forked from 0ad/0ad
WhiteTreePaladin
ba591b6d9f
No more groups of any kind Max selection size increased to 32 Single click - deselects all others Single click with shift key - deselects all that are not the same type (only for one rank) This was SVN commit r7826.
230 lines
8.0 KiB
JavaScript
230 lines
8.0 KiB
JavaScript
// Constants used by the Queue or Garrison panel
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const UNIT_PANEL_BASE = -56; // The offset above the main panel (will often be negative)
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const UNIT_PANEL_HEIGHT = 47; // The height needed for a row of buttons
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// The number of currently visible buttons (used to optimise showing/hiding)
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var g_unitPanelButtons = { "Construction": 0, "Training": 0, "Queue": 0, "Selection": 0 };
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// Unit panels are panels with row(s) of buttons
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var g_unitPanels = ["Stance", "Formation", "Construction", "Research", "Training", "Queue", "Selection"];
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// Lay out button rows
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function layoutButtonRow(rowNumber, guiName, buttonSideLength, buttonSpacer, startIndex, endIndex)
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{
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var colNumber = 0;
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for (var i = startIndex; i < endIndex; i++)
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{
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var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
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var size = button.size;
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size.left = buttonSpacer*colNumber;
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size.right = buttonSpacer*colNumber + buttonSideLength;
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size.top = buttonSpacer*rowNumber;
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size.bottom = buttonSpacer*rowNumber + buttonSideLength;
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button.size = size;
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colNumber++;
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}
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}
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// Sets up "unit panels" - the panels with rows of icons (Helper function for updateUnitDisplay)
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function setupUnitPanel(guiName, usedPanels, playerState, unitEntState, items, callback)
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{
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usedPanels[guiName] = 1;
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var i = 0;
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var selection = g_Selection.toList();
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for each (var item in items)
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{
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// End loop early if there too many buttons
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if ((guiName != "Selection") && (i > 23))
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break;
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else if (i > 31)
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break;
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// Get templates
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var entType;
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if (guiName == "Queue")
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entType = item.template;
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else
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entType = item;
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var template = Engine.GuiInterfaceCall("GetTemplateData", entType);
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if (!template)
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continue; // ignore attempts to use invalid templates (an error should have been reported already)
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// Name
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var name;
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if (guiName == "Selection")
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name = "[font=\"serif-bold-16\"]" + (template.name.specific || template.name.generic || "???") + "[/font]";
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else
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name = getFullName(template);
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// Tooltip
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var tooltip = name;
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if (guiName == "Selection")
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{
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var entState = Engine.GuiInterfaceCall("GetEntityState", selection[i]);
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if (!entState)
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return;
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// Rank Title
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var rankText = getRankTitle(getRankCellId(entState.template));
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rankText = (rankText? " [font=\"serif-bold-16\"](" + rankText + ")[/font]" : "" );
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tooltip += rankText;
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// Hitpoints
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if (entState.maxHitpoints != undefined)
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{
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var unitHealthBar = getGUIObjectByName("unitSelectionHealthForeground[" + i + "]");
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var healthSize = unitHealthBar.size;
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healthSize.rright = 100*Math.max(0, Math.min(1, entState.hitpoints / entState.maxHitpoints));
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unitHealthBar.size = healthSize;
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tooltip += " [font=\"serif-9\"](" + entState.hitpoints + "/" + entState.maxHitpoints + ")[/font]";
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}
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}
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else if (guiName == "Queue")
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{
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var progress = Math.round(item.progress*100) + "%";
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tooltip += " - " + progress;
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getGUIObjectByName("unit"+guiName+"Count["+i+"]").caption = (item.count > 1 ? item.count : "");
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getGUIObjectByName("unit"+guiName+"Progress["+i+"]").caption = (item.progress ? progress : "");
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}
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else if (guiName == "Construction" || guiName == "Training")
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{
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if (template.cost)
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{
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var costs = [];
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if (template.cost.food) costs.push("[font=\"serif-bold-13\"]Food:[/font] " + template.cost.food);
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if (template.cost.wood) costs.push("[font=\"serif-bold-13\"]Wood:[/font] " + template.cost.wood);
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if (template.cost.metal) costs.push("[font=\"serif-bold-13\"]Metal:[/font] " + template.cost.metal);
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if (template.cost.stone) costs.push("[font=\"serif-bold-13\"]Stone:[/font] " + template.cost.stone);
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if (costs.length)
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tooltip += "\n" + costs.join(", ");
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}
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if (guiName == "Training")
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{
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var [batchSize, batchIncrement] = getTrainingQueueBatchStatus(unitEntState.id, entType);
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tooltip += "\n[font=\"serif-13\"]";
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if (batchSize) tooltip += "Training [font=\"serif-bold-13\"]" + batchSize + "[font=\"serif-13\"] units; ";
