
function self.caption.MouseMove(caption, args)
if (self.mouseDown and not self.settings.locked) then
self.mouseMoved = true;
local newMouseX, newMouseY = Turbine.UI.Display.GetMouseX(), Turbine.UI.Display.GetMouseY();
local deltaX, deltaY = newMouseX - self.originalMouseX, newMouseY - self.originalMouseY;
self.originalMouseX, self.originalMouseY = newMouseX, newMouseY;
-- See if we need to move other bars along with this one.
local togetherGroup = self:GetTopTogetherGroup();
if (togetherGroup) then
togetherGroup:OffsetPosition(deltaX, deltaY);
else
self:OffsetPosition(deltaX, deltaY);
end
-- Highlight grid if "Snap to grid" is enabled.
if (self.globals.snapToGrid) then
local left, top, width, height = self:GetPosition();
if ((self.settings.orientation == "Right") or (self.settings.orientation == "Left")) then
width = self.displaySlots;
height = 1;
else
width = 1;
height = self.displaySlots;
end
self.manager:HighlightGrid(left, top, width, height, self:GetScale());
end
-- Display anchor icon to indicate position reference
local left, top = self:GetSlotsScreenCoords();
self.manager:ShowAnchorIcon(self.settings.anchor, left, top);
end
end
function self.caption.DragDrop(caption)
self:EditSequence();
end
end
local caption = self.caption;
if (not caption.label) then
caption.label = Turbine.UI.Label();
caption.label:SetParent(caption);
caption.label:SetMouseVisible(false);
end
local label = caption.label;
caption:SetMouseVisible((not self.settings.caption.clickThru) and (self.settings.caption.visible ~= "Never"));
local alignment;
local 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
alignment = Turbine.UI.ContentAlignment.TopCenter;
elseif (where == "Down") then
alignment = Turbine.UI.ContentAlignment.BottomCenter;
elseif (where == "Right") then
alignment = Turbine.UI.ContentAlignment.MiddleRight;
else -- "Left"
alignment = Turbine.UI.ContentAlignment.MiddleLeft;
end
label:SetText(self.settings.caption.text);
label:SetVisible((self.settings.caption.visible == "Always") or ((self.settings.caption.visible == "WhenMouseIsPresent") and self.mouseInside));
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
end
function Bar:MouseArrive()
if (self.mouseInside) then
-- Already inside; do nothing.
return;
end
self.mouseInside = true;
self.parent:MouseArrive(self.objectID);
self:BringToFront();
if (self.settings.caption.visible == "WhenMouseIsPresent") then
self.caption.label:SetVisible(true);
end
if (self.Log) then
DoCallbacks(self, "Log", {"arrived", "MOUSE"});
end
DoCallbacks(self, "MouseArrived");
self:SetWantsUpdates(true);
end
function Bar:MouseInside(mouseLeft, mouseTop)
if (self:IsHidden()) then
return false;
end
local left, top, width, height = self:GetSlotsScreenCoords();
local spacing = 1;
left = left - spacing;
top = top - spacing;
local right = left + width + 2 * spacing;
local bottom = top + height + 2 * spacing;
return ((mouseLeft >= left) and (mouseLeft < right) and (mouseTop >= top) and (mouseTop < bottom));
end
function Bar:MouseDepart()
self.mouseInside = false;
self.parent:MouseDepart(self.objectID);
if (self.settings.caption.visible == "WhenMouseIsPresent") then
self.caption.label:SetVisible(false);
end
if (self.Log) then
DoCallbacks(self, "Log", {"departed", "MOUSE"});
end
DoCallbacks(self, "MouseDeparted");
end
function Bar:MouseWheel(args)
local dir = args.Direction;
local prevSlot = args.s;
local mousePos = prevSlot and (prevSlot > 0) and self.slots[prevSlot].pos;
-- Increment wheel position according to chosen wheel speed
self.wheelPosition = self.wheelPosition + (dir * self.settings.wheelSpeed);
if (math.abs(self.wheelPosition) < 1) then
-- More wheel motion is needed
return;
end
dir = self.wheelPosition;
self.wheelPosition = 0;
if (self.Log) then
if (dir > 0) then
DoCallbacks(self, "Log", {"wheel moved forward", "MOUSE"});
else
DoCallbacks(self, "Log", {"wheel moved backward", "MOUSE"});
end
end
-- Find next or previous visible slot
local s = self.cursorSlot;
repeat
s = s + dir;
if (s > #self.slots) then
s = 1;
elseif (s < 1) then
s = #self.slots;
end
slot = self.slots[s];
if ((s == self.cursorSlot) or (not slot)) then
-- No other visible slots; do nothing.
return;
end
until (not (slot.hidden or slot.isFolded));
-- Notify slot under cursor that the mouse has exited, to turn off the highlight
if (prevSlot) then
DoCallbacks(self.slots[prevSlot], "MouseLeave");
end
self:SetCursorSlot(s);
-- 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.
for object, pos in pairs(self.visibleSlots) do
if (pos == mousePos) then
object:SetVisible(false);
object:SetVisible(true);
break;
end
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()
self.captionEditor = nil;
end
end
end
function Bar:EditSequence()
if (self.sequenceEditor == nil) then
self.sequenceEditor = SequenceEditor(self, self.settings);
self.sequenceEditor.Closed = function()
self.sequenceEditor = nil;
end
end
end
function Bar:OpenDebugWindow()
local title = L:GetText("/BarMenu/Debug") .. ": " .. self.settings.caption.text;
local debugWindow = Thurallor.UI.LogWindow(title, { self });
debugWindow:SetBackColor(self.color);
debugWindow:SetTrace("MOUSE", "Mouse actions", true);
debugWindow:SetTrace("BAR", "Bar status changes", true);
debugWindow:SetTrace("ADVANCE", "Bar advancement", true);
debugWindow:SetTrace("SPECIAL-SLOT", "Special slot actions", true);
debugWindow:SetTrace("EVENT", "Event behaviours", true);
debugWindow:SetVisible(true);
debugWindow:AppendText("Debugging started");
-- Forward log information fron the Gears object to the DebugWindow.
self.gearsSlot.Log = function(_, args)
if (self.Log == nil) then
-- All debug windows closed.
self.gearsSlot.Log = nil;
else
DoCallbacks(self, "Log", args);
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);
control:SetText(control:GetText());
end
function Bar:MoveToMouseCursor()
-- If animating, go head and complete the animation instantaneously.
