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guichan.lua
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guichan.lua
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-- _________ __ __
-- / _____// |_____________ _/ |______ ____ __ __ ______
-- \_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
-- / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \
-- /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
-- \/ \/ \//_____/ \/
-- ______________________ ______________________
-- T H E W A R B E G I N S
-- Stratagus - A free fantasy real time strategy game engine
--
-- (c) Copyright 2006-2022 by Jimmy Salmon, Pali Rohár and Andrettin
--
-- This program is free software; you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation; either version 2 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program; if not, write to the Free Software
-- Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
--
SetPlayerData(GetThisPlayer(), "RaceName", "gnome")
-- Global useful objects for menus ----------
dark = Color(38, 38, 78)
clear = Color(200, 200, 120)
black = Color(0, 0, 0)
function panel(n)
local panels = {}
panels = {
"interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/panel_1.png",
"interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/panel_2.png",
"interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/panel_3.png",
"interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/panel_4.png",
"interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/panel_5.png"
}
return panels[n]
end
function AddMenuHelpers(menu)
function menu:addLabel(text, x, y, font, center)
local label = Label(text)
if (font == nil) then font = Fonts["large"] end
label:setFont(font)
label:adjustSize()
if (center == nil or center == true) then -- center text by default
x = x - label:getWidth() / 2
end
self:add(label, x, y)
return label
end
function menu:writeText(text, x, y)
return self:addLabel(text, x, y, Fonts["game"], false)
end
function menu:writeLargeText(text, x, y)
return self:addLabel(text, x, y, Fonts["large"], false)
end
function menu:addButton(caption, hotkey, x, y, callback, size)
local b = ButtonWidget(caption)
if (hotkey ~= "") then
b:setHotKey(hotkey)
end
b:setActionCallback(
function()
-- PlaySound("click")
callback()
end
)
if (size == nil) then size = {200 * get_scale_factor(), 24 * get_scale_factor()} end
b:setSize(size[1], size[2])
b:setBackgroundColor(dark)
b:setBaseColor(dark)
self:add(b, x, y)
return b
end
function menu:addImageButton(caption, hotkey, x, y, callback)
local b = ImageButton(caption)
if (hotkey ~= "") then
b:setHotKey(hotkey)
end
b:setActionCallback(
function()
PlaySound("click")
callback()
end
)
self:add(b, x, y)
b:setBorderSize(0) -- Andrettin: make buttons not have the borders they previously had
return b
end
function menu:addFullButton(caption, hotkey, x, y, callback)
local b = self:addImageButton(caption, hotkey, x, y, callback)
b:setBaseColor(Color(0,0,0,0))
b:setForegroundColor(Color(0,0,0,0))
b:setBackgroundColor(Color(0,0,0,0))
local g_bln
local g_blp
local g_blg
if (GetPlayerData(GetThisPlayer(), "RaceName") == "gnome") then
g_bln = "interface/default/button_large_normal.png"
g_blp = "interface/default/button_large_pressed.png"
g_blg = "interface/default/button_large_grayed.png"
else
g_bln = "interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/button_large_normal.png"
g_blp = "interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/button_large_pressed.png"
g_blg = "interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/button_large_grayed.png"
end
b:setNormalImage(g_bln)
b:setPressedImage(g_blp)
b:setDisabledImage(g_blg)
b:setSize(224 * get_scale_factor(), 28 * get_scale_factor())
if (string.len(caption) > 24) then
b:setFont(Fonts["game"])
end
return b
end
function menu:addHalfButton(caption, hotkey, x, y, callback)
