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--[[
The new "slim" GUI
--]]
require "numstring.lua"
playerform = require "scripts/playerform.lua"
function create()
--Get player
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)
gui.viewport( 0, 28, screen_w, screen_h - 28 )
--Colors
col_txt_bar = colour.new( 192/255, 198/255, 217/255 )
col_txt_top = colour.new( 148/255, 158/255, 192/255 )
col_txt_std = colour.new( 111/255, 125/255, 169/255 )
col_txt_wrn = colour.new( 127/255, 31/255, 31/255 )
col_txt_enm = colour.new( 222/255, 28/255, 28/255 )
col_txt_all = colour.new( 19/255, 152/255, 41/255 )
--col_txt_res = colour.new( 1.0, 0.6, 0.0 )
col_txt_una = colour.new( 66/255, 72/255, 84/255 )
col_shield = colour.new( 40/255, 51/255, 88/255 )
col_armour = colour.new( 72/255, 73/255, 60/255 )
col_stress = colour.new( 42/255, 43/255, 120/255 )
col_energy = colour.new( 41/255, 92/255, 47/255 )
col_speed = colour.new( 77/255, 80/255, 21/255 )
col_speed2 = colour.new(169/255,177/255, 46/255 )
col_ammo = colour.new(140/255,94/255, 7/255 )
col_heat = colour.new(114/255,26/255, 14/255 )
col_heat2 = colour.new( 222/255, 51/255, 27/255 )
col_afb = colour.new(col_heat)
col_afb:setAlpha(.5)
col_ready = colour.new(14/255,108/255, 114/255 )
col_prim = colour.new(71/255,234/255, 252/255 )
col_sec = colour.new(136/255,179/255, 255/255 )
col_temperature = col_heat
col_missile = colour.new(col_txt_enm)
-- Active outfit bar
col_slot_bg = colour.new( 12/255, 14/255, 20/255 )
--Load Images
local base = "gfx/gui/slim/"
player_pane_t = tex.open( base .. "frame_player_top.png" )
player_pane_m = tex.open( base .. "frame_player_middle.png" )
player_pane_b = tex.open( base .. "frame_player_bottom.png" )
target_pane = tex.open( base .. "frame_target.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" )
radar_gfx = tex.open( base .. "radar.png" )
target_bg = tex.open( base .. "target_image.png" )
planet_bg = tex.open( base .. "planet_image.png" )
icon_shield = tex.open( base .. "shield.png" )
icon_armour = tex.open( base .. "armour.png" )
icon_energy = tex.open( base .. "energy.png" )
icon_speed = tex.open( base .. "speed.png" )
icon_temperature = tex.open( base .. "heat.png" )
icon_shield_sm = tex.open( base .. "shield_sm.png" )
icon_armour_sm = tex.open( base .. "armour_sm.png" )
icon_energy_sm = tex.open( base .. "energy_sm.png" )
icon_speed_sm = tex.open( base .. "speed_sm.png" )
bg_bar = tex.open( base .. "bg_bar.png" )
bg_bar_sm = tex.open( base .. "bg_bar_sm.png" )
bg_bar_weapon = tex.open( base .. "bg_bar_weapon.png" )
bg_bar_weapon_prim = tex.open( base .. "bg_bar_weapon_prim.png" )
bg_bar_weapon_sec = tex.open( base .. "bg_bar_weapon_sec.png" )
bg_shield = tex.open( base .. "bg_shield.png" )
bg_armour = tex.open( base .. "bg_armour.png" )
bg_energy = tex.open( base .. "bg_energy.png" )
bg_speed = tex.open( base .. "bg_speed.png" )
bg_temperature = bg_speed
bg_ammo = tex.open( base .. "bg_ammo.png" )
bg_heat = tex.open( base .. "bg_heat.png" )
bg_ready = tex.open( base .. "bg_ready.png" )
bg_shield_sm = tex.open( base .. "bg_shield_sm.png" )
bg_armour_sm = tex.open( base .. "bg_armour_sm.png" )
bg_energy_sm = tex.open( base .. "bg_energy_sm.png" )
bg_speed_sm = tex.open( base .. "bg_speed_sm.png" )
sheen = tex.open( base .. "sheen.png" )
sheen_sm = tex.open( base .. "sheen_sm.png" )
sheen_weapon = tex.open( base .. "sheen_weapon.png" )
sheen_tiny = tex.open( base .. "sheen_tiny.png" )
bottom_bar = tex.open( base .. "bottombar.png" )
target_dir = tex.open( base .. "dir.png" )
warnlight1 = tex.open( base .. "warnlight1.png" )
warnlight2 = tex.open( base .. "warnlight2.png" )
warnlight3 = tex.open( base .. "warnlight3.png" )
warnlight4 = tex.open( base .. "warnlight4.png" )
warnlight5 = tex.open( base .. "warnlight5.png" )
tracking_light = tex.open( base .. "track.png" )
target_light_off = tex.open( base .. "targeted_off.png" )
target_light_on = tex.open( base .. "targeted_on.png" )
cargo_light_off = tex.open( base .. "cargo_off.png" )
cargo_light_on = tex.open( base .. "cargo_on.png" )
question = tex.open( base .. "question.png" )
gui.targetPlanetGFX( tex.open( base .. "radar_planet.png" ) )
gui.targetPilotGFX( tex.open( base .. "radar_ship.png" ) )
-- Active outfit list.