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tooltip += "Shift-click to train [font=\"serif-bold-13\"]"+ (batchSize+batchIncrement) + "[font=\"serif-13\"] units[/font]";
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}
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}
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// Button
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var button = getGUIObjectByName("unit"+guiName+"Button["+i+"]");
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var icon = getGUIObjectByName("unit"+guiName+"Icon["+i+"]");
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button.hidden = false;
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button.tooltip = tooltip;
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// Button Function
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var parameter = ((guiName == "Selection")? i : item);
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button.onpress = (function(e) { return function() { callback(e) } })(parameter); // (need nested functions to get the closure right)
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// Get icon sheet
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icon.sprite = template.icon_sheet;
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if (typeof template.icon_cell == "undefined")
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icon.cell_id = 0;
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else
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icon.cell_id = template.icon_cell;
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++i;
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}
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// Position the visible buttons (TODO: if there's lots, maybe they should be squeezed together to fit)
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var numButtons = i;
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var rowLength = 8;
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var numRows = ceiling(numButtons / rowLength);
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var buttonSideLength = getGUIObjectByName("unit"+guiName+"Button[0]").size.bottom;
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var buttonSpacer = ((guiName == "Selection")? buttonSideLength+1 : buttonSideLength+2);
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// Resize Queue panel if needed
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if (guiName == "Queue") // or garrison
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{
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var panel = getGUIObjectByName("unitQueuePanel");
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var size = panel.size;
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size.top = (UNIT_PANEL_BASE - ((numRows-1)*UNIT_PANEL_HEIGHT));
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panel.size = size;
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}
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// Layout buttons
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for (var i = 0; i < numRows; i++)
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layoutButtonRow(i, guiName, buttonSideLength, buttonSpacer, rowLength*i, rowLength*(i+1) );
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// Hide any buttons we're no longer using
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for (i = numButtons; i < g_unitPanelButtons[guiName]; ++i)
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getGUIObjectByName("unit"+guiName+"Button["+i+"]").hidden = true;
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g_unitPanelButtons[guiName] = numButtons;
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}
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// Updates right Unit Commands Panel - runs in the main session loop via updateSelectionDetails()
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function updateUnitCommands(playerState, entState, commandsPanel, selection)
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{
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// Panels that are active
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var usedPanels = {};
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// If the selection is friendly units, add the command panels
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var player = Engine.GetPlayerID();
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if (entState.player == player || g_DevSettings.controlAll)
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{
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if (entState.attack) // TODO - this should be based on some AI properties
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{
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//usedPanels["Stance"] = 1;
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//usedPanels["Formation"] = 1;
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// (These are disabled since they're not implemented yet)
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}
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else // TODO - this should be based on various other things
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{
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//usedPanels["Research"] = 1;
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}
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if (entState.buildEntities && entState.buildEntities.length)
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setupUnitPanel("Construction", usedPanels, playerState, entState, entState.buildEntities, startBuildingPlacement);
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if (entState.training && entState.training.entities.length)
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setupUnitPanel("Training", usedPanels, playerState, entState, entState.training.entities,
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function (trainEntType) { addToTrainingQueue(entState.id, trainEntType); } );
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if (entState.training && entState.training.queue.length)
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setupUnitPanel("Queue", usedPanels, playerState, entState, entState.training.queue,
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function (item) { removeFromTrainingQueue(entState.id, item.id); } );
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if (selection.length > 1)
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setupUnitPanel("Selection", usedPanels, playerState, entState, g_Selection.getTemplateNames(),
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function (entType) { changePrimarySelectionGroup(entType); } );
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commandsPanel.hidden = false;
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}
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else
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{
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getGUIObjectByName("sdStamina").hidden = true;
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commandsPanel.hidden = true;
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}
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// Hides / unhides Unit Panels (panels should be grouped by type, not by order, but we will leave that for another time)
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var offset = 0;
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for each (var panelName in g_unitPanels)
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{
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var panel = getGUIObjectByName("unit" + panelName + "Panel");
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if (usedPanels[panelName])
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{
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// var size = panel.size;
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// var h = size.bottom - size.top;
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// size.bottom = offset;
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// size.top = offset - h;
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// panel.size = size;
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panel.hidden = false;
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// offset -= (h + 6); // changed 12 point spacing to 6 point: offset -= (h + 12);
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}
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else
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{
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panel.hidden = true;
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}
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}
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}
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