-- User is going to want to click the slot immediately; and we need
-- to know where the slot is going to end up in order to reposition the
-- bar properly.
if (self.animationStartTime) then
self:Animate(self.settings.animation.duration);
end
-- PointToScreen doesn't work with scaled windows, so we have to do the calculations ourselves.
local winLeft, winTop = Turbine.UI.Window.GetPosition(self);
local containerX, containerY = self.slotContainer:GetPosition();
local scale = self:GetScale() / 32;
containerX = containerX * scale;
containerY = containerY * scale;
local cursorX, cursorY = self.cursor:GetPosition();
cursorX = cursorX * scale + containerX + winLeft;
cursorY = cursorY * scale + containerY + winTop;
local cursorWidth = self.cursor:GetWidth() * scale;
local cursorHeight = self.cursor:GetSize() * scale;
local cursorCenter = (cursorX + math.floor(cursorWidth / 2));
local cursorMiddle = (cursorY + math.floor(cursorHeight / 2));
local mouseX, mouseY = Turbine.UI.Display.GetMouseX(), Turbine.UI.Display.GetMouseY();
self:OffsetPosition(mouseX - cursorCenter, mouseY - cursorMiddle);
Turbine.UI.Window.Activate(self);
-- 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.slots[self.cursorSlot]:SetVisible(false);
self.slots[self.cursorSlot]:SetVisible(true);
end
-- Bar is positioned with respect to the topmost/leftmost quickslot.
function Bar:GetSlotsScreenCoords()
local winLeft, winTop = Turbine.UI.Window.GetPosition(self);
local firstLeft, firstTop = self:GetSlotCoords(1);
local lastLeft, lastTop = self:GetSlotCoords(self.displaySlots);
local slotLeft, slotTop = math.min(firstLeft, lastLeft), math.min(firstTop, lastTop);
local slotRight = math.max(firstLeft, lastLeft) + self.settings.slotSize;
local slotBottom = math.max(firstTop, lastTop) + self.settings.slotSize;
local scale = self:GetScale() / 32;
-- If animating, use destination position (self.slotsLeft, self.slotsTop) rather than actual current position (self.slotContainer:GetPosition).
local left = winLeft + scale * (self.slotsLeft + slotLeft);
local top = winTop + scale * (self.slotsTop + slotTop);
local width = scale * (slotRight - slotLeft);
local height = scale * (slotBottom - slotTop);
return left, top, width, height;
end
function Bar:SetPosition(left, top)
local anchorLeft, anchorTop = self.manager:GetAnchorPosition(self.settings.anchor);
local changed = true;
if (left == nil) then
left = self.settings.position.left + anchorLeft;
top = self.settings.position.top + anchorTop;
changed = false;
end
local winLeft, winTop = Turbine.UI.Window.GetPosition(self);
local slotLeft, slotTop = self:GetSlotsScreenCoords();
local leftOffset, topOffset = slotLeft - winLeft, slotTop - winTop;
Turbine.UI.Window.SetPosition(self, left - leftOffset, top - topOffset);
if (changed) then
self.settings.position = { left = left - anchorLeft; top = top - anchorTop };
self:SaveSettings(false);
end
end
function Bar:SetAnchorPoint(anchor)
local left, top = self:GetPosition();
self.settings.anchor = anchor;
self:SetPosition(left, top);
end
-- Returns the position with respect to the top, left corner of the screen, regardless of anchor point.
function Bar:GetPosition()
local anchorLeft, anchorTop = self.manager:GetAnchorPosition(self.settings.anchor);
return anchorLeft + self.settings.position.left, anchorTop + self.settings.position.top;
end
function Bar:OffsetPosition(deltaX, deltaY)
local left, top = self:GetPosition();
self:SetPosition(left + deltaX, top + deltaY);
end
-- Finds the topmost group containing this bar which has the "bars move together" option enabled.
function Bar:GetTopTogetherGroup()
return self.parent:GetTopTogetherGroup();
end
function Bar:SnapToGrid()
local left, top = self:GetSlotsScreenCoords();
local newLeft, newTop = self.parent.manager:GetNearestGridPos(left, top, self:GetScale());
self:SetPosition(newLeft, newTop);
self:SaveSettings(false);
end
function Bar:AddSettingsMenuItem(parent, itemName, _, fromOptionsPanel)
local item = Turbine.UI.MenuItem(L:GetText(itemName), true, false);
item._name = itemName;
item._parent = parent;
parent._itemsByName = parent._itemsByName or {};
parent._itemsByName[itemName] = item;
parent:GetItems():Add(item);
if (itemName == "Root") then
local prevContext = L:SetContext("/BarMenu");
parent:GetItems():Clear();
if (fromOptionsPanel and (not self:IsHidden())) then
self:AddSettingsMenuItem(parent, "Find");
end
self:AddSettingsMenuItem(parent, "Hide");
if (self.settings.visibleSlots > 1) then
if (self:IsCollapsed()) then
self:AddSettingsMenuItem(parent, "Expand");
else
self:AddSettingsMenuItem(parent, "Collapse");
end
end
self:AddSettingsMenuItem(parent, "Clone");
self:AddSettingsMenuItem(parent, "Delete");
self:AddSettingsMenuItem(parent, "Export");
self:AddSettingsMenuItem(parent, "EditSequence");
self:AddSettingsMenuItem(parent, "EventBehaviors");
self:AddSettingsMenuItem(parent, "Settings");
self:AddSettingsMenuItem(parent, "Debug");
if (not fromOptionsPanel) then
if (self.parent ~= self.manager) then
local groupItem = self:AddSettingsMenuItem(parent, "Group");
local groupName = self.parent:GetName();
local text = groupItem:GetText();
text = text:gsub("<name>", groupName);
groupItem:SetText(text);
end
self:AddSettingsMenuItem(parent, "Global");
self:AddSettingsMenuItem(parent, "Directory");
end
L:SetContext(prevContext);
elseif (itemName == "Debug") then
item:SetText(item:GetText() .. "...");
item.Click = function()
self:OpenDebugWindow();
end
elseif (itemName == "Expand") then
item.Click = function()
self:Expand();
end
elseif (itemName == "Collapse") then
item.Click = function()
self:Collapse();
end
elseif (itemName == "Directory") then
item.Click = function()
self.manager:ShowDirectory("bars");
end
elseif (itemName == "Export") then
item.Click = function()
self:Export();
end
elseif (itemName == "Find") then
item.Click = function(ctl)
self:Find(ctl);
end
elseif (itemName == "Hide") then
item:SetChecked(self.settings.hidden);
item.Click = function()
self:SetHidden(not self.settings.hidden);
end
elseif (itemName == "Position") then
local prevContext = L:SetContext("PositionMenu");
self:AddSettingsMenuItem(item, "RelativeTo");
self:AddSettingsMenuItem(item, "Draggable");
L:SetContext(prevContext);
elseif (itemName == "Draggable") then
item:SetChecked(not self.settings.locked);
item.Click = function()
local locked = not self.settings.locked;
self:SetLocked(locked);
end
elseif (itemName == "RelativeTo") then
local prevContext = L:SetContext("RelativeToMenu");
for text in values(L:GetSortedTexts()) do
local anchor = L:GetItem(text);
local newItem = self:AddSettingsMenuItem(item, anchor);
newItem:SetChecked(anchor == self.settings.anchor);
newItem:SetEnabled(anchor ~= self.settings.anchor);
newItem.Click = function()
self:SetAnchorPoint(anchor);
end
end
L:SetContext(prevContext);
elseif (itemName == "EditSequence") then
item:SetEnabled(not self.sequenceEditor);
item.Click = function()
self:EditSequence();
end
elseif (itemName == "EventBehaviors") then
local prevContext = L:SetContext("/EventBehaviorsMenu");
if (self.settings.eventsEnabled) then
self:AddSettingsMenuItem(item, "AddBehavior");
if (#self.settings.eventHandlers > 0) then
self:AddSettingsMenuItem(item, "CurrentBehaviors");
end
self:AddSettingsMenuItem(item, "DisableEvents");
else
self:AddSettingsMenuItem(item, "EnableEvents");
end
L:SetContext(prevContext);
elseif (itemName == "EnableEvents") then
item.Click = function(ctl)
self:SetEventHandlersEnabled(true);
self:RedisplayMenu(ctl._parent);
end
elseif (itemName == "DisableEvents") then
item.Click = function(ctl)
self:SetEventHandlersEnabled(false);
self:RedisplayMenu(ctl._parent);
end
elseif (itemName == "CurrentBehaviors") then
if (self.settings.eventHandlers) then
for h = 1, #self.settings.eventHandlers do
local handler = self.settings.eventHandlers[h];
local handlerItem = Turbine.UI.MenuItem(handler.description, true, false);
item:GetItems():Add(handlerItem);
handlerItem._parent = item;
local removeItem = Turbine.UI.MenuItem(L:GetText("Remove"), true, false);
handlerItem:GetItems():Add(removeItem);
removeItem._parent = handlerItem;
removeItem.Click = function(ctl)
self:RemoveEventHandler(h);
self:RedisplayMenu(ctl._parent._parent);
end
end
end
elseif (itemName == "AddBehavior") then
local prevContext = L:SetContext("/EventBehaviorsMenu/Actions");
self:AddSettingsMenuItem(item, "ShowBar");
self:AddSettingsMenuItem(item, "HideBar");
self:AddSettingsMenuItem(item, "ResetBar");
self.availableEvents = self.manager:GetEventNames();
self:AddSettingsMenuItem(item, "MoveToCursor");
self:AddSettingsMenuItem(item, "ExpandBar");
self:AddSettingsMenuItem(item, "CollapseBar");
self:AddSettingsMenuItem(item, "SetTransparency");
self:AddSettingsMenuItem(item, "StartExecuting");
self:AddSettingsMenuItem(item, "StopExecuting");
L:SetContext(prevContext);
elseif (itemName == "SetTransparency") then
local prevContext = L:SetContext("/BarMenu/SettingsMenu/TransparencyMenu");
local subItem = self:AddSettingsMenuItem(item, "SetTransparency:");
subItem._name = "SetTransparency";
subItem:SetText(L:GetText("UseGlobalSetting"));
subItem.argName = L:GetText("default");
subItem.argValue = "nil";
for i = 0, 10 do
subItem = self:AddSettingsMenuItem(item, "SetTransparency:");
subItem._name = "SetTransparency";
subItem.argName = L:GetText("PartiallyTransparent"):gsub("<pct>", i * 10);
if (i == 0) then
subItem:SetText(L:GetText("FullyTransparent"));
subItem.argValue = "0";
elseif (i == 10) then
subItem:SetText(L:GetText("FullyOpaque"));
subItem.argValue = "1";
else
subItem:SetText(subItem.argName);
subItem.argValue = "0." .. i;
end
end
L:SetContext(prevContext);
elseif (string.find("|SetTransparency:|ShowBar|HideBar|ResetBar|MoveToCursor|ExpandBar|CollapseBar|StartExecuting|StopExecuting|", "|" .. itemName .. "|")) then
local prevContext = L:SetContext("/EventBehaviorsMenu/Triggers");
self.availableEvents = self.manager:GetEventNames();
-- Show only the options that make sense
if (itemName ~= "MoveToCursor") then
if ((itemName ~= "ResetBar") and (itemName ~= "StopExecuting")) then
self:AddSettingsMenuItem(item, "AtStartup");
end
self:AddSettingsMenuItem(item, "WhenCombatBegins");
self:AddSettingsMenuItem(item, "WhenCombatEnds");
end
self:AddSettingsMenuItem(item, "WhenTargetChanges");
if (string.find("|SetTransparency:|ResetBar|ExpandBar|StartExecuting|", "|" .. itemName .. "|")) then
self:AddSettingsMenuItem(item, "WhenMouseArrives");
end
if (string.find("|SetTransparency:|HideBar|ResetBar|CollapseBar|StopExecuting|", "|" .. itemName .. "|")) then
self:AddSettingsMenuItem(item, "WhenMouseDeparts");
end
if (string.find("|SetTransparency:|ShowBar|ResetBar|MoveToCursor|StartExecuting|StopExecuting|", "|" .. itemName .. "|")) then
self:AddSettingsMenuItem(item, "WhenTraitTreeChanges");
self:AddSettingsMenuItem(item, "WhenStanceChanges");
end
self:AddSettingsMenuItem(item, "WhenPetChanges");
self:AddSettingsMenuItem(item, "WhenMountChanges");
self:AddSettingsMenuItem(item, "WhenYouAreIncapacitated");
self:AddSettingsMenuItem(item, "WhenYouAreRevived");
self:AddSettingsMenuItem(item, "WhenEventOccurs");
L:SetContext(prevContext);
elseif (itemName == "WhenEventOccurs") then
if (#self.availableEvents > 0) then
for e = 1, #self.availableEvents do
