boiii-scripts/shared/lui_shared.gsc
2023-04-13 17:30:38 +02:00

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#using scripts\codescripts\struct;
#using scripts\shared\array_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\string_shared;
#using scripts\shared\system_shared;
#using scripts\shared\util_shared;
#using scripts\shared\flag_shared;
#using scripts\shared\flagsys_shared;
#namespace lui;
#precache( "eventstring", "show_perk_notification" );
#precache( "lui_menu", "HudElementText" );
#precache( "lui_menu", "HudElementImage" );
#precache( "lui_menu", "HudElementTimer" );
#precache( "lui_menu", "FullScreenBlack" );
#precache( "lui_menu", "FullScreenWhite" );
#precache( "lui_menu", "ScriptMessageDialog_Compact" );
#precache( "lui_menu", "FullBlack" ); // InitialBlack without the spinner
#precache( "lui_menu_data", "text" );
#precache( "lui_menu_data", "material" );
#precache( "lui_menu_data", "x" );
#precache( "lui_menu_data", "y" );
#precache( "lui_menu_data", "width" );
#precache( "lui_menu_data", "height" );
#precache( "lui_menu_data", "alpha" );
#precache( "lui_menu_data", "alignment" );
#precache( "lui_menu_data", "fadeOverTime" );
#precache( "lui_menu_data", "startAlpha" );
#precache( "lui_menu_data", "endAlpha" );
#precache( "lui_menu_data", "time" );
#precache( "lui_menu_data", "current_animation" );
#precache( "lui_menu_data", "red" );
#precache( "lui_menu_data", "green" );
#precache( "lui_menu_data", "blue" );
#precache( "lui_menu_data", "zRot" );
#precache( "lui_menu", "PiPMenu" );
#precache( "lui_menu", "FullscreenMovie" );
#precache( "lui_menu_data", "additive" );
#precache( "lui_menu_data", "movieName" );
#precache( "lui_menu_data", "showBlackScreen" );
#precache( "lui_menu_data", "looping" );
#precache( "lui_menu_data", "movieKey" );
#precache( "lui_menu_data", "title" );
#precache( "lui_menu_data", "description" );
function autoexec __init__sytem__() { system::register("lui_shared",&__init__,undefined,undefined); }
function __init__()
{
callback::on_spawned(&refresh_menu_values);
}
// Refresh all global lui variables for connecting players.
//
function private refresh_menu_values()
{
if ( !isdefined( level.lui_script_globals ) )
{
return;
}
a_str_menus = GetArrayKeys( level.lui_script_globals );
for ( i = 0; i < a_str_menus.size; i++ )
{
str_menu = a_str_menus[i];
a_str_vars = GetArrayKeys( level.lui_script_globals[str_menu] );
for ( j = 0; j < a_str_vars.size; j++ )
{
str_var = a_str_vars[j];
value = level.lui_script_globals[str_menu][str_var];
self set_value_for_player( str_menu, str_var, value );
}
}
}
/@
"Name: play_animation( menu, str_anim )"
"Summary: Play an animation clip on a lui menu (create the animation in the UI Editor)."
"CallOn: N/A"
"MandatoryArg: menu : the menu."
"MandatoryArg: str_anim : the clip name."
"Example: play_animation( menu, "on_focus_cool_anim" );"
@/
function play_animation( menu, str_anim )
{
str_curr_anim = self GetLUIMenuData( menu, "current_animation" );
str_new_anim = str_anim;
// This is because if we set the anim name again to what it was before, it will not trigger the model subscription
// which will in turn not play the animation. This case is handled specially in lua, to check if its an empty string,
// if so, play the same anim again.
if ( isdefined( str_curr_anim ) && ( str_curr_anim == str_anim ) )
{
str_new_anim = "";
}
self SetLUIMenuData( menu, "current_animation", str_new_anim );
}
function set_color( menu, color )
{
self SetLUIMenuData( menu, "red", color[ 0 ] );
self SetLUIMenuData( menu, "green", color[ 1 ] );
self SetLUIMenuData( menu, "blue", color[ 2 ] );
}
// Set a LUI data model value for a specific player.
//
// Self == player
//
// Note: be sure to precache the lui_menu and the lui_menu_data for str_menu_id and str_variable_id respectively.
//
function set_value_for_player( str_menu_id, str_variable_id, value )
{
if(!isdefined(self.lui_script_menus))self.lui_script_menus=[];
if(!isdefined(self.lui_script_menus[str_menu_id]))self.lui_script_menus[str_menu_id]=self OpenLuiMenu( str_menu_id );
self SetLuiMenuData( self.lui_script_menus[str_menu_id], str_variable_id, value );
}
// Set a LUI data model value for all players.
