diff --git a/binaries/data/mods/public/gui/session_new_old/input.js b/binaries/data/mods/public/gui/session_new_old/input.js
deleted file mode 100644
index daddf76e77..0000000000
--- a/binaries/data/mods/public/gui/session_new_old/input.js
+++ /dev/null
@@ -1,568 +0,0 @@
-const SDL_BUTTON_LEFT = 1;
-const SDL_BUTTON_MIDDLE = 2;
-const SDL_BUTTON_RIGHT = 3;
-const SDLK_RSHIFT = 303;
-const SDLK_LSHIFT = 304;
-// TODO: these constants should be defined somewhere else instead, in
-// case any other code wants to use them too
-
-var INPUT_NORMAL = 0;
-var INPUT_SELECTING = 1;
-var INPUT_BANDBOXING = 2;
-var INPUT_BUILDING_PLACEMENT = 3;
-var INPUT_BUILDING_CLICK = 4;
-var INPUT_BUILDING_DRAG = 5;
-var INPUT_BATCHTRAINING = 6;
-
-var inputState = INPUT_NORMAL;
-
-var defaultPlacementAngle = Math.PI*3/4;
-var placementAngle;
-var placementPosition;
-var placementEntity;
-
-var mouseX = 0;
-var mouseY = 0;
-var specialKeyStates = {};
-specialKeyStates[SDLK_RSHIFT] = 0;
-specialKeyStates[SDLK_LSHIFT] = 0;
-// (TODO: maybe we should fix the hotkey system to be usable in this situation,
-// rather than hardcoding Shift into this code?)
-
-function updateCursor()
-{
- if (inputState == INPUT_NORMAL)
- {
- var action = determineAction(mouseX, mouseY);
- if (action)
- {
- if (action.cursor)
- {
- Engine.SetCursor(action.cursor);
- return;
- }
- }
- }
-
- Engine.SetCursor("arrow-default");
-}
-
-function findGatherType(gatherer, supply)
-{
- if (!gatherer || !supply)
- return;
- if (gatherer[supply.type.generic+"."+supply.type.specific])
- return supply.type.specific;
- if (gatherer[supply.type.generic])
- return supply.type.generic;
-}
-
-/**
- * Determine the context-sensitive action that should be performed when the mouse is at (x,y)
- */
-function determineAction(x, y)
-{
- var selection = g_Selection.toList();
-
- // No action if there's no selection
- if (!selection.length)
- return;
-
- // If the selection doesn't exist, no action
- var entState = Engine.GuiInterfaceCall("GetEntityState", selection[0]);
- if (!entState)
- return;
-
- // If the selection isn't friendly units, no action
- var player = Engine.GetPlayerID();
- if (entState.player != player && !g_DevSettings.controlAll)
- return;
-
- var targets = Engine.PickEntitiesAtPoint(x, y);
-
- // If there's no unit, just walk
- if (!targets.length)
- return {"type": "move"};
-
- // Look at the first targeted entity
- // (TODO: maybe we eventually want to look at more, and be more context-sensitive?
- // e.g. prefer to attack an enemy unit, even if some friendly units are closer to the mouse)
- var targetState = Engine.GuiInterfaceCall("GetEntityState", targets[0]);
-
- // Resource -> gather
- var resource = findGatherType(entState.resourceGatherRates, targetState.resourceSupply);
- if (resource)
- return {"type": "gather", "cursor": "action-gather-"+resource, "target": targets[0]};
-
- // Different owner -> attack
- // (TODO: this should only happen if the target is really targetable, not e.g. a tree that this unit can't gather)
- if (entState.attack && targetState.player != entState.player)
- return {"type": "attack", "cursor": "action-attack", "target": targets[0]};
-
- // If a builder, then: Foundation -> build
- if (entState.buildEntities && targetState.foundation)
- return {"type": "build", "cursor": "action-build", "target": targets[0]};
-
- // TODO: need more actions
-
- // If we don't do anything more specific, just walk
- return {"type": "move"};
-}
-
-/*
-
-Selection methods: (not all currently implemented)
-
-- Left-click on entity to select (always chooses the 'closest' one if the mouse is over several).
