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BUI_Curved.lua
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--Curved frames
BUI.Curved={
Defaults={
CurvedFrame =0,
CurvedDistance =220,
CurvedOffset =-100,
CurvedHeight =360,
CurvedDepth =.8,
CurvedStatValues =true,
CurvedHitAnimation =true,
-- CurvedShift
-- CurvedShiftAnimation
}
}
local ch,cm,cs,ct,cw,ch1,cm1,cs1,ct1,cw1,rh,rh1
local disable_hit_anim
local coords={
--Simple
[1]={ {.25,.375,0,1},{.375,.5,0,.5},{.375,.5,.5,1}, --Health 1 bg,2 top,3 bot
{0,.125,0,.5},{.125,.25,0,.5}, --Primary 4 bg,5 bar
{0,.125,.5,.853},{.125,.25,.5,.853}, --Secondary 6 bg,7 bar
{.75,.875,0,1},{.875,1,0,.5},{.875,1,.5,1}, --Target 8 bg,9 top,10 bot
{.5,.625,0,.5},{.625,.75,0,.5}, --Primary 11 bg,12 bar
{.5,.625,.25,.853},{.625,.75,.5,.853}, --Secondary 13 bg,14 bar
.03,.3 --Shift for 15 hot,16 pct
},
--Cone
[2]={ {.25,.375,0,1},{.375,.5,0,.5},{.375,.5,.5,1},
{0,.125,0,.667},{.125,.25,0,.667},
{0,.125,.667,1},{.125,.25,.667,1},
{.75,.875,0,1},{.875,1,0,.5},{.875,1,.5,1},
{.5,.625,0,.667},{.625,.75,0,.667},
{.5,.625,.667,1},{.625,.75,.667,1},
.08,.33
},
--Blades
[3]={ {.25,.375,0,1},{.375,.5,0,1},false,
{0,.125,0,.667},{.125,.25,0,.667},
{0,.125,.667,1},{.125,.25,.667,1},
{.75,.875,0,1},{.875,1,0,1},false,
{.5,.625,0,.667},{.625,.75,0,.667},
{.5,.625,.667,1},{.625,.75,.667,1},
.26,.58
},
}
BUI:JoinTables(BUI.Defaults,BUI.Curved.Defaults)
local theme_color
local CurvedFrameFadeDelay
local DecayStep,Attributes=1/50,{player={health={cur=1,target=1},magicka={cur=1,target=1},stamina={cur=1,target=1}},reticleover={health={cur=1,target=1}}}
local function UI_Init()
local c=type(BUI.Vars.CurvedFrame)~="number" and 1 or BUI.Vars.CurvedFrame
local fs=BUI.Vars.FrameFontSize
local distance=BUI.inMenu and 100 or BUI.Vars.CurvedDistance
local w,h,w1=distance*2,BUI.Vars.CurvedHeight,64*BUI.Vars.CurvedDepth
local wh,ws=22*BUI.Vars.CurvedDepth,22*BUI.Vars.CurvedDepth
local space=5
local texture="/BanditsUserInterface/textures/curved/Curved"..c..".dds"
local half=coords[c][3] and .5 or 1
local ui =BUI.UI.Control("BUI_Curved", BanditsUI, {w,h}, {CENTER,CENTER,0,BUI.Vars.CurvedOffset}, false)
--Shift animation
ui.shift =BUI.UI.Texture("BUI_Curved_Shift", ui, {w1*2,h}, {LEFT,LEFT,0,0}, "/BanditsUserInterface/textures/curved/Shift.dds", true, {0,0})
if BUI.MainPower=="magicka" then
ui.shift:SetGradientColors(2,cs[1],cs[2],cs[3],cs[4],cm[1],cm[2],cm[3],cm[4])
else
ui.shift:SetGradientColors(2,cm[1],cm[2],cm[3],cm[4],cs[1],cs[2],cs[3],cs[4])
end
ui.shift:SetAlpha(.8)
--Player
ui.health =BUI.UI.Texture("BUI_Curved_HealthBg", ui, {w1,h}, {LEFT,LEFT,0,0}, texture, false, {0,0}, coords[c][1])
ui.health:SetColor(unpack(theme_color))
ui.health.hot=BUI.UI.Texture("BUI_Curved_HealthHoT", ui.health, {wh,wh/2}, {LEFT,LEFT,w1*coords[c][15]-wh*.2,wh}, '/BanditsUserInterface/textures/regen_sm.dds', true, {1,2})
ui.health.hot:SetTextureRotation(math.pi*.5)
ui.health.dot=BUI.UI.Texture("BUI_Curved_HealthDoT", ui.health, {wh,wh/2}, {LEFT,LEFT,w1*coords[c][15]-wh*.2,-wh}, '/BanditsUserInterface/textures/regen_sm.dds', true, {1,2})
ui.health.dot:SetTextureRotation(math.pi*1.5)
if BUI.Vars.CurvedStatValues then
BUI.UI.Line("BUI_Curved_HealthLine", ui, {fs*3,0}, {LEFT,LEFT,w1*coords[c][16],0}, theme_color, 2)
ui.health.cur=BUI.UI.Label("BUI_Curved_HealthCur", ui, {fs*6,fs*1.5}, {BOTTOMLEFT,LEFT,w1*coords[c][16],0}, BUI.UI.Font(BUI.Vars.FrameFont1,fs,true), nil, {0,0}, BUI.DisplayNumber(BUI.Player.health.current/1000, 1).."k", false)
ui.health.pct=BUI.UI.Label("BUI_Curved_HealthPct", ui, {fs*3,fs*1.5}, {TOPLEFT,LEFT,w1*coords[c][16],0}, BUI.UI.Font(BUI.Vars.FrameFont1,fs,true), nil, {0,2}, math.floor(BUI.Player.health.pct*100).."%", false)
