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UI.lua
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UI.lua
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local RaidNotifier = RaidNotifier
local Util = RaidNotifier.Util
local GetGameTimeMillis = GetGameTimeMilliseconds
local strfmt = string.format
do
local UI_FRAGMENT
local CUSTOM_ANCHORS = --for managing control position with a none-TOPLEFT anchor
{
[CENTER] = function(ctrl) return ctrl:GetCenter() end,
[TOPLEFT] = function(ctrl) return ctrl:GetLeft(), ctrl:GetTop() end,
}
local function GetSettingForControl(control)
local settings = RaidNotifier.Vars[control.category]
return settings and settings[control.key]
end
function RaidNotifier:AddFragment()
if not UI_FRAGMENT then
UI_FRAGMENT = ZO_HUDFadeSceneFragment:New(RaidNotifierUI)
end
HUD_SCENE:AddFragment(UI_FRAGMENT)
HUD_UI_SCENE:AddFragment(UI_FRAGMENT)
end
function RaidNotifier:RemoveFragment()
if not UI_FRAGMENT then
UI_FRAGMENT = ZO_HUDFadeSceneFragment:New(RaidNotifierUI)
end
HUD_SCENE:RemoveFragment(UI_FRAGMENT)
HUD_UI_SCENE:RemoveFragment(UI_FRAGMENT)
end
local function SetElementPosition(ctrl, position)
local initial = ctrl.initialAnchor or {}
ctrl:ClearAnchors()
ctrl:SetAnchor(position[3] or TOPLEFT, initial.relativeTo or RaidNotifierUI, position[4] or TOPLEFT, position[1], position[2])
end
local function SaveElementPosition(ctrl)
local settings = GetSettingForControl(ctrl)
if settings and settings.position then -- move this to GetSettingForControl?
settings = settings.position
end
if not settings then
--df("Could not find saved position for '%s'", ctrl:GetName())
else
local anchor = settings[3] or TOPLEFT
settings[1], settings[2] = CUSTOM_ANCHORS[anchor](ctrl)
-- After moving UI element it's "relative point" and "point" may also be recalculated
-- Getting position by GetCenter() or GetLeft() / GetTop() will mind "relative point" = TOPLEFT it seems
-- That's why settings[4] doesn't saved here, thus default TOPLEFT will be loaded instead
end
end
local function LoadElementPosition(ctrl)
local settings = GetSettingForControl(ctrl)
if settings and settings.position then -- move this to GetSettingForControl?
settings = settings.position
end
if not settings then
--df("Could not find saved position for '%s'", ctrl:GetName())
else
SetElementPosition(ctrl, settings)
end
end
local elements = {}
function RaidNotifier:RegisterElement(ctrl)
if type(ctrl) == "string" then
ctrl = RaidNotifierUI:GetNamedChild(ctrl)
end
elements[ctrl.key] = ctrl --just save by key as it probably never conflicts
ctrl:SetHandler("OnMoveStop", SaveElementPosition)
LoadElementPosition(ctrl)
return ctrl
end
function RaidNotifier:ResetElement(ctrl)
if type(ctrl) == "string" then
ctrl = RaidNotifierUI:GetNamedChild(ctrl)
end
if ctrl.initialAnchor then
SetElementPosition(ctrl, {
ctrl.initialAnchor.offsetX,
ctrl.initialAnchor.offsetY,
ctrl.initialAnchor.relativePoint,
ctrl.initialAnchor.point
})
end
end
function RaidNotifier:SetElementHidden(category, key, hidden)
local ctrl = elements[key]
if ctrl then
ctrl:SetHidden(hidden)
end
end
function RaidNotifier:HideAllElements()
for k, elem in pairs(elements) do
elem:SetHidden(true)
end
end
function RaidNotifier:GetElement(category, key)
return elements[key]
end
end
-- --------------------
-- -- ULTIMATE WINDOW
do --------------------
local window = nil
function RaidNotifier:InitializeUltimateWindow(control, mode)
window = self:RegisterElement(control)
-- do more with mode for initial display?
