Moved menu code out into:

menu.js

Moved selection details and unit commands code out into:
selection_details.js
unit_commands.js

Deleted some unused sprites

This was SVN commit r7659.
This commit is contained in:
WhiteTreePaladin
2010-07-01 20:31:47 +00:00
parent 6d625fdc55
commit 8f48d0f007
6 changed files with 423 additions and 508 deletions
@@ -0,0 +1,47 @@
function toggleDeveloperOverlay()
{
if (getGUIObjectByName("devCommands").hidden)
getGUIObjectByName("devCommands").hidden = false; // show overlay
else
getGUIObjectByName("devCommands").hidden = true; // hide overlay
}
function toggleSettingsWindow()
{
if (getGUIObjectByName("settingsWindow").hidden)
{
getGUIObjectByName("settingsWindow").hidden = false; // show settings
setPaused(true);
}
else
{
getGUIObjectByName("settingsWindow").hidden = true; // hide settings
setPaused(false);
}
getGUIObjectByName("menu").hidden = true; // Hide menu
}
function togglePause()
{
if (getGUIObjectByName("pauseOverlay").hidden)
{
getGUIObjectByName("pauseOverlay").hidden = false; // pause game
setPaused(true);
}
else
{
getGUIObjectByName("pauseOverlay").hidden = true; // unpause game
setPaused(false);
}
getGUIObjectByName("menu").hidden = true; // Hide menu
}
function toggleMenu()
{
if (getGUIObjectByName("menu").hidden)
getGUIObjectByName("menu").hidden = false; // View menu
else
getGUIObjectByName("menu").hidden = true; // Hide menu
}
@@ -0,0 +1,164 @@
const resourceIconCellIds = {food : 0, wood : 1, stone : 2, metal : 3};
// Multiple Selection Layout
function selectionLayoutMultiple()
{
getGUIObjectByName("selectionDetailsMainText").size = "80 100%-70 100%-14 100%-10";
getGUIObjectByName("selectionDetailsSpecific").size = "0 6 100% 30";
getGUIObjectByName("selectionDetailsPlayer").size = "0 34 100% 100%-8";
getGUIObjectByName("selectionDetailsIcon").size = "10 100%-74 66 100%-18";
getGUIObjectByName("selectionDetailsHealth").size = "10 100%-16 66 100%-12";
getGUIObjectByName("selectionDetailsStamina").size = "10 100%-10 66 100%-6";
getGUIObjectByName("selectionDetailsAttack").hidden = true;
getGUIObjectByName("selectionDetailsArmour").hidden = true;
getGUIObjectByName("selectionDetailsMainText").sprite = "goldPanel";
getGUIObjectByName("selectionDetailsSpecific").sprite = "";
}
// Single Selection Layout
function selectionLayoutSingle()
{
getGUIObjectByName("selectionDetailsMainText").size = "6 0 100%-6 50";
getGUIObjectByName("selectionDetailsSpecific").size = "0 0 100% 30";
getGUIObjectByName("selectionDetailsPlayer").size = "0 30 100% 50";
getGUIObjectByName("selectionDetailsIcon").size = "10 100%-104 90 100%-22";
getGUIObjectByName("selectionDetailsHealth").size = "10 100%-20 90 100%-14";
getGUIObjectByName("selectionDetailsStamina").size = "10 100%-12 90 100%-6";
getGUIObjectByName("selectionDetailsAttack").size = "104 64 100% 100%-30";
getGUIObjectByName("selectionDetailsArmour").size = "204 64 100% 100%-30";
getGUIObjectByName("selectionDetailsAttack").hidden = false;
getGUIObjectByName("selectionDetailsArmour").hidden = false;
getGUIObjectByName("selectionDetailsMainText").sprite = "";
getGUIObjectByName("selectionDetailsSpecific").sprite = "wheatWindowTitle";
}
// Fills out information that most entities have
function displayGeneralInfo(entState, template)
{
var iconTooltip = "";
// Is unit Elite?
