1
0
forked from 0ad/0ad
0ad/binaries/data/mods/official/gui/test/functions_session.js

190 lines
7.8 KiB
JavaScript
Raw Normal View History

function initSession()
{
initGroupPane();
initResourcePool();
initStatusOrb();
initMapOrb();
initTeamTray();
initSubWindows();
}
// ====================================================================
function initCellReference()
{
// Define cell reference constants for icon sheets.
// icon_sheet_statistic
stat_accuracy = 0;
stat_attack = 1;
stat_armour = 2;
stat_los = 3;
stat_speed = 4;
stat_range = 5;
stat_hack = 6;
stat_pierce = 7;
stat_crush = 8;
stat_rank1 = 9;
stat_rank2 = 10;
stat_rank3 = 11;
stat_garrison = 12;
stat_heart = 13;
// portrait_sheet_action
// generic actions
action_empty = 0;
action_attack = 1;
action_patrol = 2;
action_stop = 3;
action_gather_food = 4;
action_gather_wood = 5;
action_gather_stone = 6;
action_gather_ore = 7;
action_rally = 8;
action_repair = 9;
action_heal = 10;
action_scout = 11;
action_townbell = 12;
action_lock = 13;
action_unlock = 14;
// formation actions
action_formation_box = 23;
action_formation_column_c = 24;
action_formation_column_o = 25;
action_formation_line_c = 26;
action_formation_line_o = 27;
action_formation_phalanx = 28;
action_formation_skirmish = 29;
action_formation_testudo = 30;
action_formation_wedge = 31;
// stance actions
action_stance_aggress = 39;
action_stance_avoid = 40;
action_stance_defend = 41;
action_stance_hold = 42;
action_stance_stand = 43;
// tab actions
action_tab_command = 48;
action_tab_train = 49;
action_tab_buildciv = 50;
action_tab_buildmil = 51;
action_tab_research = 52;
action_tab_formation = 53;
action_tab_stance = 54;
action_tab_barter = 55;
}
// ====================================================================
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 (grey) sprites.
// Sprite Format: "ui_portrait_"portraitString"_"portraitSuffix
// Sprite Format: "ui_portrait_"portraitString"_"portraitSuffix"_lit"
// Sprite Format: "ui_portrait_"portraitString"_"portraitSuffix"_grey"
// Note: Make sure the file follows this naming convention or bad things could happen.
// Get GUI object
setPortraitGUIObject = getGUIObjectByName(objectName);
// Set the three portraits.
if (portraitSuffix && portraitSuffix != "")
setPortraitGUIObject.sprite = "ui_portrait_" + portraitString + "_" + portraitSuffix;
else
setPortraitGUIObject.sprite = "ui_portrait_" + portraitString;
setPortraitGUIObject.sprite_over = setPortraitGUIObject.sprite + "_lit";
setPortraitGUIObject.sprite_disabled = setPortraitGUIObject.sprite + "_grey";
// 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 = "";
}
// ====================================================================
function getObjectInfo()
{
// Updated each tick to extract entity information from selected unit(s).
// Don't process GUI when we're full-screen.
if (GUIType != "none")
{
if (!selection.length) // If no entity selected,
{
// Hide Status Orb
getGUIObjectByName("session_status_orb").hidden = true;
// Hide Group Pane.
getGUIObjectByName("session_group_pane").hidden = true;
getGlobal().MultipleEntitiesSelected = 0;
}
else // If at least one entity selected,
{
// Store globals for entity information.
// strString = "" + selection[0].position;
// EntityPos = strString.substring(20,strString.length-3);
UpdateStatusOrb(); // (later, we need to base this on the selected unit's stats changing)
// 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,
// NOTE: This "if" is an optimisation because the game crawls if this set of processing occurs every frame.
// It's quite possible for the player to select another group of the same size and for it to not be recognised.
// Best solution would be to base this off a "new entities selected" instead of an on-tick.
if (
// getGUIObjectByName("session_group_pane").hidden == true ||
selection.length != getGlobal().MultipleEntitiesSelected)
{
UpdateGroupPane(); // (later, we need to base this on the selection changing)
getGlobal().MultipleEntitiesSelected = selection.length;
}
}
else
{
getGlobal().MultipleEntitiesSelected = 0;
// Hide Group Pane.
getGUIObjectByName("session_group_pane").hidden = true;
}
}
// Modify any resources given/taken (later, we need to base this on a resource-changing event).
UpdateResourcePool();
// Update Team Tray (later, we need to base this on the player creating a group).
UpdateTeamTray();
}
}
// ====================================================================
function MakeUnit(x, y, z, MakeUnitName)
{
// Spawn an entity at the given coordinates.
DudeSpawnPoint = new Vector3D(x, y, z);
new Entity(getEntityTemplate(MakeUnitName), DudeSpawnPoint, 1.0);
// writeConsole(MakeUnitName + " created at " + DudeSpawnPoint);
}
// ====================================================================
function selected()
{
// Returns how many units selected.
if( selection.length > 0 )
return( selection[0] );
return( null );
}
// ====================================================================