self:UpdateUltimateWindow(nil, mode)
end
function RaidNotifier:UpdateUltimateWindow(sortedUlti, mode)
if not window then return end
local settings = self.Vars.ultimate
if sortedUlti then
local text = "Ultimates:" --TODO: grab text from abilityId??
for i, data in ipairs(sortedUlti) do
local name = settings.useDisplayName and data.userName or data.name
local c1,c2 = "",""
if settings.useColor then
if data.percent >= 100 then
c1,c2 = "|c00ff00","|r"
elseif data.percent >= 80 then
c1,c2 = "|ccccc00","|r"
end
end
text = string.format("%s\n%s%s %d%%%s", text, c1, name, zo_min(data.percent, 100), c2)
end
window.label:SetText(text)
end
if mode ~= nil then
window:SetHidden(mode)
end
end
end
-- -------------------
-- -- RNTIMER OBJECT
do -------------------
local UPDATE_RATE = 0.05
local OnUpdate = nil --forwarding
local refCounter = Util.RefCounter:New("TimerCounter",
function() -- on getting atleast one reference
RaidNotifierUI:SetHandler("OnUpdate", OnUpdate)
end,
function() -- on reaching zero references
RaidNotifierUI:SetHandler("OnUpdate", nil)
end)
-- TODO: switch to a proper pool?
local activeTimers = {}
local nextUpdate = 0
OnUpdate = function(self, updateTime)
if (updateTime >= nextUpdate) then
for id, timer in pairs(activeTimers) do
timer:Update(updateTime)
end
nextUpdate = updateTime + UPDATE_RATE
end
end
-- Base Timer
local timerId = 1
local Timer = ZO_Object:Subclass()
function Timer:New(...)
local object = ZO_Object.New(self)
object:Initialize(...)
return object
end
function Timer:Initialize(control, formatter, onCompleteFn) -- control.type = LABEL
self.control = control
local function DefaultFormatter(remaining)
return ZO_FormatTime(remaining, TIME_FORMAT_STYLE_DESCRIPTIVE_MINIMAL_SHOW_TENTHS_SECS)
end
self.formatter = formatter or DefaultFormatter
self.onCompleteFn = onCompleteFn
self.start = 0
self.finish = 0
-- fading (ignored for base timer)
self.fadeTime = 0
self.isFading = false
self.timerId = timerId
timerId = timerId + 1
end
function Timer:SetText(text)
self.control:SetText(text)
end
function Timer:Reset()
-- placed here since there are several places that might stop the timer
refCounter:Decr()
-- remove it from active list even if it may not have been on there
activeTimers[self.timerId] = nil
-- reset base
self.start = 0
self.finish = 0
-- reset fading
self.isFading = false
self:SetFade(1)
-- additional fade reset for subclasses
self:ResetFade()
end
function Timer:OnComplete(forceStopped)
--TODO: hide control by default here?
if self.onCompleteFn then
self.onCompleteFn(self, forceStopped)
end
--self:Reset()
end
function Timer:IsActive()
return self.start > 0
end
function Timer:Start(start, finish, fadeTime)
if self:IsActive() then
self:Reset() -- TODO: reset manually instead?
end
-- increment counter for active timers
refCounter:Incr()
-- show timer
self:SetHidden(false)
-- add to active list
activeTimers[self.timerId] = self
-- base
self.start = start
self.finish = finish
-- fading (if supported)
if fadeTime ~= nil then
self:SetFadeTime(fadeTime)
end
-- use Update to setup (initial) values
self:Update(start)
end
-- Use this to force a timer to stop
function Timer:Stop(skipFade)
--only stop if we are active
if self:IsActive() then
if skipFade or self.fadeTime == 0 then
self:OnComplete()
self:Release()
else
self:SetExpired()
end
end
end
function Timer:Release()
self:SetHidden(true)
self:Reset()
end
function Timer:SetHidden(hidden)
self.control:SetHidden(hidden)
end
-- base timer cannot fade
function Timer:SetFadeTime(fadeTime)
-- do nothing
end
function Timer:SetFade(fade)
-- do nothing
end
function Timer:ResetFade()
-- do nothing
end
function Timer:SetExpired()
-- do nothing
end
-- update timer and handle fading for subclasses that support it
function Timer:Update(currentTime)
local remaining = self.finish - currentTime
if (remaining <= self.fadeTime) then -- done with timer and done with possible fading
self:OnComplete()
self:Release()
elseif (remaining <= 0) then -- handle fading, won't occur for base timer tho
if (not self.isFading) then
self:SetExpired()
end
self:SetFade(math.max(0, 1 - (remaining / self.fadeTime)))
else
self:SetText(self.formatter(remaining))
end
end
RaidNotifier.Timer = Timer
-- IconTimer: Handles a timer with a texture as control
local IconTimer = Timer:Subclass()
function IconTimer:New(...)
