Deponia Based Sliding Interface (CMS)
Name | Type | By |
---|---|---|
Deponia Based Sliding Interface | Definition | AFRLme |
This script allows you to slide interfaces in - or out - from any direction, on hover or via the mouse wheel.
* this page is a work in progress *
Instructions
1. Add the main script to the Visionaire Studio Script Editor & set the script as a definition script.
2. Replace inventory with whatever name you gave your interface; names are case sensitive.
local getInterface = getObject("Interfaces[add interface name here]")
3a. Edit minOffset x & y values; these should reflect initial starting point of the interface.
local minOffset = {x = 0, y = 0}
3b. Edit maxOffset x & y values; these should reflect the destination position for the interface.
local maxOffset = {x = 0, y = 0}
3c. Edit mwOffset value; this should reflect the overlap amount of the interface from screen edge - to hide interface on mouse wheel mode; set 0 to keep overlap.
local mwOffset = 0
4a. Edit inSpeed value; this controls the amount of pixels[squares] the interface should move by on close.
local inSpeed = 1
4b. Edit outSpeed value; this controls the amount of pixels[squares] the interface should move by on open.
local outSpeed = 2
5. Edit slideDirection value; this determines which direction the interface should slide from.
local slideDirection = 1 -- from left
local slideDirection = 2 -- from top
local slideDirection = 3 -- from right
local slideDirection = 4 -- from bottom
5. ...
Main Script
--[[
Deponia Based Sliding Interface [v3] (18/03/2013)
Written by AFRLme [Lee Clarke]
-- + --
alternatingfrequencies@hotmail.com | skype @ AFRLme
-- + --
This script is donation optional. In game credit is non-negotiable.
You are free to: ¹ use it in your game(s). ² modify the script.
Do not remove - or edit - this comment block.
--]]
-- * local variables * --
local getInterface = getObject("Interfaces[inventory]") -- stores interface into a variable (replace "inventory" with your interface name)
local minOffset = {x = 0, y = 0} -- replace min offset values with current x,y absolute position of your interface
local maxOffset = {x = 0, y = 0} -- replace max offset values with the x,y values that you want the interface to slide to
local mwOffset = 0 -- this should be same value or slightly larger than the overlap amount of minOffset
local checkOffset = getInterface:getPoint(VInterfaceOffset) -- stores current position of interface on start
local inSpeed = 1 -- replace "1" with x number of squares you want interface to move back to start position on each loop
local outSpeed = 2 -- replace "2" with x number of squares you want interface to move to max position on each loop
local slideDirection = 1 -- set direction interface should slide from (1 = left, 2 = top, 3 = right, 4 = bottom)
local mwUp = 0 -- this controls if mouse wheel up or down has been executed; by default "0" = nil (!important: do not edit)
-- * function that moves the linked interface * --
function intSlide()
conds = {} -- create a blank table called "conds" ...
conds["_temporary_"] = "" -- sets table to temporary; in other words: no data is stored in VS save games!
conds[1] = getObject("Conditions[slide?]"):getBool(VConditionValue) -- check condition of "slide?"
conds[2] = getObject("Conditions[mwheel?]"):getBool(VConditionValue) -- check condition of "mwheel?"
