From 3e4fed02d466bc32069f943359c0f27282e94d02 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tam=C3=A1s=20B=C3=A1lint=20Misius?= Date: Tue, 5 Sep 2023 09:24:14 +0200 Subject: [PATCH] Make PROP tool less annoying to use By refusing to exit unless the property being set is correct, rather than throwing an error when it's not and exiting anyway. It's still possible to cancel changing the current setting by exiting with Esc. --- src/gui/game/PropertyTool.cpp | 275 ++++++++++++++++++---------------- src/gui/game/Tool.h | 19 ++- 2 files changed, 158 insertions(+), 136 deletions(-) diff --git a/src/gui/game/PropertyTool.cpp b/src/gui/game/PropertyTool.cpp index c873dc589..4cd18bad0 100644 --- a/src/gui/game/PropertyTool.cpp +++ b/src/gui/game/PropertyTool.cpp @@ -33,8 +33,11 @@ public: PropertyTool * tool; Simulation *sim; std::vector properties; + std::optional configuration; PropertyWindow(PropertyTool *tool_, Simulation *sim); - void SetProperty(bool warn); + void SetProperty(); + void CheckProperty(); + void Update(); void OnDraw() override; void OnKeyPress(int key, int scan, bool repeat, bool shift, bool ctrl, bool alt) override; void OnTryExit(ExitMethod method) override; @@ -59,18 +62,18 @@ sim(sim_) okayButton->Appearance.VerticalAlign = ui::Appearance::AlignMiddle; okayButton->Appearance.BorderInactive = ui::Colour(200, 200, 200); okayButton->SetActionCallback({ [this] { - if (textField->GetText().length()) - { - CloseActiveWindow(); - SetProperty(true); - SelfDestruct(); - } + CloseActiveWindow(); + SetProperty(); + SelfDestruct(); } }); AddComponent(okayButton); SetOkayButton(okayButton); property = new ui::DropDown(ui::Point(8, 25), ui::Point(Size.X-16, 16)); - property->SetActionCallback({ [this] { FocusComponent(textField); } }); + property->SetActionCallback({ [this] { + FocusComponent(textField); + Update(); + } }); AddComponent(property); for (int i = 0; i < int(properties.size()); i++) { @@ -84,147 +87,159 @@ sim(sim_) textField->Appearance.HorizontalAlign = ui::Appearance::AlignLeft; textField->Appearance.VerticalAlign = ui::Appearance::AlignMiddle; textField->SetText(prefs.Get("Prop.Value", String(""))); + textField->SetActionCallback({ [this]() { + Update(); + } }); AddComponent(textField); FocusComponent(textField); - SetProperty(false); + Update(); MakeActiveWindow(); } -void PropertyWindow::SetProperty(bool warn) +void PropertyWindow::Update() { - tool->validProperty = false; - if(property->GetOption().second!=-1 && textField->GetText().length() > 0) - { - tool->validProperty = true; - String value = textField->GetText().ToUpper(); - try { - switch(properties[property->GetOption().second].Type) - { - case StructProperty::Integer: - case StructProperty::ParticleType: - { - int v; - if(value.length() > 2 && value.BeginsWith("0X")) - { - //0xC0FFEE - v = value.Substr(2).ToNumber(Format::Hex()); - } - else if(value.length() > 1 && value.BeginsWith("#")) - { - //#C0FFEE - v = value.Substr(1).ToNumber(Format::Hex()); - } - else - { - // Try to parse as particle name - v = sim->GetParticleType(value.ToUtf8()); + CheckProperty(); + auto haveConfiguration = bool(configuration); + okayButton->Enabled = haveConfiguration; + textField->SetTextColour(haveConfiguration ? ui::Colour(255, 255, 255) : style::Colour::ErrorTitle); +} - // Try to parse special GoL rules - if (v == -1 && properties[property->GetOption().second].Name == "ctype") +void PropertyWindow::CheckProperty() +{ + configuration.reset(); + PropertyTool::Configuration newConfiguration; + if (!(property->GetOption().second!