Index: ps/trunk/binaries/data/mods/public/gui/session/menu.js =================================================================== --- ps/trunk/binaries/data/mods/public/gui/session/menu.js (revision 15073) +++ ps/trunk/binaries/data/mods/public/gui/session/menu.js (revision 15074) @@ -1,699 +1,699 @@ const PAUSE = translate("Pause"); const RESUME = translate("Resume"); /* * MENU POSITION CONSTANTS */ // Menu / panel border size const MARGIN = 4; // Includes the main menu button const NUM_BUTTONS = 8; // Regular menu buttons const BUTTON_HEIGHT = 32; // The position where the bottom of the menu will end up (currently 228) const END_MENU_POSITION = (BUTTON_HEIGHT * NUM_BUTTONS) + MARGIN; // Menu starting position: bottom const MENU_BOTTOM = 0; // Menu starting position: top const MENU_TOP = MENU_BOTTOM - END_MENU_POSITION; // Menu starting position: overall const INITIAL_MENU_POSITION = "100%-164 " + MENU_TOP + " 100% " + MENU_BOTTOM; // Number of pixels per millisecond to move const MENU_SPEED = 1.2; // Trade menu: available resources and step for probability changes const RESOURCES = ["food", "wood", "stone", "metal"]; const STEP = 5; var isMenuOpen = false; var menu; var isDiplomacyOpen = false; var isTradeOpen = false; // Redefined every time someone makes a tribute (so we can save some data in a closure). Called in input.js handleInputBeforeGui. var flushTributing = function() {}; // Ignore size defined in XML and set the actual menu size here function initMenuPosition() { menu = Engine.GetGUIObjectByName("menu"); menu.size = INITIAL_MENU_POSITION; } // ============================================================================= // Overall Menu // ============================================================================= // // Slide menu function updateMenuPosition(dt) { if (isMenuOpen) { var maxOffset = END_MENU_POSITION - menu.size.bottom; if (maxOffset > 0) { var offset = Math.min(MENU_SPEED * dt, maxOffset); var size = menu.size; size.top += offset; size.bottom += offset; menu.size = size; } } else { var maxOffset = menu.size.top - MENU_TOP; if (maxOffset > 0) { var offset = Math.min(MENU_SPEED * dt, maxOffset); var size = menu.size; size.top -= offset; size.bottom -= offset; menu.size = size; } } } // Opens the menu by revealing the screen which contains the menu function openMenu() { isMenuOpen = true; } // Closes the menu and resets position function closeMenu() { isMenuOpen = false; } function toggleMenu() { if (isMenuOpen == true) closeMenu(); else openMenu(); } // Menu buttons // ============================================================================= function settingsMenuButton() { closeMenu(); closeOpenDialogs(); openSettings(); } function chatMenuButton() { closeMenu(); closeOpenDialogs(); openChat(); } function diplomacyMenuButton() { closeMenu(); closeOpenDialogs(); openDiplomacy(); } function pauseMenuButton() { togglePause(); } function resignMenuButton() { closeMenu(); closeOpenDialogs(); pauseGame(); - var btCaptions = [translate("Yes"), translate("No")]; - var btCode = [resignGame, resumeGame]; + var btCaptions = [translate("No"), translate("Yes")]; + var btCode = [resumeGame, resignGame]; messageBox(400, 200, translate("Are you sure you want to resign?"), translate("Confirmation"), 0, btCaptions, btCode); } function exitMenuButton() { closeMenu(); closeOpenDialogs(); pauseGame(); if (g_IsNetworked && g_IsController) { var btCode = [leaveGame, resumeGame]; var message = translate("Are you sure you want to quit? Leaving will disconnect all other players."); } else if (g_IsNetworked && !g_GameEnded && !g_IsObserver) { var btCode = [networkReturnQuestion, resumeGame]; var message = translate("Are you sure you want to quit?"); } else { - var btCode = [leaveGame, resumeGame]; + var btCode = [resumeGame, leaveGame]; var message = translate("Are you sure you want to quit?"); } - messageBox(400, 200, message, translate("Confirmation"), 0, [translate("Yes"), translate("No")], btCode); + messageBox(400, 200, message, translate("Confirmation"), 