h2-mod/data/cdata/ui_scripts/achievements/menu.lua

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LUI.MenuBuilder.registerType("achievements_menu", function(root, controller)
local menuwidth = 500
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local menu = LUI.MenuTemplate.new(root, {
menu_title = "@LUA_MENU_ACHIEVEMENTS",
exclusiveController = 0,
menu_width = menuwidth,
menu_top_indent = LUI.MenuTemplate.spMenuOffset,
showTopRightSmallBar = true,
uppercase_title = true
})
local black_state = CoD.CreateState(nil, nil, nil, nil, CoD.AnchorTypes.All)
black_state.red = 0
black_state.blue = 0
black_state.green = 0
black_state.alpha = 0
black_state.left = -100
black_state.right = 100
black_state.top = -100
black_state.bottom = 100
local black = LUI.UIImage.new(black_state)
black:setPriority(-1000)
black:registerAnimationState("BlackScreen", {
alpha = 1
})
black:registerAnimationState("Faded", {
alpha = 0
})
menu:addElement(black)
local currentbackground = nil
local changebackground = function(background, isvideobg)
if (currentbackground == background) then
return
end
currentbackground = background
if (isvideobg) then
PersistentBackground.ChangeBackground(nil, background)
else
PersistentBackground.ChangeBackground(background, "")
PersistentBackground.ChangeBackground(background, nil)
end
black:animateInSequence( {
{
"BlackScreen",
0
},
{
"Faded",
500
}
})
end
local itemheight = 80
local itemwidth = menuwidth
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local itemspacing = 10
local maxrowelements = 1
local rowelements = 0
local newrow = function()
local currentrow = LUI.UIElement.new({
topAnchor = true,
leftAnchor = true,
width = itemheight * maxrowelements,
height = itemheight,
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})
menu.list.currentrow = currentrow
menu.list:addElement(currentrow)
menu.list.currentrow:makeFocusable()
end
newrow()
local addelement = function(element)
local container = LUI.UIElement.new({
topAnchor = true,
leftAnchor = true,
width = itemheight,
height = itemheight,
left = rowelements * (itemheight + itemspacing)
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})
container:addElement(element)
container:makeFocusable()
menu.list.currentrow:addElement(container)
rowelements = rowelements + 1
if (rowelements == maxrowelements) then
newrow()
rowelements = 0
end
end
local achievementtable = achievements.table()
local unlockcount = 0
for i = 0, #achievementtable do
if (achievementtable[i]) then
unlockcount = unlockcount + 1
end
end
for i = 0, achievements.count() - 1 do
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local btnbg = LUI.UIImage.new({
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topAnchor = true,
leftAnchor = true,
width = itemwidth,
height = itemheight,
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material = RegisterMaterial("h2_btn_unfocused")
})
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btnbg:setup9SliceImage()
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btnbg:registerAnimationState("locked", {
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material = RegisterMaterial("h2_btn_unfocused_locked")
})
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local raritynames = {
"common",
"rare",
"legendary",
"epic",
}
local rarityname = raritynames[achievements.getrarity(i) + 1]
local raritystrip = LUI.UIImage.new({
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topAnchor = true,
leftAnchor = true,
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width = 10,
height = itemheight,
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material = RegisterMaterial("depot_button_rarity_strip_" .. rarityname)
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})
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raritystrip:registerAnimationState("hide", {
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alpha = 0
})
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raritystrip:registerAnimationState("show", {
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alpha = 1
})
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raritystrip:setup9SliceImage()
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local glow = LUI.UIImage.new({
topAnchor = true,
leftAnchor = true,
width = itemwidth,
height = itemheight,
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material = RegisterMaterial("depot_button_rarity_glow_" .. rarityname)
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})
glow:registerAnimationState("hide", {
alpha = 0
})
glow:registerAnimationState("show", {
alpha = 1
})
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local glow2 = LUI.UIImage.new({
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topAnchor = true,
leftAnchor = true,
width = itemwidth,
height = itemheight,
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material = RegisterMaterial("depot_button_rarity_glow_" .. rarityname)
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})
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glow2:registerAnimationState("hide", {
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alpha = 0
})
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glow2:registerAnimationState("show", {
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alpha = 1
})
glow:animateToState("hide")
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glow2:animateToState("hide")
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local achievementcontainer = LUI.UIElement.new({