slot = tex.open( base .. "slot.png" )
slotend = tex.open( base .. "slotend.png" )
cooldown = tex.open( base .. "cooldown.png", 6, 6 )
active = tex.open( base .. "active.png" )
-- Active outfit bar
slot_w, slot_h = slot:dim()
slot_y = screen_h - slot_h - 16
slot_img_offs_x = 4
slot_img_offs_y = 6
slot_img_w = 48
slot_w, slot_h = slot:dim()
slotend_w, slotend_h = slotend:dim()
-- Cooldown pane.
cooldown_sheen = tex.open( base .. "cooldown-sheen.png" )
cooldown_bg = tex.open( base .. "cooldown-bg.png" )
cooldown_frame = tex.open( base .. "cooldown-frame.png" )
cooldown_panel = tex.open( base .. "cooldown-panel.png" )
cooldown_frame_w, cooldown_frame_h = cooldown_frame:dim()
cooldown_frame_x = (screen_w - cooldown_frame_w)/2.
cooldown_frame_y = math.min( slot_y - cooldown_frame_h - 10, (screen_h - cooldown_frame_h)/2. + 150 )
cooldown_panel_x = cooldown_frame_x + 8
cooldown_panel_y = cooldown_frame_y + 8
cooldown_bg_x = cooldown_panel_x + 30
cooldown_bg_y = cooldown_panel_y + 2
cooldown_bg_w, cooldown_bg_h = cooldown_bg:dim()
cooldown_sheen_x = cooldown_bg_x
cooldown_sheen_y = cooldown_bg_y + 12
--Messages
gui.mesgInit( screen_w - 400, 20, 28+15+5 )
--Get positions
--Player pane
pl_pane_w, pl_pane_h = player_pane_t:dim()
pl_pane_w_b, pl_pane_h_b = player_pane_b:dim()
pl_pane_x = screen_w - pl_pane_w - 16
pl_pane_y = screen_h - pl_pane_h - 16
--Radar
radar_w, radar_h = radar_gfx:dim()
radar_x = pl_pane_x - radar_w + 24
radar_y = pl_pane_y + 31
gui.radarInit( false, 124, 124 )
bar_w, bar_h = bg_shield:dim()
--Shield Bar
x_shield = pl_pane_x + 46
y_shield = pl_pane_y + 137
bardata = {}
-- Initialize bar data
local types = { "shield", "armour", "energy", "speed", "temperature" }
for k,v in ipairs(types) do
local bgw, bgh = _G["bg_" .. v]:dim()
bardata[v] = {
icon = _G["icon_" .. v],
col = _G["col_" .. v],
bg = _G["bg_" .. v],
x = x_shield,
y = y_shield - (k-1) * 28,
w = bgw,
h = bgh
}
end
bars = { "armour", "energy", "speed", "shield" }
--Ammo, heat and ready bars
bar_weapon_w, bar_weapon_h = bg_ammo:dim()
bar_ready_w, bar_ready_h = bg_ready:dim()
track_w, track_h = tracking_light:dim()
x_ammo = pl_pane_x + 39
y_ammo = pl_pane_y - 27
-- Missile lock warning
missile_lock_text = _("Warning - Missile Lock-on Detected")
missile_lock_length = gfx.printDim( false, missile_lock_text )
-- Active cooldown display
cooldown_text = _("Cooling down...")
