mirror of
https://github.com/jimathy/jim_bridge.git
synced 2026-08-17 05:56:02 +01:00
Enhance built in ui_modules to support RedM
This commit is contained in:
@@ -125,13 +125,14 @@ function progressBar(data)
|
|||||||
|
|
||||||
elseif Config.System.ProgressBar == "red" then
|
elseif Config.System.ProgressBar == "red" then
|
||||||
-- Currently only uses jim-redui if you choose this option
|
-- Currently only uses jim-redui if you choose this option
|
||||||
if exports["jim-redui"]:progressBar({
|
if exports["jim_bridge"]:redProgressBar({
|
||||||
label = data.label,
|
label = data.label,
|
||||||
time = debugMode and 1000 or data.time,
|
time = debugMode and 1000 or data.time,
|
||||||
dict = data.dict,
|
dict = data.dict,
|
||||||
anim = data.anim,
|
anim = data.anim,
|
||||||
flag = data.flag or 32,
|
flag = data.flag or 32,
|
||||||
task = data.task,
|
task = data.task,
|
||||||
|
disableMovement = true,
|
||||||
cancel = true,
|
cancel = true,
|
||||||
}) then
|
}) then
|
||||||
result = true
|
result = true
|
||||||
@@ -140,73 +141,21 @@ function progressBar(data)
|
|||||||
end
|
end
|
||||||
|
|
||||||
elseif Config.System.ProgressBar == "gta" then
|
elseif Config.System.ProgressBar == "gta" then
|
||||||
loadTextureDict("timerbars")
|
if exports["jim_bridge"]:gtaProgressBar({
|
||||||
if inProgress then return false end
|
label = data.label,
|
||||||
inProgress = true
|
time = debugMode and 1000 or data.time,
|
||||||
local wait = debugMode and 1000 or data.time
|
dict = data.dict,
|
||||||
local endTime = GetGameTimer() + wait
|
anim = data.anim,
|
||||||
local ped = PlayerPedId()
|
flag = data.flag or 32,
|
||||||
|
task = data.task,
|
||||||
-- Setup Animation/Task if specified
|
disableMovement = true,
|
||||||
if data.dict then
|
cancel = true,
|
||||||
playAnim(data.dict, data.anim, -1, data.flag or 32)
|
}) then
|
||||||
elseif data.task then
|
result = true
|
||||||
TaskStartScenarioInPlace(ped, data.task, -1, true)
|
else
|
||||||
|
result = false
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Progress bar rendering loop
|
|
||||||
CreateThread(function()
|
|
||||||
while GetGameTimer() < endTime and inProgress do
|
|
||||||
Wait(0)
|
|
||||||
local elapsed = GetGameTimer()
|
|
||||||
local percentage = ((elapsed - (endTime - wait)) / wait) * 100
|
|
||||||
|
|
||||||
-- Convert to segmented progress (assuming 5 segments here)
|
|
||||||
local segments = 5 -- Number of segments in the bar
|
|
||||||
local segmentProgress = {}
|
|
||||||
local progressPerSegment = 100 / segments
|
|
||||||
|
|
||||||
for i = 1, segments do
|
|
||||||
local segmentStart = (i - 1) * progressPerSegment
|
|
||||||
local segmentEnd = i * progressPerSegment
|
|
||||||
if percentage >= segmentEnd then
|
|
||||||
segmentProgress[i] = 100
|
|
||||||
elseif percentage <= segmentStart then
|
|
||||||
segmentProgress[i] = 0
|
|
||||||
else
|
|
||||||
segmentProgress[i] = ((percentage - segmentStart) / progressPerSegment) * 100
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
percentage = percentage >= 100 and 100 or percentage
|
|
||||||
-- Draw your segmented progress bar
|
|
||||||
ShowGTAProgressBar(segmentProgress, data.label, ("%.0f%%"):format(percentage))
|
|
||||||
|
|
||||||
-- Controls to disable during progress
|
|
||||||
DisablePlayerFiring(ped, true)
|
|
||||||
DisableControlAction(0, 25, true) -- Disable aim
|
|
||||||
DisableControlAction(0, 21, true) -- Disable sprint
|
|
||||||
DisableControlAction(0, 30, true) -- Disable move left/right
|
|
||||||
DisableControlAction(0, 31, true) -- Disable move forward/back
|
|
||||||
DisableControlAction(0, 36, true) -- Disable stealth
|
|
||||||
|
|
||||||
if data.cancel and (IsControlJustReleased(0, 202) or IsControlJustReleased(0, 177) or IsControlJustReleased(0, 73)) then
|
|
||||||
inProgress = false
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end)
|
|
||||||
|
|
||||||
-- Wait for completion or cancel
