khanat-opennel-code/code/ryzom/common/data_common/r2/r2_ui_acts.lua
2014-01-28 11:41:26 -08:00

1336 lines
38 KiB
Lua

r2.acts = {
newLocation = "new location",
enlargingFactor = 2,
islands = {},
ecoSystemName = "r2_desert",
islandButtonColors =
{
["r2_desert"] = "157 110 74 255",
["r2_jungle"] = "47 110 54 255",
["r2_forest"] = "74 52 0 255",
["r2_lakes"] = "95 93 67 255",
["r2_roots"] = "66 52 41 255",
},
islandSelectedButtonColors =
{
["r2_desert"] = "152 60 39",
["r2_jungle"] = "18 156 51",
["r2_forest"] = "133 36 13",
["r2_lakes"] = "109 149 106",
["r2_roots"] = "73 148 122",
},
islandOverButtonColors =
{
["r2_desert"] = "127 48 33",
["r2_jungle"] = "0 51 20",
["r2_forest"] = "90 28 0",
["r2_lakes"] = "55 53 37",
["r2_roots"] = "36 22 11",
},
ecosystemNames =
{
["r2_desert"] = i18n.get("uiR2EDEcosystemDesert"):toUtf8(),
["r2_jungle"] = i18n.get("uiR2EDEcosystemJungle"):toUtf8(),
["r2_forest"] = i18n.get("uiR2EDEcosystemForest"):toUtf8(),
["r2_lakes"] = i18n.get("uiR2EDEcosystemLacustre"):toUtf8(),
["r2_roots"] = i18n.get("uiR2EDEcosystemPrimeRoots"):toUtf8(),
},
selectedIslandButtonId = nil,
selectedIslandName = nil,
createNewScenario = true,
deleteOldScenario = false,
createNewLocation = true,
currentScenario =
{
name="",
level = 0,
rules = "strict",
notes = ""
},
currentAct =
{
name="",
weather = 0,
manualWeather = true,
notes = "",
},
currentLocation =
{
name="",
islandName = "",
instanceId = "",
season = "spring",
manualSeason = true,
notes = "",
entryPoint = "",
},
}
-------------------------- to sort islands in function of their translated name -----------
function r2.acts:getIslandNb(islandName)
local islandTrans = i18n.get(islandName):toUtf8()
local islandNb = string.sub(islandTrans, -5)
local endLen = 6
if string.sub(islandNb, 1, 1) ~= " " then
islandNb = string.sub(islandNb, 3)
endLen = endLen-1
else
islandNb = string.sub(islandNb, 2)
end
-- outland test
local outland = string.sub(islandTrans, 1, -endLen)
outland = string.sub(outland, -7)
if outland=="Outland" then return nil end
islandNb = string.sub(islandNb, 1, -2)
return tonumber(islandNb)
end
--------------------------------------------------------------------------------------
--------------------------- init location editor -------------------------------------
function r2.acts:initActsEditor()
-- create scenario/act window
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
self.islands = {}
local islands = getCompleteIslands()
for islandName, islandAtts in pairs(islands) do
local ecoSystemName = islandAtts.continent
if self.islands[ecoSystemName] == nil then
self.islands[ecoSystemName] = {}
end
local islandNb = self:getIslandNb(islandName)
if islandNb then
self.islands[ecoSystemName][islandNb] = {["name"] =islandName, ["table"] = islandAtts}
end
end
local ecoList = actsUI:find("ecosystem_list_2")
assert(ecoList)
ecoList:clear()
local ecoButtonsGr = actsUI:find("choose_ecosystem")
assert(ecoButtonsGr)
local buttonDim = 78
local maxWLine = actsUI:find("choose_island_2"):find("back_gr").w_real - 1
local nbButtonsInLine = math.floor(maxWLine/(buttonDim+2))
local addW = math.floor((maxWLine - buttonDim*nbButtonsInLine)/nbButtonsInLine)
-- for each ecosystem group, create all islands buttons
for ecoSysName, ecoSysTable in pairs(self.islands) do
local ecoGr = createGroupInstance("template_lines", ecoList.id, {id=ecoSysName})
assert(ecoGr)
ecoList:addChild(ecoGr)
ecoGr.active = false
local maxPackage = 0
local islandsNb = 0
for k, v in pairs(ecoSysTable) do
local package = r2.getIslandRingAccess(v.name)
if r2.RingAccess.testAccess(package) then
local package = tonumber(string.sub(package, 2, 2))
if package>maxPackage then maxPackage = package end
islandsNb=islandsNb+1
end
end
local nbLines = math.ceil(islandsNb/nbButtonsInLine)
local ecoButton = ecoButtonsGr:find(ecoSysName):find("eco_button")
assert(ecoButton)
local uc_package = ucstring()
uc_package:fromUtf8(i18n.get("uiR2EDEcosystemPackage"):toUtf8().." : "..maxPackage)
ecoButton.tooltip = uc_package
for i=0, nbLines-1 do
local lineGr = createGroupInstance("template_line", ecoGr.id, {id="line"..i, h=buttonDim})
assert(lineGr)
ecoGr:addChild(lineGr)
end
if ecoGr.childrenNb >0 then
local currentLine = ecoGr:getChild(0)
assert(currentLine)
local currentEltInLine = 0
local currentLineNb = 0
for islandNb, islandAttrs in pairs(ecoSysTable) do
local islandName = islandAttrs.name
local islandTable = islandAttrs.table
local textureName = islandName.."_sp_little.tga"
local ringAccess = r2.RingAccess.testAccess( r2.getIslandRingAccess(islandName) )
