165 lines
4.4 KiB
Lua
165 lines
4.4 KiB
Lua
local ProgressCallback = {
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update = 1,
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finish = 2
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}
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cooldownWindow = nil
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cooldownButton = nil
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contentsPanel = nil
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spellCooldownPanel = nil
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function init()
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connect(g_game, { onGameStart = online,
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onSpellGroupCooldown = onSpellGroupCooldown,
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onSpellCooldown = onSpellCooldown })
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cooldownButton = modules.client_topmenu.addRightGameToggleButton('cooldownButton', tr('Cooldowns'), '/images/topbuttons/cooldowns', toggle)
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cooldownButton:setOn(true)
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cooldownButton:hide()
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cooldownWindow = g_ui.loadUI('cooldown', modules.game_interface.getRightPanel())
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cooldownWindow:disableResize()
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cooldownWindow:setup()
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contentsPanel = cooldownWindow:getChildById('contentsPanel')
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spellCooldownPanel = contentsPanel:getChildById('spellCooldownPanel')
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if g_game.isOnline() then
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online()
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end
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end
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function terminate()
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disconnect(g_game, { onGameStart = online,
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onSpellGroupCooldown = onSpellGroupCooldown,
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onSpellCooldown = onSpellCooldown })
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cooldownButton:destroy()
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cooldownWindow:destroy()
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end
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function onMiniWindowClose()
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cooldownButton:setOn(false)
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end
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function toggle()
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if cooldownButton:isOn() then
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cooldownWindow:close()
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cooldownButton:setOn(false)
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else
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cooldownWindow:open()
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cooldownButton:setOn(true)
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end
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end
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function online()
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if g_game.getFeature(GameSpellList) then
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cooldownButton:show()
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else
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cooldownButton:hide()
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cooldownWindow:close()
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end
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end
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function removeCooldown(progressRect)
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removeEvent(progressRect.event)
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if progressRect.icon then
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progressRect.icon:destroy()
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progressRect.icon = nil
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end
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progressRect = nil
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end
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function turnOffCooldown(progressRect)
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removeEvent(progressRect.event)
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if progressRect.icon then
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progressRect.icon:setOn(false)
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progressRect.icon = nil
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end
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-- create particles
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local particle = g_ui.createWidget('GroupCooldownParticles', progressRect)
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particle:fill('parent')
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progressRect = nil
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end
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function initCooldown(progressRect, updateCallback, finishCallback)
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progressRect:setPercent(0)
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progressRect.callback = {}
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progressRect.callback[ProgressCallback.update] = updateCallback
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progressRect.callback[ProgressCallback.finish] = finishCallback
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updateCallback()
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end
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function updateCooldown(progressRect, interval)
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progressRect:setPercent(progressRect:getPercent() + 5)
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if progressRect:getPercent() < 100 then
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removeEvent(progressRect.event)
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progressRect.event = scheduleEvent(function() progressRect.callback[ProgressCallback.update]() end, interval)
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else
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progressRect.callback[ProgressCallback.finish]()
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end
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end
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function onSpellCooldown(iconId, duration)
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local spell, profile, spellName = Spells.getSpellByIcon(iconId)
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if not spellName then return end
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--local ping = g_game.getPing()
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--if ping > 0 then duration = duration + ping end
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clientIconId = Spells.getClientId(spellName)
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if not clientIconId then return end
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local icon = spellCooldownPanel:getChildById(spellName)
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if not icon then
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icon = g_ui.createWidget('SpellIcon', spellCooldownPanel)
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icon:setId(spellName)
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icon:setImageSource('/images/game/spells/' .. SpelllistSettings[profile].iconFile)
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icon:setImageClip(Spells.getImageClip(clientIconId, profile))
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local progressRect = g_ui.createWidget('SpellProgressRect', icon)
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progressRect.icon = icon
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progressRect:fill('parent')
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progressRect:setTooltip(spellName)
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local updateFunc = function()
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updateCooldown(progressRect, duration/25)
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end
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local finishFunc = function()
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removeCooldown(progressRect)
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end
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initCooldown(progressRect, updateFunc, finishFunc)
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end
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end
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function onSpellGroupCooldown(groupId, duration)
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if not SpellGroups[groupId] then return end
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--local ping = g_game.getPing()
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--if ping > 0 then duration = duration + ping end
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local icon = contentsPanel:getChildById('groupIcon' .. SpellGroups[groupId])
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local progressRect = contentsPanel:getChildById('progressRect' .. SpellGroups[groupId])
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if icon then
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icon:setOn(true)
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removeEvent(icon.event)
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end
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progressRect.icon = icon
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if progressRect then
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removeEvent(progressRect.event)
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local updateFunc = function()
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updateCooldown(progressRect, duration/25)
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end
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local finishFunc = function()
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turnOffCooldown(progressRect)
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end
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initCooldown(progressRect, updateFunc, finishFunc)
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end
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end
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