- Includes non-controllable units (e.g. trees, enemy units).
-- Double-left-click to select entity plus all of the same type on the screen.
-- Triple-left-click to select entity plus all of the same type in the world.
-- Left-click-and-drag to select all in region. Only includes controllable units.
-- Left-click on empty space to deselect all.
-- Hotkeys to select various groups.
-- Shift plus left-click on entity to toggle selection of that unit. Only includes controllable.
-- Shift plus any other selection method above, to add them to current selection.
-
-*/
-
-var dragStart; // used for remembering mouse coordinates at start of drag operations
-
-function tryPlaceBuilding()
-{
- var selection = g_Selection.toList();
-
- // Use the preview to check it's a valid build location
- var ok = Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {
- "template": placementEntity,
- "x": placementPosition.x,
- "z": placementPosition.z,
- "angle": placementAngle
- });
- if (!ok)
- {
- // invalid location - don't build it
- return false;
- }
-
- // Remove the preview
- Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {"template": ""});
-
- // Start the construction
- Engine.PostNetworkCommand({
- "type": "construct",
- "template": placementEntity,
- "x": placementPosition.x,
- "z": placementPosition.z,
- "angle": placementAngle,
- "entities": selection
- });
-
- return true;
-}
-
-function handleInputBeforeGui(ev)
-{
- // Capture mouse position so we can use it for displaying cursors,
- // and key states
- switch (ev.type)
- {
- case "mousebuttonup":
- case "mousebuttondown":
- case "mousemotion":
- mouseX = ev.x;
- mouseY = ev.y;
- break;
- case "keydown":
- if (ev.keysym.sym in specialKeyStates)
- specialKeyStates[ev.keysym.sym] = 1;
- break;
- case "keyup":
- if (ev.keysym.sym in specialKeyStates)
- specialKeyStates[ev.keysym.sym] = 0;
- break;
- }
-
- // State-machine processing:
- //
- // (This is for states which should override the normal GUI processing - events will
- // be processed here before being passed on, and propagation will stop if this function
- // returns true)
- //
- // TODO: it'd probably be nice to have a better state-machine system, with guaranteed
- // entry/exit functions, since this is a bit broken now
-
- switch (inputState)
- {
- case INPUT_BANDBOXING:
- switch (ev.type)
- {
- case "mousemotion":
- var x0 = dragStart[0];
- var y0 = dragStart[1];
- var x1 = ev.x;
- var y1 = ev.y;
- if (x0 > x1) { var t = x0; x0 = x1; x1 = t; }
- if (y0 > y1) { var t = y0; y0 = y1; y1 = t; }
-
- var bandbox = getGUIObjectByName("bandbox");
- bandbox.size = [x0, y0, x1, y1].join(" ");
- bandbox.hidden = false;
-
- var ents = Engine.PickFriendlyEntitiesInRect(x0, y0, x1, y1, Engine.GetPlayerID());
- g_Selection.setHighlightList(ents);
-
- return false;
-
- case "mousebuttonup":
- if (ev.button == SDL_BUTTON_LEFT)
- {
- var x0 = dragStart[0];
- var y0 = dragStart[1];
- var x1 = ev.x;
- var y1 = ev.y;
- if (x0 > x1) { var t = x0; x0 = x1; x1 = t; }
- if (y0 > y1) { var t = y0; y0 = y1; y1 = t; }
-
- var bandbox = getGUIObjectByName("bandbox");
- bandbox.hidden = true;
-
- var ents = Engine.PickFriendlyEntitiesInRect(x0, y0, x1, y1, Engine.GetPlayerID());
- g_Selection.setHighlightList([]);
- g_Selection.reset();
- g_Selection.addList(ents);
-
- inputState = INPUT_NORMAL;
- return true;
- }
- else if (ev.button == SDL_BUTTON_RIGHT)
- {
- // Cancel selection
-
- var bandbox = getGUIObjectByName("bandbox");
- bandbox.hidden = true;
-