local b = self:addImageButton(caption, hotkey, x, y, callback)
b:setBaseColor(Color(0,0,0,0))
b:setForegroundColor(Color(0,0,0,0))
b:setBackgroundColor(Color(0,0,0,0))
local g_bsn
local g_bsp
local g_bsg
if (GetPlayerData(GetThisPlayer(), "RaceName") == "gnome") then
g_bsn = "interface/default/button_small_normal.png"
g_bsp = "interface/default/button_small_pressed.png"
g_bsg = "interface/default/button_small_grayed.png"
else
g_bsn = "interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/button_small_normal.png"
g_bsp = "interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/button_small_pressed.png"
g_bsg = "interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/button_small_grayed.png"
end
b:setNormalImage(g_bsn)
b:setPressedImage(g_bsp)
b:setDisabledImage(g_bsg)
b:setSize(106 * get_scale_factor(), 28 * get_scale_factor())
return b
end
function menu:addListBox(x, y, w, h, list)
local bq = ListBoxWidget(w, h)
bq:setList(list)
bq:setBaseColor(black)
bq:setForegroundColor(clear)
bq:setBackgroundColor(dark)
bq:setFont(Fonts["game"])
self:add(bq, x, y)
bq.itemslist = list
return bq
end
function menu:addBrowser(path, filter, x, y, w, h, default, show_subfolders)
local sortMode = 0
-- Andrettin: make it so that it is possible to have a browser without showing subfolders
if (show_subfolders == nil) then
show_subfolders = true
end
-- Create a list of all dirs and files in a directory
local function listfiles(path)
local dirlist = {}
local i
local f
local u = 1
if (show_subfolders) then
local dirs = ListDirsInDirectory(path)
for i,f in ipairs(dirs) do
dirlist[u] = f .. "/"
u = u 1
end
end
local fileslist
if (sortMode == 0) then
fileslist = ListFilesInDirectory(path)
else
fileslist = ListFilesInDirectorySortByTime(path)
end
for i,f in ipairs(fileslist) do
if (string.find(f, filter)) then
dirlist[u] = f
u = u 1
end
end
return dirlist
end
local bq = self:addListBox(x, y, w, h, {})
if (string.sub(path, string.len(path)) ~= "/") then
path = path .. "/"
end
bq.origpath = path
bq.actioncb = nil
-- The directory changed, update the list
local function updatelist()
bq.itemslist = listfiles(bq.path)
if (bq.path ~= bq.origpath) then
table.insert(bq.itemslist, 1, "../")
end
bq:setList(bq.itemslist)
end
-- Change to the default directory and select the default file
if (default == nil) then
bq.path = path
updatelist()
else
local i
for i=string.len(default)-1,1,-1 do
if (string.sub(default, i, i) == "/") then
bq.path = string.sub(default, 1, i)
updatelist()
local f = string.sub(default, i 1)
for i=1,table.getn(bq.itemslist) do
if (bq.itemslist[i] == f) then
bq:setSelected(i - 1)
end
end
break
end
end
end
function bq:exists(name)
for i,v in ipairs(self.itemslist) do
if(v == name) then
return true
end
end
return false
end
function bq:getSelectedItem()
if (self:getSelected() < 0) then
return self.itemslist[1]
end
return self.itemslist[self:getSelected() 1]
end
-- If a directory was clicked change dirs
-- Otherwise call the user's callback
local function cb(s)
local f = bq:getSelectedItem()
if (f == "../") then
local i
for i=string.len(bq.path)-1,1,-1 do
if (string.sub(bq.path, i, i) == "/") then
bq.path = string.sub(bq.path, 1, i)
updatelist()
break
end
end
elseif (string.sub(f, string.len(f)) == '/') then
bq.path = bq.path .. f
updatelist()
else
if (bq.actioncb ~= nil) then
bq:actioncb(s)
end
end
end
bq:setActionCallback(cb)
bq.oldSetActionCallback = bq.setActionCallback
function bq:setActionCallback(cb)
bq.actioncb = cb
end
function bq:sortByName()
sortMode = 0
updatelist()
end
function bq:sortByTime()
sortMode = 1
updatelist()
end
return bq
end
function menu:addImageCheckBox(caption, x, y, callback) -- DinkyDyeAussie's new function
local b = ImageCheckBox(caption)
b:setBaseColor(Color(0,0,0,0))
b:setForegroundColor(Color(0,0,0,0))
b:setBackgroundColor(Color(0,0,0,0))
-- new functions to display checkbox graphics
local g_checkbox_off
local g_checkbox_off2
