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|
--[[ BSD License Disclaimer
Copyright © 2017, sylandro
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of invtracker nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL sylandro BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
]]
_addon.name = 'invtracker'
_addon.author = 'sylandro'
_addon.version = '1.0.0'
_addon.language = 'English'
config = require('config')
images = require('images')
texts = require('texts')
res = require('resources')
packets = require('packets')
local CUTSCENE_STATUS_ID = 4
local SCROLL_LOCK_KEY = 70
local MAX_EQUIPMENT_SIZE = 16
local DEFAULT_ITEM_STATUS = 0
local EQUIPPED_ITEM_STATUS = 5
local LINKSHELL_EQUIPPED_ITEM_STATUS = 19
local BAZAAR_ITEM_STATUS = 25
local EQUIPMENT_CHANGED_PACKET = 0x50
local BAZAAR_PRICE_PACKET = 0x10A
local EQUIPSET_CHANGED_PACKET = 0x051
local INVENTORY_FINISH_PACKET = 0x1D
local LOGIN_ZONE_PACKET = 0x0A
local TREASURE_FIND_ITEM_PACKET = 0xD2
local TREASURE_LOT_ITEM_PACKET = 0xD3
local EQUIP_LINKSHELL_PACKET = 0xC4
local INVENTORY_SIZE_PACKET = 0x1C
local GIL_ITEM_ID = 65535
local NO_ITEM_ID = 0
local hideKey = SCROLL_LOCK_KEY
local is_hidden_by_cutscene = false
local is_hidden_by_key = false
defaults = {}
defaults.HideKey = SCROLL_LOCK_KEY
defaults.slotImage = {}
defaults.slotImage.sort = true
defaults.slotImage.spacing = 4
defaults.slotImage.blockSpacing = 4
defaults.slotImage.visible = true
defaults.slotImage.pos = {}
defaults.slotImage.pos.x = -365
defaults.slotImage.pos.y = -50
defaults.slotImage.equipment = {}
defaults.slotImage.equipment.visible = true
defaults.slotImage.equipment.maxColumns = 4
defaults.slotImage.inventory = {}
defaults.slotImage.inventory.visible = true
defaults.slotImage.inventory.maxColumns = 5
defaults.slotImage.mogSafe = {}
defaults.slotImage.mogSafe.visible = false
defaults.slotImage.mogSafe.maxColumns = 5
defaults.slotImage.mogStorage = {}
defaults.slotImage.mogStorage.visible = false
defaults.slotImage.mogStorage.maxColumns = 4
defaults.slotImage.mogLocker = {}
defaults.slotImage.mogLocker.visible = false
defaults.slotImage.mogLocker.maxColumns = 5
defaults.slotImage.mogSatchel = {}
defaults.slotImage.mogSatchel.visible = true
defaults.slotImage.mogSatchel.maxColumns = 5
defaults.slotImage.mogSack = {}
defaults.slotImage.mogSack.visible = true
defaults.slotImage.mogSack.maxColumns = 5
defaults.slotImage.mogCase = {}
defaults.slotImage.mogCase.visible = true
defaults.slotImage.mogCase.maxColumns = 5
defaults.slotImage.mogWardrobe = {}
defaults.slotImage.mogWardrobe.visible = false
defaults.slotImage.mogWardrobe.maxColumns = 5
defaults.slotImage.tempInventory = {}
defaults.slotImage.tempInventory.maxColumns = 1
defaults.slotImage.tempInventory.visible = true
defaults.slotImage.treasury = {}
defaults.slotImage.treasury.visible = true
defaults.slotImage.treasury.maxColumns = 1
defaults.slotImage.status = {}
defaults.slotImage.status.default = {}
defaults.slotImage.status.default.color = {}
defaults.slotImage.status.default.color.alpha = 255
defaults.slotImage.status.default.color.red = 0
defaults.slotImage.status.default.color.green = 170
defaults.slotImage.status.default.color.blue = 170
defaults.slotImage.status.default.background = {}
defaults.slotImage.status.default.background.color = {}
defaults.slotImage.status.default.background.color.alpha = 200
defaults.slotImage.status.default.background.color.red = 0
defaults.slotImage.status.default.background.color.green = 60
defaults.slotImage.status.default.background.color.blue = 60
defaults.slotImage.status.fullStack = {}
defaults.slotImage.status.fullStack.color = {}
defaults.slotImage.status.fullStack.color.alpha = 255
defaults.slotImage.status.fullStack.color.red = 245
defaults.slotImage.status.fullStack.color.green = 40
defaults.slotImage.status.fullStack.color.blue = 40
defaults.slotImage.status.fullStack.background = {}
defaults.slotImage.status.fullStack.background.color = {}
