Tweak modules interface

Minimize miniwindows space usage
Implement easier minimap navigation
Redesign inventory, minimap and healthinfo layout
master
Eduardo Bart 12 lat temu
rodzic c0c2411854
commit ebc88b8354

@ -82,8 +82,10 @@ MiniWindowContents < ScrollablePanel
id: contentsPanel
anchors.fill: parent
anchors.right: miniwindowScrollBar.left
margin-top: 19
padding: 3 5 3 5
margin-right: -1
margin-top: 21
padding: 4
padding-top: 2
vertical-scrollbar: miniwindowScrollBar
BorderlessGameWindow < UIWindow

@ -32,14 +32,15 @@ function g_mouse.isPressed(button)
return g_window.isMouseButtonPressed(button)
end
function g_mouse.bindAutoPress(widget, callback)
function g_mouse.bindAutoPress(widget, callback, delay)
connect(widget, { onMousePress = function(widget, mousePos, mouseButton)
callback()
local startTime = g_clock.millis()
callback(widget, mousePos, mouseButton, 0)
periodicalEvent(function()
callback()
callback(widget, g_window.getMousePosition(), mouseButton, g_clock.millis() - startTime)
end, function()
return widget:isPressed()
end, 30, 300)
end, 30, delay)
return true
end })
end

@ -246,3 +246,7 @@ function UIMiniWindow:saveParentIndex(parentId, index)
selfSettings.index = index
self:setSettings(selfSettings)
end
function UIMiniWindow:disableResize()
self:getChildById('bottomResizeBorder'):disable()
end

@ -44,6 +44,7 @@ function CombatControls.init()
combatControlsButton = TopMenu.addRightGameToggleButton('combatControlsButton', tr('Combat Controls'), 'combatcontrols.png', CombatControls.toggle)
combatControlsButton:setOn(true)
combatControlsWindow = g_ui.loadUI('combatcontrols.otui', GameInterface.getRightPanel())
combatControlsWindow:disableResize()
fightOffensiveBox = combatControlsWindow:recursiveGetChildById('fightOffensiveBox')
fightBalancedBox = combatControlsWindow:recursiveGetChildById('fightBalancedBox')
@ -134,9 +135,9 @@ function CombatControls.online()
local player = g_game.getLocalPlayer()
if(player) then
local char = player:getName()
local lastCombatControls = g_settings.getNode('LastCombatControls')
if(not table.empty(lastCombatControls)) then
if(lastCombatControls[char]) then
g_game.setFightMode(lastCombatControls[char].fightMode)
@ -145,7 +146,7 @@ function CombatControls.online()
end
end
end
combatControlsWindow:setVisible(combatControlsButton:isOn())
CombatControls.update()
end
@ -155,16 +156,16 @@ function CombatControls.offline()
if(not lastCombatControls) then
lastCombatControls = {}
end
local player = g_game.getLocalPlayer()
if(player) then
local char = player:getName()
local char = player:getName()
lastCombatControls[char] = {
fightMode = g_game.getFightMode(),
chaseMode = g_game.getChaseMode(),
safeFight = g_game.isSafeFight()
}
-- save last combat control settings
g_settings.setNode('LastCombatControls', lastCombatControls)
end

@ -2,8 +2,11 @@ CombatBox < UICheckBox
size: 20 20
image-clip: 0 0 20 20
anchors.top: parent.top
margin-left: 5
margin-right: 5
margin: 0 4
$first:
margin: 0 1
$last:
margin: 0 1
$checked:
image-clip: 0 20 20 20
@ -23,27 +26,28 @@ MiniWindow
id: combatControlsWindow
!text: tr('Combat Controls')
icon: combatcontrols.png
height: 64
height: 48
@onClose: CombatControls.onMiniWindowClose()
&save: true
MiniWindowContents
FightOffensiveBox
id: fightOffensiveBox
anchors.right: next.left
anchors.top: next.top
anchors.left: parent.left
anchors.verticalCenter: parent.verticalCenter
FightBalancedBox
id: fightBalancedBox
anchors.right: next.left
anchors.top: next.top
anchors.left: prev.right
anchors.verticalCenter: parent.verticalCenter
FightDefensiveBox
id: fightDefensiveBox
anchors.centerIn: parent
anchors.left: prev.right
anchors.verticalCenter: parent.verticalCenter
ChaseModeBox
id: chaseModeBox
anchors.left: prev.right
anchors.top: prev.top
anchors.right: next.left
anchors.verticalCenter: parent.verticalCenter
SafeFightBox
id: safeFightBox
anchors.left: prev.right
anchors.top: prev.top
anchors.right: parent.right
anchors.verticalCenter: parent.verticalCenter

