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LoTROInterface SVN Palantir

[/] [trunk/] [DigitalUtopia/] [Palantir/] [MainWindow.lua] - Rev 142

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import "DigitalUtopia.DUInterface";
import "DigitalUtopia.Utilsx";
import "Turbine.UI";
import "Turbine.UI.Lotro";
import "Turbine.Gameplay";
--import "DigitalUtopia.Utilsx.Class";

MainWindow = class( Turbine.UI.Window );

function MainWindow:Constructor()
        Turbine.UI.Window.Constructor( self );
        self:SetVisible(true);
        self.l=self:GetLeft();
        self:SetSize(520,300);
        self:SetMouseVisible(false);
        self.Override = false;
        self.isLocked=true;
        self.doLayout=false;
        self.hideUI=false;
        self.mouseDown=false;
        self.dragXoffset=0;
        self.dragYoffset=0;
        self.onlyInCombat=false;
        self.inCombat=false;
        self.oocCriteriaMode = 1;
        self.showDebuffBar=true;
        self.dbbOpacity=1;
        self.dbbIndOpacity=1;
        self.barOpacity=1;
        self.txtOpacity=1;
        self.pvGroupTextDisplay=true;
        self.pvGroupTextPosition=true;
        self.holdSetup=true;
        self.setupPending=false;
        self.setupVisible=false;
        self.mainFading = false;
        self.dbbFading = false;       
        self.mainHidden=false;
        self.dbbHidden=false;
        self.x=0;
        self.fadeOutTimer = DigitalUtopia.Utilsx.Timer();
        self.fadeOutDbbTimer=DigitalUtopia.Utilsx.Timer();
        function round(num, idp)
        local mult = 10^(idp or 0)
        return math.floor(num * mult + 0.5) / mult
        end
        self:SetWantsUpdates(true);
        self:SetWantsKeyEvents(true);
        self.posWindow=PosWindow();
        self.posWindow:SetParent(self);
        self.posWindow:SetSize(520,300);
        self.player = Turbine.Gameplay.LocalPlayer.GetInstance()
        self.moraleBar=MainBar(0);
        self.moraleBar:SetParent(self);
        self.moraleBar:SetPosition(0,0);
        self.powerBar=MainBar(1);
        self.powerBar:SetParent(self);
        self.powerBar:SetPosition(170,0);
        
        self.moraleBar.SetColor(0,255,0);
        self.moraleBar.defaultColor={r=0,g=255,b=0};
        self.moraleBar.SetGfxOpacity(.5);
        self.powerBar.SetColor(0,150,255);
        self.powerBar.defaultColor={r=0,g=150,b=255};
        self.powerBar.SetGfxOpacity(.5);
        self.moraleBar.SetTextOpacity(1);
        self.powerBar.SetTextOpacity(1);
        

        
        self.dbb = DebuffBar();
        self.dbb:SetParent(self);
        self.dbb:SetLeft((self:GetWidth()-self.dbb:GetWidth())/2);
        self.dbb:SetTop(self:GetHeight()-self.dbb:GetHeight());
        --self.dbb:SetBackColor(Turbine.UI.Color(0,0,0));
        --self.test=DigitalUtopia.Utilsx.Animator();
        --self.test:SetParent(self);

        --replace the following line(s) with setup information
        --[[self.testButton = Turbine.UI.Lotro.Button();
        self.testButton:SetSize(30,30);
        self.testButton:SetPosition(100,100);
        self.testButton:SetParent(self);
        self.player:RegisterForClickHandling(self.testButton);
        self.linkText=true;]]--
        
        if(self.linkText==true)then
                self.moraleBar.SetTextPosition(Turbine.UI.ContentAlignment.BottomRight);
                self.powerBar.SetTextPosition(Turbine.UI.ContentAlignment.BottomRight);
        else
                
        
        end
        self.setupReady=function()
        
        end
        
        self.displayAll=function()
                
                self:SetVisibility("visible");
                self.mainHidden=false;
                self.dbbHidden=false;
                if(self.showDebuffBar==true)then
                        self.dbb.SetBarOpacity(self.dbbOpacity);
                        if (self.dbb.displayMode==2)then
                                self.dbb:SetOpacity(1);
                                self.dbb.SetIndOpacity(self.dbbIndOpacity);
                                self.dbb.qsWindow:SetVisible(true);
                        end
                end
                
        end
        
        self.FadeOutMain=function()
                self.holdSetup=true;
                self.mainFading=true;
                self.fadeOutTimer.AutoReset=true;
                self.fadeOutTimer.Interval=0.033;
                self.fadeOutTimer.Start();
                
        end
        
        self.FadeOutDbb=function()
                self.holdSetup=true;
                self.dbbFading=true;
                self.fadeOutDbbTimer.AutoReset=true;
                self.fadeOutDbbTimer.Interval=0.033;
                self.fadeOutDbbTimer.Start();
        end
        