else
if BUI_Curved_HealthLine then BUI_Curved_HealthLine:SetHidden(true) end
if BUI_Curved_HealthCur then BUI_Curved_HealthCur:SetHidden(true) end
if BUI_Curved_HealthPct then BUI_Curved_HealthPct:SetHidden(true) end
end
local coord=coords[c][2]
local delta=math.abs(coord[3]-coord[4])
ui.health.top={
[1] =BUI.UI.Texture("BUI_Curved_HealthTop1", ui, {w1,h*delta}, {BOTTOMLEFT,(delta==1 and BOTTOMLEFT or LEFT),0,0}, texture, false, {1,0}, coord),
[2] =BUI.UI.Texture("BUI_Curved_HealthTop2", ui, {w1,h*delta}, {BOTTOMLEFT,(delta==1 and BOTTOMLEFT or LEFT),0,0}, texture, false, {0,1}, coord),
[3] =BUI.UI.Texture("BUI_Curved_HealthTop3", ui, {w1,h*delta}, {BOTTOMLEFT,(delta==1 and BOTTOMLEFT or LEFT),0,0}, texture, true, {1,1}, coord),
[4] =BUI.UI.Texture("BUI_Curved_HealthTop4", ui, {w1,h*delta}, {BOTTOMLEFT,(delta==1 and BOTTOMLEFT or LEFT),0,0}, texture, true, {1,1}, coord),
coord=coord
}
ui.health.top[1]:SetGradientColors(2,ch[1],ch[2],ch[3],ch[4],ch1[1],ch1[2],ch1[3],ch1[4])
ui.health.top[2]:SetColor(ch[1],ch[2],ch[3],.4)
ui.health.top[3]:SetGradientColors(2,cw[1],cw[2],cw[3],cw[4],cw1[1],cw1[2],cw1[3],cw1[4])
ui.health.top[3]:SetAlpha(.4)
ui.health.top[4]:SetGradientColors(2,ct[1],ct[2],ct[3],ct[4],ct1[1],ct1[2],ct1[3],ct1[4])
ui.health.top[4]:SetAlpha(.4)
local coord=coords[c][3]
if coord then
local delta=math.abs(coord[3]-coord[4])
ui.health.bot={
[1] =BUI.UI.Texture("BUI_Curved_HealthBot1", ui, {w1,h*delta}, {TOPLEFT,(delta==1 and TOPLEFT or LEFT),0,0}, texture, false, {1,0}, coord),
[2] =BUI.UI.Texture("BUI_Curved_HealthBot2", ui, {w1,h*delta}, {TOPLEFT,(delta==1 and TOPLEFT or LEFT),0,0}, texture, false, {0,1}, coord),
[3] =BUI.UI.Texture("BUI_Curved_HealthBot3", ui, {w1,h*delta}, {TOPLEFT,(delta==1 and TOPLEFT or LEFT),0,0}, texture, true, {1,1}, coord),
[4] =BUI.UI.Texture("BUI_Curved_HealthBot4", ui, {w1,h*delta}, {TOPLEFT,(delta==1 and TOPLEFT or LEFT),0,0}, texture, true, {1,1}, coord),
coord=coord
}
ui.health.bot[1]:SetGradientColors(2,ch1[1],ch1[2],ch1[3],ch1[4],ch[1],ch[2],ch[3],ch[4])
ui.health.bot[2]:SetColor(ch[1],ch[2],ch[3],.4)
ui.health.bot[3]:SetGradientColors(2,cw1[1],cw1[2],cw1[3],cw1[4],cw[1],cw[2],cw[3],cw[4])
ui.health.bot[3]:SetAlpha(.4)
ui.health.bot[4]:SetGradientColors(2,ct1[1],ct1[2],ct1[3],ct1[4],ct[1],ct[2],ct[3],ct[4])
ui.health.bot[4]:SetAlpha(.4)
else
ui.health.bot=nil
if BUI_Curved_HealthBot1 then BUI_Curved_HealthBot1:SetHidden(true) end
if BUI_Curved_HealthBot2 then BUI_Curved_HealthBot2:SetHidden(true) end
if BUI_Curved_HealthBot3 then BUI_Curved_HealthBot3:SetHidden(true) end
if BUI_Curved_HealthBot4 then BUI_Curved_HealthBot4:SetHidden(true) end
end
Attributes.player.health.frame=ui.health
--Target
local target =BUI.UI.Control("BUI_CurvedTarget", BanditsUI, {w,h}, {CENTER,CENTER,0,BUI.Vars.CurvedOffset}, true)
ui.target =BUI.UI.Texture("BUI_Curved_TargetBg", target, {w1,h}, {RIGHT,RIGHT,0,0}, texture, false, {0,0}, coords[c][8])
ui.target:SetColor(unpack(theme_color))
ui.target.hot=BUI.UI.Texture("BUI_Curved_TargetHoT", ui.target, {wh,wh/2}, {RIGHT,RIGHT,-w1*coords[c][15]+wh*.2,wh}, '/BanditsUserInterface/textures/regen_sm.dds', true, {1,2})
ui.target.hot:SetTextureRotation(math.pi*.5)
ui.target.dot=BUI.UI.Texture("BUI_Curved_TargetDoT", ui.target, {wh,wh/2}, {RIGHT,RIGHT,-w1*coords[c][15]+wh*.2,-wh}, '/BanditsUserInterface/textures/regen_sm.dds', true, {1,2})
ui.target.dot:SetTextureRotation(math.pi*1.5)
ui.target.dif =BUI.UI.Texture("BUI_Curved_Dif", target, {fs*1.5,fs*1.5}, {TOPRIGHT,TOPRIGHT,0,0}, GetClassIcon(1), not BUI.inMenu)
ui.target.rank =BUI.UI.Texture("BUI_Curved_Rank", target, {fs*1.5,fs*1.5}, {TOPRIGHT,TOPRIGHT,0,fs*1.5}, GetAvARankIcon(1), not BUI.inMenu)