local eventName = self.availableEvents[e];
local eventNameItem = Turbine.UI.MenuItem(eventName, true, false);
eventNameItem._parent = item;
item:GetItems():Add(eventNameItem);
eventNameItem.Click = function(ctl)
self:AddEventHandler("WhenEventOccurs:" .. eventName, parent._name, parent.argValue, parent.argName);
self:RedisplayMenu(ctl._parent._parent._parent._parent, "CurrentBehaviors");
end
end
else
local noEventsItem = Turbine.UI.MenuItem(L:GetText("/EventBehaviorsMenu/NoEventsDefined"), false, false);
item:GetItems():Add(noEventsItem);
end
local eventDirectoryItem = Turbine.UI.MenuItem("( . . . )", true, false);
eventDirectoryItem.Click = function()
self.manager:ShowDirectory("events");
end
item:GetItems():Add(eventDirectoryItem);
elseif (string.find("|AtStartup|WhenTargetChanges|WhenCombatBegins|WhenCombatEnds|WhenMouseArrives|WhenMouseDeparts|WhenTraitTreeChanges|WhenStanceChanges|WhenPetChanges|WhenMountChanges|WhenYouAreIncapacitated|WhenYouAreRevived|", "|" .. itemName .. "|")) then
item.Click = function(ctl)
self:AddEventHandler(itemName, parent._name, parent.argValue, parent.argName);
self:RedisplayMenu(ctl._parent._parent._parent, "CurrentBehaviors");
end
elseif (itemName == "Settings") then
local prevContext = L:SetContext("SettingsMenu");
self:AddSettingsMenuItem(item, "Position");
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, "MouseWheel");
self:AddSettingsMenuItem(item, "Caption");
self:AddSettingsMenuItem(item, "Color");
self:AddSettingsMenuItem(item, "Transparency");
self:AddSettingsMenuItem(item, "Scale");
self:AddSettingsMenuItem(item, "Animation");
self:AddSettingsMenuItem(item, "HideAutomatics");
self:AddSettingsMenuItem(item, "HideInactiveBranches");
self:AddSettingsMenuItem(item, "ContinuousExecution");
L:SetContext(prevContext);
elseif (itemName == "ContinuousExecution") then
item:SetChecked(self.settings.continuous);
item.Click = function()
self.settings.continuous = not self.settings.continuous;
if (self.settings.continuous) then
-- Enforce hiding of automatics and inactive branches
self.settings.hideAutomatics = true;
self.settings.hideInactiveBranches = true;
else
self.gearsSlot:SetRunning(false);
end
self:SaveSettings(false);
self:ReapplySettings();
end
elseif (itemName == "HideAutomatics") then
item:SetChecked(self.settings.hideAutomatics);
item.Click = function()
self.settings.hideAutomatics = not self.settings.hideAutomatics;
if (not self.settings.hideAutomatics) then
-- Continuous mode not allowed if showing automatics
if (self.settings.continuous) then
self.gearsSlot:SetRunning(false);
self.settings.continuous = false;
end
end
self:SaveSettings(false);
self:ReapplySettings();
end
elseif (itemName == "HideInactiveBranches") then
item:SetChecked(self.settings.hideInactiveBranches);
item.Click = function()
self.settings.hideInactiveBranches = not self.settings.hideInactiveBranches;
if (not self.settings.hideInactiveBranches) then
-- Continuous mode not allowed if showing inactive branches
if (self.settings.continuous) then
self.gearsSlot:SetRunning(false);
self.settings.continuous = false;
end
end
self:SaveSettings(false);
self:ReapplySettings();
end
elseif (itemName == "Color") then
item:SetEnabled(not self.colorPicker);
item.Click = function()
self:EditColor();
end
elseif (itemName == "Transparency") then
local prevContext = L:SetContext("/BarMenu/SettingsMenu/TransparencyMenu");
local checked = (self.settings.opacity == nil);
local globalItem = Turbine.UI.MenuItem(L:GetText("UseGlobalSetting"), true, checked);
globalItem.Click = function(obj)
obj:SetChecked(true);
self:SetTransparency(nil);
end
item:GetItems():Add(globalItem);
checked = not checked;
local labelItem = Turbine.UI.MenuItem("", true, checked);
globalItem.labelItem = labelItem;
labelItem.globalItem = globalItem;
labelItem.UpdateLabel = function(obj)
local prevContext = L:SetContext("/BarMenu/SettingsMenu/TransparencyMenu");
local transparency = self:GetTransparency();
local text;
if (transparency == 0) then
text = L:GetText("FullyTransparent");
elseif (transparency == 1) then
text = L:GetText("FullyOpaque");
else
text = L:GetText("PartiallyTransparent"):gsub("<pct>", math.floor(0.5 + transparency * 100));
end
obj.Label:SetText(text);
L:SetContext(prevContext);
end
labelItem:UpdateLabel();
labelItem.Click = function(obj)
obj.KeepOpen = true;
obj:SetChecked(true);
self:SetTransparency(self:GetTransparency());
obj.globalItem:SetChecked(false);
end
item:GetItems():Add(labelItem);
local sliderItem = Turbine.UI.MenuItem(" ", false, false);
local slider = Turbine.UI.Lotro.ScrollBar();
slider.labelItem = labelItem;
slider.globalItem = globalItem;
globalItem.slider = slider;
slider:SetSize(200, 10);
slider:SetBackground("Thurallor/SequenceBars/Images/scrollbar_background_horiz.tga");
slider:SetBlendMode(Turbine.UI.BlendMode.Overlay);
slider:SetParent(sliderItem.Label);
slider:SetMinimum(0);
slider:SetMaximum(100);
slider:SetSmallChange(1);
slider:SetLargeChange(10);
slider:SetValue(math.floor(0.5 + self:GetTransparency() * 100));
slider.ValueChanged = function(obj)
self:SetTransparency(obj:GetValue() / 100);
obj.labelItem:UpdateLabel();
obj.labelItem:SetChecked(true);
obj.globalItem:SetChecked(false);
end
item:GetItems():Add(sliderItem);
L:SetContext(prevContext);
elseif (itemName == "Scale") then
local prevContext = L:SetContext("/BarMenu/SettingsMenu/ScaleMenu");
local checked = (self.settings.scale == nil);
local globalItem = Turbine.UI.MenuItem(L:GetText("UseGlobalSetting"), true, checked);
globalItem.Click = function(obj)
obj:SetChecked(true);
self:SetScale(nil);
end
item:GetItems():Add(globalItem);