        
        
        self.fadeOutDbbTimer.TimerElapsed=function(sender,args)
                dbbOpacityRate=0;
                dbbCurableRate=0;
                dbbIndRate=0;
                if (self.showDebuffBar==true)then
                        dbbOpacityRate = self.dbbOpacity/30;            
                        if (self.dbb.displayMode==2)then
                                dbbCurableRate=.033;
                                dbbIndRate=self.dbbIndOpacity/30;
                        end
                end
                dbo= self.dbbOpacity - (self.fadeOutDbbTimer.count * dbbOpacityRate);
                dbi= self.dbbIndOpacity - (self.fadeOutDbbTimer.count * dbbIndRate);
                co= 1-(self.fadeOutDbbTimer.count * dbbCurableRate);
                self.dbb.SetBarOpacity(dbo);
                self.dbb.SetIndOpacity(dbi);
                self.dbb:SetOpacity(co);
                if (dbo <= 0)then
                        self.fadeOutDbbTimer.Stop();
                        self.dbbFading=false;
                        self.holdSetup=false;
                        self.dbbHidden=true;
                        self.dbb.qsWindow:SetVisible(false);
                        if (self.setupPending==true)then
                                self.setupReady();
                        end
                end
        end
        
        self.fadeOutTimer.TimerElapsed=function(sender,args)
                local barOpacityRate = self.barOpacity/30;
                local textOpacityRate = self.txtOpacity/30;
                local bo = self.barOpacity - (self.fadeOutTimer.count * barOpacityRate);
                local to = self.txtOpacity -(self.fadeOutTimer.count * textOpacityRate);
                self.SetBarOpacity(bo);
                self.SetTxtOpacity(to);
                
                
                if (bo <= 0)then
                        self.fadeOutTimer.Stop();
                        self:SetVisibility("hidden");
                        self.SetBarOpacity(self.barOpacity);
                        self.SetTxtOpacity(self.txtOpacity);
                        self.holdSetup=false;
                        self.mainHidden=true;
                        self.mainFading=false;
                end
                --self.mWindow.dbb.qsWindow:SetOpacity(co);
                
                
        end
        
        function self:SetVisibility(bool)
                if(bool=="visible")then
                        self.moraleBar:SetVisible(true);
                        self.powerBar:SetVisible(true);
                elseif(bool=="hidden")then
                        self.moraleBar:SetVisible(false);
                        self.powerBar:SetVisible(false);
                end
        end
        
        self.Update=function(sender,args)
                --self:SetVisible(false);
                --self:SetVisible(true);
                
                if (self.Override == false)then
                        if(self.onlyInCombat==true)then
                                
                        
                                if(self.player:IsInCombat()==true)then
                                        self.inCombat=true;
                                        if(self.hideUI==false)then
                                                self.displayAll();
                                        end
                                        if (self.showDebuffBar==true)then
                                                --self.dbb:SetVisible(true);
                                        end
                                else
                                        self.inCombat=false;
                                        if (self.dbb.GetIndicatorCount()==0 and self.dbbFading==false)then
                                                        if(self.dbbHidden==false)then   
                                                                self.FadeOutDbb();
                                                        end
                                                end
                                                --if(self.mainFading==true)then Turbine.Shell.WriteLine("true")else Turbine.Shell.WriteLine("false")end
                                        if(self.setupVisible==false and self.mainFading==false)then
                                                if(self.mainHidden==false)then
                                                        
