Chili:Tutorial Command and Build Commands
Commands and Build bar
Preparation
We are stepping it up a notch. We can all agree that the stock GUI for commands and building isn't really all that great. Good thing is we can improve on this. Following is not a perfect sollution since it doesn't handle pagination, but it will get you a long way getting you started for advanced stuff. For this tutorial you will only need one lua script but it will have quite a bit of content.
- LuaUI\widgets\gui_chili_commandwindow.lua
File header
You open up with the regular info and imports that you are going to use thru the script.
function widget:GetInfo()
return {
name = "command list window",
desc = "ChiliUi window that contains all the commands a unit has",
author = "Sunspot",
date = "2011-06-15",
license = "GNU GPL v2",
layer = math.huge,
enabled = true,
handler = true,
}
end
-- INCLUDES
VFS.Include("LuaRules/Gadgets/Includes/utilities.lua")
-- CONSTANTS
local MAXBUTTONSONROW = 4
local COMMANDSTOEXCLUDE = {"TimeWait","DeathWait","SquadWait","GatherWait","Load units"}
local Chili
local Button
local Window
local Image
local Control
-- MEMBERS
local x
local y
local commandWindow
local stateCommandWindow
local buildCommandWindow
local updateRequired = true
-- CONTROLS
local spGetActiveCommand = Spring.GetActiveCommand
local spGetActiveCmdDesc = Spring.GetActiveCmdDesc
local spGetSelectedUnits = Spring.GetSelectedUnits
local spSendCommands = Spring.SendCommands
You'll notice a lot of variables and controls. They will all get a place during the further script design and explained in detail.
initializing the widget
What we are going to do, is remove the stock command bar and build bar ui together with the left bottom tooltip. Next we are going to define 3 windows to seperate the command, status command and build commands in. To keep those windows nicely together we merge them in one window. Following code will do this. I'll explain it more in detail since it has a few important parts.
function widget:Initialize()
widgetHandler:ConfigLayoutHandler(LayoutHandler)
Spring.ForceLayoutUpdate()
spSendCommands({"tooltip 0"})
if (not WG.Chili) then
widgetHandler:RemoveWidget()
return
end
Chili = WG.Chili
Button = Chili.Button
Window = Chili.Window
Image = Chili.Image
local screen0 = Chili.Screen0
commandWindow = Window:New{
x = 0,
y = 0,
width = "100%",
height = "40%",
xstep = 1,
ystep = 1,
draggable = false,
resizable = false,
dragUseGrip = false,
anchors = {left=true,bottom=true,right=true,top=true},
children = {},
}
stateCommandWindow = Window:New{
x = 0,
y = "40%",
width = "100%",
height = "20%",
xstep = 1,
ystep = 1,
draggable = false,
resizable = false,
dragUseGrip = false,
anchors = {left=true,bottom=false,right=true,top=false},
children = {},
}
buildCommandWindow = Window:New{
x = 0,
y = "60%",
width = "100%",
height = "40%",
xstep = 1,
ystep = 1,
draggable = false,
resizable = false,
dragUseGrip = false,
anchors = {left=true,bottom=true,right=true,top=false},
children = {},
}
window0 = Window:New{
x = '50%',
y = '15%',
dockable = true,
parent = screen0,
caption = "",
draggable = true,
resizable = true,
dragUseGrip = true,
clientWidth = 400,
clientHeight = 200,
backgroundColor = {0,0,0,1},
skinName = "DarkGlass",
children = {commandWindow,stateCommandWindow,buildCommandWindow},
}
end
function LayoutHandler(xIcons, yIcons, cmdCount, commands)
widgetHandler.commands = commands
widgetHandler.commands.n = cmdCount
widgetHandler:CommandsChanged()
local reParamsCmds = {}
local customCmds = {}
return "", xIcons, yIcons, {}, customCmds, {}, {}, {}, {}, reParamsCmds, {[1337]=9001}
end
function widget:Shutdown()
widgetHandler:ConfigLayoutHandler(nil)
Spring.ForceLayoutUpdate()
spSendCommands({"tooltip 1"})
end
The first 3 lines remove the stock command stuff, by ways of creating a custom LayoutHandler. There isn't much to say about that method other then it's best to copy paste the one you see here. I've went thru a couple of scripts who use custom chili command windows and most of them have the same method. The spSendCommands({"tooltip 0"}) line removes the bottom left tooltip
Next we instantiate all our chili controls and objects, we create 3 windows and group them in one seperate window. We also make sure the 3 windows resize together with the group window by anchoring them in the right positions and put resize on false except the group window. Last we put the shutdown method to clean up everything we have done incase something goes wrong.