defaults.slotImage.status.fullStack.background.color.alpha = 200
defaults.slotImage.status.fullStack.background.color.red = 100
defaults.slotImage.status.fullStack.background.color.green = 0
defaults.slotImage.status.fullStack.background.color.blue = 0
defaults.slotImage.status.equipment = {}
defaults.slotImage.status.equipment.color = {}
defaults.slotImage.status.equipment.color.alpha = 255
defaults.slotImage.status.equipment.color.red = 253
defaults.slotImage.status.equipment.color.green = 252
defaults.slotImage.status.equipment.color.blue = 250
defaults.slotImage.status.equipment.background = {}
defaults.slotImage.status.equipment.background.color = {}
defaults.slotImage.status.equipment.background.color.alpha = 200
defaults.slotImage.status.equipment.background.color.red = 50
defaults.slotImage.status.equipment.background.color.green = 50
defaults.slotImage.status.equipment.background.color.blue = 50
defaults.slotImage.status.equipped = {}
defaults.slotImage.status.equipped.color = {}
defaults.slotImage.status.equipped.color.alpha = 255
defaults.slotImage.status.equipped.color.red = 150
defaults.slotImage.status.equipped.color.green = 255
defaults.slotImage.status.equipped.color.blue = 150
defaults.slotImage.status.equipped.background = {}
defaults.slotImage.status.equipped.background.color = {}
defaults.slotImage.status.equipped.background.color.alpha = 200
defaults.slotImage.status.equipped.background.color.red = 0
defaults.slotImage.status.equipped.background.color.green = 100
defaults.slotImage.status.equipped.background.color.blue = 0
defaults.slotImage.status.linkshellEquipped = {}
defaults.slotImage.status.linkshellEquipped.color = {}
defaults.slotImage.status.linkshellEquipped.color.alpha = 255
defaults.slotImage.status.linkshellEquipped.color.red = 150
defaults.slotImage.status.linkshellEquipped.color.green = 255
defaults.slotImage.status.linkshellEquipped.color.blue = 150
defaults.slotImage.status.linkshellEquipped.background = {}
defaults.slotImage.status.linkshellEquipped.background.color = {}
defaults.slotImage.status.linkshellEquipped.background.color.alpha = 200
defaults.slotImage.status.linkshellEquipped.background.color.red = 0
defaults.slotImage.status.linkshellEquipped.background.color.green = 100
defaults.slotImage.status.linkshellEquipped.background.color.blue = 0
defaults.slotImage.status.bazaar = {}
defaults.slotImage.status.bazaar.color = {}
defaults.slotImage.status.bazaar.color.alpha = 255
defaults.slotImage.status.bazaar.color.red = 225
defaults.slotImage.status.bazaar.color.green = 160
defaults.slotImage.status.bazaar.color.blue = 30
defaults.slotImage.status.bazaar.background = {}
defaults.slotImage.status.bazaar.background.color = {}
defaults.slotImage.status.bazaar.background.color.alpha = 200
defaults.slotImage.status.bazaar.background.color.red = 100
defaults.slotImage.status.bazaar.background.color.green = 100
defaults.slotImage.status.bazaar.background.color.blue = 0
defaults.slotImage.status.tempItem = {}
defaults.slotImage.status.tempItem.color = {}
defaults.slotImage.status.tempItem.color.alpha = 255
defaults.slotImage.status.tempItem.color.red = 255
defaults.slotImage.status.tempItem.color.green = 130
defaults.slotImage.status.tempItem.color.blue = 255
defaults.slotImage.status.tempItem.background = {}
defaults.slotImage.status.tempItem.background.color = {}
defaults.slotImage.status.tempItem.background.color.alpha = 200
defaults.slotImage.status.tempItem.background.color.red = 100
defaults.slotImage.status.tempItem.background.color.green = 0
defaults.slotImage.status.tempItem.background.color.blue = 100
defaults.slotImage.status.empty = {}
defaults.slotImage.status.empty.color = {}
defaults.slotImage.status.empty.color.alpha = 150
defaults.slotImage.status.empty.color.red = 0
defaults.slotImage.status.empty.color.green = 0
defaults.slotImage.status.empty.color.blue = 0
defaults.slotImage.status.empty.background = {}
defaults.slotImage.status.empty.background.color = {}