-- * let's create the on mouse over code * --
if conds[1] and not conds[2] then -- check if "slide?" = true & "mwheel?" = false
if mwUp ~= 0 then mwUp = 0 end -- check if mouse wheel is active; if it is, then set inactive
-- * let's slide the x position of the interface based on slideDirection (out) * --
if (slideDirection == 1 or slideDirection == 2) and checkOffset.x < maxOffset.x then checkOffset.x = checkOffset.x + outSpeed setIntPos() end
if (slideDirection == 1 or slideDirection == 2) and checkOffset.x > maxOffset.x then checkOffset.x = maxOffset.x setIntPos() end
if (slideDirection == 3 or slideDirection == 4) and checkOffset.x > maxOffset.x then checkOffset.x = checkOffset.x - outSpeed setIntPos() end
if (slideDirection == 3 or slideDirection == 4) and checkOffset.x < maxOffset.x then checkOffset.x = maxOffset.x setIntPos() end
-- * let's slide the y position of the interface based on SlideDirection (out) * --
if (slideDirection == 1 or slideDirection == 2) and checkOffset.y < maxOffset.y then checkOffset.y = checkOffset.y + outSpeed setIntPos() end
if (slideDirection == 1 or slideDirection == 2) and checkOffset.y > maxOffset.y then checkOffset.y = maxOffset.y setIntPos() end
if (slideDirection == 3 or slideDirection == 4) and checkOffset.y > maxOffset.y then checkOffset.y = checkOffset.y - outSpeed setIntPos() end
if (slideDirection == 3 or slideDirection == 4) and checkOffset.y < maxOffset.y then checkOffset.y = maxOffset.y setIntPos() end
elseif not conds[1] and not conds[2] then
if mwUp ~= 0 then mwUp = 0 end -- check if mouse wheel is active; if it is, then set inactive
-- * let's slide the x position of the interface based on slideDirection (in) * --
if (slideDirection == 1 or slideDirection == 2) and checkOffset.x > minOffset.x then checkOffset.x = checkOffset.x - inSpeed setIntPos() end
if (slideDirection == 1 or slideDirection == 2) and checkOffset.x < minOffset.x then checkOffset.x = minOffset.x setIntPos() end
if (slideDirection == 3 or slideDirection == 4) and checkOffset.x < minOffset.x then checkOffset.x = checkOffset.x + inSpeed setIntPos() end
if (slideDirection == 3 or slideDirection == 4) and checkOffset.x > minOffset.x then checkOffset.x = minOffset.x setIntPos() end
-- * let's slide the y position of the interface based on SlideDirection (in) * --
if (slideDirection == 1 or slideDirection == 2) and checkOffset.y > minOffset.y then checkOffset.y = checkOffset.y - inSpeed setIntPos() end
if (slideDirection == 1 or slideDirection == 2) and checkOffset.y < minOffset.y then checkOffset.y = minOffset.y setIntPos() end
if (slideDirection == 3 or slideDirection == 4) and checkOffset.y < minOffset.y then checkOffset.y = checkOffset.y + inSpeed setIntPos() end
if (slideDirection == 3 or slideDirection == 4) and checkOffset.y > minOffset.y then checkOffset.y = minOffset.y setIntPos() end
end
-- * let's create the mouse wheel code * --
if not conds[1] and mwUp == 1 then -- check if mouse wheel up has been rotated
-- * let's slide the x position of the interface based on slideDirection (out) * --
if (slideDirection == 1 or slideDirection == 2) and checkOffset.x < maxOffset.x then checkOffset.x = checkOffset.x + outSpeed setIntPos() end
if (slideDirection == 1 or slideDirection == 2) and checkOffset.x > maxOffset.x then checkOffset.x = maxOffset.x setIntPos() end
if (slideDirection == 3 or slideDirection == 4) and checkOffset.x > maxOffset.x then checkOffset.x = checkOffset.x - outSpeed setIntPos() end
if (slideDirection == 3 or slideDirection == 4) and checkOffset.x < maxOffset.x then checkOffset.x = maxOffset.x setIntPos() end
-- * let's slide the y position of the interface based on SlideDirection (out) * --
if (slideDirection == 1 or slideDirection == 2) and checkOffset.y < maxOffset.y then checkOffset.y = checkOffset.y + outSpeed setIntPos() end
if (slideDirection == 1 or slideDirection == 2) and checkOffset.y > maxOffset.y then checkOffset.y = maxOffset.y setIntPos() end
if (slideDirection == 3 or slideDirection == 4) and checkOffset.y > maxOffset.y then checkOffset.y = checkOffset.y - outSpeed setIntPos() end
