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/**
ControllerGoal
Shows the scenario goal in the top right corner, next to the wealth icon.
Goal icon is clickable. On click displays a detailed goal description.
@authors Maikel, Clonkonaut
*/
// HUD margin and size in tenths of em.
static const GUI_Controller_Goal_IconSize = 25;
static const GUI_Controller_Goal_IconMargin = 5;
// Does also use constants defined by ControllerWealth to ensure distance between both icons.
local goal_gui_menu;
local goal_gui_id;
local goal_info_id;
local goals;
/*-- Wealth Showing / Hiding --*/
public func ShiftGoal()
{
if (goal_gui_id == nil) return;
var offset = GUI_Controller_Wealth_IconSize + GUI_Controller_Wealth_IconMargin;
var x_end = GUI_Controller_Goal_IconMargin + offset;
var x_begin = GUI_Controller_Goal_IconMargin + GUI_Controller_Goal_IconSize + offset;
var update = {
Left = Format("100%%%s", ToEmString(-x_begin)),
Right = Format("100%%%s", ToEmString(-x_end)),
};
GuiUpdate(update, goal_gui_id);
}
public func UnshiftGoal()
{
if (goal_gui_id == nil) return;
var x_end = GUI_Controller_Goal_IconMargin;
var x_begin = GUI_Controller_Goal_IconMargin + GUI_Controller_Goal_IconSize;
var update = {
Left = Format("100%%%s", ToEmString(-x_begin)),
Right = Format("100%%%s", ToEmString(-x_end)),
};
GuiUpdate(update, goal_gui_id);
}
/*-- Creation --*/
public func Construction()
{
var y_begin = GUI_Controller_Goal_IconMargin;
var y_end = y_begin + GUI_Controller_Goal_IconSize;
// Also take into account the margin and size of the wealth HUD if shown
var x_begin = y_end;
var x_end = y_begin;
if (this->~IsShowingWealth())
{
x_begin += GUI_Controller_Wealth_IconSize + GUI_Controller_Wealth_IconMargin;
x_end += GUI_Controller_Wealth_IconSize + GUI_Controller_Wealth_IconMargin;
}
// See also ShiftGoal() / UnshiftGoal()
goal_gui_menu =
{
Target = this,
Player = NO_OWNER, // The goal icon will become visible if OnGoalUpdate is called
Style = GUI_Multiple | GUI_IgnoreMouse,
Left = Format("100%%%s", ToEmString(-x_begin)),
Right = Format("100%%%s", ToEmString(-x_end)),
Top = ToEmString(y_begin),
Bottom = ToEmString(y_end),
Priority = 1,
text =
{
Style = GUI_TextHCenter | GUI_TextBottom,
Text = nil,
Priority = 3,
},
};
goal_gui_id = GuiOpen(goal_gui_menu);
return _inherited(...);
}
private func Destruction()
{
GuiClose(goal_gui_id);
if (goal_info_id) GuiClose(goal_info_id);
_inherited(...);
}
/*-- Callbacks --*/
// Callback from the goal library: display this goal.
public func OnGoalUpdate(object goal)
{
// Also notify the open info menu.
OnGoalWindowUpdate(goal);
// If there is no goal hide the menu
if (!goal)
{
GuiUpdate({ Player = NO_OWNER }, goal_gui_id);
return _inherited(goal, ...);
}
// Get current goal display settings
var symbol = GetGoalSymbol(goal);
var graphics = GetGoalGraphicsName(goal);
var text = goal->~GetShortDescription(GetOwner());
// Determine changes
var update_symbol = goal_gui_menu.Symbol != symbol;
var update_graphics = goal_gui_menu.GraphicsName != graphics;
var update_text = goal_gui_menu.text.Text != text;
// Only update if something has changed.
if (update_symbol || update_graphics || update_text)
{
goal_gui_menu.text.Text = text;
goal_gui_menu.Symbol = symbol;
goal_gui_menu.GraphicsName = graphics;
goal_gui_menu.Player = GetOwner();
goal_gui_menu.Style = GUI_Multiple;
// Also add an hover and mouse click element.