defaults.slotImage.status.empty.background.color.alpha = 150
defaults.slotImage.status.empty.background.color.red = 0
defaults.slotImage.status.empty.background.color.green = 0
defaults.slotImage.status.empty.background.color.blue = 0
local settings = config.load(defaults)
config.save(settings)
settings.slotImage.box = {}
settings.slotImage.box.size = {}
settings.slotImage.box.size.height = 2
settings.slotImage.box.size.width = 2
settings.slotImage.box.texture = {}
settings.slotImage.box.texture.path = windower.addon_path..'slot.png'
settings.slotImage.box.texture.fit = false
settings.slotImage.box.repeatable = {}
settings.slotImage.box.repeatable.x = 1
settings.slotImage.box.repeatable.y = 1
settings.slotImage.background = {}
settings.slotImage.background.size = {}
settings.slotImage.background.size.height = 3
settings.slotImage.background.size.width = 3
settings.slotImage.background.texture = {}
settings.slotImage.background.texture.path = windower.addon_path..'slot.png'
settings.slotImage.background.texture.fit = false
settings.slotImage.background.repeatable = {}
settings.slotImage.background.repeatable.x = 1
settings.slotImage.background.repeatable.y = 1
local windower_settings = windower.get_windower_settings()
local yRes = windower_settings.ui_y_res
local xRes = windower_settings.ui_x_res
local current_block = 0
local current_slot = 1
local current_row = 1
local current_column = 1
local last_column = 1
local items = {}
local slot_images = {}
local inventory_loaded = false
local refresh_all = false
local refresh_items = false
local refresh_inventory = false
local refresh_linkshell = false
local last_treasure_count = 0
config.register(settings, function(settings)
hideKey = settings.HideKey
xBase = settings.slotImage.pos.x
yBase = settings.slotImage.pos.y
end)
windower.register_event('load',function()
if windower.ffxi.get_info().logged_in then
initialize()
end
end)
windower.register_event('login',function()
update_all()
hide()
end)
windower.register_event('logout', function(...)
inventory_loaded = false
hide()
clear()
end)
windower.register_event('add item', function(_bag,_index,id,...)
if (id ~= GIL_ITEM_ID and id ~= NO_ITEM_ID) then refresh_items = true end
end)
windower.register_event('remove item', function(_bag,_index,id,...)
if (id ~= GIL_ITEM_ID and id ~= NO_ITEM_ID) then refresh_items = true end
end)
windower.register_event('linkshell change', function(new,old)
if (refresh_linkshell) then
refresh_inventory = true
refresh_linkshell = false
end
end)
windower.register_event('incoming chunk',function(id,org,_modi,_is_injected,_is_blocked)
if (id == LOGIN_ZONE_PACKET) then
inventory_loaded = false
elseif (id == INVENTORY_FINISH_PACKET) then
update()
elseif (id == TREASURE_FIND_ITEM_PACKET) then
update_treasure_only()
elseif (id == TREASURE_LOT_ITEM_PACKET) then
update_treasure_only()
elseif (id == INVENTORY_SIZE_PACKET) then
update_if_different_size(org)
end
end)
windower.register_event('outgoing chunk',function(id,org,_modi,_is_injected,_is_blocked)
if (id == EQUIPMENT_CHANGED_PACKET or id == EQUIPSET_CHANGED_PACKET) then
refresh_all = true
elseif (id == BAZAAR_PRICE_PACKET) then
refresh_inventory = true
elseif (id == EQUIP_LINKSHELL_PACKET) then
refresh_linkshell = true
end
end)
windower.register_event('status change', function(new_status_id)
local is_cutscene_playing = is_cutscene(new_status_id)
toggle_display_if_cutscene(is_cutscene_playing)
end)
windower.register_event('keyboard', function(dik, down, _flags, _blocked)
toggle_display_if_hide_key_is_pressed(dik, down)
end)
function update()
if (inventory_loaded) then
update_if_event()
else
initialize()
end
end
function initialize()
inventory_loaded = true
update_all()
refresh_all = false
refresh_items = false
refresh_inventory = false
if not is_hidden_by_key and not is_hidden_by_cutscene then show() end
end
function update_all()
setup_indexes()
update_equipment()
update_items()
update_treasure_bag(settings.slotImage.treasury,items.treasure)
end
function update_if_event()
