-- Inherited from Vdo_base_object
Vdo_qte_key = Vdo_base_object:new_base()
local HUD_QTE_ANIM_NONE = -1
local HUD_QTE_ANIM_MASH_STANDARD = 0
local HUD_QTE_ANIM_MASH_FAST = 1
HUD_QTE_KEY_ARROW_N = 1
HUD_QTE_KEY_ARROW_E = 2
HUD_QTE_KEY_ARROW_S = 3
HUD_QTE_KEY_ARROW_W = 4
local HUD_QTE_ARROW_DIRECTION_ROTATIONS = {
[HUD_QTE_KEY_ARROW_N] = 0,
[HUD_QTE_KEY_ARROW_E] = 90 * DEG_TO_RAD,
[HUD_QTE_KEY_ARROW_S] = 180 * DEG_TO_RAD,
[HUD_QTE_KEY_ARROW_W] = 270 * DEG_TO_RAD,
}
function Vdo_qte_key:init()
self.key_off_handles = {}
local key_off_grp_h = vint_object_find("key_off_grp", self.handle)
local key_on_grp_h = vint_object_find("key_on_grp", self.handle)
local key_glow_grp_h = vint_object_find("key_glow_grp", self.handle)
self.key_off_grp_h = key_off_grp_h
self.key_on_grp_h = key_on_grp_h
self.key_glow_grp_h = key_glow_grp_h
self.key_off_w_h = vint_object_find("key_w", key_off_grp_h)
self.key_off_m_h = vint_object_find("key_m", key_off_grp_h)
self.key_off_e_h = vint_object_find("key_e", key_off_grp_h)
self.key_on_w_h = vint_object_find("key_w", key_on_grp_h)
self.key_on_m_h = vint_object_find("key_m", key_on_grp_h)
self.key_on_e_h = vint_object_find("key_e", key_on_grp_h)
self.key_glow_w_h = vint_object_find("key_w", key_glow_grp_h)
self.key_glow_m_h = vint_object_find("key_m", key_glow_grp_h)
self.key_glow_e_h = vint_object_find("key_e", key_glow_grp_h)
self.success_base_h = vint_object_find("success_base_grp", self.handle)
self.success_base_w_h = vint_object_find("success_key_w", self.success_base_h)
self.success_base_m_h = vint_object_find("success_key_m", self.success_base_h)
self.success_base_e_h = vint_object_find("success_key_e", self.success_base_h)
self.key_arrow_grp_h = vint_object_find("key_arrow_grp", self.handle)
self.width = 0
self.mash_fast_anim_h = vint_object_find("mash_fast_anim", self.handle)
self.arrow_anim_h = vint_object_find("arrow_anim", self.handle)
vint_set_property(self.mash_fast_anim_h, "target_handle", self.handle)
vint_set_property(self.arrow_anim_h, "target_handle", self.handle)
self.success_clones = {}
self.success_anim_clones = {}
self:mash(HUD_QTE_ANIM_NONE)
end
function Vdo_qte_key:cleanup()
end
function Vdo_qte_key:set_text(text_tag)
local key_txt_h = vint_object_find("key_txt", self.handle)
vint_set_property(key_txt_h, "text_tag", text_tag)
vint_set_property(key_txt_h, "scale", 1.0, 1.0)
local width, height = element_get_actual_size(key_txt_h)
local width_max = 226
local width_min = 20
width = max(width, width_min)
--keep a min width on everything...
if width < 50 then
width = 30
vint_set_property(key_txt_h, "anchor", 40, -1)
else
vint_set_property(key_txt_h, "anchor", (width)*.5 + 25, -1)
end
if width > width_max then
local scale = width_max/width
vint_set_property(key_txt_h, "scale", scale, scale)
width = width * scale
end
width = width + 35
self:resize(width)
end
function Vdo_qte_key:resize(width)
--self.key_off_handles.key_w
--Expand the center using source_se.x, source_se.y
---self.key_off_w_h
--self.key_off_m_h
--self.key_off_e_h
local source_se_x, source_se_y = vint_get_property(self.key_off_m_h, "source_se")
vint_set_property(self.key_off_m_h, "source_se", width, source_se_y)
vint_set_property(self.key_on_m_h, "source_se", width, source_se_y)
--Move Right Side
local x, y = vint_get_property(self.key_off_e_h, "anchor")
vint_set_property(self.key_off_e_h, "anchor", width - 40, y)
vint_set_property(self.key_on_e_h, "anchor", width - 40, y)
--Build Glow...