return Timer.New(self, ...)
end
function IconTimer:Initialize(control, formatter, onCompleteFn) -- control.type = TEXTURE
Timer.Initialize(self, control, formatter, onCompleteFn)
-- initialize additional children
self.control.timer = control:GetNamedChild("Timer")
end
-- redirect text to label
function IconTimer:SetText(text)
self.control.timer:SetText(text)
end
-- fading is supported
function IconTimer:SetFadeTime(fadeTime)
if not self.isFading then -- only when not fading already
self.fadeTime = fadeTime * -1
end
end
function IconTimer:SetFade(fade)
self.control:SetAlpha(fade)
end
function IconTimer:ResetFade() -- called by Timer:Reset()
self.control:SetDesaturation(0)
end
function IconTimer:SetExpired()
if (not self.isFading) then
self.isFading = true
-- make sure fading starts right now
self.finish = GetGameTimeMillis() / 1000
-- grey it out
self.control:SetDesaturation(1)
-- set text to 0 seconds (maybe hide text completely?)
self:SetText(self.formatter(0))
end
end
RaidNotifier.IconTimer = IconTimer
end
-- -------------------
-- -- STATUS DISPLAY
do -------------------
-- Multi-purpose status display, used in various places to show (semi)persistant effects
local display = nil -- the parent display
local iconTimer = nil -- the timer object (NOT THE ACTUAL CONTROL)
local owner = "none" -- simple string to see who is currently using the status display
--local self = RaidNotifier
function RaidNotifier:InitializeStatusDisplay(control)
display = self:RegisterElement(control)
-- set icon
display:SetTexture([[esoui/art/icons/ability_mage_065.dds]])
-- initialize additional controls
display.label = display:GetNamedChild("Label")
-- create timer object
iconTimer = RaidNotifier.IconTimer:New(display)
-- animation for flashing
if not display.flashTimeline then
display.flashTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("RaidNotifierStatusDisplayLoop", display)
display.flashTimeline:SetPlaybackType(ANIMATION_PLAYBACK_LOOP, LOOP_INDEFINITELY) -- each loop is 1 second
end
end
-- Sanctum Ophidia: Spreading Poison (SHELVED INDEFINITELY)
--function RaidNotifier:UpdateSpreadingPoison(active, start, finish)
-- if not display then return end
-- if owner ~= "sanctum_spread_poison" then
-- owner = "sanctum_spread_poison"
-- display:SetTexture([[esoui/art/icons/death_recap_poison_aoe.dds]])
-- --display:SetTexture([[esoui/art/icons/ability_healer_018.dds]]) -- actual icon for ability??
-- display.label:SetHidden(true)
-- display.timer:SetHidden(false)
-- end
-- if active then
-- iconTimer:Start(start, finish)
-- else
-- iconTimer:Stop() -- let it fade
-- end
--end
-- Maw of Lorkhaj: False Moon Twins
function RaidNotifier:UpdateTwinAspect(aspect)
local settings = self.Vars.mawLorkhaj
if not settings.twinBoss_aspects_status then return end
if not display then return end
if owner ~= "mol_twins_aspect" then
owner = "mol_twins_aspect"
display.timer:SetHidden(true) -- maybe use timer when converting?
display.label:SetHidden(true) -- display aspect as text maybe?
