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--[[
The new "brushed" UI.
--]]
require "numstring.lua"
playerform = require "scripts/playerform.lua"
function create()
--Get Player
pp = player.pilot()
pp = player.pilot()
pfact = pp:faction()
pname = player.name()
pship = pp:ship()
--Get sizes
screen_w, screen_h = gfx.dim()
deffont_h = gfx.fontSize()
smallfont_h = gfx.fontSize(true)
--Colors
col_shield = colour.new( 42/255, 57/255, 162/255 )
col_armour = colour.new( 80/255, 80/255, 80/255 )
col_energy = colour.new( 36/255, 125/255, 51/255 )
col_fuel = colour.new( 135/255, 24/255, 50/255 )
col_heat = colour.new( 80/255, 27/255, 24/255 )
col_stress = colour.new( 45/255, 48/255, 102/255 )
col_ammo = colour.new( 159/255, 93/255, 15/255 )
col_top_shield = colour.new( 88/255, 96/255, 156/255 )
col_top_armour = colour.new( 122/255, 122/255, 122/255 )
col_top_energy = colour.new( 52/255, 172/255, 71/255 )
col_top_fuel = colour.new( 156/255, 88/255, 104/255 )
col_top_heat = colour.new( 188/255, 63/255, 56/255 )
col_top_stress = colour.new( 56/255, 88/255, 156/255 )
col_top_ammo = colour.new( 233/255, 131/255, 21/255 )
col_text = colour.new( 203/255, 203/255, 203/255 )
col_unkn = colour.new( 130/255, 130/255, 130/255 )
col_lgray = colour.new( 160/255, 160/255, 160/255 )
--Images
local base = "gfx/gui/brushed/"
main = tex.open( base .. "main.png" )
ext_right = tex.open( base .. "extRight.png" )
end_right = tex.open( base .. "endRight.png" )
popup_bottom = tex.open( base .. "popupBottom.png" )
popup_bottom_side_left = tex.open( base .. "tooltipRightSideLeft.png" )
popup_bottom2 = tex.open( base .. "tooltipRightBottom.png" )
popup_body = tex.open( base .. "tooltipRight.png" )
popup_top = tex.open( base .. "tooltipRightTop.png" )
popup_empty = tex.open( base .. "tooltipEmpty.png" )
popup_pilot = tex.open( base .. "pilotFrame.png" )
bar_bg = tex.open( base .. "barBg.png" )
bar_frame_light = tex.open( base .. "barFrameLight.png" )
bar_frame = tex.open( base .. "barFrame.png" )
bar_light = tex.open( base .. "light.png" )
bar_light = tex.open( base .. "light.png" )
bar_lock = tex.open( base .. "lock.png" )
planet_pane_t = tex.open( base .. "frame_planet_top.png" )
planet_pane_m = tex.open( base .. "frame_planet_middle.png" )
planet_pane_b = tex.open( base .. "frame_planet_bottom.png" )
planet_bg = tex.open( base .. "planet_image.png" )
fleet_pane_t = tex.open( base .. "frame_fleet_top.png" )
fleet_pane_m = planet_pane_m
fleet_pane_b = planet_pane_b
icon_shield = tex.open( base .. "iconShield.png" )
icon_armour = tex.open( base .. "iconArmour.png" )
icon_energy = tex.open( base .. "iconEnergy.png" )
icon_fuel = tex.open( base .. "iconFuel.png" )
icon_Kinetic = tex.open( base .. "kinetic.png" )
icon_Radiation = tex.open( base .. "nuclear.png" )
icon_EMP = tex.open( base .. "ion.png" )
icon_Energy = tex.open( base .. "plasma.png" )
icon_Ion = tex.open( base .. "laser.png" )
icon_missile = tex.open( base .. "missile.png" )
icon_projectile = tex.open( base .. "projectile.png" )
icon_beam = tex.open( base .. "beam.png" )
icon_weapon2 = tex.open( base .. "weapon2.png" )
icon_weapon1 = tex.open( base .. "weapon1.png" )
icon_outfit = tex.open( base .. "outfit.png" )
icon_pnt_target = tex.open( base .. "iconPntTarg.png" )
icon_nav_target = tex.open( base .. "iconNavTarg.png" )
icon_money = tex.open( base .. "iconMoney.png" )
icon_cargo = tex.open( base .. "iconCargo.png" )
icon_missions = tex.open( base .. "iconMissions.png" )
icon_ship = tex.open( base .. "iconShip.png" )
icon_weapons = tex.open( base .. "iconWeaps.png" )
icon_autonav = tex.open( base .. "A.png" )
icon_lockon = tex.open( base .. "lockon.png" )
icon_refire = tex.open( base .. "refireCircle.png" )
icon_lockon2 = tex.open( base .. "lockonCircle.png" )
field_bg_left = tex.open( base .. "fieldBgLeft1.png" )
field_bg_center1 = tex.open( base .. "fieldBgCenter1.png" )
field_bg_center2 = tex.open( base .. "fieldBgCenter2.png" )
field_bg_right1 = tex.open( base .. "fieldBgRight1.png" )
field_bg_right2 = tex.open( base .. "fieldBgRight2.png" )
field_frame_left = tex.open( base .. "fieldFrameLeft.png" )
field_frame_center = tex.open( base .. "fieldFrameCenter.png" )
field_frame_right = tex.open( base .. "fieldFrameRight.png" )
target_bg = tex.open( base .. "targetBg.png" )
target_frame = tex.open( base .. "targetFrame.png" )
question = tex.open( base .. "question.png" )
speed_light = tex.open( base .. "speedOn.png" )
speed_light_double = tex.open( base .. "speedDouble.png" )
speed_light_off = tex.open( base .. "speedOff.png" )
top_bar = tex.open( base .. "topbar.png" )
top_bar_left = tex.open( base .. "topbar_left.png" )
top_bar_right = tex.open( base .. "topbar_right.png" )
top_bar_center = tex.open( base .. "topbarCenter.png" )
bottom_bar = tex.open( base .. "bottombar.png" )
