0ad/binaries/data/mods/public/gui/common/functions_utility.js

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/*
DESCRIPTION : Generic utility functions.
NOTES :
*/
// ====================================================================
function getRandom(randomMin, randomMax)
{
// Returns a random whole number in a min..max range.
// NOTE: There should probably be an engine function for this,
// since we'd need to keep track of random seeds for replays.
var randomNum = randomMin + (randomMax-randomMin)*Math.random(); // num is random, from A to B
return Math.round(randomNum);
}
// ====================================================================
// Get list of XML files in pathname with recursion, excepting those starting with _
function getXMLFileList(pathname)
{
var files = Engine.BuildDirEntList(pathname, "*.xml", true);
var result = [];
// Get only subpath from filename and discard extension
for (var i = 0; i < files.length; ++i)
{
var file = files[i];
file = file.substring(pathname.length, file.length-4);
// Split path into directories so we can check for beginning _ character
var tokens = file.split("/");
if (tokens[tokens.length-1][0] != "_")
result.push(file);
}
return result;
}
// ====================================================================
// Get list of JSON files in pathname
function getJSONFileList(pathname)
{
var files = Engine.BuildDirEntList(pathname, "*.json", false);
// Remove the path and extension from each name, since we just want the filename
files = [ n.substring(pathname.length, n.length-5) for each (n in files) ];
return files;
}
// ====================================================================
// A sorting function for arrays of objects with 'name' properties, ignoring case
function sortNameIgnoreCase(x, y)
{
var lowerX = x.name.toLowerCase();
var lowerY = y.name.toLowerCase();
if (lowerX < lowerY)
return -1;
else if (lowerX > lowerY)
return 1;
else
return 0;
}
// ====================================================================
/**
* Escape tag start and escape characters, so users cannot use special formatting.
* Also limit string length to 256 characters (not counting escape characters).
*/
function escapeText(text)
{
if (!text)
return text;
return text.substr(0, 255).replace(/\\/g, "\\\\").replace(/\[/g, "\\[");
}
// ====================================================================
// Load default player data, for when it's not otherwise specified
function initPlayerDefaults()
{
var data = Engine.ReadJSONFile("simulation/data/player_defaults.json");
if (!data || !data.PlayerData)
{
error("Failed to parse player defaults in player_defaults.json (check for valid JSON data)");
return [];
}
return data.PlayerData;
}
// ====================================================================
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// Load map size data
function initMapSizes()
{
var sizes = {
"shortNames":[],
"names":[],
"tiles": [],
"default": 0
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};
var data = Engine.ReadJSONFile("simulation/data/map_sizes.json");
if (!data || !data.Sizes)
{
error("Failed to parse map sizes in map_sizes.json (check for valid JSON data)");
return sizes;
}
translateObjectKeys(data, ["Name", "LongName"]);
for (var i = 0; i < data.Sizes.length; ++i)
{
sizes.shortNames.push(data.Sizes[i].Name);
sizes.names.push(data.Sizes[i].LongName);
sizes.tiles.push(data.Sizes[i].Tiles);
if (data.Sizes[i].Default)
sizes["default"] = i;
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}
return sizes;
}
// ====================================================================
// Load game speed data
function initGameSpeeds()
{
var gameSpeeds = {
"names": [],
"speeds": [],
"default": 0
};
var data = Engine.ReadJSONFile("simulation/data/game_speeds.json");
if (!data || !data.Speeds)
{
error("Failed to parse game speeds in game_speeds.json (check for valid JSON data)");
return gameSpeeds;
}
translateObjectKeys(data, ["Name"]);
for (var i = 0; i < data.Speeds.length; ++i)
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{
gameSpeeds.names.push(data.Speeds[i].Name);
gameSpeeds.speeds.push(data.Speeds[i].Speed);
if (data.Speeds[i].Default)
gameSpeeds["default"] = i;
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}
return gameSpeeds;
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}
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// ====================================================================
// Convert integer color values to string (for use in GUI objects)
function rgbToGuiColor(color)
{
if (color && ("r" in color) && ("g" in color) && ("b" in color))
return color.r + " " + color.g + " " + color.b;
return "0 0 0";
}
// ====================================================================
/**
* Convert time in milliseconds to [hh:]mm:ss string representation.
* @param time Time period in milliseconds (integer)
* @return String representing time period
*/
function timeToString(time)
{
if (time < 1000 * 60 * 60)
var format = translate("mm:ss");
else
var format = translate("HH:mm:ss");
return Engine.FormatMillisecondsIntoDateString(time, format);
}
// ====================================================================
function removeDupes(array)
{
// loop backwards to make splice operations cheaper
var i = array.length;
while (i--)
{
if (array.indexOf(array[i]) != i)
array.splice(i, 1);
}
}
// ====================================================================
// "Inside-out" implementation of Fisher-Yates shuffle
function shuffleArray(source)
{
if (!source.length)
return [];
var result = [source[0]];
for (var i = 1; i < source.length; ++i)
{
var j = Math.floor(Math.random() * i);
result[i] = result[j];
result[j] = source[i];
}
return result;
}
// ====================================================================
// Filter out conflicting characters and limit the length of a given name.
// @param name Name to be filtered.
// @param stripUnicode Whether or not to remove unicode characters.
// @param stripSpaces Whether or not to remove whitespace.
function sanitizePlayerName(name, stripUnicode, stripSpaces)
{
// We delete the '[', ']' characters (GUI tags) and delete the ',' characters (player name separators) by default.
var sanitizedName = name.replace(/[\[\],]/g, "");
// Optionally strip unicode
if (stripUnicode)
sanitizedName = sanitizedName.replace(/[^\x20-\x7f]/g, "");
// Optionally strip whitespace
if (stripSpaces)
sanitizedName = sanitizedName.replace(/\s/g, "");
// Limit the length to 20 characters
return sanitizedName.substr(0,20);
}
function tryAutoComplete(text, autoCompleteList)
{
if (!text.length)
return text;
var wordSplit = text.split(/\s/g);
if (!wordSplit.length)
return text;
var lastWord = wordSplit.pop();
if (!lastWord.length)
return text;
for (var word of autoCompleteList)
{
if (word.toLowerCase().indexOf(lastWord.toLowerCase()) != 0)
continue;
text = wordSplit.join(" ")
if (text.length > 0)
text += " ";
text += word;
break;
}
return text;
}
function autoCompleteNick(guiName, playerList)
{
var input = Engine.GetGUIObjectByName(guiName);
var text = input.caption;
if (!text.length)
return;
var autoCompleteList = [];
for (var player of playerList)
autoCompleteList.push(player.name);
var bufferPosition = input.buffer_position;
var textTillBufferPosition = text.substring(0, bufferPosition);
var newText = tryAutoComplete(textTillBufferPosition, autoCompleteList);
input.caption = newText + text.substring(bufferPosition);
input.buffer_position = bufferPosition + (newText.length - textTillBufferPosition.length);
}