Texture selector: Bug fixed, docs update
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@ -13,14 +13,30 @@
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#//Pure texture, custom dialog(without multiplayer):
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#// var path = props.getNode("/",1).getValue("sim/aircraft-dir") ~ '/Models/plate/texture';
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#// var plateSelector = TextureSelector.new("Plate-Selector", path, ".png", 1, 1, "sim/gui/dialogs/vehicle_config/dialog", "group[4]/combo/");
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#//new():
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#// new(name, path[, fileType[, enableNone[, customDialog[, customDialogBase[, customDialogPosition[, texturePropertyBase[, textureProp[, textureNameProp[, textureDataNode[, enableMultiplayer[, multiplayerProperty[, texturePrePath[, defaultValue]]]]]]]]]]]]);
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#//name: The name of the Texture Selector (must be identical)
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#//path: The path which contains texture files
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#//fileType: The type of file to scan, eg. ".png" for png files and ".xml" for xml files. Defaults to nil.
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#//enableNone: Set to 1 to enable the item "NONE" in the selection dialog. Defaults to 0.
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#//customDialog: Set to 1 to disable the dedicated built in dialog so that you can make the TextureSelector to use your custom dialog. Defaults to 0.
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#//customDialogBase: The property base for the custom dialog(see the plate selection of the followmeEV for example). Defaults to "".
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#//WIP
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var TextureSelector = { #//Tmp Note: path MUST end with "/"
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var TextureSelector = {
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new: func(name, path, fileType = nil, enableNone = 0, customDialog = 0, customDialogBase = "",
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customDialogPosition = "", texturePropertyBase = "sim/model/livery/", textureProp = "livery", textureNameProp = "name",
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textureDataNode = nil, enableMultiplayer = 0, multiplayerProperty = "/sim/multiplay/generic/string[19]",
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texturePrePath = "", defaultValue = ""){
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#//Add the slash and the end of the path if it's not there already
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if(right(path, 1) != "/"){
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path = path ~ "/";
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print("Texture selector: ‘/’ added in the end of the path");
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}
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var m = {parents:[TextureSelector]};
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if(customDialog == 1){
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m.dialogNode = props.getNode(customDialogBase, 1);
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@ -97,6 +113,7 @@ var TextureSelector = { #//Tmp Note: path MUST end with "/"
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continue;
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var node = me.textureDataNode.getChild(me.textureProp, i, 1); #//Temporary solution, to be improved
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n = io.read_properties(me.path ~ file, node);
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if(n == nil) continue;
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var data = [];
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append(data, n.getNode(me.texturePropertyBase ~ me.textureNameProp).getValue());
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append(names, data);
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