Static and dynamic positioning of large monster UI are now separated.

This commit is contained in:
GreenComfyTea
2022-02-05 18:45:47 +02:00
parent 2e5a2fdd36
commit 9298c94b1d
17 changed files with 5212 additions and 1624 deletions

View File

@@ -0,0 +1,46 @@
local time_UI = {};
local singletons;
local customization_menu;
local screen;
local config;
local drawing;
function time_UI.draw()
if singletons.quest_manager == nil then
return;
end
local quest_time_elapsed_minutes = singletons.quest_manager:call("getQuestElapsedTimeMin");
if quest_time_elapsed_minutes == nil then
customization_menu.status = "No quest time elapsed minutes";
return;
end
local quest_time_total_elapsed_seconds = singletons.quest_manager:call("getQuestElapsedTimeSec");
if quest_time_total_elapsed_seconds == nil then
customization_menu.status = "No quest time total elapsed seconds";
return;
end
if quest_time_total_elapsed_seconds == 0 then
return;
end
local quest_time_elapsed_seconds = quest_time_total_elapsed_seconds - quest_time_elapsed_minutes * 60;
local position_on_screen = screen.calculate_absolute_coordinates(config.current_config.time_UI.position);
drawing.draw_label(config.current_config.time_UI.time_label, position_on_screen, 1, quest_time_elapsed_minutes, quest_time_elapsed_seconds);
end
function time_UI.init_module()
singletons = require("MHR_Overlay.Game_Handler.singletons");
customization_menu = require("MHR_Overlay.UI.customization_menu");
screen = require("MHR_Overlay.Game_Handler.screen");
config = require("MHR_Overlay.Misc.config");
drawing = require("MHR_Overlay.UI.drawing");
end
return time_UI;