if (refresh_all) then
update_all()
refresh_all = false
refresh_items = false
refresh_inventory = false
elseif (refresh_items) then
update_items_only()
refresh_items = false
refresh_inventory = false
elseif (refresh_inventory) then
update_inventory_only()
refresh_inventory = false
end
end
function update_inventory_only()
setup_indexes()
skip_block_if_enabled(settings.slotImage.equipment.visible, true,settings.slotImage.equipment.maxColumns,MAX_EQUIPMENT_SIZE)
update_bag(settings.slotImage.inventory,items.inventory,items.max_inventory,items.enabled_inventory)
end
function update_items_only()
setup_indexes()
skip_block_if_enabled(settings.slotImage.equipment.visible, true,settings.slotImage.equipment.maxColumns,MAX_EQUIPMENT_SIZE)
update_items()
end
function update_treasure_only()
local s = settings.slotImage
if (inventory_loaded and s.treasury.visible) then
setup_indexes()
skip_block_if_enabled(s.equipment.visible, true,s.equipment.maxColumns,MAX_EQUIPMENT_SIZE)
skip_block_if_enabled(s.inventory.visible,items.enabled_inventory,s.inventory.maxColumns,items.max_inventory)
skip_block_if_enabled(s.mogSafe.visible,items.safe.enabled,s.mogSafe.maxColumns,items.max_safe)
skip_block_if_enabled(s.mogSafe.visible,items.safe2.enabled,s.mogSafe.maxColumns,items.max_safe2)
skip_block_if_enabled(s.mogStorage.visible,items.storage.enabled,s.mogStorage.maxColumns,items.storage.max)
skip_block_if_enabled(s.mogLocker.visible,items.enabled_locker,s.mogLocker.maxColumns,items.max_locker)
skip_block_if_enabled(s.mogSatchel.visible,items.enabled_satchel,s.mogSatchel.maxColumns,items.max_satchel)
skip_block_if_enabled(s.mogSack.visible,items.enabled_sack,s.mogSack.maxColumns,items.max_sack)
skip_block_if_enabled(s.mogCase.visible,items.enabled_case,s.mogCase.maxColumns,items.max_case)
skip_block_if_enabled(s.mogWardrobe.visible,items.enabled_wardrobe,s.mogWardrobe.maxColumns,items.max_wardrobe)
skip_block_if_enabled(s.mogWardrobe.visible,items.enabled_wardrobe2,s.mogWardrobe.maxColumns,items.max_wardrobe2)
skip_block_if_enabled(s.mogWardrobe.visible,items.enabled_wardrobe3,s.mogWardrobe.maxColumns,items.max_wardrobe3)
skip_block_if_enabled(s.mogWardrobe.visible,items.enabled_wardrobe4,s.mogWardrobe.maxColumns,items.max_wardrobe4)
skip_block_if_enabled(s.tempInventory.visible,true,s.tempInventory.maxColumns,items.temporary.max)
update_treasure_bag(s.treasury,items.treasure)
end
end
function update_if_different_size(packet_data)
if (inventory_loaded) then
local p = packets.parse('incoming',packet_data)
local s = settings.slotImage
if size_changed(s.inventory.visible,items.enabled_inventory,items.max_inventory,p['Inventory Size'])
or size_changed(s.mogSafe.visible,items.safe.enabled,items.max_safe,p['Safe Size'])
or size_changed(s.mogSafe.visible,items.safe2.enabled,items.max_safe2,p['Safe 2 Size'])
or size_changed(s.mogStorage.visible,items.storage.enabled,items.storage.max,p['Storage Size'])
or size_changed(s.mogLocker.visible,items.enabled_locker,items.max_locker,p['Locker Size'])
or size_changed(s.mogSatchel.visible,items.enabled_satchel,items.max_satchel,p['Satchel Size'])
or size_changed(s.mogSack.visible,items.enabled_sack,items.max_sack,p['Sack Size'])
or size_changed(s.mogCase.visible,items.enabled_case,items.max_case,p['Case Size'])
or size_changed(s.mogWardrobe.visible,items.enabled_wardrobe,items.max_wardrobe,p['Wardrobe Size'])
or size_changed(s.mogWardrobe.visible,items.enabled_wardrobe2,items.max_wardrobe2,p['Wardrobe 2 Size'])
or size_changed(s.mogWardrobe.visible,items.enabled_wardrobe3,items.max_wardrobe3,p['Wardrobe 3 Size'])
or size_changed(s.mogWardrobe.visible,items.enabled_wardrobe4,items.max_wardrobe4,p['Wardrobe 4 Size']) then
refresh_all = true
end
end
end
function size_changed(visible, enabled, current_size, new_size)
return (visible and enabled and ((current_size+1) ~= new_size))
end
function setup_indexes()
current_block = 0
last_column = 1
items = windower.ffxi.get_items()
end
function update_equipment()
