bf55e67abc
Co-Authored-By: Vlad Loktionov <13555921+VladWinner@users.noreply.github.com>
369 lines
10 KiB
Lua
369 lines
10 KiB
Lua
LUI.MenuBuilder.registerType("achievements_menu", function(root, controller)
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local menuwidth = 500
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local menu = LUI.MenuTemplate.new(root, {
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menu_title = "@LUA_MENU_ACHIEVEMENTS",
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exclusiveController = 0,
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menu_width = menuwidth,
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menu_top_indent = LUI.MenuTemplate.spMenuOffset,
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showTopRightSmallBar = true,
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uppercase_title = true
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})
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local black_state = CoD.CreateState(nil, nil, nil, nil, CoD.AnchorTypes.All)
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black_state.red = 0
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black_state.blue = 0
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black_state.green = 0
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black_state.alpha = 0
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black_state.left = -100
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black_state.right = 100
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black_state.top = -100
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black_state.bottom = 100
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local black = LUI.UIImage.new(black_state)
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black:setPriority(-1000)
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black:registerAnimationState("BlackScreen", {
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alpha = 1
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})
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black:registerAnimationState("Faded", {
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alpha = 0
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})
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menu:addElement(black)
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local currentbackground = nil
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local changebackground = function(background, isvideobg)
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if (currentbackground == background) then
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return
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end
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currentbackground = background
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if (isvideobg) then
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PersistentBackground.ChangeBackground(nil, background)
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else
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PersistentBackground.ChangeBackground(background, "")
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PersistentBackground.ChangeBackground(background, nil)
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end
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black:animateInSequence( {
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{
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"BlackScreen",
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0
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},
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{
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"Faded",
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500
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}
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})
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end
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local itemheight = 80
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local itemwidth = menuwidth
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local itemspacing = 10
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local maxrowelements = 1
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local rowelements = 0
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local newrow = function()
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local currentrow = LUI.UIElement.new({
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topAnchor = true,
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leftAnchor = true,
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width = itemheight * maxrowelements,
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height = itemheight,
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})
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menu.list.currentrow = currentrow
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menu.list:addElement(currentrow)
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menu.list.currentrow:makeFocusable()
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end
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newrow()
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local addelement = function(element)
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local container = LUI.UIElement.new({
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topAnchor = true,
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leftAnchor = true,
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width = itemheight,
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height = itemheight,
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left = rowelements * (itemheight + itemspacing)
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})
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container:addElement(element)
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container:makeFocusable()
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menu.list.currentrow:addElement(container)
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rowelements = rowelements + 1
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if (rowelements == maxrowelements) then
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newrow()
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rowelements = 0
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end
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end
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local achievementtable = achievements.table()
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local unlockcount = 0
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for i = 0, #achievementtable do
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if (achievementtable[i]) then
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unlockcount = unlockcount + 1
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end
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end
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for i = 0, achievements.count() - 1 do
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local btnbg = LUI.UIImage.new({
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topAnchor = true,
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leftAnchor = true,
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width = itemwidth,
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height = itemheight,
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material = RegisterMaterial("h2_btn_unfocused")
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})
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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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})
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local raritynames = {
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"common",
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"rare",
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"legendary",
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"epic",
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}
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local rarityname = raritynames[achievements.getrarity(i) + 1]
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local raritystrip = LUI.UIImage.new({
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topAnchor = true,
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leftAnchor = true,
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width = 10,
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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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})
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raritystrip:registerAnimationState("show", {
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alpha = 1
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})
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raritystrip:setup9SliceImage()
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local glow = LUI.UIImage.new({
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topAnchor = true,
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leftAnchor = true,
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width = itemwidth,
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height = itemheight,
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material = RegisterMaterial("depot_button_rarity_glow_" .. rarityname)
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})
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glow:registerAnimationState("hide", {
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alpha = 0
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})
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glow:registerAnimationState("show", {
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alpha = 1
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})
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local glow2 = LUI.UIImage.new({
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topAnchor = true,
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leftAnchor = true,
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width = itemwidth,
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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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})
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glow2:registerAnimationState("show", {
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alpha = 1
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})
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glow:animateToState("hide")
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glow2:animateToState("hide")
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local achievementcontainer = LUI.UIElement.new({
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topAnchor = true,
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leftAnchor = true,
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width = itemwidth,
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height = itemheight,
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})
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local image = LUI.UIImage.new({