|
|
||||||
while GetGameTimer() < endTime and inProgress do
|
|
||||||
Wait(100)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- Cleanup animations/tasks
|
|
||||||
if data.dict then stopAnim(data.dict, data.anim, ped) end
|
|
||||||
ClearPedTasks(ped)
|
|
||||||
|
|
||||||
result = inProgress
|
|
||||||
inProgress = false
|
|
||||||
end
|
end
|
||||||
|
|
||||||
while result == nil do
|
while result == nil do
|
||||||
@@ -235,51 +184,6 @@ function progressBar(data)
|
|||||||
return result
|
return result
|
||||||
end
|
end
|
||||||
|
|
||||||
function ShowGTAProgressBar(currentProg, title, level)
|
|
||||||
local loc = vec2(0.37, 0.90)
|
|
||||||
local size = vec2(0.3, 0.03)
|
|
||||||
|
|
||||||
-- Draw background box
|
|
||||||
DrawSprite("timerbars", "all_black_bg", loc.x +0.028, loc.y-0.01, 0.15, 0.07, 0.0, 255, 255, 255, 255)
|
|
||||||
DrawSprite("timerbars", "all_black_bg", loc.x +0.170, loc.y-0.01, 0.15, 0.07, 180.0, 255, 255, 255, 255)
|
|
||||||
|
|
||||||
SetTextFont(0)
|
|
||||||
SetTextProportional(1)
|
|
||||||
SetTextScale(0.35, 0.35)
|
|
||||||
SetTextColour(255, 255, 255, 255)
|
|
||||||
SetTextDropshadow(0, 0, 0, 0, 255)
|
|
||||||
SetTextDropShadow()
|
|
||||||
SetTextOutline()
|
|
||||||
SetTextEntry("STRING")
|
|
||||||
AddTextComponentString(title)
|
|
||||||
DrawText(loc.x - size.x / 4 + 0.074, loc.y - 0.034) -- Adjust text position
|
|
||||||
|
|
||||||
SetTextFont(0)
|
|
||||||
SetTextProportional(1)
|
|
||||||
SetTextScale(0.35, 0.25)
|
|
||||||
SetTextColour(255, 255, 255, 255)
|
|
||||||
SetTextEntry("STRING")
|
|
||||||
AddTextComponentString(level)
|
|
||||||
DrawText(loc.x - size.x / 4 + 0.246, loc.y - 0.030) -- Right-aligned additional text
|
|
||||||
|
|
||||||
local segmentWidth = (size.x + 0.05) / (#currentProg * 2) -- Divide the total width by 18 (9 segments * 2 gaps for each)
|
|
||||||
local gap = segmentWidth / #currentProg -- Smaller gap between segments
|
|
||||||
|
|
||||||
for i = 1, #currentProg do
|
|
||||||
local segmentX = (loc.x - size.x / 4 ) + 0.075 + (i - 1) * (segmentWidth + gap)
|
|
||||||
local fillPercentage = currentProg[i]
|
|
||||||
local progressBarWidth = segmentWidth * (fillPercentage / 100)
|
|
||||||
|
|
||||||
-- Semi-transparent background for each segment
|
|
||||||
DrawRect(segmentX + segmentWidth / 2, loc.y, segmentWidth, size.y / 3.4, 100, 100, 100, 255)
|
|
||||||
|
|
||||||
-- Filling progress for each segment
|
|
||||||
if progressBarWidth > 0 then
|
|
||||||
DrawRect(segmentX + progressBarWidth / 2, loc.y, progressBarWidth, size.y / 3.4, 93, 182, 229, 255) -- Blue progress
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
|
||||||
|
|
||||||
--- Stops the current progress bar.
|
--- Stops the current progress bar.
|
||||||
---
|
---
|
||||||
--- This function cancels the progress bar based on the configured progress bar system, handling any necessary cleanup.
|
--- This function cancels the progress bar based on the configured progress bar system, handling any necessary cleanup.
|
||||||
@@ -289,7 +193,7 @@ function stopProgressBar()
|
|||||||
elseif Config.System.ProgressBar == "qb" then
|
elseif Config.System.ProgressBar == "qb" then
|
||||||
TriggerEvent("progressbar:client:cancel")
|
TriggerEvent("progressbar:client:cancel")
|
||||||
elseif Config.System.ProgressBar == "gta" or Config.System.ProgressBar == "red" then
|
elseif Config.System.ProgressBar == "gta" or Config.System.ProgressBar == "red" then
|
||||||
inProgress = false
|
exports["jim_bridge"]:stopProgressBar()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|||||||
@@ -2,13 +2,15 @@ local notifications = {}
|
|||||||
local spacing = 60 -- vertical spacing between notifications
|
local spacing = 60 -- vertical spacing between notifications
|
||||||
local activeDrawing = false -- flag for drawing loop state
|
local activeDrawing = false -- flag for drawing loop state
|
||||||
|
|
||||||