cooldown_length = gfx.printDim( false, cooldown_text )
--Target Pane
ta_pane_w, ta_pane_h = target_pane:dim()
ta_pane_x = screen_w - ta_pane_w - 16
ta_pane_y = 44
--Target image background
ta_image_x = ta_pane_x + 14
ta_image_y = ta_pane_y + 106
--Target image center
ta_image_w, ta_image_h = target_bg:dim()
ta_center_x = ta_image_x + ta_image_w / 2
ta_center_y = ta_image_y + ta_image_h / 2
-- ? image
ta_question_w, ta_question_h = question:dim()
--Targeted icon
ta_icon_x = ta_pane_x + 82
ta_icon_y = ta_pane_y + 110
--Target Faction icon
ta_fact_x = ta_pane_x + 110
ta_fact_y = ta_pane_y + 110
bar_sm_w, bar_sm_h = bg_shield_sm:dim()
--Small Shield Bar
x_shield_sm = ta_pane_x + 13
y_shield_sm = ta_pane_y + 71
-- Initialize small bar data
local types = { "shield", "armour", "energy", "speed" }
for k,v in ipairs(types) do
local bgw, bgh = _G["bg_" .. v .. "_sm"]:dim()
bardata[v .. "_sm"] = {
icon = _G["icon_" .. v .. "_sm"],
col = _G["col_" .. v],
bg = _G["bg_" .. v .. "_sm"],
x = x_shield_sm,
y = y_shield_sm - (k-1) * 20,
w = bgw,
h = bgh
}
end
bars_sm = { "armour_sm", "energy_sm", "speed_sm" }
bar_offsets = {
normal = {
30, -- Bar X, relative to frame
7, -- Icon X
15, -- Sheen Y
6 -- Text Y
},
small = { 22, 5, 9, 3 }, -- See above.
ammo = {
2, -- Bar
20, -- Refire indicator Y
3, -- Sheen
13, -- Sheen Y
22, -- Refire sheen Y
6, -- Text Y
2, -- Tracking icon X
5 -- Tracking icon Y
}
}
--Targeted warning light
ta_warning_x = ta_pane_x + 82
ta_warning_y = ta_pane_y + 110
-- Cargo light
ta_cargo_x = ta_pane_x + 138
ta_cargo_y = ta_pane_y + 110
-- Planet pane
ta_pnt_pane_w, ta_pnt_pane_h = planet_pane_t:dim()
ta_pnt_pane_w_b, ta_pnt_pane_h_b = planet_pane_b:dim()
ta_pnt_pane_x = 16
ta_pnt_pane_y = screen_h - ta_pnt_pane_h - 16
-- 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( 20, screen_h - 48 - deffont_h )
-- Set OSD
gui.osdInit( 23, screen_h - 63, 150, 500 )
-- Timer stuff
timers = {}
timers[1] = 0.5
timers[2] = 0.5
timers[3] = 0.5
blinkcol = col_txt_enm
gfxWarn = true
buttons = {}
gui.mouseClickEnable(true)
gui.mouseMoveEnable(true)
update_target()
update_ship()
update_system()
update_nav()
update_faction()
update_cargo()
end
function update_target()
ptarget = pp:target()
if ptarget then
ptarget_gfx = ptarget:ship():gfxTarget()
ptarget_gfx_w, ptarget_gfx_h = ptarget_gfx:dim()
ptargetfact = ptarget:faction()
ptarget_target = ptarget:target()
ta_stats = ptarget:stats()
ta_cargo = ptarget:cargoList()
ptarget_gfx_aspect = ptarget_gfx_w / ptarget_gfx_h
if math.max( ptarget_gfx_w, ptarget_gfx_h ) > 62 then
ptarget_gfx_draw_w = math.min( 62, 62 * ptarget_gfx_aspect )
ptarget_gfx_draw_h = math.min( 62, 62 / ptarget_gfx_aspect )
end
if ptargetfact ~= nil and ptargetfact:known() then
ptarget_faction_gfx = ptargetfact:logoTiny()
end
end
end
function update_nav()
planet = {}
nav_pnt, nav_hyp = pp:nav()
autonav_hyp, jumps = player.autonavDest()
if nav_pnt then
pntflags = nav_pnt:services()
gui.osdInit( ta_pnt_pane_x + ta_pnt_pane_w + 8, screen_h - 63, 150, 500 )
gui.fpsPos( ta_pnt_pane_x + ta_pnt_pane_w + 3, screen_h - 28 - 15 - deffont_h )
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 = { "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
else
gui.osdInit( 23, screen_h - 63, 150, 500 )
gui.fpsPos( 15, screen_h - 28 - 15 - deffont_h )
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( jumps )
end
else
navstring = _("none")
end
end
function update_faction()
if nav_pnt then -- Colour the planet name based on friendliness.
planet.col = nav_pnt:colour()
end
end
function update_cargo()
cargol = pp:cargoList()
cargofree = string.format( _(" (%s free)"), tonnestring_short( pp:cargoFree() ) )
cargofreel = gfx.printDim( true, cargofree )
cargoterml = gfx.printDim( true, ", [...]" )
cargo = {}
for k,v in ipairs(cargol) do
if v.q == 0 then
cargo[k] = v.name
else
cargo[k] = tonnestring_short(v.q) .. " " .. _(v.name)
end
if v.m then
cargo[k] = cargo[k] .. "*"
end
end
end
function update_ship()
stats = pp:stats()
end
function update_system()
sys = system.cur()
sysname = sys:name()
end
function update_wset()
wset_name, wset = pp:weapset()
-- Currently unused.
