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layout.lua
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--[[
Copyright © 2024, Tylas
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of XivParty nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL <your name> BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
]]
-- DO NOT EDIT VALUES IN THIS FILE if you want to customize a layout, edit the XML files in the layouts directory instead.
-- This file only contains default values and changes wont have any effect!
-- All positions, scales and z-orders are relative to an element's parent.
-- Scale affects all positions and sizes, snapToRaster only affects positions.
-- Due to a windower limitation, z-orders only work between the same type of element (image, text). Texts will always be placed above images!
-- windower library imports
require('tables')
-- helper functions
local function element(values)
local ret = {
enabled = false,
pos = L{ 0, 0 },
scale = L{ 1, 1 },
zOrder = 0,
snapToRaster = false
}
if values ~= nil then
table.update(ret, values)
end
return ret
end
local function image(values)
local ret = table.update(element(), {
path = '',
size = L{ 0, 0 },
color = '#FFFFFFFF'
})
if values ~= nil then
table.update(ret, values)
end
return ret
end
local function text(values)
local ret = table.update(element(), {
font = 'Arial',
size = 12,
color = '#FFFFFFFF',
stroke = '#000000FF',
strokeWidth = 1,
alignRight = false,
maxChars = 0
})
if values ~= nil then
table.update(ret, values)
end
return ret
end
local layout = {
partyList = {
rows = 6,
columns = 1,
rowHeight = 46,
columnWidth = 410,
-- Background
background = element({
pos = L{ 0, -21 },
imgTop = image({
pos = L{ 0, 0 },
path = 'assets/xiv/BgTop.png',
size = L{ 377, 21 },
color = '#FFFFFFDD'
}),
imgMid = image({
pos = L{ 0, 21 },
path = 'assets/xiv/BgMid.png', -- this texture is repeated vertically when the list resizes
size = L{ 377, 12 }, -- Y size will be overwritten in code, value here still required as a base
color = '#FFFFFFDD'
}),
imgBottom = image({
pos = L{ 0, 0 }, -- Y pos will be overwritten in code, value here irrelevant
path = 'assets/xiv/BgBottom.png',
size = L{ 377, 21 },
color = '#FFFFFFDD'
})
}),
-- List item - a container for all UI elements of a party member, position is set in code
listItem = element({
pos = L{ 0, 0 }, -- overwritten in code
-- HP bar
hp = element({
pos = L{ 19, -7 },
hideOutsideZone = false,
hpYellowColor = '#F3F37CFF', -- HP < 75%
hpOrangeColor = '#F8BA80FF', -- HP < 50%
hpRedColor = '#FC8182FF', -- HP < 25%
hpYellowBarColor = '',
hpOrangeBarColor = '',
hpRedBarColor = '',
snapToRaster = true,
zOrder = 2,
txtValue = text({
pos = L{ 120, 35 },
font = 'Grammara',
size = 11,
color = '#F0FFFFFF',
stroke = '#062D54C8',
strokeWidth = 2,
alignRight = true,
snapToRaster = true
}),
bar = element({
pos = L{ 0, 0 },
animSpeed = 0.1, -- speed of the bar animation in percent per frame (higher is faster)
imgBg = image({
pos = L{ 0, 0 },
path = 'assets/xiv/BarBG.png',
size = L{ 128, 64 }
}),
imgBar = image({
pos = L{ 13, 0 }, -- centered inside the foreground image = fg.pos + (fg.size - bar.size) / 2
