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

Michael Kidder mkidder at gmail.com
Thu Dec 30 18:47:05 PST 2021


I've always felt the attack editor could use a freshen up, but I think my
plan would be to start smaller and refactor the music browser menu first.

On Wed, Dec 29, 2021 at 6:10 AM Ralph Versteegen <teeemcee at gmail.com> wrote:

> 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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>>>>>
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