--[[
weap_icons = {}
for k, v in ipairs( wset ) do
weap_icons[k] = outfit.get( v.name ):icon()
end
--]]
aset = pp:actives(true)
active_icons = {}
for k, v in ipairs( aset ) do
active_icons[k] = outfit.get( v.name ):icon()
end
slot_start_x = screen_w/2 - #aset/2 * slot_w
end
function render_cooldown( percent, seconds )
gfx.renderTex( cooldown_frame, cooldown_frame_x, cooldown_frame_y )
gfx.renderTex( cooldown_bg, cooldown_bg_x, cooldown_bg_y )
gfx.renderRect( cooldown_bg_x, cooldown_bg_y, percent * cooldown_bg_w, cooldown_bg_h, col_temperature )
gfx.renderTex( cooldown_sheen, cooldown_sheen_x, cooldown_sheen_y )
gfx.renderTex( cooldown_panel, cooldown_panel_x, cooldown_panel_y )
gfx.print(false, _("Cooling down..."), cooldown_frame_x,
cooldown_bg_y + cooldown_bg_h + 8, col_txt_bar, cooldown_frame_w, true )
end
function render_bar( data, value, txt, txtcol, size, col, bgc )
local offsets
if size then
offsets = bar_offsets['small']
l_bg_bar = bg_bar_sm
l_sheen = sheen_sm
else
offsets = bar_offsets['normal']
l_bg_bar = bg_bar
l_sheen = sheen
end
if not col then
col = data.col
end
if data.bg then
gfx.renderTex( data.bg, data.x + offsets[1], data.y + 2)
end
if not value then value = 100 end
if bgc then gfx.renderRect( data.x + offsets[1], data.y + 2, data.w, data.h, bgc ) end
if value > 0 then
gfx.renderRect( data.x + offsets[1], data.y + 2, value/100. * data.w, data.h, col )
end
gfx.renderTex( l_bg_bar, data.x, data.y )
gfx.renderTex( data.icon, data.x + offsets[2], data.y + offsets[2] - 3)
gfx.renderTex( l_sheen, data.x + offsets[1] + 1, data.y + offsets[3])
if txt then
small = false
if gfx.printDim( false, txt ) > data.w then
small = true
end
gfx.print( small, txt, data.x + offsets[1], data.y + offsets[4], txtcol, data.w, true)
else
gfx.print( true, _("UNAVAILABLE"), data.x + offsets[1], data.y + offsets[4], col_txt_una, data.w, true )
end
end
function render_armourBar( data, value, stress_value, txt, txtcol, size, col, bgc )
local offsets
if size then
offsets = bar_offsets['small']
l_bg_bar = bg_bar_sm
l_sheen = sheen_sm
else
offsets = bar_offsets['normal']
l_bg_bar = bg_bar
l_sheen = sheen
end
if not col then
col = data.col
end
if data.bg then
gfx.renderTex( data.bg, data.x + offsets[1], data.y + 2)
end
if not value then value = 100 end
if not stress_value then stress_value = 0 end
if bgc then gfx.renderRect( data.x + offsets[1], data.y + 2, data.w, data.h, bgc ) end
gfx.renderRect( data.x + offsets[1], data.y + 2, value/100. * data.w, data.h, col )
if stress_value > 0 then
gfx.renderRect( data.x + offsets[1], data.y + 2, (stress_value/100) * (value/100) * data.w, data.h, col_stress )
end
gfx.renderTex( l_bg_bar, data.x, data.y )
gfx.renderTex( data.icon, data.x + offsets[2], data.y + offsets[2] - 3)
gfx.renderTex( l_sheen, data.x + offsets[1] + 1, data.y + offsets[3])
if txt then
small = false
if gfx.printDim( false, txt ) > data.w then
small = true
end
gfx.print( small, txt, data.x + offsets[1], data.y + offsets[4], txtcol, data.w, true)
else
gfx.print( true, _("UNAVAILABLE"), data.x + offsets[1], data.y + offsets[4], col_txt_una, data.w, true )
end
end
function render_ammoBar( name, x, y, value, txt, txtcol )
local offsets = bar_offsets['ammo']
l_bg = _G["bg_" .. name]
gfx.renderTex( l_bg, x + offsets[1], y + offsets[1])
gfx.renderTex( bg_ready, x + offsets[1], y + offsets[2])
-- Overheat or ammo capacity
if value[1] > 0 then
if name == "heat" then
value[1] = value[1] / 2.