var eliteStatus = isUnitElite(entState.template);
// Specific Name
var name = (eliteStatus? "Elite " + template.name.specific : template.name.specific);
getGUIObjectByName("selectionDetailsSpecific").caption = name;
iconTooltip += "[font=\"serif-bold-16\"]" + name + "[/font]";
// Generic Name
if (template.name.generic != template.name.specific)
getGUIObjectByName("selectionDetailsSpecific").tooltip = template.name.generic;
else
getGUIObjectByName("selectionDetailsSpecific").tooltip = "";
// Player Name
getGUIObjectByName("selectionDetailsPlayer").caption = "Player " + entState.player; // TODO: get player name
// Hitpoints
if (entState.hitpoints != undefined)
{
var healthSize = getGUIObjectByName("selectionDetailsHealthBar").size;
healthSize.rright = 100*Math.max(0, Math.min(1, entState.hitpoints / entState.maxHitpoints));
getGUIObjectByName("selectionDetailsHealthBar").size = healthSize;
var tooltipHitPoints = "[font=\"serif-bold-13\"]Hitpoints [/font]" + entState.hitpoints + "/" + entState.maxHitpoints;
getGUIObjectByName("selectionDetailsHealth").tooltip = tooltipHitPoints;
getGUIObjectByName("selectionDetailsHealth").hidden = false;
iconTooltip += "\n" + tooltipHitPoints;
}
else
{
getGUIObjectByName("selectionDetailsHealth").hidden = true;
getGUIObjectByName("selectionDetailsHealth").tooltip = "";
}
// Attack stats
getGUIObjectByName("selectionDetailsAttackStats").caption = damageTypesToTextStacked(entState.attack);
if (entState.attack)
iconTooltip += "\n" + "[font=\"serif-bold-13\"]Attack: [/font]" + damageTypesToText(entState.attack);
// Armour stats
getGUIObjectByName("selectionDetailsArmourStats").caption = damageTypesToTextStacked(entState.armour);
if (entState.armour)
iconTooltip += "\n" + "[font=\"serif-bold-13\"]Armour: [/font]" + damageTypesToText(entState.armour);
// Is this a Gaia unit?
var firstWord = entState.template.substring(0, entState.template.search("/"));
if (firstWord == "gaia")
{
getGUIObjectByName("selectionDetailsAttack").hidden = true;
getGUIObjectByName("selectionDetailsArmour").hidden = true;
}
// Resource stats
if (entState.resourceSupply)
{
var resources = entState.resourceSupply.amount + "/" + entState.resourceSupply.max + " ";
var resourceType = entState.resourceSupply.type["generic"];
getGUIObjectByName("selectionDetailsResourceStats").caption = resources;
getGUIObjectByName("selectionDetailsResourceIcon").cell_id = resourceIconCellIds[resourceType];
getGUIObjectByName("selectionDetailsResources").hidden = false;
iconTooltip += "\n[font=\"serif-bold-13\"]Resources: [/font]" + resources + "[font=\"serif-12\"]" + resourceType + "[/font]";
}
else
{
getGUIObjectByName("selectionDetailsResources").hidden = true;
}
// Icon
getGUIObjectByName("selectionDetailsIconImage").tooltip = iconTooltip;
getGUIObjectByName("selectionDetailsIconImage").sprite = "snPortraitSheetHele";
getGUIObjectByName("selectionDetailsIconImage").cell_id = template.icon_cell;
}
// Updates middle entity Selection Details Panel
function updateSelectionDetails()
{
var detailsPanel = getGUIObjectByName("selectionDetails");
var commandsPanel = getGUIObjectByName("unitCommands");
var selection = g_Selection.toList();
if (selection.length == 0)
{
detailsPanel.hidden = true;
commandsPanel.hidden = true;
return;
}
/* If the unit has no data (e.g. it was killed), don't try displaying any
data for it. (TODO: it should probably be removed from the selection too;
also need to handle multi-unit selections) */
var entState = Engine.GuiInterfaceCall("GetEntityState", selection[g_Selection.getPrimary()]);
if (!entState)
{
detailsPanel.hidden = true;
commandsPanel.hidden = true;
return;
}
var template = Engine.GuiInterfaceCall("GetTemplateData", entState.template);
// Different selection details are shown based on whether multiple units or a single unit is selected
if (selection.length > 1)
selectionLayoutMultiple();
else
selectionLayoutSingle();
// Fill out general info and display it
displayGeneralInfo(entState, template); // must come after layout functions
// Show Panels
detailsPanel.hidden = false;
// Fill out commands panel for specific unit selected (or first unit of primary group)
updateUnitCommands(commandsPanel, selection, entState);
}
@@ -175,472 +175,3 @@ function getFullName(template)
return "[font=\"serif-bold-16\"]" + name + "[/font]";
}
function createIconTooltip(entState, template)
{
var tooltip = "";
tooltip = getFullName(template);
var hitpointsLabel = "[font=\"serif-bold-13\"]Hitpoints: [/font]";
tooltip += "\n" + hitpointsLabel + entState.hitpoints + "/" + entState.maxHitpoints;
var attackLabel = "[font=\"serif-bold-13\"]Attack: [/font]";
