// 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); var formationOk = Engine.GuiInterfaceCall("CanMoveEntsIntoFormation", { "ents": g_Selection.toList(), "formationName": item }); icon.enabled = formationOk; button.enabled = formationOk; if (!icon.enabled) { icon.sprite = "formation_disabled"; button.tooltip += " (disabled)"; } else { icon.sprite = "formation"; } } 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; }