local ProgressCallback = { update = 1, finish = 2 } cooldownWindow = nil cooldownButton = nil contentsPanel = nil spellCooldownPanel = nil lastPlayer = nil function init() connect(g_game, { onGameStart = online, onSpellGroupCooldown = onSpellGroupCooldown, onSpellCooldown = onSpellCooldown }) cooldownButton = modules.client_topmenu.addRightGameToggleButton('cooldownButton', tr('Cooldowns'), '/images/topbuttons/cooldowns', toggle) cooldownButton:setOn(true) cooldownButton:hide() cooldownWindow = g_ui.loadUI('cooldown', modules.game_interface.getRightPanel()) cooldownWindow:disableResize() cooldownWindow:setup() contentsPanel = cooldownWindow:getChildById('contentsPanel') spellCooldownPanel = contentsPanel:getChildById('spellCooldownPanel') if g_game.isOnline() then online() end end function terminate() disconnect(g_game, { onGameStart = online, onSpellGroupCooldown = onSpellGroupCooldown, onSpellCooldown = onSpellCooldown }) cooldownButton:destroy() cooldownWindow:destroy() end function onMiniWindowClose() cooldownButton:setOn(false) end function toggle() if cooldownButton:isOn() then cooldownWindow:close() cooldownButton:setOn(false) else cooldownWindow:open() cooldownButton:setOn(true) end end function online() if g_game.getFeature(GameSpellList) then cooldownButton:show() else cooldownButton:hide() cooldownWindow:close() end if not lastPlayer or lastPlayer ~= g_game.getCharacterName() then refresh() lastPlayer = g_game.getCharacterName() end end function refresh() spellCooldownPanel:destroyChildren() end function removeCooldown(progressRect) removeEvent(progressRect.event) if progressRect.icon then progressRect.icon:destroy() progressRect.icon = nil end progressRect = nil end function turnOffCooldown(progressRect) removeEvent(progressRect.event) if progressRect.icon then progressRect.icon:setOn(false) progressRect.icon = nil end -- create particles --[[local particle = g_ui.createWidget('GroupCooldownParticles', progressRect) particle:fill('parent') scheduleEvent(function() particle:destroy() end, 1000) -- hack until onEffectEnd]] progressRect = nil end function initCooldown(progressRect, updateCallback, finishCallback) progressRect:setPercent(0) progressRect.callback = {} progressRect.callback[ProgressCallback.update] = updateCallback progressRect.callback[ProgressCallback.finish] = finishCallback updateCallback() end function updateCooldown(progressRect, interval) progressRect:setPercent(progressRect:getPercent() + 5) if progressRect:getPercent() < 100 then removeEvent(progressRect.event) progressRect.event = scheduleEvent(function() progressRect.callback[ProgressCallback.update]() end, interval) else progressRect.callback[ProgressCallback.finish]() end end function onSpellCooldown(iconId, duration) local spell, profile, spellName = Spells.getSpellByIcon(iconId) if not spellName then return end clientIconId = Spells.getClientId(spellName) if not clientIconId then return end local icon = spellCooldownPanel:getChildById(spellName) if not icon then icon = g_ui.createWidget('SpellIcon', spellCooldownPanel) icon:setId(spellName) end icon:setImageSource('/images/game/spells/' .. SpelllistSettings[profile].iconFile) icon:setImageClip(Spells.getImageClip(clientIconId, profile)) local progressRect = icon:getChildById(spellName) if not progressRect then progressRect = g_ui.createWidget('SpellProgressRect', icon) progressRect:setId(spellName) progressRect.icon = icon progressRect:fill('parent') else progressRect:setPercent(0) end progressRect:setTooltip(spellName) local updateFunc = function() updateCooldown(progressRect, duration/19) end local finishFunc = function() removeCooldown(progressRect) end initCooldown(progressRect, updateFunc, finishFunc) end function onSpellGroupCooldown(groupId, duration) if not SpellGroups[groupId] then return end local icon = contentsPanel:getChildById('groupIcon' .. SpellGroups[groupId]) local progressRect = contentsPanel:getChildById('progressRect' .. SpellGroups[groupId]) if icon then icon:setOn(true) removeEvent(icon.event) end progressRect.icon = icon if progressRect then removeEvent(progressRect.event) local updateFunc = function() updateCooldown(progressRect, duration/19) end local finishFunc = function() turnOffCooldown(progressRect) end initCooldown(progressRect, updateFunc, finishFunc) end end