=-1 && textField->GetText().length() > 0)) + { + return; + } + String value = textField->GetText().ToUpper(); + try + { + switch(properties[property->GetOption().second].Type) + { + case StructProperty::Integer: + case StructProperty::ParticleType: + { + int v; + if(value.length() > 2 && value.BeginsWith("0X")) + { + //0xC0FFEE + v = value.Substr(2).ToNumber(Format::Hex()); + } + else if(value.length() > 1 && value.BeginsWith("#")) + { + //#C0FFEE + v = value.Substr(1).ToNumber(Format::Hex()); + } + else + { + // Try to parse as particle name + v = sim->GetParticleType(value.ToUtf8()); + + // Try to parse special GoL rules + if (v == -1 && properties[property->GetOption().second].Name == "ctype") + { + if (value.length() > 1 && value.BeginsWith("B") && value.Contains("/")) { - if (value.length() > 1 && value.BeginsWith("B") && value.Contains("/")) + v = ParseGOLString(value); + if (v == -1) { - v = ParseGOLString(value); - if (v == -1) + class InvalidGOLString : public std::exception { - class InvalidGOLString : public std::exception - { - }; - throw InvalidGOLString(); - } + }; + throw InvalidGOLString(); } - else + } + else + { + v = sim->GetParticleType(value.ToUtf8()); + if (v == -1) { - v = sim->GetParticleType(value.ToUtf8()); - if (v == -1) + for (auto *elementTool : tool->gameModel.GetMenuList()[SC_LIFE]->GetToolList()) { - for (auto *elementTool : tool->gameModel.GetMenuList()[SC_LIFE]->GetToolList()) + if (elementTool && elementTool->Name == value) { - if (elementTool && elementTool->Name == value) - { - v = ID(elementTool->ToolID); - break; - } + v = ID(elementTool->ToolID); + break; } } } } - - // Parse as plain number - if (v == -1) - { - v = value.ToNumber(); - } } - if (properties[property->GetOption().second].Name == "type" && (v < 0 || v >= PT_NUM || !sim->elements[v].Enabled)) + // Parse as plain number + if (v == -1) { - tool->validProperty = false; - if (warn) - new ErrorMessage("Could not set property", "Invalid particle type"); - return; + v = value.ToNumber(); } - if constexpr (DEBUG) - { - std::cout << "Got int value " << v << std::endl; - } - tool->propValue.Integer = v; - break; } - case StructProperty::UInteger: + + if (properties[property->GetOption().second].Name == "type" && (v < 0 || v >= PT_NUM || !sim->elements[v].Enabled)) { - unsigned int v; - if(value.length() > 2 && value.BeginsWith("0X")) - { - //0xC0FFEE - v = value.Substr(2).ToNumber(Format::Hex()); - } - else if(value.length() > 1 && value.BeginsWith("#")) - { - //#C0FFEE - v = value.Substr(1).ToNumber(Format::Hex()); - } - else - { - v = value.ToNumber(); - } - if constexpr (DEBUG) - { - std::cout << "Got uint value " << v << std::endl; - } - tool->propValue.UInteger = v; - break; - } - case StructProperty::Float: - { - if (properties[property->GetOption().second].Name == "temp") - tool->propValue.Float = format::StringToTemperature(value, tool->gameModel.GetTemperatureScale()); - else - tool->propValue.Float = value.ToNumber(); - } - break; - default: - tool->validProperty = false; - if (warn) - new ErrorMessage("Could not set property", "Invalid property"); return; + } + if constexpr (DEBUG) + { + std::cout << "Got int value " << v << std::endl; + } + newConfiguration.propValue.Integer = v; + break; } - tool->propOffset = properties[property->GetOption().second].Offset; - tool->propType = properties[property->GetOption().second].Type; - tool->changeType = properties[property->GetOption().second].Name == "type"; - } catch (const std::exception& ex) { - tool->validProperty = false; - if (warn) - new ErrorMessage("Could not set property", "Invalid value provided"); - return; - } - { - auto &prefs = GlobalPrefs::Ref(); - Prefs::DeferWrite dw(prefs); - prefs.Set("Prop.Type", property->GetOption().second); - prefs.Set("Prop.Value", textField->GetText()); + case StructProperty::UInteger: + { + unsigned int v; + if(value.length() > 2 && value.BeginsWith("0X")) + { + //0xC0FFEE + v = value.Substr(2).ToNumber(Format::Hex()); + } + else if(value.length() > 1 && value.BeginsWith("#")) + { + //#C0FFEE + v = value.Substr(1).ToNumber(Format::Hex()); + } + else + { + v = value.ToNumber(); + } + if