[Ohrrpgce] SVN: teeemcee/12634 Introducing EditorKit, a framework for creating data editors

Michael Kidder mkidder at gmail.com
Tue Dec 28 20:40:43 PST 2021


oooooh.. this looks very neat. i've always wanted to contribute and
EditorKit looks like a good way for me to get used to working with the
engine / do some new or reworked menus. Will have to look at this closer
when i have time in 2022.

On Sun, Nov 14, 2021 at 8:11 AM James Paige <Bob at hamsterrepublic.com> wrote:

> This is great! I am delighted-- and yes, I agree, EditEdit was the wrong
> way to do built-in editor menus
>
> This also makes me think about other non-reload lumps that I would like to
> eventually convert to reload
>
> On Sat., Nov. 13, 2021, 11:05 p.m. Ralph Versteegen, <teeemcee at gmail.com>
> wrote:
>
>> Phew, that took me at least 5x longer than expected, since starting a
>> fortnight ago.
>> This is something I've always wished we had. In particular, I wanted to
>> make it easy to create editors for RELOAD docs, such as achievements. Next
>> up I'm converting Platform Options. There are going to be many benefits.
>> One goal is to allow changing/improving the appearance and UI of editors,
>> for example using different fonts (and even text encodings) for editor text
>> and game strings.
>>
>> I intend, over time, to rewrite almost every menu in Custom using
>> EditorKit; I've tried to make it as flexible as possible to allow this. In
>> contrast because Editor Editor is data-centric it's very restrictive and
>> wouldn't be possible. I think it would still be cool to allow users to
>> define their own data editors using editedit, but I don't think we want any
>> builtin editors built that way.
>>
>> The biggest things missing are support for switching records, and
>> submenus.
>>
>> On Sun, 14 Nov 2021 at 16:41, <subversion at hamsterrepublic.com> wrote:
>>
>>> teeemcee
>>> 2021-11-13 19:41:29 -0800 (Sat, 13 Nov 2021)
>>> 809
>>> Introducing EditorKit, a framework for creating data editors
>>>
>>> EditorKit is intended to be flexible enough to reimplement almost every
>>> existing
>>> editor easily with minimal code. It's flexible because menu items are
>>> defined
>>> with code, not data.
>>>
>>> It's implemented on top of standardmenu and ModularMenu, which does
>>> create some
>>> inflexibility, but they can be extended to overcome that.  It's based on
>>> how the
>>> Debug Menu and General Game Data menu are implemented: you just Extend
>>> EditorKit, add a define_items() method which lists the menu items, and
>>> write
>>> some code to load/save data if needed and you're done.
>>>
>>> Currently only basic data type editing is done (except floats), plus
>>> partial
>>> set of directives config settings and RELOAD node datatypes. No special
>>> support for switching records or lists of items yet.
>>> ---
>>> U   wip/SConscript
>>> A   wip/editorkit.bas
>>> A   wip/editorkit.bi
>>>
>>> _______________________________________________
>>> Ohrrpgce mailing list
>>> ohrrpgce at lists.motherhamster.org
>>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>>>
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