if value[1] > .5 then
l_col = col_heat2
else
l_col = col_heat
end
else
l_col = _G["col_" .. name]
end
gfx.renderRect( x + offsets[1], y + offsets[1], value[1] * bar_weapon_w, bar_weapon_h, l_col)
end
-- Refire indicator
gfx.renderRect( x + offsets[1], y + offsets[2], value[2] * bar_ready_w, bar_ready_h, value[6])
if value[3] == 1 then
gfx.renderTex( bg_bar_weapon_prim, x, y )
elseif value[3] == 2 then
gfx.renderTex( bg_bar_weapon_sec, x, y )
else
gfx.renderTex( bg_bar_weapon, x, y )
end
local textoffset = 0
local trackcol
if value[4] then
if value[4] == -1 or ptarget == nil then
trackcol = col_txt_una
elseif value[5] then -- Handling missile lock-on.
if value[4] < 1. then
local h, s, v = col_txt_una:hsv()
trackcol = colour.new( col_txt_una )
trackcol:setHSV( h, s, v + value[4] * (1-v))
else
trackcol = colour.new( "Green" )
end
else -- Handling turret tracking.
trackcol = colour.new(1-value[4], value[4], 0)
end
gfx.renderTex( tracking_light, x + offsets[7], y + offsets[8], trackcol )
textoffset = track_w + 2
end
gfx.renderTex( sheen_weapon, x + offsets[3], y + offsets[4])
gfx.renderTex( sheen_tiny, x + offsets[3], y + offsets[5])
gfx.print( true, txt, x + offsets[1] + textoffset, y + offsets[6], txtcol, bar_weapon_w - textoffset, true)
end
function render( dt, dt_mod )
--Values
armour, shield, stress = pp:health()
energy = pp:energy()
speed = pp:vel():mod()
temperature = pp:temp()
lockons = pp:lockon()
autonav = player.autonav()
credits = player.credits()
update_wset() -- Ugly.
--Radar
gfx.renderTex( radar_gfx, radar_x, radar_y )
gui.radarRender( radar_x + 2, radar_y + 2 )
--Player pane
gfx.renderTex( player_pane_t, pl_pane_x, pl_pane_y )
filler_h = #wset * 28 -- extend the pane according to the number of weapon bars
filler_h = math.max( filler_h - 6, 0 )
gfx.renderTexRaw( player_pane_m, pl_pane_x + 33, pl_pane_y - filler_h, pl_pane_w_b, filler_h, 1, 1, 0, 0, 1, 1)
gfx.renderTex( player_pane_b, pl_pane_x + 33, pl_pane_y - filler_h - pl_pane_h_b )
local txt = {}
for k,v in ipairs(bars) do
txt[v] = round(_G[v]) .. "% (" .. round( stats[v] * _G[v] / 100 ) .. ")"
end
--Shield
if shield == 0. then
col = col_txt_enm
elseif shield <= 20. then
col = col_txt_wrn
else
col = col_txt_bar
end
render_bar( bardata['shield'], shield, txt["shield"], col )
--Armour
if armour <= 20. then
col = col_txt_enm
else
col = col_txt_bar
end
render_armourBar( bardata['armour'], armour, stress, txt["armour"], col )
--Energy
if energy == 0. then
col = col_txt_enm
elseif energy <= 20. then
col = col_txt_wrn
else
col = col_txt_bar
end
render_bar( bardata['energy'], energy, txt["energy"], col )
--Speed
local hspeed
if stats.speed_max <= 0 then hspeed = 0
else hspeed = round(speed / stats.speed_max * 100) end
txt = hspeed .. "% (" .. round(speed) .. ")"
if hspeed <= 100. then
render_bar( bardata['speed'], hspeed, txt, col_txt_bar )
elseif hspeed <= 200. then
render_bar( bardata['speed'], hspeed - 100, txt, col_txt_wrn, nil, col_speed2, col_speed )
else
timers[1] = timers[1] - dt / dt_mod
if timers[1] <=0. then
timers[1] = 0.5
if blinkcol == col_txt_una then
blinkcol = col_txt_enm
else
blinkcol = col_txt_una
end
end
col = blinkcol
render_bar( bardata['speed'], 100, txt, col, nil, col_speed2)
end
-- Temperature
txt = round(temperature) .. "K"
temperature = math.max( math.min( (temperature - 250)/1.75, 100 ), 0 )
render_bar( bardata['temperature'], temperature, txt, col_txt_bar )
--Weapon bars
for num, weapon in ipairs(wset) do
txt = _(weapon.name)
if weapon.left then -- Truncate names for readability.
if weapon.type == "Bolt Cannon" or weapon.type == "Beam Cannon" then
txt = string.gsub(txt,"Cannon", "C.")
elseif weapon.type == "Bolt Turret" or weapon.type == "Beam Turret" then
txt = string.gsub(txt,"Turret", "T.")
elseif weapon.type == "Launcher" or weapon.type == "Turret Launcher" then
txt = string.gsub(txt,"Launcher", "L.")