checked = not checked;
local labelItem = Turbine.UI.MenuItem("", true, checked);
globalItem.labelItem = labelItem;
labelItem.globalItem = globalItem;
labelItem.UpdateLabel = function(obj)
local scale = self:GetScale();
obj.Label:SetText(L:GetText("/PluginManager/OptionsTab/GlobalSettingsTab/UiScale") .. ": " .. string.format("%d", scale * 100 / 32) .. "%");
end
labelItem:UpdateLabel();
labelItem.Click = function(obj)
obj.KeepOpen = true;
obj:SetChecked(true);
self:SetScale(self:GetScale());
obj.globalItem:SetChecked(false);
end
item:GetItems():Add(labelItem);
local sliderItem = Turbine.UI.MenuItem(" ", false, false);
local slider = Turbine.UI.Lotro.ScrollBar();
slider.labelItem = labelItem;
slider.globalItem = globalItem;
globalItem.slider = slider;
slider:SetSize(200, 10);
slider:SetBackground("Thurallor/SequenceBars/Images/scrollbar_background_horiz.tga");
slider:SetBlendMode(Turbine.UI.BlendMode.Overlay);
slider:SetParent(sliderItem.Label);
slider:SetMinimum(13);
slider:SetMaximum(96);
slider:SetSmallChange(1);
slider:SetLargeChange(10);
slider:SetValue(self:GetScale());
slider.ValueChanged = function(obj)
self:SetScale(obj:GetValue());
obj.labelItem:UpdateLabel();
obj.labelItem:SetChecked(true);
obj.globalItem:SetChecked(false);
end
item:GetItems():Add(sliderItem);
L:SetContext(prevContext);
elseif (itemName == "MouseWheel") then
local prevContext = L:SetContext("MouseWheelMenu");
self:AddSettingsMenuItem(item, "WheelDisabled");
self:AddSettingsMenuItem(item, "WheelForwardFast");
self:AddSettingsMenuItem(item, "WheelForwardSlow");
self:AddSettingsMenuItem(item, "WheelForwardVerySlow");
self:AddSettingsMenuItem(item, "WheelReverseFast");
self:AddSettingsMenuItem(item, "WheelReverseSlow");
self:AddSettingsMenuItem(item, "WheelReverseVerySlow");
L:SetContext(prevContext);
elseif (string.find("|WheelDisabled|WheelForwardFast|WheelForwardSlow|WheelForwardVerySlow|WheelReverseFast|WheelReverseSlow|WheelReverseVerySlow|", "|" .. itemName .. "|")) then
local wheelSpeed = { ["WheelDisabled"] = 0; ["WheelForwardFast"] = 1; ["WheelForwardSlow"] = 0.5; ["WheelForwardVerySlow"] = 0.2; ["WheelReverseFast"] = -1; ["WheelReverseSlow"] = -0.5; ["WheelReverseVerySlow"] = -0.2; };
local checked = (self.settings.wheelSpeed == wheelSpeed[itemName]);
item:SetChecked(checked);
item:SetEnabled(not checked);
item.Click = function()
self.wheelPosition = 0;
self.settings.wheelSpeed = wheelSpeed[itemName];
self:ReapplySettings();
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()
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()
self.settings.orientation = itemName;
self:SaveSettings(false);
self:Redraw();
self:MoveOntoScreen();
end
elseif ((itemName == "Width") or (itemName == "Height")) 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("/BarMenu/SettingsMenu/HeightWidthMenu");
local labelItem = Turbine.UI.MenuItem("", true, false);
labelItem.UpdateLabel = function(obj)
local size = self.settings.visibleSlots;
local text;
if (size == 1) then
text = L:GetText("/BarMenu/SettingsMenu/HeightWidthMenu/Slot");
else
text = L:GetText("/BarMenu/SettingsMenu/HeightWidthMenu/Slots");
end
text = text:gsub("<num>", tostring(size));
obj.Label:SetText(text);
end
labelItem:UpdateLabel();
labelItem.Click = function(obj)
obj.KeepOpen = true;
end
item:GetItems():Add(labelItem);
local sliderItem = Turbine.UI.MenuItem(" ", false, false);
local slider = Turbine.UI.Lotro.ScrollBar();
slider.labelItem = labelItem;
slider:SetSize(200, 10);
slider:SetBackground("Thurallor/SequenceBars/Images/scrollbar_background_horiz.tga");
slider:SetBlendMode(Turbine.UI.BlendMode.Overlay);
slider:SetParent(sliderItem.Label);
slider:SetMinimum(minSize);
slider:SetMaximum(maxSize);
slider:SetSmallChange(1);
slider:SetLargeChange(5);
slider:SetValue(size);
slider.ValueChanged = function(obj)
local size = obj:GetValue();
self.cursorHomePosNudger:SetMaxValue(size);
if (size < self.settings.cursorHomePosition) then
self.settings.cursorHomePosition = size;
end
self:ResizeBar(size);
self:MoveOntoScreen();
obj.labelItem:UpdateLabel();
end
item:GetItems():Add(sliderItem);
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 homePos = self.settings.cursorHomePosition;
local minPos, maxPos = 1, self.settings.visibleSlots;
local labelItem = Turbine.UI.MenuItem(L:GetText("/BarMenu/SettingsMenu/CursorMenu/HomePositionMenu/Slot"):gsub("<num>", ""), true, false);
labelItem.Click = function(obj)
obj.KeepOpen = true;
end
item:GetItems():Add(labelItem);
local nudgerItem = Turbine.UI.MenuItem(" ", false, false);
local nudger = Thurallor.UI.Nudger(nudgerItem, Turbine.UI.Lotro.Font.TrajanPro14, homePos, minPos, maxPos);
nudger:SetWidth(30);
nudger:SetPosition(25, 5);
nudger.ValueChanged = function(obj)
self:Expand();
self.settings.cursorHomePosition = obj:GetValue();
self:SaveSettings(false);
self:Redraw();
end
self.cursorHomePosNudger = nudger;
nudgerItem:SetHeight(nudger:GetHeight() + 5);
nudgerItem.SetSize = function() end; -- don't allow the size to be adjusted by ContextMenu
local container = item:GetItems();
container:Add(nudgerItem);
container:Add(Turbine.UI.MenuItem(" ", false, false));
container:Add(Turbine.UI.MenuItem(" ", false, false));
elseif (itemName == "Style") then
local prevContext = L:SetContext("StyleMenu");
local styles = {};
for name, info in pairs(resources.Cursor) do
local checked = (name == self.settings.cursorStyle);
local text = L:GetText(name);
local style = Turbine.UI.MenuItem(text, not checked, checked);
styles[text] = style;
style.Click = function()
self:SetCursorStyle(name);
self:SaveSettings(false);
self:Redraw();
end
end
-- Display alphabetically.
