Differential D2383 Diff 10179 ps/trunk/binaries/data/mods/public/gui/session/developer_overlay/DeveloperOverlayCheckboxes.js
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ps/trunk/binaries/data/mods/public/gui/session/developer_overlay/DeveloperOverlayCheckboxes.js
Property | Old Value | New Value |
---|---|---|
svn:eol-style | null | native \ No newline at end of property |
/** | |||||
* This class stores the handlers for the individual checkboxes available in the developer overlay. | |||||
* Such a class must have label and onPress function. | |||||
* If the class has a checked property, then that will be called every simulation update to | |||||
* synchronize the state of the checkbox (only if the developer overaly is opened). | |||||
*/ | |||||
class DeveloperOverlayCheckboxes | |||||
{ | |||||
} | |||||
DeveloperOverlayCheckboxes.prototype.ControlAll = class | |||||
{ | |||||
label() | |||||
{ | |||||
return translate("Control all units"); | |||||
} | |||||
onPress(checked) | |||||
{ | |||||
Engine.PostNetworkCommand({ | |||||
"type": "control-all", | |||||
"flag": checked | |||||
}); | |||||
} | |||||
checked() | |||||
{ | |||||
let playerState = g_SimState.players[g_ViewedPlayer]; | |||||
return playerState ? playerState.controlsAll : false; | |||||
} | |||||
}; | |||||
DeveloperOverlayCheckboxes.prototype.ChangePerspective = class | |||||
{ | |||||
constructor(playerViewControl) | |||||
{ | |||||
this.playerViewControl = playerViewControl; | |||||
} | |||||
label() | |||||
{ | |||||
return translate("Change perspective"); | |||||
} | |||||
onPress(checked) | |||||
{ | |||||
this.playerViewControl.setChangePerspective(checked); | |||||
} | |||||
}; | |||||
DeveloperOverlayCheckboxes.prototype.SelectionEntityState = class | |||||
{ | |||||
constructor(playerViewControl, selection) | |||||
{ | |||||
this.developerOverlayEntityState = new DeveloperOverlayEntityState(selection); | |||||
} | |||||
label() | |||||
{ | |||||
return translate("Display selection state"); | |||||
} | |||||
onPress(checked) | |||||
{ | |||||
this.developerOverlayEntityState.setEnabled(checked); | |||||
} | |||||
}; | |||||
DeveloperOverlayCheckboxes.prototype.PathfinderOverlay = class | |||||
{ | |||||
label() | |||||
{ | |||||
return translate("Pathfinder overlay"); | |||||
} | |||||
onPress(checked) | |||||
{ | |||||
Engine.GuiInterfaceCall("SetPathfinderDebugOverlay", checked); | |||||
} | |||||
}; | |||||
DeveloperOverlayCheckboxes.prototype.HierarchicalPathfinderOverlay = class | |||||
{ | |||||
label() | |||||
{ | |||||
return translate("Hierarchical pathfinder overlay"); | |||||
} | |||||
onPress(checked) | |||||
{ | |||||
Engine.GuiInterfaceCall("SetPathfinderHierDebugOverlay", checked); | |||||
} | |||||
}; | |||||
DeveloperOverlayCheckboxes.prototype.ObstructionOverlay = class | |||||
{ | |||||
label() | |||||
{ | |||||
return translate("Obstruction overlay"); | |||||
} | |||||
onPress(checked) | |||||
{ | |||||
Engine.GuiInterfaceCall("SetObstructionDebugOverlay", checked); | |||||
} | |||||
}; | |||||
DeveloperOverlayCheckboxes.prototype.UnitMotionOverlay = class | |||||
{ | |||||
label() | |||||
{ | |||||
return translate("Unit motion overlay"); | |||||
} | |||||
onPress(checked) | |||||
{ | |||||
