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tobspr_shapez.io/src/js/core/modal_dialog_forms.js

250 lines
6.4 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());
// profanity filter
if (G_WEGAME_VERSION) {
const value = String(this.element.value);
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
ipcRenderer.invoke("profanity-check", value).then(newValue => {
if (value !== newValue && this.element) {
this.element.value = newValue;
}
});
}
}
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();
this.element.select();
}
}
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() {}
}