Gamesetup cleanup.
Unify calls to hideControl which were duplicated per maptype. This was SVN commit r17451.
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@ -1356,23 +1356,29 @@ function onGameAttributesChange()
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ceasefireText.caption = g_Ceasefire.Title[ceasefire.selected];
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Engine.GetGUIObjectByName("mapPreview").sprite = "cropped:(0.78125,0.5859375)session/icons/mappreview/" + getMapPreview(mapName);
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Engine.GetGUIObjectByName("mapSizeDesc").hidden = g_GameAttributes.mapType != "random";
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// Handle map type specific logic
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// Mapsize completely hidden for non-random maps
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var isRandom = g_GameAttributes.mapType == "random";
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Engine.GetGUIObjectByName("mapSizeDesc").hidden = !isRandom;
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Engine.GetGUIObjectByName("mapSize").hidden = !isRandom || !g_IsController;
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Engine.GetGUIObjectByName("mapSizeText").hidden = !isRandom || g_IsController;
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hideControl("numPlayersSelection", "numPlayersText", isRandom && g_IsController);
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var notScenario = g_GameAttributes.mapType != "scenario" && g_IsController ;
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hideControl("victoryCondition", "victoryConditionText", notScenario);
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hideControl("populationCap", "populationCapText", notScenario);
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hideControl("startingResources", "startingResourcesText", notScenario);
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hideControl("ceasefire", "ceasefireText", notScenario);
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hideControl("revealMap", "revealMapText", notScenario);
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hideControl("exploreMap", "exploreMapText", notScenario);
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hideControl("disableTreasures", "disableTreasuresText", notScenario);
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hideControl("lockTeams", "lockTeamsText", notScenario);
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switch (g_GameAttributes.mapType)
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{
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case "random":
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hideControl("numPlayersSelection", "numPlayersText");
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hideControl("mapSize", "mapSizeText");
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hideControl("revealMap", "revealMapText");
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hideControl("exploreMap", "exploreMapText");
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hideControl("disableTreasures", "disableTreasuresText");
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hideControl("victoryCondition", "victoryConditionText");
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hideControl("lockTeams", "lockTeamsText");
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hideControl("populationCap", "populationCapText");
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hideControl("startingResources", "startingResourcesText");
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hideControl("ceasefire", "ceasefireText");
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if (g_IsController)
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{
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numPlayersSelection.selected = numPlayers - 1;
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@ -1390,19 +1396,6 @@ function onGameAttributesChange()
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case "skirmish":
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mapSizeText.caption = translate("Default");
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numPlayersText.caption = numPlayers;
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numPlayersText.hidden = false;
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numPlayersSelection.hidden = true;
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mapSize.hidden = true;
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mapSizeText.hidden = true;
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hideControl("revealMap", "revealMapText");
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hideControl("exploreMap", "exploreMapText");
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hideControl("disableTreasures", "disableTreasuresText");
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hideControl("victoryCondition", "victoryConditionText");
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hideControl("lockTeams", "lockTeamsText");
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hideControl("populationCap", "populationCapText");
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hideControl("startingResources", "startingResourcesText");
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hideControl("ceasefire", "ceasefireText");
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if (g_IsController)
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victoryCondition.selected = victoryIdx;
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@ -1411,30 +1404,7 @@ function onGameAttributesChange()
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break;
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case "scenario":
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// For scenario just reflect settings for the current map
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numPlayersSelection.hidden = true;
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numPlayersText.hidden = false;
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mapSize.hidden = true;
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mapSizeText.hidden = true;
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revealMap.hidden = true;
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revealMapText.hidden = false;
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exploreMap.hidden = true;
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exploreMapText.hidden = false;
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disableTreasures.hidden = true;
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disableTreasuresText.hidden = false;
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victoryCondition.hidden = true;
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victoryConditionText.hidden = false;
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lockTeams.hidden = true;
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lockTeamsText.hidden = false;
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startingResources.hidden = true;
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startingResourcesText.hidden = false;
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populationCap.hidden = true;
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populationCapText.hidden = false;
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ceasefire.hidden = true;
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ceasefireText.hidden = false;
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numPlayersText.caption = numPlayers;
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mapSizeText.caption = translate("Default");
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victoryConditionText.caption = g_VictoryConditions.Title[victoryIdx];
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@ -1448,12 +1418,10 @@ function onGameAttributesChange()
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return;
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}
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// Display map name
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if (mapName == "random")
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mapSettings.Description = markForTranslation("Randomly selects a map from the list");
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Engine.GetGUIObjectByName("mapInfoName").caption = mapName == "random" ? translateWithContext("map", "Random") : translate(getMapDisplayName(mapName));
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// Load the description from the map file, if there is one
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var description = mapSettings.Description ? translate(mapSettings.Description) : translate("Sorry, no description available.");
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// Describe the number of players and the victory conditions
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