ui.target.execute =BUI.UI.Texture("BUI_Curved_Execute", target, {fs*1.5,fs*1.5}, {RIGHT,RIGHT,-w1*coords[c][16]-(BUI.Vars.CurvedStatValues and fs*3 or 0),0}, '/esoui/art/icons/mapkey/mapkey_groupboss.dds', true)
if BUI.Vars.CurvedStatValues then
BUI.UI.Line("BUI_Curved_TargetLine", target, {-fs*3,0}, {LEFT,RIGHT,-w1*coords[c][16],0}, theme_color, 2)
ui.target.cur=BUI.UI.Label("BUI_Curved_TargetCur", target, {fs*6,fs*1.5}, {BOTTOMRIGHT,RIGHT,-w1*coords[c][16],0}, BUI.UI.Font(BUI.Vars.FrameFont1,fs,true), nil, {2,0}, 'Health', false)
ui.target.pct=BUI.UI.Label("BUI_Curved_TargetPct", target, {fs*3,fs*1.5}, {TOPRIGHT,RIGHT,-w1*coords[c][16],0}, BUI.UI.Font(BUI.Vars.FrameFont1,fs,true), nil, {2,2}, 'pct', false)
else
if BUI_Curved_TargetLine then BUI_Curved_TargetLine:SetHidden(true) end
if BUI_Curved_TargetCur then BUI_Curved_TargetCur:SetHidden(true) end
if BUI_Curved_TargetPct then BUI_Curved_TargetPct:SetHidden(true) end
end
local coord=coords[c][9]
local delta=math.abs(coord[3]-coord[4])
ui.target.bot={
[1] =BUI.UI.Texture("BUI_Curved_TargetBot1", target, {w1,h*delta}, {BOTTOMRIGHT,(delta==1 and BOTTOMRIGHT or RIGHT),0,0}, texture, false, {1,0}, coord),
[2] =BUI.UI.Texture("BUI_Curved_TargetBot2", target, {w1,h*delta}, {BOTTOMRIGHT,(delta==1 and BOTTOMRIGHT or RIGHT),0,0}, texture, false, {0,1}, coord),
[3] =BUI.UI.Texture("BUI_Curved_TargetBot3", target, {w1,h*delta}, {BOTTOMRIGHT,(delta==1 and BOTTOMRIGHT or RIGHT),0,0}, texture, true, {1,1}, coord),
[4] =BUI.UI.Texture("BUI_Curved_TargetBot4", target, {w1,h*delta}, {BOTTOMRIGHT,(delta==1 and BOTTOMRIGHT or RIGHT),0,0}, texture, true, {1,1}, coord),
coord=coord
}
ui.target.bot[1]:SetGradientColors(2,ch[1],ch[2],ch[3],ch[4],ch1[1],ch1[2],ch1[3],ch1[4])
ui.target.bot[2]:SetColor(ch[1],ch[2],ch[3],.4)
ui.target.bot[3]:SetGradientColors(2,cw[1],cw[2],cw[3],cw[4],cw1[1],cw1[2],cw1[3],cw1[4])
ui.target.bot[3]:SetAlpha(.4)
ui.target.bot[4]:SetGradientColors(2,ct[1],ct[2],ct[3],ct[4],ct1[1],ct1[2],ct1[3],ct1[4])
ui.target.bot[4]:SetAlpha(.4)
local coord=coords[c][10]
if coord then
local delta=math.abs(coord[3]-coord[4])
ui.target.top={
[1] =BUI.UI.Texture("BUI_Curved_TargetTop1", target, {w1,h*delta}, {TOPRIGHT,(delta==1 and TOPRIGHT or RIGHT),0,0}, texture, false, {1,0}, coord),
[2] =BUI.UI.Texture("BUI_Curved_TargetTop2", target, {w1,h*delta}, {TOPRIGHT,(delta==1 and TOPRIGHT or RIGHT),0,0}, texture, false, {0,1}, coord),
[3] =BUI.UI.Texture("BUI_Curved_TargetTop3", target, {w1,h*delta}, {TOPRIGHT,(delta==1 and TOPRIGHT or RIGHT),0,0}, texture, true, {1,1}, coord),
[4] =BUI.UI.Texture("BUI_Curved_TargetTop4", target, {w1,h*delta}, {TOPRIGHT,(delta==1 and TOPRIGHT or RIGHT),0,0}, texture, true, {1,1}, coord),
coord=coord
}
ui.target.top[1]:SetGradientColors(2,ch1[1],ch1[2],ch1[3],ch1[4],ch[1],ch[2],ch[3],ch[4])
ui.target.top[2]:SetColor(ch[1],ch[2],ch[3],.4)
ui.target.top[3]:SetGradientColors(2,cw1[1],cw1[2],cw1[3],cw1[4],cw[1],cw[2],cw[3],cw[4])
ui.target.top[3]:SetAlpha(.4)
ui.target.top[4]:SetGradientColors(2,ct1[1],ct1[2],ct1[3],ct1[4],ct[1],ct[2],ct[3],ct[4])
ui.target.top[4]:SetAlpha(.4)
else
ui.target.top=nil
if BUI_Curved_TargetTop1 then BUI_Curved_TargetTop1:SetHidden(true) end
if BUI_Curved_TargetTop2 then BUI_Curved_TargetTop2:SetHidden(true) end
if BUI_Curved_TargetTop3 then BUI_Curved_TargetTop3:SetHidden(true) end
if BUI_Curved_TargetTop4 then BUI_Curved_TargetTop4:SetHidden(true) end
end
Attributes.reticleover.health.frame=ui.target
--Attributes
ui.attr={
l =BUI.UI.Control("BUI_Curved_PrimL", ui, {w,h}, {CENTER,CENTER,0,0}, true),
r =BUI.UI.Control("BUI_Curved_PrimR", ui, {w,h}, {CENTER,CENTER,0,0}, true),
primar=true
}
--Primary bar
--Left
ui.attr.l.primar={}