0, [translate("No"), translate("Yes")], btCode); } function networkReturnQuestion() { var btCaptions = [translate("I resign"), translate("I will return")]; var btCode = [leaveGame, leaveGame]; var btArgs = [false, true]; messageBox(400, 200, translate("Do you want to resign or will you return soon?"), translate("Confirmation"), 0, btCaptions, btCode, btArgs); } function openDeleteDialog(selection) { closeMenu(); closeOpenDialogs(); var deleteSelectedEntities = function (selectionArg) { Engine.PostNetworkCommand({"type": "delete-entities", "entities": selectionArg}); }; - var btCaptions = [translate("Yes"), translate("No")]; - var btCode = [deleteSelectedEntities, resumeGame]; + var btCaptions = [translate("No"), translate("Yes")]; + var btCode = [resumeGame, deleteSelectedEntities]; messageBox(400, 200, translate("Destroy everything currently selected?"), translate("Delete"), 0, btCaptions, btCode, [selection, null]); } // Menu functions // ============================================================================= function openSave() { closeMenu(); closeOpenDialogs(); pauseGame(); var savedGameData = getSavedGameData(); Engine.PushGuiPage("page_savegame.xml", {"savedGameData":savedGameData, "callback":"resumeGame"}); } function openSettings() { pauseGame(); Engine.PushGuiPage("page_options.xml", {"callback":"resumeGame"}); } function openChat() { Engine.GetGUIObjectByName("chatInput").focus(); // Grant focus to the input area Engine.GetGUIObjectByName("chatDialogPanel").hidden = false; } function closeChat() { Engine.GetGUIObjectByName("chatInput").caption = ""; // Clear chat input Engine.GetGUIObjectByName("chatInput").blur(); // Remove focus Engine.GetGUIObjectByName("chatDialogPanel").hidden = true; } function toggleChatWindow(teamChat) { var chatWindow = Engine.GetGUIObjectByName("chatDialogPanel"); var chatInput = Engine.GetGUIObjectByName("chatInput"); if (chatWindow.hidden) chatInput.focus(); // Grant focus to the input area else { if (chatInput.caption.length) { submitChatInput(); return; } chatInput.caption = ""; // Clear chat input } Engine.GetGUIObjectByName("toggleTeamChat").checked = teamChat; chatWindow.hidden = !chatWindow.hidden; } function setDiplomacy(data) { Engine.PostNetworkCommand({"type": "diplomacy", "to": data.to, "player": data.player}); } function tributeResource(data) { Engine.PostNetworkCommand({"type": "tribute", "player": data.player, "amounts": data.amounts}); } function openDiplomacy() { if (isTradeOpen) closeTrade(); isDiplomacyOpen = true; var we = Engine.GetPlayerID(); var players = getPlayerData(g_PlayerAssignments); // Get offset for one line var onesize = Engine.GetGUIObjectByName("diplomacyPlayer[0]").size; var rowsize = onesize.bottom - onesize.top; // We don't include gaia for (var i = 1; i < players.length; i++) { // Apply offset var row = Engine.GetGUIObjectByName("diplomacyPlayer["+(i-1)+"]"); var size = row.size; size.top = rowsize*(i-1); size.bottom = rowsize*i; row.size = size; // Set background colour var playerColor = players[i].color.r+" "+players[i].color.g+" "+players[i].color.b; row.sprite = "colour: "+playerColor + " 32"; Engine.GetGUIObjectByName("diplomacyPlayerName["+(i-1)+"]").caption = "[color=\"" + playerColor + "\"]" + players[i].name + "[/color]"; Engine.GetGUIObjectByName("diplomacyPlayerCiv["+(i-1)+"]").caption = g_CivData[players[i].civ].Name; Engine.GetGUIObjectByName("diplomacyPlayerTeam["+(i-1)+"]").caption = (players[i].team < 0) ? translateWithContext("team", "None") : players[i].team+1; if (i != we) Engine.GetGUIObjectByName("diplomacyPlayerTheirs["+(i-1)+"]").caption = (players[i].isAlly[we] ? translate("Ally") : (players[i].isNeutral[we] ? translate("Neutral") : translate("Enemy"))); // Don't display the options for ourself, or if we or the other player aren't active anymore if (i == we || players[we].state != "active" || players[i].state != "active") { // Hide the unused/unselectable options for each (var a in ["TributeFood", "TributeWood", "TributeStone", "TributeMetal", "Ally", "Neutral", "Enemy"]) Engine.GetGUIObjectByName("diplomacyPlayer"+a+"["+(i-1)+"]").hidden = true; continue; } // Tribute for each (var resource in ["food", "wood", "stone", "metal"]) { var button = Engine.GetGUIObjectByName("diplomacyPlayerTribute"+toTitleCase(resource)+"["+(i-1)+"]"); button.onpress = (function(player, resource, button){ // Implement something like how unit batch training works. Shift+click to send 500, shift+click+click to send 1000, etc. // Also see input.js (searching for "INPUT_MASSTRIBUTING" should get all the relevant parts). var multiplier = 1; return function() { var isBatchTrainPressed = Engine.HotkeyIsPressed("session.masstribute"); if (isBatchTrainPressed) { inputState = INPUT_MASSTRIBUTING; multiplier += multiplier == 1 ? 4 : 5; } var amounts = { "food": (resource == "food" ? 100 : 0) * multiplier, "wood": (resource == "wood" ? 100 : 0) * multiplier, "stone": (resource == "stone" ? 100 : 0) * multiplier, "metal": (resource == "metal" ? 100 : 0) * multiplier, }; button.tooltip = formatTributeTooltip(players[player], resource, amounts[resource]); // This is in a closure so that we have access to `player`, `amounts`, and `multiplier` without some // evil global variable hackery. flushTributing = function() { tributeResource({"player": player, "amounts": amounts}); multiplier = 1; button.tooltip = formatTributeTooltip(players[player], resource, 100); }; if (!isBatchTrainPressed) flushTributing(); }; })(i, resource, button); button.hidden = false; button.tooltip = formatTributeTooltip(players[i], resource, 100); } // Skip our own teams on teams locked if (players[we].teamsLocked && players[we].team != -1 && players[we].team == players[i].team) continue; // Diplomacy settings // Set up the buttons for each (var setting in ["ally", "neutral", "enemy"]) { var button = Engine.GetGUIObjectByName("diplomacyPlayer"+toTitleCase(setting)+"["+(i-1)+"]"); if (setting == "ally") { if (players[we].isAlly[i]) button.caption = translate("x"); else button.caption = ""; } else if (setting == "neutral") { if (players[we].isNeutral[i]) button.caption = translate("x"); else button.caption = ""; } else // "enemy" { if (players[we].isEnemy[i]) button.caption = translate("x"); else button.caption = ""; } button.onpress = (function(e){ return function() { setDiplomacy(e) } })({"player": i, "to": setting}); button.hidden = false; } } Engine.GetGUIObjectByName("diplomacyDialogPanel").hidden = false; } function closeDiplomacy() { isDiplomacyOpen = false; Engine.GetGUIObjectByName("diplomacyDialogPanel").hidden = true; } function toggleDiplomacy() { if (isDiplomacyOpen) closeDiplomacy(); else openDiplomacy(); } function openTrade() { if (isDiplomacyOpen) closeDiplomacy(); isTradeOpen = true; var updateButtons = function() { for (var res in button) { button[res].label.caption = proba[res] + "%"; if (res == selec) { button[res].res.enabled = false; button[res].sel.hidden = false; button[res].up.hidden = true; button[res].dn.hidden = true; } else { button[res].res.enabled = true; button[res].sel.hidden = true; button[res].up.hidden = (proba[res] == 100 || proba[selec] == 0); button[res].dn.hidden = (proba[res] == 0 || proba[selec] == 100); } } } var proba = Engine.GuiInterfaceCall("GetTradingGoods"); var button = {}; var selec = RESOURCES[0]; for (var i = 0; i < RESOURCES.length; ++i) { var buttonResource = Engine.GetGUIObjectByName("tradeResource["+i+"]"); if (i > 0) { var size = Engine.GetGUIObjectByName("tradeResource["+(i-1)+"]").size; var width = size.right - size.left; size.left += width; size.right += width; Engine.GetGUIObjectByName("tradeResource["+i+"]").size = size; } var resource = RESOURCES[i]; proba[resource] = (proba[resource] ? proba[resource] : 0); var buttonResource = Engine.GetGUIObjectByName("tradeResourceButton["+i+"]"); var icon = Engine.GetGUIObjectByName("tradeResourceIcon["+i+"]"); icon.sprite = "stretched:session/icons/resources/" + resource + ".png"; var label = Engine.GetGUIObjectByName("tradeResourceText["+i+"]"); var buttonUp = Engine.GetGUIObjectByName("tradeArrowUp["+i+"]"); var buttonDn = Engine.GetGUIObjectByName("tradeArrowDn["+i+"]"); var iconSel = Engine.GetGUIObjectByName("tradeResourceSelection["+i+"]"); button[resource] = { "res": buttonResource, "up": buttonUp, "dn": buttonDn, "label": label, "sel": iconSel }; buttonResource.onpress = (function(resource){ return function() { if (selec == resource) return; selec = resource; updateButtons(); } })(resource); buttonUp.onpress = (function(resource){ return function() { proba[resource] += Math.min(STEP, proba[selec]); proba[selec] -= Math.min(STEP, proba[selec]); Engine.PostNetworkCommand({"type": "set-trading-goods", "tradingGoods": proba}); updateButtons(); } })(resource); buttonDn.onpress = (function(resource){ return function() { proba[selec] += Math.min(STEP, proba[resource]); proba[resource] -= Math.min(STEP, proba[resource]); Engine.PostNetworkCommand({"type": "set-trading-goods", "tradingGoods": proba}); updateButtons(); } })(resource); } updateButtons(); var traderNumber = Engine.GuiInterfaceCall("GetTraderNumber"); var caption = ""; if (traderNumber.landTrader.total == 0) caption = translate("There are no land traders."); else { var inactive = traderNumber.landTrader.total - traderNumber.landTrader.trading - traderNumber.landTrader.garrisoned; var inactiveString = ""; if (inactive > 0) inactiveString = "[color=\"orange\"]" + sprintf(translatePlural("%(numberOfLandTraders)s inactive", "%(numberOfLandTraders)s inactive", inactive), { numberOfLandTraders: inactive }) + "[/color]"; if (traderNumber.landTrader.trading > 0) { var openingTradingString = sprintf(translatePlural("There is %(numberTrading)s land trader trading", "There are %(numberTrading)s land traders trading", traderNumber.landTrader.trading), { numberTrading: traderNumber.landTrader.trading }); if (traderNumber.landTrader.garrisoned > 0) { var garrisonedString = sprintf(translatePlural("%(numberGarrisoned)s garrisoned on a trading merchant ship", "%(numberGarrisoned)s garrisoned on a trading merchant ship", traderNumber.landTrader.garrisoned), { numberGarrisoned: traderNumber.landTrader.garrisoned }); if (inactive > 0) { caption = sprintf(translate("%(openingTradingString)s, %(garrisonedString)s, and %(inactiveString)s."), { openingTradingString: openingTradingString, garrisonedString: garrisonedString, inactiveString: inactiveString }); } else { caption = sprintf(translate("%(openingTradingString)s, and %(garrisonedString)s."), { openingTradingString: openingTradingString, garrisonedString: garrisonedString }); } } else { if (inactive > 0) { caption = sprintf(translate("%(openingTradingString)s, and %(inactiveString)s."), { openingTradingString: openingTradingString, inactiveString: inactiveString }); } else { caption = sprintf(translate("%(openingTradingString)s."), { openingTradingString: openingTradingString, }); } } } else { if (traderNumber.landTrader.garrisoned > 0) { var openingGarrisonedString = sprintf(translatePlural("There is %(numberGarrisoned)s land trader garrisoned on a trading merchant ship", "There are %(numberGarrisoned)s land traders garrisoned on a trading merchant ship", traderNumber.landTrader.garrisoned), { numberGarrisoned: traderNumber.landTrader.garrisoned }); if (inactive > 0) { caption = sprintf(translate("%(openingGarrisonedString)s, and %(inactiveString)s."), { openingGarrisonedString: openingGarrisonedString, inactiveString: inactiveString }); } else { caption = sprintf(translate("%(openingGarrisonedString)s."), { openingGarrisonedString: openingGarrisonedString }); } } else { if (inactive > 0) { inactiveString = "[color=\"orange\"]" + sprintf(translatePlural("%(numberOfLandTraders)s land trader inactive", "%(numberOfLandTraders)s land traders inactive", inactive), { numberOfLandTraders: inactive }) + "[/color]"; caption = sprintf(translatePlural("There is %(inactiveString)s.", "There are %(inactiveString)s.", inactive), { inactiveString: inactiveString }); } // The “else” here is already handled by “if (traderNumber.landTrader.total == 0)” above. } } } Engine.GetGUIObjectByName("landTraders").caption = caption; caption = ""; if (traderNumber.shipTrader.total == 0) caption = translate("There are no merchant ships."); else { var inactive = traderNumber.shipTrader.total - traderNumber.shipTrader.trading; var inactiveString = ""; if (inactive > 0) inactiveString = "[color=\"orange\"]" + sprintf(translatePlural("%(numberOfShipTraders)s inactive", "%(numberOfShipTraders)s inactive", inactive), { numberOfShipTraders: inactive }) + "[/color]"; if (traderNumber.shipTrader.trading > 0) { var openingTradingString = sprintf(translatePlural("There is %(numberTrading)s merchant ship trading", "There are %(numberTrading)s merchant ships trading", traderNumber.shipTrader.trading), { numberTrading: traderNumber.shipTrader.trading }); if (inactive > 0) { caption = sprintf(translate("%(openingTradingString)s, and %(inactiveString)s."), { openingTradingString: openingTradingString, inactiveString: inactiveString }); } else { caption = sprintf(translate("%(openingTradingString)s."), { openingTradingString: openingTradingString, }); } } else { if (inactive > 0) { inactiveString = "[color=\"orange\"]" + sprintf(translatePlural("%(numberOfShipTraders)s merchant ship inactive", "%(numberOfShipTraders)s merchant ships inactive", inactive), { numberOfShipTraders: inactive }) + "[/color]"; caption = sprintf(translatePlural("There is %(inactiveString)s.", "There are %(inactiveString)s.", inactive), { inactiveString: inactiveString }); } // The “else” here is already handled by “if (traderNumber.shipTrader.total == 0)” above. } } Engine.GetGUIObjectByName("shipTraders").caption = caption; Engine.GetGUIObjectByName("tradeDialogPanel").hidden = false; } function closeTrade() { isTradeOpen = false; Engine.GetGUIObjectByName("tradeDialogPanel").hidden = true; } function toggleTrade() { if (isTradeOpen) closeTrade(); else openTrade(); } function toggleGameSpeed() { var gameSpeed = Engine.GetGUIObjectByName("gameSpeed"); gameSpeed.hidden = !gameSpeed.hidden; } /** * Pause the game in single player mode. */ function pauseGame() { if (g_IsNetworked) return; Engine.GetGUIObjectByName("pauseButtonText").caption = RESUME; Engine.GetGUIObjectByName("pauseOverlay").hidden = false; Engine.SetPaused(true); } function resumeGame() { Engine.GetGUIObjectByName("pauseButtonText").caption = PAUSE; Engine.GetGUIObjectByName("pauseOverlay").hidden = true; Engine.SetPaused(false); } function togglePause() { closeMenu(); closeOpenDialogs(); var pauseOverlay = Engine.GetGUIObjectByName("pauseOverlay"); if (pauseOverlay.hidden) { Engine.GetGUIObjectByName("pauseButtonText").caption = RESUME; Engine.SetPaused(true); } else { Engine.SetPaused(false); Engine.GetGUIObjectByName("pauseButtonText").caption = PAUSE; } pauseOverlay.hidden = !pauseOverlay.hidden; } function openManual() { closeMenu(); closeOpenDialogs(); pauseGame(); Engine.PushGuiPage("page_manual.xml", {"page": "intro", "title":translate("Manual"), "url":"http://trac.wildfiregames.com/wiki/0adManual", "callback": "resumeGame"}); } function toggleDeveloperOverlay() { if (Engine.HasXmppClient() && Engine.IsRankedGame()) return; var devCommands = Engine.GetGUIObjectByName("devCommands"); if (devCommands.hidden) submitChatDirectly(translate("The Developer Overlay was opened.")); else submitChatDirectly(translate("The Developer Overlay was closed.")); // Update the options dialog devCommands.hidden = !devCommands.hidden; // Save the changes Engine.ConfigDB_CreateValue("user", "developeroverlay.enable", String(!devCommands.hidden) ); } function closeOpenDialogs() { closeMenu(); closeChat(); closeDiplomacy(); closeTrade(); } function formatTributeTooltip(player, resource, amount) { var playerColor = player.color.r + " " + player.color.g + " " + player.color.b; return sprintf(translate("Tribute %(resourceAmount)s %(resourceType)s to %(playerName)s. Shift-click to tribute %(greaterAmount)s."), { resourceAmount: amount, resourceType: getLocalizedResourceName(resource, "withinSentence"), playerName: "[color=\"" + playerColor + "\"]" + player.name + "[/color]", greaterAmount: (amount < 500 ? 500 : amount + 500) }); }