* And minor adjustments
master
Eduardo Bart 11 years ago
parent c982ca81a5
commit 32c5f4285b

@ -26,7 +26,7 @@ locale = {
["4c) False Report to Gamemaster"] = "4c) Relatório falso para Gamemaster",
["Accept"] = "Aceitar",
["Account name"] = "Nome da conta",
["Account Status:"] = "Estado da Conta:",
["Account Status"] = "Estado da Conta",
["Action"] = "Ação",
["Add"] = "Adicionar",
["Add new VIP"] = "Adicionar nova VIP",

@ -15,10 +15,6 @@ Panel
id: enableMusicSound
!text: tr('Enable music sound')
OptionCheckBox
id: enableEffectsSound
!text: tr('Enable effects sound')
Label
id: musicSoundVolumeLabel
!text: tr('Music volume: %d', 100)

@ -25,7 +25,6 @@ local defaultOptions = {
enableLights = true,
enableShaders = true,
ambientLight = 25,
enableEffectsSound = 0
}
local optionsWindow

@ -38,7 +38,7 @@ function UIMiniWindowContainer:fitAll(noRemoveChild)
end
end
local selfHeight = self:getHeight() - (self:getMarginTop() + self:getMarginBottom() + self:getPaddingTop() + self:getPaddingBottom())
local selfHeight = self:getHeight() - (self:getPaddingTop() + self:getPaddingBottom())
if sumHeight <= selfHeight then
return
end

@ -33,7 +33,7 @@ ConsoleTabBarPanel < MoveableTabBarPanel
align-bottom: true
border-width: 1
border-color: #202327
background: #00000044
background: #00000066
inverted-scroll: true
padding: 1
@ -45,8 +45,6 @@ ConsoleTabBarPanel < MoveableTabBarPanel
layout:
type: verticalBox
align-bottom: true
border-width: 1
border-color: #202327
inverted-scroll: true
padding: 1
@onScrollbarChange: |

@ -660,8 +660,7 @@ function setupViewMode(mode)
gameMapPanel:addAnchor(AnchorRight, 'gameRightPanel', AnchorLeft)
gameMapPanel:addAnchor(AnchorBottom, 'gameBottomPanel', AnchorTop)
gameRootPanel:addAnchor(AnchorTop, 'topMenu', AnchorBottom)
gameLeftPanel:setOn(false)
gameLeftPanel:setVisible(false)
gameLeftPanel:setOn(modules.client_options.getOption('showLeftPanel'))
gameLeftPanel:setImageColor('white')
gameRightPanel:setImageColor('white')
gameLeftPanel:setMarginTop(0)
@ -689,12 +688,13 @@ function setupViewMode(mode)
gameRootPanel:fill('parent')
gameLeftPanel:setImageColor('alpha')
gameRightPanel:setImageColor('alpha')
gameLeftPanel:setMarginTop(36)
gameRightPanel:setMarginTop(36)
gameLeftPanel:setMarginTop(modules.client_topmenu.getTopMenu():getHeight() - gameLeftPanel:getPaddingTop())
gameRightPanel:setMarginTop(modules.client_topmenu.getTopMenu():getHeight() - gameRightPanel:getPaddingTop())
gameLeftPanel:setOn(true)
gameLeftPanel:setVisible(true)
gameRightPanel:setOn(true)
gameBottomPanel:setImageColor('#00000099')
gameMapPanel:setOn(true)
gameBottomPanel:setImageColor('#ffffff88')
modules.client_topmenu.getTopMenu():setImageColor('#ffffff66')
if not limitZoom then
g_game.changeMapAwareRange(24, 20)

@ -4,6 +4,9 @@ GameSidePanel < UIMiniWindowContainer
image-border: 4
padding: 4
width: 198
layout:
type: verticalBox
//spacing: 1
GameBottomPanel < Panel
image-source: /images/ui/panel_bottom
@ -14,6 +17,9 @@ GameMapPanel < UIGameMap
image-source: /images/ui/panel_map
image-border: 4
$on:
padding: 0
UIWidget
id: gameRootPanel
anchors.fill: parent
@ -36,7 +42,6 @@ UIWidget
GameSidePanel
id: gameLeftPanel
layout: verticalBox
anchors.left: parent.left
anchors.top: parent.top
anchors.bottom: parent.bottom
@ -49,7 +54,6 @@ UIWidget
GameSidePanel
id: gameRightPanel
layout: verticalBox
anchors.right: parent.right
anchors.top: parent.top
anchors.bottom: parent.bottom

@ -189,7 +189,7 @@ function addMapFlag(pos, icon, message, flagId, version)
flagWidget.icon = icon
flagWidget.description = message
if message and message:len() > 0 then
flagWidget:setTooltip(tr(message))
flagWidget:setTooltip(message)
end
flagWidget.id = flagId
flagWidget.version = version

