All pastes #445982 Raw Edit

Chao7

public lua v1 · immutable
·published 2007-04-18 06:28 UTC
rendered paste body
-- db.actor is the player character-- ui_repair_items.uiRepairDialog( repairer, cost_modifier )class "uiRepairDialog" (CUIScriptWnd)local logf_console = nilfunction logf( fmt, ... )	logf_console = get_console()	logf = logf_main	logf_main( fmt, ... )endfunction logf_main( fmt, ... )    local c = select( "#", ... )    if c <= 0 then -- nothing to format        logf_console:execute( ":" .. string.gsub( fmt, " ", "\160" ) )    else        logf_console:execute( ":" .. string.gsub( string.format( fmt, ... ), " ", "\160" ) )    endendlocal color_valid = GetARGB( 255, 255, 255, 255 )local color_invalid = GetARGB( 255, 255, 0, 0 )-- find repairable items on someonefunction find_repairable_items( owner, repair_table )	logf( "find_repairable_items() called")	-- the to-be-filled table of repairable items from owner	local items_repairable = {}	-- for find_repairable_items - what is iterated over each item	local iterant_find_repairable_item    if repair_table == nil or repair_table.length == 0 then		function iterant_find_repairable_item( owner, item )			logf( "iterant_find_repairable_item() called [no repair_table]")			table.insert( items_repairable, item )			logf( "iterant_find_repairable_item() complete")		end    else		function iterant_find_repairable_item( owner, item )			logf( "iterant_find_repairable_item() called [repair_table]")			local item_section = item:section()			local item_repairable = repair_table[item_section]			if item_repairable ~= nil then				local item_condition = item:condition()				if item_repairable >= 0 then					if item_condition < item_repairable then						table.insert( items_repairable, item )					end				elseif item_repairable == -1 then				    table.insert( items_repairable, item )				end			end			logf( "iterant_find_repairable_item() complete")		end    end-- fill the items_repairable table	owner:iterate_inventory( iterant_find_repairable_item, owner )	logf( "find_repairable_items() complete")	return items_repairableendfunction calculate_cost_at_condition( cost, condition )	return math.ceil( cost - ( cost * condition ) )end-- returns 2 values: condition repaired to, and cost of repairsfunction calculate_repairable( cost_modifier, condition_current, target_condition, budget )	logf( "calculate_repairable() called")	-- check current condition against target condition	if condition_current > target_condition then	logf( "calculate_repairable() complete")		return condition_current, 0	end	-- calculate amount of repair needed	local repair_needed = target_condition - condition_current	-- calculate maximum repair cost for fractional cost	local repair_max_cost = math.ceil( item:cost() * cost_modifier )	-- calculate amount repairable under budget	local repair_budgeted = budget / repair_max_cost	-- repair to target condition can be made under budget	if repair_budgeted > repair_needed then		logf( "calculate_repairable() complete")		return repair_needed, math.ceil( repair_needed * repair_max_cost )	end	-- repair can only be made to budget cap	logf( "calculate_repairable() complete")	return repair_budgeted, budgetendfunction condition_as_color( condition )	logf( "condition_as_color() called")	local n	local r, g	-- to scale down means n*v, the opposite, scale up, means (1-n)*v	if        condition >= 0.75   then -- lime   (255,   0) -> green  (128,   0)	    n = ( condition -  0.75 ) * 4		-- scale down green from full to half		r, g =          0     , ((  n)*128)+127	elseif    condition >= 0.50   then -- green  (128,   0) -> yellow (255, 255)	    n = ( condition -  0.50 ) * 4	    -- scale up green from half to full, scale up red from none to full		r, g = ((1-n)*255)    , ((1-n)*128)+127	elseif    condition >= 0.25   then -- yellow (255, 255) -> olive  (128, 128)	    n = ( condition -  0.25 ) * 4	    -- scale down green from full to half, scale down red from full to half		r, g = ((  n)*128)+127, ((  n)*128)+127	else -- ( condition >= 0.00 ) then -- olive  (128, 128) -> red    (255,   0)	    n =   condition          * 4	    -- scale down green from half to none, scale up red from half to full		r, g = ((1-n)*128)+127, ((  n)*128)	end	logf( "condition_as_color() complete")	return GetARGB( 255, math.floor( r ), math.ceil( g ), 0 );endfunction translate( string )	return game.translate_string( "ui_repair_items_" .. string )endfunction r_unpack( r )	return r.left, r.top, r.width, r.heightend--[[  set of registered in game fonts: GetFontArialN21Russian() GetFontGraffiti32Russian() GetFontDI() GetFontHeaderRussian() GetFontGraffiti19Russian() GetFontLetterica25() GetFontMedium() GetFontLetterica16Russian() GetFontSmall() GetFontGraffiti22Russian() GetFontLetterica18Russian() GetFontBigDigit() GetFontHeaderEurope() GetFontGraffiti50Russian()--]]--[[ take control by name, dependent on type GetCheckButton(string) GetFrameLineWnd(string) GetPropertiesBox(string) GetListWnd(string) GetStatic(string) GetEditBox(string) GetTabControl(string) GetRadioGroup(string) GetDialogWnd(string) GetButton(string) GetMessageBox(string) GetProgressBar(string) GetRadioButton(string) GetFrameWindow(string)--]]function main( repairer, cost_modifier )	logf( "main() called")	local dlg	if repairer.repair_cost_modifier ~= nil and cost_modifier ~= nil then		dlg = ui_repair_items.uiRepairDialog( repairer, repairer.repair_cost_modifier * cost_modifier )	elseif repairer.repair_cost_modifier ~= nil then		dlg = ui_repair_items.uiRepairDialog( repairer, repairer.repair_cost_modifier )	elseif cost_modifier ~= nil then	    dlg = ui_repair_items.uiRepairDialog( repairer, cost_modifier )	else		dlg = ui_repair_items.uiRepairDialog( repairer, (2/3) )	end	dlg.Open()	while dlg.IsOpen do		wait( 1000 )	end	logf( "main() complete")endfunction uiRepairDialog:__init( repairer, cost_modifier ) super()	logf( "uiRepairDialog:__init() called")	self.repairer = repairer	self.cost_modifier = cost_modifier	self.last_recalc_params = { nil, nil }	self.valid_repair = false	self.repairable_items = {}	self.IsOpen = false	-- set base font for dialog	self:SetFont( GetFontMedium() )	self:InitControls()	self:InitCallBacks()	logf( "uiRepairDialog:__init() complete")endfunction uiRepairDialog:__finalize()	logf( "uiRepairDialog:__finalize() called")	close( self )	logf( "uiRepairDialog:__finalize() complete")endfunction uiRepairDialog:SetClGame( game_cl )	logf( "uiRepairDialog:SetClGame() called")	self.m_game_cl = game_cl	logf( "uiRepairDialog:SetClGame() complete")endfunction uiRepairDialog:InitControls()	logf( "uiRepairDialog:InitControls() called")	local money = db.actor:money()	local dev = device()	local screen_w, screen_h = dev.width, dev.height	local size_w, size_h = screen_w-100, screen_h-100	local pos_x, pos_y = (screen_w/2) - (size_w/2), (screen_h/2) - (size_h/2)	local margin_size = 10	local top_margin, left_margin = margin_size, margin_size	local bottom_margin, right_margin = size_h-margin_size, size_w-margin_size		-- init self position and size	--  position & size: x (from left), y (from top), width, height	self:Init( pos_x, pos_y, size_w, size_h )    ---------------------------------------------------------------- BACKGROUND	logf( "constructing bkg_repair_wnd" )	local bkg_repair_wnd = CUIStatic()	local bkg_repair_wnd_r = {		left   = 0,		top    = 0,		width  = size_w,		height = size_h	}	bkg_repair_wnd:SetAutoDelete( true )	bkg_repair_wnd:SetWindowName( "bkg_repair_wnd" )	bkg_repair_wnd:Init( r_unpack( bkg_repair_wnd_r ) )	bkg_repair_wnd:SetColor( GetARGB( 255, 0, 0, 0 ) )	bkg_repair_wnd:ClipperOn()	self:AttachChild( bkg_repair_wnd )		-- Start creating controls from bottom of window up up	------------------------------------------------------------- REPAIR BUTTON	logf( "constructing btn_repair" )	local btn_repair = CUIButton()	local btn_repair_r = {		left   = left_margin,		top    = bottom_margin-40,		width  = 135,		height = 40	}	btn_repair:SetAutoDelete( true )	btn_repair:SetWindowName( "btn_repair" )	btn_repair:Init( r_unpack( btn_repair_r ) )	btn_repair:SetText( translate( "btn_repair" ) )	btn_repair:SetTextAlign( CGameFont.alCenter )	btn_repair:SetTextY( -1 )	self:Register( btn_repair )	bkg_repair_wnd:AttachChild( btn_repair )	------------------------------------------------------------- CANCEL BUTTON	logf( "constructing btn_cancel" )	local btn_cancel = CUIButton()	local btn_cancel_r = {		left   = right_margin-btn_repair_r.width,		top    = btn_repair_r.top,		width  = btn_repair_r.width,		height = btn_repair_r.height	}	btn_cancel:SetAutoDelete( true )	btn_cancel:SetWindowName( "btn_cancel" )	btn_cancel:Init( r_unpack( btn_cancel_r ) )	btn_cancel:SetText( translate( "btn_cancel" ) )	btn_cancel:SetTextAlign( CGameFont.alCenter )	btn_cancel:SetTextY( -1 )	self:Register( btn_cancel )	bkg_repair_wnd:AttachChild( btn_cancel )	----------------------------------------------------------- TIME COST LABEL	logf( "constructing lbl_repair_time" )	local lbl_repair_time = CUIStatic()	local lbl_repair_time_r = {		left   = left_margin,		top    = btn_repair_r.top-5,		width  = size_w-(margin_size*2),		height = btn_repair_r.height	}	lbl_repair_time:SetAutoDelete( true )	lbl_repair_time:SetWindowName( "lbl_repairable_items" )	