Nasal/multiplayer.nas: remove hard-coded default font params.
These are unnecessary because we use gui/styles/*. This also allows an empty style to be specified, where we inherit from system-wide defaults.
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1 changed files with 14 additions and 6 deletions
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@ -183,11 +183,17 @@ var dialog = {
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me.toggle_unit(); # set to imperial
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#
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# "private"
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me.font = { name: getprop("/sim/gui/selected-style/fonts/mp-list/name") or "FIXED_8x13",
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size: getprop("/sim/gui/selected-style/fonts/mp-list/size") or 20,
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slant: getprop("/sim/gui/selected-style/fonts/mp-list/slant") or 0,
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me.font = { name: getprop("/sim/gui/selected-style/fonts/mp-list/name"),
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size: getprop("/sim/gui/selected-style/fonts/mp-list/size"),
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slant: getprop("/sim/gui/selected-style/fonts/mp-list/slant"),
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};
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#printf('me.font is: %s', view.str(me.font));
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if (me.font.name == nil) {
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# We try to cope if no font is specified, so that we inherit
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# whatever default there is.
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me.font = nil;
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}
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me.header = ["view", " callsign", " model", func dialog.dist_hdr, func dialog.alt_hdr ~ " ", "", " brg", "chat", "ignore" ~ " ", " code", "ver", "airport", " set"];
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me.columns = [
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{ type: "checkbox", legend: "", property: "view", halign: "right", "pref-height": 14, "pref-width": 14, callback: "multiplayer.view_select", argprop: "callsign", },
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@ -224,7 +230,9 @@ var dialog = {
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me.dialog = gui.dialog[me.name] = gui.Widget.new();
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me.dialog.set("name", me.name);
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me.dialog.set("dialog-name", me.name);
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me.dialog.set("font", me.font.name);
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if (typeof(me.font) == 'hash' and contains(me.font, "name") and me.font.name != nil) {
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me.dialog.set("font", me.font.name);
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}
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if (me.x != nil)
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me.dialog.set("x", me.x);
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if (me.y != nil)
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@ -271,7 +279,7 @@ var dialog = {
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var col = 0;
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foreach (var h; me.header) {
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var w = content.addChild("text");
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w.node.setValues({ "font" : me.font});
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if (me.font != nil) w.node.setValues({ "font" : me.font});
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var l = typeof(h) == "func" ? h() : h;
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w.node.setValues({ "label": l, "row": row, "col": col, halign: me.columns[col].halign });
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