- g_Selection.setHighlightList([]);
-
- inputState = INPUT_NORMAL;
- return true;
- }
- break;
- }
- break;
-
- case INPUT_BUILDING_CLICK:
- switch (ev.type)
- {
- case "mousemotion":
- // If the mouse moved far enough from the original click location,
- // then switch to drag-orientatio mode
- var dragDeltaX = ev.x - dragStart[0];
- var dragDeltaY = ev.y - dragStart[1];
- var maxDragDelta = 16;
- if (Math.abs(dragDeltaX) >= maxDragDelta || Math.abs(dragDeltaY) >= maxDragDelta)
- {
- inputState = INPUT_BUILDING_DRAG;
- return false;
- }
- break;
-
- case "mousebuttonup":
- if (ev.button == SDL_BUTTON_LEFT)
- {
- if (tryPlaceBuilding())
- {
- // If shift is down, let the player continue placing another of the same building
- if (specialKeyStates[SDLK_RSHIFT] || specialKeyStates[SDLK_LSHIFT])
- inputState = INPUT_BUILDING_PLACEMENT;
- else
- inputState = INPUT_NORMAL;
- }
- else
- {
- inputState = INPUT_BUILDING_PLACEMENT;
- }
- return true;
- }
- break;
-
- case "mousebuttondown":
- if (ev.button == SDL_BUTTON_RIGHT)
- {
- // Cancel building
- Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {"template": ""});
- inputState = INPUT_NORMAL;
- return true;
- }
- break;
- }
- break;
-
- case INPUT_BUILDING_DRAG:
- switch (ev.type)
- {
- case "mousemotion":
- var dragDeltaX = ev.x - dragStart[0];
- var dragDeltaY = ev.y - dragStart[1];
- var maxDragDelta = 16;
- if (Math.abs(dragDeltaX) >= maxDragDelta || Math.abs(dragDeltaY) >= maxDragDelta)
- {
- // Rotate in the direction of the mouse
- var target = Engine.GetTerrainAtPoint(ev.x, ev.y);
- placementAngle = Math.atan2(target.x - placementPosition.x, target.z - placementPosition.z);
- }
- else
- {
- // If the mouse is near the center, snap back to the default orientation
- placementAngle = defaultPlacementAngle;
- }
-
- Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {
- "template": placementEntity,
- "x": placementPosition.x,
- "z": placementPosition.z,
- "angle": placementAngle
- });
-
- break;
-
- case "mousebuttonup":
- if (ev.button == SDL_BUTTON_LEFT)
- {
- if (tryPlaceBuilding())
- inputState = INPUT_NORMAL;
- else
- inputState = INPUT_BUILDING_PLACEMENT;
- return true;
- }
- break;
-
- case "mousebuttondown":
- if (ev.button == SDL_BUTTON_RIGHT)
- {
- // Cancel building
- Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {"template": ""});
- inputState = INPUT_NORMAL;
- return true;
- }
- break;
- }
- break;
-
- case INPUT_BATCHTRAINING:
- switch (ev.type)
- {
- case "keyup":
- if (ev.keysym.sym == SDLK_RSHIFT || ev.keysym.sym == SDLK_LSHIFT)
- {
- flushTrainingQueueBatch();
- inputState = INPUT_NORMAL;
- }
- break;
- }
- }
-
- return false;
-}
-
-function handleInputAfterGui(ev)
-{
- // State-machine processing:
-
- switch (inputState)
- {
- case INPUT_NORMAL:
- switch (ev.type)
- {
- case "mousemotion":
- var ents = Engine.PickEntitiesAtPoint(ev.x, ev.y);
- g_Selection.setHighlightList(ents);
- return false;
-
- case "mousebuttondown":
- if (ev.button == SDL_BUTTON_LEFT)
- {
- dragStart = [ ev.x, ev.y ];
- inputState = INPUT_SELECTING;
- return true;
- }
- else if (ev.button == SDL_BUTTON_RIGHT)
- {
- var action = determineAction(ev.x, ev.y);
- if (!action)
- break;
-
- var selection = g_Selection.toList();
-
- switch (action.type)
- {
- case "move":
- var target = Engine.GetTerrainAtPoint(ev.x, ev.y);
- Engine.PostNetworkCommand({"type": "walk", "entities": selection, "x": target.x, "z": target.z});
- return true;
-
- case "attack":