//
// Note: be sure to precache the lui_menu and the lui_menu_data for str_menu_id and str_variable_id respectively.
//
function set_global( str_menu_id, str_variable_id, value )
{
if(!isdefined(level.lui_script_globals))level.lui_script_globals=[];
if(!isdefined(level.lui_script_globals[str_menu_id]))level.lui_script_globals[str_menu_id]=[];
level.lui_script_globals[ str_menu_id ][ str_variable_id ] = value;
// If there are no players now, no worries--it'll automagically get assigned when they connect.
//
if ( isdefined( level.players ) )
{
foreach( player in level.players )
{
player set_value_for_player( str_menu_id, str_variable_id, value );
}
}
}
/@
"Name: timer( n_time, str_endon, x, y, height )"
"Summary: Throw up a quick debug/blockout timer. Returns when the time is up."
"CallOn: player"
"MandatoryArg: n_time : the amount of time."
"OptionalArg: str_endon: kill notify."
"OptionalArg: x: the x position of the UI."
"OptionalArg: y: the y position of the UI."
"OptionalArg: height: the size of the UI."
"Example: level.players[0] timer( 10 );"
@/
function timer( n_time, str_endon, x, y, height )
{
if(!isdefined(x))x=1280 - 200;
if(!isdefined(y))y=200;
if(!isdefined(height))height=60;
lui = self OpenLUIMenu( "HudElementTimer" );
self SetLUIMenuData( lui, "x", x );
self SetLUIMenuData( lui, "y", y );
self SetLUIMenuData( lui, "height", height );
self SetLUIMenuData( lui, "time", GetTime() + ( n_time * 1000 ) );
if ( isdefined( str_endon ) )
{
self util::waittill_notify_or_timeout( str_endon, n_time );
}
else
{
wait n_time;
}
self CloseLUIMenu( lui );
}
/@
"Name: prime_movie( str_movie )"
"Summary: Start priming a movie, so we dont get any hitches and its ready when we start playing it."
"CallOn: player or level (for all players)"
"MandatoryArg: str_movie: the movie name."
"Example: level lui::prime_movie( "cairotroops" );"
@/
function prime_movie( str_movie, b_looping = false, str_key = "" )
{
if ( self == level )
{
foreach ( player in level.players )
{
player PrimeMovie( str_movie, b_looping, str_key );
}
}
else
{
player PrimeMovie( str_movie, b_looping, str_key );
}
}
/@
"Name: play_movie( str_movie, str_type )"
"Summary: Play a movie. Currently supports fullscreen or PIP formats."
"CallOn: player or level (for all players)"
"MandatoryArg: str_movie: the movie name."
"MandatoryArg: str_type: "pip", "fullscreen", "fullscreen_additive" (defaults to fullscreen)."
"OptionalArg: show_black_screen: this shows a black screen behind the movie till the movie finishes streaming and starts playing"
"Example: level lui::play_movie( "cairotroops", "pip" );"
@/
function play_movie( str_movie, str_type, show_black_screen = false, b_looping = false, str_key = "" )
{
if( str_type === "fullscreen" || str_type === "fullscreen_additive" )
{
b_hide_hud = true;
}
if ( self == level )
{
foreach ( player in level.players )
{
if( isdefined(b_hide_hud) )
{
player flagsys::set( "playing_movie_hide_hud" );
player util::show_hud( 0 );
}
player thread _play_movie_for_player( str_movie, str_type, show_black_screen, b_looping, str_key );
}
array::wait_till( level.players, "movie_done" );
if( isdefined(b_hide_hud) )
{
foreach ( player in level.players )
{
player flagsys::clear( "playing_movie_hide_hud" );
player util::show_hud( 1 );
}
}
}
else
{
if( isdefined(b_hide_hud) )
{
self flagsys::set( "playing_movie_hide_hud" );
self util::show_hud( 0 );
}
_play_movie_for_player( str_movie, str_type, false, b_looping, str_key );
if( isdefined(b_hide_hud) )
{
self flagsys::clear( "playing_movie_hide_hud" );
self util::show_hud( 1 );
}
}
level notify( "movie_done", str_type );
}
function private _play_movie_for_player( str_movie, str_type, show_black_screen, b_looping, str_key )
{
self endon("disconnect");
str_menu = undefined;
switch ( str_type )
{
case "fullscreen":
case "fullscreen_additive":
str_menu = "FullscreenMovie";
break;
case "pip":
str_menu = "PiPMenu";
break;
default: AssertMsg( "Invalid movie type '" + str_type + "'." );
}
if( str_type == "pip" )
{
self playsoundtoplayer( "uin_pip_open", self );
}
lui_menu = self OpenLUIMenu( str_menu );
if(isDefined(lui_menu))
{
self SetLUIMenuData( lui_menu, "movieName", str_movie );
self SetLUIMenuData( lui_menu, "movieKey", str_key );
self SetLUIMenuData( lui_menu, "showBlackScreen", show_black_screen );
self SetLUIMenuData( lui_menu, "looping", b_looping );
self SetLUIMenuData( lui_menu, "additive", 0 );
if ( IsSubStr( str_type, "additive" ) )
{
self SetLUIMenuData( lui_menu, "additive", 1 );
}
while ( true )
{
self waittill( "menuresponse", menu, response );
if ( ( menu == str_menu ) && ( response == "finished_movie_playback" ) )
{
if( str_type == "pip" )
{
self playsoundtoplayer( "uin_pip_close", self );
}
self CloseLUIMenu( lui_menu );
self notify( "movie_done" );
}
}
}
}
/@
"Name: play_movie_with_timeout( str_movie, str_type, show_black_screen = false, b_looping = false, timeout )"
"Summary: Play a movie and times out if the duration is exceeded. Currently supports fullscreen or PIP formats."