@ -21,7 +21,8 @@ function init()
onBaseSkillChange = onBaseSkillChange
})
connect(g_game, {
onGameStart = refresh
onGameStart = refresh,
onGameEnd = offline
})
skillsButton = modules.client_topmenu.addRightGameToggleButton('skillsButton', tr('Skills') .. ' (Ctrl+S)', '/images/topbuttons/skills', toggle)
@ -55,7 +56,7 @@ function terminate()
})
disconnect(g_game, {
onGameStart = refresh,
onGameEnd = refresh
onGameEnd = offline
})
g_keyboard.unbindKeyDown('Ctrl+S')
@ -63,6 +64,14 @@ function terminate()
skillsWindow:destroy()
end
function expForLevel(level)
return math.floor((50*level*level*level)/3 - 100*level*level + (850*level)/3 - 200)
end
function expToAdvance(currentLevel, currentExp)
return expForLevel(currentLevel+1) - currentExp
end
function resetSkillColor(id)
local skill = skillsWindow:recursiveGetChildById(id)
local widget = skill:getChildById('value')
@ -180,6 +189,9 @@ function refresh()
local player = g_game.getLocalPlayer()
if not player then return end
if expSpeedEvent then expSpeedEvent:cancel() end
expSpeedEvent = cycleEvent(checkExpSpeed, 30*1000)
onExperienceChange(player, player:getExperience())
onLevelChange(player, player:getLevel(), player:getLevelPercent())
onHealthChange(player, player:getHealth(), player:getMaxHealth())
@ -204,6 +216,10 @@ function refresh()
skillsWindow:setContentMaximumHeight(contentsPanel:getChildrenRect().height)
end
function offline()
expSpeedEvent:cancel()
end
function toggle()
if skillsButton:isOn() then
skillsWindow:close()
@ -214,6 +230,22 @@ function toggle()
end
end
function checkExpSpeed()
local player = g_game.getLocalPlayer()
local currentExp = player:getExperience()
local currentTime = g_clock.seconds()
if player.lastExps ~= nil then
player.expSpeed = (currentExp - player.lastExps[1][1])/(currentTime - player.lastExps[1][2])
onLevelChange(player, player:getLevel(), player:getLevelPercent())
else
player.lastExps = {}
end
table.insert(player.lastExps, {currentExp, currentTime})
if #player.lastExps > 10 then
table.remove(player.lastExps, 1)
end
end
function onMiniWindowClose()
skillsButton:setOn(false)
end
@ -231,21 +263,36 @@ function onSkillButtonClick(button)
end
function onExperienceChange(localPlayer, value)
setSkillValue('experience', tr(value))
setSkillValue('experience', value)
end
function onLevelChange(localPlayer, value, percent)
setSkillValue('level', tr(value))
setSkillPercent('level', percent, tr('You have %s percent to go', 100 - percent))
setSkillValue('level', value)
local text = tr('You have %s percent to go', 100 - percent) .. '\n' ..
tr('%s of experience left', expToAdvance(localPlayer:getLevel(), localPlayer:getExperience()))
if localPlayer.expSpeed ~= nil then
local expPerHour = math.floor(localPlayer.expSpeed * 3600)
if expPerHour > 0 then
local nextLevelExp = expForLevel(localPlayer:getLevel()+1)
local hoursLeft = (nextLevelExp - localPlayer:getExperience()) / expPerHour
local minutesLeft = math.floor((hoursLeft - math.floor(hoursLeft))*60)
hoursLeft = math.floor(hoursLeft)
text = text .. '\n' .. tr('%d of experience per hour', expPerHour)
text = text .. '\n' .. tr('Next level in %d hours and %d minutes', hoursLeft, minutesLeft)
end
end
setSkillPercent('level', percent, text)
end
function onHealthChange(localPlayer, health, maxHealth)
setSkillValue('health', tr(health))
setSkillValue('health', health)
checkAlert('health', health, maxHealth, 30)
end
function onManaChange(localPlayer, mana, maxMana)
setSkillValue('mana', tr(mana))
setSkillValue('mana', mana)
checkAlert('mana', mana, maxMana, 30)
end
@ -333,4 +380,4 @@ end
function onBaseSkillChange(localPlayer, id, baseLevel)
setSkillBase('skillId'..id, localPlayer:getSkillLevel(id), baseLevel)
end
end

