khanat-code-old/code/ryzom/client/data/gamedev/interfaces_v3/game_config.lua

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-- In this file we define functions that serves for game config windows
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-- create the game namespace without reseting if already created in an other file.
if (game==nil) then
game= {};
end
-- init the temp space for color picker
if (game.ColorPicker == nil) then
game.ColorPicker = {};
game.ColorPicker.r = 255;
game.ColorPicker.g = 255;
game.ColorPicker.b = 255;
game.ColorPicker.button = nil;
game.ColorPicker.pal = 0;
end
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-- WIDGET TO CHOOSE A COLOR
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-- called when we click a button to choose a color from
function game:mcwChooseColor(title, pal)
local ui = getUICaller();
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-- get the color of the button and store it in temporary db location
local rgba = ui.col_normal_rgba;
game.ColorPicker.r = rgba.R;
game.ColorPicker.g = rgba.G;
game.ColorPicker.b = rgba.B;
game.ColorPicker.button = ui;
game.ColorPicker.pal = pal;
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-- setup the color picker window
local uiModalWin = getUI('ui:interface:define_mcw_color');
if (game.ColorPicker.pal == 0) then
uiModalWin.pick.r = rgba.R;
uiModalWin.pick.g = rgba.G;
uiModalWin.pick.b = rgba.B;
uiModalWin.pick.active = true;
uiModalWin.pick2.active = false;
else
uiModalWin.pick2.r = rgba.R;
uiModalWin.pick2.g = rgba.G;
uiModalWin.pick2.b = rgba.B;
uiModalWin.pick.active = false;
uiModalWin.pick2.active = true;
end
uiModalWin.text.hardtext = title;
game.mcwOnColorChanged();
-- launch the color picker modal window
runAH(ui, 'push_modal', 'group=ui:interface:define_mcw_color');
end
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-- called when we have finished choosing the color in the modal window and the chosen color is valid
function game:mcwValidateColor()
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if (game.ColorPicker.button == nil) then
return;
end
game.ColorPicker.button.col_normal = game.ColorPicker.r .. ' ' .. game.ColorPicker.g .. ' ' .. game.ColorPicker.b;
--debugInfo(game.ColorPicker.button.col_normal)
game.ColorPicker.button.col_over = game.ColorPicker.button.col_normal;
game.ColorPicker.button.col_pushed = game.ColorPicker.button.col_normal;
runAH(game.ColorPicker.button, 'ddx_color', '');
runAH(game.ColorPicker.button, 'leave_modal', '');
end
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-- called when the color changed
function game:mcwOnColorChanged()
local uiPath = 'ui:interface:define_mcw_color:';
if (game.ColorPicker.pal == 0) then
uiPath = uiPath .. 'pick';
else
uiPath = uiPath .. 'pick2';
end
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local ui = getUI(uiPath);
game.ColorPicker.r = ui.r;
game.ColorPicker.g = ui.g;
game.ColorPicker.b = ui.b;
local uiModalWin = getUI('ui:interface:define_mcw_color');
uiModalWin.color = game.ColorPicker.r .. ' ' .. game.ColorPicker.g .. ' ' .. game.ColorPicker.b;
uiModalWin.text.color = uiModalWin.color;
end
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-- CONFIG WINDOW
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-- hide all the pages of the config window
function game:configHideAll()
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local uiList = {
'explanation', 'general', 'landscape', 'fx', 'char', 'hud', 'language', 'alpha_colors',
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'chat_colors', 'entity_colors', 'in_scene_user', 'in_scene_friend', 'in_scene_enemy',
'in_scene_chat_messages', 'win_colors', 'win_colors_r2', 'mouse', 'keyb', 'vr', 'sound', 'landmark_colors', 'help'
};
for k,v in pairs(uiList) do
local uiGrp = getUI('ui:interface:game_config:content:' .. v);
uiGrp.active = false;
end
end
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-- show one of the multiple pages in the config window
function game:configShowOne(strUIToShow)
game:configHideAll();
-- special case : if the display tab was shown, update the aspect ratio if needed
local generalGrp = getUI('ui:interface:game_config:content:general');
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local uiGrp = getUI('ui:interface:game_config:content:' .. strUIToShow);
-- Removed the following code to solve RT n<>14720
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-- The 'game_config_change_screen_ratio_custom' action handler
-- should only be called if the user changed the apect ratio himself
-- (else the edit box containing the aspect ratio may not have been initiliazed here)
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--if uiGrp ~= generalGrp then
-- runAH(nil, 'game_config_change_screen_ratio_custom', '')
--end
uiGrp.active = true;
end
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--
function game:configInit()
-- init language
local lang = getClientCfg('LanguageCode');
local langNb = 0;
if (lang == 'de') then
langNb = 2;
elseif (lang == 'fr') then
langNb = 1;
end
-- force observers call
setDbProp('UI:TEMP:LANGUAGE', -1);
setDbProp('UI:TEMP:LANGUAGE', langNb);
runAH(nil, 'game_config_init', '');
local r2WinOn = false
if r2 ~= nil then
if r2.Mode ~= "r2ed_anim_test" then
r2WinOn = true
end
end
local win = getUI("ui:interface:game_config")
local dy = -24
local function winActive(name, active)
local win = win:find(name)
win.active = active
if not active then
win.y = 0
else
win.y = dy
dy = -4
end
end
winActive("wc_r2_palette", r2WinOn)
winActive("wc_r2_scenario", r2WinOn)
winActive("wc_r2_prop_window", r2WinOn)
winActive("wc_r2_form", r2WinOn)
winActive("wc_r2_custom_look", r2WinOn)
winActive("wc_r2_dialogs", r2WinOn)
winActive("wc_r2_events", r2WinOn)
winActive("wc_r2_activities", r2WinOn)
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winActive("wc_r2_feature_help", r2WinOn)
winActive("wc_r2_connect", not r2WinOn)
winActive("wc_r2_session_browser", not r2WinOn)
winActive("wc_r2_scenario_control", true)
winActive("wc_r2_player_tracking", r2WinOn)
end