for text in sorted_keys(styles) do
item:GetItems():Add(styles[text]);
end
L:SetContext(prevContext);
elseif (itemName == "Caption") then
local prevContext = L:SetContext("CaptionMenu");
self:AddSettingsMenuItem(item, "Edit");
self:AddSettingsMenuItem(item, "CaptionPosition");
self:AddSettingsMenuItem(item, "CaptionVisible");
self:AddSettingsMenuItem(item, "CaptionClickable");
L:SetContext(prevContext);
elseif (itemName == "Edit") then
item:SetEnabled(not self.captionEditor);
item.Click = function()
self:EditCaption();
end
elseif (itemName == "CaptionClickable") then
item:SetChecked((not self.settings.caption.clickThru) and (self.settings.caption.visible ~= "Never"));
item:SetEnabled(self.settings.caption.visible ~= "Never");
item.Click = function()
self:SetCaptionClickThru(not self.settings.caption.clickThru);
end
elseif (itemName == "CaptionVisible") then
local prevContext = L:SetContext("CaptionVisibleMenu");
for _, option in pairs(L:GetItems()) do
local subItem = Turbine.UI.MenuItem(L:GetText(option), true, (self.settings.caption.visible == option));
subItem.Click = function()
self:SetCaptionVisible(option);
end
item:GetItems():Add(subItem);
end
L:SetContext(prevContext);
elseif (itemName == "CaptionPosition") then
local prevContext = L:SetContext("CaptionPositionMenu");
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()
self.settings.caption.position = myOrientation;
self:SaveSettings(false);
self:Redraw(true);
self:MoveOntoScreen();
end
elseif (itemName == "Clone") then
item.Click = function()
self.parent:CloneBar(self.objectID);
end
elseif (itemName == "Group") then
self.parent:AddSettingsMenuItem(item, "Root", self);
elseif (itemName == "Global") then
self.manager:AddSettingsMenuItem(item, "Root", self);
elseif (itemName == "Delete") then
item.Click = function()
self.parent:DeleteBar(self.objectID);
end
end
return item;
end
function Bar:SetTransparency(opacity)
self.settings.opacity = opacity;
self:SaveSettings();
self:Redraw(true);
end
function Bar:GetTransparency()
return self.settings.opacity or self.globals.uiOpacity;
end
function Bar:SetScale(scale)
self.settings.scale = scale;
self:SaveSettings();
self:Redraw(true);
end
function Bar:GetScale()
return self.settings.scale or self.globals.uiScale;
end
function Bar:ResizeBar(size)
self:Expand();
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)
if (style == nil) then
style = self.settings.cursorStyle;
end
self.settings.cursorStyle = style;
local resource = resources.Cursor[style];
if (self.cursor) then
self.cursor:SetParent(nil);
self.cursor = nil;
end
self.cursor = Turbine.UI.Control();
self.cursor:SetParent(self.slotContainer);
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(2 + 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 = math.ceil((self.cursorSize - self.settings.slotSize) / 2);
self:SetCursorPos(self.cursorPos);
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 slot appears under the cursor
function Bar:SetCursorSlot(slot)
local prevVisibleSlots = self.visibleSlots;
self.visibleSlots = {};
-- If advanced past the end of the sequence, start over at the beginning.
if (slot > #self.slots) then
slot = 1;
end
-- Find non-hidden slots to the left of the cursor
local gameTime = Turbine.Engine.GetGameTime();
local pos = self.cursorPos - 1;
local s = slot - 1;
while ((pos > 0) and (s > 0)) do
local object = self.slots[s];
if (not (object.hidden or (self.settings.hideInactiveBranches and self.sequence:SlotIsFolded(s, gameTime)))) then
self.visibleSlots[object] = pos;
pos = pos - 1;
end
s = s - 1;
end
self.cursorSlot = slot;
-- Find non-hidden slots to the right of the cursor.
-- Re-evaluate all conditionals except those to the left of the cursor.
pos = self.cursorPos;
s = slot;
while ((pos <= self.displaySlots) and (s <= #self.slots)) do
local object = self.slots[s];
if (object.info.type == "If") then
local success, condResult = pcall(object.condFunc, object, self.manager.player);
object.condResult = (success and condResult) or false; -- nil => false
end
if (not (object.hidden or (self.settings.hideInactiveBranches and self.sequence:SlotIsFolded(s, gameTime)))) then
self.visibleSlots[object] = pos;
pos = pos + 1;
end
s = s + 1;
end
-- If no slots displayed, display the "reset" icon or "gears" if running continuously
if (pos == self.cursorPos) then
if (self.settings.continuous) then
self.visibleSlots[self.gearsSlot] = pos;
else
self.visibleSlots[self.resetSlot] = pos;
end
end
-- Make the old slots invisible
--if (self.settings.caption.text == "AoE Tank") then
-- Puts("prevVisibleSlots = " .. PrettyPrint(prevVisibleSlots, "", 1));
--end
for object, pos in pairs(prevVisibleSlots) do
if (not self.visibleSlots[object]) then
object:SetParent(nil);
object.pos = nil;
end
end
-- Make the new slots visible
--if (self.settings.caption.text == "AoE Tank") then
-- Puts("self.visibleSlots = " .. PrettyPrint(prevVisibleSlots, "", 1));
--end
if (not self.settings.hidden) then
for object, pos in pairs(self.visibleSlots) do
if (not prevVisibleSlots[object]) then
object:SetParent(self.slotContainer);
end
local left, top = self:GetSlotCoords(pos);
object:SetPosition(left - 1, top - 1);
object.pos = pos;
end
end
end
function Bar:StartExecuting()
self.gearsSlot:SetRunning(true);
end
function Bar:StopExecuting()
if (self.Log) then
DoCallbacks(self, "Log", {"halting continuous execution", "BAR"});
end
self.gearsSlot:SetRunning(false);
end
function Bar:SlotClick(s, automatic)
local slot = self.slots[s];
if (automatic) then
if (self.firstAutomaticClick) then
if (self.wrapped and (s >= self.firstAutomaticClick)) then
self.firstAutomaticClick = nil;
-- If running continuously, tell the Gears object to perform a click at the next update ("Tick")
if (self.settings.continuous) then
self.gearsSlot.Tick = function()
self.gearsSlot.Tick = nil; -- only once
local slot = self.slots[self.cursorSlot];
if (slot.info.automatic) then
self:SlotClick(s, true);
end
end
end
return;
end
else
self.firstAutomaticClick = s;
self.wrapped = false;
end
else
self.firstAutomaticClick = nil;
self.clickedPos = slot.pos;
self.clickedSlot = s;
self.reevaluatingConditionals = {};
end
-- Do the action associated with the slot, if any
if (slot.actionFunc) then
if (self.Log) then
DoCallbacks(self, "Log", {"(slot " .. tostring(s) .. ") executing: " .. slot.info.type, "SPECIAL-SLOT"});
if (slot.info.type == "GenerateEvent") then
DoCallbacks(self, "Log", {"generated: " .. slot.info.eventName, "EVENT"});
end
end
pcall(slot.actionFunc, slot, s);
end
-- Process reset slots
if (slot.info.type == "Reset") then
return self:Reset();
end
-- Process conditionals (if/then/else) and Lua scripts.