if fileExists(textureName) and ringAccess then
local tooltip = islandName
local islandW = islandTable.xmax - islandTable.xmin
local islandH = islandTable.ymax - islandTable.ymin
local maxDim = math.max(islandW, islandH)
local ratio = 64/maxDim
local width = math.floor(islandW*ratio)
local height = math.floor(islandH*ratio)
local maxDim = buttonDim - 20 -- buttonDim - 2*(8+2)
local w_button_texture
local h_button_texture
local x_button_texture
local y_button_texture
local scale = "false"
scale, w_button_texture, h_button_texture, width, height =
self:textureRedimension(textureName, maxDim, maxDim, width, height)
scale = tostring(scale)
-- center button island
x_button_texture =((maxDim-width)/2 + 10) -- (8 + (maxDim-width)/2 + 2)
y_button_texture =-((maxDim-height)/2 + 10) -- (-((maxDim-height)/2 + 8 + 2))
local tmplParams =
{
id=islandName,
posparent="parent",
posref="TL TL",
sizeref= "",
h = buttonDim+2,
w = buttonDim+addW,
x_button="0",
y_button="0",
w_button = -addW,
h_button = "-2",
icon = textureName,
tooltip = tooltip,
w_button_texture = w_button_texture,
h_button_texture = h_button_texture,
x_button_texture = x_button_texture,
y_button_texture = y_button_texture,
scale = scale,
color= self.islandButtonColors[ecoSysName],
back_color= self.islandButtonColors[ecoSysName],
selected_color = self.islandSelectedButtonColors[ecoSysName].." 255",
col_over = self.islandOverButtonColors[ecoSysName].." 80",
group_params_l="r2.acts:openIslandCardFromButton('"..ecoSysName.."', '" ..islandName.."')",
params_l="r2.acts:openIslandCardFromButton('"..ecoSysName.."', '" ..islandName.."')",
}
local buttonIsland = createGroupInstance("act_button_template", currentLine.id, tmplParams)
if buttonIsland then
currentLine:addChild(buttonIsland)
buttonIsland.Env.Name = islandName
end
currentEltInLine = currentEltInLine+1
if currentEltInLine==nbButtonsInLine then
currentLineNb = currentLineNb+1
if currentLineNb < ecoGr.childrenNb then
currentLine = ecoGr:getChild(currentLineNb)
end
currentEltInLine = 0
end
end
end
end
end
local newLocationMode = actsUI:find("new_location_mode_2")
assert(newLocationMode)
newLocationMode.Env.Name = self.newLocation
local ringLevel = actsUI:find("ring_level")
ringLevel.hardtext = "Ring level : " .. r2.getCharacterRingAccess()
end
--------------------------------------------------------------------------------------
--------------------------- open scenario editor -------------------------------------
function r2.acts:openScenarioActEditor(newScenario, noCancelOption, rebuildFirstAct)
setKeyboardContext("r2ed_scenario_creation")
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
local locationEditor = actsUI:find("location")
assert(locationEditor)
local prevLocationEditor = actsUI:find("previous_location")
assert(prevLocationEditor)
actsUI.active = true
setTopWindow(actsUI)
self.createNewScenario = newScenario
locationEditor.active = (newScenario==true or rebuildFirstAct==true)
prevLocationEditor.active = not locationEditor.active
self.createNewLocation = true
local islandCancel = actsUI:find("island_cancel")
assert(islandCancel)
islandCancel.active = (noCancelOption~=true)
local islandPrecedent = actsUI:find("island_precedent")
assert(islandPrecedent)
islandPrecedent.active = (self.createNewScenario~=true and rebuildFirstAct~=true)
-----------------------------------------
-- init scenario/act/location properties
self.currentScenario.level = 0
self.currentScenario.rules = "strict"
self.currentAct.weather = math.random(0,1022)
self.currentAct.manualWeather = true
self.currentLocation.manualSeason = true
local seasonNb = math.random(1,4)
local seasons = {[1]="Spring", [2]="Summer", [3]="Autumn", [4]="Winter"}
self.currentLocation.season = seasons[seasonNb]
-- location season
local seasonGr = actsUI:find("island_season")
assert(seasonGr)
local seasonButton = seasonGr:find(self.currentLocation.season)
assert(seasonButton)
self:selectButtonTemplate(seasonButton)
local seasonManual = seasonGr:find("manual_season_2")
assert(seasonManual)
seasonManual:find("toggle_butt").pushed = not self.currentLocation.manualSeason
-- act and scenario names
if self.createNewScenario or rebuildFirstAct then
self.currentAct.name = i18n.get("uiR2EDDefaultActTitle"):toUtf8() .. " 1"
else
local actNb = r2.Scenario.Acts.Size
self.currentAct.name = i18n.get("uiR2EDDefaultActTitle"):toUtf8() .. " " .. actNb
end
if self.createNewScenario == true then
self.currentScenario.name = i18n.get("uiR2EDNewScenario"):toUtf8()
else
r2.ScenarioWindow:setActNotes()
-- select "new island" mode
