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

James Paige Bob at hamsterrepublic.com
Sun Nov 14 17:40:58 PST 2021


Yes! New textbox features will be so great. I was thinking how nice it
would be to allow multiple conditionals of the same type.

On Sun., Nov. 14, 2021, 7:10 p.m. Ralph Versteegen, <teeemcee at gmail.com>
wrote:

> The first one I'd like converted to Reload is textboxes, in order to be
> able to make use of variable-size fonts, text markup, and utf-8 text.
> Because I'm finally going to merge my big branch of render_text
> improvements soon and would like to see those features available in the
> next release. The textbox editor code is actually already quite clean.
> In the process I'd like to future-proof the conversion of textbox
> conditionals so that in future we can switch to a system where people can
> add custom conditionals from a large library of possible effects (which
> would each be a wrapper around a script command). But apparently the extent
> of planning we have on the wiki is just
> https://rpg.hamsterrepublic.com/ohrrpgce/Plan_for_text_box_file_format_change
>
> On Mon, 15 Nov 2021 at 03:11, 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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