if (slot.info.type == "If") then
local success, condResult = pcall(slot.condFunc, slot, self.manager.player);
slot.condResult = (success and condResult) or false; -- nil => false
if (self.Log) then
DoCallbacks(self, "Log", {"(slot " .. tostring(s) .. ") evaluating conditional: " .. tostring(slot.condResult), "SPECIAL-SLOT"});
end
if (automatic and slot.info.reevaluate) then
self:ReevaluateContinuously(s);
end
if (not slot.condResult) then
if (slot.elseSlot) then
s = slot.elseSlot - 1;
elseif (slot.endIfSlot) then
s = slot.endIfSlot - 1;
end
end
elseif (slot.info.type == "Else") then
doElse = true;
if (slot.ifSlot) then
doElse = not self.slots[slot.ifSlot].condResult;
end
if (slot.endIfSlot and not doElse) then
s = slot.endIfSlot - 1;
end
end
local nextSlot = s + 1;
-- If a previous advancement callback was never called, unregister it.
self:UnregisterAdvanceCallback();
if (slot.info.advanceEvent) then
if (slot.info.advanceEvent == "ItemEquipped") then
if (not IsEquipped(slot:GetItemName())) then
slot.advanceFunc["ItemEquipped"] = function()
self:UnregisterAdvanceCallback();
-- if (IsEquipped(slot:GetItemName()) then
self:AdvanceToSlot(nextSlot, "item equipped");
-- end
end
AddCallback(Thurallor.Utils.Watcher, "ItemEquipped", slot.advanceFunc["ItemEquipped"]);
table.insert(self.advancement, { object = Thurallor.Utils.Watcher, event = "ItemEquipped", func = slot.advanceFunc["ItemEquipped"] });
end
elseif (slot.info.advanceEvent == "DelayComplete") then
slot.advanceFunc["Reset"] = function()
self:UnregisterAdvanceCallback();
self:AdvanceToSlot(nextSlot, "delay complete");
if (self.settings.continuous) then
self.gearsSlot:SetDelaying(false);
end
end
AddCallback(slot, "Reset", slot.advanceFunc["Reset"]);
table.insert(self.advancement, { object = slot, event = "Reset", func = slot.advanceFunc["Reset"] });
elseif (slot.info.advanceEvent == "SkillExecuted") then
local skillNames = slot:GetSkillNames();
if (skillNames) then
local skill = slot:GetSkill();
if (skill) then
-- For most skills, we can use the ResetTimeChanged event to detect execution.
if (not slot.info.executeDetectByChat) then
slot.advanceFunc["ResetTimeChanged"] = function()
self:UnregisterAdvanceCallback();
self:AdvanceToSlot(nextSlot, "skill executed (cooldown reset detected)");
end
AddCallback(skill, "ResetTimeChanged", slot.advanceFunc["ResetTimeChanged"]);
table.insert(self.advancement, { object = skill, event = "ResetTimeChanged", func = slot.advanceFunc["ResetTimeChanged"] });
-- For other skills, we can wait for chat message indicating skill has fired.
else
for _, altName in pairs(skillNames) do
slot.advanceFunc[altName] = function(_, args)
if ((args.ChatType == Turbine.ChatType.PlayerCombat) and (string.find(args.Message, altName, 1, true))) then
self:UnregisterAdvanceCallback();
self:AdvanceToSlot(nextSlot, "skill executed (observed in combat log)");
end
end
AddCallback(Turbine.Chat, "Received", slot.advanceFunc[altName]);
table.insert(self.advancement, { object = Turbine.Chat, event = "Received", func = slot.advanceFunc[altName] });
end
end
-- Toggle skills only have a chat message when activated; when deactivated, they get a ResetTimeChanged
-- event. Shouldn't be a problem, since by that time we won't be watching any more.
else
-- The skill is unlearned, so it won't ever execute.
table.insert(self.advancement, { object = Turbine.Chat, event = "Never" });
end
else
Puts("Unknown skill in slot " .. s .. "; don't know how to detect its execution");
end
end
end
-- If skill requires a target, don't advance.
if (slot.info.requireTarget) then
if ((slot.info.type == "SelectTarget") and (slot.entity == nil)) then
if (self.Log) then
DoCallbacks(self, "Log", {"failed: selection failed", "ADVANCE"});
end
return;
elseif (Thurallor.Utils.Watcher.targetObject == nil) then
if (self.Log) then
DoCallbacks(self, "Log", {"failed: target required", "ADVANCE"});
end
self:UnregisterAdvanceCallback();
return;
end
end
-- Advance immediately.
if (not next(self.advancement)) then
self:AdvanceToSlot(nextSlot);
end
end
function Bar:ReevaluateContinuously(s)
local slot = self.slots[s];
-- Reevaluate this conditional at the next frame update:
table.insert(self.reevaluatingConditionals, { slot.condFunc, slot.condResult, s });
self:SetWantsUpdates(true);
end
function Bar:StartSlotCooldown(s, delay)
local slot = self.slots[s];
slot.hiddenAfterReset = slot.hidden;
if (self.settings.continuous) then
self.gearsSlot:SetDelaying(true);
else
slot.hidden = false;
self:SetCursorPos(self.clickedPos);
self:SetCursorSlot(s);
end
slot:StartCooldown(delay);
end
function Bar:UnregisterAdvanceCallback()
if (next(self.advancement)) then
for _, info in pairs(self.advancement) do
RemoveCallback(info.object, info.event, info.func);
end
self.advancement = {};
end
end
function Bar:AdvanceToSlot(s, cause)
if (s > #self.slots) then
self.wrapped = true;
self.reevaluatingConditionals = {};
s = 1;
end
local slot = self.slots[s];
if (self.Log) then
if (cause) then
DoCallbacks(self, "Log", {"to slot " .. tostring(s) .. ", caused by: " .. cause, "ADVANCE"});
else
DoCallbacks(self, "Log", {"to slot " .. tostring(s), "ADVANCE"});
end
end
-- If the user didn't click on the currently selected slot, move the cursor.