bottom_bar_left = tex.open( base .. "bottombar_left.png" )
bottom_bar_right = tex.open( base .. "bottombar_right.png" )
button_normal = tex.open( base .. "button.png" )
button_hilighted = tex.open( base .. "buttonHil2.png" )
button_mouseover = tex.open( base .. "buttonHil.png" )
button_pressed = tex.open( base .. "buttonPre.png" )
button_disabled = tex.open( base .. "buttonDis.png" )
gui.targetPlanetGFX( tex.open( base .. "radar_planet.png" ) )
gui.targetPilotGFX( tex.open( base .. "radar_ship.png" ) )
--Positions
--Main is at 0,0
margin = 14
--Radar
radar_x = 263
radar_y = 5
radar_w = 114
radar_h = 120
gui.radarInit( false, radar_w, radar_h )
bar_y = 2
bar_x = 46
bar_w, bar_h = bar_bg:dim()
bars = { "shield", "armour", "energy", "fuel" }
for k,v in ipairs( bars ) do
_G[ "x_" .. v ] = bar_x + (k-1)*(bar_w + 6)
_G[ "y_" .. v ] = bar_y
end
pl_speed_x = 38
pl_speed_y = 2
target_bar_x = 57
target_bar_y = 92
bars_target = { "target_shield", "target_armour", "target_energy" }
for k, v in ipairs( bars_target ) do
_G[ "x_" .. v ] = target_bar_x + (k-1)*(bar_w + 6)
_G[ "y_" .. v ] = target_bar_y
end
target_image_x = 53
target_image_y = 172
target_image_w, target_image_h = target_bg:dim()
question_w, question_h = question:dim()
x_name = 102
y_name = 197
field_w, field_h = field_bg_left:dim()
x_dist = 102
y_dist = 172
x_speed = 189
y_speed = 173
right_side_x = 406
left_side_w, left_side_h = main:dim()
end_right_w, end_right_h = end_right:dim()
popup_left_x = 42
popup_left_y = 88
popup_right_x = 432
popup_right_y = 88
weapbars = math.max( 3, math.floor((screen_w - 2*margin - left_side_w - end_right_w + 10)/(bar_w + 6)) ) --number of weapon bars that can fit on the screen (minimum 3)
circle_w, circle_h = icon_refire:dim()
tbar_center_x = screen_w/2
tbar_center_w, tbar_center_h = top_bar_center:dim()
tbar_w, tbar_h = top_bar:dim()
tbar_y = screen_h - tbar_h - margin
tbar_left_w, tbar_left_h = top_bar_left:dim()
tbar_right_w, tbar_right_h = top_bar_right:dim()
bbar_w, bbar_h = bottom_bar:dim()
bbar_left_w, bbar_left_h = bottom_bar_left:dim()
bbar_right_w, bbar_right_h = bottom_bar_right:dim()
gui.viewport( 0, 0, screen_w, screen_h )
fields_y = tbar_y + 15
if screen_w <= 1024 + 2*margin then
fields_w = (screen_w - tbar_center_w - 2*margin) / 4 - 8
fields_x = margin
else
fields_w = (1024 - tbar_center_w) / 4 - 8
fields_x = (screen_w - 1024) / 2
end
buttons_y = tbar_y + tbar_h - 34
buttons_w, buttons_h = button_normal:dim()
buttontypes = { "missions", "cargo", "ship", "weapons" }
buttons = {}
for k, v in ipairs(buttontypes) do
buttons[v] = { x=tbar_center_x-116+(k-1)*60, y=buttons_y, w=buttons_w, h=buttons_h, state="default", icon=_G[ "icon_" .. v ], action=_G["action_" .. v ] }
buttons[v]["icon_w"], buttons[v]["icon_h"] = _G[ "icon_" .. v]:dim()
end
-- Messages
mesg_x = left_side_w
mesg_y = end_right_h + 10
mesg_w = screen_w - mesg_x - 10
gui.mesgInit( mesg_w, mesg_x, mesg_y )
-- Planet pane
ta_pnt_pane_w, ta_pnt_pane_h = planet_pane_t:dim()
ta_pnt_pane_w_m, ta_pnt_pane_h_m = planet_pane_m:dim()
ta_pnt_pane_w_b, ta_pnt_pane_h_b = planet_pane_b:dim()
ta_pnt_pane_x = math.max( screen_w - ta_pnt_pane_w - 16, tbar_center_x + tbar_center_w/2 - 10 )
ta_pnt_pane_y = tbar_y + tbar_h - 32 - ta_pnt_pane_h
-- Fleet pane
ta_flt_pane_w, ta_flt_pane_h = fleet_pane_t:dim()
ta_flt_pane_w_m, ta_flt_pane_h_m = fleet_pane_m:dim()
ta_flt_pane_w_b, ta_flt_pane_h_b = fleet_pane_b:dim()
ta_flt_pane_x = ta_pnt_pane_x - ta_flt_pane_w - 16
if ta_flt_pane_x < tbar_center_x + tbar_center_w / 2 - 10 then
ta_flt_pane_x = nil
ta_flt_pane_y = nil
else
ta_flt_pane_y = tbar_y + tbar_h - 32 - ta_flt_pane_h
end
-- Planet faction icon
ta_pnt_fact_x = ta_pnt_pane_x + 140
ta_pnt_fact_y = ta_pnt_pane_y + 155
-- Planet image background
ta_pnt_image_x = ta_pnt_pane_x + 14
ta_pnt_image_y = ta_pnt_pane_y
-- Planet image center
ta_pnt_image_w, ta_pnt_image_h = planet_bg:dim()
ta_pnt_center_x = ta_pnt_image_x + ta_pnt_image_w / 2
ta_pnt_center_y = ta_pnt_image_y + ta_pnt_image_h / 2
-- Set FPS
gui.fpsPos( 18, left_side_h )
-- Set OSD
local osd_y = tbar_y + tbar_h - 50
local osd_w = 225
local osd_h = osd_y - 289
gui.osdInit( 30, tbar_y + tbar_h - 50, osd_w, osd_h )
first_time = { true, 2 }
navstring = _("none")
gui.mouseClickEnable(true)
gui.mouseMoveEnable(true)
update_target()
update_ship()
update_system()
update_nav()
update_cargo()
end
function roundto(num, idp)
return string.format("%.0" .. (idp or 0) .. "f", num)
end
function round(num)
return math.floor( num + 0.5 )
end
function largeNumber( number, idp )
local formatted
local units = { "k", "M", "B", "T", "Q" }
if number < 1e4 then
formatted = math.floor(number)
elseif number < 1e18 then
len = math.floor(math.log10(number))
formatted = roundto( number / 10^math.floor(len-len%3), idp) .. units[(math.floor(len/3))]
else
formatted = _("Too big!")
