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0ad/binaries/data/mods/official/gui/test/functions_page_session.js
Matei 77c59070c1 # Various gameplay updates.
- Added per-player resource pool and modified the GUI and entity scripts
to work with it.
- Modified unit creation functions so the unit is always assigned a
player before firing its initialize event, so that this event can deduct
population, etc from the right player.
- Fixed various small bugs, like a unit not cancelling all of its queued
items when it dies, or buildings not costing anything.

This was SVN commit r3998.
2006-06-10 03:05:16 +00:00

365 lines
11 KiB
JavaScript

/*
DESCRIPTION : Functions for "main game" session GUI.
NOTES :
*/
// ====================================================================
function initSession()
{
// ============================================= CONSTANTS =================================================
snConst = new Object();
// Portraits (large and small).
snConst.Portrait = new Object();
snConst.Portrait.Sml = new Object();
snConst.Portrait.Sml.Width = 45;
snConst.Portrait.Sml.Height = snConst.Portrait.Sml.Width;
snConst.Portrait.Lrg = new Object();
snConst.Portrait.Lrg.Width = 64;
snConst.Portrait.Lrg.Height = snConst.Portrait.Lrg.Width;
// Small icons (eg Movement Rate, Food).
snConst.MiniIcon = new Object();
snConst.MiniIcon.Width = 30;
snConst.MiniIcon.Height = snConst.MiniIcon.Width;
// ============================================= GLOBALS =================================================
// Define cell reference constants for icon sheets.
initCellReference();
}
// ====================================================================
function initCellReference()
{
cellGroup = new Array();
// Define categories of cell groups by checking their reference files in the same locations as the icon sheets.
addCellGroupCategory ("art/textures/ui/session/icons/sheets/");
// (Note that we don't use this and we probably shouldn't, since the entities state which icon cell they should use; it makes it easier to remember which icon is used
// for which unit if we have this reference sheet, though.)
addCellGroupCategory ("art/textures/ui/session/portraits/sheets/");
}
// ====================================================================
function addCellGroupCategory(iconSheetPath)
{
// Get array list of all icon sheet reference files.
var iconSheets = buildFileList (iconSheetPath, "*.txt", true);
// Alphabetically sort the array.
iconSheets.sort();
// Seek through all icon sheets.
for (var sheet = 0; sheet < iconSheets.length; sheet++)
{
// Get the current icon sheet name.
var groupName = iconSheets[sheet];
// Remove path and extension information so we just have the group name.
groupName = groupName.replace (iconSheetPath, "");
groupName = groupName.replace (".txt", "");
groupName = toTitleCase(groupName);
// Get the elements from the current icon sheet.
var iconArray = readFileLines (iconSheets[sheet]);
// For each row in the icon sheet file,
for (var row = 0; row < iconArray.length; row++)
{
// Get the individual fields in the array as another array.
var iconElements = iconArray[row].split (",");
// Add this cell to the current group.
addCell (groupName, iconElements[0], iconElements[1]);
}
}
}
// ====================================================================
function addCell (group, cellID, cellName)
{
// Add a cell ID to a cell container group.
// If this array does not exist,
if (!cellGroup[group])
{
// Create the container.
cellGroup[group] = new Array();
cellGroup[group].length = new Object(0);
}
cellGroup[group][cellID] = new Array();
cellGroup[group][cellID].id = new Object (cellGroup[group].length);
cellGroup[group][cellID].name = new Object (cellName);
cellGroup[group].length++;
}
// ====================================================================
function setPortrait(objectName, portraitString, portraitSuffix, portraitCell)
{
// Use this function as a shortcut to change a portrait object to a different portrait image.
// Accepts an object and specifies its default, rollover (lit) and disabled (gray) sprites.
// Sprite Format: "sn""portraitString""portraitSuffix"
// Sprite Format: "sn""portraitString""portraitSuffix""Over"
// Sprite Format: "sn""portraitString""portraitSuffix""Disabled"
// Note: Make sure the file follows this naming convention or bad things could happen.
// Get GUI object
setPortraitGUIObject = getGUIObjectByName(objectName);
// Report error if object not found.
if (!setPortraitGUIObject)
{
console.write ("setPortrait(): Failed to find object " + objectName + ".");
return 1;
}
// Set the three portraits.
if (portraitSuffix && portraitSuffix != "")
setPortraitGUIObject.sprite = "sn" + portraitString + portraitSuffix;
else
setPortraitGUIObject.sprite = "sn" + portraitString;
setPortraitGUIObject.sprite_over = setPortraitGUIObject.sprite + "Over";
setPortraitGUIObject.sprite_disabled = setPortraitGUIObject.sprite + "Disabled";
// If the source texture is a multi-frame image (icon sheet), specify correct cell.
if (portraitCell && portraitCell != "")
setPortraitGUIObject.cell_id = portraitCell;
else
setPortraitGUIObject.cell_id = "";
return 0;
}
// ====================================================================
function flipGUI (NewGUIType)
{
// Changes GUI to a different layout.
switch (NewGUIType)
{
// Set which GUI to use.
case rb:
case lb:
case lt:
case rt:
GUIType = NewGUIType;
break;
default:
