Difference between revisions of "Script - Zoom"
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(Fixed issue with script not working after mission restart) |
m (→Table Entry: Fix error on recent FSO builds) |
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| (2 intermediate revisions by 2 users not shown) | |||
| Line 25: | Line 25: | ||
[ | [ | ||
if runZoomScript then | if runZoomScript then | ||
| − | if defaultZoomSet and cam:isValid() then | + | if defaultZoomSet and cam and cam:isValid() then |
cam:setFOV(normalFOV) -- Resetting the FOV in case we have not zoomed out completely | cam:setFOV(normalFOV) -- Resetting the FOV in case we have not zoomed out completely | ||
end | end | ||
| Line 398: | Line 398: | ||
end | end | ||
end | end | ||
| + | -- Prevent error on more recent FSO builds | ||
| + | config:close() | ||
else | else | ||
ba.warning("Handle to config file is invalid. Is the file readable?") | ba.warning("Handle to config file is invalid. Is the file readable?") | ||
| Line 871: | Line 873: | ||
-- Now weapons with #zoom in the end will be allowed to zoom | -- Now weapons with #zoom in the end will be allowed to zoom | ||
| − | Weapon End: zoom | + | -- Uncomment this line to enable this behavior |
| + | -- Weapon End: zoom | ||
</pre> | </pre> | ||
[[Category:Scripting Examples|Zoom]] | [[Category:Scripting Examples|Zoom]] | ||
Latest revision as of 07:32, 30 April 2019
This script enables you to zoom your view so precise aiming is easier. It includes a config file that specifies the values the script will use. It also features a FRED SEXP interface so A FREDer can force a zoom-in (or -out) as needed. For more documentation check out this thread.
Table Entry
- To use create an file called zoom-sct.tbm in your date/tables directory and paste the following code into it:
#Conditional Hooks $Application: FS2_Open $On Game Init:[[zoom_init.lua]] $State: GS_STATE_GAME_PLAY $On Key Pressed: [[zoom_KeyDn.lua]] $State: GS_STATE_GAME_PLAY $On Key Released: [[zoom_KeyUp.lua]] $Application: FS2_Open $On Mission Start: [ runZoomScript = true ] $On Mission End: [ if runZoomScript then if defaultZoomSet and cam and cam:isValid() then cam:setFOV(normalFOV) -- Resetting the FOV in case we have not zoomed out completely end resetZoomScript() removeTemps() runZoomScript = false end ] $State: GS_STATE_GAME_PLAY $On Frame: [ if runZoomScript and zooming then handleControls() if hu.HUDDrawn then drawProgress() end end ] #End
After this create the file zoom_init.lua int your data/scripts folder and paste the following into it:
-------------------------------------------------------------
-------- utility functions --------
-------------------------------------------------------------
function trim(s)
return (s:gsub("^%s*(.-)%s*$", "%1"))
end
function isAllIdent(check)
check = check:lower()
if check == "**all**" then
return true
else
return false
end
end
function indexOf(t,val)
for k,v in ipairs(t) do
if v == val then
return k
end
end
end
-------------------------------------------------------------
---- defining functions used for parsing the config file ----
-------------------------------------------------------------
-- gets the next line out of the file
local function getNextLine(file)
if file:isValid() then
local line = file:read("*l")
return line
else
ba.warning("Invalid file handle pased to readLine function")
return nil
end
end
-- looks up the set function which is connected to the specified keyword
local function getSetFunc(keyword)
keyword = keyword:lower()
for i,v in pairs(setTable) do
index = i:lower()
if index == keyword then
return v
end
end
return nil
end
local function addAllowedShipClass(value)
if isAllIdent(value) then
zoomAllowedShips = {}
zoomAllowedShips[1] = value
return false
end
if zoomAllowedShips[1] == nil or not isAllIdent(zoomAllowedShips[1]) then
if indexOf(zoomAllowedShips,value) ~= nil then
ba.warning("Ship " .. value .. " was specified more than once. Skipping...")
return false
end
local ship = tb.ShipClasses[value]
if ship ~= nil and ship:isValid() then
table.insert(zoomAllowedShips, value)
useWeaponEnd = false
return true
else
ba.warning("Specified ship class '" .. value .. "' does not exist.")
