-------------------------------------------------------------------------------
--GSI Timer Component
-------------------------------------------------------------------------------
-- Inherited from Vdo_base_object
Vdo_gsi_timer = Vdo_base_object:new_base()
--Timer colors...
TIMER_COLOR_NORMAL_ID = 0
TIMER_COLOR_ALARM_ID = 1
TIMER_COLOR_GOOD_ID = 2
local Timer_colors = {
[TIMER_COLOR_NORMAL_ID] = {R=226/255,G=191/255,B=11/255}, --YELLOW
[TIMER_COLOR_ALARM_ID] = {R=255/255,G=0/255,B=0/255}, --RED
[TIMER_COLOR_GOOD_ID] = {R=113/255, G=175/255, B=21/255} --GREEN
}
local GSI_TIMER_HEIGHT = 40
-- Standard Init Function
function vdo_gsi_timer_init()
end
-- Standard Cleanup Function
function vdo_gsi_timer_cleanup()
end
function Vdo_gsi_timer:init()
end
function Vdo_gsi_timer:create(skin)
--set skin default
if skin ~= "positive" and skin ~= "negative" then
skin = "negative"
end
if skin == "running_man" then
skin = "negative"
self.running_man_mode = true
end
--Set default time...
local timer_txt_h = vint_object_find("timer_txt", self.handle)
local seconds_txt_h = vint_object_find("seconds_txt", self.handle)
local colon_txt_h = vint_object_find("colon_txt", self.handle)
vint_set_property(seconds_txt_h, "visible", false)
vint_set_property(colon_txt_h, "visible", false)
local default_time = "00:00"
--Retarget Animations...
local seconds_flash_anim_h = vint_object_find("seconds_flash_anim", self.handle)
vint_set_property(seconds_flash_anim_h, "target_handle", self.handle)
local color_shift_anim_h = vint_object_find("color_shift_anim", self.handle)
local color_shift_twn_h = vint_object_find("color_shift_twn", color_shift_anim_h)
vint_set_property(color_shift_twn_h, "target_handle", self.handle) -- Retarget tween to base object... this changes the color...
local timer_slam_anim_h = vint_object_find("timer_slam_anim", self.handle)
vint_set_property(timer_slam_anim_h, "target_handle", self.handle)
--Get width/height of fullsize
vint_set_property(timer_txt_h, "text_tag", default_time)
local width, height = element_get_actual_size(timer_txt_h)
--Initialize Standard Indicator Values
self.timer_txt_h = timer_txt_h
self.seconds_txt_h = seconds_txt_h
self.colon_txt_h = colon_txt_h
self.seconds_flash_anim_h = seconds_flash_anim_h
self.color_shift_anim_h = color_shift_anim_h
self.color_shift_twn_h = color_shift_twn_h
self.timer_slam_anim_h = timer_slam_anim_h
self.visible = -1 --Is the indicator displaying?
self.is_dirty = true --Is the indicator dirty? we set this to true if we want the GSI to re-align everything.
self.skin = skin
self.width = width
self.height = GSI_TIMER_HEIGHT
--force color of timer to normal
self:color_shift(TIMER_COLOR_NORMAL_ID, true)
--Initialize Custom Values
self.timer_value = 0
self.label_crc = 0
end
function Vdo_gsi_timer:update(visible, skin, label_crc, timer_value, is_countdown)
--[[
debug_print("vint", "visible" .. var_to_string(visible) .. "\n")
debug_print("vint", "skin" .. var_to_string(skin) .. "\n")
debug_print("vint", "label_crc" .. var_to_string(label_crc) .. "\n")
debug_print("vint", "timer_value" .. var_to_string(timer_value) .. "\n")
debug_print("vint", "is_positive" .. var_to_string(is_positive) .. "\n")
debug_print("vint", "is_flashing" .. var_to_string(is_flashing) .. "\n\n")
]]
local force_color = false --Determines if we are going to force the color to the current timer value...
--label_crc is no longer supported by this...
--Set visible
self:set_visible(visible)
--Reference objects
local timer_txt_h = self.timer_txt_h
local seconds_txt_h = self.seconds_txt_h
local colon_txt_h = self.colon_txt_h
--Error Check for timer value
if timer_value == nil then
timer_value = 0
end
---Split up the timer value(seconds) into...
local minutes = floor(timer_value / 60)
local seconds = abs(timer_value % 60)
--Pad the seconds for the timer
if seconds < 10 then
seconds = "0" .. seconds
end
--Timer has reset...
if timer_value >= self.timer_value then
--Pause any animations that modify timer visuals...
vint_set_property(self.seconds_flash_anim_h, "is_paused", true)
vint_set_property(self.timer_slam_anim_h, "is_paused", true)
--we've reset the timer, reset scales and alpha which could be modified by animations...
