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

Michael Kidder mkidder at gmail.com
Sat Jan 1 19:42:38 PST 2022


yeah, it's daunting thinking about it, which is why i just want to start
somewhere else to get the ohr codebase legs under me with a smaller submenu
then start chipping away at it.

On Sat, Jan 1, 2022 at 7:03 AM Ralph Versteegen <teeemcee at gmail.com> wrote:

> The attack editor certainly needs replacement. We shouldn't have a huge
> Bitsets menu; settings should be organised by function/category, not by
> datatype. Also, on many occasions I've put off adding new attack features
> (or attack editor features like previews) because of the pain of adding it
> to the attack editor (though I can say the same of several other menus
> too). Currently the editor is built on something call "flexmenu" which
> makes it very painful to change menu items based on other settings, such as
> hiding non-applicable settings.
>
> But replacing it is really ambitious. I would do it a bit at a time rather
> than a single huge commit.
>
>
> On Fri, 31 Dec 2021 at 15:47, Michael Kidder <mkidder at gmail.com> wrote:
>
>> 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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