Files
ox_lib/resource/interface/client/progress.lua
Linden 9a3b17029f refactor(resource/interface): keymapping and multi-prop support
Prop data should support a single table or an array for multiple
props.
2022-04-14 13:47:56 +00:00

167 lines
3.5 KiB
Lua

local progress
local DisableControlAction = DisableControlAction
local DisablePlayerFiring = DisablePlayerFiring
local disable = {}
local disableKeys = {
mouse = {1, 2, 106},
move = {21, 30, 31, 36},
car = {63, 64, 71, 72, 75},
combat = {25}
}
local function createProp(prop)
lib.requestModel(prop.model)
local coords = GetEntityCoords(cache.ped)
local object = CreateObject(prop.model, coords.x, coords.y, coords.z, true, true, true)
AttachEntityToEntity(object, cache.ped, GetPedBoneIndex(cache.ped, prop.bone or 60309), prop.pos.x, prop.pos.y, prop.pos.z, prop.rot.x, prop.rot.y, prop.rot.z, true, true, false, true, 0, true)
return object
end
local function startProgress(data)
progress = data
if data.anim then
if data.anim.dict then
lib.requestAnimDict(data.anim.dict)
TaskPlayAnim(cache.ped, data.anim.dict, data.anim.clip, data.anim.blendIn or 3.0, data.anim.blendOut or 1.0, data.anim.duration or -1, data.anim.flag or 49, data.anim.playbackRate or 0, data.anim.lockX, data.anim.lockY, data.anim.lockZ)
data.anim = true
elseif data.anim.scenario then
TaskStartScenarioInPlace(cache.ped, data.anim.scenario, 0, data.anim.playEnter or true)
data.anim = true
end
end
if data.prop then
if data.prop.model then
data.prop1 = createProp(data.prop)
else
for i = 1, #data.prop do
local prop = data.prop[i]
if prop then
data['prop'..i] = createProp(prop)
end
end
end
end
local count
if data.disable then
count = 0
for k, v in pairs(data.disable) do
if v then
local keys = disableKeys[k]
for i = 1, #keys do
count += 1
disable[count] = keys[i]
end
end
end
end
if count and count > 0 then
while progress do
for i = 1, count do
DisableControlAction(0, disable[i], true)
end
if data.disable.combat then
DisablePlayerFiring(cache.playerId, true)
end
Wait(0)
end
elseif data.canCancel then
while progress do Wait(0) end
else
Wait(data.duration)
end
if data.anim then
ClearPedTasks(cache.ped)
end
if data.prop then
local n = #data.prop
for i = 1, n > 0 and n or 1 do
local prop = data['prop'..i]
if prop then
DetachEntity(prop)
DeleteEntity(prop)
end
end
end
local cancel = progress == false
table.wipe(disable)
progress = nil
if cancel then
SendNUIMessage({ action = 'progressCancel' })
return false
end
return true
end
function lib.progressBar(data)
while progress ~= nil do Wait(100) end
if data.useWhileDead or not IsEntityDead(cache.ped) then
SendNUIMessage({
action = 'progress',
data = {
label = data.label,
duration = data.duration
}
})
return startProgress(data)
end
end
function lib.progressCircle(data)
while progress ~= nil do Wait(100) end
if data.useWhileDead or not IsEntityDead(cache.ped) then
SendNUIMessage({
action = 'circleProgress',
data = {
duration = data.duration,
position = data.position
}
})
return startProgress(data)
end
end
function lib.cancelProgress()
if not progress then
error('No progress bar is active')
elseif not progress.canCancel then
error(("Progress bar '%s' cannot be cancelled"):format(id))
end
progress = false
end
function lib.progressActive()
return progress and true
end
RegisterNUICallback('progressComplete', function(data, cb)
cb(1)
progress = nil
end)
RegisterCommand('cancelprogress', function()
if progress?.canCancel then progress = false end
end)
RegisterKeyMapping('cancelprogress', 'Cancel current progress bar', 'keyboard', 'x')