end
return formatted
end
function update_target()
ptarget = pp:target()
if ptarget ~= nil then
ta_dir = ptarget:dir()
ta_gfx = ptarget:ship():gfx()
ta_sx, ta_sy = ta_gfx:spriteFromDir( ta_dir )
ta_gfx_w, ta_gfx_h, ta_gfx_sw, ta_gfx_sh = ta_gfx:dim()
ta_fact = ptarget:faction()
ta_stats = ptarget:stats()
ta_gfx_aspect = ta_gfx_sw / ta_gfx_sh
if ta_gfx_aspect >= 1 then
if ta_gfx_sw > target_image_w then
ta_gfx_draw_w = target_image_w
ta_gfx_draw_h = target_image_w / ta_gfx_sw * ta_gfx_sh
else
ta_gfx_draw_w = ta_gfx_sw
ta_gfx_draw_h = ta_gfx_sh
end
else
if ta_gfx_sh > target_h then
ta_gfx_draw_h = target_image_w
ta_gfx_draw_w = target_image_w / ta_gfx_sh * ta_gfx_sw
else
ta_gfx_draw_w = ta_gfx_sw
ta_gfx_draw_h = ta_gfx_sh
end
end
end
end
function update_nav()
planet = {}
nav_pnt, nav_hyp = pp:nav()
autonav_hyp = player.autonavDest()
if nav_pnt then
pntflags = nav_pnt:services()
ta_pnt_gfx = nav_pnt:gfxSpace()
ta_pnt_gfx_w, ta_pnt_gfx_h = ta_pnt_gfx:dim()
ta_pntfact = nav_pnt:faction()
ta_pnt_gfx_aspect = ta_pnt_gfx_w / ta_pnt_gfx_h
if math.max( ta_pnt_gfx_w, ta_pnt_gfx_h ) > 140 then
ta_pnt_gfx_draw_w = math.min( 140, 140 * ta_pnt_gfx_aspect )
ta_pnt_gfx_draw_h = math.min( 140, 140 / ta_pnt_gfx_aspect )
end
ta_pnt_faction_gfx = nil
if ta_pntfact and ta_pntfact:known() then
ta_pnt_faction_gfx = ta_pntfact:logoTiny()
end
planet = { -- Table for convenience.
name = nav_pnt:name(),
pos = nav_pnt:pos(),
class = nav_pnt:class(),
col = nav_pnt:colour(),
services = {}
}
if pntflags.land then
services = { "bar", "missions", "outfits", "shipyard", "commodity" }
-- "Spaceport" is nicer than "Land"
table.insert( planet.services, N_("Spaceport") )
for k,v in ipairs(services) do
table.insert( planet.services, pntflags[v] )
end
planet.nservices = #planet.services
end
end
if nav_hyp then
if nav_hyp:known() then
navstring = nav_hyp:name()
else
navstring = _("Unknown")
end
if autonav_hyp then
navstring = (navstring .. " (%s)"):format( system.cur():jumpDist(autonav_hyp, true, true) )
end
else
navstring = _("none")
end
end
function update_faction()
end
function update_cargo()
cargo = pp:cargoFree()
cargolist = pp:cargoList()
if not first_time[1] then
if #cargolist == 0 then
buttons["cargo"].state = "disabled"
else
if buttons["cargo"].state ~= "mouseover" then buttons["cargo"].state = "hilighted" end
end
else
first_time[1] = false
end
end
function update_ship()
stats = pp:stats()
if not first_time[2] then
if buttons["ship"].state ~= "mouseover" then
buttons["ship"].state = "hilighted"
end
if buttons["weapons"].state ~= "mouseover" then
buttons["weapons"].state = "hilighted"
end
else
first_time[2] = first_time[2] - 1
end
end
function update_system()
end
function renderBar( name, value, light, locked, prefix, mod_x, mod_y, heat, stress )
local offsets = { 2, 2, 4, 54, 12, -2 } --Bar/Icon x, Bar y, Sheen x, Sheen y, light x, light y
local vars = { "col", "col_top", "x", "y", "icon" }
for k, v in ipairs( vars ) do
if (v == "x" or v == "y") and prefix ~= nil then
_G[ "l_" .. v ] = _G[ v .. "_" .. prefix .. "_" .. name ]
else
_G[ "l_" .. v ] = _G[ v .. "_" .. name ]
end
end
l_x = l_x + mod_x
l_y = l_y + mod_y
icon_w, icon_h = l_icon:dim()
if locked == true then
gfx.renderTex( bar_lock, l_x + offsets[1], l_y + offsets[2] ) --Lock
else
gfx.renderTex( bar_bg, l_x + offsets[1], l_y + offsets[2] ) --Background
gfx.renderRect( l_x + offsets[1], l_y + offsets[2], bar_w, value/100. * bar_h, l_col ) --Bar
-- Heat bar (only if heat is specified)
if heat ~= nil then
if heat <= 1 then
heatcol = col_heat
heatcol_top = col_top_heat
end
