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