end
local icons = -- TODO: decide which icon to use
{
["lunar"] = [[RaidNotifier/assets/aspect_lunar3.dds]],
["tolunar"] = [[RaidNotifier/assets/aspect_lunar1.dds]],
["shadow"] = [[RaidNotifier/assets/aspect_shadow3.dds]],
["toshadow"] = [[RaidNotifier/assets/aspect_shadow1.dds]],
}
local currentTime = GetGameTimeMillis() / 1000
if aspect == "none" then
iconTimer:Start(currentTime, currentTime, 0.5) -- finish time doesn't matter
iconTimer:SetExpired() -- start fading
if display.flashTimeline:IsPlaying() then
display.flashTimeline:PlayInstantlyToEnd()
display.flashTimeline:Stop()
end
else
iconTimer:Start(currentTime, currentTime+3600, 0.5) -- just for making it 'active'
display:SetTexture(icons[aspect])
if aspect == "tolunar" or aspect == "toshadow" then --these should always last 3 seconds at most
display.flashTimeline:PlayFromStart()
elseif display.flashTimeline:IsPlaying() then
display.flashTimeline:PlayInstantlyToEnd()
display.flashTimeline:Stop()
end
end
end
-- Halls of Fabrication: Hunter Pair
function RaidNotifier:UpdateSphereVenom(active, start, finish)
if not display then return end
if owner ~= "hof_venom_inject" then
owner = "hof_venom_inject"
display:SetTexture([[esoui/art/icons/death_recap_poison_ranged.dds]])
display.timer:SetHidden(false)
--display.label:SetHidden(true) --maybe display "Purge" instead?
display.label:SetHidden(false)
display.label:SetText("Purge!")
end
if active then
iconTimer:Start(start, finish)
else
iconTimer:Stop() -- let it fade
end
end
-- Halls of Fabrication: Pinnacle Factotum
function RaidNotifier:UpdateScaldedStacks(stacks, start, finish)
if not display then return end
if owner ~= "hof_scalded_debuff" then
owner = "hof_scalded_debuff"
display:SetTexture([[esoui/art/icons/ability_dragonknight_002_b.dds]])
display.timer:SetHidden(false)
display.label:SetHidden(false)
end
if (stacks > 0) then
local r,g,b = Util.HSL2RGB((10 - stacks) / 30, 1, 1.5)
display.label:SetColor(r,g,b,1)
display.label:SetText(("%d%%"):format(stacks * 10))
iconTimer:Start(start, finish, 0.5)
else
iconTimer:Stop() -- let it fade
end
end
SLASH_COMMANDS["/rnstatus"] = function(status)
local currentTime = GetGameTimeMillis() / 1000
if status == "scalded" then
local stacks = math.random(1, 10)
RaidNotifier:UpdateScaldedStacks(stacks, currentTime, currentTime + 15)
--elseif status == "aspect" then
-- RaidNotifier:UpdateTwinAspect("tolunar")
elseif status == "venom" then
RaidNotifier:UpdateSphereVenom(true, currentTime, currentTime + 8.3)
elseif status == "troll" then
RaidNotifier:UpdateSpreadingPoison(true, currentTime, currentTime + 10)
else
RaidNotifier:UpdateTwinAspect(status)
end
end
end
-- -------------------
-- -- ARROW DISPLAY
do -------------------
local display = nil -- parent
function RaidNotifier:InitializeArrowDisplay(control)
display = self:RegisterElement(control)
--display.arrow = display:GetNamedChild("Arrow")
end
function RaidNotifier:TrackPlayer(playerTag, trackTime)
local function Update()
local rotationAngle = self.Util:GetRotationAngle(playerTag)
display:SetTextureRotation(rotationAngle)
end
local function Stop()
self:StopTrackPlayer();
end
if trackTime ~= nil and trackTime > 0 then
display:SetHidden(false)
EVENT_MANAGER:RegisterForUpdate(self.Name .. "_TrackPlayer", 50, Update)
zo_callLater(Stop, trackTime)
end
end
function RaidNotifier:StopTrackPlayer()
EVENT_MANAGER:UnregisterForUpdate(self.Name .. "_TrackPlayer")
display:SetHidden(true)
end
end
-- -----------------
-- -- GLYPH WINDOW
do -----------------
local window = nil -- the window itself
local glyphTimers = {} -- the glyph objects (NOT THE ACTUAL CONTROLS)
local Timer = RaidNotifier.Timer
-- GlyphTimer: handles showing and hiding of the overlay and timer
-- in addition to updating the timer itself.