topAnchor = true,
leftAnchor = true,
width = itemwidth,
height = itemheight,
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})
local image = LUI.UIImage.new({
topAnchor = true,
leftAnchor = true,
top = itemspacing / 2,
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left = itemspacing / 2 + 10,
width = itemheight - itemspacing,
height = itemheight - itemspacing,
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material = RegisterMaterial("trophy_" .. i)
})
image:registerAnimationState("locked", {
topAnchor = true,
leftAnchor = true,
top = itemspacing / 2 + 15,
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left = itemspacing / 2 + 15 + 10,
width = itemheight - itemspacing - 30,
height = itemheight - itemspacing - 30,
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material = RegisterMaterial("icon_lock_mini")
})
local textwidth = itemwidth - itemheight - itemspacing * 2
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local title = LUI.UIText.new({
topAnchor = true,
leftAnchor = true,
top = itemspacing + 5,
left = itemheight + 5 + 10,
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color = {
r = 0.7,
g = 0.7,
b = 0.7,
},
width = textwidth,
font = CoD.TextSettings.Font23.Font,
height = CoD.TextSettings.Font23.Height
})
local desc = LUI.UIText.new({
topAnchor = true,
leftAnchor = true,
top = itemspacing + CoD.TextSettings.Font23.Height + 10,
left = itemheight + 5 + 10,
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width = textwidth,
alignment = LUI.Alignment.Left,
color = {
r = 0.7,
g = 0.7,
b = 0.7,
},
font = CoD.TextSettings.Font21.Font,
height = CoD.TextSettings.Font21.Height
})
local focusedtext = {
color = {r = 1, g = 1, b = 1}
}
desc:registerAnimationState("focused", focusedtext)
title:registerAnimationState("focused", focusedtext)
title:setText(Engine.ToUpperCase(Engine.Localize(achievements.getname(i))))
desc:setText(Engine.Localize(achievements.getdetails(i)))
achievementcontainer:setHandleMouse(true)
local locked = not achievementtable[i]
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if (locked) then
raritystrip:animateToState("hide")
end
local background = achievements.getbackground(i)
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achievementcontainer:registerEventHandler("mouseenter", function()
Engine.PlaySound(CoD.SFX.MouseOver)
if (background ~= nil and achievementtable[i]) then
changebackground(background, false)
else
changebackground("sp_menus_bg_regular", true)
end
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if (locked) then
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btnbg:setImage(RegisterMaterial("h2_btn_focused_locked"))
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else
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raritystrip:animateToState("show")
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title:animateToState("focused")
desc:animateToState("focused")
glow:animateToState("show")
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glow2:animateToState("show")
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end
end)
achievementcontainer:registerEventHandler("mouseleave", function()
if (locked) then
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btnbg:setImage(RegisterMaterial("h2_btn_unfocused_locked"))
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else
title:animateToState("default")
desc:animateToState("default")
glow:animateToState("hide")
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glow2:animateToState("hide")
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end
end)
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achievementcontainer:addElement(btnbg)
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achievementcontainer:addElement(glow)
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achievementcontainer:addElement(glow2)
achievementcontainer:addElement(raritystrip)
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achievementcontainer:addElement(image)
achievementcontainer:addElement(title)
achievementcontainer:addElement(desc)
if (locked) then
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btnbg:animateToState("locked")
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image:animateToState("locked")
desc:setText("")
end
addelement(achievementcontainer)
end
if (rowelements == 0) then
menu.list.currentrow:close()
end
LUI.Options.InitScrollingList(menu.list, nil, {
rows = 5
})
local createprogressbar = function()
local barwidth = itemwidth + 17
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local progressbar = LUI.UIElement.new({
bottomAnchor = true,
leftAnchor = true,
width = barwidth,
bottom = -90,
height = 15
})
local bg = LUI.UIImage.new({
topAnchor = true,
leftAnchor = true,
rightAnchor = true,
bottomAnchor = true,
alpha = 0.55,
color = Colors.grey_14,
})
local bar = LUI.UIImage.new({
topAnchor = true,
leftAnchor = true,
bottomAnchor = true,
width = 0,
material = RegisterMaterial("h1_ui_progressbar_green")
})
progressbar.setprogress = function(fraction)
bar:registerAnimationState("progress", {
topAnchor = true,
leftAnchor = true,
bottomAnchor = true,
width = fraction * (barwidth),
})
bar:animateToState("progress", 300)
end
progressbar.setprogress(unlockcount / achievements.count())
progressbar:addElement(bg)
progressbar:addElement(bar)
progressbar:addElement(LUI.DecoFrame.new(nil, LUI.DecoFrame.Grey))
return progressbar
end
menu:addElement(createprogressbar())
menu:AddBackButton()
return menu
end)