goal_gui_menu.hover =
{
Symbol = { Std = nil, OnHover = GUI_Controller_Goal},
OnClick = GuiAction_Call(this, "OnGoalClick"),
OnMouseIn = GuiAction_SetTag("OnHover"),
OnMouseOut = GuiAction_SetTag("Std"),
Priority = 2,
};
GuiUpdate(goal_gui_menu, goal_gui_id);
}
return _inherited(goal, ...);
}
private func OnGoalClick()
{
if (goal_info_id)
CloseGoalWindow();
else
OpenGoalWindow();
}
/*-- Goal Info Menu --*/
private func OpenGoalWindow()
{
goals = FindObjects(Find_Category(C4D_Goal));
var nr_goals = GetLength(goals);
var menu_width = BoundBy(nr_goals * 2, 10, 20); // in em
// Safety: there has to be at least one goal.
if (nr_goals <= 0)
return;
// Main menu
var goal_info_menu =
{
Target = this,
Player = GetOwner(),
Decoration = GUI_MenuDeco,
Left = Format("50%%-%dem", menu_width),
Right = Format("50%%+%dem", menu_width),
Top = "50%-4em",
Bottom = "50%+8em",
OnClose = GuiAction_Call(this, "OnGoalWindowClosed"),
};
// Close button
GuiAddCloseButton(goal_info_menu, this, "OnCloseButtonClick");
// Text submenu
goal_info_menu.text =
{
Target = this,
ID = 1,
Left = "0%",
Right = "100%",
Top = "0%+4em",
Bottom = "100%",
};
// Goal icons: maximum number of 10 goals for now
for (var i = 0; i < Min(10, nr_goals); i++)
{
var menu = GoalSubMenu(goals[i], i);
GuiAddSubwindow(menu, goal_info_menu);
}
goal_info_id = GuiOpen(goal_info_menu);
// Select first goal and show its description.
OnGoalGUIHover(goals[0]);
}
private func CloseGoalWindow()
{
GuiClose(goal_info_id);
}
private func OnGoalWindowClosed()
{
goal_info_id = nil;
}
private func GoalSubMenu(object goal, int nr, int size)
{
if (size == nil)
size = 4;
var symbol = GetGoalSymbol(goal);
var graphics = GetGoalGraphicsName(goal);
// Create the goal submenu with id counting upwards from 2.
var prop_goal =
{
Target = this,
ID = nr + 2,
Left = Format("0%%+%dem", nr * size),
Right = Format("0%%+%dem", (nr + 1) * size),
Top = "0%",
Bottom = Format("0%%+%dem", size),
Symbol = symbol,
GraphicsName = graphics,
BackgroundColor = {Std = 0, Hover = 0x50ffffff},
OnMouseIn = [GuiAction_SetTag("Hover"), GuiAction_Call(this, "OnGoalGUIHover", goal)],
OnMouseOut = GuiAction_SetTag("Std"),
fulfilled = nil
};
// Indicate whether the goal is already fulfilled
if (goal->~IsFulfilled())
{
prop_goal.fulfilled =
{
Target = this,
Left = "100%-1em",
Right = "100%",
Top = "0%",
Bottom = "0%+1em",
Symbol = Icon_Ok,
};
}
return prop_goal;
}
public func OnCloseButtonClick()
{
CloseGoalWindow();
}
public func OnGoalGUIHover(object goal)
{
if (!goal)
return;
// Change text to the current goal.
var text = Format("<c ff0000>%s:</c> %s", goal->GetName(), goal->~GetDescription(GetOwner()));
GuiUpdateText(text, goal_info_id, 1, this);
}
private func OnGoalWindowUpdate(object goal)
{
if (!goal || !goal_info_id)
return;
var index = GetIndexOf(goals, goal);
if (index == -1) return;
var menu = GoalSubMenu(goal, index);
// Update only very selectively. (To e.g. not reset the background/tag)
var update =
{
Symbol = menu.Symbol,
GraphicsName = menu.GraphicsName,
fulfilled = menu.fulfilled,
};
GuiUpdate(update, goal_info_id, menu.ID, menu.Target);
}
private func GetGoalSymbol(object goal)
{
return goal->~GetPictureDefinition(GetOwner()) ?? goal->GetID();
}
private func GetGoalGraphicsName(object goal)
{
return goal->~GetPictureName(GetOwner()) ?? goal->GetGraphics(GetOwner());
}
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