@ -30,7 +30,6 @@ ContainerWindow < MiniWindow
padding-right: 0
layout:
type: grid
cell-size: 40 40
cell-size: 34 34
flow: true
cell-spacing: 0

@ -26,7 +26,7 @@ local function onContainerOpen(container, previousContainer)
-- this disables scrollbar auto hiding
local scrollbar = containerWindow:getChildById('miniwindowScrollBar')
scrollbar:mergeStyle({ ['$disabled'] = { ['width'] = scrollbar:getWidth() } })
scrollbar:mergeStyle({ ['$!on'] = { }})
local upButton = containerWindow:getChildById('upButton')
upButton.onClick = function()
@ -45,7 +45,7 @@ local function onContainerOpen(container, previousContainer)
local itemWidget = g_ui.createWidget('Item', containerPanel)
itemWidget:setId('item' .. slot)
itemWidget:setItem(container:getItem(slot))
itemWidget:setMargin(3)
itemWidget:setMargin(0)
itemWidget.position = container:getSlotPosition(slot)
end

@ -28,18 +28,21 @@ local soulBar
local healthLabel
local manaLabel
local soulLabel
local capLabel
-- public functions
function HealthInfo.init()
connect(LocalPlayer, { onHealthChange = HealthInfo.onHealthChange,
onManaChange = HealthInfo.onManaChange,
onStatesChange = HealthInfo.onStatesChange,
onSoulChange = HealthInfo.onSoulChange })
onSoulChange = HealthInfo.onSoulChange,
onFreeCapacityChange = HealthInfo.onFreeCapacityChange })
connect(g_game, { onGameEnd = HealthInfo.offline })
healthInfoWindow = g_ui.loadUI('healthinfo.otui', GameInterface.getRightPanel())
healthInfoButton = TopMenu.addRightGameToggleButton('healthInfoButton', tr('Health Information'), 'healthinfo.png', HealthInfo.toggle)
healthInfoWindow:disableResize()
healthInfoButton:setOn(true)
healthBar = healthInfoWindow:recursiveGetChildById('healthBar')
manaBar = healthInfoWindow:recursiveGetChildById('manaBar')
@ -47,6 +50,7 @@ function HealthInfo.init()
manaLabel = healthInfoWindow:recursiveGetChildById('manaLabel')
soulBar = healthInfoWindow:recursiveGetChildById('soulBar')
soulLabel = healthInfoWindow:recursiveGetChildById('soulLabel')
capLabel = healthInfoWindow:recursiveGetChildById('capLabel')
if g_game.isOnline() then
local localPlayer = g_game.getLocalPlayer()
@ -54,6 +58,7 @@ function HealthInfo.init()
HealthInfo.onManaChange(localPlayer, localPlayer:getMana(), localPlayer:getMaxMana())
HealthInfo.onStatesChange(localPlayer, localPlayer:getStates(), 0)
HealthInfo.onSoulChange(localPlayer, localPlayer:getSoul())
HealthInfo.onFreeCapacityChange(localPlayer, localPlayer:getFreeCapacity())
end
end
@ -61,7 +66,8 @@ function HealthInfo.terminate()
disconnect(LocalPlayer, { onHealthChange = HealthInfo.onHealthChange,
onManaChange = HealthInfo.onManaChange,
onStatesChange = HealthInfo.onStatesChange,
onSoulChange = HealthInfo.onSoulChange })
onSoulChange = HealthInfo.onSoulChange,
onFreeCapacityChange = HealthInfo.onFreeCapacityChange })
disconnect(g_game, { onGameEnd = HealthInfo.offline })
@ -69,14 +75,15 @@ function HealthInfo.terminate()
healthInfoButton:destroy()
healthInfoWindow = nil
healthInfoButton = nil
healthBar = nil
manaBar = nil
soulBar = nil
healthLabel = nil
manaLabel = nil
soulLabel = nil
capLabel = nil
HealthInfo = nil
end
@ -118,9 +125,14 @@ function HealthInfo.onManaChange(localPlayer, mana, maxMana)
end
function HealthInfo.onSoulChange(localPlayer, soul)
soulLabel:setText('Soul: ' .. soul)
soulLabel:setText(tr('Soul') .. ': ' .. soul)
end
function HealthInfo.onFreeCapacityChange(player, freeCapacity)
capLabel:setText(tr('Cap') .. ': ' .. freeCapacity)
end
function HealthInfo.onStatesChange(localPlayer, now, old)
if now == old then return end

