mirror of
https://github.com/Pax1601/DCSOlympus.git
synced 2025-10-29 16:56:34 +00:00
Testing of dynamic resizing
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@@ -508,7 +508,7 @@ class GroundUnitEditor extends uniteditor_1.UnitEditor {
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* @param blueprint The blueprint to edit
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*/
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setBlueprint(blueprint) {
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var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s;
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var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p, _q, _r, _s, _t, _u;
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__classPrivateFieldSet(this, _GroundUnitEditor_blueprint, blueprint, "f");
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if (__classPrivateFieldGet(this, _GroundUnitEditor_blueprint, "f") !== null) {
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this.contentDiv2.replaceChildren();
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@@ -526,18 +526,20 @@ class GroundUnitEditor extends uniteditor_1.UnitEditor {
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(0, utils_1.addStringInput)(this.contentDiv2, "Acquisition range [m]", (_c = String(blueprint.acquisitionRange)) !== null && _c !== void 0 ? _c : "", "number", (value) => { blueprint.acquisitionRange = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Engagement range [m]", (_d = String(blueprint.engagementRange)) !== null && _d !== void 0 ? _d : "", "number", (value) => { blueprint.engagementRange = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Targeting range [m]", (_e = String(blueprint.targetingRange)) !== null && _e !== void 0 ? _e : "", "number", (value) => { blueprint.targetingRange = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Barrel height [m]", (_f = String(blueprint.barrelHeight)) !== null && _f !== void 0 ? _f : "", "number", (value) => { blueprint.barrelHeight = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Muzzle velocity [m/s]", (_g = String(blueprint.muzzleVelocity)) !== null && _g !== void 0 ? _g : "", "number", (value) => { blueprint.muzzleVelocity = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Aim time [s]", (_h = String(blueprint.aimTime)) !== null && _h !== void 0 ? _h : "", "number", (value) => { blueprint.aimTime = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Burst quantity", (_j = String(blueprint.shotsToFire)) !== null && _j !== void 0 ? _j : "", "number", (value) => { blueprint.shotsToFire = Math.round(parseFloat(value)); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Burst base interval [s]", (_k = String(blueprint.shotsBaseInterval)) !== null && _k !== void 0 ? _k : "", "number", (value) => { blueprint.shotsBaseInterval = Math.round(parseFloat(value)); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Base scatter [°]", (_l = String(blueprint.shotsBaseScatter)) !== null && _l !== void 0 ? _l : "", "number", (value) => { blueprint.shotsBaseScatter = Math.round(parseFloat(value)); });
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(0, utils_1.addCheckboxInput)(this.contentDiv2, "Can target point", (_m = blueprint.canTargetPoint) !== null && _m !== void 0 ? _m : false, (value) => { blueprint.canTargetPoint = value; });
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(0, utils_1.addCheckboxInput)(this.contentDiv2, "Can rearm", (_o = blueprint.canRearm) !== null && _o !== void 0 ? _o : false, (value) => { blueprint.canRearm = value; });
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(0, utils_1.addCheckboxInput)(this.contentDiv2, "Can operate as AAA", (_p = blueprint.canAAA) !== null && _p !== void 0 ? _p : false, (value) => { blueprint.canAAA = value; });
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(0, utils_1.addCheckboxInput)(this.contentDiv2, "Indirect fire (e.g. mortar)", (_q = blueprint.indirectFire) !== null && _q !== void 0 ? _q : false, (value) => { blueprint.indirectFire = value; });
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(0, utils_1.addStringInput)(this.contentDiv2, "Description", (_r = blueprint.description) !== null && _r !== void 0 ? _r : "", "text", (value) => { blueprint.description = value; });
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(0, utils_1.addStringInput)(this.contentDiv2, "Abilities", (_s = blueprint.abilities) !== null && _s !== void 0 ? _s : "", "text", (value) => { blueprint.abilities = value; });
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(0, utils_1.addStringInput)(this.contentDiv2, "Aim method range [m]", (_f = String(blueprint.aimMethodRange)) !== null && _f !== void 0 ? _f : "", "number", (value) => { blueprint.aimMethodRange = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Barrel height [m]", (_g = String(blueprint.barrelHeight)) !== null && _g !== void 0 ? _g : "", "number", (value) => { blueprint.barrelHeight = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Muzzle velocity [m/s]", (_h = String(blueprint.muzzleVelocity)) !== null && _h !== void 0 ? _h : "", "number", (value) => { blueprint.muzzleVelocity = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Aim time [s]", (_j = String(blueprint.aimTime)) !== null && _j !== void 0 ? _j : "", "number", (value) => { blueprint.aimTime = parseFloat(value); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Shots to fire", (_k = String(blueprint.shotsToFire)) !== null && _k !== void 0 ? _k : "", "number", (value) => { blueprint.shotsToFire = Math.round(parseFloat(value)); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Shots base interval [s]", (_l = String(blueprint.shotsBaseInterval)) !== null && _l !== void 0 ? _l : "", "number", (value) => { blueprint.shotsBaseInterval = Math.round(parseFloat(value)); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Shots base scatter [°]", (_m = String(blueprint.shotsBaseScatter)) !== null && _m !== void 0 ? _m : "", "number", (value) => { blueprint.shotsBaseScatter = Math.round(parseFloat(value)); });
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(0, utils_1.addStringInput)(this.contentDiv2, "Alertness time constant [s]", (_o = String(blueprint.alertnessTimeConstant)) !== null && _o !== void 0 ? _o : "", "number", (value) => { blueprint.alertnessTimeConstant = Math.round(parseFloat(value)); });
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(0, utils_1.addCheckboxInput)(this.contentDiv2, "Can target point", (_p = blueprint.canTargetPoint) !== null && _p !== void 0 ? _p : false, (value) => { blueprint.canTargetPoint = value; });
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(0, utils_1.addCheckboxInput)(this.contentDiv2, "Can rearm", (_q = blueprint.canRearm) !== null && _q !== void 0 ? _q : false, (value) => { blueprint.canRearm = value; });
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(0, utils_1.addCheckboxInput)(this.contentDiv2, "Can operate as AAA", (_r = blueprint.canAAA) !== null && _r !== void 0 ? _r : false, (value) => { blueprint.canAAA = value; });
