You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
tobspr_shapez.io/src/js/core/modal_dialog_forms.js

238 lines
6.0 KiB

import { BaseItem } from "../game/base_item";
import { ClickDetector } from "./click_detector";
import { Signal } from "./signal";
/*
* ***************************************************
*
* LEGACY CODE WARNING
*
* This is old code from yorg3.io and needs to be refactored
* @TODO
*
* ***************************************************
*/
export class FormElement {
constructor(id, label) {
this.id = id;
this.label = label;
this.valueChosen = new Signal();
}
getHtml() {
abstract;
return "";
}
getFormElement(parent) {
return parent.querySelector("[data-formId='" + this.id + "']");
}
bindEvents(parent, clickTrackers) {
abstract;
}
focus() {}
isValid() {
return true;
}
/** @returns {any} */
getValue() {
abstract;
}
}
export class FormElementInput extends FormElement {
constructor({ id, label = null, placeholder, defaultValue = "", inputType = "text", validator = null }) {
super(id, label);
this.placeholder = placeholder;
this.defaultValue = defaultValue;
this.inputType = inputType;
this.validator = validator;
this.element = null;
}
getHtml() {
let classes = [];
let inputType = "text";
let maxlength = 256;
switch (this.inputType) {
case "text": {
classes.push("input-text");
break;
}
case "email": {
classes.push("input-email");
inputType = "email";
break;
}
case "token": {
classes.push("input-token");
inputType = "text";
maxlength = 4;
break;
}
}
return `
<div class="formElement input">
${this.label ? `<label>${this.label}</label>` : ""}
<input
type="${inputType}"
value="${this.defaultValue.replace(/["\\]+/gi, "")}"
maxlength="${maxlength}"
autocomplete="off"
autocorrect="off"
autocapitalize="off"
spellcheck="false"
class="${classes.join(" ")}"
placeholder="${this.placeholder.replace(/["\\]+/gi, "")}"
data-formId="${this.id}">
</div>
`;
}
bindEvents(parent, clickTrackers) {
this.element = this.getFormElement(parent);
this.element.addEventListener("input", event => this.updateErrorState());
this.updateErrorState();
}
updateErrorState() {
this.element.classList.toggle("errored", !this.isValid());
}
isValid() {
return !this.validator || this.validator(this.element.value);
}
getValue() {
return this.element.value;
}
Puzzle DLC (#1172) * Puzzle mode (#1135) * Add mode button to main menu * [WIP] Add mode menu. Add factory-based gameMode creation * Add savefile migration, serialize, deserialize * Add hidden HUD elements, zone, and zoom, boundary constraints * Clean up lint issues * Add building, HUD exclusion, building exclusion, and refactor - [WIP] Add ConstantProducer building that combines ConstantSignal and ItemProducer functionality. Currently using temp assets. - Add pre-placement check to the zone - Use Rectangles for zone and boundary - Simplify zone drawing - Account for exclusion in savegame data - [WIP] Add puzzle play and edit buttons in puzzle mode menu * [WIP] Add building, component, and systems for producing and accepting user-specified items and checking goal criteria * Add ingame puzzle mode UI elements - Add minimal menus in puzzle mode for back, next navigation - Add lower menu for changing zone dimenensions Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> * Performance optimizations (#1154) * 1.3.1 preparations * Minor fixes, update translations * Fix achievements not working * Lots of belt optimizations, ~15% performance boost * Puzzle mode, part 1 * Puzzle mode, part 2 * Fix missing import * Puzzle mode, part 3 * Fix typo * Puzzle mode, part 4 * Puzzle Mode fixes: Correct zone restrictions and more (#1155) * Hide Puzzle Editor Controls in regular game mode, fix typo * Disallow shrinking zone if there are buildings * Fix multi-tile buildings for shrinking * Puzzle mode, Refactor hud * Puzzle mode * Fixed typo in latest puzzle commit (#1156) * Allow completing puzzles * Puzzle mode, almost done * Bump version to 1.4.0 * Fixes * [puzzle] Prevent pipette cheats (miners, emitters) (#1158) * Puzzle mode, almost done * Allow clearing belts with 'B' * Multiple users for the puzzle dlc * Bump api key * Minor adjustments * Update * Minor fixes * Fix throughput * Fix belts * Minor puzzle adjustments * New difficulty * Minor puzzle improvements * Fix belt path * Update translations * Added a button to return to the menu after a puzzle is completed (#1170) * added another button to return to the menu * improved menu return * fixed continue button to not go back to menu * [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164) * initial test * tried to get it to work * added icon * added test exclusion * reverted css * completed flow for building locking * added lock option * finalized look and changed locked building to same sprite * removed unused art * added clearing every goal acceptor on lock to prevent creating impossible puzzles * heavily improved validation and prevented autocompletion * validation only checks every 100 ticks to improve performance * validation only checks every 100 ticks to improve performance * removed clearing goal acceptors as it isn't needed because of validation * Add soundtrack, puzzle dlc fixes Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> Co-authored-by: dengr1065 <dengr1065@gmail.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
setValue(value) {
this.element.value = value;
this.updateErrorState();
}
focus() {
this.element.focus();
}
}
export class FormElementCheckbox extends FormElement {
constructor({ id, label, defaultValue = true }) {
super(id, label);
this.defaultValue = defaultValue;
this.value = this.defaultValue;
this.element = null;
}
getHtml() {
return `
<div class="formElement checkBoxFormElem">
${this.label ? `<label>${this.label}</label>` : ""}
<div class="checkbox ${this.defaultValue ? "checked" : ""}" data-formId='${this.id}'>
<span class="knob"></span >
</div >
</div>
`;
}
bindEvents(parent, clickTrackers) {
this.element = this.getFormElement(parent);
const detector = new ClickDetector(this.element, {
consumeEvents: false,
preventDefault: false,
});
clickTrackers.push(detector);
detector.click.add(this.toggle, this);
}
getValue() {
return this.value;
}
toggle() {
this.value = !this.value;
this.element.classList.toggle("checked", this.value);
}
focus(parent) {}
}
export class FormElementItemChooser extends FormElement {
/**
*
* @param {object} param0
* @param {string} param0.id
* @param {string=} param0.label
* @param {Array<BaseItem>} param0.items
*/
constructor({ id, label, items = [] }) {
super(id, label);
this.items = items;
this.element = null;
/**
* @type {BaseItem}
*/
this.chosenItem = null;
}
getHtml() {
let classes = [];
return `
<div class="formElement">
${this.label ? `<label>${this.label}</label>` : ""}
<div class="ingameItemChooser input" data-formId="${this.id}"></div>
</div>
`;
}
/**
* @param {HTMLElement} parent
* @param {Array<ClickDetector>} clickTrackers
*/
bindEvents(parent, clickTrackers) {
this.element = this.getFormElement(parent);
for (let i = 0; i < this.items.length; ++i) {
const item = this.items[i];
const canvas = document.createElement("canvas");
canvas.width = 128;
canvas.height = 128;
const context = canvas.getContext("2d");
item.drawFullSizeOnCanvas(context, 128);
this.element.appendChild(canvas);
const detector = new ClickDetector(canvas, {});
clickTrackers.push(detector);
detector.click.add(() => {
this.chosenItem = item;
this.valueChosen.dispatch(item);
});
}
}
isValid() {
return true;
}
getValue() {
return null;
}
focus() {}
}