lbl_repair_time:Init( r_unpack( lbl_repair_time_r ) )	lbl_repair_time:SetTextColor( GetARGB(255,0,0,0) )	lbl_repair_time:SetText( translate( "time_unknown" ) )	lbl_repair_time:SetTextAlign( CGameFont.alCenter )	lbl_repair_time:SetTextY( -1 )	self:Register( lbl_repair_time )	bkg_repair_wnd:AttachChild( lbl_repair_time )	-------------------------------------------------- IMPROVED CONDITION LABEL	logf( "constructing lbl_condition_result" )	local lbl_condition_result = CUIStatic()	local lbl_condition_result_r = {		left   = left_margin,		top    = lbl_repair_time_r.top-5,		width  = 200,		height = btn_repair_r.height	}	lbl_condition_result:SetAutoDelete( true )	lbl_condition_result:SetWindowName( "lbl_condition_result" )	lbl_condition_result:Init( r_unpack( lbl_condition_result_r ) )	lbl_condition_result:SetText( translate( "lbl_condition_result" ) )	lbl_condition_result:SetTextAlign( CGameFont.alRight )	lbl_condition_result:SetTextY( -1 )	bkg_repair_wnd:AttachChild( lbl_condition_result )	--------------------------------------------------- IMPROVE CONDITION VALUE	logf( "constructing ebx_condition_result_v" )	local ebx_condition_result_v = CUIEditBox()	local ebx_condition_result_v_r = {		left   = lbl_condition_result_r.left + lbl_condition_result_r.width + 5,		top    = lbl_condition_result_r.top,		width  = 40,		height = lbl_condition_result_r.height	}	ebx_condition_result_v:SetAutoDelete( true )	ebx_condition_result_v:SetWindowName( "ebx_condition_result_v" )	ebx_condition_result_v:Init( r_unpack( ebx_condition_result_v_r ) )	ebx_condition_result_v:SetText("0")	ebx_condition_result_v:SetNumbersOnly( true )	ebx_condition_result_v:SetTextAlignment( CGameFont.alRight )	ebx_condition_result_v:SetTextColor( color_invalid )	bkg_repair_wnd:AttachChild( ebx_condition_result_v )	------------------------------------- IMPROVED CONDITION LABEL PERCENT SIGN	logf( "constructing lbl_condition_result_pct" )	local lbl_condition_result_pct = CUIStatic()	local lbl_condition_result_pct_r = {		left   = ebx_condition_result_v_r.left+ebx_condition_result_v_r.width+5,		top    = ebx_condition_result_v_r.top,		width  = 20,		height = ebx_condition_result_v_r.height	}	lbl_condition_result_pct:SetAutoDelete( true )	lbl_condition_result_pct:SetWindowName( "lbl_condition_result_pct" )	lbl_condition_result_pct:Init( r_unpack( lbl_condition_result_pct_r ) )	lbl_condition_result_pct:SetText( translate( "pct" ) )	lbl_condition_result_pct:SetTextAlign( CGameFont.alLeft )	lbl_condition_result_pct:SetTextY( -1 )	bkg_repair_wnd:AttachChild( lbl_condition_result_pct )	--------------------------------------------------- IMPROVE CONDITION LABEL	logf( "constructing lbl_condition_improve" )	local lbl_condition_improve = CUIStatic()	local lbl_condition_improve_r = {		left   = lbl_condition_result_r.left,		top    = (lbl_condition_result_r.top-lbl_condition_result_r.height)-5,		width  = lbl_condition_result_r.width,		height = lbl_condition_result_r.height	}	lbl_condition_improve:SetAutoDelete( true )	lbl_condition_improve:SetWindowName( "lbl_condition_improve" )	lbl_condition_improve:Init( r_unpack( lbl_condition_improve_r ) )	lbl_condition_improve:SetText( translate( "lbl_condition_improve" ) )	lbl_condition_improve:SetTextAlign( CGameFont.alRight )	lbl_condition_improve:SetTextY( -1 )	bkg_repair_wnd:AttachChild( lbl_condition_improve )	--------------------------------------------------- IMPROVE CONDITION VALUE	logf( "constructing ebx_condition_improve_v" )	local ebx_condition_improve_v = CUIEditBox()	local ebx_condition_improve_v_r = {		left   = ebx_condition_result_v_r.left,		top    = lbl_condition_improve_r.top,		width  = ebx_condition_result_v_r.width,		height = ebx_condition_result_v_r.height	}	ebx_condition_improve_v:SetAutoDelete( true )	ebx_condition_improve_v:SetWindowName( "ebx_condition_improve_v" )	ebx_condition_improve_v:Init( r_unpack( ebx_condition_improve_v_r ) )	ebx_condition_improve_v:SetText("0")	ebx_condition_improve_v:SetNumbersOnly( true )	ebx_condition_improve_v:SetTextAlignment( CGameFont.alRight )	ebx_condition_improve_v:SetTextColor( GetARGB(255,255,0,0) )	bkg_repair_wnd:AttachChild( ebx_condition_improve_v )	-------------------------------------- IMPROVE CONDITION LABEL PERCENT SIGN	logf( "constructing lbl_condition_improve_pct" )	local lbl_condition_improve_pct = CUIStatic()	local lbl_condition_improve_pct_r = {		left   = lbl_condition_result_pct_r.left,		top    = lbl_condition_improve_r.top,		width  = lbl_condition_result_pct_r.width,		height = lbl_condition_result_pct_r.height	}	lbl_condition_improve_pct:SetAutoDelete( true )	