"CallOn: level (for all players)"
"MandatoryArg: str_movie: the movie name."
"MandatoryArg: str_type: "pip", "fullscreen", "fullscreen_additive" (defaults to fullscreen)."
"MandatoryArg: timeout: the duration after which the movie will automatically be ended."
"OptionalArg: show_black_screen: this shows a black screen behind the movie till the movie finishes streaming and starts playing"
"OptionalArg: b_looping: loops the movie"
"Example: level lui::play_movie( "cairotroops", "pip" );"
@/
function play_movie_with_timeout( str_movie, str_type, timeout, show_black_screen = false, b_looping = false, str_key = "" )
{
if( str_type === "fullscreen" || str_type === "fullscreen_additive" )
{
b_hide_hud = true;
}
assert( self == level );
foreach ( player in level.players )
{
if( isdefined(b_hide_hud) )
{
player flagsys::set( "playing_movie_hide_hud" );
player util::show_hud( 0 );
}
player thread _play_movie_for_player_with_timeout( str_movie, str_type, timeout, show_black_screen, b_looping, str_key );
}
array::wait_till( level.players, "movie_done" );
if( isdefined(b_hide_hud) )
{
foreach ( player in level.players )
{
player flagsys::clear( "playing_movie_hide_hud" );
player util::show_hud( 1 );
}
}
level notify( "movie_done", str_type );
}
function private _play_movie_for_player_with_timeout( str_movie, str_type, timeout, show_black_screen, b_looping, str_key )
{
self endon("disconnect");
str_menu = undefined;
switch ( str_type )
{
case "fullscreen":
case "fullscreen_additive":
str_menu = "FullscreenMovie";
break;
case "pip":
str_menu = "PiPMenu";
break;
default: AssertMsg( "Invalid movie type '" + str_type + "'." );
}
if( str_type == "pip" )
{
self playsoundtoplayer( "uin_pip_open", self );
}
lui_menu = self OpenLUIMenu( str_menu );
if(isDefined(lui_menu))
{
self SetLUIMenuData( lui_menu, "movieName", str_movie );
self SetLUIMenuData( lui_menu, "movieKey", str_key );
self SetLUIMenuData( lui_menu, "showBlackScreen", show_black_screen );
self SetLUIMenuData( lui_menu, "looping", b_looping );
self SetLUIMenuData( lui_menu, "additive", 0 );
if ( IsSubStr( str_type, "additive" ) )
{
self SetLUIMenuData( lui_menu, "additive", 1 );
}
wait timeout;
if( str_type == "pip" )
{
self playsoundtoplayer( "uin_pip_close", self );
}
self CloseLUIMenu( lui_menu );
self notify( "movie_done" );
}
}
/@
"Name: screen_flash( <n_fadein_time>, <n_hold_time>, <n_fadeout_time>, [n_target_alpha = 1], [v_color = "black"], [b_force_close_menu = false] )"
"Summary: fade the screen to the given color, hold for a moment, then fade back in"
"CallOn: player or level (for all players)"
"MandatoryArg: n_time: fade time"
"MandatoryArg: n_hold_time: hold time (at target alpha)"
"MandatoryArg: n_fadeout_time: fade back out time"
"OptionalArg: n_target_alpha: end alpha (defaults to 1)"
"OptionalArg: v_color: the fade color (defaults to black or (0,0,0) )."
"OptionalArg: b_force_close_menu: close the fade menu when done even if the alpha isn't 0."