- Engine.PostNetworkCommand({"type": "attack", "entities": selection, "target": action.target});
- return true;
-
- case "build": // (same command as repair)
- case "repair":
- Engine.PostNetworkCommand({"type": "repair", "entities": selection, "target": action.target});
- return true;
-
- case "gather":
- Engine.PostNetworkCommand({"type": "gather", "entities": selection, "target": action.target});
- return true;
-
- default:
- throw new Error("Invalid action.type "+action.type);
- }
- }
- break;
- }
- break;
-
- case INPUT_SELECTING:
- switch (ev.type)
- {
- case "mousemotion":
- // If the mouse moved further than a limit, switch to bandbox mode
- var dragDeltaX = ev.x - dragStart[0];
- var dragDeltaY = ev.y - dragStart[1];
- var maxDragDelta = 4;
- if (Math.abs(dragDeltaX) >= maxDragDelta || Math.abs(dragDeltaY) >= maxDragDelta)
- {
- inputState = INPUT_BANDBOXING;
- return false;
- }
-
- var ents = Engine.PickEntitiesAtPoint(ev.x, ev.y);
- g_Selection.setHighlightList(ents);
- return false;
-
- case "mousebuttonup":
- if (ev.button == SDL_BUTTON_LEFT)
- {
- var ents = Engine.PickEntitiesAtPoint(ev.x, ev.y);
- if (!ents.length)
- {
- g_Selection.reset();
-
- inputState = INPUT_NORMAL;
- return true;
- }
-
- g_Selection.reset();
- g_Selection.addList([ents[0]]);
-
- inputState = INPUT_NORMAL;
- return true;
- }
- break;
- }
- break;
-
- case INPUT_BUILDING_PLACEMENT:
- switch (ev.type)
- {
- case "mousemotion":
- var target = Engine.GetTerrainAtPoint(ev.x, ev.y);
- Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {
- "template": placementEntity,
- "x": target.x,
- "z": target.z,
- "angle": placementAngle
- });
-
- return false; // continue processing mouse motion
-
- case "mousebuttondown":
- if (ev.button == SDL_BUTTON_LEFT)
- {
- placementPosition = Engine.GetTerrainAtPoint(ev.x, ev.y);
- dragStart = [ ev.x, ev.y ];
- inputState = INPUT_BUILDING_CLICK;
- return true;
- }
- else if (ev.button == SDL_BUTTON_RIGHT)
- {
- // Cancel building
- Engine.GuiInterfaceCall("SetBuildingPlacementPreview", {"template": ""});
- inputState = INPUT_NORMAL;
- return true;
- }
- break;
- }
- break;
- }
- return false;
-}
-
-// Called by GUI when user clicks construction button
-function startBuildingPlacement(buildEntType)
-{
- placementEntity = buildEntType;
- placementAngle = defaultPlacementAngle;
- inputState = INPUT_BUILDING_PLACEMENT;
-}
-
-// Batch training:
-// When the user shift-clicks, we set these variables and switch to INPUT_BATCHTRAINING
-// When the user releases shift, or clicks on a different training button, we create the batched units
-var batchTrainingEntity;
-var batchTrainingType;
-var batchTrainingCount;
-const batchIncrementSize = 5;
-
-function flushTrainingQueueBatch()
-{
- Engine.PostNetworkCommand({"type": "train", "entity": batchTrainingEntity, "template": batchTrainingType, "count": batchTrainingCount});
-}
-
-// Called by GUI when user clicks training button
-function addToTrainingQueue(entity, trainEntType)
-{
- if (specialKeyStates[SDLK_RSHIFT] || specialKeyStates[SDLK_LSHIFT])
- {
- if (inputState == INPUT_BATCHTRAINING)
- {
- // If we're already creating a batch of this unit, then just extend it
- if (batchTrainingEntity == entity && batchTrainingType == trainEntType)
- {
- batchTrainingCount += batchIncrementSize;
- return;
- }
- // Otherwise start a new one
- else
- {
- flushTrainingQueueBatch();
- // fall through to create the new batch
- }
- }
- inputState = INPUT_BATCHTRAINING;
- batchTrainingEntity = entity;
- batchTrainingType = trainEntType;
