-- Inherited from Vdo_base_object
Vdo_cell_filter = Vdo_base_object:new_base()
local FILTER_VERTICAL_SPACING = 26
local FILTER_SELECTED_COLOR = {R=175/255, G=63/255, B=213/255}
local FILTER_UNSELECTED_COLOR = {R=170/255, G=170/255, B=170/255}
local FILTER_ICON_OFFSET_X = 30
local Filter_icons = {
["PFT_ALL"] = "",
["PFT_ACTIVITIES"] = "map_lod_activity",
["PFT_DIVERSIONS"] = "map_lod_diversion",
["PFT_STORES"] = "map_lod_store",
["PFT_PROPERTIES"] = "map_lod_property",
["PFT_FLASHPOINTS"] = "map_lod_flashpoint",
["PFT_COLLECTION"] = "map_lod_flashpoint",
["PFT_CRIBS"] = "map_lod_crib",
["PFT_NONE"] = "",
}
local Dpad = -1
local vdo_cell_filter_gamepad_listener = -1
function vdo_cell_filter_init()
end
function vdo_cell_filter_cleanup()
end
--[[ ---------------------------------------------------------------------
-- Function - cleanup
-- Description - Clean up function for vdo_cell_filter
-- Parameters - none
-- Returns - nil
]]-- ---------------------------------------------------------------------
function Vdo_cell_filter:cleanup()
vint_scriptevent_stop_listening( vdo_cell_filter_gamepad_listener )
end
-------------------------------------------------------------------------------
-- Init filter list...
-------------------------------------------------------------------------------
function Vdo_cell_filter:init()
vdo_cell_filter_gamepad_listener = vint_scriptevent_listen( "gamepad_active", "vdo_cell_filter_update_gamepad_state" )
self.selected_index = 0 --Currently selected filter.
self.filter_count = 0 --How many filters are in the list.
self.filters = {} --Table of filter references...
self.use_icons = false --If we show a filter icon next to the name
--Initialize the filters...
--Store globals for filter start point...
local h = Vdo_base_object:new("filter_type_grp", self.handle, self.doc_handle)
self.start_x, self.start_y = h:get_anchor()
h:set_visible(false)
local x_y_h = vint_object_find("x_of_y", h.handle, self.doc_handle)
vint_set_property(x_y_h, "text_tag", "00/00")
self.x_y_width = element_get_actual_size(x_y_h)
--Set filter control buttons...
Dpad = Vdo_hint_button:new("filter_dpad", self.handle, self.doc_handle)
Dpad:set_button(CTRL_BUTTON_DPAD_UP_DOWN, game_get_key_name(59))--"F1"
end
-------------------------------------------------------------------------------
-- Adds item into filter list...
-------------------------------------------------------------------------------
function Vdo_cell_filter:add(filter_type, filter_name, x, y)
--Clone Item
local orig_filter_item = Vdo_base_object:new("filter_type_grp", self.handle, self.doc_handle)
local filter_item = orig_filter_item:clone(orig_filter_item.handle)
filter_item:set_visible(true)
--Store data...
self.filters[self.filter_count] = {
filter_type = filter_type,
item = filter_item,
filter_name = filter_name,
x = x,
y = y,
}
--Reposition...
local pos_x = self.start_x
local pos_y = self.start_y + (FILTER_VERTICAL_SPACING * self.filter_count)
filter_item:set_anchor(pos_x, pos_y)
-- Set text label
local filter_name_h = vint_object_find("filter_name", filter_item.handle, self.doc_handle)
vint_set_property(filter_name_h, "text_tag", filter_name)
-- Set x/y
local x_of_y_h = vint_object_find("x_of_y", filter_item.handle, self.doc_handle)
if y > 0 or y == nil then
local x_of_y_string = x .. "/" .. y
vint_set_property(x_of_y_h, "text_tag", x_of_y_string)
vint_set_property(x_of_y_h, "visible", true)
else
--If y is 0 then there is no x/y. Hide it.
vint_set_property(x_of_y_h, "visible", false)
end
--Set unhighlighted...
