mirror of
https://github.com/Retera/WarsmashModEngine.git
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118 lines
6.0 KiB
Plaintext
118 lines
6.0 KiB
Plaintext
//============================================================================
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// User Interface scripts for the Warsmash mod engine. This is
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// an attempt to get these defined in an external import that
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// a map can override. Unfortunately, although I would like for
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// this to be a JASS file, it is not very consistent with the
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// notion of the JASS2 VM to define UI, because handles are
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// mostly network synced. So, we will assume the contents
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// of this file are run in a special client-only JASS VM
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// once I implement networking, so that this script will not
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// cause a desync as it would if it was in the standard game
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// JASS files. For that reason, it will have '.jui' extension
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// to signify it runs in this modified JASS VM, instead of
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// standard '.j' as used for JASS2 script files.
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//
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// Right now there is some duplicated code from common.j --
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// maybe later on we will load that stuff first, then this
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// one in the same variable space?
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//
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type framehandle extends handle
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type framepointtype extends handle
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type trigger extends handle
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type triggeraction extends handle
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type triggercondition extends handle
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type boolexpr extends handle
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type conditionfunc extends boolexpr
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native LogError takes string message returns nothing
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constant native ConvertFramePointType takes integer i returns framepointtype
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globals
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//===================================================
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// UI API constants
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//===================================================
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constant framepointtype FRAMEPOINT_TOPLEFT = ConvertFramePointType(0)
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constant framepointtype FRAMEPOINT_TOP = ConvertFramePointType(1)
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constant framepointtype FRAMEPOINT_TOPRIGHT = ConvertFramePointType(2)
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constant framepointtype FRAMEPOINT_LEFT = ConvertFramePointType(3)
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constant framepointtype FRAMEPOINT_CENTER = ConvertFramePointType(4)
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constant framepointtype FRAMEPOINT_RIGHT = ConvertFramePointType(5)
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constant framepointtype FRAMEPOINT_BOTTOMLEFT = ConvertFramePointType(6)
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constant framepointtype FRAMEPOINT_BOTTOM = ConvertFramePointType(7)
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constant framepointtype FRAMEPOINT_BOTTOMRIGHT = ConvertFramePointType(8)
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endglobals
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//===================================================
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// UI API
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//===================================================
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// Loads an entry from the file "UI\war3skins.txt" and returns
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// it as the current GAMEUI. The default possible
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// strings are "Human", "Orc", "NightElf", and "Undead".
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// Some UI FDF templates will use this information as
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// the source for lookup strings as a means to change
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// their style.
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// Calling this more than once will probably crash the game,
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// or something, so only call it once on startup.
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native CreateRootFrame takes string skinName returns framehandle
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// Loads the (T)able (O)f (C)ontents file.
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// This must be a simple text document with each line
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// having only a filepath of a .FDF frame template
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// definition file to load. Unlike War3 engine,
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// I do not require the file to include one extra
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// blank line at the end.
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//
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// We typically call this first during UI setup, and
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// only once for a given mod.
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native LoadTOCFile takes string TOCFile returns framehandle
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// Spawn a SIMPLEFRAME element that was defined in a FDF
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// template onto the screen. The "name" field must match
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// the name of a template to spawn, loaded with LoadTOCFile.
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// The create context is pretty pointless, but I think
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// they use it so that they have an integer tag on the
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// "Attack 1" and "Attack 2" ui components. I was trying
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// to keep parity with the FDF UI APIs from 1.31, imagine
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// that.
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native CreateSimpleFrame takes string name, framehandle owner, integer createContext returns framehandle
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// Set the absolute point (often called Anchor) for the frame handle.
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// See FDF template files for examples
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native FrameSetAbsPoint takes framehandle frame, framepointtype point, real x, real y returns nothing
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// Created for Warsmash engine, not a part of 1.31 UI apis,
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// and at some point it might be removed. Basically
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// this function will apply Anchors and SetPoints assigned
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// to the frame handle and all its children and resolve where
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// they should go onscreen. Generally in my experience,
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// War3 will do this automatically in their FDF system.
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native FramePositionBounds takes framehandle frame returns nothing
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// Used to lookup fields in the Skin data, for example
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// SkinGetField("TimeOfDayIndicator") will return the
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// string "UI\\Console\\Human\\HumanUI-TimeIndicator.mdl"
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// when the "Human" skin was loaded with CreateRootFrame
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native SkinGetField takes string field returns string
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//============================================================================
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// Native trigger interface
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//
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native CreateTrigger takes nothing returns trigger
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native DestroyTrigger takes trigger whichTrigger returns nothing
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native EnableTrigger takes trigger whichTrigger returns nothing
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native DisableTrigger takes trigger whichTrigger returns nothing
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native IsTriggerEnabled takes trigger whichTrigger returns boolean
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native TriggerAddCondition takes trigger whichTrigger, boolexpr condition returns triggercondition
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native TriggerRemoveCondition takes trigger whichTrigger, triggercondition whichCondition returns nothing
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native TriggerClearConditions takes trigger whichTrigger returns nothing
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native TriggerAddAction takes trigger whichTrigger, code actionFunc returns triggeraction
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native TriggerRemoveAction takes trigger whichTrigger, triggeraction whichAction returns nothing
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native TriggerClearActions takes trigger whichTrigger returns nothing
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native TriggerEvaluate takes trigger whichTrigger returns boolean
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native TriggerExecute takes trigger whichTrigger returns nothing |