gfx.renderRect( l_x + offsets[1], l_y + offsets[2], bar_w/2, heat/2 * bar_h * (value/100.), heatcol ) --Heat bar
if heat < 2 then
gfx.renderRect( l_x + offsets[1], l_y + offsets[2] + heat/2 * bar_h * (value/100.), bar_w/2, 1, heatcol_top ) --top bit
end
end
-- Stress (disable) bar (only if stress is specified)
if stress ~= nil then
gfx.renderRect( l_x + offsets[1] + bar_w/2, l_y + offsets[2], bar_w/2, (stress/100.) * bar_h * (value/100.), col_stress ) --Stress bar
if stress < 100 then
gfx.renderRect( l_x + offsets[1] + bar_w/2, l_y + offsets[2] + (stress/100.) * bar_h * value/100., bar_w/2, 1, col_top_stress ) --top bit
end
end
if value < 100 then
gfx.renderRect( l_x + offsets[1], l_y + offsets[2] + value/100. * bar_h, bar_w, 1, l_col_top ) --lighter area
end
end
gfx.renderTex( l_icon, l_x + offsets[1], l_y + offsets[2] + bar_h/2 - icon_h/2 ) --Icon
if light ~= false then
gfx.renderTex( bar_frame_light, l_x, l_y ) --Frame
local show_light = false
if name == "fuel" then
show_light = player.jumps() <= 0
if autonav_hyp ~= nil then
show_light = show_light or player.jumps() < system.cur():jumpDist(autonav_hyp, true, true)
end
else
show_light = value < 20
end
if show_light then
gfx.renderTex( bar_light, l_x + offsets[5], l_y + offsets[6] ) --Warning light
end
else
gfx.renderTex( bar_frame, l_x, l_y ) --Frame
end
end
function renderWeapBar( weapon, x, y )
local offsets = { 2, 2, 4, 54, 13, 23, 47 } --third last is y of icon_weapon1, last two are the centers of the two weapon icons
local outfit_yoffset = 31
local name_offset = 17
if weapon ~= nil then
if weapon.ammo ~= nil then
width = bar_w/2
else
width = bar_w
end
if weapon.temp <= 1 then
heatcol = col_heat
heatcol_top = col_top_heat
end
if weapon.is_outfit then
icon = outfit.get( weapon.name ):icon()
icon_w, icon_h = icon:dim()
if weapon.type == "Afterburner" then
weap_heat = weapon.temp * 2
elseif weapon.duration ~= nil then
weap_heat = (1 - weapon.duration) * 2
elseif weapon.cooldown ~= nil then
weap_heat = weapon.cooldown * 2
else
weap_heat = 0
end
else
if weapon.dtype ~= nil and weapon.dtype ~= "Unknown" and _G[ "icon_" .. weapon.dtype ]~= nil then
top_icon = _G[ "icon_" .. weapon.dtype ]
else
top_icon = icon_Kinetic
end
if weapon.type == "Bolt Cannon" or weapon.type == "Bolt Turret" then
bottom_icon = icon_projectile
elseif weapon.type == "Beam Cannon" or weapon.type == "Beam Turret" then
bottom_icon = icon_beam
elseif weapon.type == "Launcher" or weapon.type == "Turret Launcher" then
bottom_icon = icon_missile
elseif weapon.type == "Fighter Bay" then
bottom_icon = icon_ship
end
top_icon_w, top_icon_h = top_icon:dim()
bottom_icon_w, bottom_icon_h = bottom_icon:dim()
weap_heat = weapon.temp
end
gfx.renderTex( bar_bg, x + offsets[1], y + offsets[2] ) --Background
gfx.renderRect( x + offsets[1], y + offsets[2], width, weap_heat/2 *bar_h, heatcol ) --Heat bar, mandatory
if weap_heat < 2 then
gfx.renderRect( x + offsets[1], y + offsets[2] + weap_heat/2 * bar_h, width, 1, heatcol_top ) --top bit
end
if weapon.is_outfit then
gfx.renderTex( icon_outfit, x + offsets[1], y + offsets[5] )
gfx.renderTexRaw( icon, x + offsets[1] + bar_w/2 - 20, y + offsets[2] + outfit_yoffset, 40, 40, 1, 1, 0, 0, 1, 1 )
if weapon.weapset ~= nil then
local ws_name
if weapon.weapset == 10 then
ws_name = "0"
else
ws_name = string.format( "%d", weapon.weapset )
end
gfx.print( false, ws_name, x + offsets[1], y + offsets[2] + name_offset, col_text, 40, true )
end
else
local col = nil
if weapon.ammo ~= nil then
gfx.renderRect( x + offsets[1] + width, y + offsets[2], width, weapon.left_p * bar_h, col_ammo ) --Ammo bar, only if applicable