var armourLabel = "[font=\"serif-bold-13\"]Armour: [/font]";
tooltip += "\n" + attackLabel + damageTypesToText(entState.attack) + "\n" + armourLabel + damageTypesToText(entState.armour);
return tooltip;
}
//-------------------------------- -------------------------------- --------------------------------
// Menu Functions
//-------------------------------- -------------------------------- --------------------------------
function toggleDeveloperOverlay()
{
if (getGUIObjectByName("devCommands").hidden)
getGUIObjectByName("devCommands").hidden = false; // show overlay
else
getGUIObjectByName("devCommands").hidden = true; // hide overlay
}
function toggleSettingsWindow()
{
if (getGUIObjectByName("settingsWindow").hidden)
{
getGUIObjectByName("settingsWindow").hidden = false; // show settings
setPaused(true);
}
else
{
getGUIObjectByName("settingsWindow").hidden = true; // hide settings
setPaused(false);
}
getGUIObjectByName("menu").hidden = true; // Hide menu
}
function togglePause()
{
if (getGUIObjectByName("pauseOverlay").hidden)
{
getGUIObjectByName("pauseOverlay").hidden = false; // pause game
setPaused(true);
}
else
{
getGUIObjectByName("pauseOverlay").hidden = true; // unpause game
setPaused(false);
}
getGUIObjectByName("menu").hidden = true; // Hide menu
}
function toggleMenu()
{
if (getGUIObjectByName("menu").hidden)
getGUIObjectByName("menu").hidden = false; // View menu
else
getGUIObjectByName("menu").hidden = true; // Hide menu
}
//-------------------------------- -------------------------------- --------------------------------
// View / Hide Details Panel and Commands Panel information
//-------------------------------- -------------------------------- --------------------------------
// Hides Details Panel's Information
function hideSelectionDetails(booleanValue)
{
getGUIObjectByName("selectionDetailsIcon").hidden = booleanValue;
getGUIObjectByName("selectionDetailsHealth").hidden = booleanValue;
getGUIObjectByName("selectionDetailsStamina").hidden = booleanValue;
getGUIObjectByName("selectionDetailsMainText").hidden = booleanValue;
getGUIObjectByName("selectionDetailsAttack").hidden = booleanValue;
getGUIObjectByName("selectionDetailsArmour").hidden = booleanValue;
getGUIObjectByName("unitSelectionPanel").hidden = booleanValue;
getGUIObjectByName("selectionProductLogo").hidden = !booleanValue; // gets opposite of booleanValue
}
// Hides Commands Panel's Information
function hideCommands(booleanValue)
{
getGUIObjectByName("unitConstructionPanel").hidden = booleanValue;
getGUIObjectByName("unitStancePanel").hidden = booleanValue;
getGUIObjectByName("unitFormationPanel").hidden = booleanValue;
getGUIObjectByName("unitResearchPanel").hidden = booleanValue;
getGUIObjectByName("unitTrainingPanel").hidden = booleanValue;
getGUIObjectByName("unitQueuePanel").hidden = booleanValue;
}
//-------------------------------- -------------------------------- --------------------------------
// Details Panel layout
//-------------------------------- -------------------------------- --------------------------------
const resourceIconCellIds = {food : 0, wood : 1, stone : 2, metal : 3};
// Multiple Selection Layout
function selectionLayoutMultiple()
{
getGUIObjectByName("selectionDetailsMainText").size = "80 100%-70 100%-14 100%-10";
getGUIObjectByName("selectionDetailsSpecific").size = "0 6 100% 30";
getGUIObjectByName("selectionDetailsPlayer").size = "0 34 100% 100%-8";
getGUIObjectByName("selectionDetailsIcon").size = "10 100%-74 66 100%-18";
getGUIObjectByName("selectionDetailsHealth").size = "10 100%-16 66 100%-12";
getGUIObjectByName("selectionDetailsStamina").size = "10 100%-10 66 100%-6";
getGUIObjectByName("selectionDetailsAttack").hidden = true;
getGUIObjectByName("selectionDetailsArmour").hidden = true;
getGUIObjectByName("selectionDetailsMainText").sprite = "goldPanel";
getGUIObjectByName("selectionDetailsSpecific").sprite = "";
}
// Single Selection Layout
function selectionLayoutSingle()
{
getGUIObjectByName("selectionDetailsMainText").size = "6 0 100%-6 50";
getGUIObjectByName("selectionDetailsSpecific").size = "0 0 100% 30";
getGUIObjectByName("selectionDetailsPlayer").size = "0 30 100% 50";
getGUIObjectByName("selectionDetailsIcon").size = "10 100%-104 90 100%-22";
getGUIObjectByName("selectionDetailsHealth").size = "10 100%-20 90 100%-14";
getGUIObjectByName("selectionDetailsStamina").size = "10 100%-12 90 100%-6";
getGUIObjectByName("selectionDetailsAttack").size = "104 64 100% 100%-30";
getGUIObjectByName("selectionDetailsArmour").size = "204 64 100% 100%-30";
getGUIObjectByName("selectionDetailsAttack").hidden = false;
getGUIObjectByName("selectionDetailsArmour").hidden = false;
