Scripts/resources/[standalone]/ox_lib/resource/interface/client/progress.lua
2024-12-29 21:02:43 +01:00

223 lines
6.8 KiB
Lua

local progress
local DisableControlAction = DisableControlAction
local DisablePlayerFiring = DisablePlayerFiring
local playerState = LocalPlayer.state
---@class ProgressPropProps
---@field model string
---@field bone? number
---@field pos vector3
---@field rot vector3
---@class ProgressProps
---@field label? string
---@field duration number
---@field position? 'middle' | 'bottom'
---@field useWhileDead? boolean
---@field allowRagdoll? boolean
---@field allowCuffed? boolean
---@field allowFalling? boolean
---@field canCancel? boolean
---@field anim? { dict?: string, clip: string, flag?: number, blendIn?: number, blendOut?: number, duration?: number, playbackRate?: number, lockX?: boolean, lockY?: boolean, lockZ?: boolean, scenario?: string, playEnter?: boolean }
---@field prop? ProgressPropProps | ProgressPropProps[]
---@field disable? { move?: boolean, sprint?: boolean, car?: boolean, combat?: boolean, mouse?: boolean }
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)
SetModelAsNoLongerNeeded(prop.model)
return object
end
local function interruptProgress(data)
if not data.useWhileDead and IsEntityDead(cache.ped) then return true end
if not data.allowRagdoll and IsPedRagdoll(cache.ped) then return true end
if not data.allowCuffed and IsPedCuffed(cache.ped) then return true end
if not data.allowFalling and IsPedFalling(cache.ped) then return true end
end
local isFivem = cache.game == 'fivem'
local controls = {
INPUT_LOOK_LR = isFivem and 1 or 0xA987235F,
INPUT_LOOK_UD = isFivem and 2 or 0xD2047988,
INPUT_SPRINT = isFivem and 21 or 0x8FFC75D6,
INPUT_AIM = isFivem and 25 or 0xF84FA74F,
INPUT_MOVE_LR = isFivem and 30 or 0x4D8FB4C1,
INPUT_MOVE_UD = isFivem and 31 or 0xFDA83190,
INPUT_DUCK = isFivem and 36 or 0xDB096B85,
INPUT_VEH_MOVE_LEFT_ONLY = isFivem and 63 or 0x9DF54706,
INPUT_VEH_MOVE_RIGHT_ONLY = isFivem and 64 or 0x97A8FD98,
INPUT_VEH_ACCELERATE = isFivem and 71 or 0x5B9FD4E2,
INPUT_VEH_BRAKE = isFivem and 72 or 0x6E1F639B,
INPUT_VEH_EXIT = isFivem and 75 or 0xFEFAB9B4,
INPUT_VEH_MOUSE_CONTROL_OVERRIDE = isFivem and 106 or 0x39CCABD5
}
local function startProgress(data)
playerState.invBusy = true
progress = data
local anim = data.anim
if anim then
if anim.dict then
lib.requestAnimDict(anim.dict)
TaskPlayAnim(cache.ped, anim.dict, anim.clip, anim.blendIn or 3.0, anim.blendOut or 1.0, anim.duration or -1, anim.flag or 49, anim.playbackRate or 0, anim.lockX, anim.lockY, anim.lockZ)
RemoveAnimDict(anim.dict)
elseif anim.scenario then
TaskStartScenarioInPlace(cache.ped, anim.scenario, 0, anim.playEnter ~= nil and anim.playEnter or 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 disable = data.disable
while progress do
if disable then
if disable.mouse then
DisableControlAction(0, controls.INPUT_LOOK_LR, true)
DisableControlAction(0, controls.INPUT_LOOK_UD, true)
DisableControlAction(0, controls.INPUT_VEH_MOUSE_CONTROL_OVERRIDE, true)
end
if disable.move then
DisableControlAction(0, controls.INPUT_SPRINT, true)
DisableControlAction(0, controls.INPUT_MOVE_LR, true)
DisableControlAction(0, controls.INPUT_MOVE_UD, true)
DisableControlAction(0, controls.INPUT_DUCK, true)
end
if disable.sprint and not disable.move then
DisableControlAction(0, controls.INPUT_SPRINT, true)
end
if disable.car then
DisableControlAction(0, controls.INPUT_VEH_MOVE_LEFT_ONLY, true)
DisableControlAction(0, controls.INPUT_VEH_MOVE_RIGHT_ONLY, true)
DisableControlAction(0, controls.INPUT_VEH_ACCELERATE, true)
DisableControlAction(0, controls.INPUT_VEH_BRAKE, true)
DisableControlAction(0, controls.INPUT_VEH_EXIT, true)
end
if disable.combat then
DisableControlAction(0, controls.INPUT_AIM, true)
DisablePlayerFiring(cache.playerId, true)
end
end
if interruptProgress(progress) then
progress = false
end
Wait(0)
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
DeleteEntity(prop)
end
end
end
if anim then
if anim.dict then
StopAnimTask(cache.ped, anim.dict, anim.clip, 1.0)
Wait(0) -- This is needed here otherwise the StopAnimTask is cancelled
else
ClearPedTasks(cache.ped)
end
end
playerState.invBusy = false
if progress == false then
SendNUIMessage({ action = 'progressCancel' })
return false
end
return true
end
---@param data ProgressProps
---@return boolean?
function lib.progressBar(data)
while progress ~= nil do Wait(0) end
if not interruptProgress(data) then
SendNUIMessage({
action = 'progress',
data = {
label = data.label,
duration = data.duration
}
})
return startProgress(data)
end
end
---@param data ProgressProps
---@return boolean?
function lib.progressCircle(data)
while progress ~= nil do Wait(0) end
if not interruptProgress(data) then
SendNUIMessage({
action = 'circleProgress',
data = {
duration = data.duration,
position = data.position,
label = data.label
}
})
return startProgress(data)
end
end
function lib.cancelProgress()
if not progress then
error('No progress bar is active')
end
progress = false
end
---@return boolean
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')