if weapon.left_p < 1 then
gfx.renderRect( x + offsets[1] + width, y + offsets[2] + weapon.left_p * bar_h, width, 1, col_top_ammo ) --top bit
end
if not weapon.in_arc and player.pilot():target() ~= nil then
col = col_lgray
end
if weapon.lockon ~= nil then
gfx.renderTexRaw( icon_lockon2, x + offsets[1] + bar_w/2 - circle_w/2, y + offsets[2] + offsets[6] - circle_h/2, circle_w, circle_h * weapon.lockon, 1, 1, 0, 0, 1, weapon.lockon) --Lock-on indicator
end
gfx.renderTexRaw( icon_refire, x + offsets[1] + bar_w/2 - circle_w/2, y + offsets[2] + offsets[7] - circle_h/2, circle_w, circle_h * weapon.cooldown, 1, 1, 0, 0, 1, weapon.cooldown) --Cooldown indicator
--Icon
gfx.renderTex( icon_weapon2, x + offsets[1], y + offsets[2] )
else
--Icon
gfx.renderTexRaw( icon_refire, x + offsets[1] + bar_w/2 - circle_w/2, y + offsets[2] + offsets[7] - circle_h/2, circle_w, circle_h * weapon.cooldown, 1, 1, 0, 0, 1, weapon.cooldown) --Cooldown indicator
gfx.renderTex( icon_weapon1, x + offsets[1], y + offsets[5] )
end
--Weapon-specific Icon
gfx.renderTex( top_icon, x + offsets[1] + bar_w/2 - top_icon_w/2, y + offsets[2] + offsets[7] - top_icon_h/2 )
gfx.renderTex( bottom_icon, x + offsets[1] + bar_w/2 - bottom_icon_w/2, y + offsets[2] + offsets[6] - bottom_icon_h/2, col )
end
if weapon.is_outfit then
gfx.renderTex( bar_frame_light, x, y ) -- Frame with light
if weapon.state == "on" then
gfx.renderTex( bar_light, x + 12, y - 2 ) -- Active light
end
else
gfx.renderTex( bar_frame, x, y ) --Frame
end
else
gfx.renderTex( bar_lock, x + offsets[1], y + offsets[2] )
gfx.renderTex( bar_frame, x, y ) --Frame
end
end
function renderField( text, x, y, w, col, icon )
local offsets = { 3, 14, 6 } --Sheen x and y, Icon x
local onetwo = 1
gfx.renderTex( field_bg_left, x, y )
drawn_w = 14
while drawn_w < w - 14 do
gfx.renderTex( _G[ "field_bg_center" .. tostring(onetwo) ], x + drawn_w, y )
if onetwo == 1 then
onetwo = 2
else
onetwo = 1
end
drawn_w = drawn_w + 2
end
gfx.renderTex( _G[ "field_bg_right" .. tostring(onetwo) ], x + w - 14, y )
if icon ~= nil then
local icon_w, icon_h = icon:dim()
gfx.renderTex( icon, x + offsets[3], y + 11 - icon_h/2 )
gfx.print( true, text, x+offsets[3]+icon_w+2, y+field_h/2-smallfont_h/2, col, w-(offsets[3]+icon_w+2), true )
else
gfx.print( true, text, x, y + field_h/2 - smallfont_h/2, col, w, true )
end
--gfx.renderTex( field_frame, x, y ) --Frame
gfx.renderTex( field_frame_left, x, y )
if w > 28 then
gfx.renderTexRaw( field_frame_center, x+14, y, w-28, field_h, 1, 1, 0, 0, 1, 1 )
end
if w >= 28 then
gfx.renderTex( field_frame_right, x+w-14, y )
else
gfx.renderTex( field_frame_right, x+14, y )
end
end
function renderButton( button )
local v_button = buttons[button]
if v_button.state == "hilighted" then
gfx.renderTex( button_hilighted, v_button.x, v_button.y )
elseif v_button.state == "mouseover" then
gfx.renderTex( button_mouseover, v_button.x, v_button.y )
elseif v_button.state == "disabled" then
gfx.renderTex( button_disabled, v_button.x, v_button.y )
elseif v_button.state == "pressed" then
gfx.renderTex( button_pressed, v_button.x, v_button.y )
else
gfx.renderTex( button_normal, v_button.x, v_button.y )
end
gfx.renderTex( v_button.icon, v_button.x+v_button.w/2-v_button.icon_w/2, v_button.y+v_button.h/2-v_button.icon_h/2 )
end
function render( dt )
--Values
armour, shield, stress = pp:health()
energy = pp:energy()
fuel = player.fuel() / stats.fuel_max * 100
heat = math.max( math.min( (pp:temp() - 250)/87.5, 2 ), 0 )
wset_name, pwset = pp:weapset( true )