return false
end
end
end
local function addRestrictedShipClass(value)
if isAllIdent(value) then
zoomRestrictedShips = {}
zoomRestrictedShips[1] = value
return true
end
if zoomRestrictedShips[1] == nil or not isAllIdent(zoomRestrictedShips[1]) then
if indexOf(zoomRestrictedShips,value) ~= nil then
ba.warning("Ship " .. value .. " was specified more than once. Skipping...")
return false
end
local ship = tb.ShipClasses[value]
if ship ~= nil and ship:isValid() then
table.insert(zoomRestrictedShips, value)
useWeaponEnd = false
return true
else
ba.warning("Specified ship class '" .. value .. "' does not exist.")
return false
end
end
end
local function addAllowedWeaponClass(value)
if isAllIdent(value) then
zoomAllowedWeapons = {}
zoomAllowedWeapons[1] = value
return false
end
if zoomAllowedWeapons[1] == nil or not isAllIdent(zoomAllowedWeapons[1]) then
if indexOf(zoomAllowedWeapons,value) ~= nil then
ba.warning("Weapon " .. value .. " was specified more than once. Skipping...")
return false
end
local weapon = tb.WeaponClasses[value]
if weapon ~= nil and weapon:isValid() then
table.insert(zoomAllowedWeapons, value)
useWeaponEnd = false
return true
else
ba.warning("Specified weapon class '" .. value .. "' does not exist.")
return false
end
end
end
local function addRestrictedWeaponClass(value)
if isAllIdent(value) then
zoomRestrictedWeapons = {}
zoomRestrictedWeapons[1] = value
return false
end
if zoomRestrictedWeapons[1] == nil or not isAllIdent(zoomRestrictedWeapons[1]) then
if indexOf(zoomRestrictedWeapons,value) ~= nil then
ba.warning("Weapon " .. value .. " was specified more than once. Skipping...")
return false
end
local weapon = tb.WeaponClasses[value]
if weapon ~= nil and weapon:isValid() then
table.insert(zoomRestrictedWeapons, value)
useWeaponEnd = false
return true
else
ba.warning("Specified weapon class '" .. value .. "' does not exist.")
return false
end
end
end
local function parseLine(line)
if line == nil or line == "" then -- Check if this line needs to be parsed
return
end
line = trim(line)
local comm_s, comm_e = line:find("--",1,true)
if comm_s ~= nil then
line = line:sub(1,(comm_s - 1))
end
if line == "" then -- was the line fully commented away?
return -- Nothing to be done...
end
local key_s, key_e = line:find(":",1,true)
local val_s, val_e = line:find(".",key_e + 1)
if key_s == nil then -- malformatted line
return "Malformatted line: " .. line .. "\nSkipping..."
end
local keyword = line:sub(1,(key_e - 1))
if val_s == nil then -- Maybe we_ve got a digit value
-- We have no value
return "Keyword '" .. keyword .. "' hasn't specified a value. Skipping..."
end
keyword = keyword:lower() -- make the keyword lowercase
local val = line:sub(val_s, line:len())
if val ~= nil then
val = trim(val)
keyword = trim(keyword)
local setFunc = getSetFunc(keyword)
if setFunc == nil then
return "Unknown keyword: '" .. keyword .. "'"
end
setFunc(val)
else
return nil
end
end
local function initSetTable()
setTable = {}
setTable["Zoom Factor"]=
function(value)
local val = tonumber(value)
if val == nil then
return
ba.warning("Non numeric value given to 'Zoom Factor'. Skipping...")
end
zoomValue = val
end
setTable["Transition Time"]=
function(value)
local val = tonumber(value)
if val == nil then
ba.warning("Non numeric value given to 'Transition Time'. Skipping...")
return
end
transitionTime = val
end
setTable["Sensitivity"]=
function(value)
local val = tonumber(value)
if val == nil then
ba.warning("Non numeric value given to 'Sensitivity'. Skipping...")
return
end
sensitivity = val
end
setTable["Allowed Ship Class"]=addAllowedShipClass
setTable["Restricted Ship Class"]=addRestrictedShipClass
setTable["Allowed Weapon Class"]=addAllowedWeaponClass
setTable["Restricted Weapon Class"]=addRestrictedWeaponClass
setTable["Linked Zoom"]=
function(value)
local yesKey = "yes"
value = value:lower()
if value == yesKey then
linkedZoom = true
else
linkedZoom = false
end
end
setTable["Key"]=
function(key)
if key == nil then
ba.warning("Invalid value given for 'Key'. Skipping...")