if (slideDirection == 3 or slideDirection == 4) and checkOffset.y < maxOffset.y then checkOffset.y = maxOffset.y setIntPos() end
end
if not conds[1] and mwUp == 2 then -- check if mouse wheel down has been rotated
-- * let's slide the x position of the interface based on slideDirection (in) * --
if slideDirection == 1 and checkOffset.x > minOffset.x - mwOffset then checkOffset.x = checkOffset.x - inSpeed setIntPos() end
if slideDirection == 1 and checkOffset.x < minOffset.x - mwOffset then checkOffset.x = minOffset.x - mwOffset setIntPos() end
if slideDirection == 2 and checkOffset.x > minOffset.x then checkOffset.x = checkOffset.x - inSpeed setIntPos() end
if slideDirection == 2 and checkOffset.x < minOffset.x then checkOffset.x = minOffset.x setIntPos() end
if slideDirection == 3 and checkOffset.x < minOffset.x + mwOffset then checkOffset.x = checkOffset.x + inSpeed setIntPos() end
if slideDirection == 3 and checkOffset.x > minOffset.x + mwOffset then checkOffset.x = minOffset.x + mwOffset setIntPos() end
if slideDirection == 4 and checkOffset.x < minOffset.x then checkOffset.x = checkOffset.x + inSpeed setIntPos() end
if slideDirection == 4 and checkOffset.x > minOffset.x then checkOffset.x = minOffset.x setIntPos() end
-- * let's slide the y position of the interface based on SlideDirection (in) * --
if slideDirection == 1 and checkOffset.y > minOffset.y then checkOffset.y = checkOffset.y - inSpeed setIntPos() end
if slideDirection == 1 and checkOffset.y < minOffset.y then checkOffset.y = minOffset.y setIntPos() end
if slideDirection == 2 and checkOffset.y > minOffset.y - mwOffset then checkOffset.y = checkOffset.y - inSpeed setIntPos() end
if slideDirection == 2 and checkOffset.y < minOffset.y - mwOffset then checkOffset.y = minOffset.y - mwOffset setIntPos() end
if slideDirection == 3 and checkOffset.y < minOffset.y then checkOffset.y = checkOffset.y + inSpeed setIntPos() end
if slideDirection == 3 and checkOffset.y > minOffset.y then checkOffset.y = minOffset.y setIntPos() end
if slideDirection == 4 and checkOffset.y < minOffset.y + mwOffset then checkOffset.y = checkOffset.y + inSpeed setIntPos() end
if slideDirection == 4 and checkOffset.y > minOffset.y + mwOffset then checkOffset.y = minOffset.y + mwOffset setIntPos() end
end
end -- end intSlide()
-- * updates the current position of the interface * --
function setIntPos()
getInterface:setValue(VInterfaceOffset, checkOffset)
end
-- * let's check if mouse wheel mode = true; if true then hide the interface else overlap interface slightly * --
function mwMode()
if conds[2] then
if slideDirection == 1 then checkOffset = {x = minOffset.x - mwOffset, y = minOffset.y} setIntPos() end
if slideDirection == 2 then checkOffset = {x = minOffset.x, y = minOffset.y - mwOffset} setIntPos() end
if slideDirection == 3 then checkOffset = {x = minOffset.x + mwOffset, y = minOffset.y} setIntPos() end
if slideDirection == 4 then checkOffset = {x = minOffset.x, y = minOffset.y + mwOffset} setIntPos() end
else
checkOffset = {x = minOffset.x, y = minOffset.y}
setIntPos()
end
end
Event Script
-- * this is the mainLoop event function (all loop events & functions for looping should be added or linked here) * --
function onMainLoop()
intSlide() -- loop the function which checks if interface should be sliding in, out or at default position!
end
-- * this is the mouse event listener! (all mouse events & functions should be added or linked here) * --
function onMouseEvent(eventType)
if not getObject("Conditions[mwtoggle?]"):getBool(VConditionValue) then -- if toggle is false then set default
if eventType == eEvtMouseWheelUp then mwUp = 1 end
if eventType == eEvtMouseWheelDown then mwUp = 2 end
else -- inverse mouse wheel
if eventType == eEvtMouseWheelUp then mwUp = 2 end
if eventType == eEvtMouseWheelDown then mwUp = 1 end
end
end
-- * let's create the mouse event listener! * --
registerEventHandler("mouseEvent", "onMouseEvent", {eEvtMouseWheelUp, eEvtMouseWheelDown})
-- * let's create the loop event handler! * --
registerEventHandler("mainLoop", "onMainLoop")