[Mod Options] Fully rewrite button injection code

Fixed all crashes and added console menu support.
This commit is contained in:
Azumgi 2018-08-22 17:17:47 +03:00
parent 1dfb8d80ff
commit 945c699beb

View file

@ -4526,67 +4526,32 @@ local view_data = {
} }
} }
-- @TODO: won't it conflict with hooking system if I'll decided to hook this function via mod:hook?
if not VT1 and not IngameView.umoes_is_hooked then
local umoes_original_function = IngameView.update_menu_options_enabled_states local _button_injection_data = vmf:persistent_table("button_injection_data")
IngameView.update_menu_options_enabled_states = function(self)
umoes_original_function(self)
if self.active_button_data then
for _, menu_option in ipairs(self.active_button_data) do
if menu_option.transition == "vmf_options_view" then
menu_option.widget.content.button_hotspot.disable_button = menu_option.widget.content.button_hotspot.disabled
end
end
end
end
IngameView.umoes_is_hooked = true
end
-- disables/enables mods options buttons in the
local function change_mods_options_button_state(state)
local ingame_menu_buttons_exist, ingame_menu_buttons
if VT1 then if VT1 then
ingame_menu_buttons_exist, ingame_menu_buttons = pcall(function () return Managers.player.network_manager.matchmaking_manager.matchmaking_ui.ingame_ui.ingame_menu.active_button_data end)
else
ingame_menu_buttons_exist, ingame_menu_buttons = pcall(function () return Managers.player.network_manager.matchmaking_manager._ingame_ui.views.ingame_menu.active_button_data end)
end
if ingame_menu_buttons_exist and type(ingame_menu_buttons) == "table" then
for _, button_info in ipairs(ingame_menu_buttons) do -- Disable Mod Options button during mods reloading
vmf:hook_safe(IngameView, "update_menu_options", function (self)
for _, button_info in ipairs(self.active_button_data) do
if button_info.transition == "vmf_options_view" then if button_info.transition == "vmf_options_view" then
button_info.widget.content.disabled = _button_injection_data.mod_options_button_disabled
-- it's enough to enable/disable buttons in V1, but it doesn't do anything in V2 button_info.widget.content.button_hotspot.disabled = _button_injection_data.mod_options_button_disabled
-- there is special hook for V2 that updates button state every tick
-- and it uses this value to figure out if button is enabled
button_info.widget.content.disabled = (state == "disable")
button_info.widget.content.button_hotspot.disabled = (state == "disable")
end
end
end end
end end
end)
vmf.initialize_vmf_options_view = function () -- Inject Mod Options button in current ESC-menu layout
vmf:register_new_view(view_data) -- Disable localization for button widget
change_mods_options_button_state("enable")
end
vmf.disable_mods_options_button = function ()
change_mods_options_button_state("disable")
end
-- create mods options menu button in Esc-menu
vmf:hook(IngameView, "setup_button_layout", function (func, self, layout_data, ...) vmf:hook(IngameView, "setup_button_layout", function (func, self, layout_data, ...)
local mods_options_button = { local mods_options_button = {
display_name = vmf:localize("mods_options"), display_name = vmf:localize("mods_options"),
transition = "vmf_options_view", transition = "vmf_options_view",
fade = false fade = false
} }
for i = 1, #layout_data do for i = 1, #layout_data do
if layout_data[i].transition == "options_menu" and layout_data[i + 1].transition ~= "vmf_options_view" then if layout_data[i].transition == "options_menu" and layout_data[i + 1].transition ~= "vmf_options_view" then
table.insert(layout_data, i + 1, mods_options_button) table.insert(layout_data, i + 1, mods_options_button)
@ -4598,22 +4563,91 @@ vmf:hook(IngameView, "setup_button_layout", function (func, self, layout_data, .
for _, button_info in ipairs(self.active_button_data) do for _, button_info in ipairs(self.active_button_data) do
if button_info.transition == "vmf_options_view" then if button_info.transition == "vmf_options_view" then
if VT1 then
button_info.widget.style.text.localize = false button_info.widget.style.text.localize = false
button_info.widget.style.text_disabled.localize = false button_info.widget.style.text_disabled.localize = false
button_info.widget.style.text_click.localize = false button_info.widget.style.text_click.localize = false
button_info.widget.style.text_hover.localize = false button_info.widget.style.text_hover.localize = false
button_info.widget.style.text_selected.localize = false button_info.widget.style.text_selected.localize = false
end
end
end)
else else
button_info.widget.style.title_text.localize = false
button_info.widget.style.title_text_disabled.localize = false
button_info.widget.style.title_text_shadow.localize = false local function get_mod_options_button_index(layout_logic)
for button_index, button_data in ipairs(layout_logic.active_button_data) do
if button_data.transition == "vmf_options_view" then
return button_index
end
end
end end
if not self.ingame_ui.views["vmf_options_view"] then
change_mods_options_button_state("disable") -- Disable localization for Mod Options button widget for pc version of ESC-menu
-- Widget definition: ingame_view_definitions.lua -> UIWidgets.create_default_button
vmf:hook_safe(IngameView, "on_enter", function (self)
self.layout_logic._ingame_view = self
end)
vmf:hook_safe(IngameViewLayoutLogic, "setup_button_layout", function (self)
if self._ingame_view then
local mod_options_button_index = get_mod_options_button_index(self)
local button_widget = self._ingame_view.stored_buttons[mod_options_button_index]
button_widget.style.title_text.localize = false
button_widget.style.title_text_shadow.localize = false
button_widget.style.title_text_disabled.localize = false
end
end)
-- Disable localization for Mod Options button widget for console version of ESC-menu
-- Widget definition: hero_window_ingame_view_definitions.lua -> create_title_button
vmf:hook_safe(HeroWindowIngameView, "on_enter", function (self)
local widget = self._title_button_widgets[get_mod_options_button_index(self.layout_logic)]
widget.style.text.localize = false
widget.style.text_hover.localize = false
widget.style.text_shadow.localize = false
widget.style.text_disabled.localize = false
end)
-- Disable Mod Options button during mods reloading
vmf:hook_safe(IngameViewLayoutLogic, "_update_menu_options_enabled_states", function (self)
local mod_options_button_index = get_mod_options_button_index(self)
local mod_options_button_data = self.active_button_data[mod_options_button_index]
mod_options_button_data.disabled = _button_injection_data.mod_options_button_disabled
end)
-- Inject Mod Options button in all possible ESC-menu layouts (except for developer's one, because it will increase
-- the number of buttons to 10, when the hard limit is 9, which will crash the game)
vmf:hook_safe(IngameViewLayoutLogic, "init", function (self)
local mod_options_button = {
display_name = vmf:localize("mods_options"),
transition = "vmf_options_view",
fade = false
}
for _, layout in pairs(self.layout_list) do
for i = 1, #layout do
if layout[i].transition == "options_menu" and layout[i + 1].transition ~= "vmf_options_view" then
table.insert(layout, i + 1, mod_options_button)
break
end end
end end
end end
end) end)
end
vmf.initialize_vmf_options_view = function ()
vmf:register_new_view(view_data)
_button_injection_data.mod_options_button_disabled = false
end
vmf.disable_mods_options_button = function ()
_button_injection_data.mod_options_button_disabled = true
end