- batchTrainingCount = batchIncrementSize;
- }
- else
- {
- // Non-batched - just create a single entity
- Engine.PostNetworkCommand({"type": "train", "entity": entity, "template": trainEntType, "count": 1});
- }
-}
-
-// Returns the number of units that will be present in a batch if the user clicks
-// the training button with shift down
-function getTrainingQueueBatchStatus(entity, trainEntType)
-{
- if (inputState == INPUT_BATCHTRAINING && batchTrainingEntity == entity && batchTrainingType == trainEntType)
- return [batchTrainingCount, batchIncrementSize];
- else
- return [0, batchIncrementSize];
-}
-
-// Called by GUI when user clicks production queue item
-function removeFromTrainingQueue(entity, id)
-{
- Engine.PostNetworkCommand({"type": "stop-train", "entity": entity, "id": id});
-}
-
diff --git a/binaries/data/mods/public/gui/session_new_old/music.js b/binaries/data/mods/public/gui/session_new_old/music.js
deleted file mode 100644
index d049f80615..0000000000
--- a/binaries/data/mods/public/gui/session_new_old/music.js
+++ /dev/null
@@ -1,34 +0,0 @@
-var g_CurrentMusic = null;
-
-/*
- * At some point, this ought to be extended to do dynamic music selection and
- * crossfading - it at least needs to pick the music track based on the player's
- * civ and peace/battle
- */
-
-function startMusic()
-{
- var ambient1 = new Sound("audio/ambient/dayscape/day_temperate_gen_03.ogg");
- if (ambient1)
- {
- ambient1.loop();
- ambient1.setGain(0.8);
- }
-
- var gain = 0.3;
- g_CurrentMusic = new Sound("audio/music/germanic_peace_1.ogg");
- if (g_CurrentMusic)
- {
- g_CurrentMusic.loop();
- g_CurrentMusic.fade(0.0, gain, 10.0);
- }
-}
-
-function stopMusic()
-{
- if (g_CurrentMusic)
- {
- g_CurrentMusic.fade(-1, 0.0, 5.0);
- g_CurrentMusic = null;
- }
-}
diff --git a/binaries/data/mods/public/gui/session_new_old/selection.js b/binaries/data/mods/public/gui/session_new_old/selection.js
deleted file mode 100644
index c494947d58..0000000000
--- a/binaries/data/mods/public/gui/session_new_old/selection.js
+++ /dev/null
@@ -1,112 +0,0 @@
-var g_ActiveSelectionColour = { r:1, g:1, b:1, a:1 };
-var g_HighlightSelectionColour = { r:1, g:1, b:1, a:0.5 };
-var g_InactiveSelectionColour = { r:1, g:1, b:1, a:0 };
-
-function _setHighlight(ents, colour)
-{
- if (ents.length)
- Engine.GuiInterfaceCall("SetSelectionHighlight", { "entities":ents, "colour":colour });
-}
-
-function _setMotionOverlay(ents, enabled)
-{
- if (ents.length)
- Engine.GuiInterfaceCall("SetMotionDebugOverlay", { "entities":ents, "enabled":enabled });
-}
-
-function EntitySelection()
-{
- // Private properties:
- this.selected = {}; // { id:id, id:id, ... } for each selected entity ID 'id'
- this.highlighted = {}; // { id:id, ... } for mouseover-highlighted entity IDs
- // (in these, the key is a string and the value is an int; we want to use the
- // int form wherever possible since it's more efficient to send to the simulation code)
- this.motionDebugOverlay = false;
-
- // Public properties:
- this.dirty = false; // set whenever the selection has changed
-}
-
-EntitySelection.prototype.toggle = function(ent)
-{
- if (this.selected[ent])
- {
- _setHighlight([ent], g_InactiveSelectionColour);
- _setMotionOverlay([ent], false);
- delete this.selected[ent];
- }
- else
- {
- _setHighlight([ent], g_ActiveSelectionColour);
- _setMotionOverlay([ent], this.motionDebugOverlay);
- this.selected[ent] = ent;
- }
- this.dirty = true;
-};
-
-EntitySelection.prototype.addList = function(ents)
-{