@ -5,7 +5,6 @@ HealthBar < ProgressBar
anchors.top: parent.top
anchors.left: parent.left
anchors.right: parent.right
margin-top: 3
ManaBar < ProgressBar
id: manaBar
@ -33,23 +32,33 @@ ManaLabel < GameLabel
anchors.fill: manaBar
margin-top: 2
text: 0 / 0
SoulLabel < GameLabel
id: soulLabel
text-align: right
color: white
text-align: center
font: verdana-11px-rounded
anchors.top: prev.bottom
anchors.left: parent.left
anchors.bottom: parent.bottom
anchors.right: parent.right
anchors.left: parent.horizontalCenter
margin-top: 5
text: Soul:
CapLabel < GameLabel
id: capLabel
color: white
font: verdana-11px-rounded
anchors.bottom: parent.bottom
anchors.left: parent.left
anchors.right: parent.horizontalCenter
margin-top: 5
text: Cap:
ConditionWidget < UIWidget
size: 18 18
$!first:
margin-left: 5
margin-left: 2
MiniWindow
icon: healthinfo.png
@ -68,9 +77,14 @@ MiniWindow
id: conditionPanel
layout:
type: horizontalBox
fit-children: true
height: 18
margin-top: 5
height: 22
margin-top: 4
padding: 2
anchors.top: prev.bottom
anchors.horizontalcenter: parent.horizontalcenter
anchors.left: parent.left
anchors.right: parent.right
border-width: 1
border-color: #00000077
background-color: #ffffff11
SoulLabel
CapLabel

@ -2,6 +2,7 @@ GameSidePanel < UIMiniWindowContainer
image-source: /images/sidepanel.png
image-border: 4
padding: 4
width: 198
GameBottomPanel < Panel
image-source: /images/bottompanel.png
@ -34,7 +35,6 @@ UIWidget
GameSidePanel
id: gameLeftPanel
width: 190
layout: verticalBox
anchors.left: parent.left
anchors.top: parent.top
@ -49,7 +49,6 @@ UIWidget
GameSidePanel
id: gameRightPanel
layout: verticalBox
width: 190
anchors.right: parent.right
anchors.top: parent.top
anchors.bottom: parent.bottom