if not HasStreamedTextureDictLoaded("timerbars") then
|
local function loadTextureDict(dict)
|
||||||
while not HasStreamedTextureDictLoaded("timerbars") do
|
if not HasStreamedTextureDictLoaded(dict) then
|
||||||
RequestStreamedTextureDict("timerbars")
|
while not HasStreamedTextureDictLoaded(dict) do RequestStreamedTextureDict(dict) Wait(5) end
|
||||||
Wait(5)
|
end
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
--- GTA Section ---
|
||||||
|
|
||||||
local notifTypes = {
|
local notifTypes = {
|
||||||
success = "✔️",
|
success = "✔️",
|
||||||
error = "❌",
|
error = "❌",
|
||||||
@@ -35,12 +37,13 @@ function gtaNotify(title, message, emoji, src)
|
|||||||
-- This allows it to be silent until the first notifcation is called, then the loop starts
|
-- This allows it to be silent until the first notifcation is called, then the loop starts
|
||||||
if not activeDrawing then
|
if not activeDrawing then
|
||||||
activeDrawing = true
|
activeDrawing = true
|
||||||
StartDrawingLoop()
|
StartGTADrawingLoop()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Drawing loop as a separate controlled thread
|
-- Drawing loop as a separate controlled thread
|
||||||
function StartDrawingLoop()
|
function StartGTADrawingLoop()
|
||||||
|
--loadTextureDict("timerbars")
|
||||||
CreateThread(function()
|
CreateThread(function()
|
||||||
while #notifications > 0 do
|
while #notifications > 0 do
|
||||||
local currentTime = GetGameTimer()
|
local currentTime = GetGameTimer()
|
||||||
@@ -87,14 +90,14 @@ function StartDrawingLoop()
|
|||||||
if not notif.title or notif.title == "" then
|
if not notif.title or notif.title == "" then
|
||||||
moveMessage = true
|
moveMessage = true
|
||||||
else
|
else
|
||||||
drawNotiText(8, 0.4, vec2(0.75, 0.975), notif.title, vec2(posX, posY))
|
drawGTANotiText(8, 0.4, vec2(0.75, 0.975), notif.title, vec2(posX, posY))
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Message text
|
-- Message text
|
||||||
drawNotiText(4, 0.3, vec2(0.75, 0.975), notif.message, vec2(posX, posY + (moveMessage and 0.015 or 0.03)))
|
drawGTANotiText(4, 0.3, vec2(0.75, 0.975), notif.message, vec2(posX, posY + (moveMessage and 0.015 or 0.03)))
|
||||||
|
|
||||||
-- Emoji
|
-- Emoji
|
||||||
drawNotiText(0, 0.3, vec2(0.75, 0.995), notif.emoji, vec2(posX, posY + 0.015))
|
drawGTANotiText(0, 0.3, vec2(0.75, 0.995), notif.emoji, vec2(posX, posY + 0.015))
|
||||||
|
|
||||||
::continue::
|
::continue::
|
||||||
end
|
end
|
||||||
@@ -104,7 +107,7 @@ function StartDrawingLoop()
|
|||||||
end)
|
end)
|
||||||
end
|
end
|
||||||
|
|
||||||
function drawNotiText(font, scale, wrap, string, pos)
|
function drawGTANotiText(font, scale, wrap, string, pos)
|
||||||
SetTextFont(font)
|
SetTextFont(font)
|
||||||
SetTextScale(scale, scale)
|
SetTextScale(scale, scale)
|
||||||
SetTextWrap(wrap.x, wrap.y)
|
SetTextWrap(wrap.x, wrap.y)
|
||||||
@@ -116,5 +119,148 @@ function drawNotiText(font, scale, wrap, string, pos)
|
|||||||
DrawText(pos.x, pos.y)
|
DrawText(pos.x, pos.y)
|
||||||
end
|
end
|
||||||
|
|
||||||
RegisterNetEvent("jim-bridge:Notify", gtaNotify)
|
|
||||||
exports("Notify", gtaNotify)
|
------------------
|
||||||
|
-- REDM SECTION --
|
||||||
|
------------------
|
||||||
|
---
|
||||||
|
---
|
||||||
|
local REDMnotifTypes = {
|
||||||
|
success = vec3(0, 150, 0),
|
||||||
|
error = vec3(150, 0, 0),
|
||||||
|
warning = vec3(0, 150, 150),
|
||||||
|
police = vec3(0, 0, 150),
|
||||||
|
ambulance = vec3(0, 0, 150),
|
||||||
|
}
|
||||||
|
|
||||||
|
function redNotify(title, message, style)
|
||||||
|
local notif = {
|
||||||
|
title = title and CreateVarString(10, "LITERAL_STRING", title) or nil,
|
||||||
|
message = message and CreateVarString(10, "LITERAL_STRING", message) or nil,
|
||||||
|
state = "enter",
|
||||||
|
startTime = GetGameTimer(),
|
||||||
|
style = REDMnotifTypes[style] or vec3(0, 0, 0),
|
||||||
|
progress = 0,
|
||||||
|
holdTime = 8000,
|
||||||
|
