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tobspr_shapez.io/src/js/game/hud/parts/modal_dialogs.js
tobspr c41aaa1fc5 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>
2022-02-01 16:35:49 +01:00

219 lines
6.3 KiB
JavaScript

/* typehints:start */
import { Application } from "../../../application";
/* typehints:end */
import { SOUNDS } from "../../../platform/sound";
import { DynamicDomAttach } from "../dynamic_dom_attach";
import { BaseHUDPart } from "../base_hud_part";
import { Dialog, DialogLoading, DialogOptionChooser } from "../../../core/modal_dialog_elements";
import { makeDiv } from "../../../core/utils";
import { T } from "../../../translations";
import { THIRDPARTY_URLS } from "../../../core/config";
export class HUDModalDialogs extends BaseHUDPart {
constructor(root, app) {
// Important: Root is not always available here! Its also used in the main menu
super(root);
/** @type {Application} */
this.app = root ? root.app : app;
this.dialogParent = null;
this.dialogStack = [];
}
// For use inside of the game, implementation of base hud part
initialize() {
this.dialogParent = document.getElementById("ingame_HUD_ModalDialogs");
this.domWatcher = new DynamicDomAttach(this.root, this.dialogParent);
}
shouldPauseRendering() {
// return this.dialogStack.length > 0;
// @todo: Check if change this affects anything
return false;
}
shouldPauseGame() {
// @todo: Check if this change affects anything
return false;
}
createElements(parent) {
return makeDiv(parent, "ingame_HUD_ModalDialogs");
}
// For use outside of the game
initializeToElement(element) {
assert(element, "No element for dialogs given");
this.dialogParent = element;
}
isBlockingOverlay() {
return this.dialogStack.length > 0;
}
// Methods
/**
* @param {string} title
* @param {string} text
* @param {Array<string>} buttons
*/
showInfo(title, text, buttons = ["ok:good"]) {
const dialog = new Dialog({
app: this.app,
title: title,
contentHTML: text,
buttons: buttons,
type: "info",
});
this.internalShowDialog(dialog);
if (this.app) {
this.app.sound.playUiSound(SOUNDS.dialogOk);
}
return dialog.buttonSignals;
}
/**
* @param {string} title
* @param {string} text
* @param {Array<string>} buttons
*/
showWarning(title, text, buttons = ["ok:good"]) {
const dialog = new Dialog({
app: this.app,
title: title,
contentHTML: text,
buttons: buttons,
type: "warning",
});
this.internalShowDialog(dialog);
if (this.app) {
this.app.sound.playUiSound(SOUNDS.dialogError);
}
return dialog.buttonSignals;
}
/**
* @param {string} feature
* @param {string} textPrefab
*/
showFeatureRestrictionInfo(feature, textPrefab = T.dialogs.featureRestriction.desc) {
const dialog = new Dialog({
app: this.app,
title: T.dialogs.featureRestriction.title,
contentHTML: textPrefab.replace("<feature>", feature),
buttons: ["cancel:bad", "getStandalone:good"],
type: "warning",
});
this.internalShowDialog(dialog);
if (this.app) {
this.app.sound.playUiSound(SOUNDS.dialogOk);
}
this.app.analytics.trackUiClick("demo_dialog_show");
dialog.buttonSignals.cancel.add(() => {
this.app.analytics.trackUiClick("demo_dialog_cancel");
});
dialog.buttonSignals.getStandalone.add(() => {
this.app.analytics.trackUiClick("demo_dialog_click");
window.open(THIRDPARTY_URLS.stanaloneCampaignLink + "/shapez_demo_dialog");
});
return dialog.buttonSignals;
}
showOptionChooser(title, options) {
const dialog = new DialogOptionChooser({
app: this.app,
title,
options,
});
this.internalShowDialog(dialog);
return dialog.buttonSignals;
}
// Returns method to be called when laoding finishd
showLoadingDialog(text = "") {
const dialog = new DialogLoading(this.app, text);
this.internalShowDialog(dialog);
return this.closeDialog.bind(this, dialog);
}
internalShowDialog(dialog) {
const elem = dialog.createElement();
dialog.setIndex(1000 + this.dialogStack.length);
// Hide last dialog in queue
if (this.dialogStack.length > 0) {
this.dialogStack[this.dialogStack.length - 1].hide();
}
this.dialogStack.push(dialog);
// Append dialog
dialog.show();
dialog.closeRequested.add(this.closeDialog.bind(this, dialog));
// Append to HTML
this.dialogParent.appendChild(elem);
document.body.classList.toggle("modalDialogActive", this.dialogStack.length > 0);
// IMPORTANT: Attach element directly, otherwise double submit is possible
this.update();
}
update() {
if (this.domWatcher) {
this.domWatcher.update(this.dialogStack.length > 0);
}
}
closeDialog(dialog) {
dialog.destroy();
let index = -1;
for (let i = 0; i < this.dialogStack.length; ++i) {
if (this.dialogStack[i] === dialog) {
index = i;
break;
}
}
assert(index >= 0, "Dialog not in dialog stack");
this.dialogStack.splice(index, 1);
if (this.dialogStack.length > 0) {
// Show the dialog which was previously open
this.dialogStack[this.dialogStack.length - 1].show();
}
document.body.classList.toggle("modalDialogActive", this.dialogStack.length > 0);
}
close() {
for (let i = 0; i < this.dialogStack.length; ++i) {
const dialog = this.dialogStack[i];
dialog.destroy();
}
this.dialogStack = [];
}
cleanup() {
super.cleanup();
for (let i = 0; i < this.dialogStack.length; ++i) {
this.dialogStack[i].destroy();
}
this.dialogStack = [];
this.dialogParent = null;
}
}