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https://github.com/tobspr/shapez.io.git
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Ability to edit Constant Signals
- Ability to edit constant signals by clicking on them - Will show the last signal as a defualt input for easier editing
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9c75e1777d
commit
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@ -31,5 +31,6 @@ export class ConstantSignalComponent extends Component {
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constructor({ signal = null }) {
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super();
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this.signal = signal;
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this.clicked = false;
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}
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}
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@ -42,6 +42,7 @@ import { HUDSandboxController } from "./parts/sandbox_controller";
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import { HUDWiresToolbar } from "./parts/wires_toolbar";
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import { HUDWireInfo } from "./parts/wire_info";
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import { HUDLeverToggle } from "./parts/lever_toggle";
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import { HUDEditConstantSignal } from "./parts/edit_constant_signal"
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import { HUDLayerPreview } from "./parts/layer_preview";
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import { HUDMinerHighlight } from "./parts/miner_highlight";
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import { HUDBetaOverlay } from "./parts/beta_overlay";
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@ -71,6 +72,7 @@ export class GameHUD {
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waypoints: new HUDWaypoints(this.root),
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wireInfo: new HUDWireInfo(this.root),
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leverToggle: new HUDLeverToggle(this.root),
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editConstantSignal: new HUDEditConstantSignal(this.root),
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// Must always exist
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pinnedShapes: new HUDPinnedShapes(this.root),
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31
src/js/game/hud/parts/edit_constant_signal.js
Normal file
31
src/js/game/hud/parts/edit_constant_signal.js
Normal file
@ -0,0 +1,31 @@
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import { STOP_PROPAGATION } from "../../../core/signal";
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import { Vector } from "../../../core/vector";
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import { enumMouseButton } from "../../camera";
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import { BaseHUDPart } from "../base_hud_part";
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export class HUDEditConstantSignal extends BaseHUDPart {
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initialize() {
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this.root.camera.downPreHandler.add(this.downPreHandler, this);
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}
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/**
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* @param {Vector} pos
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* @param {enumMouseButton} button
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*/
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downPreHandler(pos, button) {
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const tile = this.root.camera.screenToWorld(pos).toTileSpace();
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const contents = this.root.map.getLayerContentXY(tile.x, tile.y, "wires");
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if (contents) {
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const signalComp = contents.components.ConstantSignal;
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if (signalComp) {
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if (button === enumMouseButton.left) {
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signalComp.clicked = true;
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return STOP_PROPAGATION;
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} else if (button === enumMouseButton.right) {
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this.root.logic.tryDeleteBuilding(contents);
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return STOP_PROPAGATION;
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}
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}
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}
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}
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}
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@ -27,6 +27,75 @@ export class ConstantSignalSystem extends GameSystemWithFilter {
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const entity = this.allEntities[i];
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const pinsComp = entity.components.WiredPins;
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const signalComp = entity.components.ConstantSignal;
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if (signalComp.clicked == true) {
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signalComp.clicked = false;
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if (!entity.components.ConstantSignal) {
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return;
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}
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// Ok, query, but also save the uid because it could get stale
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const uid = entity.uid;
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const signalValueInput = new FormElementInput({
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id: "signalValue",
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label: fillInLinkIntoTranslation(T.dialogs.editSignal.descShortKey, THIRDPARTY_URLS.shapeViewer),
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placeholder: "",
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defaultValue: signalComp.signal ? signalComp.signal.getAsCopyableKey() : "",
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validator: val => this.parseSignalCode(val),
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});
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const itemInput = new FormElementItemChooser({
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id: "signalItem",
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label: null,
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items: [
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BOOL_FALSE_SINGLETON,
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BOOL_TRUE_SINGLETON,
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...Object.values(COLOR_ITEM_SINGLETONS),
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this.root.shapeDefinitionMgr.getShapeItemFromShortKey(blueprintShape),
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],
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});
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const dialog = new DialogWithForm({
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app: this.root.app,
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title: T.dialogs.editSignal.title,
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desc: T.dialogs.editSignal.descItems,
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formElements: [itemInput, signalValueInput],
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buttons: ["cancel:bad:escape", "ok:good:enter"],
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closeButton: false,
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});
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this.root.hud.parts.dialogs.internalShowDialog(dialog);
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// When confirmed, set the signal
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const closeHandler = () => {
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if (!this.root || !this.root.entityMgr) {
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// Game got stopped
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return;
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}
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const entityRef = this.root.entityMgr.findByUid(uid, false);
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if (!entityRef) {
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// outdated
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return;
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}
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const constantComp = entityRef.components.ConstantSignal;
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if (!constantComp) {
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// no longer interesting
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return;
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}
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if (itemInput.chosenItem) {
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console.log(itemInput.chosenItem);
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constantComp.signal = itemInput.chosenItem;
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} else {
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constantComp.signal = this.parseSignalCode(signalValueInput.getValue());
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}
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};
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dialog.buttonSignals.ok.add(closeHandler);
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dialog.valueChosen.add(closeHandler);
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}
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pinsComp.slots[0].value = signalComp.signal;
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}
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}
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