forked from 0ad/0ad
Delete some old unused GUI scripts
This was SVN commit r7767.
This commit is contained in:
parent
0be1713b2b
commit
544afca570
@ -1,60 +0,0 @@
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/*
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DESCRIPTION : Functions used load/end the game session and manipulate the loading screen.
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NOTES :
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*/
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// ====================================================================
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function launchGame ()
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{
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// Starts the map, closing the session setup window.
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var mapName = getCurrItemValue("pgSessionSetupMapName");
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var gameMode = getCurrItemValue("pgSessionSetupGameMode");
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var screenshotMode = getGUIObjectByName("pgSessionSetupScreenshotMode").checked;
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var losSetting = getGUIObjectByName("pgSessionSetupLosSetting").selected;
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var fogOfWar = getGUIObjectByName("pgSessionSetupFoW").checked;
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if(screenshotMode)
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{
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losSetting = 2;
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fogOfWar = false;
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}
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// Check whether we have a correct file extension, to avoid crashes
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var extension = mapName.substring (mapName.length, mapName.length-4);
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if (extension != ".pmp")
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{
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// Add .pmp to the file name.
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var mapName = mapName + ".pmp";
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}
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// Set up game
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g_GameAttributes.mapFile = mapName;
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g_GameAttributes.losSetting = losSetting;
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g_GameAttributes.fogOfWar = fogOfWar;
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g_GameAttributes.gameMode = gameMode
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g_GameAttributes.screenshotMode = screenshotMode;
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// Close setup window
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closeMainMenuSubWindow ("pgSessionSetup");
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// Display loading screen.
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Engine.SwitchGuiPage("page_loading.xml");
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console.write( "running startGame()" );
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// Begin game session.
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if (! startGame())
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{
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// Failed to start the game; go back to the main menu.
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Engine.SwitchGuiPage("page_pregame.xml");
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// Restore default cursor.
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setCursor ("arrow-default");
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// Show an error message
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messageBox(400, 200, "The game could not be started with the given parameters. You probably have entered an invalid map name.", "Error", 0, ["OK"], [undefined]);
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}
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console.write( "done running startGame()" );
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}
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// ====================================================================
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@ -1,147 +0,0 @@
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/*
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DESCRIPTION : Functions for the hosting and joining multiplayer games.
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NOTES :
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*/
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// ====================================================================
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function initMPHost (parentWindow, gameName, welcomeMessage)
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{
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// Set up the server
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var server = createServer();
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// Welcome message
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server.welcomeMessage = welcomeMessage;
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// Server Name
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server.serverName = gameName;
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// Host Name
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server.serverPlayerName = "Player";
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// start listening
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var success = server.open();
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if (!success)
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{
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messageBox(400, 200, "Failed to start server. Please review the logfile for more information on the problem.", "Problem", 2, new Array(), new Array());
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return 1;
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}
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else
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{
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console.write ("Host has started listening for client connections.");
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// Switch to Session Setup screen.
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sessionType = "Host";
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openSessionSetup (parentWindow);
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}
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// -------------------------
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// INCOMING CONNECTIONS
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// -------------------------
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server.onClientConnect = function (event)
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{
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console.write ("Client connected.");
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console.write("A new client has successfully connected! ID: " + event.id + ", Name: " + event.name + ", Session: " + event.session);
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// Assign newly connected client to next available slot.
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var playerSlot = g_GameAttributes.getOpenSlot();
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playerSlot.assignToSession (event.session);
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// Set player slot to new player's name
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var slotID = g_GameAttributes.getUsedSlotsAmount;
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pushItem ("pgSessionSetupP" + slotID, g_GameAttributes.slots[slotID-1].player.name);
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}
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server.onClientDisconnect = function (event)
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{
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// Client has disconnected; free their slot.
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var slotID = g_GameAttributes.getUsedSlotsAmount-1;
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g_GameAttributes.slots[slotID].assignOpen();
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var result = setCurrItemValue ("pgSessionSetupP" + slotID, "Open");
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messageBox(400, 200, "Client " + event.name + "(" + event.id + ") disconnected from " + event.session + ".", "Client Disconnected", 2, new Array(), new Array());
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}
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server.onChat = function (event)
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{
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messageBox(400, 200, "(" + event.sender + ")" + event.message, "Host Chat Message", 2, new Array(), new Array());
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}
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// Need "waiting for more players to join and start game" code here
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}
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// ====================================================================
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function initMPClient (mpParentWindow, ipAddress)
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{
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// Create the client instance
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var client = createClient();
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// Player Name
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client.playerName = "Player";
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client.onClientConnect = function (event)
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{
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// Set player slot to new player's name.