if (settings.slotImage.equipment.visible) then
initialize_block()
print_equipment(items.equipment.back)
print_equipment(items.equipment.waist)
print_equipment(items.equipment.legs)
print_equipment(items.equipment.feet)
print_equipment(items.equipment.body)
print_equipment(items.equipment.hands)
print_equipment(items.equipment.left_ring)
print_equipment(items.equipment.right_ring)
print_equipment(items.equipment.head)
print_equipment(items.equipment.neck)
print_equipment(items.equipment.left_ear)
print_equipment(items.equipment.right_ear)
print_equipment(items.equipment.main)
print_equipment(items.equipment.sub)
print_equipment(items.equipment.range)
print_equipment(items.equipment.ammo)
end
end
function update_items()
local s = settings.slotImage
update_bag(s.inventory,items.inventory,items.max_inventory,items.enabled_inventory)
update_bag(s.mogSafe,items.safe,items.max_safe,items.safe.enabled)
update_bag(s.mogSafe,items.safe2,items.max_safe2,items.safe2.enabled)
update_bag(s.mogStorage,items.storage,items.storage.max,items.storage.enabled)
update_bag(s.mogLocker,items.locker,items.max_locker,items.enabled_locker)
update_bag(s.mogSatchel,items.satchel,items.max_satchel,items.enabled_satchel)
update_bag(s.mogSack,items.sack,items.max_sack,items.enabled_sack)
update_bag(s.mogCase,items.case,items.max_case,items.enabled_case)
update_bag(s.mogWardrobe,items.wardrobe,items.max_wardrobe,items.enabled_wardrobe)
update_bag(s.mogWardrobe,items.wardrobe2,items.max_wardrobe2,items.enabled_wardrobe2)
update_bag(s.mogWardrobe,items.wardrobe3,items.max_wardrobe3,items.enabled_wardrobe3)
update_bag(s.mogWardrobe,items.wardrobe4,items.max_wardrobe4,items.enabled_wardrobe4)
update_temp_bag(s.tempInventory,items.temporary)
end
function update_treasure_bag(config,bag)
if (config.visible) then
local treasure_count = count_treasure()
if (treasure_count ~= last_treasure_count) then
initialize_block()
for k, _v in ipairs(slot_images[current_block]) do
slot_images[current_block][k].background:alpha(0)
slot_images[current_block][k].box:alpha(0)
end
for _k, _v in pairs(bag) do
print_slot(settings.slotImage.status.tempItem,config.maxColumns,80)
end
last_treasure_count = treasure_count
end
end
end
function update_bag(config, bag, max, enabled)
if (config.visible and enabled) then
initialize_block()
print_bag(config, bag, max)
end
end
function update_temp_bag(config, bag)
if (config.visible) then
initialize_block()
local occupied_slots = 0
for key=1,bag.max,1 do
if bag[key].count > 0 then
occupied_slots = occupied_slots + 1
end
end
for k, _v in ipairs(slot_images[current_block]) do
slot_images[current_block][k].background:alpha(0)
slot_images[current_block][k].box:alpha(0)
end
for _k=1,occupied_slots,1 do
print_slot(settings.slotImage.status.tempItem,config.maxColumns,bag.max)
end
current_slot = bag.max
current_column = config.maxColumns
update_indexes(config.maxColumns,bag.max)
end
end
function count_treasure()
local count = 0
for _k, _v in pairs(items.treasure) do count = count + 1 end
return count
end
function skip_block_if_enabled(visible,enabled,max_columns,last_index)
if visible and enabled then
initialize_block()
current_slot = last_index
current_column = max_columns
update_indexes(max_columns,last_index)
end
end
function initialize_block()
current_block = current_block + 1
if slot_images[current_block] == nil then
slot_images[current_block] = {}
end
current_slot = 1
current_row = 1
current_column = 1
end
function print_equipment(status)
if (status > 0) then
print_slot(settings.slotImage.status.equipment,settings.slotImage.equipment.maxColumns,MAX_EQUIPMENT_SIZE)
else
print_slot(settings.slotImage.status.empty,settings.slotImage.equipment.maxColumns,MAX_EQUIPMENT_SIZE)
end
end
function print_bag(config, bag, max)
sort_table(bag)
for key=1,max,1 do
if (bag[key].count > 0) then
print_item(config,bag[key],max)
else
print_slot(settings.slotImage.status.empty,config.maxColumns,max)
end
end
end
function sort_table(bag)