local coord=coords[c][4] local delta=math.abs(coord[3]-coord[4])
ui.attr.l.primar.bg=BUI.UI.Texture("BUI_Curved_PrimLBg", ui.attr.l, {w1,h*delta}, {BOTTOMLEFT,BOTTOMLEFT,-ws,-h*(1-delta)}, texture, false, 0, coord)
ui.attr.l.primar.bg:SetColor(unpack(theme_color))
local coord=coords[c][5] local delta=math.abs(coord[3]-coord[4])
ui.attr.l.primar.top={
[1] =BUI.UI.Texture("BUI_Curved_PrimLTop1", ui.attr.l, {w1,h*delta}, {BOTTOMLEFT,BOTTOMLEFT,-ws,-h*(1-delta)}, texture, false, 2, coord),
[2] =BUI.UI.Texture("BUI_Curved_PrimLTop2", ui.attr.l, {w1,h*delta}, {BOTTOMLEFT,BOTTOMLEFT,-ws,-h*(1-delta)}, texture, false, 1, coord),
coord=coord
}
--Right
ui.attr.r.primar={}
local coord=coords[c][11] local delta=math.abs(coord[3]-coord[4])
ui.attr.r.primar.bg=BUI.UI.Texture("BUI_Curved_PrimRBg", ui.attr.r, {w1,h*delta}, {BOTTOMRIGHT,BOTTOMRIGHT,0,-h*(1-delta)}, texture, false, 0, coord)
ui.attr.r.primar.bg:SetColor(unpack(theme_color))
local coord=coords[c][12] local delta=math.abs(coord[3]-coord[4])
ui.attr.r.primar.top={
[1] =BUI.UI.Texture("BUI_Curved_PrimRTop1", ui.attr.r, {w1,h*delta}, {BOTTOMRIGHT,BOTTOMRIGHT,0,-h*(1-delta)}, texture, false, 2, coord),
[2] =BUI.UI.Texture("BUI_Curved_PrimRTop2", ui.attr.r, {w1,h*delta}, {BOTTOMRIGHT,BOTTOMRIGHT,0,-h*(1-delta)}, texture, false, 1, coord),
coord=coord
}
--Secondary bar
--Left
ui.attr.l.second={}
local coord=coords[c][6] local delta=math.abs(coord[3]-coord[4])
ui.attr.l.second.bg=BUI.UI.Texture("BUI_Curved_SecondLBg", ui.attr.l, {w1,h*delta}, {TOPLEFT,TOPLEFT,-ws,h*coord[3]}, texture, false, 0, coord)
ui.attr.l.second.bg:SetColor(unpack(theme_color))
local coord=coords[c][7] local delta=math.abs(coord[3]-coord[4])
ui.attr.l.second.top={
[1] =BUI.UI.Texture("BUI_Curved_SecondLTop1", ui.attr.l, {w1,h*delta}, {TOPLEFT,TOPLEFT,-ws,h*coord[3]}, texture, false, 2, coord),
[2] =BUI.UI.Texture("BUI_Curved_SecondLTop2", ui.attr.l, {w1,h*delta}, {TOPLEFT,TOPLEFT,-ws,h*coord[3]}, texture, false, 1, coord),
coord=coord
}
--Right
ui.attr.r.second={}
local coord=coords[c][13] local delta=math.abs(coord[3]-coord[4])
ui.attr.r.second.bg=BUI.UI.Texture("BUI_Curved_SecondRBg", ui.attr.r, {w1,h*delta}, {TOPRIGHT,TOPRIGHT,0,h*coord[3]}, texture, false, 0, coord)
ui.attr.r.second.bg:SetColor(unpack(theme_color))
local coord=coords[c][14] local delta=math.abs(coord[3]-coord[4])
ui.attr.r.second.top={
[1] =BUI.UI.Texture("BUI_Curved_SecondRTop1", ui.attr.r, {w1,h*delta}, {TOPRIGHT,TOPRIGHT,0,h*coord[3]}, texture, false, 2, coord),
[2] =BUI.UI.Texture("BUI_Curved_SecondRTop2", ui.attr.r, {w1,h*delta}, {TOPRIGHT,TOPRIGHT,0,h*coord[3]}, texture, false, 1, coord),
coord=coord
}
--Set attribute colors
for _,side in pairs({"l","r"}) do
if BUI.MainPower=="magicka" then
ui.attr[side].primar.top[1]:SetGradientColors(2,cm[1],cm[2],cm[3],cm[4],cm1[1],cm1[2],cm1[3],cm1[4])
ui.attr[side].second.top[1]:SetGradientColors(2,cs1[1],cs1[2],cs1[3],cs1[4],cs[1],cs[2],cs[3],cs[4])
ui.attr[side].primar.top[2]:SetColor(cm[1],cm[2],cm[3],.4)
ui.attr[side].second.top[2]:SetColor(cs[1],cs[2],cs[3],.4)
Attributes.player.magicka.frame=ui.attr.l.primar
Attributes.player.stamina.frame=ui.attr.l.second
else
ui.attr[side].primar.top[1]:SetGradientColors(2,cs[1],cs[2],cs[3],cs[4],cs1[1],cs1[2],cs1[3],cs1[4])
ui.attr[side].second.top[1]:SetGradientColors(2,cm1[1],cm1[2],cm1[3],cm1[4],cm[1],cm[2],cm[3],cm[4])
ui.attr[side].primar.top[2]:SetColor(cs[1],cs[2],cs[3],.4)
ui.attr[side].second.top[2]:SetColor(cm[1],cm[2],cm[3],.4)
Attributes.player.stamina.frame=ui.attr.l.primar
Attributes.player.magicka.frame=ui.attr.l.second
end
end
--Stat values lables
if BUI.Vars.CurvedStatValues then
local primar_value=BUI.DisplayNumber(BUI.Player[BUI.MainPower].current/1000, 1).."k"