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console.write("onClientConnect: name is " + event.name + ", event id is " + event.id);
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var slotID = g_GameAttributes.getUsedSlotsAmount;
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console.write("slotID="+slotID);
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pushItem ("pgSessionSetupP" + eval(slotID+1), g_GameAttributes.slots[slotID].player.name);
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}
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client.onConnectComplete = function (event)
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{
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console.write("onConnectComplete: " + event.message);
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if (event.success)
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{
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// Switch to Session Setup screen.
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sessionType = "Client";
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openSessionSetup ("pgMPJoin");
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messageBox (400, 200, "Client connected " + event.message + ".",
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"Connect Complete", 2, new Array(), new Array());
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}
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else
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{
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messageBox (400, 200, "Client failed to complete connection: " + event.message + ".",
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"Connect Failure", 2, new Array(), new Array());
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}
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}
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client.onChat = function (event)
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{
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messageBox (400, 200, "(" + event.sender + ")" + event.message,
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"Client Chat Message", 2, new Array(), new Array());
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}
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client.onDisconnect = function (event)
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{
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console.write("onDisconnect: " + event.message);
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messageBox (400, 200, event.message,
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"Host Disconnected", 2, new Array(), new Array());
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}
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client.onClientDisconnect = function (event)
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{
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console.write("onClientDisconnect: " + event.message);
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messageBox (400, 200, event.session,
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"Client " + event.name + "(" + event.id + ") Disconnected", 2, new Array(), new Array());
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}
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client.onStartGame = function (event)
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{
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// The server has called Start Game!, so we better switch to the session GUI and stuff like that.
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launchGame();
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}
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var success = client.beginConnect (ipAddress);
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if (!success)
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{
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messageBox(400, 200, "Failed to connect to server. Please check the network connection.",
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"Client Failure", 2, new Array(), new Array());
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return 1;
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}
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else
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{
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console.write ("Client successfully started to connect to " + ipAddress + ".");
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}
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}
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// ====================================================================
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@ -1,151 +0,0 @@
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/*
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DESCRIPTION : Functions for configuring a game prior to the loading screen (hosting, joining, or skirmish).
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NOTES :
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*/
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// ====================================================================
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// Open the Session Setup screen.
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function openSessionSetup (sessionReturnWindow)
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{
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var titleBar = getGUIObjectByName ("pgSessionSetupTitleBar");
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// Setup remaining slots.
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for (var i = 1; i <= g_GameAttributes.numSlots; i++)
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{
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if (i == 1)
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{
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// Set the host player's name on the setup screen.
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getGUIObjectByName ("pgSessionSetupP" + i).caption = "(Host)";
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}
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else
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{
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if (getNumItems("pgSessionSetupP" + i) == 0)
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{
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//pushItem ("pgSessionSetupP" + i, "session");
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pushItem ("pgSessionSetupP" + i, "Open");
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pushItem ("pgSessionSetupP" + i, "Closed");
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//pushItem ("pgSessionSetupP" + i, "local");
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//pushItem ("pgSessionSetupP" + i, "AI");
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// Set other slots to Open.
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var result = setCurrItemValue ("pgSessionSetupP" + i, "Open");
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// Setup onchange event (closing and opening affects host slots).
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getGUIObjectByName ("pgSessionSetupP" + i).onSelectionChange = function (event)
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{
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var slotNumber = this.name.substring (this.name.length-1, this.name.length);
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switch (getCurrItemValue (this.name))
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{
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case "Open":
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// If "Open" selected,
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// Open the slot.
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g_GameAttributes.slots[slotNumber-1].assignOpen();
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//console.write ("Opened slot " + this.name);
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break;
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case "Closed":
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// If "Closed" selected,
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// And slot is occupied,
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if (g_GameAttributes.slots[slotNumber-1].assignment == "session")
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{
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// Remove player name from slot list.
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removeItem (this.name, g_GameAttributes.slots[slotNumber-1].player);
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// Prompt that player was kicked.
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// (Change this to a chat message when functionality available.)
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console.write (g_GameAttributes.slots[slotNumber-1].player + " was kicked by the host.");
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}
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// Close the slot.
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g_GameAttributes.slots[slotNumber-1].assignClosed();
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//console.write ("Closed slot " + this.name);
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break;
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default:
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break;
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}
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}
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}
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}
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// Make objects non-interactive to client.