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(0, utils_1.addCheckboxInput)(this.contentDiv2, "Indirect fire (e.g. mortar)", (_s = blueprint.indirectFire) !== null && _s !== void 0 ? _s : false, (value) => { blueprint.indirectFire = value; });
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(0, utils_1.addStringInput)(this.contentDiv2, "Description", (_t = blueprint.description) !== null && _t !== void 0 ? _t : "", "text", (value) => { blueprint.description = value; });
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(0, utils_1.addStringInput)(this.contentDiv2, "Abilities", (_u = blueprint.abilities) !== null && _u !== void 0 ? _u : "", "text", (value) => { blueprint.abilities = value; });
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}
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}
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/** Add a new empty blueprint
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@@ -751,9 +753,9 @@ class UnitEditor {
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this.database = JSON.parse(JSON.stringify({ blueprints: database.getBlueprints(true) }));
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}
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/** Show the editor
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*
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* @param filter String filter
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*/
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show() {
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show(filter = "") {
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this.visible = true;
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this.contentDiv1.replaceChildren();
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this.contentDiv2.replaceChildren();
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@@ -763,17 +765,16 @@ class UnitEditor {
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var title = document.createElement("label");
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title.innerText = "Units list";
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this.contentDiv1.appendChild(title);
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(0, utils_1.addBlueprintsScroll)(this.contentDiv1, this.database, (key) => {
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if (this.database != null)
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this.setBlueprint(this.database.blueprints[key]);
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});
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(0, utils_1.addNewElementInput)(this.contentDiv1, (ev, input) => {
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if (input.value != "")
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this.addBlueprint((input).value);
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});
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var filterInput = document.createElement("input");
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filterInput.value = filter;
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this.contentDiv1.appendChild(filterInput);
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filterInput.onchange = (e) => {
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this.show(e.target.value);
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};
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this.addBlueprints(filter);
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}
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}
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/** Hid the editor
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/** Hide the editor
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*
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*/
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hide() {
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@@ -789,6 +790,22 @@ class UnitEditor {
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getDatabase() {
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return this.database;
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}
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/**
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*
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* @param filter String filter
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*/
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addBlueprints(filter = "") {
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if (this.database) {
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(0, utils_1.addBlueprintsScroll)(this.contentDiv1, this.database, filter, (key) => {
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if (this.database != null)
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this.setBlueprint(this.database.blueprints[key]);
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});
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(0, utils_1.addNewElementInput)(this.contentDiv1, (ev, input) => {
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if (input.value != "")
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this.addBlueprint((input).value);
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});
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}
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}
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}
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exports.UnitEditor = UnitEditor;
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@@ -958,36 +975,56 @@ exports.addNewElementInput = addNewElementInput;
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*
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* @param div The HTMLElement that will contain the list
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* @param database The database that will be used to fill the list of blueprints
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* @param filter A string filter that will be executed to filter the blueprints to add
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* @param callback Callback called when the user clicks on one of the elements
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*/
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function addBlueprintsScroll(div, database, callback) {
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function addBlueprintsScroll(div, database, filter, callback) {
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var scrollDiv = document.createElement("div");
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scrollDiv.classList.add("dm-scroll-container");
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if (database !== null) {
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var blueprints = database.blueprints;
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for (let key of Object.keys(blueprints).sort((a, b) => a.localeCompare(b, undefined, { sensitivity: 'base' }))) {