- var added = [];
- for each (var ent in ents)
- {
- if (!this.selected[ent])
- {
- added.push(ent);
- this.selected[ent] = ent;
- }
- }
- _setHighlight(added, g_ActiveSelectionColour);
- _setMotionOverlay(added, this.motionDebugOverlay);
- this.dirty = true;
-};
-
-EntitySelection.prototype.reset = function()
-{
- _setHighlight(this.toList(), g_InactiveSelectionColour);
- _setMotionOverlay(this.toList(), false);
- this.selected = {};
- this.dirty = true;
-};
-
-EntitySelection.prototype.toList = function()
-{
- var ents = [];
- for each (var ent in this.selected)
- ents.push(ent);
- return ents;
-};
-
-EntitySelection.prototype.setHighlightList = function(ents)
-{
- var removed = [];
- var added = [];
-
- // Remove highlighting for the old units (excluding ones that are actively selected too)
- for each (var ent in this.highlighted)
- if (!this.selected[ent])
- removed.push(ent);
-
- // Add new highlighting
- for each (var ent in ents)
- if (!this.selected[ent])
- added.push(ent);
-
- _setHighlight(removed, g_InactiveSelectionColour);
- _setHighlight(added, g_HighlightSelectionColour);
-
- // TODO: this could be a bit more efficient by only changing the ones that
- // have entered/left the highlight list
-
- // Store the new list
- this.highlighted = {};
- for each (var ent in ents)
- this.highlighted[ent] = ent;
-};
-
-EntitySelection.prototype.SetMotionDebugOverlay = function(enabled)
-{
- this.motionDebugOverlay = enabled;
- _setMotionOverlay(this.toList(), enabled);
-};
-
-var g_Selection = new EntitySelection();
diff --git a/binaries/data/mods/public/gui/session_new_old/session.js b/binaries/data/mods/public/gui/session_new_old/session.js
deleted file mode 100644
index 059f310c5e..0000000000
--- a/binaries/data/mods/public/gui/session_new_old/session.js
+++ /dev/null
@@ -1,315 +0,0 @@
-// Cache dev-mode settings that are frequently or widely used
-var g_DevSettings = {
- controlAll: false
-};
-
-function init(initData, hotloadData)
-{
- if (hotloadData)
- {
- g_Selection.selected = hotloadData.selection;
- }
- else
- {
- // Starting for the first time:
- startMusic();
- }
-
- onSimulationUpdate();
-}
-
-function leaveGame()
-{
- stopMusic();
- endGame();
- Engine.SwitchGuiPage("page_pregame.xml");
-}
-
-// Return some data that we'll use when hotloading this file after changes
-function getHotloadData()
-{
- return { selection: g_Selection.selected };
-}
-
-function onTick()
-{
- g_DevSettings.controlAll = getGUIObjectByName("devControlAll").checked;
- // TODO: at some point this controlAll needs to disable the simulation code's
- // player checks (once it has some player checks)
-
- updateCursor();
-
- // If the selection changed, we need to regenerate the sim display
- if (g_Selection.dirty)
- onSimulationUpdate();
-}
-
-function onSimulationUpdate()
-{
- g_Selection.dirty = false;
-
- var simState = Engine.GuiInterfaceCall("GetSimulationState");
-
- // If we're called during init when the game is first loading, there will be
- // no simulation yet, so do nothing
- if (!simState)
- return;
-
- updateDebug(simState);
-
- updatePlayerDisplay(simState);
-
- updateUnitDisplay();
-}
-
-function updateDebug(simState)
-{
- var debug = getGUIObjectByName("debug");
-
- if (getGUIObjectByName("devDisplayState").checked)
- {
- debug.hidden = false;
- }
- else
- {
- debug.hidden = true;
- return;
- }
-
- var text = uneval(simState);
-
- var selection = g_Selection.toList();
- if (selection.length)
- {
- var entState = Engine.GuiInterfaceCall("GetEntityState", selection[0]);