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if (sessionType == "Client") guiDisable ("pgSessionSetupP" + i);
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}
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// Set the title for the setup screen
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switch (sessionType)
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{
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case "Host":
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titleBar.caption = "Hosting: " + g_NetServer.serverName;
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// Reveal type-specific Session Setup objects.
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guiUnHide ("pgSessionSetupMP");
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guiUnHide ("pgSessionSetupMPHost");
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guiUnHide ("pgSessionSetupMaster");
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break;
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case "Client":
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titleBar.caption = "Joining: " // g_NetServer.serverName;
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// Reveal type-specific Session Setup objects.
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guiUnHide ("pgSessionSetupMP");
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guiUnHide ("pgSessionSetupMPClient");
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// Disable objects that clients shouldn't be able to modify.
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guiDisable ("pgSessionSetupMapName");
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guiDisable ("pgSessionSetupStartButton");
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break;
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case "Skirmish":
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titleBar.caption = "Skirmish";
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// Reveal type-specific Session Setup objects.
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guiUnHide ("pgSessionSetupSkirmish");
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guiUnHide ("pgSessionSetupMaster");
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break;
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default:
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break;
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}
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// Reveal GUI.
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guiHide ("pgVersionNumber");
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if (sessionReturnWindow != "")
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guiSwitch (sessionReturnWindow, "pgSessionSetup");
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else
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openMainMenuSubWindow ("pgSessionSetup");
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}
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// ====================================================================
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// Close/cancel the Session Setup screen.
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function closeSessionSetup ()
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{
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// Hide type-specific objects.
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guiHide ("pgSessionSetupMP");
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guiHide ("pgSessionSetupMPHost");
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guiHide ("pgSessionSetupMPClient");
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guiHide ("pgSessionSetupSkirmish");
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guiHide ("pgSessionSetupMaster");
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// Return to previous screen.
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switch (sessionType)
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{
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case "Host":
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case "Client":
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// terminate the multiplayer server session
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endGame();
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// Go back to multiplayer mode selection screen.
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guiSwitch ("pgSessionSetup", "pgMPModeSel");
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break;
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case "Skirmish":
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// Go back to main menu.
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closeMainMenuSubWindow ("pgSessionSetup");
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break;
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default:
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break;
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}
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guiUnHide ("pgVersionNumber");
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}
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// ====================================================================
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@ -1,34 +0,0 @@
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/*
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DESCRIPTION : GUI animation functions (sliding in/out, fading, etc).
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NOTES :
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*/
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// ====================================================================
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function GUISlideIn(GUIObject, SlideSpeed)
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{
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// Just me testing some stuff :)
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var SlideObject = getGUIObjectByName(GUIObject);
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var SizeVar = SlideObject.size;
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//var Sizes = SizeVar.split(" ");
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//var x_s = Sizes[0];
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//var y_s = Sizes[1];
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//var x_e = Sizes[2];
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//var y_e = Sizes[3];
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//var height = x_e - x_s;
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//var Time = new Date();
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//var StartTime = Time.getTime();
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var i = 0;
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while(i <= 2) {
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i++;
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SlideObject.size = new GUISize(x_s, 0 + i, x_e, 0 + i + height);
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}
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}
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// ====================================================================
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@ -1,283 +0,0 @@
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/*
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DESCRIPTION : Functions that support the coordinate system (ability to maintain and swap between multiple
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sizes for an object).
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NOTES :
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*/
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// ====================================================================
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// Initialise coordinate set for this page.
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Crd = { last: -1 };
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// Set corner constants.
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rb = 0;
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lb = 1;
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lt = 2;
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rt = 3;
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// ====================================================================
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// Add a new size coordinate to the array.
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function addCrd (name, group, rx, ry, x, y, width, height, rx2, ry2)
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{
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// If no group is specified, default to the first one.
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if (!group)
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group = rb;
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// Create new coordinate if necessary (it doesn't exist, or we have a new name).
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if (group == rb || !Crd[Crd.last])
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{
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Crd.last++;
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Crd[Crd.last] = new Object();
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Crd[Crd.last].name = new Object(name);
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Crd[Crd.last].size = new Object();
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Crd[Crd.last].coord = new Object();
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}
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// Get coordinates from first element if not defined.
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if (x == undefined)
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x = Crd[Crd.last].coord[rb].x;
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if (y == undefined)
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y = Crd[Crd.last].coord[rb].y;
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if (width == undefined)
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width = Crd[Crd.last].coord[rb].width;
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if (height == undefined)
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height = Crd[Crd.last].coord[rb].height;
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// Generate and save coordinates.
