121 lines
3.7 KiB
Lua
121 lines
3.7 KiB
Lua
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---------------------------------------------------------------------------------------------
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-- UI for act management by the DM (animation mode)
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-- class for runtime acts ui
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r2.ui.AnimActs =
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{
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ChosenActIndex = -1, -- the last act that was chosen in the act popup menu
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}
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------------
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-- PUBLIC --
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------------
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----------------------------------------------------------------------------------------------
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-- Called by the ui when the user clicks on the 'acts' button in animation mode
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-- This will pop a menu to choose between available acts
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function r2.ui.AnimActs:popMenu()
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local menuName = "ui:interface:r2ed_anim_acts_menu"
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local menu = getUI(menuName)
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local rootMenu = menu:getRootMenu()
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rootMenu:reset()
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local acts = self:getActTable()
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--
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if not acts then return end
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for k = 2, table.getn(acts) do
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if acts[k].Name == "" then
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r2.ScratchUCStr = i18n.get("uiR2EDUnamedAct")
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else
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r2.ScratchUCStr:fromUtf8(acts[k].Name)
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end
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rootMenu:addLine(r2.ScratchUCStr, "lua", "r2.ui.AnimActs:chooseAct(" .. tostring(k) .. ")", "")
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end
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launchContextMenuInGame(menuName)
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local but = getUI("ui:interface:r2ed_testbar"):find("r2ed_anim_acts")
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but:updateCoords()
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menu.x = but.x_real
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menu.y = but.y_real + but.w_real
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rootMenu.x = 0
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rootMenu.y = 0
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menu:updateCoords()
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end
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----------------------------------------------------------------------------------------------
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-- called by the acts context menu when one act has been chosen
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function r2.ui.AnimActs:chooseAct(index)
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-- see if current act differs in location or season
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-- acts[1] <==> permanent content
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if index == 1 then return end
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self.ChosenActIndex = index - 1
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local acts = self:getActTable()
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local currentActIndex = r2.getCurrentActIndex() + 1
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if acts[index].LocationId ~= acts[currentActIndex].LocationId then
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validMessageBox(i18n.get("uiR2EDActChangeWarning"), "lua", "r2.ui.AnimActs:validateActChange()", "", "", "ui:interface")
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return
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end
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self:validateActChange()
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-- debugInfo(tostring(acts[index].Island))
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-- debugInfo(tostring(r2:getCurrentIslandName()))
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-- debugInfo(tostring(acts[index].Season))
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-- debugInfo(tostring(getServerSeason()))
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-- local targetSeason
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-- if acts[index].Season == 0 then
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-- targetSeason = getAutoSeason()
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-- else
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-- targetSeason = acts[index].Season
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-- end
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--
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-- if acts[index].Island ~= r2:getCurrentIslandName() or
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-- targetSeason ~= computeCurrSeason() then
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-- -- warn the user that changing to this act will cause a teleport
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-- validMessageBox(i18n.get("uiR2EDActChangeWarning"), "lua", "r2.ui.AnimActs:validateActChange()", "", "", "ui:interface")
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-- return
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-- end
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-- self:validateActChange()
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end
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----------------------------------------------------------------------------------------------
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function r2.ui.AnimActs:validateActChange()
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r2.requestStartAct(self.ChosenActIndex)
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end
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-------------
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-- PRIVATE --
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-------------
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-- private : Place holder for local mode : list of acts
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--
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---- Season enum is as follow :
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-- 0 -> auto, computed locally from the current day (or not received from server yet)
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-- 1 -> server force spring
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-- 2 -> server force summer
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-- 3 -> server force autumn
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-- 4 -> server force winter
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local dummyActsList =
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{
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{ Name = "Act 1", Island = "uiR2_Lakes01", Season=0 },
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{ Name = "Act 2", Island = "uiR2_Desert01", Season=1 },
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{ Name = "Act 3", Island = "uiR2_Lakes10", Season=2 },
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{ Name = "Act 4", Island = "uiR2_Lakes11", Season=3 },
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{ Name = "Act 5", Island = "uiR2_Lakes12", Season=4 }
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}
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----------------------------------------------------------------------------------------------
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function r2.ui.AnimActs:getActTable()
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-- if false then -- config.Local == 1 then
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-- return dummyActsList
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-- else
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-- return r2.AnimGlobals.Acts
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-- end
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return r2.AnimGlobals.Acts
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end
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