forked from 0ad/0ad
Revert the removal of setting the defaults in updateGUIObjects in b1e754c9b1
(until a better solution is found).
Add comments for the unsuspecting. This was SVN commit r17499.
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2d34b198df
commit
659606b83e
@ -1221,21 +1221,27 @@ function launchGame()
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/**
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* Don't set any attributes here, just show the changes in the GUI.
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*
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* Unless the mapsettings don't specify a property and the user didn't set it in g_GameAttributes previously.
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*/
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function updateGUIObjects()
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{
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g_IsInGuiUpdate = true;
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let mapFilterIdx = Math.max(0, g_MapFilters.findIndex(mapFilter => mapFilter.id == (g_GameAttributes.mapFilter || "default")));
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let mapTypeIdx = Math.max(0, g_MapTypes.Name.indexOf(g_GameAttributes.mapType));
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let mapName = g_GameAttributes.map || "";
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let mapSettings = g_GameAttributes.settings;
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let mapSizeIdx = Math.max(0, g_MapSizes.Tiles.indexOf(mapSettings.Size || -1));
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let victoryIdx = Math.max(0, g_VictoryConditions.Name.indexOf(mapSettings.GameType || ""));
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let popIdx = Math.max(0, g_PopulationCapacities.Population.indexOf(mapSettings.PopulationCap || -1));
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let gameSpeedIdx = Math.max(0, g_GameSpeeds.Speed.indexOf(g_GameAttributes.gameSpeed || -1));
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let startingResIdx = Math.max(0, g_StartingResources.Resources.indexOf(mapSettings.StartingResources || -1));
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let ceasefireIdx = Math.max(0, g_Ceasefire.Duration.indexOf(mapSettings.Ceasefire || -1));
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// These dropdowns don't set values while g_IsInGuiUpdate
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let mapName = g_GameAttributes.map || "";
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let mapFilterIdx = g_MapFilters.findIndex(mapFilter => mapFilter.id == (g_GameAttributes.mapFilter || "default"));
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let mapTypeIdx = g_GameAttributes.mapType !== undefined ? g_MapTypes.Name.indexOf(g_GameAttributes.mapType) : g_MapTypes.Default;
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let gameSpeedIdx = g_GameAttributes.gameSpeed !== undefined ? g_GameSpeeds.Speed.indexOf(g_GameAttributes.gameSpeed) : g_GameSpeeds.Default;
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// These dropdowns might set the default (as they ignore g_IsInGuiUpdate)
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let mapSizeIdx = mapSettings.Size !== undefined ? g_MapSizes.Tiles.indexOf(mapSettings.Size) : g_MapSizes.Default;
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let victoryIdx = mapSettings.GameType !== undefined ? g_VictoryConditions.Name.indexOf(mapSettings.GameType) : g_VictoryConditions.Default;
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let popIdx = mapSettings.PopulationCap !== undefined ? g_PopulationCapacities.Population.indexOf(mapSettings.PopulationCap) : g_PopulationCapacities.Default;
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let startingResIdx = mapSettings.StartingResources !== undefined ? g_StartingResources.Resources.indexOf(mapSettings.StartingResources) : g_StartingResources.Default;
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let ceasefireIdx = mapSettings.Ceasefire !== undefined ? g_Ceasefire.Duration.indexOf(mapSettings.Ceasefire) : g_Ceasefire.Default;
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let numPlayers = mapSettings.PlayerData ? mapSettings.PlayerData.length : g_MaxPlayers;
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if (g_IsController)
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