Rewrote ScreenSystemOverlay overlay/default.lua to be able to display multiple messages. Added Reload Overlay Screens option to debug menu.

This commit is contained in:
Kyzentun
2014-07-08 01:02:36 -06:00
parent 026f968fa4
commit bee284d0c7
6 changed files with 191 additions and 23 deletions
@@ -0,0 +1,14 @@
return Def.ActorFrame{
Def.Quad {
Name= "erp",
InitCommand= function(self)
self:setsize(SCREEN_WIDTH, SCREEN_HEIGHT)
self:horizalign(left)
self:vertalign(top)
self:diffuse(color("0,0,0,0"))
self:diffusealpha(.85)
end,
SetCoveredHeightCommand= function(self, param)
end
}
}
@@ -64,27 +64,147 @@ t[#t+1] = Def.ActorFrame {
CreditsText( PLAYER_2 );
};
-- Text
t[#t+1] = Def.ActorFrame {
Def.Quad {
InitCommand=cmd(zoomtowidth,SCREEN_WIDTH;zoomtoheight,30;horizalign,left;vertalign,top;y,SCREEN_TOP;diffuse,color("0,0,0,0"));
OnCommand=cmd(finishtweening;diffusealpha,0.85;);
OffCommand=cmd(sleep,3;linear,0.5;diffusealpha,0;);
};
LoadFont("Common","Normal") .. {
Name="Text";
InitCommand=cmd(maxwidth,750;horizalign,left;vertalign,top;y,SCREEN_TOP+10;x,SCREEN_LEFT+10;shadowlength,1;diffusealpha,0;);
OnCommand=cmd(finishtweening;diffusealpha,1;zoom,0.5);
OffCommand=cmd(sleep,3;linear,0.5;diffusealpha,0;);
};
SystemMessageMessageCommand = function(self, params)
self:GetChild("Text"):settext( params.Message );
self:playcommand( "On" );
if params.NoAnimate then
self:finishtweening();
end
self:playcommand( "Off" );
end;
HideSystemMessageMessageCommand = cmd(finishtweening);
};
return t;
-- Minor text formatting functions from Kyzentun.
-- TODO: Figure out why BitmapText:maxwidth doesn't do what I want.
local function width_limit_text(text, limit, natural_zoom)
natural_zoom= natural_zoom or 1
if text:GetWidth() * natural_zoom > limit then
text:zoomx(limit / text:GetWidth())
else
text:zoomx(natural_zoom)
end
end
local function width_clip_text(text, limit)
local full_text= text:GetText()
local fits= text:GetZoomedWidth() <= limit
local prev_max= #full_text - 1
local prev_min= 0
if not fits then
while prev_max - prev_min > 1 do
local new_max= math.round((prev_max + prev_min) / 2)
text:settext(full_text:sub(1, 1+new_max))
if text:GetZoomedWidth() <= limit then
prev_min= new_max
else
prev_max= new_max
end
end
text:settext(full_text:sub(1, 1+prev_min))
end
end
local function width_clip_limit_text(text, limit, natural_zoom)
natural_zoom= natural_zoom or text:GetZoomY()
local text_width= text:GetWidth() * natural_zoom
if text_width > limit * 2 then
text:zoomx(natural_zoom * .5)
width_clip_text(text, limit)
else
width_limit_text(text, limit, natural_zoom)
end
end
local errorbg
local err_frame
local text_actors= {}
local line_height= 12 -- A good line height for Common Normal at .5 zoom.
local line_width= SCREEN_WIDTH - 20
local next_message_actor= 1
local min_message_time= { show= 4, hide= .125}
local message_time= {
show= min_message_time.show, hide= min_message_time.hide}
function SetOverlayMessageTime(t, which)
if not min_message_time[which] then
SCREENMAN:SystemMessage("Attempted to set invalid overlay message time field: " .. tostring(which))
return
end
if t < min_message_time[which] then
SCREENMAN:SystemMessage(
"Attempted to set overlay message " .. which ..
" time to below minimum of " .. min_message_time[which] .. ".")
return
end
message_time[which]= t
end
local errbg_actor= LoadActor(THEME:GetPathB("ScreenSystemLayer", "errorbg"))
-- Force the name of the returned actor so that we can easily use playcommand on it later.
errbg_actor.Name= "errorbg"
local frame_args= {
Name="Error frame",
InitCommand= function(self)
err_frame= self
errorbg= self:GetChild("errorbg")
self:y(-SCREEN_HEIGHT)
end,
SystemMessageMessageCommand = function(self, params)
err_frame:stoptweening()
err_frame:visible(true)
local covered_height= line_height * (next_message_actor-1)
err_frame:y(-SCREEN_HEIGHT + covered_height)
if errorbg then
errorbg:playcommand("SetCoveredHeight", {height= covered_height})
end
err_frame:sleep(message_time.show)
err_frame:queuecommand("DecNextActor")
-- Shift the text on all the actors being shown up by one.
for i= next_message_actor, 1, -1 do
if text_actors[i] then
text_actors[i]:visible(true)
if i > 1 and text_actors[i-1] then
text_actors[i]:settext(text_actors[i-1]:GetText())
else
text_actors[i]:settext(params.Message)
end
width_clip_limit_text(text_actors[i], line_width)
end
end
if next_message_actor <= #text_actors and not params.NoAnimate then
next_message_actor= next_message_actor + 1
end
end,
DecNextActorCommand= function(self)
self:linear(message_time.hide)
self:y(self:GetY()-line_height)
if text_actors[next_message_actor] then
text_actors[next_message_actor]:visible(false)
end
next_message_actor= next_message_actor - 1
if next_message_actor > 1 then
self:queuecommand("DecNextActor")
else
self:queuecommand("Off")
end
end,
OffCommand= cmd(visible,false),
HideSystemMessageMessageCommand = cmd(finishtweening),
errbg_actor,
}
-- Create enough text actors that we can fill the screen.