wset_id = string.format( "%d", pp:activeWeapset() )
if wset_id == 10 then wset_id = 0 end
wset = {}
aset = pp:actives( true )
table.sort( aset, function(v) return v.weapset end )
for k, v in ipairs( pwset ) do
v.is_outfit = false
if v.level ~= 0 then
wset[ #wset + 1 ] = v
end
end
for k, v in ipairs( aset ) do
v.is_outfit = true
wset[ #wset + 1 ] = v
end
credits, credits_h = player.credits(2)
autonav = player.autonav()
lockons = pp:lockon()
-- Top Bar
gfx.renderTexRaw( top_bar, margin + tbar_left_w, tbar_y, screen_w - 2*margin - tbar_left_w - tbar_right_w, tbar_h, 1, 1, 0, 0, 1, 1 )
gfx.renderTex( top_bar_left, margin, tbar_y )
gfx.renderTex( top_bar_right, screen_w - margin - tbar_right_w, tbar_y )
-- Bottom Bar
gfx.renderTexRaw( bottom_bar, margin + bbar_left_w, margin, screen_w - 2*margin - bbar_left_w - bbar_right_w, bbar_h, 1, 1, 0, 0, 1, 1 )
gfx.renderTex( bottom_bar_left, margin, margin )
gfx.renderTex( bottom_bar_right, screen_w - margin - bbar_right_w, margin )
--Main window right
if #wset > weapbars then
wbars_right = weapbars
else
wbars_right = #wset
end
right_side_w = (bar_w + 6)*wbars_right - 1
gui_w = right_side_w + left_side_w - 10
mod_x = math.max( margin, math.min(
screen_w - 2*margin - math.max( gui_w, 1024 ),
math.floor( (screen_w - 2*margin - gui_w)/3 ) ) )
mod_y = 46
gfx.renderTexRaw( ext_right, left_side_w - 10 + mod_x, mod_y, right_side_w, end_right_h, 1, 1, 0, 0, 1, 1 )
gfx.renderTex( end_right, right_side_x + right_side_w + mod_x, mod_y )
right_side_h = end_right_h
for k=1,wbars_right do
renderWeapBar( wset[k], right_side_x + 6 + (k-1)*(bar_w + 6) + mod_x, bar_y + mod_y )
end
if wbars_right ~= #wset then
--Draw a popup of (theoretically) arbitrary size.
amount = #wset - wbars_right
height = math.ceil(amount/3. ) * (bar_h+6) - 3
right_side_h = right_side_h + height
gfx.renderTex( popup_bottom2, popup_right_x + mod_x, popup_right_y + mod_y )
gfx.renderTex( popup_top, popup_right_x + mod_x, popup_right_y + 6 + height + mod_y )
gfx.renderTexRaw( popup_body, popup_right_x + mod_x, popup_right_y + 6 + mod_y, 165, height, 1, 1, 0, 0, 1, 1 )
gfx.renderTex( popup_bottom_side_left, popup_right_x + 7 + mod_x, popup_right_y + mod_y )
gfx.renderTexRaw( popup_bottom_side_left, popup_right_x + 158 + mod_x, popup_right_y + mod_y, -3, 19, 1, 1, 0, 0, 1, 1 )
local drawn
for i=1, (amount+1) do
local x = (i-1) % 3 * (bar_w+6) + popup_right_x + 14
local y = math.floor( (i-1) / 3. ) * (bar_h+6) + 3 + popup_right_y
renderWeapBar( wset[ wbars_right + i ], x + mod_x, y + mod_y )
end
for i=(amount+1), math.ceil( amount/3. )*3 do
local x = (i-1) % 3 * (bar_w+6) + popup_right_x + 14
local y = math.floor( (i-1) / 3. ) * (bar_h+6) + 3 + popup_right_y
renderWeapBar( nil, x + mod_x, y + mod_y )
end
gfx.renderTex( popup_bottom, popup_right_x + mod_x, popup_right_y - 5 + mod_y )
end
-- Messages
local new_mesg_x = left_side_w + mod_x
local new_mesg_y = right_side_h + 10 + mod_y
local new_mesg_w = screen_w - new_mesg_x - 10
if mesg_x ~= new_mesg_x or mesg_y ~= new_mesg_y or mesg_w ~= new_mesg_w then
mesg_x = new_mesg_x
mesg_y = new_mesg_y
mesg_w = new_mesg_w
gui.mesgInit( mesg_w, mesg_x, mesg_y )
end
--Main window left
gfx.renderTex( main, mod_x, mod_y )
gui.radarRender( radar_x + mod_x, radar_y + mod_y )
if lockons > 0 then
gfx.renderTex( icon_lockon, 379 + mod_x, 30 + mod_y )
end
if autonav then
--gfx.renderTex( icon_autonav, 246 + mod_x, 52 + mod_y )
gfx.print( false, "A", 246 + mod_x, 52 + mod_y, col_text, 12 )
end
for k, v in ipairs( bars ) do --bars = { "shield", "armour", "energy", "fuel" }, remember?
