Files
MHR-Overlay/reframework/autorun/MHR_Overlay/UI/drawing.lua
2023-08-05 11:24:26 +03:00

388 lines
11 KiB
Lua

local this = {};
local config;
local utils;
local sdk = sdk;
local tostring = tostring;
local pairs = pairs;
local ipairs = ipairs;
local tonumber = tonumber;
local require = require;
local pcall = pcall;
local table = table;
local string = string;
local Vector3f = Vector3f;
local d2d = d2d;
local math = math;
local json = json;
local log = log;
local fs = fs;
local next = next;
local type = type;
local setmetatable = setmetatable;
local getmetatable = getmetatable;
local assert = assert;
local select = select;
local coroutine = coroutine;
local utf8 = utf8;
local re = re;
local imgui = imgui;
local draw = draw;
local Vector2f = Vector2f;
local reframework = reframework;
local os = os;
local ValueType = ValueType;
local package = package;
this.font = nil;
function this.init_font()
local cached_config = config.current_config.global_settings.UI_font;
this.font = d2d.Font.new(cached_config.family, cached_config.size, cached_config.bold, cached_config.italic);
end
function this.argb_color_to_abgr_color(argb_color)
local alpha = (argb_color >> 24) & 0xFF;
local red = (argb_color >> 16) & 0xFF;
local green = (argb_color >> 8) & 0xFF;
local blue = argb_color & 0xFF;
local abgr_color = 0x1000000 * alpha + 0x10000 * blue + 0x100 * green + red;
return abgr_color;
end
function this.color_to_argb(color)
local alpha = (color >> 24) & 0xFF;
local red = (color >> 16) & 0xFF;
local green = (color >> 8) & 0xFF;
local blue = color & 0xFF;
return alpha, red, green, blue;
end
function this.argb_to_color(alpha, red, green, blue)
return 0x1000000 * alpha + 0x10000 * red + 0x100 * green + blue;
end
function this.limit_text_size(text, size_limit)
if d2d == nil or not config.current_config.global_settings.renderer.use_d2d_if_available or size_limit <= 0 then
return text;
end
local limited_text = text;
while limited_text ~= "..." do
local text_width, text_height = this.font:measure(limited_text);
if text_width < size_limit then
break
else
local old_limited_text = limited_text;
limited_text = utils.unicode.sub(limited_text, 1, -5) .. "...";
if limited_text == old_limited_text then
break
end
end
end
return limited_text;
end
function this.scale_color_opacity(color, scale)
local alpha, red, green, blue = this.color_to_argb(color);
local new_alpha = math.floor(alpha * scale);
if new_alpha < 0 then
new_alpha = 0;
end
if new_alpha > 255 then
new_alpha = 255;
end
return this.argb_to_color(new_alpha, red, green, blue);
end
function this.scale_bar_opacity(bar, scale)
if bar == nil or scale == nil or not bar.visibility then
return;
end
bar.colors.foreground = this.scale_color_opacity(bar.colors.foreground, scale);
bar.colors.background = this.scale_color_opacity(bar.colors.background, scale);
end
function this.scale_label_opacity(label, scale)
if label == nil or scale == nil or not label.visibility then
return;
end
label.color = this.scale_color_opacity(label.color, scale);
label.shadow.color = this.scale_color_opacity(label.shadow.color, scale);
end
function this.draw_label(label, position, opacity_scale, ...)
if label == nil or not label.visibility then
return;
end
local text = string.format(label.text_formatting, table.unpack({...}));
if text == "" then
return;
end
local right_alignment_shift = label.settings.right_alignment_shift;
if right_alignment_shift ~= 0 then
local right_aligment_format = string.format("%%%ds", right_alignment_shift);
text = string.format(right_aligment_format, text);
end
local position_x = position.x + label.offset.x;
local position_y = position.y + label.offset.y;
local use_d2d = d2d ~= nil and config.current_config.global_settings.renderer.use_d2d_if_available;
if label.shadow.visibility then
local new_shadow_color = label.shadow.color;
if opacity_scale < 1 then
new_shadow_color = this.scale_color_opacity(new_shadow_color, opacity_scale);
end
if use_d2d then
d2d.text(this.font, text, position_x + label.shadow.offset.x, position_y + label.shadow.offset.y, new_shadow_color);
else
new_shadow_color = this.argb_color_to_abgr_color(new_shadow_color);
draw.text(text, position_x + label.shadow.offset.x, position_y + label.shadow.offset.y, new_shadow_color);
end
end
local new_color = label.color;
if opacity_scale < 1 then
new_color = this.scale_color_opacity(new_color, opacity_scale);
end
if use_d2d then
d2d.text(this.font, text, position_x, position_y, new_color);
else
new_color = this.argb_color_to_abgr_color(new_color);
draw.text(text, position_x, position_y, new_color);
end
end
function this.draw_bar(bar, position, opacity_scale, percentage)
if bar == nil or not bar.visibility then
return;
end
if percentage > 1 then
percentage = 1;
end
if percentage < 0 then
percentage = 0;
end
local outline_visibility = bar.outline.visibility;
local style = bar.outline.style; -- Inside/Center/Outside
local fill_direction = bar.settings.fill_direction; -- Left to Right/Right to Left/Top to Bottom/Bottom to Top
local outline_thickness = bar.outline.thickness;
if not outline_visibility then
outline_thickness = 0;
end
local half_outline_thickness = outline_thickness / 2;
local outline_offset = bar.outline.offset;
if outline_thickness == 0 then
outline_offset = 0;
end
local half_outline_offset = outline_offset / 2;
local outline_position_x = 0;
local outline_position_y = 0;
local outline_width = 0;
local outline_height = 0;
local position_x = 0;
local position_y = 0;
local width = 0;
local height = 0;
local foreground_width = 0;
local foreground_height = 0;
local background_width = 0;
local background_height = 0;