slideDuration = 100,
|
||||||
|
currentOffset = 0,
|
||||||
|
}
|
||||||
|
table.insert(notifications, notif)
|
||||||
|
|
||||||
|
-- Activate drawing loop if not already running
|
||||||
|
if not activeDrawing then
|
||||||
|
activeDrawing = true
|
||||||
|
StartREDMDrawingLoop()
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Drawing loop as a separate controlled thread
|
||||||
|
function StartREDMDrawingLoop()
|
||||||
|
CreateThread(function()
|
||||||
|
loadTextureDict("generic_textures")
|
||||||
|
while #notifications > 0 do
|
||||||
|
local currentTime = GetGameTimer()
|
||||||
|
|
||||||
|
-- Update notifications vertical offset
|
||||||
|
for i, notif in ipairs(notifications) do
|
||||||
|
local target = (#notifications - i) * spacing
|
||||||
|
notif.currentOffset += (target - notif.currentOffset) * 0.1
|
||||||
|
end
|
||||||
|
|
||||||
|
for i = #notifications, 1, -1 do
|
||||||
|
local notif = notifications[i]
|
||||||
|
|
||||||
|
if notif.state == "enter" then
|
||||||
|
local elapsed = currentTime - notif.startTime
|
||||||
|
notif.progress = math.min(elapsed / notif.slideDuration, 1.0)
|
||||||
|
if notif.progress >= 1.0 then
|
||||||
|
notif.state = "hold"
|
||||||
|
notif.holdStart = currentTime
|
||||||
|
end
|
||||||
|
elseif notif.state == "hold" then
|
||||||
|
if currentTime - notif.holdStart >= notif.holdTime then
|
||||||
|
notif.state = "exit"
|
||||||
|
notif.exitStart = currentTime
|
||||||
|
end
|
||||||
|
elseif notif.state == "exit" then
|
||||||
|
local elapsed = currentTime - notif.exitStart
|
||||||
|
notif.progress = 1.0 - math.min(elapsed / notif.slideDuration, 1.0)
|
||||||
|
if notif.progress <= 0 then
|
||||||
|
table.remove(notifications, i)
|
||||||
|
goto continue
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
local startX, targetX = 1.0, 0.8
|
||||||
|
local posX = startX - (startX - targetX) * notif.progress
|
||||||
|
local posY = 0.05 + (notif.currentOffset / 1080)
|
||||||
|
|
||||||
|
-- Background sprite
|
||||||
|
DrawSprite("generic_textures", "inkroller_1a", posX + 0.09, posY + 0.025, 0.2, 0.053, 180.0, notif.style.x, notif.style.y, notif.style.z, 150)
|
||||||
|
|
||||||
|
-- Title text
|
||||||
|
local moveMessage = false
|
||||||
|
if not notif.title or notif.title == "" then
|
||||||
|
moveMessage = true
|
||||||
|
else
|
||||||
|
drawREDMNotiText(1, 0.4, vec2(0.75, 0.975), notif.title, vec2(posX, posY))
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Message text
|
||||||
|
drawREDMNotiText(6, 0.3, vec2(0.75, 0.975), notif.message, vec2(posX, posY + (moveMessage and 0.0145 or 0.025)))
|
||||||
|
|
||||||
|
::continue::
|
||||||
|
end
|
||||||
|
Wait(0)
|
||||||
|
end
|
||||||
|
activeDrawing = false -- No notifications left, pause drawing
|
||||||
|
end)
|
||||||
|
end
|
||||||
|
|
||||||
|
function drawREDMNotiText(font, scale, wrap, string, pos)
|
||||||
|
SetTextFontForCurrentCommand(font)
|
||||||
|
SetTextScale(scale, scale)
|
||||||
|
SetTextColor(255, 255, 255, 255)
|
||||||
|
SetTextWrap(wrap.x, wrap.y)
|
||||||
|
SetTextJustification(2)
|
||||||
|
SetTextDropshadow(1, 0, 0, 0, 200)
|
||||||
|
DisplayText(string, pos.x, pos.y)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Exports --
|
||||||
|
-- Example:
|
||||||
|
-- TriggerEvent("jim_bridge:Notify", nil, "Short test message", "success")
|
||||||
|
--
|
||||||
|
-- exports["jim_bridge"]:Notify(nil, "Short test message", "success")
|
||||||
|
--
|
||||||
|
|
||||||
|
RegisterNetEvent("jim_bridge:RedNotify", redNotify)
|
||||||
|
RegisterNetEvent("jim_bridge:GTANotify", gtaNotify)
|
||||||
|
|
||||||
|
RegisterNetEvent("jim_bridge:Notify", function(...)
|
||||||
|
if GetCurrentGameName() == "rdr3" then
|
||||||
|
redNotify(...)
|
||||||
|
else
|
||||||
|
gtaNotify(...)
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
|
||||||
|
function Notify(...)
|
||||||
|
if GetCurrentGameName() == "rdr3" then
|
||||||
|
redNotify(...)
