forked from 0ad/0ad
Remove legacy trading pane
This was SVN commit r15341.
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2b8758745f
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@ -1136,19 +1136,6 @@
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</object>
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</object>
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<object name="unitTradingPanel"
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size="10 12 100% 100%"
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>
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<object size="0 0 100% 100%">
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<repeat count="4">
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<object name="unitTradingButton[n]" style="iconButton" type="button" size="0 0 46 46" tooltip_style="sessionToolTipBottom">
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<object name="unitTradingIcon[n]" type="image" ghost="true" size="3 3 43 43"/>
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<object name="unitTradingSelection[n]" hidden="true" type="image" ghost="true" size="3 3 43 43" sprite="stretched:session/icons/corners.png"/>
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</object>
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</repeat>
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</object>
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</object>
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<object name="unitQueuePanel"
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size="4 -56 100% 0"
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type="image"
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@ -6,7 +6,6 @@ const FORMATION = "Formation";
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const TRAINING = "Training";
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const RESEARCH = "Research";
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const CONSTRUCTION = "Construction";
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const TRADING = "Trading";
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const COMMAND = "Command";
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const STANCE = "Stance";
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const GATE = "Gate";
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@ -30,10 +29,10 @@ const BARTER_ACTIONS = ["Sell", "Buy"];
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const GATE_ACTIONS = ["lock", "unlock"];
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// The number of currently visible buttons (used to optimise showing/hiding)
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var g_unitPanelButtons = {"Selection": 0, "Queue": 0, "Formation": 0, "Garrison": 0, "Training": 0, "Research": 0, "Barter": 0, "Trading": 0, "Construction": 0, "Command": 0, "Stance": 0, "Gate": 0, "Pack": 0};
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var g_unitPanelButtons = {"Selection": 0, "Queue": 0, "Formation": 0, "Garrison": 0, "Training": 0, "Research": 0, "Barter": 0, "Construction": 0, "Command": 0, "Stance": 0, "Gate": 0, "Pack": 0};
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// Unit panels are panels with row(s) of buttons
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var g_unitPanels = ["Selection", "Queue", "Formation", "Garrison", "Training", "Barter", "Trading", "Construction", "Research", "Stance", "Command", "Gate", "Pack"];
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var g_unitPanels = ["Selection", "Queue", "Formation", "Garrison", "Training", "Barter", "Construction", "Research", "Stance", "Command", "Gate", "Pack"];
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// Indexes of resources to sell and buy on barter panel
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var g_barterSell = 0;
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@ -981,32 +980,6 @@ function setupUnitPanel(guiName, usedPanels, unitEntState, playerState, items, c
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g_unitPanelButtons[guiName] = numButtons;
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}
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// Sets up "unit trading panel" - special case for setupUnitPanel
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function setupUnitTradingPanel(usedPanels, unitEntState, selection)
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{
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usedPanels[TRADING] = 1;
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var requiredGoods = unitEntState.trader.requiredGoods;
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for (var i = 0; i < TRADING_RESOURCES.length; i++)
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{
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var resource = TRADING_RESOURCES[i];
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var button = Engine.GetGUIObjectByName("unitTradingButton["+i+"]");
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button.size = (i * 46) + " 0 " + ((i + 1) * 46) + " 46";
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if (resource == requiredGoods)
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var selectRequiredGoodsData = { "entities": selection, "requiredGoods": undefined };
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else
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var selectRequiredGoodsData = { "entities": selection, "requiredGoods": resource };
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button.onpress = (function(e){ return function() { selectRequiredGoods(e); } })(selectRequiredGoodsData);
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button.enabled = true;
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button.tooltip = sprintf(translate("Set/unset %(resource)s as forced trading goods."), { resource: resource });
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var icon = Engine.GetGUIObjectByName("unitTradingIcon["+i+"]");
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var selected = Engine.GetGUIObjectByName("unitTradingSelection["+i+"]");
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selected.hidden = !(resource == requiredGoods);
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var grayscale = (resource != requiredGoods) ? "grayscale:" : "";
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icon.sprite = "stretched:"+grayscale+"session/icons/resources/" + resource + ".png";
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}
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}
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// Sets up "unit barter panel" - special case for setupUnitPanel
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function setupUnitBarterPanel(unitEntState, playerState)
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{
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@ -1168,8 +1141,6 @@ function updateUnitCommands(entState, supplementalDetailsPanel, commandsPanel, s
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else if (entState.production && entState.production.entities)
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setupUnitPanel(TRAINING, usedPanels, entState, playerState, trainableEnts,
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function (trainEntType) { addTrainingToQueue(selection, trainEntType, playerState); } );
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// else if (entState.trader)
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// setupUnitTradingPanel(usedPanels, entState, selection);
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else if (!entState.foundation && entState.gate || hasClass(entState, "LongWall"))
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{
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// Allow long wall pieces to be converted to gates
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