local newLocationMode = actsUI:find("new_location_mode_2")
assert(newLocationMode)
newLocationMode:find("button").active = false
newLocationMode:find("selected_button").active = true
self.currentLocation.islandName = ""
self.currentLocation.instanceId = ""
-- clean list of old previous locations
local locationList = actsUI:find("location_list")
assert(locationList)
locationList:clear()
self:openPreviousIslandsActs()
local scrollPreviousLoc = actsUI:find("scroll_previous_islands")
assert(scrollPreviousLoc)
scrollPreviousLoc.trackPos = scrollPreviousLoc.h_real
end
self:openEcosystemIslands("r2_desert")
end
function r2.acts:backPreviousLocations()
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
local newLocationMode = actsUI:find("new_location_mode_2")
assert(newLocationMode)
self:locationIsland(newLocationMode:find("button"))
local locationEditor = actsUI:find("location")
assert(locationEditor)
local prevLocationEditor = actsUI:find("previous_location")
assert(prevLocationEditor)
locationEditor.active = false
prevLocationEditor.active = true
end
-------------------------------------------------------------------------------------------------------
function r2.acts:openPreviousIslandsActs()
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
local locationList = actsUI:find("location_list")
assert(locationList)
local enlargingFactor = self.enlargingFactor
local locationActs = {}
for key, act in specPairs(r2.Scenario.Acts) do
local locationId = act.LocationId
if locationActs[locationId]==nil then locationActs[locationId]={} end
table.insert(locationActs[locationId], act.InstanceId)
end
for key, location in specPairs(r2.Scenario.Locations) do
local islandName = location.IslandName
local textureName = islandName .. "_sp.tga"
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
local islandTable
local ecoSysName = nil
for ecoSystem, ecoSysTable in pairs(self.islands) do
local islandNb = self:getIslandNb(islandName)
if ecoSysTable[islandNb] and ecoSysTable[islandNb].name == islandName then
ecoSysName = ecoSystem
islandTable = ecoSysTable[islandNb].table
break
end
end
if ecoSysName then
local backTexture = ecoSysName .. "_back.tga"
local islandW, islandH = (islandTable.xmax - islandTable.xmin)*enlargingFactor, (islandTable.ymax - islandTable.ymin)*enlargingFactor
-- resize island button to see all island whitout deformation
local totalDim = 200
local maxDim = totalDim-2*8
local w_button_texture
local h_button_texture
local x_button_texture
local y_button_texture
local scale = "false"
local initW, initH = islandW, islandH
scale, w_button_texture, h_button_texture, islandW, islandH =
self:textureRedimension(textureName, maxDim, maxDim, islandW, islandH)
scale = tostring(scale)
-- center button island
x_button_texture = (maxDim-islandW)/2 + 8 -- 8 + (maxDim-width)/2 + 2
y_button_texture = -((maxDim-islandH)/2 + 8) -- -((maxDim-height)/2 + 8 + 2)
local h, h_button, y_button, h_text, y_text
local marge=15
if locationList.childrenNb == 0 then
h=totalDim
h_button="0"
y_button="0"
h_text="0"
y_text="0"
else
h=totalDim+marge
h_button=-marge
y_button=-marge
h_text=-marge
y_text=-marge
end
local tmplParams =
{
id=islandName,
posparent="parent",
posref="BR TR",
sizeref="w",
w="0",
h=h,
x="0",
y="0",
sizeref_act="h",
w_act = totalDim,
h_act="0",
x_act="0",
y_act="0",
y_button=y_button,
h_button=h_button,
icon = textureName,
w_button_texture = w_button_texture,
h_button_texture = h_button_texture,
x_button_texture = x_button_texture,
y_button_texture = y_button_texture,
scale = scale,
color= self.islandButtonColors[ecoSysName],
back_color= "255 255 255 255",
selected_color = self.islandSelectedButtonColors[ecoSysName].." 255",
col_over = self.islandSelectedButtonColors[ecoSysName].." 80",
group_params_l="r2.acts:locationIsland(getUICaller())",
params_l="r2.acts:locationIsland()",
back_texture=backTexture,
x_text=marge,
w_text= -(totalDim + marge + 15),
h_text=h_text,
y_text=y_text,
}
local buttonIsland = createGroupInstance("previous_loc_template", locationList.id, tmplParams)
if buttonIsland then
locationList:addChild(buttonIsland)
buttonIsland.Env.InstanceId = location.InstanceId
local uc_island = ucstring()
uc_island:fromUtf8(location.Name)
buttonIsland:find("button"):find("center_button").tooltip = uc_island
buttonIsland:find("selected_button"):find("center_button").tooltip = uc_island
-- init text
local textList = buttonIsland:find("text_list")
assert(textList)
local prevText = textList:find("previous_text")
assert(prevText)
local text = "'" .. location.Name .. "' Location used in acts :\n"