end
txt = txt .. " (" .. weapon.left .. ")"
if weapon.left == 0 then
col = col_txt_wrn
else
col = col_txt_bar
end
if not weapon.in_arc and ptarget ~= nil then
col = col_txt_una
end
values = {weapon.left_p, weapon.cooldown, weapon.level,
weapon.track or weapon.lockon, weapon.lockon, col_ready }
render_ammoBar( "ammo", x_ammo, y_ammo - (num-1)*28, values, txt, col)
else
col = col_txt_bar
values = {weapon.temp, weapon.cooldown, weapon.level, weapon.track, nil, col_ready}
if weapon.charge then
values[2] = weapon.charge
if weapon.charge == 1 or weapon.cooldown == 0 then
values[6] = col_energy
else
values[6] = col_txt_wrn
end
end
render_ammoBar( "heat", x_ammo, y_ammo - (num-1)*28, values, txt, col )
end
end
-- Formation selection button
if #pp:followers() ~= 0 then
local x = x_ammo
local y = y_ammo - #wset * 28 - 15
local width, height = bg_bar_weapon:dim()
if buttons["formation"] == nil then
buttons["formation"] = {}
end
local button = buttons["formation"]
button.x = x
button.y = y
button.w = width
button.h = height
button.action = playerform
local col = colour.new( .10, .10, .10 )
if button.state == "mouseover" then
col = colour.new( .25, .25, .25 )
end
gfx.renderRect( x, y, width, height, col)
gfx.renderTex( bg_bar_weapon, x, y )
gfx.print( true, _("Set formation"), x, y + 8, col_txt_bar, width, true )
end
--Warning Light
if lockons > 0 then
timers[2] = timers[2] - dt / dt_mod
timers[3] = timers[3] - dt / dt_mod
if timers[2] <= 0. then
if lockons < 20 then
timers[2] = 0.5 - (0.025 * lockons)
gfxWarn = not gfxWarn
else
timers[2] = 0
gfxWarn = true
end
end
if gfxWarn then
gfx.renderTex( warnlight2, pl_pane_x + 29, pl_pane_y + 7 )
end
if timers[3] <= -0.5 then
timers[3] = 0.5
end
colour.setAlpha( col_missile, math.abs(timers[3]) * 1.2 + .4 )
gfx.print( false, missile_lock_text, (screen_w - missile_lock_length)/2, screen_h - 100, col_missile )
end
if armour <= 20 then
gfx.renderTex( warnlight1, pl_pane_x + 6, pl_pane_y + 148 )
elseif shield <= 50 or armour <= 50 then
gfx.renderTex( warnlight4, pl_pane_x + 6, pl_pane_y + 148 )
else
gfx.renderTex( warnlight5, pl_pane_x + 6, pl_pane_y + 148 )
end
if autonav then
gfx.renderTex( warnlight3, pl_pane_x + 162, pl_pane_y + 12 )
end
-- Active outfits
if #aset > 0 then
-- Draw the left-side bar cap.
gfx.renderTexRaw( slotend, slot_start_x - slotend_w, slot_y, slotend_w, slotend_h, 1, 1, 0, 0, -1, 1 )
gfx.renderRect( slot_start_x, slot_y, slot_w * #aset, slot_h, col_slot_bg ) -- Background for all slots.
for i=1,#aset do
local slot_x = screen_w - slot_start_x - i * slot_w
-- Draw a heat background for certain outfits. TODO: detect if the outfit is heat based somehow!
if aset[i].type == "Afterburner" then
gfx.renderRect( slot_x, slot_y, slot_w, slot_h * aset[i].temp, col_heat ) -- Background (heat)
end
gfx.renderTexRaw( active_icons[i], slot_x + slot_img_offs_x, slot_y + slot_img_offs_y + 2, slot_img_w, slot_img_w, 1, 1, 0, 0, 1, 1 ) --Image
if aset[i].type == "Afterburner" then
gfx.renderRect( slot_x, slot_y, slot_w, slot_h * aset[i].temp, col_afb ) -- Foreground (heat)
end
if aset[i].state == "on" then
gfx.renderTex( active, slot_x + slot_img_offs_x, slot_y + slot_img_offs_y )
elseif aset[i].state == "cooldown" then
local texnum = round(aset[i].cooldown*35) --Turn the 0..1 cooldown number into a 0..35 tex id where 0 is ready.
gfx.renderTex( cooldown, slot_x + slot_img_offs_x, slot_y + slot_img_offs_y, (texnum % 6) + 1, math.floor( texnum / 6 ) + 1 )
end
if aset[i].weapset then
gfx.print( true, _(aset[i].weapset), slot_x + slot_img_offs_x + 5,
slot_y + slot_img_offs_y + 5, col_txt_bar, slot_w, false )
end
gfx.renderTex( slot, slot_x, slot_y ) -- Frame
end
-- Draw the right-side bar cap.
