0ad/binaries/data/mods/public/gui/session/unit_commands.js
WhiteTreePaladin 0b0cd938d5 Made settings and menu use new dialog
Made chat and ESC hotkey interact better with the dialog
Made command icons reference individual icons rather than sheets
Removed menu object cache

This was SVN commit r8715.
2010-11-27 19:46:12 +00:00

402 lines
12 KiB
JavaScript

// Panel types
const SELECTION = "Selection";
const QUEUE = "Queue";
const GARRISON = "Garrison";
const FORMATION = "Formation";
const TRAINING = "Training";
const CONSTRUCTION = "Construction";
const COMMAND = "Command";
// Constants
const COMMANDS_PANEL_WIDTH = 228;
const UNIT_PANEL_BASE = -52; // QUEUE: The offset above the main panel (will often be negative)
const UNIT_PANEL_HEIGHT = 44; // QUEUE: The height needed for a row of buttons
// The number of currently visible buttons (used to optimise showing/hiding)
var g_unitPanelButtons = {"Selection": 0, "Queue": 0, "Formation": 0, "Garrison": 0, "Training": 0, "Construction": 0, "Command": 0};
// Unit panels are panels with row(s) of buttons
var g_unitPanels = ["Selection", "Queue", "Formation", "Garrison", "Training", "Construction", "Research", "Stance", "Command"];
// Lay out a row of centered buttons (does not work inside a loop like the other function)
function layoutButtonRowCentered(rowNumber, guiName, startIndex, endIndex, width)
{
var buttonSideLength = getGUIObjectByName("unit"+guiName+"Button[0]").size.bottom;
var buttonSpacer = buttonSideLength+1;
var colNumber = 0;
// Collect buttons
var buttons = [];
var icons = [];
for (var i = startIndex; i < endIndex; i++)
{
var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
var icon = getGUIObjectByName("unit"+guiName+"Icon["+i+"]");
if (button)
{
buttons.push(button);
icons.push(icon);
}
}
// Location of middle button
var middleIndex = Math.ceil(buttons.length/2);
// Determine whether even or odd number of buttons
var center = (buttons.length/2 == Math.ceil(buttons.length/2))? Math.ceil(width/2) : Math.ceil(width/2+buttonSpacer/2);
// Left Side
for (var i = middleIndex-1; i >= 0; i--)
{
if (buttons[i])
{
var icon = icons[i];
var size = buttons[i].size;
size.left = center - buttonSpacer*colNumber - buttonSideLength;
size.right = center - buttonSpacer*colNumber;
size.top = buttonSpacer*rowNumber;
size.bottom = buttonSpacer*rowNumber + buttonSideLength;
buttons[i].size = size;
colNumber++;
}
}
// Right Side
center += 1; // add spacing to center buttons
colNumber = 0; // reset to 0
for (var i = middleIndex; i < buttons.length; i++)
{
if (buttons[i])
{
var icon = icons[i];
var size = buttons[i].size;
size.left = center + buttonSpacer*colNumber;
size.right = center + buttonSpacer*colNumber + buttonSideLength;
size.top = buttonSpacer*rowNumber;
size.bottom = buttonSpacer*rowNumber + buttonSideLength;
buttons[i].size = size;
colNumber++;
}
}
}
// Lay out button rows
function layoutButtonRow(rowNumber, guiName, buttonSideLength, buttonSpacer, startIndex, endIndex)
{
var colNumber = 0;
for (var i = startIndex; i < endIndex; i++)
{
var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
if (button)
{
var size = button.size;
size.left = buttonSpacer*colNumber;
size.right = buttonSpacer*colNumber + buttonSideLength;
size.top = buttonSpacer*rowNumber;
size.bottom = buttonSpacer*rowNumber + buttonSideLength;
button.size = size;
colNumber++;
}
}
}
// 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 numberOfItems = items.length;
var selection = g_Selection.toList();
var garrisonGroups = new EntityGroups();
if (guiName == "Selection")
{
if (numberOfItems > 16)
numberOfItems = 16;
}
if (guiName == "Formation")
{
if (numberOfItems > 16)
numberOfItems = 16;
}
else if (guiName == "Queue")
{
if (numberOfItems > 16)
numberOfItems = 16;
}
else if (guiName == "Garrison")
{
if (numberOfItems > 16)
numberOfItems = 16;
//Group garrisoned units based on class
garrisonGroups.add(unitEntState.garrisonHolder.entities);
}
else if (guiName == "Command")
{
if (numberOfItems > 6)
numberOfItems = 6;
}
else if (numberOfItems > 24)
{
numberOfItems = 24;
}
var i;
for (i = 0; i < numberOfItems; i++)
{
var item = items[i];
var entType = ((guiName == "Queue")? item.template : item);
var template;
if (guiName != "Formation" && guiName != "Command")
{
template = GetTemplateData(entType);
if (!template)
continue; // ignore attempts to use invalid templates (an error should have been reported already)
}
switch (guiName)
{
case SELECTION:
var name = getEntityName(template);
var tooltip = name;
var count = g_Selection.groups.getCount(item);
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = (count > 1 ? count : "");
break;
case QUEUE:
var tooltip = getEntityName(template);
var progress = Math.round(item.progress*100) + "%";
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = (item.count > 1 ? item.count : "");
if (i == 0)
{
getGUIObjectByName("queueProgress").caption = (item.progress ? progress : "");
var size = getGUIObjectByName("unit"+guiName+"ProgressSlider["+i+"]").size;
size.top = Math.round(item.progress*40);
getGUIObjectByName("unit"+guiName+"ProgressSlider["+i+"]").size = size;
}
break;
case GARRISON:
var name = getEntityName(template);
var tooltip = "Unload " + getEntityName(template);