prevText:addColoredTextChild(text, 200, 0, 0, 255)
local acts = locationActs[location.InstanceId]
for k, actId in pairs(acts) do
local act = r2:getInstanceFromId(actId)
local act_text = act.Name
if act.ShortDescription~="" then
act_text = act_text .. " : "
end
prevText:addColoredTextChild(act_text, 200, 120, 0, 255)
if act.ShortDescription~="" then
act_text = act.ShortDescription
local uc_act = ucstring()
uc_act:fromUtf8(act_text)
prevText:addTextChild(uc_act)
end
end
-- init scroll target
local scroll = textList:find("scroll_previous")
assert(scroll)
local list = textList:find("list")
assert(list)
scroll:setTarget(list.id)
end
end
end
end
--------------------------------------------------------------------------------------
--------------------------- texture button redimension -------------------------------
function r2.acts:textureRedimension(textureName, maxW, maxH, islandW, islandH)
local scale = false
local w, h
if maxW<islandW or maxH<islandH then
local ratioW = islandW/maxW
local ratioH = islandH/maxH
local maxRatio = math.max(ratioW, ratioH)
local textureW, textureH = getTextureSize(textureName)
local newW = math.floor(textureW/maxRatio)
local newH = math.floor(textureH/maxRatio)
scale = true
w = newW
h = newH
islandW = math.floor(islandW/maxRatio)
islandH = math.floor(islandH/maxRatio)
else
w = islandW
h = islandH
end
return scale, w, h, islandW, islandH
end
--------------------------------------------------------------------------------------
--------------------------- open islands list of an ecosystem ------------------------
function r2.acts:openEcosystemIslands(ecoSystemName)
self.ecoSystemName = ecoSystemName
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
-- ecosystem buttons
local ecoSystemList = actsUI:find("ecosystem_list")
assert(ecoSystemList)
local selectedEcoSystemGr = ecoSystemList:find(ecoSystemName)
assert(selectedEcoSystemGr)
local selectedIslandsLists = selectedEcoSystemGr:find("two_lists")
assert(selectedIslandsLists)
-- ecosystem islands lists
local ecoSystemList2 = actsUI:find("ecosystem_list_2")
assert(ecoSystemList2)
local selectedEcoSystemGr2 = ecoSystemList2:find(ecoSystemName)
assert(selectedEcoSystemGr2)
if selectedEcoSystemGr2.active then
local ecoButton = selectedEcoSystemGr:find("eco_button")
assert(ecoButton)
ecoButton.pushed = true
--return
end
local index = ecoSystemList2:getElementIndex(selectedEcoSystemGr2)
for i=0, index do
ecoSystemList2:upChild(selectedEcoSystemGr2)
end
-- all islands list inactive instead of selected ecosystem (inverse)
for i=0, ecoSystemList2.childrenNb-1 do
local ecosystemGr2 = ecoSystemList2:getChild(i)
assert(ecosystemGr2)
ecosystemGr2.active = (ecosystemGr2.id == selectedEcoSystemGr2.id)
end
for i=0, ecoSystemList.childrenNb-1 do
local ecosystemGr = ecoSystemList:getChild(i)
assert(ecosystemGr)
local islandsList = ecosystemGr:find("two_lists")
assert(islandsList)
local ecoButton = ecosystemGr:find("eco_button")
assert(ecoButton)
ecoButton.pushed = (islandsList.id == selectedIslandsLists.id)
ecosystemGr.child_resize_h = false
ecosystemGr.h = 32
if islandsList.id == selectedIslandsLists.id then
ecosystemGr.h = 38
end
end
-- open first island image
local selectedIslandsList = selectedEcoSystemGr2:find("line0")
local islandCard = actsUI:find("island_current_image")
assert(islandCard)
local islandOk = actsUI:find("island_ok")
assert(islandOk)
if selectedIslandsList and (selectedIslandsList.childrenNb > 0) then
-- color
local ecoColor = self.islandSelectedButtonColors[self.ecoSystemName].." 255"
local ecoColorBack = self.islandSelectedButtonColors[self.ecoSystemName].." 100"
islandCard.active = true
islandCard:find("bl").color = ecoColor
islandCard:find("tl").color = ecoColor
islandCard:find("tr").color = ecoColor
islandCard:find("br").color = ecoColor
islandCard:find("bottom").color = ecoColor
islandCard:find("top").color = ecoColor
islandCard:find("left").color = ecoColor
islandCard:find("right").color = ecoColor
islandCard:find("bg").color = ecoColorBack
islandOk.active = true
local firstIsland = selectedIslandsList:getChild(0)
assert(firstIsland)
self:openIslandCardFromButton(self.ecoSystemName, firstIsland.Env.Name)
else
local islandBitmap = actsUI:find("island_bitmap")
assert(islandBitmap)
islandBitmap.texture = ""
islandCard.active = false
islandOk.active = false
end
local scrollIslands = actsUI:find("scroll_islands_2")
assert(scrollIslands)
scrollIslands.trackPos = scrollIslands.h_real
-- "choose island" title
local title = actsUI:find("choose_island"):find("choose_island_title")