|
||||||
|
else
|
||||||
|
gtaNotify(...)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
exports("Notify", Notify)
|
||||||
|
|
||||||
|
-- Example testing notifications (can remove after testing)
|
||||||
|
--CreateThread(function()
|
||||||
|
-- TriggerEvent("jim_bridge:Notify", nil, "Short test message", "success")
|
||||||
|
-- Wait(3000)
|
||||||
|
-- TriggerEvent("jim_bridge:Notify", "Error!", "This is a longer example message to show stacking.", "error")
|
||||||
|
-- Wait(3000)
|
||||||
|
-- TriggerEvent("jim_bridge:Notify", "Test!", "This notification has to 'type' set.", nil )
|
||||||
|
-- Wait(4000)
|
||||||
|
--end)
|
||||||
344
ui_modules/progressbar.lua
Normal file
344
ui_modules/progressbar.lua
Normal file
@@ -0,0 +1,344 @@
|
|||||||
|
local inProgress = false
|
||||||
|
|
||||||
|
local function loadTextureDict(dict)
|
||||||
|
if not HasStreamedTextureDictLoaded(dict) then
|
||||||
|
while not HasStreamedTextureDictLoaded(dict) do RequestStreamedTextureDict(dict) Wait(5) end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function redProgressBar(data)
|
||||||
|
local ped = PlayerPedId()
|
||||||
|
|
||||||
|
local result = nil
|
||||||
|
|
||||||
|
loadTextureDict("generic_textures")
|
||||||
|
if inProgress then return false end
|
||||||
|
inProgress = true
|
||||||
|
local wait = debugMode and 1000 or data.time
|
||||||
|
local endTime = GetGameTimer() + wait
|
||||||
|
|
||||||
|
LocalPlayer.state:set("inv_busy", true, true)
|
||||||
|
TriggerEvent('inventory:client:busy:status', true)
|
||||||
|
TriggerEvent('canUseInventoryAndHotbar:toggle', not true)
|
||||||
|
|
||||||
|
-- Setup Animation/Task if specified
|
||||||
|
if data.dict then
|
||||||
|
playAnim(data.dict, data.anim, -1, data.flag or 32)
|
||||||
|
elseif data.task then
|
||||||
|
TaskStartScenarioInPlace(ped, data.task, -1, true)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Progress bar rendering loop
|
||||||
|
CreateThread(function()
|
||||||
|
while GetGameTimer() < endTime and inProgress do
|
||||||
|
Wait(0)
|
||||||
|
local elapsed = GetGameTimer()
|
||||||
|
local percentage = ((elapsed - (endTime - wait)) / wait) * 100
|
||||||
|
|
||||||
|
-- Convert to segmented progress (assuming 5 segments here)
|
||||||
|
local segments = 1 -- Number of segments in the bar
|
||||||
|
local segmentProgress = {}
|
||||||
|
local progressPerSegment = 100 / segments
|
||||||
|
|
||||||
|
for i = 1, segments do
|
||||||
|
local segmentStart = (i - 1) * progressPerSegment
|
||||||
|
local segmentEnd = i * progressPerSegment
|
||||||
|
if percentage >= segmentEnd then
|
||||||
|
segmentProgress[i] = 100
|
||||||
|
elseif percentage <= segmentStart then
|
||||||
|
segmentProgress[i] = 0
|
||||||
|
else
|
||||||
|
segmentProgress[i] = ((percentage - segmentStart) / progressPerSegment) * 100
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
percentage = percentage >= 100 and 100 or percentage
|
||||||
|
-- Draw your segmented progress bar
|
||||||
|
ShowRedProgressBar(segmentProgress, data.label, ("%.0f%%"):format(percentage))
|
||||||
|
|
||||||
|
-- Controls to disable during progress
|
||||||
|
if data.disableMouse then
|
||||||
|
DisableControlAction(0, `INPUT_LOOK_LR`, true)
|
||||||
|
DisableControlAction(0, `INPUT_LOOK_UD`, true)
|
||||||
|
DisableControlAction(0, `INPUT_VEH_MOUSE_CONTROL_OVERRIDE`, true)
|
||||||
|
end
|
||||||
|
|
||||||
|
if data.disableMovement then
|
||||||
|
DisableControlAction(0, `INPUT_MOVE_LR`, true)
|
||||||
|
DisableControlAction(0, `INPUT_MOVE_UD`, true)
|
||||||
|
DisableControlAction(0, `INPUT_DUCK`, true)
|
||||||
|
DisableControlAction(0, `INPUT_SPRINT`, true)
|
||||||
|
end
|
||||||
|
|
||||||
|
if data.disableCarMovement then
|
||||||
|
DisableControlAction(0, `INPUT_VEH_MOVE_LEFT_ONLY`, true)
|
||||||
|
DisableControlAction(0, `INPUT_VEH_MOVE_RIGHT_ONLY`, true)
|
||||||
|
DisableControlAction(0, `INPUT_VEH_ACCELERATE`, true)
|
||||||
|
DisableControlAction(0, `INPUT_VEH_BRAKE`, true)
|
||||||
|
DisableControlAction(0, `INPUT_VEH_EXIT`, true)
|
||||||
|
end
|
||||||
|
|
||||||
|
if data.disableCombat then
|
||||||
|
DisablePlayerFiring(PlayerId(), true)
|
||||||
|
DisableControlAction(0, `INPUT_ATTACK`, true)
|
||||||
|
DisableControlAction(0, `INPUT_AIM`, true)
|
||||||
|
DisableControlAction(0, `INPUT_OPEN_WHEEL_MENU`, true)
|
||||||
|
DisableControlAction(0, `INPUT_DETONATE`, true)
|
||||||
|
DisableControlAction(0, `INPUT_THROW_GRENADE`, true)
|
||||||
|