getGUIObjectByName("selectionDetailsMainText").sprite = "";
getGUIObjectByName("selectionDetailsSpecific").sprite = "wheatWindowTitle";
}
// The number of currently visible buttons (used to optimise showing/hiding)
var g_unitPanelButtons = { "Construction": 0, "Training": 0, "Queue": 0 };
// Unit panels are panels with row(s) of buttons
var g_unitPanels = ["Stance", "Formation", "Construction", "Research", "Training", "Queue", "Selection"];
// Sets up "unit panels" - the panels with rows of icons (Helper function for updateUnitDisplay)
function setupUnitPanel(guiName, usedPanels, unitEntState, items, callback)
{
usedPanels[guiName] = 1;
var i = 0;
for each (var item in items)
{
if (i > 15) // End loop early if more than 16 buttons
break;
// Get templates
var entType;
if (guiName == "Queue")
entType = item.template;
else
entType = item;
var template = Engine.GuiInterfaceCall("GetTemplateData", entType);
if (!template)
continue; // ignore attempts to use invalid templates (an error should have been reported already)
// Name
var name;
if (guiName == "Selection")
name = template.name.specific || template.name.generic || "???";
else
name = getFullName(template);
// Tooltip
var tooltip = (isUnitElite(entType)? "Elite " + name : name ); // "Elite " is not formatted in bold, so may need custom versions of this later
if (guiName == "Selection")
{
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption =
(g_Selection.groups.groupTypeCount[item] > 1 ? g_Selection.groups.groupTypeCount[item] : "");
tooltip += (g_Selection.groups.groupTypeCount[item] > 1 ? " (" + g_Selection.groups.groupTypeCount[item] + ")" : "")
}
else if (guiName == "Queue")
{
var progress = Math.round(item.progress*100) + "%";
tooltip += " - " + progress;
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = (item.count > 1 ? item.count : "");
getGUIObjectByName("unit"+guiName+"Progress["+i+"]").caption = (item.progress ? progress : "");
}
else if (guiName == "Construction" || guiName == "Training")
{
if (template.cost)
{
var costs = [];
if (template.cost.food) costs.push("[font=\"serif-bold-13\"]Food:[/font] " + template.cost.food);
if (template.cost.wood) costs.push("[font=\"serif-bold-13\"]Wood:[/font] " + template.cost.wood);
if (template.cost.metal) costs.push("[font=\"serif-bold-13\"]Metal:[/font] " + template.cost.metal);
if (template.cost.stone) costs.push("[font=\"serif-bold-13\"]Stone:[/font] " + template.cost.stone);
if (costs.length)
tooltip += "\n" + costs.join(", ");
}
if (guiName == "Training")
{
var [batchSize, batchIncrement] = getTrainingQueueBatchStatus(unitEntState.id, entType);
tooltip += "\n[font=\"serif-13\"]";
if (batchSize) tooltip += "Training [font=\"serif-bold-13\"]" + batchSize + "[font=\"serif-13\"] units; ";
tooltip += "Shift-click to train [font=\"serif-bold-13\"]"+ (batchSize+batchIncrement) + "[font=\"serif-13\"] units[/font]";
}
}
// Button
var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
var icon = getGUIObjectByName("unit"+guiName+"Icon["+i+"]");
button.hidden = false;
button.tooltip = tooltip;
if (callback != null)
button.onpress = (function(e) { return function() { callback(e) } })(item); // (need nested functions to get the closure right)
icon.sprite = "snPortraitSheetHele"; // TODO
if (typeof template.icon_cell == "undefined")
icon.cell_id = 0;
else
icon.cell_id = template.icon_cell;
++i;
}
// Position the visible buttons (TODO: if there's lots, maybe they should be squeezed together to fit)
var buttonSideLength = getGUIObjectByName("unit"+guiName+"Button[0]").size.bottom;
var buttonSpacer = ((guiName == "Selection")? 37 : 45);
var numButtons = i;
var j = 0; // index for second row of buttons
for (i = 0; i < numButtons; ++i)
{
var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
var size = button.size;
if (i > 7) // Make second row
{
if (guiName == "Queue")
getGUIObjectByName("unit"+guiName+"Panel").size = "0 -104 100% 100%-166"
size.left = buttonSpacer*j;
size.right = buttonSpacer*j + buttonSideLength;
size.top = buttonSpacer;
size.bottom = buttonSpacer + buttonSideLength;
j++;
}
else // Make first row
{
if ((guiName == "Queue"))
getGUIObjectByName("unit"+guiName+"Panel").size = "0 -60 100% 100%-166"
size.left = buttonSpacer*i;
size.right = buttonSpacer*i + size.bottom;
}
button.size = size;
}
// Hide any buttons we're no longer using
for (i = numButtons; i < g_unitPanelButtons[guiName]; ++i)
getGUIObjectByName("unit"+guiName+"Button["+i+"]").hidden = true;
g_unitPanelButtons[guiName] = numButtons;
}
// Fills out information that most entities have
function displayGeneralInfo(entState, template)
{
var iconTooltip = "";
// Is unit Elite?