local GlyphTimer = Timer:Subclass()
function GlyphTimer:New(...)
return Timer.New(self, ...)
end
function GlyphTimer:Initialize(control, formatter, onCompleteFn)
Timer.Initialize(self, control, formatter, onCompleteFn)
-- additional controls
self.control.bg = control:GetNamedChild("BG")
self.control.overlay = control:GetNamedChild("Overlay")
self.control.timer = control:GetNamedChild("Timer")
-- show overlay by default
self:SetHidden(true)
end
function GlyphTimer:Reset()
Timer.Reset(self)
-- show overlay when inactive
self.control.timer:SetHidden(true)
self.control.overlay:SetHidden(false)
end
function GlyphTimer:Start(start, finish)
Timer.Start(self, start, finish) -- will call Update()
self:SetHidden(false) -- shows timer and hides overlay
end
function GlyphTimer:SetText(text)
self.control.timer:SetText(text)
end
-- we don't hide the control themselves, only switch between timer and overlay
function GlyphTimer:SetHidden(hidden)
self.control.timer:SetHidden(hidden)
self.control.overlay:SetHidden(not hidden)
end
-- Wrapper functions
function RaidNotifier:StartGlyphTimer(index, cooldown)
if not window then return end
local glyph = glyphTimers[index]
if not glyph then return end
local currentTime = GetGameTimeMillis() / 1000
glyph:Start(currentTime, currentTime + cooldown)
end
function RaidNotifier:StopGlyphTimer(index)
if not window then return end
local glyph = glyphTimers[index]
if not glyph then return end
glyph:Stop() -- just calls OnComplete, nothing special for now
end
-- Called upon loading and when the setting is changed
function RaidNotifier:InvertGlyphs()
if not window then return end
for _, glyph in ipairs(glyphTimers) do
local _, _, _, _, offsetX, offsetY = glyph.control:GetAnchor(0)
glyph.control:SetAnchor(CENTER, nil, CENTER, -1*offsetX, -1*offsetY)
end
local label = window:GetNamedChild("Exit")
local _, point = label:GetAnchor(0)
label:ClearAnchors()
label:SetAnchor(point == TOP and BOTTOM or TOP, nil, point == TOP and BOTTOM or TOP)
end
function RaidNotifier:InitializeGlyphWindow(control, inverted)
window = self:RegisterElement(control)
glyphTimers = {}
for i=1,7 do
glyphTimers[i] = GlyphTimer:New(window:GetNamedChild("Glyph"..i))
end
-- change the textures for the magical 'player glyph'
local playerGlyph = glyphTimers[7]
playerGlyph.control.bg:SetTexture([[RaidNotifier/assets/white_circle.dds]])
playerGlyph.control.overlay:SetTexture([[RaidNotifier/assets/dummy.dds]])
-- apply inversion if set
if inverted then
self:InvertGlyphs()
end
end
end
-- ----------------------
-- -- ANNOUNCEMENT WINDOW
do ----------------------
local manager = {}
RaidNotifier.AnnouncementUIManager = manager
manager.control = nil
function manager:SetupCSAState()
if not self.control then return end
-- This call has two effects: one obvious (hide all notifications) and one side-effect (setting countdown as inactive)
-- Latter matters here too since NotificationsPool countdown doesn't care about RaidNotifier:IsCountdownInProgress() state
-- If it'd be needed to keep notifications at the screen then you should call RaidNotifier:StopCountdown(0) here at least
RaidNotifier:StopCountdown()
self.control:SetMovable(false)
RaidNotifier:ResetElement(self.control)
end
function manager:SetupCustomState()
if not self.control then return end
RaidNotifier:StopCountdown()
self.control:SetMovable(true)
RaidNotifier:RegisterElement(self.control)
end
function manager:Initialize(control)
self.control = control
if RaidNotifier.Vars.general.use_center_screen_announce == 0 then
self:SetupCustomState()
end
end
end