local second_value=BUI.DisplayNumber(BUI.Player[BUI.SecondaryPower].current/1000, 1).."k"
BUI.UI.Line("BUI_Curved_StatLineL", ui.attr.l.primar.bg, {-fs*3,0}, {RIGHT,BOTTOMLEFT,0,0}, theme_color, 2)
ui.attr.l.primar.cur=BUI.UI.Label("BUI_Curved_PrimarLCur", ui.attr.l, {fs*4,fs*1.5}, {BOTTOMRIGHT,BOTTOMLEFT,0,0,ui.attr.l.primar.bg}, BUI.UI.Font(BUI.Vars.FrameFont1,fs,true), nil, {2,0}, primar_value)
ui.attr.l.second.cur=BUI.UI.Label("BUI_Curved_SecondLCur", ui.attr.l, {fs*4,fs*1.5}, {TOPRIGHT,BOTTOMLEFT,0,0,ui.attr.l.primar.bg}, BUI.UI.Font(BUI.Vars.FrameFont1,fs,true), nil, {2,2}, second_value)
BUI.UI.Line("BUI_Curved_StatLineR", ui.attr.r.primar.bg, {-fs*3,0}, {RIGHT,BOTTOMRIGHT,-w1*coords[c][16],0}, theme_color, 2)
ui.attr.r.primar.cur=BUI.UI.Label("BUI_Curved_PrimarRCur", ui.attr.r, {fs*4,fs*1.5}, {BOTTOMRIGHT,BOTTORIGHT,-w1*coords[c][16]*(1+coords[c][6][4]-.5),0,ui.attr.r.primar.bg}, BUI.UI.Font(BUI.Vars.FrameFont1,fs,true), nil, {2,0}, primar_value)
ui.attr.r.second.cur=BUI.UI.Label("BUI_Curved_SecondRCur", ui.attr.r, {fs*4,fs*1.5}, {TOPRIGHT,BOTTOMRIGHT,-w1*coords[c][16]*(1+coords[c][6][4]-.5),0,ui.attr.r.primar.bg}, BUI.UI.Font(BUI.Vars.FrameFont1,fs,true), nil, {2,2}, second_value)
else
if BUI_Curved_StatLineL then BUI_Curved_StatLineL:SetHidden(true) end
if BUI_Curved_PrimarLCur then BUI_Curved_PrimarLCur:SetHidden(true) end
if BUI_Curved_SecondLCur then BUI_Curved_SecondLCur:SetHidden(true) end
if BUI_Curved_StatLineR then BUI_Curved_StatLineR:SetHidden(true) end
if BUI_Curved_PrimarRCur then BUI_Curved_PrimarRCur:SetHidden(true) end
if BUI_Curved_SecondRCur then BUI_Curved_SecondRCur:SetHidden(true) end
end
--Alt bar
local coord=coords[c][6] local delta=math.abs(.667-coord[4])
ui.alt =BUI.UI.Texture("BUI_Curved_Alt", ui, {w1,h*delta}, {TOPLEFT,TOPLEFT,ws,h*.667}, texture, true, 0, {coord[1],coord[2],.667,coord[4]})
ui.alt:SetColor(unpack(theme_color))
local delta=coords[c][15]+(coords[c][16]-coords[c][15])/2
ui.icon =BUI.UI.Texture("BUI_Curved_AltIcon", ui.alt, {fs*1.5,fs*1.5}, {BOTTOMLEFT,TOPLEFT,w1*delta-fs*.75,0},"/esoui/art/icons/mapkey/mapkey_stables.dds")
local coord=coords[c][7] local delta=math.abs(.667-coord[4])
ui.alt.top={
[1] =BUI.UI.Texture("BUI_Curved_AltTop1", ui.alt, {w1,h*delta}, {TOPLEFT,TOPLEFT,ws,h*.667,ui}, texture, false, 2, {coord[1],coord[2],.667,coord[4]}),
-- [2] =BUI.UI.Texture("BUI_Curved_AltTop2", ui.alt, {w1,h*delta}, {TOPLEFT,TOPLEFT,ws,h*.667,ui}, texture, false, 1, {coord[1],coord[2],.667,coord[4]}),
coord={coord[1],coord[2],.667,coord[4]}
}
ui.alt.top[1]:SetColor(cs[1],cs[2],cs[3],cs[4])
-- ui.alt.top[2]:SetColor(cs[1],cs[2],cs[3],.4)
--Dots control
if BUI.Vars.Actions or BUI.Vars.ProcAnimation then
local h=16*BUI.Vars.CurvedDepth
local bar =BUI.UI.Control("BUI_CurvedFrame_Dots", ui, {h,h*5+4}, {BOTTOMLEFT,LEFT,w1*coords[c][16]+4,-fs*1.5-4}, true)
for i=1,5 do
bar[i]=BUI.UI.Texture("BUI_CurvedFrame_Dots"..i, bar, {h,h}, {BOTTOM,BOTTOM,(i-1)*(c==2.2 and 1 or 3)*BUI.Vars.CurvedDepth,-(i-1)*h-3}, "")
bar[i]:SetDrawLayer(3) bar[i]:SetColor(unpack(theme_color))
end
end
-- ui:SetScale(BUI.Vars.CurvedScale)
ui:SetAlpha(BUI.Vars.FramesFade and 0 or BUI.Vars.FrameOpacityOut/100)
target:SetAlpha(BUI.Vars.FramesFade and 0 or BUI.Vars.FrameOpacityOut/100)
end
local function ChangeAttribute(frame,pct,bar)
local h=BUI.Vars.CurvedHeight
bar=bar or 1
for _,n in pairs({"top","bot"}) do
if frame[n] then
local c=frame[n].coord
local delta=math.abs(c[3]-c[4])
if c[3]==0 then
frame[n][bar]:SetTextureCoords(c[1],c[2],c[4]-delta*pct,c[4])
else
frame[n][bar]:SetTextureCoords(c[1],c[2],c[3],c[3]+delta*pct)
end
frame[n][bar]:SetHeight(h*delta*pct)
frame[n][bar]:SetHidden(pct<=.02)
end
end
end
--Animation