var eliteStatus = isUnitElite(entState.template);
// Specific Name
var name = (eliteStatus? "Elite " + template.name.specific : template.name.specific);
getGUIObjectByName("selectionDetailsSpecific").caption = name;
iconTooltip += "[font=\"serif-bold-16\"]" + name + "[/font]";
// Generic Name
if (template.name.generic != template.name.specific)
getGUIObjectByName("selectionDetailsSpecific").tooltip = template.name.generic;
else
getGUIObjectByName("selectionDetailsSpecific").tooltip = "";
// Player Name
getGUIObjectByName("selectionDetailsPlayer").caption = "Player " + entState.player; // TODO: get player name
// Hitpoints
if (entState.hitpoints != undefined)
{
var healthSize = getGUIObjectByName("selectionDetailsHealthBar").size;
healthSize.rright = 100*Math.max(0, Math.min(1, entState.hitpoints / entState.maxHitpoints));
getGUIObjectByName("selectionDetailsHealthBar").size = healthSize;
var tooltipHitPoints = "[font=\"serif-bold-13\"]Hitpoints [/font]" + entState.hitpoints + "/" + entState.maxHitpoints;
getGUIObjectByName("selectionDetailsHealth").tooltip = tooltipHitPoints;
getGUIObjectByName("selectionDetailsHealth").hidden = false;
iconTooltip += "\n" + tooltipHitPoints;
}
else
{
getGUIObjectByName("selectionDetailsHealth").hidden = true;
getGUIObjectByName("selectionDetailsHealth").tooltip = "";
}
// Attack stats
getGUIObjectByName("selectionDetailsAttackStats").caption = damageTypesToTextStacked(entState.attack);
if (entState.attack)
iconTooltip += "\n" + "[font=\"serif-bold-13\"]Attack: [/font]" + damageTypesToText(entState.attack);
// Armour stats
getGUIObjectByName("selectionDetailsArmourStats").caption = damageTypesToTextStacked(entState.armour);
if (entState.armour)
iconTooltip += "\n" + "[font=\"serif-bold-13\"]Armour: [/font]" + damageTypesToText(entState.armour);
// Is this a Gaia unit?