gfx.renderTex( slotend, slot_start_x + #aset * slot_w, slot_y )
end
--Target Pane
if ptarget then
ta_detect, ta_scanned = pp:inrange( ptarget )
if ta_detect then
--Frame
gfx.renderTex( target_pane, ta_pane_x, ta_pane_y )
gfx.renderTex( target_bg, ta_image_x, ta_image_y )
if ta_scanned then
ptarget_target = ptarget:target()
ta_armour, ta_shield, ta_stress, ta_disabled = ptarget:health()
tflags = ptarget:flags()
ta_energy = ptarget:energy()
--Render target graphic
if ptarget_gfx_w > 62 or ptarget_gfx_h > 62 then
gfx.renderTexRaw( ptarget_gfx, ta_center_x - ptarget_gfx_draw_w / 2, ta_center_y - ptarget_gfx_draw_h / 2, ptarget_gfx_draw_w, ptarget_gfx_draw_h, 1, 1, 0, 0, 1, 1)
else
gfx.renderTex( ptarget_gfx, ta_center_x - ptarget_gfx_w / 2, ta_center_y - ptarget_gfx_h / 2)
end
else
--Render ?
gfx.renderTex( question, ta_center_x - ta_question_w / 2, ta_center_y - ta_question_h / 2 )
end
-- Dist and dir calculated without explicit target.
ta_pos = ptarget:pos()
ta_dist = pp:pos():dist( ta_pos )
ta_dir = ptarget:dir()
ta_speed = ptarget:vel():mod()
--Title
gfx.print( false, _("TARGETED"), ta_pane_x + 14, ta_pane_y + 190, col_txt_top )
--Text, warning light & other texts
local htspeed = round(ta_speed / ta_stats.speed_max * 100,0)
if ta_scanned then
--Bar Texts
shi = round(ta_shield) .. "% (" .. round(ta_stats.shield * ta_shield / 100) .. ")"
arm = round(ta_armour) .. "% (" .. round(ta_stats.armour * ta_armour / 100) .. ")"
ene = round(ta_energy) .. "%"
if ta_stats.speed_max < 1 then
spe = round(ta_speed)
colspe, colspe2 = nil
spetxtcol = col_txt_bar
else
spe = htspeed .. "% (" .. round(ta_speed) .. ")"
if htspeed <= 100. then
spetxtcol = col_txt_bar
colspe = col_speed
colspe2 = nil
else
htspeed = math.min( htspeed - 100, 100 )
spetxtcol = col_txt_wrn
colspe = col_speed2
colspe2 = col_speed
end
end
--Warning Light
if ptarget_target == pp and not ta_disabled then
gfx.renderTex( target_light_on, ta_warning_x - 3, ta_warning_y - 3 )
else
gfx.renderTex( target_light_off, ta_warning_x, ta_warning_y )
end
--Faction Logo
if ptarget_faction_gfx then
gfx.renderTex( ptarget_faction_gfx, ta_fact_x, ta_fact_y )
end
-- Cargo light cargo_light_off
if ta_cargo and #ta_cargo >= 1 then
gfx.renderTex( cargo_light_on, ta_cargo_x, ta_cargo_y )
else
gfx.renderTex( cargo_light_off, ta_cargo_x, ta_cargo_y )
end
-- Status information
local status
if ta_disabled then
status = _("Disabled")
elseif tflags["boardable"] then
status = _("Boardable")
elseif ptarget:cooldown() then
status = _("Cooling Down")
end
if status then
gfx.print( true, status, ta_pane_x + 14, ta_pane_y + 94, col_txt_top )
end
--Pilot name
if ta_disabled then
col = col_txt_una
else
col = ptarget:colour()
end
gfx.print( true, ptarget:name(), ta_pane_x + 14, ta_pane_y + 176, col, ta_pane_w - 28 )
else
-- Unset stats.
shi, ene, arm = nil
ta_shield, ta_armour, ta_energy, ta_stress = nil
--Bar Texts
spe = round(ta_speed)
colspe, colspe2 = nil
spetxtcol = col_txt_bar
htspeed = 0.
--Warning light
gfx.renderTex( target_light_off, ta_warning_x, ta_warning_y )
-- Cargo light
gfx.renderTex( cargo_light_off, ta_cargo_x, ta_cargo_y )
--Pilot name
gfx.print( true, _("Unknown"), ta_pane_x + 14, ta_pane_y + 176, col_txt_una )
end
-- Render bars.