On unit selection ... load the commands
Each unit in the game can have different commands. It even gets more complicated when you select more then one unit. Some commands are double, some new etc... It all gets a bit messy. So we have to take all those things in consideration. Due to the complexity I'm goint to cut things in several parts.
function widget:CommandsChanged()
if DEBUG then Spring.Echo("commandChanged called") end
updateRequired = true
end
function widget:DrawScreen()
if updateRequired then
updateRequired = false
local selection = spGetSelectedUnits()
drawPanel(selection)
end
end
These widget commands serve to detect if commands are changed and if they are they will flag that on the next redraw the panel (being the 3 windows in our case) needs to be redrawn. I'm told this is the standard way of doing things and quite frankly it works , so this is once again just copy paste code you'll find in most chili scripts.
function findUniqueCommandsFromSelection(unitSelection)
local uniqueList = {}
if DEBUG then Spring.Echo("Unit selection ", #unitSelection) end
if not(#unitSelection == 0)then
local j = 1
for i, unit in ipairs(unitSelection) do
local unitcommands = Spring.GetUnitCmdDescs(unit)
for _, cmd in ipairs(unitcommands) do
local contained = false
for k=1, #uniqueList do
if(uniqueList[k].id == cmd.id)then
contained = true
end
end
if not contained then
if DEBUG then Spring.Echo("Adding command ", cmd.name) end
if not table.contains(COMMANDSTOEXCLUDE,cmd.name) then
uniqueList[j] = cmd
j = j + 1
end
end
end
end
end
return uniqueList
end
function resetWindow(container)
RemoveChildren(container)
container.xstep = 1
container.ystep = 1
end
function drawPanel(unitSelection)
resetWindow(commandWindow)
resetWindow(stateCommandWindow)
resetWindow(buildCommandWindow)
if (#unitSelection ~= 0)then
local commands = findUniqueCommandsFromSelection(unitSelection)
table.sort(commands,function(x,y) return x.action < y.action end)
for cmdid, cmd in pairs(commands) do
rowcount = createMyButton(commands[cmdid])
end
end
end
We start of by resetting the old contents of the windows. Each window has also an x and y variable to keep track where the next object in the window will come, since we removed everything well we reset these as well.
As I said earlier in the tutorial , when selecting multiple units it can get a bit of a mess with the amount of commands. Therefore we make a method to filter out all doubles. There is even an option to exclude certain commands you don't want from the final list. you'll notice an array COMMANDSTOEXCLUDE that we initialised at the start of the script. Also you'll see a method table.contains, this is a method I created myself and is contained in utilities.lua. It has following code, I'm not sure if it's really performant or if there is a better way but it works.
function table.contains(table, element)
for i=1, #table do
if table[i] == element then
return true
end
end
return false
end
With Spring.GetUnitCmdDescs(unit) we grab all the commands a unit has then we see if their commands are allready in the returning array, and we check if the command isn't one of the excluded commands. If not we put it in the returning array and so we loop through all selected units.
After we have all the unique commands we sort them by actionname, to keep most of the commands on the same place when we select multiple units with different commands. This not to confuse the players who are going to use your gui. It's just sane design. Following we loop over the commands and create buttons for them in all the windows. The real juicy part of the script