var firstWord = entState.template.substring(0, entState.template.search("/"));
if (firstWord == "gaia")
{
getGUIObjectByName("selectionDetailsAttack").hidden = true;
getGUIObjectByName("selectionDetailsArmour").hidden = true;
}
// Resource stats
if (entState.resourceSupply)
{
var resources = entState.resourceSupply.amount + "/" + entState.resourceSupply.max + " ";
var resourceType = entState.resourceSupply.type["generic"];
getGUIObjectByName("selectionDetailsResourceStats").caption = resources;
getGUIObjectByName("selectionDetailsResourceIcon").cell_id = resourceIconCellIds[resourceType];
getGUIObjectByName("selectionDetailsResources").hidden = false;
iconTooltip += "\n[font=\"serif-bold-13\"]Resources: [/font]" + resources + "[font=\"serif-12\"]" + resourceType + "[/font]";
}
else
{
getGUIObjectByName("selectionDetailsResources").hidden = true;
}
// Icon
getGUIObjectByName("selectionDetailsIconImage").tooltip = iconTooltip;
getGUIObjectByName("selectionDetailsIconImage").sprite = "snPortraitSheetHele";
getGUIObjectByName("selectionDetailsIconImage").cell_id = template.icon_cell;
}
function updateSelectionDetails()
{
var detailsPanel = getGUIObjectByName("selectionDetails");
var commandsPanel = getGUIObjectByName("unitCommands");
var selection = g_Selection.toList();
if (selection.length == 0)
{
detailsPanel.hidden = true;
commandsPanel.hidden = true;
return;
}
/* If the unit has no data (e.g. it was killed), don't try displaying any
data for it. (TODO: it should probably be removed from the selection too;
also need to handle multi-unit selections) */
var entState = Engine.GuiInterfaceCall("GetEntityState", selection[g_Selection.getPrimary()]);
if (!entState)
{
detailsPanel.hidden = true;
commandsPanel.hidden = true;
return;
}
var template = Engine.GuiInterfaceCall("GetTemplateData", entState.template);
// Different selection details are shown based on whether multiple units or a single unit is selected
if (selection.length > 1)
selectionLayoutMultiple();
else
selectionLayoutSingle();
// Fill out general info and display it
displayGeneralInfo(entState, template); // must come after layout functions
// Show Panels
detailsPanel.hidden = false;
// Fill out commands panel for specific unit selected (or first unit of primary group)
updateUnitCommands(commandsPanel, selection, entState);
}
// Updates right Unit Commands Panel - runs in the main session loop via updateSelectionDetails()
function updateUnitCommands(commandsPanel, selection, entState)
{
// Panels that are active
var usedPanels = {};
// If the selection is friendly units, add the command panels
var player = Engine.GetPlayerID();
if (entState.player == player || g_DevSettings.controlAll)
{
if (entState.attack) // TODO - this should be based on some AI properties
{
//usedPanels["Stance"] = 1;
//usedPanels["Formation"] = 1;
// (These are disabled since they're not implemented yet)
}
else // TODO - this should be based on various other things
{
//usedPanels["Research"] = 1;
}
if (entState.buildEntities && entState.buildEntities.length)
setupUnitPanel("Construction", usedPanels, entState, entState.buildEntities, startBuildingPlacement);
if (entState.training && entState.training.entities.length)
setupUnitPanel("Training", usedPanels, entState, entState.training.entities,
function (trainEntType) { addToTrainingQueue(entState.id, trainEntType); } );
if (entState.training && entState.training.queue.length)
setupUnitPanel("Queue", usedPanels, entState, entState.training.queue,
function (item) { removeFromTrainingQueue(entState.id, item.id); } );
if (selection.length > 1)
setupUnitPanel("Selection", usedPanels, entState, g_Selection.groups.groupTemplates,
function (entType) { changePrimarySelectionGroup(entType); } );
// Stamina
// if (entState.stamina != undefined)
getGUIObjectByName("selectionDetailsStamina").hidden = false;
// else
// getGUIObjectByName("selectionDetailsStamina").hidden = true;
commandsPanel.hidden = false;
}
else
{
getGUIObjectByName("selectionDetailsStamina").hidden = true;
commandsPanel.hidden = true;
}
// Hides / unhides Unit Panels (panels should be grouped by type, not by order, but we will leave that for another time)
var offset = 0;
for each (var panelName in g_unitPanels)
{
var panel = getGUIObjectByName("unit" + panelName + "Panel");
if (usedPanels[panelName])
{
// var size = panel.size;
// var h = size.bottom - size.top;
// size.bottom = offset;
// size.top = offset - h;
// panel.size = size;
panel.hidden = false;
// offset -= (h + 6); // changed 12 point spacing to 6 point: offset -= (h + 12);
}
else
{
panel.hidden = true;
}
}
}
@@ -7,6 +7,9 @@