lbl_condition_improve_pct:SetWindowName( "lbl_condition_improve_pct" )	lbl_condition_improve_pct:Init( r_unpack( lbl_condition_improve_pct_r ) )	lbl_condition_improve_pct:SetText( translate( "pct" ) )	lbl_condition_improve_pct:SetTextAlign( CGameFont.alLeft )	lbl_condition_improve_pct:SetTextY( -1 )	bkg_repair_wnd:AttachChild( lbl_condition_improve_pct )	--------------------------------------------------- CURRENT CONDITION LABEL	logf( "constructing lbl_condition_current" )	local lbl_condition_current = CUIStatic()	local lbl_condition_current_r = {		left   = lbl_condition_improve_r.left,		top    = (lbl_condition_improve_r.top-lbl_condition_improve_r.height)-5,		width  = lbl_condition_improve_r.width,		height = lbl_condition_improve_r.height	}	lbl_condition_current:SetAutoDelete( true )	lbl_condition_current:SetWindowName( "lbl_condition_current" )	lbl_condition_current:Init( r_unpack( lbl_condition_current_r ) )	lbl_condition_current:SetText( translate( "lbl_condition_current" ) )	lbl_condition_current:SetTextAlign( CGameFont.alRight )	lbl_condition_current:SetTextY( -1 )	bkg_repair_wnd:AttachChild( lbl_condition_current )	--------------------------------------------------- CURRENT CONDITION VALUE	logf( "constructing ebx_condition_current_v" )	local ebx_condition_current_v = CUIEditBox()	local ebx_condition_current_v_r = {		left   = ebx_condition_improve_v_r.left,		top    = lbl_condition_current_r.top,		width  = ebx_condition_improve_v_r.width,		height = ebx_condition_improve_v_r.height	}	ebx_condition_current_v:SetAutoDelete( true )	ebx_condition_current_v:SetWindowName( "ebx_condition_current_v" )	ebx_condition_current_v:Init( r_unpack( ebx_condition_current_v_r ) )	ebx_condition_current_v:SetText("0")	ebx_condition_current_v:SetTextAlignment( CGameFont.alRight )	ebx_condition_current_v:Enable(false) -- read only	bkg_repair_wnd:AttachChild( ebx_condition_current_v )	-------------------------------------- CURRENT CONDITION LABEL PERCENT SIGN	logf( "constructing lbl_condition_current_pct" )	local lbl_condition_current_pct = CUIStatic()	local lbl_condition_current_pct_r = {		left   = ebx_condition_improve_v_r.left,		top    = lbl_condition_current_r.top,		width  = ebx_condition_improve_v_r.width,		height = ebx_condition_improve_v_r.height	}	lbl_condition_current_pct:SetAutoDelete( true )	lbl_condition_current_pct:SetWindowName( "lbl_condition_current_pct" )	lbl_condition_current_pct:Init( r_unpack( lbl_condition_current_pct_r ) )	lbl_condition_current_pct:SetText( translate( "pct" ) )	lbl_condition_current_pct:SetTextAlign( CGameFont.alLeft )	lbl_condition_current_pct:SetTextY( -1 )	bkg_repair_wnd:AttachChild( lbl_condition_current_pct )	-- right aligned, horizontally reversed control creation	---------------------------------------------------- MONEY REMAINING RUBLES	logf( "constructing lbl_money_remaining_ru" )	local lbl_money_remaining_ru = CUIStatic()	local lbl_money_remaining_ru_r = {		left   = right_margin-30,		top    = lbl_condition_result_r.top,		width  = 30,		height = lbl_condition_result_r.height	}	lbl_money_remaining_ru:SetAutoDelete( true )	lbl_money_remaining_ru:SetWindowName( "lbl_money_remaining_ru" )	lbl_money_remaining_ru:Init( r_unpack( lbl_money_remaining_ru_r ) )	lbl_money_remaining_ru:SetText( translate( "rubles" ) )	lbl_money_remaining_ru:SetTextAlign( CGameFont.alLeft )	lbl_money_remaining_ru:SetTextY( -1 )	bkg_repair_wnd:AttachChild( lbl_money_remaining_ru )	----------------------------------------------------- MONEY REMAINING VALUE    logf( "constructing ebx_money_remaining_v" )	local ebx_money_remaining_v = CUIEditBox()	local ebx_money_remaining_v_r = {		left   = (lbl_money_remaining_ru_r.left-lbl_money_remaining_ru_r.width)-5,		top    = lbl_money_remaining_ru_r.top,		width  = 120,		height = lbl_money_remaining_ru_r.height	}	ebx_money_remaining_v:SetAutoDelete( true )	ebx_money_remaining_v:SetWindowName( "ebx_money_remaining_v" )	ebx_money_remaining_v:Init( r_unpack( ebx_money_remaining_v_r ) )	ebx_money_remaining_v:SetText( money )	ebx_money_remaining_v:SetNumbersOnly( true )	ebx_money_remaining_v:SetTextAlignment( CGameFont.alRight )	ebx_money_remaining_v:SetTextColor( GetARGB(255,255,0,0) )	bkg_repair_wnd:AttachChild( ebx_money_remaining_v )	----------------------------------------------------- MONEY REMAINING LABEL    logf( "constructing lbl_money_remaining" )	local lbl_money_remaining = CUIStatic()	local lbl_money_remaining_r = {		left   = (lbl_money_remaining_ru_r.left-lbl_money_remaining_ru_r.width)-5,		top    = lbl_money_remaining_ru_r.top,		width  = 200,		height = lbl_money_remaining_ru_r.height	