0ad/binaries/data/mods/public/gui/session_new/unit_commands.js
WhiteTreePaladin ba591b6d9f Redesigned the selection GUI
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.
2010-07-30 22:19:43 +00:00

230 lines
8.0 KiB
JavaScript

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