@ -21,13 +21,13 @@ local inventoryButton
-- public functions
function Inventory.init()
connect(LocalPlayer, { onInventoryChange = Inventory.onInventoryChange,
onFreeCapacityChange = Inventory.onFreeCapacityChange })
connect(LocalPlayer, { onInventoryChange = Inventory.onInventoryChange })
connect(g_game, { onGameStart = Inventory.refresh })
g_keyboard.bindKeyDown('Ctrl+I', Inventory.toggle)
inventoryWindow = g_ui.loadUI('inventory.otui', GameInterface.getRightPanel())
inventoryWindow:disableResize()
inventoryPanel = inventoryWindow:getChildById('contentsPanel')
inventoryButton = TopMenu.addRightGameToggleButton('inventoryButton', tr('Inventory') .. ' (Ctrl+I)', 'inventory.png', Inventory.toggle)
inventoryButton:setOn(true)
@ -36,8 +36,7 @@ function Inventory.init()
end
function Inventory.terminate()
disconnect(LocalPlayer, { onInventoryChange = Inventory.onInventoryChange,
onFreeCapacityChange = Inventory.onFreeCapacityChange })
disconnect(LocalPlayer, { onInventoryChange = Inventory.onInventoryChange })
disconnect(g_game, { onGameStart = Inventory.refresh })
g_keyboard.unbindKeyDown('Ctrl+I')
@ -87,9 +86,3 @@ function Inventory.onInventoryChange(player, slot, item, oldItem)
itemWidget:setItem(nil)
end
end
function Inventory.onFreeCapacityChange(player, freeCapacity)
local widget = inventoryPanel:getChildById('capacity')
widget:setText("Cap:\n" .. freeCapacity)
end

@ -1,129 +1,77 @@
HeadSlot < Item
InventoryItem < Item
margin: 0 1
HeadSlot < InventoryItem
id: slot1
image-source: /game_inventory/slots/head.png
&position: {x=65535, y=1, z=0}
BodySlot < Item
BodySlot < InventoryItem
id: slot4
image-source: /game_inventory/slots/body.png
&position: {x=65535, y=4, z=0}
LegSlot < Item
LegSlot < InventoryItem
id: slot7
image-source: /game_inventory/slots/legs.png
&position: {x=65535, y=7, z=0}
FeetSlot < Item
FeetSlot < InventoryItem
id: slot8
image-source: /game_inventory/slots/feet.png
&position: {x=65535, y=8, z=0}
NeckSlot < Item
NeckSlot < InventoryItem
id: slot2
image-source: /game_inventory/slots/neck.png
&position: {x=65535, y=2, z=0}
LeftSlot < Item
LeftSlot < InventoryItem
id: slot6
image-source: /game_inventory/slots/left-hand.png
&position: {x=65535, y=6, z=0}
FingerSlot < Item
FingerSlot < InventoryItem
id: slot9
image-source: /game_inventory/slots/finger.png
&position: {x=65535, y=9, z=0}
BackSlot < Item
BackSlot < InventoryItem
id: slot3
image-source: /game_inventory/slots/back.png
&position: {x=65535, y=3, z=0}
RightSlot < Item
RightSlot < InventoryItem
id: slot5
image-source: /game_inventory/slots/right-hand.png
&position: {x=65535, y=5, z=0}
AmmoSlot < Item
AmmoSlot < InventoryItem
id: slot10
image-source: /game_inventory/slots/ammo.png
&position: {x=65535, y=10, z=0}
MiniWindow
id: inventoryWindow
!text: tr('Inventory')
icon: inventory.png
height: 180
height: 95
@onClose: Inventory.onMiniWindowClose()
&save: true
MiniWindowContents
MiniWindowContents
padding: 4 5
layout:
type: grid
flow: true
cell-size: 36 34
HeadSlot
// head
anchors.top: parent.top
anchors.horizontalCenter: parent.horizontalCenter
margin-top: 4
&position: {x=65535, y=1, z=0}
BodySlot
// body
anchors.top: prev.bottom
anchors.horizontalCenter: prev.horizontalCenter
margin-top: 5
&position: {x=65535, y=4, z=0}
LegSlot
// legs
anchors.top: prev.bottom
anchors.horizontalCenter: prev.horizontalCenter
margin-top: 5
&position: {x=65535, y=7, z=0}
FeetSlot
// feet
anchors.top: prev.bottom
anchors.horizontalCenter: prev.horizontalCenter
margin-top: 5
&position: {x=65535, y=8, z=0}
NeckSlot
// neck
anchors.top: parent.top
anchors.right: slot1.left
margin-top: 10
margin-right: 5
&position: {x=65535, y=2, z=0}
RightSlot
LeftSlot
// left hand
anchors.top: prev.bottom
anchors.horizontalCenter: prev.horizontalCenter
margin-top: 5
&position: {x=65535, y=6, z=0}
NeckSlot
FingerSlot
// finger
anchors.top: prev.bottom
anchors.horizontalCenter: prev.horizontalCenter
margin-top: 5
&position: {x=65535, y=9, z=0}
BackSlot
// back
anchors.top: parent.top
anchors.left: slot1.right
margin-top: 10
margin-left: 5
&position: {x=65535, y=3, z=0}
RightSlot
// right hand
anchors.top: prev.bottom
anchors.horizontalCenter: prev.horizontalCenter
margin-top: 5
&position: {x=65535, y=5, z=0}
AmmoSlot
// ammo
anchors.top: prev.bottom
anchors.horizontalCenter: prev.horizontalCenter
margin-top: 5
&position: {x=65535, y=10, z=0}
GameLabel
id: capacity
height: 30
anchors.top: slot10.bottom
anchors.left: slot10.left
margin-top: 5
text-align: center
text-auto-resize: true