local g_checkbox_on
local g_checkbox_on2
g_checkbox_off = "interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/radio_normal_unselected.png"
g_checkbox_off2 = "interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/radio_pressed_unselected.png"
g_checkbox_on = "interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/radio_normal_selected.png"
g_checkbox_on2 = "interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/radio_pressed_selected.png"
b:setUncheckedNormalImage(g_checkbox_off)
b:setUncheckedPressedImage(g_checkbox_off2)
b:setCheckedNormalImage(g_checkbox_on)
b:setCheckedPressedImage(g_checkbox_on2)
if (callback ~= nil) then b:setActionCallback(function(s) PlaySound("click"); callback(b, s) end) end
b:setFont(Fonts["game"])
self:add(b, x - 1 * get_scale_factor(), y - 1 * get_scale_factor()) -- reduced by 1 because the images are bigger than they are supposed to be, as they are graphics for radio buttons
return b
end
function menu:addDropDown(list, x, y, callback)
local dd = ImageDropDownWidget()
dd:setFont(Fonts["game"])
local g_bar
local g_dslider_n
local g_dslider_p
g_bar = "interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/pulldown_bar_normal.png"
g_dslider_n = "interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/down_arrow_normal.png"
g_dslider_p = "interface/" .. GetCivilizationData(GetPlayerData(GetThisPlayer(), "RaceName"), "Interface") .. "/down_arrow_pressed.png"
dd:setItemImage(g_bar)
dd:setDownNormalImage(g_dslider_n)
dd:setDownPressedImage(g_dslider_p)
dd:setList(list)
dd:setActionCallback(function(s) PlaySound("click"); callback(dd, s) end)
dd:setBorderSize(0)
self:add(dd, x, y)
return dd
end
function menu:addTextInputField(text, x, y, w)
local b = TextField(text)
b:setActionCallback(function() end) --FIXME: remove this?
b:setFont(Fonts["game"])
b:setBaseColor(clear)
b:setForegroundColor(clear)
b:setBackgroundColor(dark)
if (w == nil) then
w = 100 * get_scale_factor()
end
b:setSize(w, 18 * get_scale_factor())
self:add(b, x, y)
return b
end
end
function WarMenu(title, background, resize)
local menu
local exitButton
local bg
local bgg
menu = MenuScreen()
if background ~= nil then
if (resize == nil or resize == true) then
bg = ImageWidget(background, 1, Video.Width, Video.Height)
else
bg = ImageWidget(background)
end
menu:add(bg, 0, 0)
end
AddMenuHelpers(menu)
if title then
menu:addLabel(title, Video.Width / 2, Video.Height / 20, Fonts["large"])
end
return menu
end
function WarGrandStrategyMenu(title, resize)
local menu
local exitButton
local bg
local bgg
menu = MenuScreen()
AddMenuHelpers(menu)
if title then
menu:addLabel(title, Video.Width / 2, Video.Height / 20, Fonts["large"])
end
return menu
end
-- Default configurations -------
Widget:setGlobalFont(Fonts["large"])
DefaultObjectives = {"- Defeat your rivals"}
-- Define the different menus ----------
function InitGameSettings()
GameSettings:reset()
end
InitGameSettings()
local buttonStatut = 0 -- 0:not initialised, 1: Ok, 2: Cancel
Load("scripts/menus/save.lua")
Load("scripts/menus/options.lua")
Load("scripts/menus/editor.lua")
Load("scripts/menus/game.lua")
Load("scripts/menus/objectives.lua")
Load("scripts/menus/mods.lua")
Load("scripts/grand_strategy/grand_strategy.lua")
LoadData() -- process the data
load_database(false)
-- load DLCs and mods now
LoadDLCs()
Load("scripts/language_words.lua")
Load("scripts/map_template_data.lua")
Load("scripts/ai_helper.lua") -- load the AI helper after the mods
-- load heroes after the DLCs and mods, so that they can use mod-specific items
LoadingPersistentHeroes = true
if (CanAccessFile("wyr/heroes.lua")) then -- keep compatibility with how heroes were saved before
Load("heroes.lua")
SaveHeroes()
else
LoadHeroes() -- load persistent heroes
end
LoadingPersistentHeroes = false
initialize_database()
--pack_image_folder("C:/Wyrmsun/models/units/aether_workship/Sprites")