local glow_m_width, glow_m_height = element_get_actual_size(self.key_glow_m_h)
element_set_actual_size(self.key_glow_m_h, width - 19, glow_m_height)
local x, y = vint_get_property(self.key_glow_e_h, "anchor")
vint_set_property(self.key_glow_e_h, "anchor", width, y)
--This stuff works...
local inverse_start_scale = 1.669
local center_width = (width * inverse_start_scale) - 50
local center_offset = 10
vint_set_property(self.success_base_m_h, "scale", 1.0, 1.0)
local success_m_width, success_m_height = element_get_actual_size(self.success_base_m_h)
element_set_actual_size(self.success_base_m_h, center_width, success_m_height)
local x, y = vint_get_property(self.success_base_w_h, "anchor")
vint_set_property(self.success_base_w_h, "anchor", -center_width * 0.5 , y)
local x, y = vint_get_property(self.success_base_e_h, "anchor")
vint_set_property(self.success_base_e_h, "anchor", center_width * 0.5 , y)
local success_center_grp_h = vint_object_find("success_center_grp", self.success_base_h)
local x, y = vint_get_property(success_center_grp_h, "anchor")
local x = ((width ) * 0.5) + center_offset
vint_set_property(success_center_grp_h, "anchor", x, y)
vint_set_property(success_center_grp_h, "scale", 0.65, 0.65)
vint_set_property(success_center_grp_h, "alpha", 0)
--Store width with extra padding and it centers nicely.
self.width = width + 18
end
function Vdo_qte_key:get_width()
return self.width
end
function Vdo_qte_key:mash(mash_type)
--Always stop any mashing...
vint_set_property(self.key_off_grp_h, "alpha", 1)
vint_set_property(self.key_on_grp_h, "alpha", 0)
vint_set_property(self.key_glow_grp_h, "alpha", 0)
self.mash_type = mash_type
if mash_type == HUD_QTE_ANIM_NONE then
vint_set_property(self.mash_fast_anim_h,"is_paused", true)
vint_set_property(self.arrow_anim_h, "is_paused", true)
vint_set_property(self.key_arrow_grp_h, "visible", false)
return
elseif mash_type == HUD_QTE_ANIM_MASH_STANDARD or mash_type == HUD_QTE_ANIM_MASH_FAST then
lua_play_anim(self.mash_fast_anim_h)
lua_play_anim(self.arrow_anim_h)
vint_set_property(self.key_arrow_grp_h, "visible", self.arrows_are_visible)
end
end
function Vdo_qte_key:show_arrows(is_visible)
if self.mash_type == HUD_QTE_ANIM_NONE then
vint_set_property(self.key_arrow_grp_h, "visible", false)
else
vint_set_property(self.key_arrow_grp_h, "visible", is_visible)
end
self.arrows_are_visible = is_visible
end
function Vdo_qte_key:set_arrow_direction(direction)
if self.width == 0 then
return
end
local x, y
if direction == HUD_QTE_KEY_ARROW_N then
x = self.width * .5
y = -37.0
elseif direction == HUD_QTE_KEY_ARROW_E then
x = self.width + 5
y = 0
elseif direction == HUD_QTE_KEY_ARROW_S then
x = self.width * .5
y = 37.0
elseif direction == HUD_QTE_KEY_ARROW_W then
x = - 5
y = 0
end
vint_set_property(self.key_arrow_grp_h, "anchor", x, y)
local angle = HUD_QTE_ARROW_DIRECTION_ROTATIONS[direction]
vint_set_property(self.key_arrow_grp_h, "rotation", angle)
end
function Vdo_qte_key:success(is_success)
if #self.success_clones ~= 0 then
for i = 1, #self.success_clones do
vint_object_destroy(self.success_clones[i])
vint_object_destroy(self.success_anim_clones[i])
end
self.success_clones = {}
self.success_anim_clones = {}
end
if is_success then
--create mouse success items
for i = 1, 4 do
self.success_clones[i] = vint_object_clone(self.success_base_h)
self.success_anim_clones[i] = vint_object_clone(vint_object_find("success_anim"))
vint_set_property(self.success_anim_clones[i], "target_handle", self.success_clones[i])
lua_play_anim(self.success_anim_clones[i], (i - 1) * .1)
end
vint_set_property(self.key_on_grp_h, "visible", false)
else
vint_set_property(self.key_on_grp_h, "visible", true)
end
end