[Mod Options] Move options view to separate file

This commit is contained in:
Azumgi 2018-11-12 18:52:05 +03:00
parent 2decd8d2e0
commit e940f59fd3
4 changed files with 130 additions and 134 deletions

View file

@ -0,0 +1,126 @@
local vmf = get_mod("VMF")
local _button_injection_data = vmf:persistent_table("button_injection_data")
if VT1 then
-- 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
button_info.widget.content.disabled = _button_injection_data.mod_options_button_disabled
button_info.widget.content.button_hotspot.disabled = _button_injection_data.mod_options_button_disabled
end
end
end)
-- Inject Mod Options button in current ESC-menu layout
-- Disable localization for button widget
vmf:hook(IngameView, "setup_button_layout", function (func, self, layout_data, ...)
local mods_options_button = {
display_name = vmf:localize("mods_options"),
transition = "vmf_options_view",
fade = false
}
for i = 1, #layout_data do
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)
break
end
end
func(self, layout_data, ...)
for _, button_info in ipairs(self.active_button_data) do
if button_info.transition == "vmf_options_view" then
button_info.widget.style.text.localize = false
button_info.widget.style.text_disabled.localize = false
button_info.widget.style.text_click.localize = false
button_info.widget.style.text_hover.localize = false
button_info.widget.style.text_selected.localize = false
end
end
end)
else
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
-- 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 button_widget = self._title_button_widgets[get_mod_options_button_index(self.layout_logic)]
button_widget.style.text.localize = false
button_widget.style.text_hover.localize = false
button_widget.style.text_shadow.localize = false
button_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
vmf.initialize_vmf_options_view = function ()
vmf:register_view("scripts/mods/vmf/modules/ui/options/vmf_options_view")
_button_injection_data.mod_options_button_disabled = false
end
vmf.disable_mods_options_button = function ()
_button_injection_data.mod_options_button_disabled = true
end

View file

@ -4276,7 +4276,7 @@ vmf.load_vmf_options_view_settings()
local view_data = {
return {
view_name = "vmf_options_view",
view_settings = {
init_view_function = function (ingame_ui_context)
@ -4286,10 +4286,6 @@ local view_data = {
inn = true,
ingame = true
},
blocked_transitions = {
inn = {},
ingame = {}
},
keybind_transitions = {
open_view_transition = "vmf_options_view",
close_view_transition = "exit_menu",
@ -4301,130 +4297,4 @@ local view_data = {
self.menu_active = true
end
}
}
local _button_injection_data = vmf:persistent_table("button_injection_data")
if VT1 then
-- 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
button_info.widget.content.disabled = _button_injection_data.mod_options_button_disabled
button_info.widget.content.button_hotspot.disabled = _button_injection_data.mod_options_button_disabled
end
end
end)
-- Inject Mod Options button in current ESC-menu layout
-- Disable localization for button widget
vmf:hook(IngameView, "setup_button_layout", function (func, self, layout_data, ...)
local mods_options_button = {
display_name = vmf:localize("mods_options"),
transition = "vmf_options_view",
fade = false
}
for i = 1, #layout_data do
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)
break
end
end
func(self, layout_data, ...)
for _, button_info in ipairs(self.active_button_data) do
if button_info.transition == "vmf_options_view" then
button_info.widget.style.text.localize = false
button_info.widget.style.text_disabled.localize = false
button_info.widget.style.text_click.localize = false
button_info.widget.style.text_hover.localize = false
button_info.widget.style.text_selected.localize = false
end
end
end)
else
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
-- 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 button_widget = self._title_button_widgets[get_mod_options_button_index(self.layout_logic)]
button_widget.style.text.localize = false
button_widget.style.text_hover.localize = false
button_widget.style.text_shadow.localize = false
button_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
vmf.initialize_vmf_options_view = function ()
vmf:register_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
}

View file

@ -240,7 +240,7 @@ if not vmf:get("vmf_initialized") then
vmf.load_dev_console_settings()
vmf.load_chat_history_settings()
vmf.load_ui_scaling_settings()
vmf.load_vmf_options_view_settings()
--vmf.load_vmf_options_view_settings()
vmf:set("vmf_initialized", true)
end

View file

@ -34,7 +34,7 @@ function vmf_mod_object:init()
dofile("scripts/mods/vmf/modules/gui/custom_views")
dofile("scripts/mods/vmf/modules/gui/ui_scaling")
dofile("scripts/mods/vmf/modules/ui/chat/chat_actions")
dofile("scripts/mods/vmf/modules/ui/options/vmf_options_view")
dofile("scripts/mods/vmf/modules/ui/options/mod_options")
dofile("scripts/mods/vmf/modules/vmf_options")
if VT1 then