Quantum is a Garry's Mod RPG framework.
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quantum/gamemode/engine/derma/menus/menu_charinfo.lua

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-- __ _ _______ _ __
-- / / /\ | | |__ __| | | \ \
-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
local menu = {}
local snm = Quantum.Client.Menu.GetAPI( "net" )
local theme = Quantum.Client.Menu.GetAPI( "theme" )
local iteminfo = Quantum.Client.Menu.GetAPI( "iteminfo" )
local resScale = Quantum.Client.ResolutionScale
local sw, sh = ScrW(), ScrH()
local padding = 10 * resScale
local padding_s = 4 * resScale
local errorMdl = "models/player.mdl"
local itemWidth, itemHeight = 65 * resScale, 65 * resScale
local function createItemAmountLabel( icon, item )
icon.amountpanel = vgui.Create( "DLabel", icon )
icon.amountpanel:SetText( tostring( item.amount ) )
icon.amountpanel:SetTextColor( Color( 205, 205, 205, 255 ) )
icon.amountpanel:SetFont( "q_item_amount" )
icon.amountpanel:SizeToContents()
icon.amountpanel.w, icon.amountpanel.h = icon.amountpanel:GetSize()
icon.amountpanel:SetPos( ( icon.w - icon.amountpanel.w ) - padding_s, icon.h - icon.amountpanel.h )
return icon.amountpanel
end
local function createItemEquipMark( icon )
icon.mark = vgui.Create( "DLabel", icon )
icon.mark:SetText( "E" )
icon.mark:SetTextColor( Color( 205, 205, 205, 255 ) )
icon.mark:SetFont( "q_item_mark" )
icon.mark:SetVisible( false )
icon.mark:SizeToContents()
icon.mark.w, icon.mark.h = icon.mark:GetSize()
icon.mark:SetPos( padding_s, padding_s )
return icon.mark
end
local function configureCamLookPos( icon )
local mn, mx = icon.Entity:GetRenderBounds()
local size = 0
size = math.max( size, math.abs( mn.x ) + math.abs( mx.x ) )
size = math.max( size, math.abs( mn.y ) + math.abs( mx.y ) )
size = math.max( size, math.abs( mn.z ) + math.abs( mx.z ) )
icon:SetCamPos( Vector( size/2, size, size ) )
icon:SetLookAt( ( mn + mx )/2 )
end
local function createEquipSlotPanel( equiptype, x, y, scale, parent )
local p = vgui.Create( "DPanel", parent )
p:SetSize( itemWidth * scale, itemHeight * scale )
p.w, p.h = p:GetSize()
p:SetPos( x - p.w/2, y - p.h/2 )
p.x, p.y = p:GetPos()
p.Paint = function( self )
theme.itempanel( self, self.itemcolor, true )
end
function p.SetItem( itemindex, itemid )
local item = Quantum.Client.Inventory[itemindex]
if( item != nil ) then
itemid = itemid || item[1]
local itemTbl = Quantum.Item.Get( itemid )
p.itemid = itemid -- give it its equipped item
p.itemindex = itemindex
p.itemcolor = itemTbl.rarity.color -- give it its color
p.item = itemTbl
p.item.amount = 1
if( IsValid( p.icon.tooltip ) ) then
p.icon.tooltip:Remove() -- remove the old
end
p.icon.tooltip = iteminfo.givetooltip( p.icon, parent ) -- create a new
p.icon.tooltip:CreateInfo()
p.icon:SetVisible( true )
p.icon:SetModel( itemTbl.model )
configureCamLookPos( p.icon )
else
p.icon:SetVisible( false ) -- hide it if there is no item
if( IsValid( p.icon.tooltip ) ) then
p.icon.tooltip:Remove()
end
p.itemid = nil -- remove its item id
p.itemcolor = nil -- remove the background color
end
end
function p.GetCurrentEquipedIndex()
return p.itemindex
end
p.icon = vgui.Create( "DModelPanel", p )
p.icon:SetSize( p:GetSize() )
p.icon.w, p.icon.h = p.icon:GetSize()
p.icon:SetPos( 0, 0 )
p.icon:SetFOV( 45 )
p.title = vgui.Create( "DLabel", parent )
p.title:SetText( Quantum.EquipSlotsNames[equiptype] )
p.title:SetFont( "q_tooltip_equiptype" )
p.title:SetEnabled( false )
p.title:SetTextColor( Color( 255, 255, 255, 255 ) )
p.title:SizeToContents()
p.title.w, p.title.h = p.title:GetSize()
p.title:SetPos( p.x, ( p.y - p.title.h ) - padding_s ) -- move it over the slot