}	lbl_money_remaining:SetAutoDelete( true )	lbl_money_remaining:SetWindowName( "lbl_money_remaining" )	lbl_money_remaining:Init( r_unpack( lbl_money_remaining_r ) )	lbl_money_remaining:SetText( translate( "lbl_money_remaining" ) )	lbl_money_remaining:SetTextAlign( CGameFont.alRight )	lbl_money_remaining:SetTextY( -1 )	bkg_repair_wnd:AttachChild( lbl_money_remaining )	-------------------------------------------------------- SPEND MONEY RUBLES    logf( "constructing lbl_money_spending_ru" )	local lbl_money_spending_ru = CUIStatic()	local lbl_money_spending_ru_r = {		left   = lbl_money_remaining_ru_r.left,		top    = (lbl_money_remaining_ru_r.top-lbl_money_remaining_ru_r.height)-5,		width  = lbl_money_remaining_ru_r.width,		height = lbl_money_remaining_ru_r.height	}	lbl_money_spending_ru:SetAutoDelete( true )	lbl_money_spending_ru:SetWindowName( "lbl_money_spending_ru" )	lbl_money_spending_ru:Init( r_unpack( lbl_money_remaining_r ) )	lbl_money_spending_ru:SetText( translate( "rubles" ) )	lbl_money_spending_ru:SetTextAlign( CGameFont.alLeft )	lbl_money_spending_ru:SetTextY( -1 )	bkg_repair_wnd:AttachChild( lbl_money_spending_ru )	--------------------------------------------------------- SPEND MONEY VALUE    logf( "constructing ebx_money_spending_v" )	local ebx_money_spending_v = CUIEditBox()	local ebx_money_spending_v_r = {		left   = ebx_money_remaining_v_r.left,		top    = lbl_money_spending_ru_r.top,		width  = ebx_money_remaining_v_r.width,		height = ebx_money_remaining_v_r.height	}	ebx_money_spending_v:SetAutoDelete( true )	ebx_money_spending_v:SetWindowName( "ebx_money_spending_v" )	ebx_money_spending_v:Init( r_unpack( ebx_money_spending_v_r ) )	ebx_money_spending_v:SetText( "0" )	ebx_money_spending_v:SetNumbersOnly( true )	ebx_money_spending_v:SetTextAlignment( CGameFont.alRight )	ebx_money_spending_v:SetTextColor( GetARGB(255,255,0,0) )	bkg_repair_wnd:AttachChild( ebx_money_spending_v )	--------------------------------------------------------- SPEND MONEY LABEL    logf( "constructing lbl_money_spending" )	local lbl_money_spending = CUIStatic()    logf( "constructing lbl_money_spending 1" )	local lbl_money_spending_r = {		left   = lbl_money_remaining_r.left,		top    = lbl_money_spending_ru_r.top,		width  = lbl_money_remaining_r.width,		height = lbl_money_remaining_r.height	}	lbl_money_spending:SetAutoDelete( true )	lbl_money_spending:SetWindowName( "lbl_money_spending" )	lbl_money_spending:Init( r_unpack( lbl_money_spending_r ) )	lbl_money_spending:SetText( translate( "lbl_money_spending" ) )	lbl_money_spending:SetTextAlign( CGameFont.alRight )	lbl_money_spending:SetTextY( -1 )	bkg_repair_wnd:AttachChild( lbl_money_spending )	------------------------------------------------------ CURRENT MONEY RUBLES    logf( "constructing lbl_money_current_ru" )	local lbl_money_current_ru = CUIStatic()	local lbl_money_current_ru_r = {		left   = lbl_money_remaining_ru_r.left,		top    = (lbl_money_spending_ru_r.top-lbl_money_spending_ru_r.height)-5,		width  = lbl_money_remaining_ru_r.width,		height = lbl_money_remaining_ru_r.height	}	lbl_money_current_ru:SetAutoDelete( true )	lbl_money_current_ru:SetWindowName( "lbl_money_current_ru" )	lbl_money_current_ru:Init( r_unpack( lbl_money_current_ru_r ) )	lbl_money_current_ru:SetText( translate( "rubles" ) )	lbl_money_current_ru:SetTextAlign( CGameFont.alLeft )	lbl_money_current_ru:SetTextY( -1 )	bkg_repair_wnd:AttachChild( lbl_money_current_ru )	------------------------------------------------------- CURRENT MONEY VALUE    logf( "constructing lbl_money_current_v" )	local lbl_money_current_v = CUIStatic()	local lbl_money_current_v_r = {		left   = ebx_money_remaining_v_r.left,		top    = lbl_money_current_ru_r.top,		width  = ebx_money_remaining_v_r.width,		height = ebx_money_remaining_v_r.height	}	lbl_money_current_v:SetAutoDelete( true )	lbl_money_current_v:SetWindowName( "lbl_money_current_v" )	lbl_money_current_v:Init( r_unpack( lbl_money_current_v_r ) )	lbl_money_current_v:SetText( money )	lbl_money_current_v:SetTextAlign( CGameFont.alRight )	lbl_money_current_v:SetTextY( -1 )	bkg_repair_wnd:AttachChild( lbl_money_current_v )	------------------------------------------------------- CURRENT MONEY LABEL    logf( "constructing lbl_money_current" )	local lbl_money_current = CUIStatic()	local lbl_money_current_r = {		left   = lbl_money_remaining_r.left,		top    = lbl_money_current_ru_r.top,		width  = lbl_money_remaining_r.width,		height = lbl_money_remaining_r.height	}	lbl_money_current:SetAutoDelete( true )	lbl_money_current:SetWindowName( "lbl_money_current" )	