2020-09-19 20:57:20 +02:00
|
|
|
/* 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() {
|
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>
2021-05-23 16:32:05 +02:00
|
|
|
// return this.dialogStack.length > 0;
|
|
|
|
// @todo: Check if change this affects anything
|
|
|
|
return false;
|
2020-09-19 20:57:20 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
shouldPauseGame() {
|
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>
2021-05-23 16:32:05 +02:00
|
|
|
// @todo: Check if this change affects anything
|
|
|
|
return false;
|
2020-09-19 20:57:20 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
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");
|
2022-03-07 10:26:38 +01:00
|
|
|
window.open(THIRDPARTY_URLS.stanaloneCampaignLink + "/shapez_demo_dialog_steam");
|
2020-09-19 20:57:20 +02:00
|
|
|
});
|
|
|
|
|
|
|
|
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
|
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>
2021-05-23 16:32:05 +02:00
|
|
|
showLoadingDialog(text = "") {
|
|
|
|
const dialog = new DialogLoading(this.app, text);
|
2020-09-19 20:57:20 +02:00
|
|
|
this.internalShowDialog(dialog);
|
|
|
|
return this.closeDialog.bind(this, dialog);
|
|
|
|
}
|
|
|
|
|
|
|
|
internalShowDialog(dialog) {
|
|
|
|
const elem = dialog.createElement();
|
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
|
|
|
dialog.setIndex(1000 + this.dialogStack.length);
|
2020-09-19 20:57:20 +02:00
|
|
|
|
|
|
|
// 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;
|
|
|
|
}
|
|
|
|
}
|