p.title.Paint = function( self, w, h )
draw.RoundedBox( 5, 0, 0, w, h, Color( 0, 0, 0, 90 ) )
end
return p
end
local function getItemInSlot( pos )
local inv = Quantum.Client.Inventory || {}
if( inv[pos] != nil ) then
return pos, inv[pos][1]
else
return
end
end
local function getEquippedItems()
local returnTbl = {}
for equipType, equipSlot in pairs( Quantum.Client.Equipped ) do
returnTbl[ #returnTbl + 1 ] = { type = equipType, slot = equipSlot }
end
return returnTbl
end
local function checkIfItemIsEquipped( index )
local equipItems = getEquippedItems()
for ie, ii in pairs( equipItems ) do
if( ii.slot == index ) then
return true
end
end
return false
end
function menu.open( dt )
local items = Quantum.Client.Inventory
local equipped = Quantum.Client.Equipped
if( Quantum.Client.Character == nil ) then
chat.AddText( Color( 255, 25, 25 ), "[Quantum] - [ERROR] Check console for details.\n" )
Quantum.Error( "\nCharacter could not be found. Can not open inventory!\nGive this message to someone important: Quantum.Client.Character=nil\nTry rejoining the server and this should be fixed." )
return
end
if( !f ) then
Quantum.Client.IsInMenu = true
Quantum.Client.IsInInventory = true
local f = vgui.Create( "DFrame" )
f:SetSize( sw, sh )
f.w, f.h = f:GetSize()
f:SetTitle( "" )
f:SetDraggable( false )
f:ShowCloseButton( false )
f:MakePopup()
f.Paint = function( self, w, h )
surface.SetDrawColor( 0, 0, 0, 40 )
surface.DrawRect( 0, 0, w, h )
theme.renderblur( self, 10, 10 )
end
function f:OnClose()
Quantum.Client.IsInMenu = false -- show the hud when closed
Quantum.Client.IsInInventory = false
Quantum.Client.Cam.Stop()
end
local keycodesClose = {
[KEY_ESCAPE] = true,
[KEY_TAB] = true
}
function f:OnKeyCodeReleased( keyCode )
if( keycodesClose[keyCode] ) then
self:Close()
end
end
Quantum.Client.CurMenu = f
-- Default is the inventory page --
local bar = vgui.Create( "DPanel", f )
bar:SetSize( f.w, padding*5 )
bar.w, bar.h = bar:GetSize()
bar:SetPos( 0, 0 )
bar.Paint = function( self ) theme.blurpanel( self ) end
bar.DoClick = function( self ) f:Close() end
-- Inventory title --
title = vgui.Create( "DLabel", bar )
title:SetText( "Inventory" )
title:SetFont( "q_header_s" )
title:SetTextColor( Color( 255, 255, 255, 255 ) )
title.Paint = function( self )
theme.pagetext( self )
end
title:SizeToContents()
title.w, title.h = title:GetSize()
title:SetPos( bar.w/2 - title.w/2, bar.h/2 - title.h/2 )
---- Character view ----
local char = vgui.Create( "DModelPanel", f )
char:SetSize( 550 * resScale, f.h - bar.h )
char.w, char.h = char:GetSize()
char:SetPos( 0, bar.h )
char.x, char.y = char:GetPos()
char:SetFOV( 25 )
char:SetModel( Quantum.Client.Character.model || errorMdl )
char:SetDirectionalLight( BOX_FRONT, Color( 116, 205, 255 ) )
local ent = char.Entity
local eyepos = ent:GetBonePosition( ent:LookupBone( "ValveBiped.Bip01_Head1" ) )
eyepos:Add( Vector( 40, 0, -15 ) )
char:SetCamPos( eyepos + Vector( 40, -5, 2 ) )
char:SetLookAt( eyepos )
ent:SetEyeTarget( eyepos + Vector( 40, -5, 2 ) )
function char:LayoutEntity( Entity ) return end
---- Inventory panel ----
local inv = vgui.Create( "DPanel", f ) -- section for all of the item panels
inv:SetSize( f.w - char.w, f.h - bar.h )
inv.w, inv.h = inv:GetSize()
inv:SetPos( char.w, bar.h )
inv.Paint = function( self, w, h )
surface.SetDrawColor( 0, 0, 0, 0 )
surface.DrawRect( 0, 0, w, h )
end
local maxW, maxH = Quantum.Inventory.Width, Quantum.Inventory.Height
local itempanels = {}
local count = 0
local xbasepos, ybasepos = 0, 0
local xintervall, yintervall = itemWidth + padding/2, itemHeight + padding/2
local xpos, ypos = 0, 0
local rows = 0
local itemframe = vgui.Create( "DPanel", inv ) -- container for all of the item panels