local ht = nil
local st = nil
if v == "armour" then
ht = heat
st = stress
end
renderBar( v, _G[v], _G[v .. "_light"], nil, nil, mod_x, mod_y, ht, st )
end
--Weapon set indicator
gfx.print( false, wset_id, 383 + mod_x, 72 + mod_y, col_text, 12, true )
--Speed Lights
local nlights = 11
local value = round( pp:vel():mod() * nlights / stats.speed_max )
if value > nlights * 2 then value = nlights * 2 end
for i=1, value do
if i <= nlights then
gfx.renderTex( speed_light, pl_speed_x - 5 + mod_x, pl_speed_y - 3 + (i-1)*6 + mod_y )
else
local imod = (i - 1) % nlights
gfx.renderTex( speed_light_double, pl_speed_x - 5 + mod_x, pl_speed_y - 3 + imod*6 + mod_y )
end
end
if value < nlights then
for i=value+1, nlights do
gfx.renderTex( speed_light_off, pl_speed_x + mod_x, pl_speed_y + (i-1)*6 + mod_y )
end
end
--Popup left
if ptarget ~= nil then
ta_detect, ta_scanned = pp:inrange(ptarget)
if ta_detect then
gfx.renderTex( popup_pilot, popup_left_x + mod_x, popup_left_y + mod_y ) --Frame
--Target Image
gfx.renderTex( target_bg, target_image_x + mod_x, target_image_y + mod_y )
ta_dist = pp:pos():dist(ptarget:pos())
if ta_scanned then
if ta_dir ~= ptarget:dir() then
update_target()
end
ta_armour, ta_shield, ta_stress = ptarget:health()
ta_heat = math.max( math.min( (ptarget:temp() - 250)/87.5, 2 ), 0 )
ta_energy = ptarget:energy()
ta_name = ptarget:name()
gfx.renderTexRaw( ta_gfx, target_image_x + target_image_w/2 - ta_gfx_draw_w/2 + mod_x, target_image_y + target_image_h/2 - ta_gfx_draw_h/2 + mod_y, ta_gfx_draw_w, ta_gfx_draw_h, ta_sx, ta_sy, 0, 0, 1, 1 )
renderBar( "shield", ta_shield, false, false, "target", mod_x, mod_y )
renderBar( "armour", ta_armour, false, false, "target", mod_x, mod_y, ta_heat, ta_stress )
renderBar( "energy", ta_energy, false, false, "target", mod_x, mod_y )
renderField( ta_name, x_name + mod_x, y_name + mod_y, 86, col_text )
renderField( tostring( math.floor(ta_dist) ), x_dist + mod_x, y_dist + mod_y, 86,col_text )
else
gfx.renderTex( question, target_image_x + target_image_w/2 - question_w/2 + mod_x, target_image_y + target_image_h/2 - question_h/2 + mod_y )
renderBar( "shield", 0, false, true, "target", mod_x, mod_y )
renderBar( "armour", 0, false, true, "target", mod_x, mod_y )
renderBar( "energy", 0, false, true, "target", mod_x, mod_y )
renderField( _("Unknown"), x_name + mod_x, y_name + mod_y, 86, col_unkn )
renderField( tostring( math.floor(ta_dist) ), x_dist + mod_x, y_dist + mod_y, 86, col_text )
end
gfx.renderTex( target_frame, target_image_x + mod_x, target_image_y + mod_y )
--Speed Lights
local nlights = 7
local value = round( ptarget:vel():mod() * nlights / ta_stats.speed_max )
if value > nlights * 2 then value = nlights * 2 end
for i=1, value do
if i <= nlights then
gfx.renderTex( speed_light, x_speed - 5 + mod_x, y_speed - 3 + (i-1)*6 + mod_y )
else
local imod = i % nlights
gfx.renderTex( speed_light_double, x_speed - 5 + mod_x, y_speed - 3 + (imod-1)*6 + mod_y )
end
end
if value < nlights then
for i=value+1, nlights do
gfx.renderTex( speed_light_off, x_speed + mod_x, y_speed + (i-1)*6 + mod_y )
end
end
else
gfx.renderTex( popup_empty, popup_left_ + mod_x, popup_left_y + mod_y )
end
else
gfx.renderTex( popup_empty, popup_left_x + mod_x, popup_left_y + mod_y )
end
gfx.renderTex( popup_bottom, popup_left_x + mod_x, popup_left_y - 5 + mod_y )
if nav_pnt ~= nil then
renderField( nav_pnt:name(), fields_x + 4, fields_y, fields_w, col_text, icon_pnt_target )
else
renderField( _("None"), fields_x + 4, fields_y, fields_w, col_unkn, icon_pnt_target )
end
if autonav_hyp ~= nil then
local name = autonav_hyp:name()
if not autonav_hyp:known() then
name = _("Unknown")
end
renderField( name .. " (" .. tostring(system.cur():jumpDist(autonav_hyp, true, true)) .. ")", fields_x + fields_w + 12, fields_y, fields_w, col_text, icon_nav_target )
else
renderField( _("None"), fields_x + fields_w + 12, fields_y, fields_w, col_unkn, icon_nav_target )
end
renderField( credits_h, tbar_center_x + tbar_center_w/2 + 4, fields_y, fields_w, col_text, icon_money )
renderField( tonnestring_short(cargo), tbar_center_x + tbar_center_w/2 + fields_w + 12, fields_y, fields_w, col_text, icon_cargo )
--Center
gfx.renderTex( top_bar_center, tbar_center_x - tbar_center_w/2, tbar_y + tbar_h - tbar_center_h )
--Time
local time_str = time.str(time.get())
local time_str_w = gfx.printDim(false, time_str)
gfx.print( false, time_str, screen_w/2 - 78, tbar_y + tbar_h - tbar_center_h + 55, col_text, 156, true )
--System name
local sysname = system.cur():name()
local sysname_w = gfx.printDim(false, sysname)
gfx.print( false, sysname, screen_w/2 - 67, tbar_y + tbar_h - tbar_center_h + 19, col_text, 132, true )
for k, v in ipairs(buttontypes) do
renderButton( v )
end
-- Planet pane
if nav_pnt then
ta_pnt_dist = pp:pos():dist( planet.pos )
-- Extend the pane depending on the services available.
services_h = 60
if pntflags.land then
services_h = services_h + (20 * planet.nservices)
end
-- Render background images.
gfx.renderTex( planet_pane_t, ta_pnt_pane_x, ta_pnt_pane_y )
local y
for yy = ta_pnt_pane_y, ta_pnt_pane_y-services_h, -ta_pnt_pane_h_m do
y = yy
gfx.renderTex( planet_pane_m, ta_pnt_pane_x, y )
end
gfx.renderTex( planet_pane_b, ta_pnt_pane_x, y - ta_pnt_pane_h_b )
gfx.renderTex( planet_bg, ta_pnt_image_x, ta_pnt_image_y )
--Render planet image.