lbl_money_current:Init( r_unpack( lbl_money_current_r ) )	lbl_money_current:SetText( translate( "lbl_money_current" ) )	lbl_money_current:SetTextAlign( CGameFont.alRight )	lbl_money_current:SetTextY( -1 )	bkg_repair_wnd:AttachChild( lbl_money_current )	-- Switch to creating controls from top down here	------------------------------------------------------ RUSH REPAIR CHECKBOX    logf( "constructing chb_repair_rush" )	local chb_repair_rush = CUICheckButton()	local chb_repair_rush_r = {		left   = right_margin-btn_repair_r.width,		top    = top_margin,		width  = btn_repair_r.width,		height = btn_repair_r.height	}	chb_repair_rush:SetAutoDelete( true )	chb_repair_rush:SetWindowName( "chb_repair_rush" )	chb_repair_rush:Init( r_unpack( chb_repair_rush_r ) )	chb_repair_rush:SetText( translate( "chb_repair_rush" ) )	chb_repair_rush:SetTextAlign( CGameFont.alCenter )	chb_repair_rush:SetTextY( -1 )	self:Register( chb_repair_rush )	bkg_repair_wnd:AttachChild( chb_repair_rush )	----------------------------------------------- REPAIRABLE ITEMS LIST LABEL    logf( "constructing lbl_repairable_items" )	local lbl_repairable_items = CUIStatic()	local lbl_repairable_items_r = {		left   = left_margin,		top    = top_margin,		width  = (size_w-(margin_size*2))/2,		height = btn_repair_r.height	}	lbl_repairable_items:SetAutoDelete( true )	lbl_repairable_items:SetWindowName( "lbl_repairable_items" )	lbl_repairable_items:Init( r_unpack( lbl_repairable_items_r ) )	lbl_repairable_items:SetText( translate( "lbl_repairable_items" ) )	lbl_repairable_items:SetTextAlign( CGameFont.alCenter )	lbl_repairable_items:SetTextY( -1 )	bkg_repair_wnd:AttachChild( lbl_repairable_items )	----------------------------------------------------- REPAIRABLE ITEMS LIST    logf( "constructing lst_repairable_items" )	local lst_repairable_items = CUIListWnd()	local lst_repairable_items_r = {		left   = lbl_repairable_items_r.left,		top    = lbl_repairable_items_r.top+lbl_repairable_items_r.height+5,		width  = size_w-(margin_size*2),		height = size_h-(5+lbl_money_current_ru_r.height)	}	lst_repairable_items:SetAutoDelete( true )	lst_repairable_items:SetWindowName( "lst_repairable_items" )	lst_repairable_items:SetItemHeight( 20 )    lst_repairable_items:Init( r_unpack( lst_repairable_items_r ) )    lst_repairable_items:EnableScrollBar( true )	lst_repairable_items:ShowSelectedItem( true )	self:Register( lst_repairable_items )    bkg_repair_wnd:AttachChild( lst_repairable_items )	self.repairable_items = find_repairable_items( db.actor )	local lsi_item, lsi_item_name, item, item_condition, item_condition_percent    logf( "constructing lst_repairable_items for loop" )	for i, item in ipairs( self.repairable_items ) do		item_condition = item:condition()		item_condition_percent = math.floor(item_condition*100)		lsi_item_name = string.format( "lsi_%i_%i", item:id(), item_condition_percent )		-------------------------------------------- REPAIRABLE ITEMS LIST ITEM	    logf( "constructing %s", lsi_item_name )	    lsi_item = CUIListItem()	    lsi_item:SetAutoDelete( true )	    lsi_item:SetWindowName( lsi_item_name )		lsi_item:Init( 0, 0, lst_repairable_items_r.width, 20 )		lsi_item:SetText( item:name().." ("..item_condition_percent..translate( "pct" )..")" )		lsi_item:SetTextAlign( CGameFont.alCenter )		lsi_item:SetTextY( -1 )		lsi_item:SetTextColor( condition_as_color( item_condition ) )		lst_repairable_items:AddItem( lsi_item )	end    logf( "uiRepairDialog:InitControls() complete" )endfunction uiRepairDialog:RegisterCallbacks( registry )    logf( "uiRepairDialog:RegisterCallbacks() called" )	for element, callbacks in pairs( registry ) do	    for i, callback in ipairs( callbacks ) do	    	logf( "uiRepairDialog:RegisterCallbacks() %s callback #%i (%i) %s",				element, i, callback.id, tostring( callback.fn ) )	    	self:AddCallback( element, callback.id, callback.fn, self )	    end	end    logf( "uiRepairDialog:RegisterCallbacks() complete" )endfunction uiRepairDialog:InitCallBacks()    logf( "uiRepairDialog:InitCallBacks() called" )	self:RegisterCallbacks( {		chb_repair_rush = {			{ fn = self.on_chb_repair_rush_set, id = ui_events.CHECK_BUTTON_SET },			{ fn = self.on_chb_repair_rush_reset, id = ui_events.CHECK_BUTTON_RESET }		},		ebx_condition_improve_v = {			{ fn = self.on_ebx_condition_improve_v_changed, id = ui_events.EDIT_TEXT_CHANGED },			{ fn = self.on_ebx_condition_improve_v_commit, id = ui_events.EDIT_TEXT_COMMIT }		},		ebx_condition_result_v = {			{ fn = self.on_ebx_condition_result_v_changed, id = ui_events.EDIT_TEXT_CHANGED },			{ fn = self.on_ebx_condition_result_v_commit, id = ui_events.EDIT_TEXT_COMMIT }		},		ebx_money_spending_v = {			{ fn = self.on_ebx_money_spending_v_changed, id = ui_events.EDIT_TEXT_CHANGED },			{ fn = self.on_ebx_money_spending_v_commit, id = ui_events.EDIT_TEXT_COMMIT }		},		ebx_money_remaining_v = {			{ fn = self.on_ebx_money_remaining_v_changed, id = ui_events.EDIT_TEXT_CHANGED },			{ fn = self.on_ebx_money_remaining_v_commit, id = ui_events.EDIT_TEXT_COMMIT }		},		btn_repair = {			{ fn = self.on_btn_repair_clicked, id = ui_events.BUTTON_CLICKED }		},		btn_cancel = {			{ fn = self.on_btn_cancel_clicked, id = ui_events.BUTTON_CLICKED }		}	} )    logf( "uiRepairDialog:InitCallBacks() complete" )endfunction open( wnd )	logf( "open() called")	if wnd == nil then		logf( "open() wnd == nil")		return	end	holder = wnd:GetHolder()	logf( "open() 1")	if holder == nil then 		logf( "open() 2")	    holder = level		logf( "open() 3")	end	logf( "open() 4")	if not wnd.isOpen then		logf( "open() 5")		if holder.start_stop_menu ~= nil then	    	holder.start_stop_menu( wnd, true )		logf( "open() 6")	    else	    	level.start_stop_menu( wnd, true )		logf( "open() 7")	    end		logf( "open() 8")		wnd.IsOpen = true	end	logf( "open() complete")endfunction close( wnd )	logf( "close() called")	if wnd == nil then		logf( "close() wnd == nil")		return	end	holder = wnd:GetHolder()	logf( "close() 1")	if holder == nil then		logf( "close() 2")	    holder = level		logf( "close() 3")	end	logf( "close() 4")	if wnd.isOpen then		logf( "close() 5")		if holder.start_stop_menu ~= nil then	    	holder.start_stop_menu( wnd, true )		logf( "close() 6")	    else	    	level.start_stop_menu( wnd, true )		logf( "close() 7")	    end		logf( "close() 8")		wnd.IsOpen = false	end	logf( "open() complete")endfunction uiRepairDialog:RecalcMoney( budget )	logf( "uiRepairDialog:RecalcMoney() called")	uiRepairDialog:Recalc( 1, budget )	logf( "uiRepairDialog:RecalcMoney() complete")endfunction uiRepairDialog:RecalcCondition( condition_target )	logf( "uiRepairDialog:RecalcCondition() called")	uiRepairDialog:Recalc( condition_target, nil )	logf( "uiRepairDialog:RecalcCondition() complete")endfunction uiRepairDialog:Recalc( condition_target, budget )	logf( "uiRepairDialog:Recalc() called")	-- TODO: Factor in 'goodwill' towards db.actor	local money = db.actor:money()	if condition_target == nil or condition_target > 1 then		condition_target = 1	end	self.valid_repair = true	if budget == nil then		budget = money	elseif budget > money then		budget = money	end	self.last_recalc_params = { condition_target, budget }	local lst_repairable_items = self:GetListWnd( "lst_repairable_items" )	local lst_repairable_items_index = list:GetSelectedItem()	if lst_repairable_items_index == -1 then		logf( "uiRepairDialog:Recalc() complete")		return	end	local repairable_item = self.repairable_items[index]	local chb_repair_rush = self:GetCheckButton( "chb_repair_rush" )	local ebx_condition_current_v = self:GetEditBox( "ebx_condition_current_v" )	local ebx_condition_improve_v = self:GetEditBox( "ebx_condition_improve_v" )	local ebx_condition_result_v = self:GetEditBox( "ebx_condition_result_v" )	local ebx_money_spending_v = self:GetEditBox( "ebx_money_spending_v" )	local ebx_money_remaining_v = self:GetEditBox( "ebx_money_remaining_v" )		if money <= 0 then		self.valid_repair = false		ebx_condition_current_v:SetTextColor( color_invalid )	end	local rush_state = chb_repair_rush:GetCheck()		local condition = repairable_item:condition()	local condition_value = math.floor( condition * 10000 ) / 100	local condition_target_value    local condition_amount, expense	if condition > condition_target then		condition_target = condition		condition_target_value = condition_value		condition_ammount = 0		expense = 0		self.valid_repair = false		ebx_money_spending_v:SetTextColor( color_invalid )		ebx_condition_improve_v:SetTextColor( color_invalid )	else		condition_target_value = math.floor( condition_target * 10000 ) / 100		condition_amount, expense = calculate_repairable(			self.cost_modifier, condition_value, condition_target, budget )		ebx_money_spending_v:SetTextColor( color_valid )		ebx_condition_improve_v:SetTextColor( color_valid )	end	local condition_amount_value = math.floor( condition_amount * 10000 ) / 100		ebx_condition_current_v:SetText( condition_value )	ebx_condition_result_v:SetText( condition_target_value )	ebx_condition_improve_v:SetText( condition_amount_value )	local balance = money - expense    ebx_money_spending_v:SetText( expense )    ebx_money_remaining_v:SetText( balance )	if balance < 0 then		self.valid_repair = false		ebx_money_remaining_v:SetTextColor( color_invalid )		