render_bar( bardata['shield_sm'], ta_shield, shi, col_txt_bar, "sm")
render_armourBar( bardata['armour_sm'], ta_armour, ta_stress, arm, col_txt_bar, "sm")
render_bar( bardata['energy_sm'], ta_energy, ene, col_txt_bar, "sm")
render_bar( bardata['speed_sm'], htspeed, spe, spetxtcol, "sm", colspe, colspe2 )
--Dist
gfx.print( true, _("DIST"), ta_pane_x + 130, ta_pane_y + 160, col_txt_top )
if ta_dist then
local str = largeNumber( ta_dist, 1 )
gfx.print( false, str, ta_pane_x + ta_pane_w - 15 - gfx.printDim(false, str), ta_pane_y +142, col_txt_std, 60, false )
end
--Dir
gfx.print(true, _("DIR"), ta_pane_x + 86, ta_pane_y + 160, col_txt_top )
-- Render dir sprite.
local x, y = target_dir:spriteFromDir( ta_dir )
gfx.renderTex( target_dir, ta_pane_x + 86, ta_pane_y + 136, x, y, col_txt_top )
end
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 = 44
if pntflags.land then
services_h = services_h + (14 * planet.nservices)
end
-- Render background images.
gfx.renderTex( planet_pane_t, ta_pnt_pane_x, ta_pnt_pane_y )
gfx.renderTexRaw( planet_pane_m, ta_pnt_pane_x, ta_pnt_pane_y - services_h, ta_pnt_pane_w, services_h, 1, 1, 0, 0, 1, 1 )
gfx.renderTex( planet_pane_b, ta_pnt_pane_x, ta_pnt_pane_y - services_h - 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 + 164, col_txt_top )
gfx.print( true, _("DISTANCE:"), ta_pnt_pane_x + 35, ta_pnt_pane_y - 14, col_txt_top )
gfx.print( true, _("CLASS:"), ta_pnt_pane_x + 14, ta_pnt_pane_y - 34, col_txt_top )
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
-- Render dir sprite.
local x, y = target_dir:spriteFromDir( ta_pnt_dir, true )
gfx.renderTex( target_dir, ta_pnt_pane_x + 12, ta_pnt_pane_y -24, x, y, col_txt_top )
gfx.print( true, planet.class, ta_pnt_pane_x + 130, ta_pnt_pane_y - 34, col_txt_top )
gfx.print( true, _("SERVICES:"), ta_pnt_pane_x + 14, ta_pnt_pane_y - 46, col_txt_top )
-- Space out the text.
services_h = 60
if pntflags.land then
local services_h = 60
for k,v in ipairs(planet.services) do
gfx.print(true, _(v), ta_pnt_pane_x + 60, ta_pnt_pane_y - services_h, col_txt_top )
services_h = services_h + 14
end
else
gfx.print( true, _("none"), ta_pnt_pane_x + 110, ta_pnt_pane_y - 46, col_txt_una )
end
gfx.print( false, largeNumber( ta_pnt_dist, 1 ), ta_pnt_pane_x + 110, ta_pnt_pane_y - 15, col_txt_std, 63, false )
gfx.print( true, planet.name, ta_pnt_pane_x + 14, ta_pnt_pane_y + 149, planet.col )
end
--Bottom bar
local length = 5, navstring, fuelstring
gfx.renderTexRaw( bottom_bar, 0, 0, screen_w, 30, 1, 1, 0, 0, 1, 1 )
local jumps = player.jumps()
local fuel = player.fuel()
if fuel > 0 then
fuelstring = string.format( "%d (%s)", fuel, jumpstring(jumps) )
else
fuelstring = _("none")
end
local bartext = { _("Pilot: "), pname, _("System: "), sysname, _("Time: "), time.str(), _("Credits: "),
largeNumber( credits, 2 ), _("Nav: "), navstring, _("Fuel: "), fuelstring,
_("WSet: "), wset_name, _("Cargo: ") }
for k,v in ipairs(bartext) do
if k % 2 == 1 then
gfx.print( true, v, length, 5, col_txt_top )
length = length + gfx.printDim( true, v )
else
if v == "none" then
col = col_txt_una
else
col = col_txt_std
end
gfx.print( true, v, length, 5, col )
length = length + gfx.printDim( true, v ) + 10
end
end
local cargstring = nil
if cargo and #cargo >= 1 then
for k,v in ipairs(cargo) do
if cargstring then
if screen_w - length - gfx.printDim(true, cargstring .. ", " .. v) < cargofreel + cargoterml then
cargstring = cargstring .. ", [...]"
break
else
cargstring = cargstring .. ", " .. v
end
else
cargstring = v
end
end
gfx.print( true, cargstring, length, 6, col_txt_std )
length = length + gfx.printDim( true, cargstring )
else
gfx.print( true, _("none"), length, 6, col_txt_una )
length = length + gfx.printDim( true, _("none") ) + 6
end
gfx.print( true, cargofree, length, 6, col_txt_std )
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 roundto(num, idp)
return string.format("%.0" .. (idp or 0) .. "f", num)
end
function round(num)
return math.floor( num + 0.5 )
end
function destroy()
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 _,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 _,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 _, 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
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