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Crd[Crd.last].size[group] = calcCrdArray (rx, ry, x, y, width, height, rx2, ry2);
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Crd[Crd.last].coord[group] = new Array();
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Crd[Crd.last].coord[group].rx = rx;
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Crd[Crd.last].coord[group].ry = ry;
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Crd[Crd.last].coord[group].x = x;
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Crd[Crd.last].coord[group].y = y;
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Crd[Crd.last].coord[group].width = width;
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Crd[Crd.last].coord[group].height = height;
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}
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// ====================================================================
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function addCrds (name, rx, ry, x, y, width, height, rx2, ry2)
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{
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// This is a shortcut function that saves you having to call addCrd() for each coordinate group. Just do this once for the whole set.
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// It creates the first, then assumes all the remaining coordinates are flipped to the opposite screen edge.
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// (True in 90% of cases.)
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addCrd (name, rb, rx, ry, x, y, width, height, rx2, ry2);
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// Determine flip relatives.
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switch (rx)
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{
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case 0:
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var rx1 = 100;
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var rx2 = 100;
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var rx3 = 0;
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break;
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case 50:
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var rx1 = 50;
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var rx2 = 50;
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var rx3 = 50;
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break;
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case 100:
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var rx1 = 0;
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var rx2 = 0;
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var rx3 = 100;
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break;
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}
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switch (ry)
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{
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case 0:
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var ry1 = 0;
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var ry2 = 100;
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var ry3 = 100;
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break;
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case 50:
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var ry1 = 50;
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var ry2 = 50;
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var ry3 = 50;
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break;
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case 100:
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var ry1 = 100;
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var ry2 = 0;
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var ry3 = 0;
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break;
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}
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// Define the rest of the coordinate set.
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addCrd (name, lb, rx1, ry1);
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addCrd (name, lt, rx2, ry2);
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addCrd (name, rt, rx3, ry3);
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}
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// ====================================================================
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// Return coordinate object with a given name.
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// Optionally can choose to return the index to the coordinate, rather than the coordinate itself.
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function getCrd (name, byIndex)
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{
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for (var getCrdLoop = 0; getCrdLoop <= Crd.last; getCrdLoop++)
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{
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if (Crd[getCrdLoop].name == name)
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{
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// If only index requested, just return index.
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if (byIndex)
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return getCrdLoop;
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||||
else
|
||||
// Otherwise return the whole coordinate array for this object.
|
||||
return Crd[getCrdLoop];
|
||||
}
|
||||
}
|
||||
|
||||
console.write ("Coordinate " + name + " not found in call to getCrd().");
|
||||
// Return -1 to indicate failure.
|
||||
return -1;
|
||||
}
|
||||
|
||||
// ====================================================================
|
||||
|
||||
// Calculates and returns "size" string from a given x/y/width/height and relative x and y.
|
||||
function calcCrdArray (rx, ry, x, y, width, height, rx2, ry2)
|
||||
{
|
||||
if (!rx2 && !ry2)
|
||||
{
|
||||
// If two sets of relatives are not specified at the end of the parameter list, use the "shortcut" format:
|
||||
// "Left Corner" (Relative X)
|
||||
// "Top Corner" (Relative Y)
|
||||
// X Position
|
||||
// Y Position
|
||||
// Width from X
|
||||
// Height from Y
|
||||
|
||||
var setSizeContainer = new Object();
|
||||
|
||||
setSizeContainer.rleft = rx;
|
||||
setSizeContainer.rtop = ry;
|
||||
setSizeContainer.rright = rx;
|
||||
setSizeContainer.rbottom = ry;
|
||||
|
||||
// Define size dimensions.