<script file="gui/session_new/selection.js"/>
<script file="gui/session_new/input.js"/>
<script file="gui/session_new/music.js"/>
<script file="gui/session_new/menu.js"/>
<script file="gui/session_new/selection_details.js"/>
<script file="gui/session_new/unit_commands.js"/>
<object name="sn" hotkey="session.gui.toggle">
<action on="Tick">
@@ -82,17 +85,6 @@
<object size="100%-16 64 100% 80" type="checkbox" style="wheatCrossBox">
<action on="Press">g_Selection.SetMotionDebugOverlay(this.checked);</action>
</object>
<!--
<object size="0 80 100%-18 96" type="text" style="devCommandsText">Toggle music</object>
<object size="100%-16 80 100% 96" type="checkbox" style="wheatCrossBox" checked="true" hotkey="music.toggle">
<action on="Press">if (this.checked) startMusic(); else stopMusic();</action>
</object>
<object size="0 96 100%-18 112" type="text" style="devCommandsText">Pause game</object>
<object size="100%-16 96 100% 112" type="checkbox" style="wheatCrossBox" hotkey="pause">
<action on="Press">setPaused(this.checked);</action>
</object>
-->
</object>
<!-- ================================ ================================ -->
@@ -288,22 +280,6 @@
hidden="true"
z="20"
>
<!-- OAD logo background
<object name="selectionProductLogo"
size="65 45 100%-65 100%-55"
type="image"
style="frilly"
hidden="true"
>
<object name="selectionProductLogoImage"
type="image"
size="-4 -16 100%+24 100%+22"
sprite="watermarkProduct"
/>
</object>
-->
<!-- Unit Selection Area -->
<object name="unitSelectionPanel"
size="10 4 278 64"
@@ -467,9 +443,11 @@
<!-- ================================ ================================ -->
<!-- Selection bandbox -->
<!-- ================================ ================================ -->
<object name="bandbox" type="image" sprite="bandbox" ghost="true" hidden="true" z="100"
/>
<object name="bandbox" type="image" sprite="bandbox" ghost="true" hidden="true" z="100"/>
<!-- ================================ ================================ -->
<!-- Network status -->
<!-- ================================ ================================ -->
<object name="netStatus" type="text" style="netStatus" z="100" hidden="true"/>
</objects>
@@ -80,16 +80,7 @@
size="100% 50%-16 100%+48 50%+16"
/>
</sprite>
<sprite name="bronzeResourceRectangles">
<!-- (currently this is all a hack - need proper textures) -->
<image
texture="global/border/corner_bronze.dds"
texture_size="0 0 60 26"
size="28 0 100% 100%"
/>
</sprite>
<sprite name="bronzeCommandsSquares">
<!-- (currently this is all a hack - need proper textures) -->
<image
@@ -0,0 +1,204 @@
// The number of currently visible buttons (used to optimise showing/hiding)
var g_unitPanelButtons = { "Construction": 0, "Training": 0, "Queue": 0 };
// Unit panels are panels with row(s) of buttons
var g_unitPanels = ["Stance", "Formation", "Construction", "Research", "Training", "Queue", "Selection"];
// Sets up "unit panels" - the panels with rows of icons (Helper function for updateUnitDisplay)
function setupUnitPanel(guiName, usedPanels, unitEntState, items, callback)
{
usedPanels[guiName] = 1;
var i = 0;
for each (var item in items)
{
if (i > 15) // End loop early if more than 16 buttons
break;
// Get templates
var entType;
if (guiName == "Queue")
entType = item.template;
else
entType = item;
var template = Engine.GuiInterfaceCall("GetTemplateData", entType);
if (!template)
continue; // ignore attempts to use invalid templates (an error should have been reported already)
// Name
var name;
if (guiName == "Selection")
name = template.name.specific || template.name.generic || "???";
else
name = getFullName(template);
// Tooltip
var tooltip = (isUnitElite(entType)? "Elite " + name : name ); // "Elite " is not formatted in bold, so may need custom versions of this later
if (guiName == "Selection")
{
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption =
(g_Selection.groups.groupTypeCount[item] > 1 ? g_Selection.groups.groupTypeCount[item] : "");
tooltip += (g_Selection.groups.groupTypeCount[item] > 1 ? " (" + g_Selection.groups.groupTypeCount[item] + ")" : "")
}
else if (guiName == "Queue")
{
var progress = Math.round(item.progress*100) + "%";
tooltip += " - " + progress;
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = (item.count > 1 ? item.count : "");
getGUIObjectByName("unit"+guiName+"Progress["+i+"]").caption = (item.progress ? progress : "");
}
else if (guiName == "Construction" || guiName == "Training")
{
if (template.cost)
{
var costs = [];
if (template.cost.food) costs.push("[font=\"serif-bold-13\"]Food:[/font] " + template.cost.food);
