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0ad/binaries/data/mods/public/gui/session_new/unit_commands.js

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// Panel types
const SELECTION = "Selection";
const QUEUE = "Queue";
const TRAINING = "Training";
const CONSTRUCTION = "Construction";
// Constants used by the Queue or Garrison panel
const UNIT_PANEL_BASE = -56; // The offset above the main panel (will often be negative)
const UNIT_PANEL_HEIGHT = 47; // 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, "Training": 0, "Construction": 0};
// Unit panels are panels with row(s) of buttons
var g_unitPanels = ["Selection", "Queue", "Training", "Construction", "Research", "Stance", "Formation"];
// 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+"]");
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 selection = g_Selection.toList();
// Set length of loop
var numberOfItems = items.length;
if (numberOfItems > 24)
numberOfItems = (((numberOfItems > 32) && (guiName == "Selection"))? 32 : 24);
var i;
for (i = 0; i < numberOfItems; i++)
{
var item = items[i];
// Get templates
var entType = ((guiName == "Queue")? item.template : item);
var template = Engine.GuiInterfaceCall("GetTemplateData", entType);
if (!template)
continue; // ignore attempts to use invalid templates (an error should have been reported already)
// Tooltip
var tooltip = "";
switch (guiName)
{
case SELECTION:
tooltip = getEntityName(template);
var entState = Engine.GuiInterfaceCall("GetEntityState", selection[i]);
if (!entState)
return;
// Rank Title
var rankText = getRankTitle(getRankCellId(entState.template));
rankText = (rankText? " [font=\"serif-bold-16\"](" + rankText + ")[/font]" : "" );
tooltip += rankText;
// Hitpoints
if (entState.maxHitpoints != undefined)
{
var unitHealthBar = getGUIObjectByName("unitSelectionHealthForeground[" + i + "]");
var healthSize = unitHealthBar.size;
healthSize.rright = 100*Math.max(0, Math.min(1, entState.hitpoints / entState.maxHitpoints));
unitHealthBar.size = healthSize;
tooltip += " [font=\"serif-9\"](" + entState.hitpoints + "/" + entState.maxHitpoints + ")[/font]";
}
break;
case QUEUE:
tooltip = getEntityNameWithGeneric(template);
var progress = Math.round(item.progress*100) + "%";
tooltip += " - " + progress;
getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = (item.count > 1 ? item.count : "");
getGUIObjectByName("unit"+guiName+"Progress["+i+"]").caption = (item.progress ? progress : "");
break;
case TRAINING:
tooltip = getEntityNameWithGeneric(template) + "\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:
tooltip = getEntityNameWithGeneric(template) + "\n" + getEntityCost(template);
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
var parameter = ((guiName == "Selection")? i : item);
button.onpress = (function(e) { return function() { callback(e) } })(parameter); // (need nested functions to get the closure right)
// Get icon sheet
icon.sprite = template.icon_sheet;
if (typeof template.icon_cell == "undefined")
icon.cell_id = 0;
else
icon.cell_id = template.icon_cell;
}
// Position the visible buttons (TODO: if there's lots, maybe they should be squeezed together to fit)
var numButtons = i;
var rowLength = 8;
var numRows = Math.ceil(numButtons / rowLength);
var buttonSideLength = getGUIObjectByName("unit"+guiName+"Button[0]").size.bottom;
var buttonSpacer = ((guiName == "Selection")? buttonSideLength+1 : buttonSideLength+2);
// 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;
}
// Layout buttons
for (var i = 0; i < numRows; i++)
layoutButtonRow(i, guiName, buttonSideLength, buttonSpacer, rowLength*i, rowLength*(i+1) );
// 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, commandsPanel, selection)
{
// 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 (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); } );
if (selection.length > 1)
setupUnitPanel("Selection", usedPanels, entState, g_Selection.getTemplateNames(),
function (entType) { changePrimarySelectionGroup(entType); } );
commandsPanel.hidden = false;
}
else
{
getGUIObjectByName("sdStamina").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])
{
// 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 + 6); // changed 12 point spacing to 6 point: offset -= (h + 12);
}
else
{
panel.hidden = true;
}
}
}