if (settings.slotImage.sort) then
table.sort(bag, function(a,b)
if (a.status ~= b.status) then
return a.status > b.status
end
if (a.count > 0 and b.count > 0) then
full_stack_a = res.items[a.id].stack - a.count
full_stack_b = res.items[b.id].stack - b.count
if (full_stack_a ~= full_stack_b) then
return full_stack_a < full_stack_b
end
end
return a.count > b.count
end)
end
end
function print_item(config, item, last_index)
local s = settings.slotImage
if (item.status == DEFAULT_ITEM_STATUS) then
if (item.count == res.items[item.id].stack) then
print_slot(s.status.fullStack,config.maxColumns,last_index)
else
print_slot(s.status.default,config.maxColumns,last_index)
end
elseif (item.status == EQUIPPED_ITEM_STATUS) then
print_slot(s.status.equipped,config.maxColumns,last_index)
elseif (item.status == LINKSHELL_EQUIPPED_ITEM_STATUS) then
print_slot(s.status.linkshellEquipped,config.maxColumns,last_index)
elseif (item.status == BAZAAR_ITEM_STATUS) then
print_slot(s.status.bazaar,config.maxColumns,last_index)
else
print_slot(s.status.empty,config.maxColumns,last_index)
end
end
function print_slot(status, max_columns, last_index)
update_coordinates()
if slot_images[current_block][current_slot] == nil then
slot_images[current_block][current_slot] = {}
end
print_slot_background(status.background.color)
print_slot_box(status.color)
update_indexes(max_columns,last_index)
end
function print_slot_background(slot_color, max_columns, last_index)
local slot_image = slot_images[current_block][current_slot]
local s = settings.slotImage
if slot_image.background == nil then
slot_image.background = images.new(s.background)
slot_image.background:pos(current_x,current_y)
end
slot_image.background:width(s.background.size.width)
slot_image.background:height(s.background.size.height)
slot_image.background:alpha(slot_color.alpha)
slot_image.background:color(slot_color.red,slot_color.green,slot_color.blue)
end
function print_slot_box(slot_color, max_columns, last_index)
local slot_image = slot_images[current_block][current_slot]
local s = settings.slotImage
if slot_image.box == nil then
slot_image.box = images.new(s.box)
slot_image.box:pos(current_x,current_y)
end
slot_image.box:width(s.box.size.width)
slot_image.box:height(s.box.size.height)
slot_image.box:color(slot_color.red,slot_color.green,slot_color.blue)
slot_image.box:alpha(slot_color.alpha)
end
function update_coordinates()
local s = settings.slotImage
current_x = xRes + xBase +
((current_column - 1) * s.spacing) +
((current_block - 1) * s.blockSpacing) +
((last_column - 1) * s.spacing)
current_y = yRes + yBase - ((current_row - 1) * s.spacing)
end
function update_indexes(max_columns, last_index)
if (current_slot % max_columns) == 0 then
if (current_slot == last_index) then
last_column = last_column + current_column
end
current_column = 1
current_row = current_row + 1
else
current_column = current_column + 1
end
current_slot = current_slot + 1
end
function show()
for key,block in ipairs(slot_images) do
for key,slot in ipairs(block) do
slot.background:show()
slot.box:show()
end
end
end
function hide()
for key,block in ipairs(slot_images) do
for key,slot in ipairs(block) do
slot.background:hide()
slot.box:hide()
end
end
end
function clear()
slot_images = {}
end
function is_cutscene(status_id)
return status_id == CUTSCENE_STATUS_ID
end
function toggle_display_if_cutscene(is_cutscene_playing)
if (is_cutscene_playing) and (not is_hidden_by_key) then
is_hidden_by_cutscene = true
hide()
elseif (not is_cutscene_playing) and (not is_hidden_by_key) then
is_hidden_by_cutscene = false
show()
end
end
function toggle_display_if_hide_key_is_pressed(key_pressed, key_down)
if (key_pressed == hideKey) and (key_down) and (is_hidden_by_key) and (not is_hidden_by_cutscene) then
is_hidden_by_key = false
show()
elseif (key_pressed == hideKey) and (key_down) and (not is_hidden_by_key) and (not is_hidden_by_cutscene) then
is_hidden_by_key = true
hide()
end
end
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