forked from 0ad/0ad
Ykkrosh
c8c10a4871
Add various GUI pieces (exit button, resource counts, unit details). Clean up implementation of button panels. Split some content out of 'common' and into page-specific files. Delete some obsolete content. This was SVN commit r7337.
199 lines
5.7 KiB
JavaScript
199 lines
5.7 KiB
JavaScript
function init(initData, hotloadData)
|
|
{
|
|
if (hotloadData)
|
|
{
|
|
g_Selection = hotloadData.selection;
|
|
}
|
|
|
|
onSimulationUpdate();
|
|
}
|
|
|
|
// Return some data that we'll use when hotloading this file after changes
|
|
function getHotloadData()
|
|
{
|
|
return { selection: g_Selection };
|
|
}
|
|
|
|
function onTick()
|
|
{
|
|
updateCursor();
|
|
}
|
|
|
|
function onSimulationUpdate()
|
|
{
|
|
var simState = Engine.GuiInterfaceCall("GetSimulationState");
|
|
|
|
// If we're called during init when the game is first loading, there will be
|
|
// no simulation yet, so do nothing
|
|
if (!simState)
|
|
return;
|
|
|
|
// updateDebug(simState);
|
|
|
|
updatePlayerDisplay(simState);
|
|
|
|
updateUnitDisplay();
|
|
}
|
|
|
|
function updateDebug(simState)
|
|
{
|
|
var debug = getGUIObjectByName("debug");
|
|
var text = uneval(simState);
|
|
|
|
var selection = getEntitySelection();
|
|
if (selection.length)
|
|
{
|
|
var entState = Engine.GuiInterfaceCall("GetEntityState", selection[0]);
|
|
var template = Engine.GuiInterfaceCall("GetTemplateData", entState.template);
|
|
text += "\n\n" + uneval(entState) + "\n\n" + uneval(template);
|
|
}
|
|
|
|
debug.caption = text;
|
|
}
|
|
|
|
function updatePlayerDisplay(simState)
|
|
{
|
|
var playerState = simState.players[Engine.GetPlayerID()];
|
|
|
|
getGUIObjectByName("resourceFood").caption = playerState.resourceCounts.food;
|
|
getGUIObjectByName("resourceWood").caption = playerState.resourceCounts.wood;
|
|
getGUIObjectByName("resourceStone").caption = playerState.resourceCounts.stone;
|
|
getGUIObjectByName("resourceMetal").caption = playerState.resourceCounts.metal;
|
|
getGUIObjectByName("resourcePop").caption = playerState.popCount + "/" + playerState.popLimit;
|
|
}
|
|
|
|
function damageTypesToText(dmg)
|
|
{
|
|
if (!dmg)
|
|
return "(None)";
|
|
return dmg.hack + " Hack\n" + dmg.pierce + " Pierce\n" + dmg.crush + " Crush";
|
|
}
|
|
|
|
var g_unitConstructionButtons = 0; // the number currently visible
|
|
|
|
// The unitSomethingPanel objects, which are displayed in a stack at the bottom of the screen,
|
|
// ordered with *lowest* first
|
|
var g_unitPanels = ["Stance", "Formation", "Construction", "Research", "Training", "Queue"];
|
|
|
|
function updateUnitDisplay()
|
|
{
|
|
var detailsPanel = getGUIObjectByName("selectionDetails");
|
|
var commandsPanel = getGUIObjectByName("unitCommands");
|
|
|
|
var selection = getEntitySelection();
|
|
if (selection.length == 0)
|
|
{
|
|
detailsPanel.hidden = true;
|
|
commandsPanel.hidden = true;
|
|
return;
|
|
}
|
|
|
|
var entState = Engine.GuiInterfaceCall("GetEntityState", selection[0]);
|
|
var template = Engine.GuiInterfaceCall("GetTemplateData", entState.template);
|
|
|
|
detailsPanel.hidden = false;
|
|
commandsPanel.hidden = false;
|
|
|
|
getGUIObjectByName("selectionDetailsIcon").sprite = "snPortraitSheetHele";
