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import { BaseItem } from "../game/base_item";
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import { ClickDetector } from "./click_detector";
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import { Signal } from "./signal";
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/*
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* ***************************************************
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*
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* LEGACY CODE WARNING
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*
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* This is old code from yorg3.io and needs to be refactored
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* @TODO
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*
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* ***************************************************
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*/
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export class FormElement {
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constructor(id, label) {
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this.id = id;
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this.label = label;
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this.valueChosen = new Signal();
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}
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getHtml() {
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abstract;
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return "";
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}
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getFormElement(parent) {
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return parent.querySelector("[data-formId='" + this.id + "']");
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}
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bindEvents(parent, clickTrackers) {
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abstract;
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}
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focus() {}
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isValid() {
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return true;
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}
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/** @returns {any} */
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getValue() {
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abstract;
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}
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}
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export class FormElementInput extends FormElement {
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constructor({ id, label = null, placeholder, defaultValue = "", inputType = "text", validator = null }) {
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super(id, label);
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this.placeholder = placeholder;
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this.defaultValue = defaultValue;
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this.inputType = inputType;
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this.validator = validator;
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this.element = null;
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}
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getHtml() {
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let classes = [];
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let inputType = "text";
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let maxlength = 256;
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switch (this.inputType) {
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case "text": {
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classes.push("input-text");
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break;
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}
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case "email": {
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classes.push("input-email");
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inputType = "email";
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break;
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}
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case "token": {
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classes.push("input-token");
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inputType = "text";
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maxlength = 4;
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break;
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}
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}
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return `
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<div class="formElement input">
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${this.label ? `<label>${this.label}</label>` : ""}
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<input
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type="${inputType}"
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value="${this.defaultValue.replace(/["\\]+/gi, "")}"
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maxlength="${maxlength}"
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autocomplete="off"
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autocorrect="off"
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autocapitalize="off"
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spellcheck="false"
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class="${classes.join(" ")}"
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placeholder="${this.placeholder.replace(/["\\]+/gi, "")}"
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data-formId="${this.id}">
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</div>
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`;
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}
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bindEvents(parent, clickTrackers) {
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this.element = this.getFormElement(parent);
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this.element.addEventListener("input", event => this.updateErrorState());
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this.updateErrorState();
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}
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updateErrorState() {
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this.element.classList.toggle("errored", !this.isValid());
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// profanity filter
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if (G_WEGAME_VERSION) {
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const value = String(this.element.value);
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|
|
|
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2 years ago
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|
|
ipcRenderer.invoke("profanity-check", value).then(newValue => {
|
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|
|
if (value !== newValue && this.element) {
|
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|
this.element.value = newValue;
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|
}
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});
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|
}
|
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|
|
}
|
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isValid() {
|
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|
|
return !this.validator || this.validator(this.element.value);
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}
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getValue() {
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return this.element.value;
|
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}
|
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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
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setValue(value) {
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|
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this.element.value = value;
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|
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this.updateErrorState();
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|
|
}
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focus() {
|
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|
|
this.element.focus();
|
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|
|
this.element.select();
|
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|
}
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|
|
}
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export class FormElementCheckbox extends FormElement {
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constructor({ id, label, defaultValue = true }) {
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super(id, label);
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this.defaultValue = defaultValue;
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this.value = this.defaultValue;
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this.element = null;
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}
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getHtml() {
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return `
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<div class="formElement checkBoxFormElem">
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${this.label ? `<label>${this.label}</label>` : ""}
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<div class="checkbox ${this.defaultValue ? "checked" : ""}" data-formId='${this.id}'>
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<span class="knob"></span >
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</div >
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</div>
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`;
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}
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bindEvents(parent, clickTrackers) {
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this.element = this.getFormElement(parent);
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const detector = new ClickDetector(this.element, {
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|
consumeEvents: false,
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preventDefault: false,
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});
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clickTrackers.push(detector);
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detector.click.add(this.toggle, this);
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}
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getValue() {
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|
return this.value;
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|
|
}
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toggle() {
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|
this.value = !this.value;
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|
|
this.element.classList.toggle("checked", this.value);
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|
}
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focus(parent) {}
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}
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|
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export class FormElementItemChooser extends FormElement {
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|
|
/**
|
|
|
|
*
|
|
|
|
* @param {object} param0
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|
|
* @param {string} param0.id
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|
* @param {string=} param0.label
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|
|
* @param {Array<BaseItem>} param0.items
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|
|
|
*/
|
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|
|
constructor({ id, label, items = [] }) {
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|
|
super(id, label);
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|
|
this.items = items;
|
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|
|
this.element = null;
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|
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/**
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|
|
* @type {BaseItem}
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|
*/
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|
|
this.chosenItem = null;
|
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}
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getHtml() {
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|
|
let classes = [];
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|
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|
|
return `
|
|
|
|
<div class="formElement">
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|
${this.label ? `<label>${this.label}</label>` : ""}
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|
<div class="ingameItemChooser input" data-formId="${this.id}"></div>
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|
</div>
|
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|
`;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {HTMLElement} parent
|
|
|
|
* @param {Array<ClickDetector>} clickTrackers
|
|
|
|
*/
|
|
|
|
bindEvents(parent, clickTrackers) {
|
|
|
|
this.element = this.getFormElement(parent);
|
|
|
|
|
|
|
|
for (let i = 0; i < this.items.length; ++i) {
|
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|
|
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() {}
|
|
|
|
}
|