constexpr (DEBUG) + { + std::cout << "Got uint value " << v << std::endl; + } + newConfiguration.propValue.UInteger = v; + break; + } + case StructProperty::Float: + { + if (properties[property->GetOption().second].Name == "temp") + newConfiguration.propValue.Float = format::StringToTemperature(value, tool->gameModel.GetTemperatureScale()); + else + newConfiguration.propValue.Float = value.ToNumber(); + } + break; + default: + return; } + newConfiguration.propOffset = properties[property->GetOption().second].Offset; + newConfiguration.propType = properties[property->GetOption().second].Type; + newConfiguration.changeType = properties[property->GetOption().second].Name == "type"; + } + catch (const std::exception& ex) + { + return; + } + configuration = newConfiguration; +} + +void PropertyWindow::SetProperty() +{ + tool->configuration = configuration; + { + auto &prefs = GlobalPrefs::Ref(); + Prefs::DeferWrite dw(prefs); + prefs.Set("Prop.Type", property->GetOption().second); + prefs.Set("Prop.Value", textField->GetText()); } } @@ -257,7 +272,7 @@ void PropertyTool::OpenWindow(Simulation *sim) void PropertyTool::SetProperty(Simulation *sim, ui::Point position) { - if(position.X<0 || position.X>XRES || position.Y<0 || position.Y>YRES || !validProperty) + if(position.X<0 || position.X>XRES || position.Y<0 || position.Y>YRES || !configuration) return; int i = sim->pmap[position.Y][position.X]; if(!i) @@ -265,23 +280,23 @@ void PropertyTool::SetProperty(Simulation *sim, ui::Point position) if(!i) return; - if (changeType) + if (configuration->changeType) { - sim->part_change_type(ID(i), int(sim->parts[ID(i)].x+0.5f), int(sim->parts[ID(i)].y+0.5f), propValue.Integer); + sim->part_change_type(ID(i), int(sim->parts[ID(i)].x+0.5f), int(sim->parts[ID(i)].y+0.5f), configuration->propValue.Integer); return; } - switch (propType) + switch (configuration->propType) { case StructProperty::Float: - *((float*)(((char*)&sim->parts[ID(i)])+propOffset)) = propValue.Float; + *((float*)(((char*)&sim->parts[ID(i)])+configuration->propOffset)) = configuration->propValue.Float; break; case StructProperty::ParticleType: case StructProperty::Integer: - *((int*)(((char*)&sim->parts[ID(i)])+propOffset)) = propValue.Integer; + *((int*)(((char*)&sim->parts[ID(i)])+configuration->propOffset)) = configuration->propValue.Integer; break; case StructProperty::UInteger: - *((unsigned int*)(((char*)&sim->parts[ID(i)])+propOffset)) = propValue.UInteger; + *((unsigned int*)(((char*)&sim->parts[ID(i)])+configuration->propOffset)) = configuration->propValue.UInteger; break; default: break; @@ -375,6 +390,6 @@ void PropertyTool::DrawRect(Simulation *sim, Brush const &cBrush, ui::Point posi void PropertyTool::DrawFill(Simulation *sim, Brush const &cBrush, ui::Point position) { - if (validProperty) - sim->flood_prop(position.X, position.Y, propOffset, propValue, propType); + if (configuration) + sim->flood_prop(position.X, position.Y, configuration->propOffset, configuration->propValue, configuration->propType); } diff --git a/src/gui/game/Tool.h b/src/gui/game/Tool.h index d86c69f3b..620a2c634 100644 --- a/src/gui/game/Tool.h +++ b/src/gui/game/Tool.h @@ -1,10 +1,11 @@ #pragma once -#include #include "common/String.h" #include "common/Vec2.h" #include "graphics/Pixel.h" #include "gui/interface/Point.h" #include "simulation/StructProperty.h" +#include +#include class Simulation; class Brush; @@ -97,12 +98,18 @@ public: class PropertyTool: public Tool { +public: + struct Configuration + { + StructProperty::PropertyType propType; + PropertyValue propValue; + bool changeType; + size_t propOffset; + }; + +private: GameModel &gameModel; - StructProperty::PropertyType propType; - PropertyValue propValue; - bool changeType; - size_t propOffset; - bool validProperty; + std::optional configuration; friend class PropertyWindow;