local function AttributeDecay()
local count=0
for unitTag,data in pairs(Attributes) do
for attribute,value in pairs(data) do
if value.cur<value.target then
value.cur=value.target
else
value.cur=value.cur-DecayStep
ChangeAttribute(value.frame,value.cur,2)
count=count+1
end
end
end
if count==0 then EVENT_MANAGER:UnregisterForUpdate("BUI_CurvedAttributeDecay") end
end
function BUI.Curved.Regen(unitTag,unitAttributeVisual,powerType,duration)
local regenType,attrType,distance
if unitAttributeVisual==ATTRIBUTE_VISUAL_INCREASED_REGEN_POWER then regenType="hot" distance=-BUI.Vars.CurvedHeight/5
elseif unitAttributeVisual==ATTRIBUTE_VISUAL_DECREASED_REGEN_POWER then regenType="dot" distance=BUI.Vars.CurvedHeight/5 end
-- d(tostring(unitTag).." "..tostring(regenType)..": "..tostring(duration))
local control=BUI_Curved[unitTag=="player" and "health" or "target"][regenType]
if control==nil then return end
if duration<0 then
if control.timeline then control.timeline:Stop() end
control:SetAlpha(0)
return
end
--Does the animation need to be set up from scratch?
if control.animation==nil then
local isValidAnchor, point, relativeTo, relativePoint, offsetX, offsetY=control:GetAnchor()
--Create an vertical sliding animation
local animation, timeline=CreateSimpleAnimation(ANIMATION_TRANSLATE,control,0)
animation:SetTranslateOffsets(offsetX, offsetY, offsetX, offsetY+distance) animation:SetDuration(duration*3/4)
--Fade alpha coming in
local fadeIn=timeline:InsertAnimation(ANIMATION_ALPHA,control,0)
fadeIn:SetAlphaValues(.20,.75) fadeIn:SetDuration(duration/4) fadeIn:SetEasingFunction(ZO_EaseOutQuadratic)
--Fade alpha going out
local fadeOut=timeline:InsertAnimation(ANIMATION_ALPHA,control,duration*1/2)
fadeOut:SetAlphaValues(.75,.20) fadeOut:SetDuration(duration/4) fadeIn:SetEasingFunction(ZO_EaseOutQuadratic)
--Add an extra delay at the end
local fadeOut=timeline:InsertAnimation(ANIMATION_ALPHA,control,duration*3/4) fadeOut:SetAlphaValues(0,0) fadeOut:SetDuration(duration/4)
--Assign the timeline
control.animation=animation control.timeline=timeline
end
--Maybe stop the animation
if (duration==0 and control.animation:IsPlaying()) then
control.timeline:SetPlaybackLoopsRemaining(1)
else
control:SetHidden(false)
control.timeline:SetPlaybackType(ANIMATION_PLAYBACK_LOOP, 4) control.timeline:PlayFromStart()
end
end
local function PlayHitAnimation(frame,step)
if disable_hit_anim then return end
frame.step=step or 1
local function HitAnimation()
local s=frame.step
for i,n in pairs({"top","bot"}) do
if frame[n] then
if i==1 then
frame[n][1]:SetGradientColors(2,ch1[1]+rh1[1]*s,ch1[2]+rh1[2]*s,ch1[3]+rh1[3]*s,ch1[4],ch[1]+rh[1]*s,ch[2]+rh[2]*s,ch[3]+rh[3]*s,ch[4])
else
frame[n][1]:SetGradientColors(2,ch[1]+rh[1]*s,ch[2]+rh[2]*s,ch[3]+rh[3]*s,ch[4],ch1[1]+rh1[1]*s,ch1[2]+rh1[2]*s,ch1[3]+rh1[3]*s,ch1[4])
end
end
end
if s<=0 then
EVENT_MANAGER:UnregisterForUpdate("BUI_CurvedHitAnimation")
end
frame.step=frame.step-.1
end
EVENT_MANAGER:RegisterForUpdate("BUI_CurvedHitAnimation", 50, HitAnimation)
end
local function PlayShiftAnimation(side)
if not BUI.Vars.CurvedShiftAnimation or not BUI.Vars.CurvedShift then return end
local step=0
local w=(BUI.inMenu and 100-32*BUI.Vars.CurvedDepth or BUI.Vars.CurvedDistance)*2
local function ShiftAnimation()
BUI_Curved.shift:SetTextureCoords(.5*side+1/16*step,.5*side+1/16*(step+1),0,1)
BUI_Curved.shift:ClearAnchors()
BUI_Curved.shift:SetAnchor(LEFT,BUI_Curved,LEFT,(w/8)*(side==0 and step or 6-step),0)
BUI_Curved.shift:SetHidden(false)
step=step+1
if step>7 then
EVENT_MANAGER:UnregisterForUpdate("BUI_CurvedShiftAnimation")
BUI_Curved.shift:SetHidden(true)
end
end
EVENT_MANAGER:RegisterForUpdate("BUI_CurvedShiftAnimation", 15, ShiftAnimation)