assert(title)
-- doesn't work in all language local titleText = " " .. i18n.get("uiR2EDChooseIsland"):toUtf8() .." " .. self.ecosystemNames[self.ecoSystemName] .. " " .. i18n.get("uiR2EDEcosystem"):toUtf8() .. " "
local titleText = " " .. i18n.get("uiR2EDChooseIsland"):toUtf8() .. self.ecosystemNames[self.ecoSystemName] .. " "
local uc_title = ucstring()
uc_title:fromUtf8(titleText)
title.uc_hardtext = uc_title
end
--------------------------------------------------------------------------------------
--------------------------- open island card and images ------------------------------
function r2.acts:openIslandCardFromButton(ecosystem, islandName)
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
local ecosystemList = actsUI:find("ecosystem_list_2")
assert(ecosystemList)
local ecosystemGr = ecosystemList:find(ecosystem)
assert(ecosystemGr)
local islandButton = ecosystemGr:find(islandName)
assert(islandButton)
-- unselect last selection
if self.selectedIslandButtonId~=nil then
local lastSelectedIsland = getUI(self.selectedIslandButtonId)
if lastSelectedIsland ~= nil then
lastSelectedIsland:find("button").active = true
lastSelectedIsland:find("selected_button").active = false
end
end
-- select button
islandButton:find("button").active = false
islandButton:find("selected_button").active = true
self.selectedIslandButtonId = islandButton.id
self.selectedIslandName = islandButton.Env.Name
self.currentLocation.islandName = self.selectedIslandName
self:openIslandCard(self.selectedIslandName)
end
--------------------------------------------------------------------------------------
--------------------------- open island card -----------------------------------------
function r2.acts:openIslandCard(islandName)
local enlargingFactor = self.enlargingFactor
local textureName = islandName .. "_sp.tga"
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
local islandBitmap = actsUI:find("island_bitmap")
assert(islandBitmap)
-- load texture
islandBitmap.texture = textureName
-- card title
local title = actsUI:find("island_images"):find("card_title")
assert(title)
-- doesn't work in all language local titleText = " " .. i18n.get("uiR2EDZoomOn"):toUtf8() .." '" .. i18n.get(islandName):toUtf8() .. "' " .. i18n.get("uiR2EDIsland"):toUtf8() .. " "
local titleText = " " .. i18n.get("uiR2EDZoomOn"):toUtf8() .. i18n.get(islandName):toUtf8() .. " "
local uc_title = ucstring()
uc_title:fromUtf8(titleText)
title.uc_hardtext = uc_title
local islandTable = self.islands[self.ecoSystemName][self:getIslandNb(islandName)].table
local islandW, islandH = (islandTable.xmax - islandTable.xmin)*enlargingFactor, (islandTable.ymax - islandTable.ymin)*enlargingFactor
local islandCard = actsUI:find("island_current_image")
assert(islandCard)
-- resize island button to see all island whitout deformation
local maxW, maxH = islandCard.w_real-12, islandCard.h_real-12
local initW, initH = islandW, islandH
islandBitmap.scale, islandBitmap.w, islandBitmap.h, islandW, islandH =
self:textureRedimension(textureName, maxW, maxH, islandW, islandH)
local cardButton = islandCard:find("selected_button")
assert(cardButton)
cardButton.w = - (maxW - islandW)
cardButton.h = - (maxH - islandH)
cardButton.x = (maxW - islandW)/2
cardButton.y = - (maxH - islandH)/2
-- center button island
islandBitmap.x = 6
islandBitmap.y = -6
-- entry points
local entryNb = 0
for location, entry in pairs(islandTable.entrypoints) do
local entryPoinButton = actsUI:find("entrypoint"..entryNb):find("flag")
entryPoinButton.active = true
entryPoinButton.x = (enlargingFactor*(entry.x - islandTable.xmin)/initW)*islandW
entryPoinButton.y = (enlargingFactor*(entry.y - islandTable.ymax)/initH)*islandH
entryPoinButton.tooltip = i18n.get(location)
entryPoinButton.parent.Env.Name = location
if entryNb == 0 then
entryPoinButton.texture = "r2ed_entry_point_pushed.tga"
self.currentLocation.entryPoint = location
else
entryPoinButton.texture = "r2ed_entry_point.tga"
end
entryNb = entryNb+1
if entryNb==9 then break end
end
if entryNb < 9 then
for i=entryNb, 9 do
local entryPointGr = actsUI:find("entrypoint"..i)
assert(entryPointGr)
local entryPoinButton = entryPointGr:find("flag")
entryPoinButton.active = false
end
end
-- enlarge selected ecosystem button
local ecoButton = actsUI:find(self.ecoSystemName)
assert(ecoButton)
local ecoList = ecoButton.parent
assert(ecoList)
for i=0, ecoList.childrenNb-1 do
local button = ecoList:getChild(i)
if button == ecoButton then
button:find("eco_button").wmin = 164
else
button:find("eco_button").wmin = 160
end
end
