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

Ralph Versteegen teeemcee at gmail.com
Wed Dec 29 04:09:57 PST 2021


Would be welcome! If you do, feel free to ask for help and more features.
I'm still adding things to it every time I work on a menu (in particular
new data types like "textbox id"), not to mention the more interesting
things to be added like tabbed interfaces and icons.
Which editors are you interested in reworking? So far my experience is that
the most work in converting an existing menu is just in refactoring the
messy old code; not a problem when writing from scratch.

On Wed, 29 Dec 2021 at 17:40, Michael Kidder <mkidder at gmail.com> wrote:

> 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
>>>>
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