else		ebx_money_remaining_v:SetTextColor( color_valid )	end	ebx_condition_current_v:SetTextColor( condition_as_color( condition ) )	ebx_condition_result_v:SetTextColor( condition_as_color( condition_target ) )	logf( "uiRepairDialog:Recalc() complete")endfunction uiRepairDialog:on_btn_cancel_clicked()	logf( "on_btn_cancel_clicked() called")	close( self )	logf( "on_btn_cancel_clicked() complete")endfunction uiRepairDialog:on_chb_repair_rush_set()	logf( "on_chb_repair_rush_set() called")	self:Recalc( unpack( self.last_calc_value ) )	logf( "on_chb_repair_rush_set() complete")endfunction uiRepairDialog:on_chb_repair_rush_reset()	logf( "on_chb_repair_rush_reset() called")	self:Recalc( unpack( self.last_calc_value ) )	logf( "on_chb_repair_rush_reset() complete")endfunction uiRepairDialog:on_ebx_condition_improve_v_changed()	logf( "on_ebx_condition_improve_v_changed() called")	local ebx_condition_improve_v = self:GetEditBox( "ebx_condition_improve_v" )	self:RecalcCondition( tonumber( ebx_condition_improve_v:GetText() ) )	logf( "on_ebx_condition_improve_v_changed() complete")endfunction uiRepairDialog:on_ebx_condition_improve_v_commit()	logf( "on_ebx_condition_improve_v_commit() called")	local ebx_condition_improve_v = self:GetEditBox( "ebx_condition_improve_v" )	self:RecalcCondition( tonumber( ebx_condition_improve_v:GetText() ) )	logf( "on_ebx_condition_improve_v_commit() complete")endfunction uiRepairDialog:on_ebx_condition_result_v_changed()	logf( "on_ebx_condition_result_v_changed() called")	local ebx_condition_result_v = self:GetEditBox( "ebx_condition_result_v" )	self:RecalcCondition( tonumber( ebx_condition_result_v:GetText() ) )	logf( "on_ebx_condition_result_v_changed() complete")endfunction uiRepairDialog:on_ebx_condition_result_v_commit()	logf( "on_ebx_ebx_condition_result_v_commit() called")	local ebx_condition_result_v = self:GetEditBox( "ebx_condition_result_v" )	self:RecalcCondition( tonumber( ebx_condition_result_v:GetText() ) )	logf( "on_ebx_ebx_condition_result_v_commit() complete")endfunction uiRepairDialog:on_ebx_money_spending_v_changed()	logf( "on_ebx_money_spending_v_commit() called")	local ebx_money_spending_v = self:GetEditBox( "ebx_money_spending_v" )	self:RecalcMoney( tonumber( ebx_money_spending_v:GetText() ) )	logf( "on_ebx_money_spending_v_commit() complete")endfunction uiRepairDialog:on_ebx_money_spending_v_commit()	logf( "on_ebx_money_spending_v_commit() called")	local ebx_money_spending_v = self:GetEditBox( "ebx_money_spending_v" )	self:RecalcMoney( tonumber( ebx_money_spending_v:GetText() ) )	logf( "on_ebx_money_spending_v_commit() complete")endfunction uiRepairDialog:on_ebx_money_remaining_v_changed()	logf( "on_ebx_money_remaining_v_changed() called")	local ebx_money_remaining_v = self:GetEditBox( "ebx_money_remaining_v" )	self:RecalcMoney( tonumber( ebx_money_remaining_v:GetText() ) )	logf( "on_ebx_money_remaining_v_changed() complete")endfunction uiRepairDialog:on_ebx_money_remaining_v_commit()	logf( "on_ebx_money_remaining_v_commit() called")	local ebx_money_remaining_v = self:GetEditBox( "ebx_money_remaining_v" )	self:RecalcMoney( tonumber( ebx_money_remaining_v:GetText() ) )	logf( "on_ebx_money_remaining_v_commit() complete")endfunction uiRepairDialog:on_btn_repair_clicked()	logf( "on_btn_repair_clicked() called")	local lst_repairable_items = self:GetListWnd( "lst_repairable_items" )	local index = list:GetSelectedItem()	if index == -1 then return end	local item = self.repairable_items[index]	local ebx_condition_result_v = self:GetEditBox( "ebx_condition_result_v" )	local ebx_money_spending_v = self:GetEditBox( "ebx_money_spending_v" )	-- db.actor:transfer_money( ebx_money_spending_v:GetText(), self.repairer )		-- TODO: Hide weapon in inaccessible virtual stash with repair and date info		-- the player will be able to retrieve his weapon by asking the repairer	-- even if the repairs aren't complete, and still get a partial repair	-- maybe partial to full refunds depending on goodwill and time spent repairing?	close( self )	logf( "on_btn_repair_clicked() complete")end-- virtual function (overloaded?)function uiRepairDialog:OnKeyboard( dik, keyboard_action )	CUIScriptWnd.OnKeyboard( self, dik, keyboard_action )	-- translate DirectInputKey to bound function (in user.ltx)	local bind = dik_to_bind(dik)	if keyboard_action == ui_events.WINDOW_KEY_PRESSED then		logf("pressed dik=%d bind=%d", dik, bind )	elseif keyboard_action == ui_events.WINDOW_KEY_RELEASED then		logf("released dik=%d bind=%d", dik, bind )	end	if bind == key_bindings.kQUIT then		close( self )	end	return true -- catch all keys.end