vint_set_property(seconds_txt_h, "scale", 1.0, 1.0)
vint_set_property(timer_txt_h, "scale", 1.0, 1.0)
vint_set_property(seconds_txt_h, "alpha", 1)
vint_set_property(timer_txt_h, "alpha", 1)
force_color = true --immediatly change colors...
end
local width = 0
if timer_value < 60 then
--Show only colon and seconds...
vint_set_property(timer_txt_h, "visible", false)
vint_set_property(seconds_txt_h, "visible", true)
vint_set_property(colon_txt_h, "visible", true)
vint_set_property(seconds_txt_h, "text_tag", seconds)
--calculate width of timer...
local timer_x, timer_y = vint_get_property(seconds_txt_h, "anchor")
-- set scale so we get accurate size...
vint_set_property(seconds_txt_h, "scale", 1.0, 1.0)
local timer_width, timer_height = element_get_actual_size(seconds_txt_h)
width = floor(timer_x + (timer_width * 0.5) + GSI_TEXT_SPACING)
else
--Show only standard timer...
vint_set_property(timer_txt_h, "visible", true)
vint_set_property(seconds_txt_h, "visible", false)
vint_set_property(colon_txt_h, "visible", false)
local time_formatted = minutes .. ":" .. seconds
vint_set_property(timer_txt_h, "text_tag", time_formatted)
--calculate width of timer...
local timer_x, timer_y = vint_get_property(timer_txt_h, "anchor")
local timer_width, timer_height = element_get_actual_size(timer_txt_h)
local timer_half_width = (timer_width * 0.5)
timer_x = 31 + timer_half_width
vint_set_property(timer_txt_h, "anchor", timer_x, timer_y)
width = floor(timer_x + timer_half_width + GSI_TEXT_SPACING)
end
if is_countdown == true then
--If we are under 10 seconds... then we should shift to red.
if timer_value <= 10 then
if (mission_is_active("m05") == true) or (mission_is_active("m22_2") == true) then
-- Shift color to green
self:color_shift(TIMER_COLOR_GOOD_ID, force_color)
else
--Shift Color to red...
self:color_shift(TIMER_COLOR_ALARM_ID, force_color)
end
else
--Modify Color to default state...
self:color_shift(TIMER_COLOR_NORMAL_ID, force_color)
end
--do flashes if we are under 5 seconds...
if timer_value <= 5 and (mission_is_active("m05") ~= true) then
--Flash if we at 5 or under seconds
lua_play_anim(self.seconds_flash_anim_h)
end
--Slam if we are at 30, 20 or <= 10 seconds...
if (mission_is_active("m05") ~= true) then
if timer_value == 30 or timer_value == 20 or timer_value <= 10 then
if self.running_man_mode == true and timer_value <= 10 then
--This is a special case fix to change running man, so we don't slam at 10 or under...
-- if we wanted it to work normally, we would just take out the if statement and just play the anim... (JMH 6/23/2011)
else
lua_play_anim(self.timer_slam_anim_h)
end
end
end
end
if self.width ~= width then
self.is_dirty = true
end
--Store new width and height of indicator
self.width = width
self.height = GSI_TIMER_HEIGHT
self.timer_value = timer_value
end
function Vdo_gsi_timer:get_size()
return self.width, self.height
end
-------------------------------------------------------------------------------
-- Changes color to the specified timer state
-- @param color_id state of timer... ( TIMER_COLOR_NORMAL_ID, TIMER_COLOR_ALARM_ID,...)
-- @param force_color if we don't want a transition...
-------------------------------------------------------------------------------
function Vdo_gsi_timer:color_shift(color_id, force_color)
if color_id == self.color_id then
--don't change color...
return
end
local twn_h = self.color_shift_twn_h
--If we force the color set our start time in the past....
local start_color = {}
start_color.R, start_color.G, start_color.B = vint_get_property(twn_h, "end_value")
-- Advance time of animation if we are going to foce the color...
local start_time = 0
if force_color then
start_color = Timer_colors[color_id]
start_time = -2
end
local end_color = Timer_colors[color_id]
if start_color == nil or end_color == nil then
debug_print("vint", "invalid color id sent to Vdo_gsi_timer:color_shift()\n")
return
end
-- Override colors
vint_set_property(twn_h, "start_value", start_color.R, start_color.G, start_color.B)
vint_set_property(twn_h, "end_value", end_color.R, end_color.G, end_color.B)
lua_play_anim(self.color_shift_anim_h, start_time)
self.color_id = color_id
end
--Standard Indicator Functions
function Vdo_gsi_timer:set_visible(visible)
--Hide the indicator if it is not visible
if visible ~= self.visible then
if visible == true then
self:set_property("visible", true)
self.visible = visible
else
self:set_property("visible", false)
self.visible = visible
end
--Format of the indicators changed, so lets make sure we set the flag to dirty.
--The vdo_gsi will take care of everything when we set this dirty flag to true...
self.is_dirty = true
end
end