Remove question by brian in single_details_area.xml from b66d1716e7
which is answered by "because the style set it".
Delete BuildNameText style, because it specifies ghost="true" in both
style and sole object using the style.
Don't touch progressbar and structree styles, because there is more to
clean.
Differential Revision: https://code.wildfiregames.com/D2292
This was SVN commit r22957.
Unify the two IGUIObject::LoadStyle functions and remove CGUI argument
that is always identical to the member.
Differential Revision: https://code.wildfiregames.com/D2232
Tested on: gcc 9.1.0., clang 8.0.1, Jenkins
This was SVN commit r22792.
Allows coding the GUI without global functions which break
prototype-oriented coding, refs #5322, fixing the concern in 4b1297b328.
Supports stacked message boxes and removes the according workaround.
Change structree / civinfo switch-dialog code from 760a47335d to perform
the callback for page that actually registered the callback.
Ensure the parent that the callbackhandler is always called if the page
is closed.
Merge PopGuiPage and PopGuiPageCB following that choice, incidentally
leaving cleaner code.
Differential Revision: https://code.wildfiregames.com/D1684
Comments by: Yves, Vladislav, wraitii, leper
This was SVN commit r22676.
Rename close() to closePage() for structree / template viewer / civ info
for global consistency.
Remove a splashscreen proxy and move splashscreen closing from XML to
closePage() in JS.
This was SVN commit r22669.
725aa8a686 introduced a DamageTypes.js global script similar to the
resources one. However, we never actually need to refer to this script
since we can always use the damage types provided by the
template/context/object we are looping over/...
There is one exception to this for AI weighting of damage types.
However, since damage types are not stored in files, this is strictly
equivalent to hardcoding them in the global script and was deemed
acceptable.
Patch By: freagarach
Reviewed By: wraitii
Refs #4801 (by invalidating it for now, though such helper files might
be useful in the future if damage types require more metadata).
Differential Revision: https://code.wildfiregames.com/D1938
This was SVN commit r22527.
Usage:
let size = Engine.GetGUIObjectByName({gui_object_name}).GetTextSize()
Returns a JS object containing the height and width of the primary text
field within
the object, taking into account new lines, text wrapping, and font
changes.
Unless the object doesn't contain text, in which case the method will
return undefined.
Commented on by: vladislavbelov
Additional code by: elexis
Reviewed By: wraitii
Differential Revision: https://code.wildfiregames.com/D844
This was SVN commit r22134.
Further increasing the size for mods was neglected in d6c028923e / D527
and
Delenda Est had a copy of gamesetup.xml to extend the size already.
This was SVN commit r21353.
Right-click on icons of units, structures, technologies, flora, fauna,
etc. and view additional details.
Reviewed By: elexis
Fixes: #3212
Differential Revision: https://code.wildfiregames.com/D297
This was SVN commit r21310.
(Instead of non-phase techs which is what it was using up to now.)
Reviewed/accepted by: mimo
Changes agreed (but not tested/formally proven) by: elexis
Differential Revision: https://code.wildfiregames.com/D1181
This was SVN commit r20749.
Removes the workaround and limitations of globalscripts Resources
(52f311da2b) and loadCivFiles (89055ef858), allowing them to actually
become actually global.
Rename to ListDirectoryFiles as proposed by wraitii.
Differential Revision: https://code.wildfiregames.com/D1103
Reviewed By: s0600204
Proofread by: echotangoecho
Comments by: wraitii
Relevant discussions with leper in #4868, D1062
This was SVN commit r20586.
This allows mods to add new JS files without introducing a hardly
maintainable copy of the XML file.
Differential Revision: https://code.wildfiregames.com/D619
Proofread By: bb
This was SVN commit r20535.
Unify civ file loading from gui/common/functions_civinfo.js and
rmgen/library.js in globalscripts/Templates.js.
Delete the two forgotton headers in 4275a8a33c.
Refs #4868, #4804, D900.
Differential Revision: https://code.wildfiregames.com/D1062
Discussed with: leper
This was SVN commit r20528.
This should make adding new damage types a little easier, however such
an
extension would still need changes to the AI, and to all templates that
have Armour, Attack, or DeathDamage.
Reviewed By: elexis
Differential Revision: https://code.wildfiregames.com/D866
This was SVN commit r20203.
Mark global consts as variable if mods can legitimately modify them.
Keep global objects const if mods should insert their modifications at a
different place, refs D829.
Mark the few consts inside function scope as let or var for consistency.
Don't touch the AI, simulation test and rmgen folder.
Change some var to let.
Remove an unused variable in the mainmenu and summary screen.
Inline few variables.
This was SVN commit r20047.
Mark g_CivData as const and don't use optional arguments at loadCivData.
Translate the infinity symbol in the summary screen.
Refs D829
Reviewed By: s0600204
This was SVN commit r20043.
so that the object has the same content throughout the entire GUI and
can be marked read-only.
Refs D829
Reviewed by: s0600204
This was SVN commit r20042.
Makes it possible to reuse the more generic parts of the `structree`
codebase in other pages without including `structree`-specific logic.
This sets the stage for further reference/encyclopedia-type pages.
Reviewed By: fatherbushido, elexis
Differential Revision: https://code.wildfiregames.com/D295
This was SVN commit r19940.