                                                        if(self.oocCriteriaMode==1)then
                                                                
                                                                if(round(self.player:GetMorale(),0)==round(self.player:GetMaxMorale(),0) and round(self.player:GetPower(),0)==round(self.player:GetMaxPower(),0))then
                                                                        self.FadeOutMain();
                                                                end
                                                        elseif(self.oocCriteriaMode==2)then
                                                                if(round(self.player:GetMorale(),0)==round(self.player:GetMaxMorale(),0))then
                                                                        self.FadeOutMain();
                                                                end
                                                        elseif(self.oocCriteriaMode==3)then
                                                                        if(round(self.player:GetPower(),0)==round(self.player:GetMaxPower(),0))then
                                                                                self.FadeOutMain();
                                                                        end
                                                        else
                                                                self.FadeOutMain();
                                                        end
                                                end
                                        end
                                end
                        end
                
                
                        self.moraleBar.SetDisplay(round(self.player:GetMorale(),0),round(self.player:GetMaxMorale(),0),round(self.player:GetTemporaryMorale(),0),round(self.player:GetMaxTemporaryMorale(),0),round(self.player:GetBaseMaxMorale(),0));
                        self.powerBar.SetDisplay(round(self.player:GetPower(),0),round(self.player:GetMaxPower(),0),0,0,round(self.player:GetBaseMaxPower(),0));
                
                end
        end
        
        self.posWindow.topBar.MouseDown=function(sender,args)   
                self.isLocked=false;
                self.mouseDown = true;
                self.dragXoffset=(self:GetLeft()+args.X)-self:GetLeft();
                self.dragYoffset=(self:GetTop()+args.Y)-self:GetTop();
                self.posWindow.doMouse(2);
        end
        
        self.posWindow.topBar.MouseUp=function(sender,args)
                self.isLocked=true;
                self.mouseDown = false;
                self.posWindow.doMouse(1);
        end

        self.posWindow.topBar.MouseMove=function(sender,args)
                if(self.mouseDown==true)then
                self:SetLeft((self:GetLeft()+args.X)-self.dragXoffset);
                self:SetTop((self:GetTop()+args.Y)-self.dragYoffset);
                
                self.PosChanged(self:GetLeft(),self:GetTop())

                self.posWindow.getLeft=self:GetLeft();
                self.posWindow.getTop=self:GetTop();
                self.posWindow:SetTooltip();
                end
        end
        
        self.PosChanged=function(x,y)
                
        end
        
        self.KeyDown = function(sender,args)
                if (args.Action == 268435579)then
                
                        if(self.doLayout==true)then
                                self.doLayout=false;
                                self.positionMode();
                                self.posWindow:SetVisible(false);
                        else
                                self.doLayout=true;
                                if(self.hideUI==false)then
                                self.positionMode();
                                self.posWindow:SetVisible(true);
                                end
                        end
                end
                if (args.Action == 268435635)then
                        
                        if(self.hideUI==true)then
                                self.hideUI=false;
                                self.hidingUI();
                                if(self.onlyInCombat==false)then
                                        self:SetVisibility("visible");
                                elseif(self.onlyInCombat==true and self.inCombat==true)then
                                        self:SetVisibility("visible");
                                end
                                if(self.doLayout==true)then
                                        self.positionMode();
                                        self.posWindow:SetVisible(true);
                                end
                                if(self.showDebuffBar==true)then
                                self.dbb:SetVisible(true);
                                end
                        else
                                self.hideUI=true;
                                self.hidingUI();
                                self:SetVisibility("hidden");
                                self.posWindow:SetVisible(false);
                                self.dbb:SetVisible(false);
                                
                        end
                end
        end
        
        self.positionMode=function()
        
        end
        
        self.hidingUI=function()
        
        end
        
        
        self.SetBarOpacity=function(num)
                self.moraleBar.SetGfxOpacity(num);
                self.powerBar.SetGfxOpacity(num);
        end
        
        self.SetTxtOpacity=function(num)
                self.moraleBar.SetTextOpacity(num);
                self.powerBar.SetTextOpacity(num);
        end
        
        self.SetDbbPosition=function(pct)
        self.dbb:SetTop((400*pct)+(220));
        self:SetHeight((self.dbb:GetTop()+self.dbb:GetHeight()))
        self.posWindow.SizeChanged();
        end
        
        self.SetEffects=function(bl,bar)
                bar.enableEffects=bl;
        end
        
        self.SetBlending=function(bl,bar)
                bar.enableBlending=bl;
        end
        
        self.SetTwoColor=function(bl,bar)
                bar.enableTwoColor=bl;
        end
        
        self.SetDefaultColor=function(color,bar)
                bar.SetColor(color.R*255,color.G*255,color.B*255);
                bar.defaultColor={r=(color.R*255),g=(color.G*255),b=(color.B*255)};
                