itemframe:SetSize( inv:GetSize() )
itemframe:SetPos( 0, 0 )
itemframe.Paint = function( self, w, h ) end
---- EQUIP INFO----
f.markedItemPanel = {}
f.equippanels = {} -- so we can access it later
local slotScale = 1.2
local slotXpos = char.x + char.w*0.75 + padding*4
local equipSlotYposBASE = char.y + char.h/4
local equipSlotYpos = equipSlotYposBASE
local equipSlotSpacing = padding*10
local equipSlot_PanelWidth, equipSlot_PanelHeight = itemWidth * slotScale, itemHeight * slotScale
-- HEAD
f.equippanels[Quantum.EquipSlots.Head] = createEquipSlotPanel( Quantum.EquipSlots.Head, slotXpos, equipSlotYpos, slotScale, f ) -- create the panel
f.equippanels[Quantum.EquipSlots.Head].SetItem( getItemInSlot(equipped[ Quantum.EquipSlots.Head ]) ) -- give its current item
equipSlotYpos = equipSlotYpos + equipSlot_PanelHeight + equipSlotSpacing
-- CHEST
f.equippanels[Quantum.EquipSlots.Chest] = createEquipSlotPanel( Quantum.EquipSlots.Chest, slotXpos, equipSlotYpos, slotScale, f )
f.equippanels[Quantum.EquipSlots.Chest].SetItem( getItemInSlot(equipped[ Quantum.EquipSlots.Chest ]) )
equipSlotYpos = equipSlotYpos + equipSlot_PanelHeight + equipSlotSpacing
-- LEGS
f.equippanels[Quantum.EquipSlots.Legs] = createEquipSlotPanel( Quantum.EquipSlots.Legs, slotXpos, equipSlotYpos, slotScale, f )
f.equippanels[Quantum.EquipSlots.Legs].SetItem( getItemInSlot(equipped[ Quantum.EquipSlots.Legs ]) )
equipSlotYpos = equipSlotYpos + equipSlot_PanelHeight + equipSlotSpacing
-- BOOTS
f.equippanels[Quantum.EquipSlots.Boots] = createEquipSlotPanel( Quantum.EquipSlots.Boots, slotXpos, equipSlotYpos, slotScale, f )
f.equippanels[Quantum.EquipSlots.Boots].SetItem( getItemInSlot(equipped[ Quantum.EquipSlots.Boots ]) )
equipSlotYpos = equipSlotYpos + equipSlot_PanelHeight + equipSlotSpacing
-- WEAPON
f.equippanels[Quantum.EquipSlots.Weapon] = createEquipSlotPanel( Quantum.EquipSlots.Weapon, slotXpos + equipSlot_PanelWidth + equipSlotSpacing/2, (equipSlotYpos + equipSlot_PanelHeight) / 2, slotScale, f ) -- create the panel
f.equippanels[Quantum.EquipSlots.Weapon].SetItem( getItemInSlot(equipped[ Quantum.EquipSlots.Weapon ]) ) -- give its current item
for ii=1, maxW * maxH, 1 do -- create all of the item panels
if( ii != 1 ) then count = count + 1 end
itempanels[ii] = vgui.Create( "DPanel", itemframe )
itempanels[ii].index = ii -- set the vars
if( items[ii] ) then
itempanels[ii].item = Quantum.Item.Get( items[ii][1] ) -- get the items info through its id
itempanels[ii].item.amount = items[ii][2] || 1 -- get the amount
end
itempanels[ii]:SetSize( itemWidth, itemHeight )
if( count >= maxW ) then
ypos = ypos + yintervall
xpos = xbasepos
count = 0
rows = rows + 1
else
if( count != 0 ) then
xpos = xpos + xintervall
else
xpos = 0
end
end
itempanels[ii]:SetPos( xpos, ypos )
itempanels[ii].x, itempanels[ii].y = itempanels[ii]:GetPos()
if( itempanels[ii].item == nil ) then -- get the items rarity color
itempanels[ii].itemcolor = Quantum.Rarity.None.color
else
itempanels[ii].itemcolor = itempanels[ii].item.rarity.color
end
itempanels[ii].Paint = function( self )
theme.itempanel( self, self.itemcolor )
end
itempanels[ii].RemoveItem = function()
itempanels[ii].itemcolor = nil
if( itempanels[ii].icon:IsValid() ) then itempanels[ii].icon:SetVisible( false ) end
end
itempanels[ii].SetItemAmount = function( amount )
if( amount < 1 ) then itempanels[ii].RemoveItem() return end
itempanels[ii].item.amount = amount
if( itempanels[ii].icon != nil ) then
if( IsValid( itempanels[ii].icon.amountpanel ) ) then
itempanels[ii].icon.amountpanel:Remove()
itempanels[ii].icon.mark:Remove()
end
if( itempanels[ii].item.amount > 1 ) then