@ -37,6 +37,7 @@
#include <framework/core/eventdispatcher.h>
#include <framework/core/application.h>
#include <framework/core/resourcemanager.h>
#include <boost/concept_check.hpp>
enum {
@ -163,16 +164,8 @@ void MapView::draw(const Rect& rect)
if(m_shaderSwitchDone && m_shader && m_fadeInTime > 0)
fadeOpacity = std::min(m_fadeTimer.timeElapsed() / m_fadeInTime, 1.0f);
Point drawOffset = ((m_drawDimension - m_visibleDimension - Size(1,1)).toPoint()/2) * m_tileSize;
if(isFollowingCreature())
drawOffset += m_followingCreature->getWalkOffset() * scaleFactor;
Size srcSize = rect.size();
Size srcVisible = m_visibleDimension * m_tileSize;
srcSize.scale(srcVisible, Fw::KeepAspectRatio);
drawOffset.x += (srcVisible.width() - srcSize.width()) / 2;
drawOffset.y += (srcVisible.height() - srcSize.height()) / 2;
Rect srcRect = Rect(drawOffset, srcSize);
Rect srcRect = calcFramebufferSource(rect.size());
Point drawOffset = srcRect.topLeft();
if(m_shader && g_painter->hasShaders() && g_graphics.shouldUseShaders() && m_viewMode == NEAR_VIEW) {
Rect framebufferRect = Rect(0,0, m_drawDimension * m_tileSize);
@ -544,6 +537,49 @@ void MapView::setCameraPosition(const Position& pos)
requestVisibleTilesCacheUpdate();
}
Position MapView::getPosition(const Point& point, const Size& mapSize)
{
Position cameraPosition = getCameraPosition();
// if we have no camera, its impossible to get the tile
if(!cameraPosition.isValid())
return Position();
Rect srcRect = calcFramebufferSource(mapSize);
float sh = srcRect.width() / (float)mapSize.width();
float sv = srcRect.height() / (float)mapSize.height();
Point framebufferPos = Point(point.x * sh, point.y * sv);
Point centerOffset = (framebufferPos + srcRect.topLeft()) / m_tileSize;
Point tilePos2D = getVisibleCenterOffset() - m_drawDimension.toPoint() + centerOffset + Point(2,2);
if(tilePos2D.x + cameraPosition.x < 0 && tilePos2D.y + cameraPosition.y < 0)
return Position();
Position position = Position(tilePos2D.x, tilePos2D.y, 0) + cameraPosition;
if(!position.isValid())
return Position();
return position;
}
Rect MapView::calcFramebufferSource(const Size& destSize)
{
float scaleFactor = m_tileSize/(float)Otc::TILE_PIXELS;
Point drawOffset = ((m_drawDimension - m_visibleDimension - Size(1,1)).toPoint()/2) * m_tileSize;
if(isFollowingCreature())
drawOffset += m_followingCreature->getWalkOffset() * scaleFactor;
Size srcSize = destSize;
Size srcVisible = m_visibleDimension * m_tileSize;
srcSize.scale(srcVisible, Fw::KeepAspectRatio);
drawOffset.x += (srcVisible.width() - srcSize.width()) / 2;
drawOffset.y += (srcVisible.height() - srcSize.height()) / 2;
return Rect(drawOffset, srcSize);
}
int MapView::calcFirstVisibleFloor()
{
int z = 7;

@ -107,9 +107,12 @@ public:
void setShader(const PainterShaderProgramPtr& shader, float fadein, float fadeout);
PainterShaderProgramPtr getShader() { return m_shader; }
Position getPosition(const Point& point, const Size& mapSize);
MapViewPtr asMapView() { return static_self_cast<MapView>(); }
private:
Rect calcFramebufferSource(const Size& destSize);
int calcFirstVisibleFloor();
int calcLastVisibleFloor();
Point transformPositionTo2D(const Position& position, const Position& relativePosition) {

@ -128,29 +128,7 @@ Position UIMap::getPosition(const Point& mousePos)
return Position();
Point relativeMousePos = mousePos - m_mapRect.topLeft();
Size visibleSize = getVisibleDimension() * m_mapView->getTileSize();
Position cameraPosition = getCameraPosition();
// if we have no camera, its impossible to get the tile
if(!cameraPosition.isValid())
return Position();
float scaleFactor = m_mapView->getTileSize() / (float)Otc::TILE_PIXELS;
float horizontalStretchFactor = visibleSize.width() / (float)m_mapRect.width();
float verticalStretchFactor = visibleSize.height() / (float)m_mapRect.height();
Point tilePos2D = Point(relativeMousePos.x * horizontalStretchFactor, relativeMousePos.y * verticalStretchFactor);
if(m_mapView->isFollowingCreature())
tilePos2D += getFollowingCreature()->getWalkOffset() * scaleFactor;
tilePos2D /= m_mapView->getTileSize();
Point visibleCenterOffset = m_mapView->getVisibleCenterOffset();
Position position = Position(1 + (int)tilePos2D.x - visibleCenterOffset.x, 1 + (int)tilePos2D.y - visibleCenterOffset.y, 0) + cameraPosition;
if(!position.isValid())
return Position();
return position;
return m_mapView->getPosition(relativeMousePos, m_mapRect.size());
}
TilePtr UIMap::getTile(const Point& mousePos)

@ -589,7 +589,7 @@ void UITextEdit::updateText()
void UITextEdit::onHoverChange(bool hovered)
{
if(m_changeCursorImage) {
if(hovered)
if(hovered && !g_mouse.isCursorChanged())
g_mouse.pushCursor("text");
else
g_mouse.popCursor("text");

Loading…
Cancel
Save