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 <b...@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, <teeem...@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, <subvers...@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@lists.motherhamster.org >>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >>> >> _______________________________________________ >> Ohrrpgce mailing list >> ohrrpgce@lists.motherhamster.org >> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >> > _______________________________________________ > Ohrrpgce mailing list > ohrrpgce@lists.motherhamster.org > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >
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