return
end
zoomKey = key
end
setTable["Zoom Lock Key"]=
function(key)
if key == nil then
ba.warning("Invalid value given for 'Zoom Lock Key'. Skipping...")
return
end
zoomLockKey = key
end
setTable["Progress Offset X"]=
function(value)
local val = tonumber(value)
if val == nil then
ba.warning("Non numeric value given to 'Progress Offset X'. Skipping...")
return
end
offset_x = val
end
setTable["Progress Offset Y"]=
function(value)
local val = tonumber(value)
if val == nil then
ba.warning("Non numeric value given to 'Progress Offset >'. Skipping...")
return
end
offset_Y = val
end
setTable["Progress Height"]=
function(value)
local val = tonumber(value)
if val == nil then
ba.warning("Non numeric value given to 'Progress Height'. Skipping...")
return
end
heigth = val
end
setTable["Progress Width"]=
function(value)
local val = tonumber(value)
if val == nil then
ba.warning("Non numeric value given to 'Progress Width'. Skipping...")
return
end
width = val
end
setTable["Weapon End"]=
function(val)
if val == nil then
ba.warning("Invalid value given to 'Weapon End'!")
return
end
weaponEnd = val
useWeaponEnd = true
end
end
local function readConfig()
if cf.fileExists(configFile, "data/config", true) then
local config = cf.openFile(configFile)
if config:isValid() then
initSetTable()
local lineNumber = 0
local parse = true
while parse do
lineNumber = lineNumber + 1
local line = getNextLine(config)
if line == nil then
parse = false
break
end
local error = parseLine(line) -- parse the found line
if error ~= nil then
ba.warning(configFile .. " [" .. tostring(lineNumber) .. "] : " .. error)
end
end
-- Prevent error on more recent FSO builds
config:close()
else
ba.warning("Handle to config file is invalid. Is the file readable?")
end
else
ba.warning("No config file found. Returning to default")
end
end
-------------------------------------------------------------
------these functions will be use for the FRED interface-----
-------------------------------------------------------------
function z_zoomIn()
if defaultZoomSet and cam:isValid() then
cam:setFOV(normalFOV) -- Resetting the FOV in case we have not zoomed out completely
end
fredOverride = true
zoomIn()
end
function z_zoomOut()
fredOverride = false
zoomOut()
end
function z_alS(ship)
if addAllowedShipClass(ship) then
table.insert(zoomTempAllowedShip, ship)
end
end
function z_alW(weapon)
if addAllowedWeaponClass(weapon) then
table.insert(zoomTempAllowedWeapon, weapon)
end
end
function z_reS(ship)
if addRestrictedShipClass(ship) then
table.insert(zoomTempRestrictedShip, ship)
end
end
function z_reW(weapon)
if addRestrictedWeaponClass(weapon) then
table.insert(zoomTempRestrictedWeapon, weapon)
end
end
-------------------------------------------------------------
------ defining functions used in the script ------
-------------------------------------------------------------
function removeTemps()
for i,v in ipairs(zoomTempAllowedShip) do
index = indexOf(zoomAllowedShips,v)
if index ~= nil then
zoomAllowedShips[index]=nil
end
end
for i,v in ipairs(zoomTempRestrictedShip) do
index = indexOf(zoomRestrictedShips,v)
if index ~= nil then
zoomRestrictedShips[index]=nil
end
end
for i,v in ipairs(zoomTempAllowedWeapon) do
index = indexOf(zoomAllowedWeapons,v)
if index ~= nil then
zoomAllowedWeapons[index]=nil
end
end
for i,v in ipairs(zoomTempRestrictedWeapon) do
index = indexOf(zoomRestrictedWeapons,v)
if index ~= nil then
zoomRestrictedWeapons[index]=nil
end
end
end
local function checkTables(allTbl, restrTbl, checkHandle)
if checkHandle == nil then
return false
end
if allTbl ~= nil and restrTbl ~= nil then
if isAllIdent(allTbl[1]) then
if #restrTbl > 0 then
if isAllIdent(restrTbl[1]) then
return true
end
end