- if (entState)
- {
- var template = Engine.GuiInterfaceCall("GetTemplateData", entState.template);
- text += "\n\n" + uneval(entState) + "\n\n" + uneval(template);
- }
- }
-
- debug.caption = text;
-}
-
-function updatePlayerDisplay(simState)
-{
- var playerState = simState.players[Engine.GetPlayerID()];
-
- getGUIObjectByName("resourceFood").caption = playerState.resourceCounts.food;
- getGUIObjectByName("resourceWood").caption = playerState.resourceCounts.wood;
- getGUIObjectByName("resourceStone").caption = playerState.resourceCounts.stone;
- getGUIObjectByName("resourceMetal").caption = playerState.resourceCounts.metal;
- getGUIObjectByName("resourcePop").caption = playerState.popCount + "/" + playerState.popLimit;
-}
-
-function damageTypesToText(dmg)
-{
- if (!dmg)
- return "(None)";
- return dmg.hack + " Hack\n" + dmg.pierce + " Pierce\n" + dmg.crush + " Crush";
-}
-
-// The number of currently visible buttons (used to optimise showing/hiding)
-var g_unitPanelButtons = { "Construction": 0, "Training": 0, "Queue": 0 };
-
-// The unitSomethingPanel objects, which are displayed in a stack at the bottom of the screen,
-// ordered with *lowest* first
-var g_unitPanels = ["Stance", "Formation", "Construction", "Research", "Training", "Queue"];
-
-// Helper function for updateUnitDisplay
-function setupUnitPanel(guiName, usedPanels, unitEntState, items, callback)
-{
- usedPanels[guiName] = 1;
- var i = 0;
- for each (var item in items)
- {
- var entType;
- if (guiName == "Queue")
- entType = item.template;
- else
- entType = item;
-
- var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
- var icon = getGUIObjectByName("unit"+guiName+"Icon["+i+"]");
-
- var template = Engine.GuiInterfaceCall("GetTemplateData", entType);
- if (!template)
- continue; // ignore attempts to use invalid templates (an error should have been reported already)
-
- var name;
- if (template.name.specific && template.name.generic)
- name = template.name.specific + " (" + template.name.generic + ")";
- else
- name = template.name.specific || template.name.generic || "???";
-
- var tooltip;
- if (guiName == "Queue")
- {
- var progress = Math.round(item.progress*100) + "%";
- tooltip = name + " - " + progress;
-
- getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = (item.count > 1 ? item.count : "");
- getGUIObjectByName("unit"+guiName+"Progress["+i+"]").caption = (item.progress ? progress : "");
- }
- else
- {
- tooltip = "[font=\"serif-bold-16\"]" + name + "[/font]";
-
- if (template.cost)
- {
- var font1 = "[font=\"serif-bold-13\"]";
- var costs = [];
- if (template.cost.food) costs.push(font1 + "Food:[/font] " + template.cost.food);
- if (template.cost.wood) costs.push(font1 + "Wood:[/font] " + template.cost.wood);
- if (template.cost.metal) costs.push(font1 + "Metal:[/font] " + template.cost.metal);
- if (template.cost.stone) costs.push(font1 + "Stone:[/font] " + template.cost.stone);
- if (costs.length)
- tooltip += "\n" + costs.join(", ");
- }
-
- if (guiName == "Training")
- {
- var font1 = "[font=\"serif-13\"]";
- var font2 = "[font=\"serif-bold-13\"]";
- var [batchSize, batchIncrement] = getTrainingQueueBatchStatus(unitEntState.id, entType);
- tooltip += "\n" + font1;
- if (batchSize) tooltip += "Training " + font2 + batchSize + font1 + " units; ";
- tooltip += "Shift-click to train " + font2 + (batchSize+batchIncrement) + font1 + " units[/font]";
- }
- }
-
- button.hidden = false;
- button.tooltip = tooltip;
