Load and save dialog cleanup.

Unfiy delete and load button disabling (to remove a duplicate line and
support a hypothetical reload button).
Remove an unneeded selectionChanged call (which is automatically done
when changing the selection index).

This was SVN commit r18998.
This commit is contained in:
elexis 2016-11-25 03:35:08 +00:00
parent 86ea5a5122
commit e3b30aa2ac
2 changed files with 4 additions and 5 deletions

View File

@ -14,9 +14,6 @@ function init()
{
gameSelection.list = [translate("No saved games found")];
gameSelection.selected = -1;
selectionChanged();
Engine.GetGUIObjectByName("loadGameButton").enabled = false;
Engine.GetGUIObjectByName("deleteGameButton").enabled = false;
return;
}
@ -43,6 +40,8 @@ function selectionChanged()
let metadata = g_SavedGamesMetadata[Engine.GetGUIObjectByName("gameSelection").selected];
Engine.GetGUIObjectByName("invalidGame").hidden = !!metadata;
Engine.GetGUIObjectByName("validGame").hidden = !metadata;
Engine.GetGUIObjectByName("loadGameButton").enabled = !!metadata;
Engine.GetGUIObjectByName("deleteGameButton").enabled = !!metadata;
if (!metadata)
return;

View File

@ -5,10 +5,11 @@ function selectDescription()
{
let gameSelection = Engine.GetGUIObjectByName("gameSelection");
let gameID = gameSelection.list_data[gameSelection.selected];
Engine.GetGUIObjectByName("deleteGameButton").enabled = !!gameID;
if (!gameID)
return;
Engine.GetGUIObjectByName("deleteGameButton").enabled = true;
Engine.GetGUIObjectByName("saveGameDesc").caption = g_Descriptions[gameID];
}
@ -20,7 +21,6 @@ function init(data)
g_SavedGameData.states = simulationState.players.map(pState => pState.state);
let gameSelection = Engine.GetGUIObjectByName("gameSelection");
Engine.GetGUIObjectByName("deleteGameButton").enabled = false;
let savedGames = Engine.GetSavedGames().sort(sortDecreasingDate);
if (!savedGames.length)