actsUI:invalidateCoords()
actsUI:updateCoords()
end
--------------------------------------------------------------------------------------
--------------------------- select an entry point ---------------------------------------
function r2.acts:selectEntryPoint()
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
for i=0, 9 do
local entryPoinButton = actsUI:find("entrypoint"..i):find("flag")
assert(entryPoinButton)
if entryPoinButton == getUICaller() then
getUICaller().texture = "r2ed_entry_point_pushed.tga"
self.currentLocation.entryPoint = getUICaller().parent.Env.Name
else
entryPoinButton.texture = "r2ed_entry_point.tga"
end
end
end
--------------------------------------------------------------------------------------
--------------------------- choose a name for location -------------------------------
function r2.acts:chooseLocationName()
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
local chooseNamePopup = getUI("ui:interface:r2ed_choose_location_name")
assert(chooseNamePopup)
local editText = chooseNamePopup:find("edit_box_group")
assert(editText)
local name = editText.uc_input_string:toUtf8()
-- check location name duplication
if not self.createNewScenario then
for i=0, r2.Scenario.Locations.Size-1 do
local location = r2.Scenario.Locations[i]
if location.Name == name then
messageBox(i18n.get("uiR2EDLocationNameDuplicated"))
return
end
end
end
if name~="" then
self.currentLocation.name = name
chooseNamePopup.active = false
actsUI.active = false
disableModalWindow()
setKeyboardContext("r2ed")
if self.createNewScenario==true then
self:createScenario()
else
self:createAct()
end
else
editText:setFocusOnText()
end
end
--------------------------------------------------------------------------------------
--------------------------- choose a name for scenario/act ---------------------------
function r2.acts:chooseScenarioActName()
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
local chooseNamePopup = getUI("ui:interface:r2ed_choose_scenario_act_name")
assert(chooseNamePopup)
-- act name
local actGr = chooseNamePopup:find("act_name")
assert(actGr)
local actEditText = actGr:find("edit_box_group")
assert(actEditText)
local actName = actEditText.uc_input_string:toUtf8()
local scenarioName = ""
local scenarioEditText
if self.createNewScenario == true then
-- scenario name
local scenarioGr = chooseNamePopup:find("scenario_name")
assert(scenarioGr)
scenarioEditText = scenarioGr:find("edit_box_group")
assert(scenarioEditText)
scenarioName = scenarioEditText.uc_input_string:toUtf8()
end
if (self.createNewScenario and scenarioName~="" and actName~="") or (not self.createNewScenario and actName~="") then
chooseNamePopup.active = false
disableModalWindow()
self.currentScenario.name = scenarioName
self.currentAct.name = actName
if self.createNewLocation == true then
local locationGr = actsUI:find("location")
assert(locationGr)
local scenarioActGr = actsUI:find("scenario_act")
assert(scenarioActGr)
scenarioActGr.active = false
locationGr.active = true
self:openEcosystemIslands("r2_desert")
else
actsUI.active = false
if self.createNewScenario==true then
self:createScenario()
else
self:createAct()
end
setKeyboardContext("r2ed")
end
elseif self.createNewScenario and scenarioName==""then
scenarioEditText:setFocusOnText()
elseif actName=="" then
actEditText:setFocusOnText()
end
end
--------------------------------------------------------------------------------------
--------------------------------- createScenario -------------------------------------
function r2.acts:createScenario()
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
-- scenario/act/location notes
local scenarioNotes, actNotes
scenarioNotes = ""
actNotes = ""
r2.resetNameGiver()
-- create scenario component
local scenario= r2.newComponent("Scenario")
scenario.Ghost_Name = self.currentScenario.name
scenario.Description.ShortDescription = scenarioNotes
if r2.Scenario and r2.Scenario.Language then
scenario.Language = r2.Scenario.Language
end
scenario.AccessRules = self.currentScenario.rules
scenario.Description.LevelId = self.currentScenario.level
scenario.Description.CreationDate = os.date()
scenario.Description.Creator = r2:getUserEntityName()
scenario.Description.CreatorMD5 = r2.getCharIdMd5()
-- create permanent act component
local act =r2.newComponent("Act")
local features = act.Features
local tmpDefault = r2.newComponent("DefaultFeature")
act.Name = i18n.get("uiR2EDBaseAct"):toUtf8()
table.insert(features, tmpDefault)
table.insert(scenario.Acts, act)
-- create act 1 component
act = r2.newComponent("Act")