path = 'assets/xiv/Bar.png',
size = L{ 102, 64 }
}),
imgFg = image({
pos = L{ 0, 0 },
path = 'assets/xiv/BarFG.png',
size = L{ 128, 64 }
}),
imgGlow = image({
pos = L{ 13, 0 }, -- centered inside foreground image = bar.pos.y + (bar.size.y - glow.size.y ) / 2, x position set in code
path = 'assets/xiv/BarGlow.png',
size = L{ 6, 64 }
}),
imgGlowSides = image({
pos = L{ 11, 0 }, -- x position set in code
path = 'assets/xiv/BarGlowSides.png',
size = L{ 2, 64 }
})
})
}),
-- MP bar
mp = element({
pos = L{ 150, -7 },
hideOutsideZone = false,
snapToRaster = true,
zOrder = 3,
txtValue = text({
pos = L{ 120, 35 },
font = 'Grammara',
size = 11,
color = '#F0FFFFFF',
stroke = '#062D54C8',
strokeWidth = 2,
alignRight = true,
snapToRaster = true
}),
bar = element({
pos = L{ 0, 0 },
animSpeed = 0.1, -- speed of the bar animation in percent per frame (higher is faster)
imgBg = image({
pos = L{ 0, 0 },
path = 'assets/xiv/BarBG.png',
size = L{ 128, 64 }
}),
imgBar = image({
pos = L{ 13, 0 }, -- centered inside the foreground image = fg.pos + (fg.size - bar.size) / 2
path = 'assets/xiv/Bar.png',
size = L{ 102, 64 }
}),
imgFg = image({
pos = L{ 0, 0 },
path = 'assets/xiv/BarFG.png',
size = L{ 128, 64 }
}),
imgGlow = image({
pos = L{ 13, 0 }, -- centered inside foreground image = bar.pos.y + (bar.size.y - glow.size.y ) / 2, x position set in code
path = 'assets/xiv/BarGlow.png',
size = L{ 6, 64 }
}),
imgGlowSides = image({
pos = L{ 11, 0 }, -- x position set in code
path = 'assets/xiv/BarGlowSides.png',
size = L{ 2, 64 }
})
})
}),
-- TP bar
tp = element({
pos = L{ 281, -7 },
tpFullColor = '#50B4FAFF', -- TP > 1000
tpFullBarColor = '',
hideOutsideZone = false,
snapToRaster = true,
zOrder = 4,
txtValue = text({
pos = L{ 120, 35 },
font = 'Grammara',
size = 11,
color = '#F0FFFFFF',
stroke = '#062D54C8',
strokeWidth = 2,
alignRight = true,
snapToRaster = true
}),
bar = element({
pos = L{ 0, 0 },
animSpeed = 0.1, -- speed of the bar animation in percent per frame (higher is faster)
imgBg = image({
pos = L{ 0, 0 },
path = 'assets/xiv/BarBG.png',
size = L{ 128, 64 }
}),
imgBar = image({
pos = L{ 13, 0 }, -- centered inside the foreground image = fg.pos + (fg.size - bar.size) / 2
path = 'assets/xiv/Bar.png',
size = L{ 102, 64 }
}),
imgFg = image({
pos = L{ 0, 0 },
path = 'assets/xiv/BarFG.png',
size = L{ 128, 64 }
}),
imgGlow = image({
pos = L{ 13, 0 }, -- centered inside foreground image = bar.pos.y + (bar.size.y - glow.size.y ) / 2, x position set in code
path = 'assets/xiv/BarGlow.png',
size = L{ 6, 64 }
}),
imgGlowSides = image({
pos = L{ 11, 0 }, -- x position set in code
path = 'assets/xiv/BarGlowSides.png',
size = L{ 2, 64 }
})
})
}),
-- job icon
jobIcon = element({
pos = L{ -11, -2 },
path = 'assets/jobIcons/', -- where all job icons are located, named <3 letter job>.png
snapToRaster = true,
zOrder = 5,
-- background colors for job roles
colors = {
dd = '#663535FF',
tank = '#364597FF',
healer = '#3B6529FF',
support = '#DAB200FF',
special = '#FF9700FF'
},
imgFrame = image({
pos = L{ 0, 0 },
path = 'assets/jobIcons/frame.png',
size = L{ 36, 36 }