var count = garrisonGroups.getCount(item);
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = (count > 1 ? count : "");
break;
case FORMATION:
var tooltip = toTitleCase(item);
break;
case TRAINING:
var tooltip = getEntityNameWithGenericType(template);
if (template.tooltip)
tooltip += "\n[font=\"serif-13\"]" + template.tooltip + "[/font]";
tooltip += "\n" + getEntityCost(template);
var [batchSize, batchIncrement] = getTrainingQueueBatchStatus(unitEntState.id, entType);
if (batchSize)
{
tooltip += "\n[font=\"serif-13\"]Training [font=\"serif-bold-13\"]" + batchSize + "[font=\"serif-13\"] units; " +
"Shift-click to train [font=\"serif-bold-13\"]"+ (batchSize+batchIncrement) + "[font=\"serif-13\"] units[/font]";
}
break;
case CONSTRUCTION:
var tooltip = getEntityNameWithGenericType(template);
if (template.tooltip)
tooltip += "\n[font=\"serif-13\"]" + template.tooltip + " " + getPopulationBonus(template) + "[/font]";
tooltip += "\n" + getEntityCost(template);
break;
case COMMAND:
if (item == "unload-all")
{
var count = unitEntState.garrisonHolder.entities.length;
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = (count > 0 ? count : "");
}
else
{
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = "";
}
tooltip = toTitleCase(item);
break;
default:
break;
}
// Button
var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
var icon = getGUIObjectByName("unit"+guiName+"Icon["+i+"]");
button.hidden = false;
button.tooltip = tooltip;
// Button Function
button.onpress = (function(e) { return function() { callback(e) } })(item); // (need nested functions to get the closure right)
// Get icon image
if (guiName == "Formation")
{
icon.cell_id = getFormationCellId(item);
icon.enabled = false;
if (!icon.enabled)
icon.sprite = "formation_disabled";
}
else if (guiName == "Command")
{
//icon.cell_id = i;
//icon.cell_id = getCommandCellId(item);
icon.sprite = "stretched:session/icons/single/" + getCommandImage(item);
}
else if (template.icon)
{
icon.sprite = "stretched:session/portraits/" + template.icon;
}
else
{
// TODO: we should require all entities to have icons, so this case never occurs
icon.sprite = "bkFillBlack";
}
}
// Position the visible buttons (TODO: if there's lots, maybe they should be squeezed together to fit)
var numButtons = i;
var rowLength = 8;
if (guiName == "Selection")
rowLength = 4;
else if (guiName == "Formation" || guiName == "Garrison" || guiName == "Command")
rowLength = 4;
var numRows = Math.ceil(numButtons / rowLength);
var buttonSideLength = getGUIObjectByName("unit"+guiName+"Button[0]").size.bottom;
var buttonSpacer = buttonSideLength+1;
// Layout buttons
if (guiName == "Command")
{
layoutButtonRowCentered(0, guiName, 0, numButtons, COMMANDS_PANEL_WIDTH);
}
else
{
for (var i = 0; i < numRows; i++)
layoutButtonRow(i, guiName, buttonSideLength, buttonSpacer, rowLength*i, rowLength*(i+1) );
}
// Resize Queue panel if needed
if (guiName == "Queue") // or garrison
{
var panel = getGUIObjectByName("unitQueuePanel");
var size = panel.size;
size.top = (UNIT_PANEL_BASE - ((numRows-1)*UNIT_PANEL_HEIGHT));
panel.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(entState, supplementalDetailsPanel, commandsPanel, selection)
{
//var isInvisible = true;
// 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 (selection.length > 1)
setupUnitPanel("Selection", usedPanels, entState, g_Selection.groups.getTemplateNames(),
function (entType) { changePrimarySelectionGroup(entType); } );
var commands = getEntityCommandsList(entState);
if (commands.length)
setupUnitPanel("Command", usedPanels, entState, commands,
function (item) { performCommand(entState.id, item); } );
if (entState.garrisonHolder)
{
var groups = new EntityGroups();
groups.add(entState.garrisonHolder.entities);
setupUnitPanel("Garrison", usedPanels, entState, groups.getTemplateNames(),
function (item) { unload(entState.id, groups.getEntsByName(item)[0]); } );
}
var formations = getEntityFormationsList(entState);
if (isUnit(entState) && !isAnimal(entState) && !entState.garrisonHolder && formations.length)
setupUnitPanel("Formation", usedPanels, entState, formations,
function (item) { performFormation(entState.id, item); } );
if (entState.buildEntities && entState.buildEntities.length)
{
setupUnitPanel("Construction", usedPanels, entState, entState.buildEntities, startBuildingPlacement);
// isInvisible = false;
}
if (entState.training && entState.training.entities.length)
{
setupUnitPanel("Training", usedPanels, entState, entState.training.entities,
function (trainEntType) { addToTrainingQueue(entState.id, trainEntType); } );
// isInvisible = false;
}
if (entState.training && entState.training.queue.length)
setupUnitPanel("Queue", usedPanels, entState, entState.training.queue,
function (item) { removeFromTrainingQueue(entState.id, item.id); } );
// supplementalDetailsPanel.hidden = false;
// commandsPanel.hidden = isInvisible;
}
else
{
getGUIObjectByName("stamina").hidden = true;
// supplementalDetailsPanel.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])
panel.hidden = false;
else
panel.hidden = true;
}
}
// Force hide commands panels
function hideUnitCommands()
{
for each (var panelName in g_unitPanels)
getGUIObjectByName("unit" + panelName + "Panel").hidden = true;
}