vint_set_property(filter_name_h, "tint", FILTER_UNSELECTED_COLOR.R, FILTER_UNSELECTED_COLOR.G, FILTER_UNSELECTED_COLOR.B)
vint_set_property(x_of_y_h, "tint", FILTER_UNSELECTED_COLOR.R, FILTER_UNSELECTED_COLOR.G, FILTER_UNSELECTED_COLOR.B)
--Determine if we use icons, hide or show...
local icon_bmp_h = vint_object_find("filter_bmp", filter_item.handle, self.doc_handle)
if self.use_icons == true then
local filter_icon = Filter_icons[filter_type]
if filter_icon ~= "" then
vint_set_property(icon_bmp_h, "visible", true)
vint_set_property(icon_bmp_h, "image", filter_icon)
else
vint_set_property(icon_bmp_h, "visible", false)
end
local pos_x, pos_y = vint_get_property(filter_name_h, "anchor")
vint_set_property(filter_name_h, "anchor", FILTER_ICON_OFFSET_X, pos_y)
else
vint_set_property(icon_bmp_h, "visible", false)
end
--Scale size of background to fit filters... (This only adjusts the height of the box)
local background = Vdo_base_object:new("filter_bg", self.handle, self.doc_handle)
local width, height = background:get_actual_size()
--MAGIC NUMBER 30 (box offset size)
height = self.start_y + (FILTER_VERTICAL_SPACING * self.filter_count) + 30
background:set_actual_size(width, height)
self.filter_count = self.filter_count + 1
end
-------------------------------------------------------------------------------
-- Clears out list and deletes all objects in it.
-------------------------------------------------------------------------------
function Vdo_cell_filter:clear()
--Cycle through list and delete objects...
for idx, val in pairs(self.filters) do
val.item:object_destroy()
end
self.filters = {}
self.filter_count = 0
end
-------------------------------------------------------------------------------
-- Navigates the filter list from current position...
--
-- @param direction +1 = up or -1 = down
-------------------------------------------------------------------------------
function Vdo_cell_filter:move_cursor(direction)
if self.filter_count == 0 then
--No Filters to nav...
return
end
local new_index = self.selected_index + direction
--Wrap index if needed...
if new_index < 0 then
new_index = self.filter_count - 1
elseif new_index == self.filter_count then
new_index = 0
end
--Change the filter...
self:change_filter(new_index, true)
end
-------------------------------------------------------------------------------
-- Change to a specific filter.
-- @param index index of filter
-- @param set_game_filter (Bool) Determines if we set the game filter.
-------------------------------------------------------------------------------
function Vdo_cell_filter:change_filter(index, do_callback)
local filter_previous = self.filters[self.selected_index].item
local filter = self.filters[index]
local filter_obj = filter.item
--Move D-Pad
local x, y = filter_obj:get_anchor()
local dpad = Vdo_base_object:new("filter_dpad", self.handle, self.doc_handle)
local dpad_x, dpad_y = dpad:get_anchor()
dpad:set_anchor(dpad_x, y)
local x_of_y_h = vint_object_find("x_of_y", filter_obj.handle, self.doc_handle)
local filter_name_h = vint_object_find("filter_name", filter_obj.handle, self.doc_handle)
vint_set_property(filter_name_h, "tint", FILTER_SELECTED_COLOR.R, FILTER_SELECTED_COLOR.G, FILTER_SELECTED_COLOR.B)
vint_set_property(x_of_y_h, "tint", FILTER_SELECTED_COLOR.R, FILTER_SELECTED_COLOR.G, FILTER_SELECTED_COLOR.B)
--Change text colors
if index ~= self.selected_index then
x_of_y_h = vint_object_find("x_of_y", filter_previous.handle, self.doc_handle)
filter_name_h = vint_object_find("filter_name", filter_previous.handle, self.doc_handle)
vint_set_property(filter_name_h, "tint", FILTER_UNSELECTED_COLOR.R, FILTER_UNSELECTED_COLOR.G, FILTER_UNSELECTED_COLOR.B)
vint_set_property(x_of_y_h, "tint", FILTER_UNSELECTED_COLOR.R, FILTER_UNSELECTED_COLOR.G, FILTER_UNSELECTED_COLOR.B)
end
if do_callback then
self:filter_callback_change_do(filter.filter_type)
end
--store index to object...
self.selected_index = index
end
-------------------------------------------------------------------------------
-- Changes the filter by filter type
--
-- @param filter_type filter type is determined by what the game uses to change filters
-- @param do_callback True to actually change the filter in game, False if to change the visual.