|
|
getGUIObjectByName("selectionDetailsIcon").cell_id = template.icon_cell;
|
|
|
|
var healthSize = getGUIObjectByName("selectionDetailsHealthBar").size;
|
|
healthSize.rright = 100*Math.max(0, Math.min(1, entState.hitpoints / entState.maxHitpoints));
|
|
getGUIObjectByName("selectionDetailsHealthBar").size = healthSize;
|
|
getGUIObjectByName("selectionDetailsHealth").tooltip = "Hitpoints " + entState.hitpoints + " / " + entState.maxHitpoints;
|
|
|
|
getGUIObjectByName("selectionDetailsSpecific").caption = template.name.specific;
|
|
if (template.name.generic == template.name.specific)
|
|
{
|
|
getGUIObjectByName("selectionDetailsGeneric").hidden = true;
|
|
}
|
|
else
|
|
{
|
|
getGUIObjectByName("selectionDetailsGeneric").hidden = false;
|
|
getGUIObjectByName("selectionDetailsGeneric").caption = template.name.generic;
|
|
}
|
|
|
|
getGUIObjectByName("selectionDetailsAttack").caption = damageTypesToText(entState.attack);
|
|
getGUIObjectByName("selectionDetailsArmour").caption = damageTypesToText(entState.armour);
|
|
|
|
var usedPanels = {};
|
|
|
|
if (entState.attack) // TODO - this should be based on some AI properties
|
|
{
|
|
usedPanels["Stance"] = 1;
|
|
usedPanels["Formation"] = 1;
|
|
}
|
|
else // TODO - this should be based on various other things
|
|
{
|
|
usedPanels["Queue"] = 1;
|
|
usedPanels["Training"] = 1;
|
|
usedPanels["Research"] = 1;
|
|
}
|
|
|
|
// Set up the unit construction buttons
|
|
// (TODO: abstract this to apply to the other button panels)
|
|
if (entState.buildEntities && entState.buildEntities.length)
|
|
{
|
|
usedPanels["Construction"] = 1;
|
|
var i = 0;
|
|
for each (var build in entState.buildEntities)
|
|
{
|
|
var button = getGUIObjectByName("unitConstructionButton["+i+"]");
|
|
var icon = getGUIObjectByName("unitConstructionIcon["+i+"]");
|
|
|
|
var template = Engine.GuiInterfaceCall("GetTemplateData", build);
|
|
|
|
var name;
|
|
if (template.name.specific && template.name.generic)
|
|
name = template.name.specific + " (" + template.name.generic + ")";
|
|
else
|
|
name = template.name.specific || template.name.generic || "???";
|
|
|
|
button.hidden = false;
|
|
button.tooltip = "Construct " + name;
|
|
button.onpress = (function(b) { return function() { testBuild(b) } })(build);
|
|
// (need nested functions to get the closure right)
|
|
|
|
icon.sprite = "snPortraitSheetHele";
|
|
icon.cell_id = template.icon_cell;
|
|
++i;
|
|
}
|
|
var numButtons = i;
|
|
// Position the visible buttons
|
|
// (TODO: if there's lots, maybe they should be squeezed together to fit)
|
|
for (i = 0; i < numButtons; ++i)
|
|
{
|
|
var button = getGUIObjectByName("unitConstructionButton["+i+"]");
|
|
var size = button.size;
|
|
size.left = 40*i;
|
|
size.right = 40*i + size.bottom;
|
|
button.size = size;
|
|
}
|
|
|
|
// Hide any buttons we're no longer using
|
|
for (i = numButtons; i < g_unitConstructionButtons; ++i)
|
|
getGUIObjectByName("unitConstructionButton["+i+"]").hidden = true;
|
|
g_unitConstructionButtons = numButtons;
|
|
}
|
|
|
|
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 + 12);
|
|
}
|
|
else
|
|
{
|
|
panel.hidden = true;
|
|
}
|
|
}
|
|
}
|