}),
imgIcon = image({
pos = L{ 0, 0 },
path = '', -- must remain empty, set in code
size = L{ 36, 36 }
}),
imgGradient = image({
pos = L{ 0, 0 },
path = 'assets/jobIcons/gradient.png',
size = L{ 36, 36 }
}),
imgBg = image({
pos = L{ 0, 0 },
path = 'assets/jobIcons/bg.png',
size = L{ 36, 36 },
color = '#FFFFFFFF' -- will be overwritten with role colors
}),
imgHighlight = image({
pos = L{ -13, -13 },
path = 'assets/jobIcons/highlight.png',
size = L{ 62, 62 }
})
}),
-- leader icons
leader = element({
pos = L{ -23, -6 },
zOrder = 10,
imgParty = image({
pos = L{ 0, 0 },
path = 'assets/xiv/Leader.png',
size = L{ 22, 22 }
}),
imgAlliance = image({
pos = L{ 0, 11 },
path = 'assets/xiv/AllianceLeader.png',
size = L{ 22, 22 }
}),
imgQuarterMaster = image({
pos = L{ 0, 22 },
path = 'assets/xiv/QuarterMaster.png',
size = L{ 22, 22 }
})
}),
-- range indicator
range = element({
pos = L{ 30, 28.5 },
zOrder = 11,
imgNear = image({
pos = L { 0, 0 },
path = 'assets/xiv/Range.png',
size = L{ 14, 12 }
}),
imgFar = image({
pos = L { 0, 0 },
path = 'assets/xiv/RangeFar.png',
size = L{ 14, 12 }
}),
txtDistance = text({
pos = L{ 0, 1.5 },
font = 'Grammara',
size = 6,
color = '#F0FFFFFF',
stroke = '#062D54C8',
strokeWidth = 1,
snapToRaster = true
})
}),
-- mouse hover image
hover = image({
pos = L{ 20, -8 },
path = 'assets/xiv/Hover.png',
size = L{ 390, 60 },
color = '#FFFFFFAA',
zOrder = 0
}),
-- cursor image
cursor = image({
pos = L{ 20, -8 },
path = 'assets/xiv/Cursor.png',
size = L{ 390, 60 },
zOrder = 1
}),
-- buff icons
buffIcons = element({
pos = L{ 293, 0 },
path = 'assets/buffIcons/', -- directory where buff icons can be found. must follow naming pattern: <buffId>.png
size = L{ 20, 20 }, -- size of all buff icon images
color = '#FFFFFFFF', -- color of all buff icon images
spacing = L{ 0, 1 }, -- spacing between each icon
numIconsByRow = L{ 19, 13 }, -- number of icons to display in each row (max 32 in total)
offsetByRow = L{ 0, 6 }, -- offset each row by this many icons to the right
alignRight = false, -- icons will extend from right to left (adjust pos, x origin will change to the right side!)
zOrder = 12
}),
-- text labels
txtName = text({
pos = L{ 95, 1 },
font = 'Arial',
size = 15,
color = '#F0FFFFFF',
stroke = '#062D54C8',
strokeWidth = 2,
maxChars = 17, -- maximum number of characters to display, longer texts will be cut off by replacing the last allowed char with '...'
snapToRaster = true,
zOrder = 6
}),
txtZone = text({
pos = L{ 292, 1 },
font = 'Arial',
size = 13,
color = '#F0FFFFFF',
stroke = '#062D54C8',
strokeWidth = 2,
short = false, -- display short zone name
alignRight = false, -- right align the text to the right end of the TP bar (use short zone names or text might overlap with player name)
snapToRaster = true,
zOrder = 7
}),
txtJob = text({
pos = L{ 30, 0 },
font = 'Arial',
size = 8,
color = '#F0FFFFFF',
stroke = '#062D54C8',
strokeWidth = 1,
snapToRaster = true,
zOrder = 8
}),
txtSubJob = text({
pos = L{ 39, 9 },
font = 'Arial',
size = 8,
color = '#F0FFFFFF',
stroke = '#062D54C8',
strokeWidth = 1,
snapToRaster = true,
zOrder = 9
})
})
}
}
return layout