BEAWARE all game functionality is disabled with this commit for a while

* rework client modules
* hide main window when loading
* remake top menu functions
* rework modules autoload
* improve path resolving for otml and lua
* move core_widgets to core_lib
* fix tooltip issues
* split some styles
* add bit32 lua library
* fix assert issues
* fix compilation on linux 32 systems
* rework gcc compile options
* renable and fix some warnings
* remove unused constants
* speedup sprite cache
* move UIGame to lua (not funcional yet)
* fix a lot of issues in x11 window
* fix crash handler
* add some warnings do uiwidget
and much more...
This commit is contained in:
Eduardo Bart
2012-02-20 00:27:08 -02:00
parent 96358b317d
commit e03bf33f58
201 changed files with 1443 additions and 707 deletions

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@@ -1,132 +0,0 @@
CombatControls = {}
-- private variables
local combatControlsButton
local combatControlsWindow
local fightOffensiveBox
local fightBalancedBox
local fightDefensiveBox
local chaseModeButton
local safeFightButton
local fightModeRadioGroup
-- private functions
local function onFightModeChange(self, selectedFightButton)
if selectedFightButton == nil then return end
local buttonId = selectedFightButton:getId()
local fightMode
if buttonId == 'fightOffensiveBox' then
fightMode = FightOffensive
elseif buttonId == 'fightBalancedBox' then
fightMode = FightBalanced
else
fightMode = FightDefensive
end
if g_game.getFightMode ~= fightMode then
g_game.setFightMode(fightMode)
end
end
local function onChaseModeChange(self, checked)
local chaseMode
if checked then
chaseMode = ChaseOpponent
else
chaseMode = DontChase
end
if g_game.getChaseMode() ~= chaseMode then
g_game.setChaseMode(chaseMode)
end
end
local function onSafeFightChange(self, checked)
local safeFight = not checked
if g_game.isSafeFight() ~= safeFight then
g_game.setSafeFight(not checked)
end
end
-- public functions
function CombatControls.init()
combatControlsButton = TopMenu.addGameButton('combatControlsButton', 'Combat Controls', 'combatcontrols.png', CombatControls.toggle)
combatControlsButton:setOn(true)
combatControlsWindow = loadUI('combatcontrols.otui')
fightOffensiveBox = combatControlsWindow:getChildById('fightOffensiveBox')
fightBalancedBox = combatControlsWindow:getChildById('fightBalancedBox')
fightDefensiveBox = combatControlsWindow:getChildById('fightDefensiveBox')
chaseModeButton = combatControlsWindow:getChildById('chaseModeBox')
safeFightButton = combatControlsWindow:getChildById('safeFightBox')
fightModeRadioGroup = RadioGroup.create()
fightModeRadioGroup:addWidget(fightOffensiveBox)
fightModeRadioGroup:addWidget(fightBalancedBox)
fightModeRadioGroup:addWidget(fightDefensiveBox)
connect(fightModeRadioGroup, { onSelectionChange = onFightModeChange })
connect(chaseModeButton, { onCheckChange = onChaseModeChange })
connect(safeFightButton, { onCheckChange = onSafeFightChange })
connect(g_game, { onGameStart = CombatControls.online })
connect(g_game, { onGameEnd = CombatControls.offline })
if g_game.isOnline() then
CombatControls.online()
end
end
function CombatControls.terminate()
if g_game.isOnline() then
CombatControls.offline()
end
fightModeRadioGroup:destroy()
fightModeRadioGroup = nil
fightOffensiveBox = nil
fightBalancedBox = nil
fightDefensiveBox = nil
chaseModeButton = nil
safeFightButton = nil
combatControlsButton:destroy()
combatControlsButton = nil
combatControlsWindow:destroy()
combatControlsWindow = nil
disconnect(g_game, { onGameStart = CombatControls.online })
disconnect(g_game, { onGameEnd = CombatControls.offline })
CombatControls = nil
end
function CombatControls.online()
g_game.gameRightPanel:addChild(combatControlsWindow)
combatControlsWindow:setVisible(combatControlsButton:isOn())
local fightMode = g_game.getFightMode()
if fightMode == FightOffensive then
fightModeRadioGroup:selectWidget(fightOffensiveBox)
elseif fightMode == FightBalanced then
fightModeRadioGroup:selectWidget(fightBalancedBox)
else
fightModeRadioGroup:selectWidget(fightDefensiveBox)
end
local chaseMode = g_game.getChaseMode()
chaseModeButton:setChecked(chaseMode == ChaseOpponent)
local safeFight = g_game.isSafeFight()
safeFightButton:setChecked(not safeFight)
end
function CombatControls.offline()
g_game.gameRightPanel:removeChild(combatControlsWindow)
end
function CombatControls.toggle()
local visible = not combatControlsWindow:isExplicitlyVisible()
combatControlsWindow:setVisible(visible)
combatControlsButton:setOn(visible)
end

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@@ -1,12 +0,0 @@
Module
name: game_combatcontrols
description: Combat controls window
author: OTClient team
website: https://github.com/edubart/otclient
onLoad: |
dofile 'combatcontrols'
CombatControls.init()
onUnload: |
CombatControls.terminate()

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@@ -1,43 +0,0 @@
CombatBox < UICheckBox
size: 20 20
image-clip: 0 0 20 20
anchors.top: parent.top
margin-left: 5
margin-right: 5
$checked:
image-clip: 0 20 20 20
FightOffensiveBox < CombatBox
image-source: /game_combatcontrols/icons/fightoffensive.png
FightBalancedBox < CombatBox
image-source: /game_combatcontrols/icons/fightbalanced.png
FightDefensiveBox < CombatBox
image-source: /game_combatcontrols/icons/fightdefensive.png
ChaseModeBox < CombatBox
image-source: /game_combatcontrols/icons/chasemode.png
SafeFightBox < CombatBox
image-source: /game_combatcontrols/icons/safefight.png
UIWindow
width: 130
height: 30
margin-top: 10
margin-left: 6
margin-right: 6
FightOffensiveBox
id: fightOffensiveBox
anchors.right: next.left
FightBalancedBox
id: fightBalancedBox
anchors.right: next.left
FightDefensiveBox
id: fightDefensiveBox
anchors.horizontalCenter: parent.horizontalCenter
ChaseModeBox
id: chaseModeBox
anchors.left: prev.right
SafeFightBox
id: safeFightBox
anchors.left: prev.right

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