starlit  Diff

Differences From Artifact [497adf50ee]:

To Artifact [db0300e682]:


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		table.insert(p, wrapMenu(a.w, a.h, 1.2, 2, m.opts))
	end
	return p
end

local function pptrMatch(a,b)
	if a == nil or b == nil then return false end
	return a.chipID == b.chipID and a.pgmIndex == b.pgmIndex

end

starlit.interface.install(starlit.type.ui {
	id = 'starlit:user-menu';
	pages = {
		compiler = {
			setupState = function(state, user)
................................................................................
					local st = string.format('%s / %s', s.desc(amt, true), s.desc(max))
					table.insert(tb, {kind = 'hztl', padding = 0.25;
						{kind = 'label', w=2, h=barh, text = s.name};
						{kind = 'hbar',  w=4, h=barh, fac = sv, text = st, color=s.color};
					})
				end
				local abilities = {
					{id = 'abl_sprint', label = 'Sprint', img = 'starlit-ui-icon-ability-sprint.png'};


				}

















				table.insert(tb, wrapMenu(6.25,4, 1,2, abilities))


				return starlit.ui.build(tb)


















			end;
		};
		suit = {
			render = function(state, user)
				local suit = user:getSuit()
				local suitDef = suit:def()
				local chipW, chipH = listWrap(suitDef.slots.chips, 5)







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		table.insert(p, wrapMenu(a.w, a.h, 1.2, 2, m.opts))
	end
	return p
end

local function pptrMatch(a,b)
	if a == nil or b == nil then return false end
	return (a.chipID ~= nil and (a.chipID == b.chipID and a.pgmIndex == b.pgmIndex))
       or (a.ref ~= nil and a.ref == b.ref)
end

starlit.interface.install(starlit.type.ui {
	id = 'starlit:user-menu';
	pages = {
		compiler = {
			setupState = function(state, user)
................................................................................
					local st = string.format('%s / %s', s.desc(amt, true), s.desc(max))
					table.insert(tb, {kind = 'hztl', padding = 0.25;
						{kind = 'label', w=2, h=barh, text = s.name};
						{kind = 'hbar',  w=4, h=barh, fac = sv, text = st, color=s.color};
					})
				end
				local abilities = {
					maneuver = {};
					direct = {};
					passive = {};
				}
				state.abilityMap = {}
				for i, a in pairs(user:species().abilities) do
					local id = 'abl_'..a.id;
					state.abilityMap[id] = a;
					table.insert(abilities[a.powerKind], {
						id = id;
						label = a.name;
						desc = a.desc;
						img = a.img;

						-- HACK
						color = pptrMatch(user.power.maneuver, {ref=a}) and
							{hue = 150, sat = 0, lum = .3} or nil;
					});
				end
				for i, n in ipairs {'maneuver', 'direct', 'passive'} do
					if next(abilities[n]) then
						table.insert(tb, wrapMenu(6.25,4, 1,2, abilities[n]))
					end
				end
				return starlit.ui.build(tb)
			end;
			handle = function(state, user, q)
				for k,a in pairs(state.abilityMap) do
					if q[k] then
						if a.powerKind == 'maneuver' then
							if pptrMatch(user.power.maneuver, {ref=a}) then
								user.power.maneuver = nil
							else
								user.power.maneuver = {ref=a}
							end
							user:suitSound 'starlit-configure'
							return true
						elseif a.powerKind == 'direct' then
						elseif a.powerKind == 'passive' then
						else error('bad ability kind ' .. a.powerKind) end
						break
					end
				end
			end;
		};
		suit = {
			render = function(state, user)
				local suit = user:getSuit()
				local suitDef = suit:def()
				local chipW, chipH = listWrap(suitDef.slots.chips, 5)