"Example: level lui::screen_flash( 0.2, 0.1, .5, 1.0, "white" ); // fade to 1.0 alpha white over 0.2s, hold for 0.5s, and fade back in over 1.0s"
@/
function screen_flash( n_fadein_time, n_hold_time, n_fadeout_time, n_target_alpha = 1, v_color, b_force_close_menu = false )
{
if ( self == level )
{
foreach ( player in level.players )
{
player thread screen_flash( n_fadein_time, n_hold_time, n_fadeout_time, n_target_alpha, v_color, b_force_close_menu );
}
}
else
{
self endon( "disconnect" );
self _screen_fade( n_fadein_time, n_target_alpha, 0, v_color, b_force_close_menu );
wait n_hold_time;
self _screen_fade( n_fadeout_time, 0, n_target_alpha, v_color, b_force_close_menu );
}
}
/@
"Name: screen_fade( <n_time>, [n_target_alpha = 1], [v_color = "black"], [b_force_close_menu = false], [str_menu_id] )"
"Summary: fade the screen in/out"
"CallOn: player or level (for all players)"
"MandatoryArg: n_time: fade time"
"OptionalArg: n_target_alpha: end alpha (defaults to 1)"
"OptionalArg: v_color: the fade color (defaults to black or (0,0,0) )."
"OptionalArg: b_force_close_menu: close the fade menu when done even if the alpha isn't 0."
"OptionalArg: str_menu_id: unique menu ID instead of the default black and white ones."
"Example: level lui::screen_fade( 3, .5, "black" ); // fade to .5 alpha over 3 sec"
@/
function screen_fade( n_time, n_target_alpha = 1, n_start_alpha = 0, v_color, b_force_close_menu = false, str_menu_id )
{
if ( self == level )
{
foreach ( player in level.players )
{
player thread _screen_fade( n_time, n_target_alpha, n_start_alpha, v_color, b_force_close_menu, str_menu_id );
}
}
else
{
self thread _screen_fade( n_time, n_target_alpha, n_start_alpha, v_color, b_force_close_menu, str_menu_id );
}
}
/@
"Name: screen_fade_out( <n_time>, [v_color], [str_menu_id] )"
"Summary: fade the screen out"
"CallOn: player or level (for all players)"
"MandatoryArg: n_time: fade time"
"OptionalArg: v_color: "white" or "black" (defaults to black)."
"OptionalArg: str_menu_id: unique menu ID instead of the default black and white ones."
"Example: level lui::screen_fade_out( 3 ); // fade out over 3 sec"
@/
function screen_fade_out( n_time, v_color, str_menu_id )
{
screen_fade( n_time, 1, 0, v_color, false, str_menu_id );
wait n_time;
}
/@
"Name: screen_fade_in( <n_time>, [v_color], [str_menu_id] )"
"Summary: fade the screen in"
"CallOn: player or level (for all players)"
"MandatoryArg: n_time: fade time"
"OptionalArg: v_color: the fade color (defaults to black or (0,0,0) )."
"OptionalArg: str_menu_id: unique menu ID instead of the default black and white ones."
"Example: level lui::screen_fade_in( 3 ); // fade in over 3 sec"
@/
function screen_fade_in( n_time, v_color, str_menu_id )
{
screen_fade( n_time, 0, 1, v_color, true, str_menu_id );
wait n_time;
}
/@
"Name: screen_close_menu()"
"Summary: foce closes the menu regardless of the current alpha value"
"CallOn: player or level (for all players)"
@/
function screen_close_menu()
{
if ( self == level )
{
foreach ( player in level.players )
{
player thread _screen_close_menu();
}
}
else
{
self thread _screen_close_menu();
}
}
function private _screen_close_menu()
{
self notify( "_screen_fade" );
self endon( "_screen_fade" );
self endon( "disconnect" );
if ( isdefined( self.screen_fade_menus ) )
{
foreach ( str_menu_id, lui_menu in self.screen_fade_menus )
{
self CloseLUIMenu( lui_menu.lui_menu );
self.screen_fade_menus[ str_menu_id ] = undefined;
}
}
}
function private _screen_fade( n_time, n_target_alpha, n_start_alpha, v_color, b_force_close_menu, str_menu_id = "default" )
{
self notify( "_screen_fade_" + str_menu_id );
self endon( "_screen_fade_" + str_menu_id );
self endon( "disconnect" );
if(!isdefined(self.screen_fade_menus))self.screen_fade_menus=[];
