Difference between revisions of "Lib GUI"

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===Registering a GUI-Set===
 
===Registering a GUI-Set===
 
{{CodeEx|codeex= worldScripts.Lib_GUI.$guis[this.name] = object;}}
 
{{CodeEx|codeex= worldScripts.Lib_GUI.$guis[this.name] = object;}}
Register a data set for standard GUIs (all screens without screenID) on [[Oolite_JavaScript_Reference:_World_script_event_handlers#startUpComplete|.startUp]].
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Register a data set for standard GUIs (all screens without screenID) on [[Oolite_JavaScript_Reference:_World_script_event_handlers#startUp|.startUp]].
   
 
Example:
 
Example:
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===Registering an ID-Set===
 
===Registering an ID-Set===
 
{{CodeEx|codeex= worldScripts.Lib_GUI.$IDs[this.name] = object;}}
 
{{CodeEx|codeex= worldScripts.Lib_GUI.$IDs[this.name] = object;}}
Register a data set for screens with screenID on [[Oolite_JavaScript_Reference:_World_script_event_handlers#startUpComplete|.startUp]].
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Register a data set for screens with screenID on [[Oolite_JavaScript_Reference:_World_script_event_handlers#startUp|.startUp]] or later.
   
 
Example:
 
Example:

Revision as of 19:02, 14 August 2016

IconLib.png

Overview

Lib_GUI (part of Library) is an attempt to manage multiple background-image AddOns, as far as JavaScript can do the job. It works in a relative simple way - AddOns can just write their Sets to the Objects $guis, $IDs and AddOns with missionscreens can declare rules in $IDRules. As only one Set is in use, players won't get style mixtures anymore (for full Sets). The inserted full Sets are user-selectable at runtime through Lib_Config.

But JavaScript can handle it only when it is executed. If the application starts or the game is paused, you'll still need to declare a few images in screenbackgrounds.plist.


Preparation

manifest.plist

Add to your manifest.plist

 requires_oxps = (
   {
     identifier = "oolite.oxp.Svengali.Library";
     version = "1.0";
     description = "Depends on Library 1.0.";
   }
 );


screenbackgrounds.plist

Use these keys in screenbackgrounds.plist

 {
   intro              = guiTextureSpecifier;
   keyboardsettings   = guiTextureSpecifier;
   load_save          = guiTextureSpecifier;
   newgame            = guiTextureSpecifier;
   oxz-manager        = guiTextureSpecifier;
   settings           = guiTextureSpecifier;
   shiplibrary        = guiTextureSpecifier;
   long_range_chart_mission = "lib_black.png"; // any full black texture
   short_range_chart_mission = "lib_black.png";
 }


Full Sets

Registering a GUI-Set

worldScripts.Lib_GUI.$guis[this.name] = object;

Register a data set for standard GUIs (all screens without screenID) on .startUp.

Example:

 worldScripts.Lib_GUI.$guis[this.name] = {
   generic: {pic:guiTextureSpecifier},
   GUI_SCREEN_EQUIP_SHIP: {pic:"xyz.png", ov:"xyz.png", snd:"xyz.ogg"},
   ...
 };

The Object members are:

pic
guiTextureSpecifier.
picFlight
guiTextureSpecifier. Inflight only.
picNova
guiTextureSpecifier. On GUI_SCREEN_SYSTEM_DATA only.
picRed
guiTextureSpecifier. Inflight only.
picVoid
guiTextureSpecifier. Docked only if station.script has $guiVoid set.
ov
guiTextureSpecifier.
snd
sound declaration.
sndRef
any other Set (e.g. "BGS").

All "pic" and "ov" members can use the suffix "Big" for HUDs which are designed to allow big screens (hudAllowsBigGui). It is required though to set both, e.g. "pic" and "picBig".

If your are using Objects for guiTextureSpecifier, e.g. {name:"xyz.png"} you can use Norbys scaling by adding scale: {x:pixel,y:pixel,zoom:level}.

As you can see an additional member is used: "generic". This is used to catch all GUIs which are not declared.


Registering an ID-Set

worldScripts.Lib_GUI.$IDs[this.name] = object;

Register a data set for screens with screenID on .startUp or later.

Example:

 worldScripts.Lib_GUI.$IDs[this.name] = {
   generic: {pic:"xyz.png", mpic:"xyz.png", ov:"xyz.png"},
   "oolite-contracts-cargo-none": {pic:"xyz.png", snd:"xyz.ogg"},
   "oolite-contracts-cargo-details": {mpic:"xyz.png", snd:"xyz.ogg"}, //!!!
   ...
   "my_oxp_custom_screen": {pic:"xyz.png", snd:"xyz.ogg"}
 };

The object members are (all optional):

mpic
guiTextureSpecifier. For screens which are using backgroundSpecial.
pic
guiTextureSpecifier.
ov
guiTextureSpecifier.
snd
sound declaration.
sndRef
any other Set (e.g. "BGS").

All "mpic", "pic" and "ov" members can use the suffix "Big" for HUDs which are designed to allow big screens (hudAllowsBigGui). It is required though to set both, e.g. "pic" and "picBig".

If your are using Objects for guiTextureSpecifier, e.g. {name:"xyz.png"} you can use Norbys scaling by adding scale: {x:pixel,y:pixel,zoom:level}.

As you can see one additional member is used: "generic". This is used if an OXP has registered a screenID rule, but is not defined in the current IDSet. It's optional.

Note: Another important thing is the details screens in Oolites cargo, parcel and passenger screens (mpic). If an OXP would set an background on these screens the map will disappear. This means that these screens need to be done via overlay! Sooo. The used image needs an alpha channel with the map area cut out (or alpha <0.5).


Extensions

Setting rules for custom IDs

worldScripts.Lib_GUI.$IDRules["MY_OXP_SCREEN_ID"] = object;

Custom rules for your screenIDs can be set, but rules are shared, so do not change existing ones if they are not yours.

Example:

 worldScripts.Lib_GUI.$IDRules["MY_OXP_SCREEN_ID"] = {pic:1,snd:1,mus:1};

The object members are:

mpic
0 disallow, 1 allow - Set this to 1 if you are using backgroundSpecial.
pic
0 disallow, 1 allow - Image. Ignored if mpic is set.
ov
0 disallow, 1 allow - Image. Ignored if mpic is set.
snd
0 disallow, 1 allow - If a GUI sound is still playing.
mus
0 disallow, 1 allow - Continue music in Lib_Music.js.


Temporary GUI override

worldScripts.Lib_GUI.$guisExt.GUI_SCREEN_REPORT.push(object);

AddOns which are meant as replacements for single GUI screens (e.g. hdbg) can write to $guisExt. If content is available the first entry will be used instead of the full Set until the Array is empty. After display the first entry gets removed. In the end a FIFO system (first-in, first out). See Registering a GUI-Set for the object members.