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var rowDiv = document.createElement("div");
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scrollDiv.appendChild(rowDiv);
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var text = document.createElement("label");
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text.textContent = key;
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text.onclick = () => callback(key);
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rowDiv.appendChild(text);
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let checkbox = document.createElement("input");
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checkbox.type = "checkbox";
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checkbox.checked = blueprints[key].enabled;
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checkbox.onclick = () => {
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console.log(checkbox.checked);
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blueprints[key].enabled = checkbox.checked;
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};
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rowDiv.appendChild(checkbox);
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/* This button allows to remove an element from the list. It requires a refresh. */
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var button = document.createElement("button");
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button.innerText = "X";
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button.onclick = () => {
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delete blueprints[key];
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div.dispatchEvent(new Event("refresh"));
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};
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rowDiv.appendChild(button);
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var addKey = true;
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if (filter !== "") {
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try {
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var blueprint = blueprints[key];
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addKey = eval(filter);
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}
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catch (_a) {
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console.error("An error has occurred evaluating the blueprint filter");
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}
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}
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if (addKey) {
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var rowDiv = document.createElement("div");
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scrollDiv.appendChild(rowDiv);
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let text = document.createElement("label");
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text.textContent = key;
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text.onclick = () => {
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callback(key);
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const collection = document.getElementsByClassName("blueprint-selected");
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for (let i = 0; i < collection.length; i++) {
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collection[i].classList.remove("blueprint-selected");
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}
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text.classList.add("blueprint-selected");
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};
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rowDiv.appendChild(text);
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let checkbox = document.createElement("input");
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checkbox.type = "checkbox";
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checkbox.checked = blueprints[key].enabled;
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checkbox.onclick = () => {
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console.log(checkbox.checked);
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blueprints[key].enabled = checkbox.checked;
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};
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rowDiv.appendChild(checkbox);
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/* This button allows to remove an element from the list. It requires a refresh. */
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var button = document.createElement("button");
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button.innerText = "X";
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button.onclick = () => {
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delete blueprints[key];
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div.dispatchEvent(new Event("refresh"));
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};
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rowDiv.appendChild(button);
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}
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}
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}
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div.appendChild(scrollDiv);
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@@ -1043,7 +1080,8 @@ function arrayToString(array) {
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}
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exports.arrayToString = arrayToString;
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function stringToArray(input) {
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return input.match(/(\w)+/g) || [];
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var _a;
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return (_a = input.match(/(\w)+/g)) !== null && _a !== void 0 ? _a : [];
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}
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exports.stringToArray = stringToArray;
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@@ -287,7 +287,11 @@ export function arrayToString(array: string[]) {
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return "[" + array.join( ", " ) + "]";
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}
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/** Converts an a single string like [val1, val2, val3] into an array
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*
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* @param input The input string
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* @returns The array
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*/
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export function stringToArray(input: string) {
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return input.match( /(\w)+/g ) ?? [];
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}
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