local features = act.Features
local tmpDefault = r2.newComponent("DefaultFeature")
r2.ActUIDisplayer.LastSelfCreatedActInstanceId = act.InstanceId
--act.Name = i18n.get("uiR2EDAct1"):toUtf8() .. ":" .. r2.currentAct.name
act.Name = self.currentAct.name
act.WeatherValue = self.currentAct.weather
local manualWeather = 0
if self.currentAct.manualWeather == true then manualWeather = 1 end
act.ManualWeather = manualWeather
act.ShortDescription = actNotes
table.insert(features, tmpDefault)
table.insert(scenario.Acts, act)
-- create location
local location = r2.newComponent("Location")
location.Season = self.currentLocation.season
location.IslandName = self.currentLocation.islandName
location.Name = self.currentLocation.name
location.EntryPoint = self.currentLocation.entryPoint
local manualSeason = 0
if self.currentLocation.manualSeason == true then manualSeason = 1 end
location.ManualSeason = manualSeason
table.insert(scenario.Locations, location)
act.LocationId = location.InstanceId
r2.requestCreateScenario(scenario)
r2:waitScenarioScreen()
self.deleteOldScenario = true
end
function r2.acts:createAct()
r2.requestNewAction(i18n.get("uiR2EDNewActAction"))
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
-- act/location notes
local actNotes = ""
-- create act component
local act =r2.newComponent("Act")
local features = act.Features
local tmpDefault = r2.newComponent("DefaultFeature")
if (tmpDefault == nil) then
debugWarning("Failed to create default feature");
return
end
r2.ActUIDisplayer.LastSelfCreatedActInstanceId = act.InstanceId
local actNb = r2.Scenario.Acts.Size
--act.Name = i18n.get("uiR2EDDefaultActTitle"):toUtf8() .. actNb .. ":" .. r2.currentAct.name
act.Name = self.currentAct.name
act.WeatherValue = self.currentAct.weather
local manualWeather = 0
if self.currentAct.manualWeather == true then manualWeather = 1 end
act.ManualWeather = manualWeather
act.ShortDescription = actNotes
table.insert(features, tmpDefault)
if (act == nil) then
debugWarning("Failed to create additionnal 'Act'");
return
end
-- create location
local location
if self.createNewLocation then
location = r2.newComponent("Location")
location.Season = self.currentLocation.season
location.IslandName = self.currentLocation.islandName
location.Name = self.currentLocation.name
location.EntryPoint = self.currentLocation.entryPoint
local manualSeason = 0
if self.currentLocation.manualSeason == true then manualSeason = 1 end
location.ManualSeason = manualSeason
act.LocationId = location.InstanceId
r2.requestInsertNode(r2.Scenario.InstanceId, "Locations", -1, "", location)
else
act.LocationId = self.currentLocation.instanceId
end
r2.requestInsertNode(r2.Scenario.InstanceId, "Acts", -1, "", act)
end
--------------------------------------------------------------------------------------
--------------------------- choose location name popup -------------------------------
function r2.acts:openLocationName()
local chooseNamePopup = getUI("ui:interface:r2ed_choose_location_name")
assert(chooseNamePopup)
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
if not actsUI.active then return end
local okButton = actsUI:find("island_ok")
assert(okButton)
enableModalWindow(okButton, chooseNamePopup.id)
local editText = chooseNamePopup:find("edit_box_group")
assert(editText)
editText.uc_input_string = i18n.get(self.currentLocation.islandName)
editText:setFocusOnText()
end
------------------------ SELECT BUTTON IN LIST --------------------------------
-- only one button can be selected --------------------------------------------
function r2.acts:selectButtonTemplate(buttonTemplate)
local list = buttonTemplate.parent
assert(list)
for i=0,list.childrenNb-1 do
local child = list:getChild(i)
assert(child)
child:find("button").active = true
child:find("selected_button").active = false
end
buttonTemplate:find("button").active = false
buttonTemplate:find("selected_button").active = true
end
function r2.acts:selectButton(button)
local list = button.parent
assert(list)
for i=0,list.childrenNb-1 do
local child = list:getChild(i)
assert(child)
child:find("button").pushed = false
end
button:find("button").pushed = true
end
--------------------------- CHOOSE LOCATION SEASON ---------------------------------------
function r2.acts:locationSeason(caller)
local buttonTemplate
if caller == nil then
caller = getUICaller()
buttonTemplate = caller.parent.parent
else
buttonTemplate = caller.parent
end
self:selectButtonTemplate(buttonTemplate)
local list = buttonTemplate.parent
local seasons = {[0]="Spring", [1]="Summer", [2]="Autumn", [3]="Winter"}