if (self.clickedPos ~= self.cursorPos) then
self:SetCursorPos(self.clickedPos);
end
-- If the next slot is automatic, auto-click it.
if (slot.info.automatic) then
self:SetCursorSlot(s);
return self:SlotClick(s, true);
end
-- If animation is disabled via settings, or stopped via a "Stop" slot, refold the slots and do nothing further.
if ((self.settings.animation.duration == -1) or self.animationStopped) then
self:SetCursorSlot(self.clickedSlot);
return;
end
-- Do animation.
self:SetCursorSlot(s);
if (self.settings.animation.duration > 0) then
self:Animate(0);
end
end
function Bar:Update()
local wantsMoreUpdates = false;
if (self.animationStartTime) then
local timeDelta = Turbine.Engine.GetGameTime() - self.animationStartTime;
if (timeDelta > 0) then
self:Animate(timeDelta);
end
if (self.animationStartTime) then
wantsMoreUpdates = true;
end
end
-- if (self.delayedClick) then
-- self:SlotClick(self.delayedClick, true);
-- if (self.delayedClick) then
-- wantsMoreUpdates = true;
-- end
-- end
if (self.mouseInside) then
local mouseLeft, mouseTop = Turbine.UI.Display:GetMousePosition();
if (not self:MouseInside(mouseLeft, mouseTop)) then
self:MouseDepart();
end
if (self.mouseInside) then
wantsMoreUpdates = true;
end
end
local firstConditional = self.reevaluatingConditionals[1];
if (firstConditional) then
for _, condInfo in ipairs(self.reevaluatingConditionals) do
local condFunc, prevResult, s = unpack(condInfo);
local slot = self.slots[s];
local success, condResult = pcall(condFunc, slot, self.manager.player);
condResult = (success and condResult) or false; -- nil => false
if (condResult ~= prevResult) then
self.reevaluatingConditionals = {};
self:AdvanceToSlot(firstConditional[3], "condition at slot " .. tostring(s) .. " changed from " .. tostring(prevResult) .. " to " .. tostring(condResult));
break;
end
end
wantsMoreUpdates = true;
end
if (not wantsMoreUpdates) then
self:SetWantsUpdates(false);
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;
self.animationStartTime = nil;
end
local displacement = math.floor(self.animationDistance * (1 - progress));
if (self.settings.orientation == "Up") then
self.slotContainer:SetTop(self.slotsTop - displacement);
elseif (self.settings.orientation == "Down") then
self.slotContainer:SetTop(self.slotsTop + displacement);
elseif (self.settings.orientation == "Left") then
self.slotContainer:SetLeft(self.slotsLeft - displacement);
elseif (self.settings.orientation == "Right") then
self.slotContainer:SetLeft(self.slotsLeft + 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.slots[self.cursorSlot]:SetVisible(false);
self.slots[self.cursorSlot]:SetVisible(true);
end
function Bar:Destroy()
if (self.sequenceEditor) then
self.sequenceEditor:Close();
end
-- Unregister as event generator
self.manager:SetEventGenerators(false, self);
Node.Destroy(self);
self.manager:SetIncludees(self.objectID, nil);
end
function Bar:GetVisibleLeft()
local left = self:GetSlotsScreenCoords();
return left;
end
function Bar:SetVisibleLeft(left)
self:OffsetPosition(left - self:GetVisibleLeft(), 0);
end
function Bar:GetVisibleTop()
local _, top = self:GetSlotsScreenCoords();
return top;
end
function Bar:SetVisibleTop(top)
self:OffsetPosition(0, top - self:GetVisibleTop());
end
function Bar:GetVisibleWidth()
local _, _, width = self:GetSlotsScreenCoords();
return width;
end
function Bar:GetVisibleHeight()
local _, _, _, height = self:GetSlotsScreenCoords();
return 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.slotContainer:GetHeight() - slotSize - offset;
elseif (self.settings.orientation == "Down") then
left = self.cursorMargin;
top = offset;
elseif (self.settings.orientation == "Left") then
left = self.slotContainer:GetWidth() - slotSize - offset;
top = self.cursorMargin;
else -- "Right"
left = offset;
top = self.cursorMargin;
end
return left, top
end
function Bar:Find(fromCtl)
fromCtl.KeepOpen = true;
self:MoveOntoScreen();
self.zoomer = Thurallor.UI.Zoomer(fromCtl, self, 1.5);
AddCallback(self.zoomer, "ZoomComplete", function()
Turbine.UI.Window.Activate(self);
self:Flash();
self.zoomer = nil;
fromCtl:GetParent():GetParent():Close();
end);
end
function Bar:MoveOntoScreen()
local screenWidth, screenHeight = Turbine.UI.Display:GetWidth(), Turbine.UI.Display:GetHeight();
local left, top = self:PointToScreen(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:Activate();
self.caption.startTime = Turbine.Engine.GetGameTime();
self.caption.label:SetVisible(true);
if (not self.marquee) then
self.marquee = Thurallor.UI.Marquee();
self.marquee:SetParent(self);
self.marquee:SetSize(self:GetSize());
end
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.clickThru) and (self.settings.caption.visible ~= "Never"));
caption:SetWantsUpdates(false);
self.marquee:SetParent(nil);
self.marquee = nil;
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
function Bar:RenameUserEvent(oldName, newName)
-- Update event behaviors
Node.RenameUserEvent(self, oldName, newName);
-- Update "Generate User Event" slots
local oldEvents = self.sequence:GetEvents();
if (oldEvents[oldName]) then
for s, info in ipairs(self.settings.sequenceItemInfo) do
if ((info.type == "GenerateEvent") and (info.eventName == oldName)) then
info.eventName = newName;
end
end
end
-- Update sequence editor, if such a slot is currently being edited
if (self.sequenceEditor) then
self.sequenceEditor:Redraw();
end
--self:Rebuild();
--Manager needs to rebuild all bars after the change is complete, since included bars may not be changed yet.
end