-------------------------------------------------------------------------------
function Vdo_cell_filter:change_filter_by_type(filter_type, do_callback)
local filter_idx = self.filters[0]
for idx, val in pairs(self.filters) do
if val.filter_type == filter_type then
filter_idx = idx
break
end
end
self:change_filter(filter_idx, do_callback)
end
-------------------------------------------------------------------------------
-- Adjust layout of the screen
-------------------------------------------------------------------------------
function Vdo_cell_filter:adjust_layout(min_width)
--Go through filters and store the elements into a format to find widest text element...
local data = {}
for idx, val in pairs(self.filters) do
local h = vint_object_find("filter_name", val.item.handle)
data[idx] = h
end
local widest_filter_element_h, filter_element_width = find_widest_text_element(data)
if widest_filter_element_h == 0 then
--exit if no filter elements exit yet..
return 0
end
local start_x, start_y = vint_get_property(widest_filter_element_h, "anchor")
local target_x = start_x + filter_element_width + self.x_y_width + 10
if min_width ~= nil then
--when resetting to our min width value we need to subtract the padding.
min_width = min_width - 32
target_x = min_width
end
--reposition each x_y element...
for idx, val in pairs(self.filters) do
local x_y_h = vint_object_find("x_of_y", val.item.handle, self.doc_handle)
local x, y = vint_get_property(x_y_h, "anchor")
vint_set_property(x_y_h, "anchor", target_x, y )
end
--Add padding in from the group on the left side.
return target_x + 32
end
-------------------------------------------------------------------------------
-- Calls the game function callback to change the filter type.
-- @param filter_type the filter type that the game reads to change it...
-------------------------------------------------------------------------------
function Vdo_cell_filter:filter_callback_change_do(filter_type)
if self.filter_change_callback ~= nil then
self.filter_change_callback(filter_type)
end
end
-------------------------------------------------------------------------------
-- Sets the callback function for the vdo to call.
-- @param func The game function that the vdo calls to change the filter type.
-------------------------------------------------------------------------------
function Vdo_cell_filter:filter_callback_set(func)
self.filter_change_callback = func
end
function Vdo_cell_filter:get_filter_data()
local filter = self.filters[self.selected_index]
local name = filter.filter_name
local x = filter.x
local y = filter.y
return name, x, y
end
-------------------------------------------------------------------------------
-- Determines whether or not we should show filter icons
-- @param func The game function that the vdo calls to change the filter type.
-------------------------------------------------------------------------------
function Vdo_cell_filter:set_use_icons(use_icons)
self.use_icons = use_icons
end
function Vdo_cell_filter:get_filter_index(handle)
for idx, filter in pairs(self.filters) do
if filter.item.handle == handle then
return idx
end
end
return -1
end
-- callback_nav and callback_action are optional overrides (func_prefix is ignored if they are used)
function Vdo_cell_filter:add_mouse_inputs(func_prefix, input_tracker, priority, callback_nav, callback_action)
if (self.filters == nil) or (func_prefix == nil) or (input_tracker == nil) then
return
end
-- Default priority value to 50
self.priority = priority or 50
self.mouse_move_function = callback_nav or func_prefix.."_mouse_move"
self.mouse_click_function = callback_action or func_prefix.."_mouse_click"
for idx, filter in pairs(self.filters) do
vint_set_property(filter.item.handle, "mouse_depth", -4002)
input_tracker:add_mouse_input("mouse_move", self.mouse_move_function, self.priority, filter.item.handle)
input_tracker:add_mouse_input("mouse_click", self.mouse_click_function, self.priority, filter.item.handle)
end
end
--[[ ---------------------------------------------------------------------
-- Function - vdo_cell_filter_update_gamepad_state
-- Description - Called by code anytime gamepad is plugged or unplugged.
-- Parameters - none
-- Returns - nil
]]-- ---------------------------------------------------------------------
function vdo_cell_filter_update_gamepad_state()
if( Dpad ~= -1 ) then
Dpad:set_button(CTRL_BUTTON_DPAD_UP_DOWN, game_get_key_name(59))--"F1"
end
end