for i,v in ipairs(restrTbl) do
if checkHandle.Name == v then
return false
end
end
return true
elseif isAllIdent(restrTbl[1]) then
if #allTbl > 0 then
if isAllIdent(allTbl[1]) then
return true
end
end
for i,v in ipairs(allTbl) do
if checkHandle.Name == v then
return true
end
end
return false
else
local allowed = false
for i,v in ipairs(allTbl) do
if checkHandle.Name == v then
allowed = true
break
end
end
for i,v in ipairs(restrTbl) do
if checkHandle.Name == v then
allowed = false
break
end
end
return allowed
end
end
return true
end
function zoom_isAllowedShip(shipClass)
if useWeaponEnd then
return true
else
return checkTables(zoomAllowedShips,zoomRestrictedShips,shipClass)
end
end
function zoom_isAllowedWeapon(weaponClass)
if useWeaponEnd then
local name = weaponClass.Name
local start = name:find("#", 0, true)
if not start then
return false
end
local substr = name:sub(start + 1, name:len())
return substr:lower() == weaponEnd:lower()
else
return checkTables(zoomAllowedWeapons,zoomRestrictedWeapons,weaponClass)
end
end
function getProgressString()
local progressString = "Zooming"
if zoomingIn then
progressString = progressString .. " in:"
elseif zoomingOut then
progressString = progressString .. " out:"
elseif zoomedIn then
progressString = "Zoomed in:"
elseif zoomedOut then
progressString = "Zoomed out:"
else
progressString = "Zoomed:"
end
return progressString
end
function handleControls()
if zoomingIn or zoomedIn then
if currentProgr > 0 then
local tempSensValue = sensitivity * 100 / currentProgr
if tempSensValue <= 1 then
local ci = ba.getControlInfo()
ci.Pitch = ci.Pitch * tempSensValue
ci.Heading = ci.Heading * tempSensValue
ci.Bank = ci.Bank * tempSensValue
end
end
end
end
function isAllowedToZoom()
local allowedShip = zoom_isAllowedShip(hv.Player.Class)
local allowedWeapon = true
local primWeaponBank = hv.Player.PrimaryBanks
if not linkedZoom and primWeaponBank.Linked then
allowedWeapon = false
else
for i=0, #primWeaponBank do
local v = primWeaponBank[i]
if v.Armed then
if zoom_isAllowedWeapon(tb.WeaponClasses[v.WeaponClass.Name]) then
allowedWeapon = true
break
else
allowedWeapon = false
end
end
end
if (allowedWeapon and not useWeaponEnd) or (useWeaponEnd and not allowedWeapon) then
local secWeaponBank = hv.Player.SecondaryBanks
for i=0, #secWeaponBank do
local v = secWeaponBank[i]
if v.Armed then
if zoom_isAllowedWeapon(tb.WeaponClasses[v.WeaponClass.Name]) then
allowedWeapon = true
break
else
allowedWeapon = false
end
end
end
end
end
return allowedShip and allowedWeapon
end
function zoomIn()
if not cam or not cam:isValid() then
for i=1,#gr.Cameras do
if gr.Cameras[i].Name == "Main camera" then -- There is no better method than this :(
cam = gr.Cameras[i]
break
end
end
end
if not zooming then
if hv.Player:isValid() then
if cam ~= nil and cam:isValid() then
if isAllowedToZoom() then
if currentProgr > 0 and currentProgr < 100 then
stepWidth = width / currentProgr -- Setting the stepWidth in case the zoom may not have been completed
end
zoomEndProgress = 100
zooming = true
zoomingIn = true
zoomedIn = false
zoomedOut = false
zoomingOut = false
if not defaultZoomSet then
normalFOV = cam.FOV
defaultZoomSet = true
end
zoom = normalFOV * zoomValue
ba.setControlMode(LUA_FULL_CONTROLS)
cam:setFOV(zoom,transitionTime,transitionTime / 2,transitionTime / 4)
end
end
end
end
end
function zoomOut()
if zooming and not zoomOutOverride then
if hv.Player:isValid() then
if cam ~= nil and cam:isValid() then
stepWidth = width / 100
zoomingIn = false
zoomingOut = true
zoomedIn = false
zoomedOut = false
if currentProgr > 0 then
zoomEndProgress = currentProgr -- Save the progress we made as we begin to zoom back
end
cam:setFOV(normalFOV,transitionTime,transitionTime / 2,transitionTime / 4)