g_Selection.SetMotionDebugOverlay(checked); | |||||
} | |||||
}; | |||||
DeveloperOverlayCheckboxes.prototype.RangeOverlay = class | |||||
{ | |||||
label() | |||||
{ | |||||
return translate("Range overlay"); | |||||
} | |||||
onPress(checked) | |||||
{ | |||||
Engine.GuiInterfaceCall("SetRangeDebugOverlay", checked); | |||||
} | |||||
}; | |||||
DeveloperOverlayCheckboxes.prototype.BoundingBoxOverlay = class | |||||
{ | |||||
label() | |||||
{ | |||||
return translate("Bounding box overlay"); | |||||
} | |||||
onPress(checked) | |||||
{ | |||||
Engine.SetBoundingBoxDebugOverlay(checked); | |||||
} | |||||
}; | |||||
DeveloperOverlayCheckboxes.prototype.RestrictCamera = class | |||||
{ | |||||
label() | |||||
{ | |||||
return translate("Restrict camera"); | |||||
} | |||||
onPress(checked) | |||||
{ | |||||
Engine.GameView_SetConstrainCameraEnabled(checked); | |||||
} | |||||
checked() | |||||
{ | |||||
return Engine.GameView_GetConstrainCameraEnabled(); | |||||
} | |||||
}; | |||||
DeveloperOverlayCheckboxes.prototype.RevealMap = class | |||||
{ | |||||
label() | |||||
{ | |||||
return translate("Reveal map"); | |||||
} | |||||
onPress(checked) | |||||
{ | |||||
Engine.PostNetworkCommand({ | |||||
"type": "reveal-map", | |||||
"enable": checked | |||||
}); | |||||
} | |||||
checked() | |||||
{ | |||||
return Engine.GuiInterfaceCall("IsMapRevealed"); | |||||
} | |||||
}; | |||||
DeveloperOverlayCheckboxes.prototype.EnableTimeWarp = class | |||||
{ | |||||
constructor() | |||||
{ | |||||
this.timeWarp = new TimeWarp(); | |||||
} | |||||
label() | |||||
{ | |||||
return translate("Enable time warp"); | |||||
} | |||||
onPress(checked) | |||||
{ | |||||
this.timeWarp.setEnabled(checked); | |||||
} | |||||
}; | |||||
DeveloperOverlayCheckboxes.prototype.PromoteSelectedUnits = class | |||||
{ | |||||
label() | |||||
{ | |||||
return translate("Promote selected units"); | |||||
} | |||||
onPress(checked) | |||||
{ | |||||
Engine.PostNetworkCommand({ | |||||
"type": "promote", | |||||
"entities": g_Selection.toList() | |||||
}); | |||||
} | |||||
checked() | |||||
{ | |||||
return false; | |||||
} | |||||
}; | |||||
DeveloperOverlayCheckboxes.prototype.EnableCulling = class | |||||
{ | |||||
label() | |||||
{ | |||||
return translate("Enable culling"); | |||||
} | |||||
onPress(checked) | |||||
{ | |||||
Engine.GameView_SetCullingEnabled(checked); | |||||
} | |||||
checked() | |||||
{ | |||||
return Engine.GameView_GetCullingEnabled(); | |||||
} | |||||
}; | |||||
DeveloperOverlayCheckboxes.prototype.LockCullCamera = class | |||||
{ | |||||
label() | |||||
{ | |||||
return translate("Lock cull camera"); | |||||
} | |||||
onPress(checked) | |||||
{ | |||||
Engine.GameView_SetLockCullCameraEnabled(checked); | |||||
} | |||||
checked() | |||||
{ | |||||
return Engine.GameView_GetLockCullCameraEnabled(); | |||||
} | |||||
}; | |||||
DeveloperOverlayCheckboxes.prototype.DisplayCameraFrustum = class | |||||
{ | |||||
label() | |||||
{ | |||||
return translate("Display camera frustum"); | |||||
} | |||||
onPress(checked) | |||||
{ | |||||
Engine.Renderer_SetDisplayFrustumEnabled(checked); | |||||
} | |||||
checked() | |||||
{ | |||||
return Engine.Renderer_GetDisplayFrustumEnabled(); | |||||
} | |||||
}; |
Wildfire Games · Phabricator