end
--Bars
local function FramesFadeCheck(pct)
if pct then
if BUI.Vars.FramesFade and not BUI.inMenu then
if BUI.inCombat or BUI.Player.health.pct<.99 or BUI.Player.magicka.pct<.99 or BUI.Player.stamina.pct<.99 or pct<.99 then
if BUI_Curved:GetAlpha()<.05 then BUI.Frames.Fade(BUI_Curved, false) end
elseif not CurvedFrameFadeDelay and BUI_Curved:GetAlpha()>.05 then
CurvedFrameFadeDelay=true
BUI.CallLater("Curved_FramesFade",1500,function()
CurvedFrameFadeDelay=false
if not(BUI.inCombat or BUI.Player.health.pct<.95 or BUI.Player.magicka.pct<.95 or BUI.Player.stamina.pct<.95 or pct<.95) then
BUI.Frames.Fade(BUI_Curved,true)
end
end)
end
end
else
if BUI.Vars.FramesFade and not(BUI.Player.health.pct<.95 or BUI.Player.magicka.pct<.95 or BUI.Player.stamina.pct<.95) then
if not CurvedFrameFadeDelay and BUI_Curved:GetAlpha()>.05 then
BUI.Frames.Fade(BUI_Curved,true)
end
end
end
end
function BUI.Curved.Attribute(unitTag, attribute, powerValue, powerMax, pct, shieldValue, traumaValue)
local frame=Attributes[unitTag] and Attributes[unitTag][attribute] and Attributes[unitTag][attribute].frame
if not frame then return end
--Frame fade
if unitTag=='player' and Attributes[unitTag][attribute].cur~=pct then
FramesFadeCheck(pct)
end
--Decay animation
if Attributes[unitTag][attribute].cur>pct then
Attributes[unitTag][attribute].target=pct
EVENT_MANAGER:RegisterForUpdate("BUI_CurvedAttributeDecay", 50, AttributeDecay)
if pct>0 and Attributes[unitTag][attribute].cur-pct>.25 and attribute=="health" then
PlayHitAnimation(frame)
end
else
Attributes[unitTag][attribute].cur=pct
Attributes[unitTag][attribute].target=pct
end
ChangeAttribute(frame,pct)
if frame.cur then
local preText=((shieldValue>0 or traumaValue>0) and " [" or "")
local postText=((shieldValue>0 or traumaValue>0) and "]" or "")
local shield=((attribute=="health" and shieldValue and shieldValue>0) and BUI.DisplayNumber(shieldValue/1000).."k" or "")
local trauma=((attribute=="health" and traumaValue and traumaValue>0) and "-"..BUI.DisplayNumber(traumaValue/1000).."k" or "")
frame.cur:SetText(BUI.DisplayNumber(powerValue/1000, 1).."k"..preText..shield..trauma..postText)
end
if frame.pct then frame.pct:SetText(pct*100 .."%") end
end
function BUI.Curved.Shield(unitTag,value,pct,health,traumaValue)
local frame=Attributes[unitTag] and Attributes[unitTag].health and Attributes[unitTag].health.frame
if frame then
if frame.cur then
local preText=((value>0 or traumaValue>0) and " [" or "")
local postText=((value>0 or traumaValue>0) and "]" or "")
local shield=(value>0 and BUI.DisplayNumber(value/1000).."k" or "")
local trauma=(traumaValue>0 and "-"..BUI.DisplayNumber(traumaValue/1000).."k" or "")
frame.cur:SetText(BUI.DisplayNumber(health/1000, 1).."k"..preText..shield..trauma..postText)
end
ChangeAttribute(frame,pct,3)
end
end
function BUI.Curved.Trauma(unitTag,value,pct,health,shieldValue)
local frame=Attributes[unitTag] and Attributes[unitTag].health and Attributes[unitTag].health.frame
if frame then
if frame.cur then
local preText=((value>0 or shieldValue>0) and " [" or "")
local postText=((value>0 or shieldValue>0) and "]" or "")
local shield=(shieldValue>0 and BUI.DisplayNumber(shieldValue/1000).."k" or "")
local trauma=(value>0 and "-"..BUI.DisplayNumber(value/1000).."k" or "")
frame.cur:SetText(BUI.DisplayNumber(health/1000, 1).."k"..preText..shield..trauma..postText)
end
ChangeAttribute(frame,pct,4)
end
end
function BUI.Curved.Target(show)
if show then
local powerValue, powerMax=GetUnitPower('reticleover', POWERTYPE_HEALTH)
local pct=powerValue/powerMax
if powerMax>1 then
Attributes.reticleover.health.cur=pct
Attributes.reticleover.health.target=pct
