-- TE4 - T-Engine 4 -- Copyright (C) 2009, 2010 Nicolas Casalini -- -- This program is free software: you can redistribute it and/or modify -- it under the terms of the GNU General Public License as published by -- the Free Software Foundation, either version 3 of the License, or -- (at your option) any later version. -- -- This program is distributed in the hope that it will be useful, -- but WITHOUT ANY WARRANTY; without even the implied warranty of -- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -- GNU General Public License for more details. -- -- You should have received a copy of the GNU General Public License -- along with this program. If not, see <http://www.gnu.org/licenses/>. -- -- Nicolas Casalini "DarkGod" -- darkgod@te4.org require "engine.class" local Dialog = require "engine.ui.Dialog" local ListColumns = require "engine.ui.ListColumns" local Textzone = require "engine.ui.Textzone" local Separator = require "engine.ui.Separator" module(..., package.seeall, class.inherit(Dialog)) function _M:init(actor) self.actor = actor actor.hotkey = actor.hotkey or {} Dialog.init(self, "Use Talents: "..actor.name, game.w * 0.7, game.h * 0.7) self.c_tut = Textzone.new{width=math.floor(self.iw / 2 - 10), height=1, auto_height=true, no_color_bleed=true, text=[[ You can bind a talent to a hotkey be pressing the corresponding hotkey while selecting a talent. Check out the keybinding screen in the game menu to bind hotkeys to a key (default is 1-0 plus control or shift). ]]} self.c_desc = Textzone.new{width=math.floor(self.iw / 2 - 10), height=self.ih - self.c_tut.h - 20, no_color_bleed=true, text=""} self:generateList() self.c_list = ListColumns.new{width=math.floor(self.iw / 2 - 10), height=self.ih - 10, sortable=true, scrollbar=true, columns={ {name="", width=4, display_prop="char", sort="id"}, {name="Talent", width=80, display_prop="name", sort="name"}, {name="Status", width=16, display_prop="status", sort="status"}, }, list=self.list, fct=function(item) self:use(item) end, select=function(item, sel) self:select(item) end} self:loadUI{ {left=0, top=0, ui=self.c_list}, {right=0, top=self.c_tut.h + 20, ui=self.c_desc}, {right=0, top=0, ui=self.c_tut}, {hcenter=0, top=5, ui=Separator.new{dir="horizontal", size=self.ih - 10}}, } self:setFocus(self.c_list) self:setupUI() self.key:addCommands{ __TEXTINPUT = function(c) if self.list and self.list.chars[c] then self:use(self.list[self.list.chars[c]]) end end, } self.key:addBinds{ HOTKEY_1 = function() self:defineHotkey(1) end, HOTKEY_2 = function() self:defineHotkey(2) end, HOTKEY_3 = function() self:defineHotkey(3) end, HOTKEY_4 = function() self:defineHotkey(4) end, HOTKEY_5 = function() self:defineHotkey(5) end, HOTKEY_6 = function() self:defineHotkey(6) end, HOTKEY_7 = function() self:defineHotkey(7) end, HOTKEY_8 = function() self:defineHotkey(8) end, HOTKEY_9 = function() self:defineHotkey(9) end, HOTKEY_10 = function() self:defineHotkey(10) end, HOTKEY_11 = function() self:defineHotkey(11) end, HOTKEY_12 = function() self:defineHotkey(12) end, HOTKEY_SECOND_1 = function() self:defineHotkey(13) end, HOTKEY_SECOND_2 = function() self:defineHotkey(14) end, HOTKEY_SECOND_3 = function() self:defineHotkey(15) end, HOTKEY_SECOND_4 = function() self:defineHotkey(16) end, HOTKEY_SECOND_5 = function() self:defineHotkey(17) end, HOTKEY_SECOND_6 = function() self:defineHotkey(18) end, HOTKEY_SECOND_7 = function() self:defineHotkey(19) end, HOTKEY_SECOND_8 = function() self:defineHotkey(20) end, HOTKEY_SECOND_9 = function() self:defineHotkey(21) end, HOTKEY_SECOND_10 = function() self:defineHotkey(22) end, HOTKEY_SECOND_11 = function() self:defineHotkey(23) end, HOTKEY_SECOND_12 = function() self:defineHotkey(24) end, HOTKEY_THIRD_1 = function() self:defineHotkey(25) end, HOTKEY_THIRD_2 = function() self:defineHotkey(26) end, HOTKEY_THIRD_3 = function() self:defineHotkey(27) end, HOTKEY_THIRD_4 = function() self:defineHotkey(28) end, HOTKEY_THIRD_5 = function() self:defineHotkey(29) end, HOTKEY_THIRD_6 = function() self:defineHotkey(30) end, HOTKEY_THIRD_7 = function() self:defineHotkey(31) end, HOTKEY_THIRD_8 = function() self:defineHotkey(31) end, HOTKEY_THIRD_9 = function() self:defineHotkey(33) end, HOTKEY_THIRD_10 = function() self:defineHotkey(34) end, HOTKEY_THIRD_11 = function() self:defineHotkey(35) end, HOTKEY_THIRD_12 = function() self:defineHotkey(36) end, EXIT = function() game:unregisterDialog(self) end, } end function _M:defineHotkey(id) if not self.actor.hotkey then return end local item = self.list[self.sel] if not item or not item.talent then return end self.actor.hotkey[id] = {"talent", item.talent} self:simplePopup("Hotkey "..id.." assigned", self.actor:getTalentFromId(item.talent).name:capitalize().." assigned to hotkey "..id) self.actor.changed = true end function _M:select(item) if item and self.uis[2] then self.uis[2].ui = item.zone end end function _M:use(item) game:unregisterDialog(self) self.actor:useTalent(item.talent) end function _M:makeKey(letter) if letter >= 26 then return string.char(string.byte('A') + letter - 26) else return string.char(string.byte('a') + letter) end end function _M:generateList() -- Makes up the list local list = {} local keybind = {} local letter = 0 for i, tt in ipairs(self.actor.talents_types_def) do local cat = tt.type:gsub("/.*", "") local where = #list local added = false -- Find all talents of this school for j, t in ipairs(tt.talents) do if self.actor:knowTalent(t.id) and t.mode ~= "passive" then local typename = "talent" local zone = Textzone.new{width=self.c_desc.w, height=self.c_desc.h, text=self.actor:getTalentFullDescription(t)} local status = "#LIGHT_GREEN#Active#WHITE#" if t.mode == "sustained" then status = self.actor:isTalentActive(t.id) and "#YELLOW#Sustaining#WHITE#" or "#LIGHT_GREEN#Sustain#WHITE#" end list[#list+1] = { zone=zone, char=self:makeKey(letter), name=t.name.." ("..typename..")", status=status, talent=t.id } keybind[self:makeKey(letter)] = #list + 1 if not self.sel then self.sel = #list + 1 end letter = letter + 1 added = true end end if added then local zone = Textzone.new{width=self.c_desc.w, height=self.c_desc.h, text=tt.description} table.insert(list, where+1, { zone=zone, char="", name="#{bold}#"..cat:capitalize().." / "..tt.name:capitalize().."#{normal}#", type=tt.type, color={0x80, 0x80, 0x80}, status="" }) end end for i = 1, #list do list[i].id = i end self.list = list self.keybind = keybind end