DisableControlAction(0, `INPUT_MELEE_ATTACK`, true)
|
||||||
|
DisableControlAction(0, `INPUT_MELEE_GRAPPLE_ATTACK`, true)
|
||||||
|
end
|
||||||
|
|
||||||
|
if data.cancel and (
|
||||||
|
IsControlJustReleased(0, `INPUT_FRONTEND_RS`) or
|
||||||
|
IsControlJustReleased(0, `INPUT_SWITCH_SHOULDER`) or
|
||||||
|
IsControlJustReleased(0, `INPUT_GAME_MENU_TAB_RIGHT_SECONDARY`) or
|
||||||
|
IsControlJustReleased(0, `INPUT_FRONTEND_CANCEL`) or
|
||||||
|
IsControlJustReleased(0, `INPUT_GAME_MENU_CANCEL`) or
|
||||||
|
IsControlJustReleased(0, `INPUT_FRONTEND_RRIGHT`) or
|
||||||
|
IsControlJustReleased(0, `INPUT_QUIT`) or
|
||||||
|
IsControlJustReleased(0, `INPUT_MINIGAME_QUIT`)
|
||||||
|
) then
|
||||||
|
inProgress = false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
|
||||||
|
-- Wait for completion or cancel
|
||||||
|
while GetGameTimer() < endTime and inProgress do
|
||||||
|
Wait(100)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Cleanup animations/tasks
|
||||||
|
if data.dict then
|
||||||
|
stopAnim(data.dict, data.anim, ped)
|
||||||
|
end
|
||||||
|
if data.task then
|
||||||
|
ClearPedTasks(ped)
|
||||||
|
end
|
||||||
|
|
||||||
|
result = inProgress
|
||||||
|
inProgress = false
|
||||||
|
|
||||||
|
while result == nil do Wait(10) end
|
||||||
|
|
||||||
|
-- Cleanup
|
||||||
|
FreezeEntityPosition(ped, false)
|
||||||
|
|
||||||
|
LocalPlayer.state:set("inv_busy", false, true)
|
||||||
|
TriggerEvent('inventory:client:busy:status', false)
|
||||||
|
TriggerEvent('canUseInventoryAndHotbar:toggle', not false)
|
||||||
|
|
||||||
|
return result
|
||||||
|
end
|
||||||
|
|
||||||
|
function ShowRedProgressBar(currentProg, title, level)
|
||||||
|
local loc = vec2(0.40, 0.90)
|
||||||
|
local size = vec2(0.3, 0.03)
|
||||||
|
|
||||||
|
-- Draw background box
|
||||||
|
DrawSprite("generic_textures", "inkroller_1a", loc.x+0.1, loc.y-0.01, 0.25, 0.07, 180.0, 0, 0, 0, 200)
|
||||||
|
|
||||||
|
SetTextFontForCurrentCommand(6)
|
||||||
|
SetTextScale(0.35, 0.35)
|
||||||
|
SetTextColor(255, 255, 255, 255)
|
||||||
|
SetTextDropshadow(1, 0, 0, 0, 200)
|
||||||
|
BgDisplayText(title, loc.x - size.x / 4 + 0.074, loc.y - 0.034)
|
||||||
|
|
||||||
|
SetTextFontForCurrentCommand(1)
|
||||||
|
SetTextScale(0.35, 0.35)
|
||||||
|
SetTextColor(255, 255, 255, 255)
|
||||||
|
SetTextDropshadow(1, 0, 0, 0, 200)
|
||||||
|
BgDisplayText(level, loc.x - size.x / 4 + 0.246, loc.y - 0.030)
|
||||||
|
|
||||||
|
local segmentWidth = (size.x + 0.05) / (#currentProg * 2) -- Divide the total width by 18 (9 segments * 2 gaps for each)
|
||||||
|
local gap = segmentWidth / #currentProg -- Smaller gap between segments
|
||||||
|
|
||||||
|
for i = 1, #currentProg do
|
||||||
|
local segmentX = (loc.x - size.x / 4 ) + 0.075 + (i - 1) * (segmentWidth + gap)
|
||||||
|
local fillPercentage = currentProg[i]
|
||||||
|
local progressBarWidth = segmentWidth * (fillPercentage / 100)
|
||||||
|
|
||||||
|
-- Semi-transparent background for each segment
|
||||||
|
DrawRect(segmentX + segmentWidth / 2, loc.y, segmentWidth, size.y / 3.4, 100, 100, 100, 255)
|
||||||
|
|
||||||
|
-- Filling progress for each segment
|
||||||
|
if progressBarWidth > 0 then
|
||||||
|
DrawRect(segmentX + progressBarWidth / 2, loc.y, progressBarWidth, size.y / 3.4, 255, 0, 0, 200) -- Blue progress
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function gtaProgressBar(data)
|
||||||
|
local ped = PlayerPedId()
|
||||||
|
|
||||||
|
local result = nil
|
||||||
|
|
||||||
|
loadTextureDict("timerbars")
|
||||||
|
if inProgress then return false end
|
||||||
|
inProgress = true
|
||||||
|
local wait = debugMode and 1000 or data.time
|
||||||
|
local endTime = GetGameTimer() + wait
|
||||||
|
|
||||||
|
-- Setup Animation/Task if specified
|
||||||
|
if data.dict then
|
||||||
|
playAnim(data.dict, data.anim, -1, data.flag or 32)
|
||||||
|
elseif data.task then
|
||||||
|
TaskStartScenarioInPlace(ped, data.task, -1, true)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Progress bar rendering loop
|
||||||
|
CreateThread(function()
|
||||||
|
while GetGameTimer() < endTime and inProgress do
|
||||||
|
Wait(0)
|
||||||
|
local elapsed = GetGameTimer()
|
||||||
|
local percentage = ((elapsed - (endTime - wait)) / wait) * 100
|
||||||
|
|
||||||
|
-- Convert to segmented progress (assuming 5 segments here)
|
||||||
|
local segments = 1 -- Number of segments in the bar
|
||||||
|
local segmentProgress = {}
|
||||||
|