- 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;
- }
- var numButtons = i;
- // Position the visible buttons
- // (TODO: if there's lots, maybe they should be squeezed together to fit)
- for (i = 0; i < numButtons; ++i)
- {
- var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
- var size = button.size;
- size.left = 40*i;
- size.right = 40*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;
-}
-
-function updateUnitDisplay()
-{
- var detailsPanel = getGUIObjectByName("selectionDetails");
- var commandsPanel = getGUIObjectByName("unitCommands");
-
- var selection = g_Selection.toList();
- if (selection.length == 0)
- {
- detailsPanel.hidden = true;
- commandsPanel.hidden = true;
- return;
- }
-
- var entState = Engine.GuiInterfaceCall("GetEntityState", selection[0]);
-
- // 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)
- if (!entState)
- {
- detailsPanel.hidden = true;
- commandsPanel.hidden = true;
- return;
- }
-
- var template = Engine.GuiInterfaceCall("GetTemplateData", entState.template);
-
- detailsPanel.hidden = false;
- commandsPanel.hidden = false;
-
- getGUIObjectByName("selectionDetailsIcon").sprite = "snPortraitSheetHele";
- getGUIObjectByName("selectionDetailsIcon").cell_id = template.icon_cell;
-
- var healthSize = getGUIObjectByName("selectionDetailsHealthBar").size;
- healthSize.rright = 100*Math.max(0, Math.min(1, entState.hitpoints / entState.maxHitpoints));
- getGUIObjectByName("selectionDetailsHealthBar").size = healthSize;
- getGUIObjectByName("selectionDetailsHealth").tooltip = "Hitpoints " + entState.hitpoints + " / " + entState.maxHitpoints;
-
- getGUIObjectByName("selectionDetailsSpecific").caption = template.name.specific;
- if (template.name.generic == template.name.specific)
- {
- getGUIObjectByName("selectionDetailsGeneric").hidden = true;
- }
- else
- {
- getGUIObjectByName("selectionDetailsGeneric").hidden = false;
- getGUIObjectByName("selectionDetailsGeneric").caption = template.name.generic;
- }
-
- getGUIObjectByName("selectionDetailsPlayer").caption = "Player " + entState.player; // TODO: get player name
-
- getGUIObjectByName("selectionDetailsAttack").caption = damageTypesToText(entState.attack);
- getGUIObjectByName("selectionDetailsArmour").caption = damageTypesToText(entState.armour);
-
- 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); } );
- }
-
- // Lay out all the used panels in a stack at the bottom of the screen
- 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 + 12);
- }
- else
- {
- panel.hidden = true;
- }
- }
-}
diff --git a/binaries/data/mods/public/gui/session_new_old/session.xml b/binaries/data/mods/public/gui/session_new_old/session.xml
deleted file mode 100644
index d77b7c9014..0000000000
--- a/binaries/data/mods/public/gui/session_new_old/session.xml
+++ /dev/null
@@ -1,275 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/binaries/data/mods/public/gui/session_new_old/sprites.xml b/binaries/data/mods/public/gui/session_new_old/sprites.xml
deleted file mode 100644
index 60e0df119d..0000000000
--- a/binaries/data/mods/public/gui/session_new_old/sprites.xml
+++ /dev/null
@@ -1,106 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/binaries/data/mods/public/gui/session_new_old/styles.xml b/binaries/data/mods/public/gui/session_new_old/styles.xml
deleted file mode 100644
index 2a6d93a119..0000000000
--- a/binaries/data/mods/public/gui/session_new_old/styles.xml
+++ /dev/null
@@ -1,65 +0,0 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-