-- ChangeAttribute(Attributes.reticleover.health.frame,pct)
BUI.Frames.Fade(BUI_CurvedTarget,false)
local icon,rank
if IsUnitPlayer('reticleover') then
icon=GetClassIcon(GetUnitClassId('reticleover'))
rank=GetAvARankIcon(GetUnitAvARank('reticleover'))
elseif BUI.Target.difficulty==2 then
icon="/esoui/art/lfg/lfg_normaldungeon_down.dds"
elseif BUI.Target.difficulty>=3 then
icon="/esoui/art/unitframes/target_veteranrank_icon.dds"
end
--Boss edge color
if BUI.Target.difficulty==MONSTER_DIFFICULTY_DEADLY then
BUI_Curved_Rank:SetColor(1,.2,.2,1)
else
BUI_Curved_Rank:SetColor(1,1,1,1)
end
BUI_Curved_Dif:SetTexture(rank) BUI_Curved_Dif:SetHidden(rank==nil)
BUI_Curved_Rank:SetTexture(icon) BUI_Curved_Rank:SetHidden(icon==nil)
PlayHitAnimation(BUI_Curved.target,0) --Stop animation
end
else
BUI.Frames.Fade(BUI_CurvedTarget,true)
end
BUI.Curved.Regen('reticleover',3,nil,-1) BUI.Curved.Regen('reticleover',4,nil,-1)
end
function BUI.Curved.Alt(show,pct,icon,color)
BUI_Curved_Alt:SetHidden(not show)
if show then
if icon then
BUI_Curved_AltIcon:SetTexture(icon)
end
if color then
BUI_Curved_Alt.top[1]:SetColor(unpack(color))
-- BUI_Curved_Alt.top[2]:SetColor(color[1],color[2],color[3],.4)
end
ChangeAttribute(BUI_Curved_Alt,pct)
FramesFadeCheck(pct)
else
FramesFadeCheck()
end
end
--Events
function BUI.Curved.OnCombatState(inCombat,init)
local side="l"
if inCombat then
BUI_Curved.attr.r:SetHidden(true)
if not init then PlayShiftAnimation(1) end
else
if BUI.Vars.CurvedShift then
side="r"
if not init then PlayShiftAnimation(0) end
BUI_Curved.attr.l:SetHidden(true)
else
BUI_Curved.attr.r:SetHidden(true)
end
BUI.Curved.Target(false)
FramesFadeCheck()
end
BUI_Curved.attr[side]:SetHidden(false)
if BUI.MainPower=="magicka" then
Attributes.player.magicka.frame=BUI_Curved.attr[side].primar
Attributes.player.stamina.frame=BUI_Curved.attr[side].second
else
Attributes.player.stamina.frame=BUI_Curved.attr[side].primar
Attributes.player.magicka.frame=BUI_Curved.attr[side].second
end
ChangeAttribute(Attributes.player.magicka.frame,Attributes.player.magicka.cur)
ChangeAttribute(Attributes.player.stamina.frame,Attributes.player.stamina.cur)
end
function BUI.Curved.Initialize() --Initialisation
if BUI.Vars.CurvedFrame==0 then
if BUI_Curved then BUI_Curved:SetHidden(true) BUI_CurvedTarget:SetHidden(true) end
return
end
theme_color=BUI.Vars.Theme==6 and {1,204/255,248/255,1} or BUI.Vars.Theme==7 and BUI.Vars.AdvancedThemeColor or BUI.Vars.CustomEdgeColor
ch,cm,cs,cw,ct=BUI.Vars.FrameHealthColor,BUI.Vars.FrameMagickaColor,BUI.Vars.FrameStaminaColor,BUI.Vars.FrameShieldColor,BUI.Vars.FrameTraumaColor
ch1,cm1,cs1,cw1,ct1=BUI.Vars.FrameHealthColor1,BUI.Vars.FrameMagickaColor1,BUI.Vars.FrameStaminaColor1,BUI.Vars.FrameShieldColor1,BUI.Vars.FrameTraumaColor1
rh,rh1={1-ch[1],1-ch[2],1-ch[3],1-ch[4]},{1-ch1[1],1-ch1[2],1-ch1[3],1-ch1[4]}
disable_hit_anim=not BUI.Vars.CurvedHitAnimation
UI_Init()
BUI.Curved.OnCombatState(false,true)
-- if BUI.init.Frames then BUI.Frames.Fade(BUI_Curved, true) end
end
--[[
function BUI.Frames:TimedAttributeFade(attribute)
if attribute=="health" then
if BUI.Player[attribute].pct==1 then
BUI.Frames:BUI.Frames.Fade(BUI_CurvedFrame_PlayerHealth,true)
end
elseif attribute=="magicka" then
if BUI.Player[attribute].pct==1 then
BUI.Frames:BUI.Frames.Fade(BUI_CurvedFrame_PlayerMagicka,true)
end
elseif attribute=="stamina" then
if BUI.Player[attribute].pct==1 then
BUI.Frames:BUI.Frames.Fade(BUI_CurvedFrame_PlayerStamina,true)
end
elseif attribute=="magicka+stamina" then
if BUI.Player["magicka"].pct==1 and BUI.Player["stamina"].pct==1 then
BUI.Frames:BUI.Frames.Fade(BUI_CurvedFrame_PlayerMagicka,true)
BUI.Frames:BUI.Frames.Fade(BUI_CurvedFrame_PlayerStamina,true)
end
end
end
--]]