local progressPerSegment = 100 / segments
|
||||||
|
|
||||||
|
for i = 1, segments do
|
||||||
|
local segmentStart = (i - 1) * progressPerSegment
|
||||||
|
local segmentEnd = i * progressPerSegment
|
||||||
|
if percentage >= segmentEnd then
|
||||||
|
segmentProgress[i] = 100
|
||||||
|
elseif percentage <= segmentStart then
|
||||||
|
segmentProgress[i] = 0
|
||||||
|
else
|
||||||
|
segmentProgress[i] = ((percentage - segmentStart) / progressPerSegment) * 100
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
percentage = percentage >= 100 and 100 or percentage
|
||||||
|
-- Draw your segmented progress bar
|
||||||
|
ShowGTAProgressBar(segmentProgress, data.label, ("%.0f%%"):format(percentage))
|
||||||
|
|
||||||
|
-- Controls to disable during progress
|
||||||
|
DisablePlayerFiring(ped, true)
|
||||||
|
DisableControlAction(0, 25, true) -- Disable aim
|
||||||
|
DisableControlAction(0, 21, true) -- Disable sprint
|
||||||
|
DisableControlAction(0, 30, true) -- Disable move left/right
|
||||||
|
DisableControlAction(0, 31, true) -- Disable move forward/back
|
||||||
|
DisableControlAction(0, 36, true) -- Disable stealth
|
||||||
|
|
||||||
|
if data.cancel and (IsControlJustReleased(0, 202) or IsControlJustReleased(0, 177) or IsControlJustReleased(0, 73)) then
|
||||||
|
inProgress = false
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end)
|
||||||
|
|
||||||
|
-- Wait for completion or cancel
|
||||||
|
while GetGameTimer() < endTime and inProgress do
|
||||||
|
Wait(100)
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Cleanup animations/tasks
|
||||||
|
if data.dict then
|
||||||
|
stopAnim(data.dict, data.anim, ped)
|
||||||
|
end
|
||||||
|
if data.task then
|
||||||
|
ClearPedTasks(ped)
|
||||||
|
end
|
||||||
|
|
||||||
|
result = inProgress
|
||||||
|
inProgress = false
|
||||||
|
|
||||||
|
while result == nil do Wait(10) end
|
||||||
|
|
||||||
|
-- Cleanup
|
||||||
|
FreezeEntityPosition(ped, false)
|
||||||
|
|
||||||
|
LocalPlayer.state:set("inv_busy", false, true)
|
||||||
|
TriggerEvent('inventory:client:busy:status', false)
|
||||||
|
TriggerEvent('canUseInventoryAndHotbar:toggle', not false)
|
||||||
|
|
||||||
|
return result
|
||||||
|
end
|
||||||
|
|
||||||
|
function ShowGTAProgressBar(currentProg, title, level)
|
||||||
|
local loc = vec2(0.37, 0.90)
|
||||||
|
local size = vec2(0.3, 0.03)
|
||||||
|
|
||||||
|
-- Draw background box
|
||||||
|
DrawSprite("timerbars", "all_black_bg", loc.x +0.028, loc.y-0.01, 0.15, 0.07, 0.0, 255, 255, 255, 255)
|
||||||
|
DrawSprite("timerbars", "all_black_bg", loc.x +0.170, loc.y-0.01, 0.15, 0.07, 180.0, 255, 255, 255, 255)
|
||||||
|
|
||||||
|
SetTextFont(0)
|
||||||
|
SetTextProportional(1)
|
||||||
|
SetTextScale(0.35, 0.35)
|
||||||
|
SetTextColour(255, 255, 255, 255)
|
||||||
|
SetTextDropshadow(0, 0, 0, 0, 255)
|
||||||
|
SetTextDropShadow()
|
||||||
|
SetTextOutline()
|
||||||
|
SetTextEntry("STRING")
|
||||||
|
AddTextComponentString(title)
|
||||||
|
DrawText(loc.x - size.x / 4 + 0.074, loc.y - 0.034) -- Adjust text position
|
||||||
|
|
||||||
|
SetTextFont(0)
|
||||||
|
SetTextProportional(1)
|
||||||
|
SetTextScale(0.35, 0.25)
|
||||||
|
SetTextColour(255, 255, 255, 255)
|
||||||
|
SetTextEntry("STRING")
|
||||||
|
AddTextComponentString(level)
|
||||||
|
DrawText(loc.x - size.x / 4 + 0.246, loc.y - 0.030) -- Right-aligned additional text
|
||||||
|
|
||||||
|
local segmentWidth = (size.x + 0.05) / (#currentProg * 2) -- Divide the total width by 18 (9 segments * 2 gaps for each)
|
||||||
|
local gap = segmentWidth / #currentProg -- Smaller gap between segments
|
||||||
|
|
||||||
|
for i = 1, #currentProg do
|
||||||
|
local segmentX = (loc.x - size.x / 4 ) + 0.075 + (i - 1) * (segmentWidth + gap)
|
||||||
|
local fillPercentage = currentProg[i]
|
||||||
|
local progressBarWidth = segmentWidth * (fillPercentage / 100)
|
||||||
|
|
||||||
|
-- Semi-transparent background for each segment
|
||||||
|
DrawRect(segmentX + segmentWidth / 2, loc.y, segmentWidth, size.y / 3.4, 100, 100, 100, 255)
|
||||||
|
|
||||||
|
-- Filling progress for each segment
|
||||||
|
if progressBarWidth > 0 then
|
||||||
|
DrawRect(segmentX + progressBarWidth / 2, loc.y, progressBarWidth, size.y / 3.4, 93, 182, 229, 255) -- Blue progress
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
function stopProgressBar() inProgress = false end
|
||||||
|
function isProgressBar() return inProgress end
|
||||||
|
|
||||||
|
function progressBar(...)