// If no type specified, toggle.
if (GUIType == rb)
GUIType = lb;
else
if (GUIType == lb)
GUIType = lt;
else
if (GUIType == lt)
GUIType = rt;
else
GUIType = rb;
break;
}
// Seek through all sizes created.
for (var i = 0; i <= Crd.last; i++)
{
// Set their sizes to the stored value.
getGUIObjectByName (Crd[i].name).size = Crd[i].size[GUIType];
}
writeConsole("GUI flipped to size " + GUIType + ".");
}
// ====================================================================
// Update-on-alteration trickery...
// We don't really want to update every single time we get a
// selection-changed or property-changed event; that could happen
// a lot. Instead, use this bunch of globals to cache any changes
// that happened between GUI updates.
// This boolean determines whether the selection has been changed.
var selectionChanged = false;
// This boolean determines what the template of the selected object
// was when last we looked
var selectionTemplate = null;
// This array holds the name of all properties that need to be updated
var selectionPropertiesChanged = new Array();
// This array holds a list of all the objects we hold property-change
// watches on
var propertyWatches = new Array();
// ====================================================================
// This function resets all the update variables, above
function resetUpdateVars()
{
if( selectionChanged )
{
for( watchedObject in propertyWatches )
propertyWatches[watchedObject].unwatchAll( selectionWatchHandler ); // Remove the handler
propertyWatches = new Array();
if( selection.length > 0 && selection[0] )
{
// Watch the object itself
selection[0].watchAll( selectionWatchHandler );
propertyWatches.push( selection[0] );
// And every parent back up the tree (changes there will affect
// displayed properties via inheritance)
var parent = selection[0].template
while( parent )
{
parent.watchAll( selectionWatchHandler );
propertyWatches.push( selection[0] );
parent = parent.parent;
}
}
}
selectionChanged = false;
if( selection.length > 0 && selection[0] )
{
selectionTemplate = selection[0].template;
}
else
selectionTemplate = null;
selectionPropertiesChanged = new Array();
}
// ====================================================================
// This function returns whether we should update a particular statistic
// in the GUI (e.g. "actions.attack") - this should happen if: the selection
// changed, the selection had its template altered (changing lots of stuff)
// or an assignment has been made to that stat or any property within that
// stat.
function shouldUpdateStat( statname )
{
if( selectionChanged || ( selectionTemplate != selection[0].template ) )
{
return( true );
}
for( var property in selectionPropertiesChanged )
{
// If property starts with statname
if( selectionPropertiesChanged[property].substring( 0, statname.length ) == statname )
{
return( true );
}
}
return( false );
}
// ====================================================================
// This function is a handler for the 'selectionChanged' event,
// it updates the selectionChanged flag
function selectionChangedHandler()
{
selectionChanged = true;
}
// ====================================================================
// Register it.
addGlobalHandler( "selectionChanged", selectionChangedHandler );
// ====================================================================
// This function is a handler for a watch event; it updates the
// selectionPropertiesChanged array.
function selectionWatchHandler( propname, oldvalue, newvalue )
{
selectionPropertiesChanged.push( propname );
// This bit's important (watches allow the handler to change the value
// before it gets written; we don't want to affect things, so make sure
// the value we send back is the one that was going to be written)
return( newvalue );
}
// ====================================================================
function snRefresh()
{
// Updated each tick to refresh session controls if necessary.
// Don't process GUI when we're full-screen.
if (getGUIObjectByName ("sn").hidden == false)
{
if (!selection.length) // If no entity selected,
{
// Hide Status Orb
guiHide ("snStatusPane");
// Hide Group Pane.
// guiHide ("snGroupPane");
getGlobal().MultipleEntitiesSelected = 0;
}
else // If at least one entity selected,
{
// Reveal Status Orb
guiUnHide ("snStatusPane");
// (later, we need to base this on the selected unit's stats changing)
refreshStatusPane();
// Check if a group of entities selected
if (selection.length > 1)
{
// If a group pane isn't already open, and we don't have the same set as last time,
if (selection.length != getGlobal().MultipleEntitiesSelected)
{
// (later, we need to base this on the selection changing)
// refreshGroupPane();
getGlobal().MultipleEntitiesSelected = selection.length;
}
}
else
{
getGlobal().MultipleEntitiesSelected = 0;
// Hide Group Pane.
// guiHide ("snGroupPane");
}
}
// Modify any resources given/taken
// (later, we need to base this on a resource-changing event).
// refreshResourcePool();
// Update Team Tray
// (later, we need to base this on the player creating a group).
// refreshTeamTray();
// Refresh handler that monitors whether property/selection has been updated.
resetUpdateVars();
}
if ( selectionChanged && getGUIObjectByName( "mn" ).hidden == false)
{
// Update manual if it's open.
refreshManual();
}
// Always refresh resources
refreshResources();
}
// ====================================================================