local num_text= SCREEN_HEIGHT / line_height
for i= 1, num_text do
frame_args[#frame_args+1]= LoadFont("Common","Normal") .. {
Name="Text" .. i,
InitCommand= function(self)
-- Put them in the list in reverse order so the ones at the bottom of the screen are used first.
text_actors[num_text-i+1]= self
self:horizalign(left)
self:vertalign(top)
self:x(SCREEN_LEFT + 10)
self:y(SCREEN_TOP + (line_height * (i-1)) + 2)
self:shadowlength(1)
self:zoom(.5)
self:visible(false)
end,
OffCommand= cmd(visible,false),
}
end
t[#t+1] = Def.ActorFrame(frame_args)
return t
+1
View File
@@ -1317,6 +1317,7 @@ Profile=Profile
Pull Back Camera=Pull Back Camera
Restart=Restart
Reload=Reload
Reload Overlay Screens=Reload Overlay Screens
Reload Theme and Textures=Reload Theme and Textures
Rendering Stats=Rendering Stats
Screen Test Mode=Screen Test Mode
+15
View File
@@ -548,6 +548,7 @@ static LocalizedString RELOAD ( "ScreenDebugOverlay", "Reload" );
static LocalizedString RESTART ( "ScreenDebugOverlay", "Restart" );
static LocalizedString SCREEN_ON ( "ScreenDebugOverlay", "Send On To Screen" );
static LocalizedString SCREEN_OFF ( "ScreenDebugOverlay", "Send Off To Screen" );
static LocalizedString RELOAD_OVERLAY_SCREENS( "ScreenDebugOverlay", "Reload Overlay Screens" );
static LocalizedString RELOAD_THEME_AND_TEXTURES( "ScreenDebugOverlay", "Reload Theme and Textures" );
static LocalizedString WRITE_PROFILES ( "ScreenDebugOverlay", "Write Profiles" );
static LocalizedString WRITE_PREFERENCES ( "ScreenDebugOverlay", "Write Preferences" );
@@ -1030,6 +1031,19 @@ class DebugLineReloadTheme : public IDebugLine
}
};
class DebugLineReloadOverlayScreens : public IDebugLine
{
virtual RString GetDisplayTitle() { return RELOAD_OVERLAY_SCREENS.GetValue(); }
virtual RString GetDisplayValue() { return RString(); }
virtual bool IsEnabled() { return true; }
virtual RString GetPageName() const { return "Theme"; }
virtual void DoAndLog( RString &sMessageOut )
{
IDebugLine::DoAndLog(sMessageOut);
SCREENMAN->ReloadOverlayScreensAfterInputFinishes();
}
};
class DebugLineWriteProfiles : public IDebugLine
{
virtual RString GetDisplayTitle() { return WRITE_PROFILES.GetValue(); }
@@ -1212,6 +1226,7 @@ DECLARE_ONE( DebugLineRestartCurrentScreen );
DECLARE_ONE( DebugLineCurrentScreenOn );
DECLARE_ONE( DebugLineCurrentScreenOff );
DECLARE_ONE( DebugLineReloadTheme );
DECLARE_ONE( DebugLineReloadOverlayScreens );
DECLARE_ONE( DebugLineWriteProfiles );
DECLARE_ONE( DebugLineWritePreferences );
DECLARE_ONE( DebugLineMenuTimer );
+13
View File
@@ -242,6 +242,7 @@ ScreenManager::ScreenManager()
g_pSharedBGA = new Actor;
m_bReloadOverlayScreensAfterInput= false;
m_bZeroNextUpdate = false;
m_PopTopScreen = SM_Invalid;
m_OnDonePreparingScreen = SM_Invalid;
@@ -330,6 +331,11 @@ void ScreenManager::ReloadOverlayScreens()
this->RefreshCreditsMessages();
}
void ScreenManager::ReloadOverlayScreensAfterInputFinishes()
{
m_bReloadOverlayScreensAfterInput= true;
}
Screen *ScreenManager::GetTopScreen()
{
if( g_ScreenStack.empty() )
@@ -514,7 +520,14 @@ void ScreenManager::Input( const InputEventPlus &input )
// because anybody setting an input callback is probably doing it to
// do something in addition to whatever the screen does.
if(pScreen->PassInputToLua(input) || handled)
{
if(m_bReloadOverlayScreensAfterInput)
{
ReloadOverlayScreens();
m_bReloadOverlayScreensAfterInput= false;
}
return;
}
}
// Pass input to the topmost screen. If we have a new top screen pending, don't
+5
View File
@@ -51,6 +51,7 @@ public:
void RefreshCreditsMessages();
void ThemeChanged();
void ReloadOverlayScreens();
void ReloadOverlayScreensAfterInputFinishes();
/**
* @brief Is this Screen in the main Screen stack, but not the bottommost Screen?
@@ -79,6 +80,10 @@ private:
// operations take a long time, and will cause a skip on the next update.
bool m_bZeroNextUpdate;
// This exists so the debug overlay can reload the overlay screens without seg faulting.
// It's "AfterInput" because the debug overlay carries out actions in Input.
bool m_bReloadOverlayScreensAfterInput;
Screen *MakeNewScreen( const RString &sName );
void LoadDelayedScreen();
bool ActivatePreparedScreenAndBackground( const RString &sScreenName );