Changes/Fixes to Character List, Hotkey Manager, Exit Window and Text Message.
*Fixed typo in character list string. * Hotkey text edit will now focus when you select a list item. * Fix to the exit window layout. * Added a death window for player deaths.
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@ -22,7 +22,7 @@ local function tryLogin(charInfo, tries)
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if g_game.isOnline() then
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if g_game.isOnline() then
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g_game.safeLogout()
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g_game.safeLogout()
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if tries == 1 then
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if tries == 1 then
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loadBox = displayCancelBox(tr('Please wait'), tr('Loggin out...'))
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loadBox = displayCancelBox(tr('Please wait'), tr('Logging out...'))
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end
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end
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scheduleEvent(function() tryLogin(charInfo, tries+1) end, 250)
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scheduleEvent(function() tryLogin(charInfo, tries+1) end, 250)
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return
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return
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@ -334,6 +334,7 @@ function HotkeysManager.checkSelectedHotkey(focused)
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if hotkeyLabelSelectedOnList.itemId == nil then
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if hotkeyLabelSelectedOnList.itemId == nil then
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hotkeyText:enable()
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hotkeyText:enable()
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hotkeyText:focus()
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hotKeyTextLabel:enable()
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hotKeyTextLabel:enable()
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hotkeyText:setText(hotkeyLabelSelectedOnList.value)
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hotkeyText:setText(hotkeyLabelSelectedOnList.value)
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@ -4,29 +4,14 @@ ExitWindow < MainWindow
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size: 550 135
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size: 550 135
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Label
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Label
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!text: tr('If you shut down the program, you character might stay in the game.')
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!text: tr('If you shut down the program, you character might stay in the game.\nClick on "Logout" to ensure that you character leaves the game property.\nClick on "Exit" if you want to exit the program without logging out your character.')
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width: 550
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width: 550
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height: 110
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anchors.left: parent.left
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anchors.left: parent.left
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anchors.top: parent.top
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anchors.top: parent.top
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margin-left: 10
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margin-left: 10
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margin-top: 2
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margin-top: 2
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Label
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!text: tr('Click on "Logout" to ensure that you character leaves the game property.')
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width: 550
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anchors.left: parent.left
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anchors.top: prev.bottom
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margin-left: 10
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margin-top: 2
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Label
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!text: tr('Click on "Exit" if you want to exit the program without logging out your character.')
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width: 550
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anchors.left: parent.left
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anchors.top: prev.bottom
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margin-left: 10
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margin-top: 2
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Button
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Button
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id: buttonExit
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id: buttonExit
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!text: tr('Exit')
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!text: tr('Exit')
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@ -50,4 +35,3 @@ ExitWindow < MainWindow
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anchors.left: prev.right
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anchors.left: prev.right
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anchors.bottom: parent.bottom
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anchors.bottom: parent.bottom
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margin-left: 5
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margin-left: 5
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@onClick: self:getParent():destroy()
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@ -127,8 +127,8 @@ function Minimap.compassClick(self, mousePos, mouseButton, elapsed)
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local dx = px - self:getWidth()/2
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local dx = px - self:getWidth()/2
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local dy = -(py - self:getHeight()/2)
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local dy = -(py - self:getHeight()/2)
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local radius = math.sqrt(dx*dx+dy*dy)
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local radius = math.sqrt(dx*dx+dy*dy)
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local movex=0
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local movex = 0
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local movey=0
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local movey = 0
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dx = dx/radius
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dx = dx/radius
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dy = dy/radius
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dy = dy/radius
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@ -0,0 +1,29 @@
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DeathWindow < MainWindow
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id: deathWindow
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!text: tr('You are dead')
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size: 350 155
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Label
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!text: tr('Alas! Brave adventurer, you have met a sad fate.\nBut do not despair, for the gods will bring you back\ninto this world in exchange for a small sacrifice\n\nSimply click on Ok to resume your journeys!')
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width: 550
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height: 140
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anchors.left: parent.left
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anchors.top: parent.top
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margin-left: 10
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margin-top: 2
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Button
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id: buttonOk
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!text: tr('Ok')
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width: 64
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anchors.left: parent.left
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anchors.bottom: parent.bottom
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margin-left: 160
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Button
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id: buttonCancel
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!text: tr('Cancel')
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width: 64
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anchors.left: prev.right
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anchors.bottom: parent.bottom
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margin-left: 5
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@ -20,6 +20,7 @@ local MessageTypes = {
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local centerTextMessagePanel
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local centerTextMessagePanel
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local bottomStatusLabel
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local bottomStatusLabel
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local privateLabel
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local privateLabel
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local deathWindow
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-- private functions
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-- private functions
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local function displayMessage(msgtype, msg, time)
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local function displayMessage(msgtype, msg, time)
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@ -57,6 +58,8 @@ end
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-- public functions
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-- public functions
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function TextMessage.init()
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function TextMessage.init()
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g_ui.importStyle('deathwindow.otui')
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connect(g_game, { onDeath = TextMessage.displayDeadMessage,
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connect(g_game, { onDeath = TextMessage.displayDeadMessage,
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onTextMessage = TextMessage.display,
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onTextMessage = TextMessage.display,
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onGameStart = TextMessage.clearMessages })
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onGameStart = TextMessage.clearMessages })
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@ -93,6 +96,7 @@ function TextMessage.terminate()
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centerTextMessagePanel = nil
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centerTextMessagePanel = nil
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bottomStatusLabel = nil
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bottomStatusLabel = nil
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privateLabel = nil
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privateLabel = nil
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deathWindow = nil
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TextMessage = nil
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TextMessage = nil
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end
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end
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@ -127,4 +131,28 @@ function TextMessage.displayDeadMessage()
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local advanceLabel = GameInterface.getMapPanel():recursiveGetChildById('centerAdvance')
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local advanceLabel = GameInterface.getMapPanel():recursiveGetChildById('centerAdvance')
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if advanceLabel:isVisible() then return end
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if advanceLabel:isVisible() then return end
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TextMessage.displayEventAdvance(tr('You are dead.'))
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TextMessage.displayEventAdvance(tr('You are dead.'))
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if(deathWindow) then
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return
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end
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deathWindow = g_ui.createWidget('DeathWindow', rootWidget)
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local okButton = deathWindow:getChildById('buttonOk')
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local cancelButton = deathWindow:getChildById('buttonCancel')
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local okFunc = function()
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CharacterList.doLogin()
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okButton:getParent():destroy()
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deathWindow = nil
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end
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local cancelFunc = function()
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GameInterface.logout()
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cancelButton:getParent():destroy()
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deathWindow = nil
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end
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deathWindow.onEnter = okFunc
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deathWindow.onEscape = cancelFunc
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okButton.onClick = okFunc
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cancelButton.onClick = cancelFunc
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end
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end
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