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topAnchor = true,
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leftAnchor = true,
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top = itemspacing / 2,
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left = itemspacing / 2 + 10,
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width = itemheight - itemspacing,
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height = itemheight - itemspacing,
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material = RegisterMaterial("trophy_" .. i)
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})
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image:registerAnimationState("locked", {
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topAnchor = true,
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leftAnchor = true,
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top = itemspacing / 2 + 15,
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left = itemspacing / 2 + 15 + 10,
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width = itemheight - itemspacing - 30,
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height = itemheight - itemspacing - 30,
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material = RegisterMaterial("icon_lock_mini")
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})
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local textwidth = itemwidth - itemheight - itemspacing * 2
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local title = LUI.UIText.new({
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topAnchor = true,
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leftAnchor = true,
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top = itemspacing + 5,
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left = itemheight + 5 + 10,
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color = {
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r = 0.7,
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g = 0.7,
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b = 0.7,
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},
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width = textwidth,
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font = CoD.TextSettings.Font23.Font,
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height = CoD.TextSettings.Font23.Height
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})
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local desc = LUI.UIText.new({
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topAnchor = true,
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leftAnchor = true,
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top = itemspacing + CoD.TextSettings.Font23.Height + 10,
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left = itemheight + 5 + 10,
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width = textwidth,
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alignment = LUI.Alignment.Left,
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color = {
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r = 0.7,
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g = 0.7,
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b = 0.7,
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},
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font = CoD.TextSettings.Font21.Font,
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height = CoD.TextSettings.Font21.Height
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})
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local focusedtext = {
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color = {r = 1, g = 1, b = 1}
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}
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desc:registerAnimationState("focused", focusedtext)
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title:registerAnimationState("focused", focusedtext)
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title:setText(Engine.ToUpperCase(Engine.Localize(achievements.getname(i))))
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desc:setText(Engine.Localize(achievements.getdetails(i)))
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achievementcontainer:setHandleMouse(true)
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local locked = not achievementtable[i]
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if (locked) then
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raritystrip:animateToState("hide")
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end
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local background = achievements.getbackground(i)
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achievementcontainer:registerEventHandler("mouseenter", function()
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Engine.PlaySound(CoD.SFX.MouseOver)
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if (background ~= nil and achievementtable[i]) then
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changebackground(background, false)
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else
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changebackground("sp_menus_bg_regular", true)
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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")
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desc:animateToState("focused")
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glow:animateToState("show")
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glow2:animateToState("show")
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end
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end)
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achievementcontainer:registerEventHandler("mouseleave", function()
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if (locked) then
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btnbg:setImage(RegisterMaterial("h2_btn_unfocused_locked"))
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else
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title:animateToState("default")
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desc:animateToState("default")
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glow:animateToState("hide")
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glow2:animateToState("hide")
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end
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end)
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achievementcontainer:addElement(btnbg)
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achievementcontainer:addElement(glow)
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achievementcontainer:addElement(glow2)
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achievementcontainer:addElement(raritystrip)
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achievementcontainer:addElement(image)
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achievementcontainer:addElement(title)
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achievementcontainer:addElement(desc)
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if (locked) then
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btnbg:animateToState("locked")
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image:animateToState("locked")
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desc:setText("")
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end
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addelement(achievementcontainer)
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end
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if (rowelements == 0) then
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menu.list.currentrow:close()
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end
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LUI.Options.InitScrollingList(menu.list, nil, {
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rows = 5
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})
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local createprogressbar = function()
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local barwidth = itemwidth + 17
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local progressbar = LUI.UIElement.new({
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bottomAnchor = true,
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leftAnchor = true,
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width = barwidth,
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bottom = -90,
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height = 15
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})
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local bg = LUI.UIImage.new({
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topAnchor = true,
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leftAnchor = true,
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rightAnchor = true,
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bottomAnchor = true,
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alpha = 0.55,
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color = Colors.grey_14,
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})
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local bar = LUI.UIImage.new({
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topAnchor = true,
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leftAnchor = true,
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bottomAnchor = true,
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width = 0,
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material = RegisterMaterial("h1_ui_progressbar_green")
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})
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progressbar.setprogress = function(fraction)
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bar:registerAnimationState("progress", {
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topAnchor = true,
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leftAnchor = true,
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bottomAnchor = true,
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width = fraction * (barwidth),
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})
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bar:animateToState("progress", 300)
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end
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progressbar.setprogress(unlockcount / achievements.count())
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progressbar:addElement(bg)
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progressbar:addElement(bar)
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progressbar:addElement(LUI.DecoFrame.new(nil, LUI.DecoFrame.Grey))
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return progressbar
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end
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menu:addElement(createprogressbar())
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menu:AddBackButton()
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return menu
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end)
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