ba.setControlMode(NORMAL_CONTROLS)
fredOverride = false
end
end
end
end
function drawProgress()
progressString = getProgressString()
gr.setColor(0,255,0)
local stringWidth = gr.getStringWidth(progressString);
gr.drawString(progressString,30,70)
local realOffset_x = offset_x + stringWidth + 10
gr.drawRectangle(realOffset_x, offset_y,realOffset_x + width, offset_y + heigth, zoomedIn)
local frameTime = ba.getFrametime()
local progressLineOffset_x = realOffset_x + stepWidth * currentProgr
gr.drawLine(progressLineOffset_x, offset_y, progressLineOffset_x, offset_y + heigth)
if not isAllowedToZoom() and not zoomOutOverride then
if zoomingIn or zoomedIn then
zoomOut()
zoomOutOverride = true
end
end
local thisFrameProg = (frameTime / transitionTime) * zoomEndProgress
if zoomingIn then
currentProgr = currentProgr + thisFrameProg
if currentProgr >= 100 then
currentProgr = 100
zoomingIn = false
zoomedIn = true
end
elseif zoomingOut then
currentProgr = currentProgr - thisFrameProg
if currentProgr <= 0 then
currentProgr = 0
zoomOutOverride = false
zoomedOut = true
zoomingOut = false
zooming = false
end
end
end
local function init()
if useConfig then
readConfig() -- read the config file if exists
end
end
local function initVars()
-- Some things to tell the script to do something and some default values
useConfig = true
zoomValue = 0.1
normalFOV = 0.75
transitionTime = 2
zooming = false
defaultZoomSet = false
configFile = "zoom_config.cfg"
zoomOutOverride = false
linkedZoom = true
zoomKey = "d"
zoomLockKey = nil
fredOverride = false
lockedZoom = false
-- Setting the values to be used in the $On Frame: hook
currentProgr = 0
zoomEndProgress = 100
zoomingIn = false
zoomedIn = false
zoomingOut = false
zoomedOut = true
-- Constants for drawing the progress
offset_x = 30
offset_y = 70
heigth = 8
width = 80
stepWidth = width / 100
-- Settings for the sensitivity
sensitivity = 0.25
-- The camera which is used for zooming (is initialized in the first $Key Pressed: hook)
cam = nil
-- Tables that hold the allowed/restricted informations
-- Ships
zoomAllowedShips = {"**all**"}
zoomTempAllowedShip = {}
zoomRestrictedShips = {}
zoomTempRestrictedShip = {}
-- Weapons
zoomAllowedWeapons = {"**all**"}
zoomTempAllowedWeapon = {}
zoomRestrictedWeapons = {}
zoomTempRestrictedWeapon = {}
-- or the equal weapon-postfix method
weaponEnd = "zoom"
useWeaponEnd = false
end
function resetZoomScript()
-- Reset camera in use...
cam = nil
end
-- Initialize the global variables
initVars()
-- Initialize the rest
init()
ba.print("Zoom Script initialized!\n")
Then create the file zoom_KeyDn.lua and zoom_KeyUp.lua in your data/scripts directory and paste the following into then:
zoom_KeyDn.lua:
if runZoomScript and not fredOverride then if zoomLockKey and hv.Key:lower() == zoomLockKey:lower() then if lockedZoom then zoomOut() lockedZoom = false return else zoomIn() lockedZoom = true return end end if hv.Key:lower() == zoomKey:lower() then zoomIn() end end
zoom_KeyUp.lua:
if runZoomScript and not fredOverride then if not lockedZoom then if hv.Key:lower() == zoomKey:lower() then zoomOut() end end end
After this create a file named zoom_config.cfg in your data/config directory and paste the following text into it:
-- Setting standard values Zoom Factor: 0.1 Transition Time: 2 Sensitivity: 0.25 Linked Zoom: YES Key: d Zoom Lock Key: Alt-d -- Displaying Values Progress Offset X: 30 Progress Offset Y: 70 Progress Height: 8 Progress Width: 80 -- Setting ship class options Allowed Ship Class: **all** -- Setting weapon class options Allowed Weapon Class: **all** -- Now weapons with #zoom in the end will be allowed to zoom -- Uncomment this line to enable this behavior -- Weapon End: zoom