local seasonNb = list:getElementIndex(buttonTemplate)
self.currentLocation.season = seasons[seasonNb]
end
----- MANUAL SEASON ACTIVATION -------------------------------------------------------
function r2.acts:manualSeason()
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
local manualButton = actsUI:find("manual_season_2"):find("toggle_butt")
assert(manualButton)
self.currentLocation.manualSeason = (manualButton.pushed==false)
local seasonList = actsUI:find("season_list_2")
assert(seasonList)
seasonList.active = self.currentLocation.manualSeason
end
--- OPEN POPUP NAME FOR ACT/SCENARIO OR LOCATION -----------------------------------------
function r2.acts:openPopupName()
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
local createLocationGr = actsUI:find("location")
assert(createLocationGr)
local prevLocationGr = actsUI:find("previous_location")
assert(prevLocationGr)
if prevLocationGr.active then
self:createLocationOrCreateAct()
else
self:openLocationName()
end
end
--- CANCEL ACT/SCENARIO CREATION --------------------------------------------------------
function r2.acts:cancelActCreation()
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
actsUI.active =false
setKeyboardContext("r2ed")
end
--------------------- update palette UI when change act ------------------------------
function r2.acts:updatePaletteFromEcosystem()
local ecosystemTrees =
{
["r2_desert"] = "fytrees",
["r2_forest"] = "fotrees",
["r2_jungle"] = "jutrees",
["r2_lakes"] = "trtrees",
["r2_roots"] = "prtrees",
}
local currentAct = r2:getCurrentAct()
assert(currentAct)
local botObjectsPalette = {}
if not r2.Palette.BotEntries then
return -- special case for the 'light' palette
end
botObjectsPalette = r2.Palette.BotEntries
if not currentAct:isBaseAct() then
local currentLocation = r2:getInstanceFromId(currentAct.LocationId)
if currentLocation==nil then return end
-- search for ecosystem of current location
local islandEcosystem
for ecoName, v in pairs(self.islands) do
if self.islands[ecoName][self:getIslandNb(currentLocation.IslandName)].name==currentLocation.IslandName then
islandEcosystem = ecoName
break
end
end
-- flag to display only vegetation of current ecosystem
if islandEcosystem and ecosystemTrees[islandEcosystem] then
for ecoName, v in pairs(ecosystemTrees) do
botObjectsPalette[ecosystemTrees[ecoName]].Display = (ecoName==islandEcosystem)
end
end
else
for ecoName, v in pairs(ecosystemTrees) do
botObjectsPalette[ecosystemTrees[ecoName]].Display = false
end
end
r2:buildPaletteUI()
end
----------------------------------------------------------------------------------------------
function r2.acts:locationIsland(caller)
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
local buttonTemplate
if caller == nil then
caller = getUICaller()
buttonTemplate = caller.parent.parent
else
buttonTemplate = caller.parent
end
if buttonTemplate.Env.Name == self.newLocation then
-- select "create new location" mode
buttonTemplate:find("button").active = false
buttonTemplate:find("selected_button").active = true
self.createNewLocation = true
-- deselect all previous locations
local prevLocationList = actsUI:find("location_list")
assert(prevLocationList)
for i=0,prevLocationList.childrenNb-1 do
local child = prevLocationList:getChild(i)
assert(child)
child:find("button").active = true
child:find("selected_button").active = false
end
self.currentLocation.islandName = ""
self.currentLocation.intanceId = ""
else
-- select this previous location
self:selectButtonTemplate(buttonTemplate.parent)
self.currentLocation.instanceId = buttonTemplate.parent.Env.InstanceId
-- deselect "create new location" mode
local newLocationMode = actsUI:find("new_location_mode_2")
assert(newLocationMode)
newLocationMode:find("button").active = true
newLocationMode:find("selected_button").active = false
self.createNewLocation = false
end
end
--------------------------------------------------------------------------------------
--------------------------- choose a name for scenario/act ---------------------------
function r2.acts:createLocationOrCreateAct()
local actsUI = getUI("ui:interface:r2ed_acts")
assert(actsUI)
if self.createNewLocation then
local createLocationGr = actsUI:find("location")
assert(createLocationGr)
local prevLocationGr = actsUI:find("previous_location")
assert(prevLocationGr)
createLocationGr.active = true
prevLocationGr.active = false
self:openEcosystemIslands("r2_desert")
else
actsUI.active = false
disableModalWindow()
setKeyboardContext("r2ed")
self:createAct()
end
end