DataHub 2.0 Binding List
DHCollectionRepeatBinding
DHCollectionGeneratorBinding
DHCollectionBinding
DHEntityBinding
DHHandleEventBinding
DHWatchBinding
DHDataRefBinding
DataHub 2.0 Binding List
DHCollectionRepeatBinding
DHCollectionGeneratorBinding
DHCollectionBinding
DHEntityBinding
DHHandleEventBinding
DHWatchBinding
DHDataRefBinding
List of supported events for the mouse
Unbound supports only a fraction of the mouse events from ActionScript 3.0.
Example:
(bind dispatch "'click'; 'eventName'; {}")
event
description
click
Left click
mouseDown
It works when you click the left mouse button
mouseUp
It works when the left mouse button is released
mouseWheel
Scroll the mouse wheel in any direction
mouseOver
Hover over item
mouseOut
It works when the mouse leaves the element
mouseMove
It works when the pointer moves over the element
rollOver
Same as mouseOver, but does not work on children
rollOut
Same as mouseOut, but does not work on children
Note
There is a difference between mouseOver / rollOver and mouseOut / rollOut in ActionScript, it is saved in Unbound.
This means that the mouseOver event will work on both the parent and the children, unlike rollOver, which will work once on the parent and will not work on children.
Layout
Each window or element consists of:
macroicons, displayed in the required order
style qualities, defining or dynamically changing the display of macroicons
expressions, that can:
set local variables
connect expressing with the model
manage the indication of the blocks
request methods, effecting the model
Blocks
Element is an independent root block of the top parent level, in which the rest of child blocks are specified
Determining element is required when:
We want to create a new window.
We want to create a new element, that will be used in any of the existing windows.
The element can be determined either dynamically (when matched certain logic conditions) or statically.
An example of dynamical appearance of the block is a button “Claim the reward” in calendar.
Child blocks can be of the following types:
block – sprite block
...
tf – text block
mc - Movie Clip – type block, determined in any *.fla flash file and exported to ActionScript;
If we execute the code mentioned above, we won’t see anything on the display, since by default the blocks are created without color fill, with zero height and width
For their visuals you can use styles.
Styles
Element visual is determined by a set of atomic style properties, such as height, width, color, location etc.
Certain style properties can be combined in style classes:
class – style class
style – expression, defining the style element specifically in this block (i.e. incline-style)
atomic style properties
Similar to HTML, the property being used is the one was applied last to the element:
Typographics
Font
The main font used in game is Warhelios Condensed. It can be in one of two styles – common (WarheliosCondC) or bold (WarheliosCondCBold).
Guidelines
You should avoid using all the text style and instead use template style classes:
Class
What it is being used fo
$TextDefault13NM
Secondary (additional) text
$TextDefault15NM
main class, use it for the most cases
$TextDefault17NM
Tier 4 header
$TextDefault19NM
Tier 3 header
$TextDefault21NM
Tier 2 header
$TextDefault23NM
Tier 1 header
$TextDefaultBoldNM
Ships name and her tie,table header,title of drop down lists, title of stats groups
$TextDefaultBold17NM
Paragraph title
$TextDefaultBold19NM
Tier 3 title with higher importance
$TextDefaultBold21NM
Tier 2 title with higher importance
$TextDefaultBold23NM
Tier 1 title with higher importance, Window title
Examples of style class code:
Example of text stylization:
Source text:
(tf
(text "Hello, world!") # black font with Arial typeface
)
Now adding standard style class, using white color by default:
(tf
(class $TextDefaultNM) # now the text is white with 15px size and Warhelios Condensed typeface
(text "Hello, world!")
)
Now we are changing text, redefining the class text with our own by adding (textColor) attribute to the (style) block:
(tf
(class $TextDefaultNM)
(style (textColor 0xFFCC66)) # golden color for premium ships
(text "Hello, world!")
)
Colors
Limited palett of colors is used in game for fints and icon graphics:
For the most cases, the color can be used from so called safe Web-colors: