diff --git a/gui/hud.gui b/gui/hud.gui index 859356b19..e0eb93f81 100644 --- a/gui/hud.gui +++ b/gui/hud.gui @@ -3926,6 +3926,7 @@ types HUD ignoreinvisible = yes alwaystransparent = no + allow_outside = yes using = Animation_ShowHide_Standard @@ -3970,18 +3971,181 @@ types HUD flowcontainer = { parentanchor = bottom ignoreinvisible = yes + allow_outside = yes direction = vertical + # Rite + widget = { + name = "faith_button_container" + size = { 52 52 } + parentanchor = left + allow_outside = yes + + state = { + name = _mouse_hierarchy_enter + on_start = "[GetVariableSystem.Set( 'spiritual_fulfillment_hover', 'true' )]" + } + + state = { + name = _mouse_hierarchy_leave + on_finish = "[GetVariableSystem.Clear( 'spiritual_fulfillment_hover' )]" + } + + button_hud_character_bar = { + name = "faith_button" + datacontext = "[GetPlayer.GetRite]" + + onclick = "[OpenGameViewData( 'faith', Rite.Self )]" + shortcut = "hud_faith" + + using = tooltip_es + tooltip_offset = { 20 0 } + + tooltipwidget = { + rite_tooltip_click = { + blockoverride "shortcut" { + hbox = { + layoutpolicy_horizontal = expanding + + expand = {} + + text_single = { + text = "HUD_FAITH_SHORTCUT" + } + } + } + } + } + + highlight_icon = { + texture = "[Rite.GetIcon]" + size = { 40 40 } + position = { 0 1 } + parentanchor = center + + glow = { + color = { 0 0 0 0.8 } + glow_radius = 3 + using = Glow_Standard + } + } + } + + # Spiritual Fulfillment + button_normal = { + datacontext = "[Character.GetSpiritualFulfillmentType]" + datacontext = "[Character.GetSpiritualFulfillmentLevel]" + size = { 48 48 } + visible_at_creation = no + allow_outside = yes + widgetanchor = bottom|left + position = { 5 0 } + + tooltip_offset = { 20 0 } + + background = { + using = Background_Area + margin = { 15 8 } + modify_texture = { + texture = "gfx/interface/component_masks/mask_fade_horizontal_right.dds" + blend_mode = alphaMultiply + } + } + + visible = "[Or3( IsGameViewOpen( 'personal_beliefs_window' ), GetVariableSystem.Exists( 'spiritual_fulfillment_hover' ), GetVariableSystem.Exists( 'spiritual_fulfillment_changed' ) )]" + + onclick = "[ToggleGameViewData( 'personal_beliefs_window', GetPlayer.Self )]" + + tooltipwidget = { + hud_personal_beliefs_tooltip_container = {} + } + + icon_round_button_base = {} + + icon = { + name = "progress_frame" + texture = "gfx/interface/progressbars/action_progress_frame.dds" + size = { 100% 100% } + } + + icon = { + parentanchor = center + size = { 36 36 } + + texture = "[SpiritualFulfillmentLevel.GetIcon]" + } + + progresspie = { + name = "progress" + size = { 42 42 } + + texture = "gfx/interface/progressbars/action_progress_thin_blue.dds" + framesize = { 128 128 } + frame = 2 + value = "[Character.GetSpiritualFulfillmentProgress]" + parentanchor = center + } + + state = { + name = _show + using = Animation_FadeIn_Quick + } + + state = { + name = _hide + using = Animation_FadeOut_Quick + } + } + + button_normal = { + size = { 0 0 } + onclick = "[ToggleGameViewData( 'personal_beliefs_window', GetPlayer.Self )]" + shortcut = "hud_personal_beliefs" + } + + # empty widget that activates temporary sf widget visibility on player sf change + widget = { + name = "spiritual_fulfillment_change_timer" + size = { 0 0 } + + state = { + name = "spiritual_fulfillment_change" + on_start = "[GetVariableSystem.Set( 'spiritual_fulfillment_changed', 'true' )]" + next = "spiritual_fulfillment_change_end" + # seconds the button stays visible after a change + duration = 5 + } + + state = { + name = "spiritual_fulfillment_change_end" + on_start = "[GetVariableSystem.Clear( 'spiritual_fulfillment_changed' )]" + } + } + } + button_hud_character_bar = { name = "player_culture_button_tutorial_uses_this" datacontext = "[GetPlayer.GetCulture]" onclick = "[OpenGameViewData( 'culture_window', Culture.GetID )]" + shortcut = "hud_culture" using = tooltip_es tooltip_offset = { 20 0 } tooltipwidget = { - culture_tooltip_click = {} + culture_tooltip_click = { + blockoverride "shortcut" { + hbox = { + layoutpolicy_horizontal = expanding + + expand = {} + + text_single = { + raw_text = "#bold Alt+T#!" + } + } + } + } } highlight_icon = { @@ -3998,35 +4162,6 @@ types HUD } } - # Faith - button_hud_character_bar = { - name = "faith_button" - datacontext = "[GetPlayer.GetFaith]" - parentanchor = left - - onclick = "[OpenGameViewData( 'faith', GetPlayer.GetFaith.GetID )]" - - using = tooltip_es - tooltip_offset = { 20 0 } - - tooltipwidget = { - faith_tooltip_click = {} - } - - highlight_icon = { - texture = "[Faith.GetIcon]" - size = { 40 40 } - position = { 0 1 } - parentanchor = center - - glow = { - color = { 0 0 0 0.8 } - glow_radius = 3 - using = Glow_Standard - } - } - } - # Confederation button_hud_character_bar = { name = "confederation_button" #tutorial uses this @@ -4084,15 +4219,16 @@ types HUD button_hud_character_bar = { name = "house_button" datacontext = "[GetPlayer.GetHouse]" - onclick = "[DefaultOnHouseCoatOfArmsClick(DynastyHouse.GetID)]" + visible = "[DynastyHouse.IsValid]" parentanchor = left - using = tooltip_es - tooltip_offset = { 20 0 } + onclick = "[DefaultOnHouseCoatOfArmsClick(DynastyHouse.GetID)]" tooltipwidget = { using = dynasty_house_tooltip } + using = tooltip_es + tooltip_offset = { 20 0 } coa_house_tiny = { parentanchor = center @@ -4108,6 +4244,42 @@ types HUD {} } } + + # Lowborn Theocracy + container = { + datacontext = "[GetPlayer.GetHouse]" + visible = "[Not( DynastyHouse.IsValid )]" + parentanchor = left + ignoreinvisible = yes + + button_hud_character_bar = { + name = "tehocratic_lowborn_button" + datacontext = "[GetDecisionWithKey( 'pam_establish_theocratic_dynasty_decision' )]" + visible = "[Decision.IsShownForPlayer]" # only shown for lowborn, theocrats and with PAM + + onclick = "[ToggleGameViewData( 'decision_detail', Decision.Self)]" + + tooltipwidget = { + decision_tooltip = {} + } + using = tooltip_es + tooltip_offset = { 20 0 } + + coa_house_tiny = { + parentanchor = center + position = { 0 1 } + scale = 0.92 + + blockoverride "coa_button" + { + alwaystransparent = yes + } + + blockoverride "coa_tooltip" {} + blockoverride "lowborn_tooltip" {} + } + } + } } }