        end
        
        self.SetColorOne=function(color,bar)
                bar.color1.r=color.R*255;
                bar.color1.g=color.G*255;
                bar.color1.b=color.B*255;
        end
        
        self.SetColorTwo=function(color,bar)
                bar.color2.r=color.R*255;
                bar.color2.g=color.G*255;
                bar.color2.b=color.B*255;
        end
        
        self.SetPctOne=function(pct,bar)
                bar.color1.pct=pct;
        end
        
        self.SetPctTwo=function(pct,bar)
                bar.color2.pct=pct;
        end
        
        self.SetLevel=function(pct,bar)
                if(bar=="morale")then
                        self.clevel=round(self.player:GetMaxMorale(),0)*pct;
                        self.moraleBar.SetDisplay(self.clevel,round(self.player:GetMaxMorale(),0),0,0,round(self.player:GetBaseMaxMorale(),0));
                        --self:SetVisibility("hidden");
                        --self:SetVisibility("visible");
                else
                        self.clevel=round(self.player:GetMaxPower(),0)*pct;
                        self.powerBar.SetDisplay(self.clevel,round(self.player:GetMaxPower(),0),0,0,round(self.player:GetBaseMaxPower(),0));
                        --self:SetVisibility("hidden");
                        --self:SetVisibility("visible");
                end
        end
        
        self.SetTextPosition=function(posNum,bar)
                local pos;
                if(posNum==1)then
                        pos=Turbine.UI.ContentAlignment.BottomRight;
                elseif(posNum==2)then
                        pos=Turbine.UI.ContentAlignment.BottomCenter;
                elseif(posNum==3)then
                        pos=Turbine.UI.ContentAlignment.BottomLeft;
                elseif(posNum==4)then
                        pos=Turbine.UI.ContentAlignment.MiddleRight;
                elseif(posNum==5)then
                        pos=Turbine.UI.ContentAlignment.MiddleLeft;
                elseif(posNum==6)then
                        pos=Turbine.UI.ContentAlignment.TopRight;
                elseif(posNum==7)then
                        pos=Turbine.UI.ContentAlignment.TopCenter;
                else
                        pos=Turbine.UI.ContentAlignment.TopLeft;
                end
                bar.SetTextPosition(pos);
        end
        
        self.SetTextDisplay=function(disNum,bar)
                bar.textDisplayType=disNum;
                self.moraleBar.SetDisplay(round(self.player:GetMorale(),0),round(self.player:GetMaxMorale(),0),round(self.player:GetTemporaryMorale(),0),round(self.player:GetMaxTemporaryMorale(),0),round(self.player:GetBaseMaxMorale(),0));
                self.powerBar.SetDisplay(round(self.player:GetPower(),0),round(self.player:GetMaxPower(),0),0,0,round(self.player:GetBaseMaxPower(),0));
        
        end
        
        self.SetOverride=function(bool)
                if(bool==true)then
                        self.Override=true;
                        self.dbb.Override=true;
                else
                        self.Override=false;
                        self.dbb.Override=false;
                end
        end
        
        self.player.MaxTemporaryMoraleChanged=function(sender,args)
                if (self.moraleBar:IsVisible()==true)then
                        self.moraleBar:SetVisible(false);
                        self.moraleBar:SetVisible(true);
                else
                        self.moraleBar:SetVisible(true);
                        self.moraleBar:SetVisible(false);
                end
        end
        
        self.player.BaseMaxMoraleChanged=function(sender,args)
                if (self.moraleBar:IsVisible()==true)then
                        self.moraleBar:SetVisible(false);
                        self.moraleBar:SetVisible(true);
                else
                        self.moraleBar:SetVisible(true);
                        self.moraleBar:SetVisible(false);
                end
        end
        
        self.player.TemporaryMoraleChanged=function(sender,args)
                if (self.moraleBar:IsVisible()==true)then
                        self.moraleBar:SetVisible(false);
                        self.moraleBar:SetVisible(true);
                else
                        self.moraleBar:SetVisible(true);
                        self.moraleBar:SetVisible(false);
                end
        end
        
        self.WindowManager=function(str)
        --This should handle the main states. First, when the setup window opens, everything that is hidden via
        --out of combat should appear, without opening anything that is hidden via the setup window. 
        
        end
end

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