@ -5,10 +5,15 @@ local minimapWidget
local minimapButton
local minimapWindow
local DEFAULT_ZOOM = 60
local navigating = false
minimapFirstLoad = true
-- private functions
function onMinimapMouseRelease(self, mousePosition, mouseButton)
if navigating then
navigating = false
return
end
local tile = self:getTile(mousePosition)
if tile and mouseButton == MouseLeftButton and self:isPressed() then
local dirs = g_map.findPath(g_game.getLocalPlayer():getPosition(), tile:getPosition(), 127)
@ -47,7 +52,9 @@ function Minimap.init()
minimapWindow = g_ui.loadUI('minimap.otui', GameInterface.getRightPanel())
minimapWidget = minimapWindow:recursiveGetChildById('minimap')
g_mouse.bindAutoPress(minimapWidget, Minimap.compassClick)
minimapWidget:setAutoViewMode(false)
minimapWidget:setViewMode(1) -- mid view
minimapWidget:setDrawMinimapColors(true)
@ -109,7 +116,10 @@ function Minimap.isClickInRange(position, fromPosition, toPosition)
end
-- hooked functions
function Minimap.compassClick(self, mousePos)
function Minimap.compassClick(self, mousePos, mouseButton, elapsed)
if elapsed < 300 then return end
navigating = true
local px = mousePos.x - self:getX()
local py = mousePos.y - self:getY()
local dx = px - self:getWidth()/2

@ -30,44 +30,22 @@ MiniWindow
@onClose: Minimap.onMiniWindowClose()
&save: true
Label
text: ?
text-align: center
phantom: false
!tooltip: tr('Hold left mouse button to navigate')
anchors.top: minimizeButton.top
anchors.right: minimizeButton.left
margin-right: 3
size: 14 14
MiniWindowContents
padding: 3
padding: 2
UIMap
id: minimap
anchors.fill: parent
UIButton
id: compass
image-source: /game_minimap/compass.png
image-smooth: true
color: #ffffff
anchors.left: parent.left
anchors.top: parent.top
size: 48 48
margin-top: 4
margin-left: 4
@onClick: function(...) Minimap.compassClick(...) end
UIButton
id: compassReset
text: R
font: verdana-11px-rounded
anchors.centerIn: compass
margin-top: 2
margin-right: 1
@onClick: function(...) Minimap.center(...) end
$pressed:
color: #eb9f4f88
$hover !pressed:
color: #eb9f4f
$!pressed !hover:
color: #ffffff
$disabled:
image-color: #ffffff88
FloorUpControl
id: floorUp
anchors.right: parent.right
@ -109,3 +87,12 @@ MiniWindow
enabled: true
@onClick: Minimap.onButtonClick(self:getId())
Button
id: reset
!text: tr('Center')
width: 44
anchors.left: parent.left
anchors.top: parent.top
margin: 4
@onClick: Minimap.center()

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