|
||||||
|
if GetCurrentGameName() == "rdr3" then
|
||||||
|
return redProgressBar(...)
|
||||||
|
else
|
||||||
|
return gtaProgressBar(...)
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
exports("progressBar", function(...)
|
||||||
|
return progressBar(...)
|
||||||
|
end)
|
||||||
|
exports("gtaProgressBar", function(...)
|
||||||
|
return gtaProgressBar(...)
|
||||||
|
end)
|
||||||
|
exports("redProgressBar", function(...)
|
||||||
|
return redProgressBar(...)
|
||||||
|
end)
|
||||||
|
|
||||||
|
exports("stopProgressBar", stopProgressBar)
|
||||||
|
exports("isProgressBar", isProgressBar)
|
||||||
|
|
||||||
|
--RegisterCommand("testprog", function()
|
||||||
|
-- print("test")
|
||||||
|
-- if progressBar({
|
||||||
|
-- label = "Processing...",
|
||||||
|
-- time = 10000,
|
||||||
|
-- disableMovement = true,
|
||||||
|
-- --dict = "amb@world_human_hang_out_street@female_hold_arm@base",
|
||||||
|
-- --anim = "base",
|
||||||
|
-- --flag = 49,
|
||||||
|
-- cancel = true,
|
||||||
|
-- }) then
|
||||||
|
-- Notify("Success!", "Short test message", "success")
|
||||||
|
-- else
|
||||||
|
-- Notify("Error!", "This is a longer example message to show stacking.", "error")
|
||||||
|
-- end
|
||||||
|
--end)
|
||||||
@@ -79,7 +79,7 @@ function gtaSkillCheck()
|
|||||||
-- Draw stationary cursor at result position
|
-- Draw stationary cursor at result position
|
||||||
DrawRect(x - width / 2 + cursorPos * width, y, 0.002, height + 0.01, 255, 255, 255, 255)
|
DrawRect(x - width / 2 + cursorPos * width, y, 0.002, height + 0.01, 255, 255, 255, 255)
|
||||||
-- Display result text
|
-- Display result text
|
||||||
drawSuccessText(x, y, result and "Success" or "Failed", result and 114 or 228, result and 204 or 52, result and 144 or 52)
|
drawGTASuccessText(x, y, result and "Success" or "Failed", result and 114 or 228, result and 204 or 52, result and 144 or 52)
|
||||||
end
|
end
|
||||||
if result then
|
if result then
|
||||||
successes += 1
|
successes += 1
|
||||||
@@ -94,7 +94,7 @@ function gtaSkillCheck()
|
|||||||
return successes == barsRequired
|
return successes == barsRequired
|
||||||
end
|
end
|
||||||
|
|
||||||
function drawSuccessText(x, y, text, r, g, b)
|
function drawGTASuccessText(x, y, text, r, g, b)
|
||||||
SetTextFont(8)
|
SetTextFont(8)
|
||||||
SetTextScale(0.45, 0.45)
|
SetTextScale(0.45, 0.45)
|
||||||
SetTextColour(r, g, b, 255)
|
SetTextColour(r, g, b, 255)
|
||||||
@@ -118,4 +118,10 @@ function createScaleBars(x, y, width, height)
|
|||||||
DrawRect(x, y, width, height, 100, 100, 100, 255)
|
DrawRect(x, y, width, height, 100, 100, 100, 255)
|
||||||
end
|
end
|
||||||
|
|
||||||
exports("skillCheck", gtaSkillCheck)
|
exports("skillCheck", function(...)
|
||||||
|
if GetCurrentGameName() == "rdr3" then
|
||||||
|
--redSkillCheck(...)
|
||||||
|
else
|
||||||
|
gtaSkillCheck(...)
|
||||||
|
end
|
||||||
|
end)
|
||||||
Reference in New Issue
Block a user