itempanels[ii].icon.amountpanel = createItemAmountLabel( itempanels[ii].icon, itempanels[ii].item )
end
---- Create new options panel for it ----
if( IsValid( itempanels[ii].icon.options ) ) then
itempanels[ii].icon.options:Remove()
itempanels[ii].icon.options = iteminfo.giveoptions( itempanels[ii].icon, f, itempanels[ii].item.amount )
end
end
end
itempanels[ii].GetItemAmount = function()
return itempanels[ii].item.amount
end
---- Create the model icon for the item panel ----
if( itempanels[ii].item != nil && itempanels[ii].item.model != nil ) then
itempanels[ii].icon = vgui.Create( "DModelPanel", itempanels[ii] )
itempanels[ii].icon:SetSize( itempanels[ii]:GetSize() )
itempanels[ii].icon.w, itempanels[ii].icon.h = itempanels[ii].icon:GetSize()
itempanels[ii].icon:SetPos( 0, 0 )
itempanels[ii].icon:SetModel( itempanels[ii].item.model )
itempanels[ii].icon:SetFOV( 45 )
-- get the dimensions of the models entity
configureCamLookPos( itempanels[ii].icon )
---- Amount Text ----
if( itempanels[ii].GetItemAmount() > 1 ) then
itempanels[ii].icon.amountpanel = createItemAmountLabel( itempanels[ii].icon, itempanels[ii].item )
end
---- Equip Mark ----
itempanels[ii].icon.mark = createItemEquipMark( itempanels[ii].icon )
if( checkIfItemIsEquipped( itempanels[ii].index ) ) then
itempanels[ii].icon.mark:SetVisible( true )
f.markedItemPanel[itempanels[ii].item.equipslot] = itempanels[ii].icon.mark
end
---- Tooltip ----
itempanels[ii].icon.tooltip = iteminfo.givetooltip( itempanels[ii].icon, f ) -- give the item a tooltip
itempanels[ii].icon.tooltip:CreateInfo() -- create the labels for the tooltip & such
----
---- Click Options ----
itempanels[ii].icon.DoClick = function( self )
surface.PlaySound( "UI/buttonclick.wav" )
if( self.options ) then self.options:Remove() end -- remove old options panel if it exists
self.options = iteminfo.giveoptions( self, f, itempanels[ii].item.amount ) -- create a options panel
self.options.Open()
end
end
end
-- get the width and height of all of the items
local iwidth, iheight = (itempanels[maxW].x - xbasepos) + itemWidth, (itempanels[#itempanels].y - ybasepos) + itemHeight
itemframe:SetSize( iwidth, iheight ) -- set the frames dimensions to all of the items dimensions combined.
itemframe.w, itemframe.h = itemframe:GetSize()
itemframe:SetPos( inv.w/2 - itemframe.w/2, inv.h/2 - itemframe.h/2 + padding*8 ) -- center the item panels
itemframe.x, itemframe.y = itemframe:GetPos()
----CHAR INFO----
--Money text
local money = vgui.Create( "DLabel", inv )
money:SetText( Quantum.Format.Money( Quantum.Client.Character.money ) )
money:SetFont( "q_money" )
money:SetTextColor( Color( 90, 218, 132, 255 ) )
money:SizeToContents()
money.w, money.h = money:GetSize()
money:SetPos( itemframe.x, itemframe.y - money.h - padding )
money.x, money.y = money:GetPos()
money.Paint = function( self, w, h )
draw.RoundedBox( 5, 0, 0, w, h, Color( 0, 0, 0, 90 ) )
end
--Name text
local name = vgui.Create( "DLabel", inv )
name:SetText( Quantum.Client.Character.name || "ERROR: NAME=nil" )
name:SetFont( "q_name" )
name:SizeToContents()
name.w, name.h = name:GetSize()
name:SetPos( itemframe.x, money.y - name.h - padding )
name.Paint = function( self, w, h )
draw.RoundedBox( 5, 0, 0, w, h, Color( 0, 0, 0, 90 ) )
theme.pagetext( self )
end
end
end
hook.Add("ScoreboardShow", "Quantum_Menu_CharInfo_Open", function()
return false
end)
local startTime
hook.Add( "Think", "Quantum_Menu_CharInfo_Think", function()
if( !Quantum.Client.IsInMenu ) then
if( input.IsButtonDown( Quantum.Bind.OpenInventory ) ) then
startTime = startTime || CurTime()
if( CurTime() - startTime >= Quantum.InventoryOpenDelay ) then
startTime = nil
menu.open()
end
else
startTime = nil
end
end
end)
return menu