|
||||
switch (setSizeContainer.rleft)
|
||||
{
|
||||
case 0:
|
||||
case 50:
|
||||
setSizeContainer.x1 = x;
|
||||
break;
|
||||
case 100:
|
||||
setSizeContainer.x1 = -x-width;
|
||||
break;
|
||||
}
|
||||
switch (setSizeContainer.rtop)
|
||||
{
|
||||
case 0:
|
||||
case 50:
|
||||
setSizeContainer.y1 = y;
|
||||
break;
|
||||
case 100:
|
||||
setSizeContainer.y1 = -y-height;
|
||||
break;
|
||||
}
|
||||
switch (setSizeContainer.rright)
|
||||
{
|
||||
case 0:
|
||||
case 50:
|
||||
setSizeContainer.x2 = x+width;
|
||||
break;
|
||||
case 100:
|
||||
setSizeContainer.x2 = -x;
|
||||
break;
|
||||
}
|
||||
switch (setSizeContainer.rbottom)
|
||||
{
|
||||
case 0:
|
||||
case 50:
|
||||
setSizeContainer.y2 = y+height;
|
||||
break;
|
||||
case 100:
|
||||
setSizeContainer.y2 = -y;
|
||||
break;
|
||||
}
|
||||
|
||||
return new GUISize (setSizeContainer.x1, setSizeContainer.y1, setSizeContainer.x2, setSizeContainer.y2,
|
||||
setSizeContainer.rleft, setSizeContainer.rtop, setSizeContainer.rright, setSizeContainer.rbottom);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use the standard "size" structure:
|
||||
// RX
|
||||
// RY
|
||||
// X1
|
||||
// X2
|
||||
// Y1
|
||||
// Y2
|
||||
// RX2
|
||||
// RY2
|
||||
|
||||
return new GUISize (x, y, width, height, rx, ry, rx2, ry2);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
// ====================================================================
|
||||
|
||||
// Set an existing coord of a given name to a new value.
|
||||
function setCrd (name, newCrd)
|
||||
{
|
||||
// Get the index to the given coordinate.
|
||||
var crdResult = getCrd (name, true);
|
||||
if (crdResult != -1)
|
||||
{
|
||||
// Set new value of this coordinate.
|
||||
Crd[crdResult] = newCrd;
|
||||
}
|
||||
else
|
||||
{
|
||||
console.write ("Failed to setCrd() + " + name);
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
// ====================================================================
|
||||
|
||||
function setSkin (skinName)
|
||||
{
|
||||
// (Unfortunately, this idea just isn't going to work until the GUI Engine allows us to set the value of a control's style (and therefore refresh its properties
|
||||
// with those of the new style. As it stands, the style property is empty at runtime because styles are all set when the stuff is loaded. And since we're wrapping
|
||||
// sprite info for skins in the styles, it won't be adequate to simply change the sprite properties. So commenting this out for now so we can adapt it later.)
|
||||
|
||||
/*
|
||||
// Sets the sprites of all registered controls with a skin (eg *<skinname>*SpriteName) to the specified skin name.
|
||||
// Obviously such sprite names must exist, or it all will go horribly wrong.
|
||||
|
||||
// Seek through all registered coordinates.
|
||||
for (var i = 0; i <= Crd.last; i++)
|
||||
{
|
||||
var objectName = getGUIObjectByName (Crd[i].name);
|
||||
|
||||
// We need to deliberately ignore the minimap object as it has no sprite (and checking for the existence of the property or type doesn't work).
|
||||
if (objectName.name != "snMiniMapDisplay")
|
||||
{
|
||||
// Get first asterisk position.
|
||||
var startIndex = objectName.style.indexOf ("*", 1);
|
||||
console.write (startIndex);
|
||||
// If the coordinate begins with a "skin*" (and therefore qualifies for replacement),
|
||||
if (startIndex != -1)
|
||||
{
|
||||
// Look for and return the ending asterisk.
|
||||
var endIndex = objectName.style.indexOf ("*", 5);
|
||||
console.write (endIndex);
|
||||
if (endIndex != -1)
|
||||
{
|
||||
// Set new skin name for sprite.
|
||||
objectName.style = "skin*" + skinName + "*" + objectName.style.substring (endIndex);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
// ====================================================================
|
@ -16,12 +16,8 @@
|
||||
|
||||
<script file="gui/common/functions_utility_object.js" />
|
||||
|
||||
<script file="gui/common/functions_utility_coord.js" />
|
||||
|
||||
<script file="gui/common/functions_utility_music.js" />
|
||||
|
||||
<script file="gui/common/functions_utility_animation.js" />
|
||||
|
||||
<!--
|
||||
==========================================
|
||||
- INCLUDE SCRIPT - GLOBAL OBJECT FUNCTIONS
|
||||
@ -38,10 +34,4 @@
|
||||
|
||||
<script file="gui/common/functions_page_pregame.js" />
|
||||
|
||||
<script file="gui/common/functions_page_pregame_multiplayer.js" />
|
||||
|
||||
<script file="gui/common/functions_page_pregame_setup.js" />
|
||||
|
||||
<script file="gui/common/functions_page_pregame_load.js" />
|
||||
|
||||
</objects>
|
||||
|
Loading…
Reference in New Issue
Block a user