if ta_pnt_gfx_w > 140 or ta_pnt_gfx_h > 140 then
gfx.renderTexRaw( ta_pnt_gfx, ta_pnt_center_x - ta_pnt_gfx_draw_w / 2, ta_pnt_center_y - ta_pnt_gfx_draw_h / 2, ta_pnt_gfx_draw_w, ta_pnt_gfx_draw_h, 1, 1, 0, 0, 1, 1)
else
gfx.renderTex( ta_pnt_gfx, ta_pnt_center_x - ta_pnt_gfx_w / 2, ta_pnt_center_y - ta_pnt_gfx_h / 2)
end
gfx.print( true, _("TARGETED"), ta_pnt_pane_x + 14, ta_pnt_pane_y + 170, col_text )
gfx.print( true, planet.name, ta_pnt_pane_x + 14, ta_pnt_pane_y + 150, planet.col )
gfx.print( true, string.format(
_("DISTANCE: %s"), largeNumber(ta_pnt_dist, 1) ),
ta_pnt_pane_x + 14, ta_pnt_pane_y - 20, col_text )
gfx.print( true, string.format( _("CLASS: %s"), planet.class ),
ta_pnt_pane_x + 14, ta_pnt_pane_y - 40, col_text )
if ta_pnt_faction_gfx then
gfx.renderTex( ta_pnt_faction_gfx, ta_pnt_fact_x, ta_pnt_fact_y )
end
x1, y1 = vec2.get(planet.pos)
x2, y2 = vec2.get(player.pilot():pos())
ta_pnt_dir = math.atan2(y2 - y1, x2 - x1) + math.pi
-- Space out the text.
if pntflags.land then
gfx.print( true, _("SERVICES:"), ta_pnt_pane_x + 14, ta_pnt_pane_y - 60, col_text )
for k,v in ipairs(planet.services) do
gfx.print(true, _(v), ta_pnt_pane_x + 40, ta_pnt_pane_y - 60 - k*20, col_text )
end
else
gfx.print( true, _("SERVICES: none"), ta_pnt_pane_x + 14, ta_pnt_pane_y - 60, col_text )
end
end
-- Fleet functions
-- TODO: Add an API for and implement fleet command buttons
if #pp:followers() ~= 0 then
local base_x, y, panel_y, width, height
width, height = field_frame_center:dim()
base_x = nil
y = tbar_y - height
local my_buttons = { "formation" }
local button_text = { formation = _("Set formation") }
local button_action = { formation = playerform }
if ta_flt_pane_x ~= nil and ta_flt_pane_y ~= nil then
base_x = ta_flt_pane_x + ta_flt_pane_w/2
gfx.renderTex( fleet_pane_t, ta_flt_pane_x, ta_flt_pane_y )
panel_y = ta_flt_pane_y
end
for i, v in ipairs( my_buttons ) do
local text = button_text[v]
width = gfx.printDim(false, text)
if buttons[v] == nil then
buttons[v] = {}
end
local button = buttons[v]
if base_x ~= nil then
button.x = math.max( 0, base_x - width/2 )
else
button.x = 16
end
button.y = y
button.w = width
button.h = height
button.action = button_action[v]
local col = col_text
if button.state == "mouseover" then
col = col_lgray
end
if base_x ~= nil then
while y < panel_y do
panel_y = panel_y - ta_flt_pane_h_m
gfx.renderTex( fleet_pane_m, ta_flt_pane_x, panel_y )
end
end
renderField( text, button.x, button.y, width, col )
y = y - height - 2
end
if base_x ~= nil then
gfx.renderTex( fleet_pane_b, ta_flt_pane_x, panel_y - ta_flt_pane_h_b )
end
end
end
function mouse_click( button, x, y, state )
if button ~= 2 then
return false
else
lmouse = state
pressed = mouseInsideButton( x, y )
if pressed == nil then
if not state then
for k, v in pairs(buttons) do
if v.state ~= "disabled" and v.state ~= "hilighted" then
v.state = "default"
end
end
end
return false
else
if state then
if pressed.state ~= "disabled" then
pressed.state = "pressed"
end
return true
else
if pressed.state ~= "disabled" then
pressed.state = "default"
pressed.action()
end
return true
end
end
end
end
function mouse_move( x, y )
pressed = mouseInsideButton( x, y )
if pressed ~= nil then
if pressed.state ~= "disabled" and not lmouse then
pressed.state = "mouseover"
elseif pressed.state ~= "disabled" and lmouse then
pressed.state = "pressed"
end
else
for k, v in pairs(buttons) do
if v.state ~= "disabled" and v.state ~= "hilighted" then
v.state = "default"
end
end
end
end
function mouseInsideButton( x, y )
for k, v in pairs(buttons) do
if x > v.x and x < v.x+v.w and y > v.y and y < v.y+v.h then
return v
end
end
return nil
end
function action_missions()
gui.menuInfo( "missions" )
end
function action_cargo()
gui.menuInfo( "cargo" )
end
function action_ship()
gui.menuInfo( "ship" )
end
function action_weapons()
gui.menuInfo( "weapons" )
end
function render_cooldown( percent, seconds )
local msg = _("Cooling down...\n%.1f seconds remaining"):format( seconds )
local fail = true
if cooldown_omsg ~= nil then
if player.omsgChange( cooldown_omsg, msg, 1 ) then
fail = false
end
end
if fail then
cooldown_omsg = player.omsgAdd( msg, 1 )
end
end
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