if(!isdefined(level.screen_fade_network_frame))level.screen_fade_network_frame=0;
if(!isdefined(v_color))v_color=( 0, 0, 0 );
n_time_ms = int( n_time * 1000 );
str_menu = "FullScreenBlack";
if ( IsString( v_color ) )
{
switch ( v_color )
{
case "black":
v_color = ( 0, 0, 0 );
break;
case "white":
v_color = ( 1, 1, 1 );
break;
}
}
lui_menu = "";
if ( isdefined( self.screen_fade_menus[ str_menu_id ] ) )
{
/* Use current menu */
s_menu = self.screen_fade_menus[ str_menu_id ];
lui_menu = s_menu.lui_menu;
_one_screen_fade_per_network_frame( s_menu ); // menu commands can't run on the same network frame
/* Calculate the current alpha since we can't get it directly from the menu */
n_start_alpha = LerpFloat( s_menu.n_start_alpha, s_menu.n_target_alpha, GetTime() - s_menu.n_start_time );
}
else
{
lui_menu = self OpenLUIMenu( str_menu );
self.screen_fade_menus[ str_menu_id ] = SpawnStruct();
self.screen_fade_menus[ str_menu_id ].lui_menu = lui_menu;
}
self.screen_fade_menus[ str_menu_id ].n_start_alpha = n_start_alpha;
self.screen_fade_menus[ str_menu_id ].n_target_alpha = n_target_alpha;
self.screen_fade_menus[ str_menu_id ].n_target_time = n_time_ms;
self.screen_fade_menus[ str_menu_id ].n_start_time = GetTime();
self set_color( lui_menu, v_color );
self SetLUIMenuData( lui_menu, "startAlpha", n_start_alpha );
self SetLUIMenuData( lui_menu, "endAlpha", n_target_alpha );
self SetLUIMenuData( lui_menu, "fadeOverTime", n_time_ms );
/#
if(!isdefined(level.n_fade_debug_time))level.n_fade_debug_time=0;
n_debug_time = GetTime();
if ( n_debug_time - level.n_fade_debug_time > 5000 )
{
PrintTopRightln( " " );
}
level.n_fade_debug_time = n_debug_time;
PrintTopRightln( "[" + string::rfill( "" + GetTime(), 6 ) + "] fade: " + string::rfill( str_menu_id, 10 ) + ": " + string::rfill( v_color, 11 ) + ": " + string::rfill( n_start_alpha + " -> " + n_target_alpha, 10 ) + ": " + string::rfill( n_time, 6 ) + " sec", ( 1, 1, 1 ) );
#/
if ( n_time > 0 )
{
wait n_time;
}
self SetLUIMenuData( lui_menu, "fadeOverTime", 0 );
if ( b_force_close_menu || ( n_target_alpha == 0 ) )
{
if ( isdefined( self.screen_fade_menus[ str_menu_id ] ) )
{
self CloseLUIMenu( self.screen_fade_menus[ str_menu_id ].lui_menu );
}
self.screen_fade_menus[ str_menu_id ] = undefined;
if ( !self.screen_fade_menus.size )
{
self.screen_fade_menus = undefined;
}
}
}
function private _one_screen_fade_per_network_frame( s_menu )
{
while ( s_menu.screen_fade_network_frame === level.network_frame )
{
util::wait_network_frame();
}
s_menu.screen_fade_network_frame = level.network_frame;
}
/@
"Name: open_generic_script_dialog( title, description )"
"Summary: Opens up a generic script dialog."
"CallOn: player"
"MandatoryArg: title: the precached title of the popup."
"MandatoryArg: description: the precached description of the popup"
"Example: player lui::open_generic_script_dialog( &"MENU_GENERIC_TITLE", &"MENU_GENERIC_DESCRIPTION" );"
@/
function open_generic_script_dialog( title, description )
{
self endon( "disconnect" );
dialog = self OpenLUIMenu( "ScriptMessageDialog_Compact" );
self SetLUIMenuData( dialog, "title", title );
self SetLUIMenuData( dialog, "description", description );
do
{
self waittill( "menuresponse", menu, response );
}
while( menu != "ScriptMessageDialog_Compact" || response != "close" );
self CloseLUIMenu( dialog );
}
/@
"Name: open_script_dialog( dialog_name )"
"Summary: Opens up a specific script dialog."
"CallOn: player"
"MandatoryArg: dialog_name: the precached menu_name of the overlay."
"Example: player lui::open_script_dialog( "MyCustomDialog" );"
@/
function open_script_dialog( dialog_name )
{
self endon( "disconnect" );
dialog = self OpenLUIMenu( dialog_name );
do
{
self waittill( "menuresponse", menu, response );
}
while( menu != dialog_name || response != "close" );
self CloseLUIMenu( dialog );
}