if (template.cost.wood) costs.push("[font=\"serif-bold-13\"]Wood:[/font] " + template.cost.wood);
if (template.cost.metal) costs.push("[font=\"serif-bold-13\"]Metal:[/font] " + template.cost.metal);
if (template.cost.stone) costs.push("[font=\"serif-bold-13\"]Stone:[/font] " + template.cost.stone);
if (costs.length)
tooltip += "\n" + costs.join(", ");
}
if (guiName == "Training")
{
var [batchSize, batchIncrement] = getTrainingQueueBatchStatus(unitEntState.id, entType);
tooltip += "\n[font=\"serif-13\"]";
if (batchSize) tooltip += "Training [font=\"serif-bold-13\"]" + batchSize + "[font=\"serif-13\"] units; ";
tooltip += "Shift-click to train [font=\"serif-bold-13\"]"+ (batchSize+batchIncrement) + "[font=\"serif-13\"] units[/font]";
}
}
// Button
var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
var icon = getGUIObjectByName("unit"+guiName+"Icon["+i+"]");
button.hidden = false;
button.tooltip = tooltip;
if (callback != null)
button.onpress = (function(e) { return function() { callback(e) } })(item); // (need nested functions to get the closure right)
icon.sprite = "snPortraitSheetHele"; // TODO
if (typeof template.icon_cell == "undefined")
icon.cell_id = 0;
else
icon.cell_id = template.icon_cell;
++i;
}
// Position the visible buttons (TODO: if there's lots, maybe they should be squeezed together to fit)
var buttonSideLength = getGUIObjectByName("unit"+guiName+"Button[0]").size.bottom;
var buttonSpacer = ((guiName == "Selection")? 37 : 45);
var numButtons = i;
var j = 0; // index for second row of buttons
for (i = 0; i < numButtons; ++i)
{
var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
var size = button.size;
if (i > 7) // Make second row
{
if (guiName == "Queue")
getGUIObjectByName("unit"+guiName+"Panel").size = "0 -104 100% 100%-166"
size.left = buttonSpacer*j;
size.right = buttonSpacer*j + buttonSideLength;
size.top = buttonSpacer;
size.bottom = buttonSpacer + buttonSideLength;
j++;
}
else // Make first row
{
if ((guiName == "Queue"))
getGUIObjectByName("unit"+guiName+"Panel").size = "0 -60 100% 100%-166"
size.left = buttonSpacer*i;
size.right = buttonSpacer*i + size.bottom;
}
button.size = size;
}
// Hide any buttons we're no longer using
for (i = numButtons; i < g_unitPanelButtons[guiName]; ++i)
getGUIObjectByName("unit"+guiName+"Button["+i+"]").hidden = true;
g_unitPanelButtons[guiName] = numButtons;
}
// Updates right Unit Commands Panel - runs in the main session loop via updateSelectionDetails()
function updateUnitCommands(commandsPanel, selection, entState)
{
// Panels that are active
var usedPanels = {};
// If the selection is friendly units, add the command panels
var player = Engine.GetPlayerID();
if (entState.player == player || g_DevSettings.controlAll)
{
if (entState.attack) // TODO - this should be based on some AI properties
{
//usedPanels["Stance"] = 1;
//usedPanels["Formation"] = 1;
// (These are disabled since they're not implemented yet)
}
else // TODO - this should be based on various other things
{
//usedPanels["Research"] = 1;
}
if (entState.buildEntities && entState.buildEntities.length)
setupUnitPanel("Construction", usedPanels, entState, entState.buildEntities, startBuildingPlacement);
if (entState.training && entState.training.entities.length)
setupUnitPanel("Training", usedPanels, entState, entState.training.entities,
function (trainEntType) { addToTrainingQueue(entState.id, trainEntType); } );
if (entState.training && entState.training.queue.length)
setupUnitPanel("Queue", usedPanels, entState, entState.training.queue,
function (item) { removeFromTrainingQueue(entState.id, item.id); } );
if (selection.length > 1)
setupUnitPanel("Selection", usedPanels, entState, g_Selection.groups.groupTemplates,
function (entType) { changePrimarySelectionGroup(entType); } );
// Stamina
// if (entState.stamina != undefined)
getGUIObjectByName("selectionDetailsStamina").hidden = false;
// else
// getGUIObjectByName("selectionDetailsStamina").hidden = true;
commandsPanel.hidden = false;
}
else
{
getGUIObjectByName("selectionDetailsStamina").hidden = true;
commandsPanel.hidden = true;
}
// Hides / unhides Unit Panels (panels should be grouped by type, not by order, but we will leave that for another time)
var offset = 0;
for each (var panelName in g_unitPanels)
{
var panel = getGUIObjectByName("unit" + panelName + "Panel");
if (usedPanels[panelName])
{
// var size = panel.size;
// var h = size.bottom - size.top;
// size.bottom = offset;
// size.top = offset - h;
// panel.size = size;
panel.hidden = false;
// offset -= (h + 6); // changed 12 point spacing to 6 point: offset -= (h + 12);
}
else
{
panel.hidden = true;
}
}
}