local foreground_shift_x = 0;
local foreground_shift_y = 0;
local background_shift_x = 0;
local background_shift_y = 0;
if style == "Inside" then
outline_position_x = position.x + bar.offset.x + half_outline_thickness;
outline_position_y = position.y + bar.offset.y + half_outline_thickness;
outline_width = bar.size.width - outline_thickness;
outline_height = bar.size.height - outline_thickness;
position_x = outline_position_x + half_outline_thickness + outline_offset;
position_y = outline_position_y + half_outline_thickness + outline_offset;
width = outline_width - outline_thickness - outline_offset - outline_offset;
height = outline_height - outline_thickness - outline_offset - outline_offset;
elseif style == "Center" then
outline_position_x = position.x + bar.offset.x - half_outline_offset;
outline_position_y = position.y + bar.offset.y - half_outline_offset;
outline_width = bar.size.width + outline_offset;
outline_height = bar.size.height + outline_offset;
position_x = outline_position_x + half_outline_thickness + outline_offset;
position_y = outline_position_y + half_outline_thickness + outline_offset;
width = outline_width - outline_thickness - outline_offset - outline_offset;
height = outline_height - outline_thickness - outline_offset - outline_offset;
else -- Outside
position_x = position.x + bar.offset.x;
position_y = position.y + bar.offset.y;
width = bar.size.width;
height = bar.size.height;
outline_position_x = position_x - half_outline_thickness - outline_offset;
outline_position_y = position_y - half_outline_thickness - outline_offset;
outline_width = width + outline_thickness + outline_offset + outline_offset;
outline_height = height + outline_thickness + outline_offset + outline_offset;
end
if fill_direction == "Right to Left" then
foreground_width = width * percentage;
foreground_height = height;
background_width = width - foreground_width;
background_height = height;
foreground_shift_x = background_width;
elseif fill_direction == "Top to Bottom" then
foreground_width = width;
foreground_height = height * percentage;
background_width = width;
background_height = height - foreground_height;
background_shift_y = foreground_height;
elseif fill_direction == "Bottom to Top" then
foreground_width = width;
foreground_height = height * percentage;
background_width = width;
background_height = height - foreground_height;
foreground_shift_y = background_height;
else -- Left to Right
foreground_width = width * percentage;
foreground_height = height;
background_width = width - foreground_width;
background_height = height;
background_shift_x = foreground_width;
end
local foreground_color = bar.colors.foreground;
local background_color = bar.colors.background;
local outline_color = bar.colors.outline;
if opacity_scale < 1 then
foreground_color = this.scale_color_opacity(foreground_color, opacity_scale);
background_color = this.scale_color_opacity(background_color, opacity_scale);
outline_color = this.scale_color_opacity(outline_color, opacity_scale);
end
local use_d2d = d2d ~= nil and config.current_config.global_settings.renderer.use_d2d_if_available;
-- background
if background_width ~= 0 then
if use_d2d then
d2d.fill_rect(position_x + background_shift_x, position_y + background_shift_y, background_width, background_height, background_color);
else
background_color = this.argb_color_to_abgr_color(background_color);
draw.filled_rect(position_x + background_shift_x, position_y + background_shift_y, background_width, background_height, background_color)
end
end
-- foreground
if foreground_width ~= 0 then
if use_d2d then
d2d.fill_rect(position_x + foreground_shift_x, position_y + foreground_shift_y, foreground_width, foreground_height, foreground_color);
else
foreground_color = this.argb_color_to_abgr_color(foreground_color);
draw.filled_rect(position_x + foreground_shift_x, position_y + foreground_shift_y, foreground_width, foreground_height, foreground_color)
end
end
-- outline
if outline_thickness ~= 0 then
if use_d2d then
d2d.outline_rect(outline_position_x, outline_position_y, outline_width, outline_height, outline_thickness, outline_color);
else
outline_color = this.argb_color_to_abgr_color(outline_color);
draw.outline_rect(outline_position_x, outline_position_y, outline_width, outline_height, outline_color);
end
end
end
function this.draw_capture_line(health_UI, position, opacity_scale, percentage)
if health_UI == nil or not health_UI.visibility or health_UI.bar == nil or not health_UI.bar.visibility or
health_UI.bar.capture_line == nil or not health_UI.bar.capture_line.visibility or percentage >= 1 or percentage <= 0 then
return;
end
local position_x =
position.x + health_UI.bar.offset.x + health_UI.bar.capture_line.offset.x + health_UI.bar.size.width * percentage;
local position_y = position.y + health_UI.bar.offset.y + health_UI.bar.capture_line.offset.y;
local color = health_UI.bar.capture_line.color;
if opacity_scale < 1 then
color = this.scale_color_opacity(color, opacity_scale);
end
local use_d2d = d2d ~= nil and config.current_config.global_settings.renderer.use_d2d_if_available;
if use_d2d then
d2d.fill_rect(position_x, position_y, health_UI.bar.capture_line.size.width, health_UI.bar.capture_line.size.height,
color);
else
color = this.argb_color_to_abgr_color(color);
draw.filled_rect(position_x, position_y, health_UI.bar.capture_line.size.width,
health_UI.bar.capture_line.size.height, color)
end
end
function this.init_dependencies()
config = require("MHR_Overlay.Misc.config");
utils = require("MHR_Overlay.Misc.utils");
end
function this.init_module()
end
return this;