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.
This commit is contained in:
Tamás Bálint Misius 2023-09-05 09:24:14 +02:00
parent 6a64de8297
commit 3e4fed02d4
No known key found for this signature in database
GPG Key ID: 5B472A12F6ECA9F2
2 changed files with 158 additions and 136 deletions

View File

@ -33,8 +33,11 @@ public:
PropertyTool * tool;
Simulation *sim;
std::vector<StructProperty> properties;
std::optional<PropertyTool::Configuration> 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<unsigned int>(Format::Hex());
}
else if(value.length() > 1 && value.BeginsWith("#"))
{
//#C0FFEE
v = value.Substr(1).ToNumber<unsigned int>(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<unsigned int>(Format::Hex());
}
else if(value.length() > 1 && value.BeginsWith("#"))
{
//#C0FFEE
v = value.Substr(1).ToNumber<unsigned int>(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<int>();
}
}
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<int>();
}
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<unsigned int>(Format::Hex());
}
else if(value.length() > 1 && value.BeginsWith("#"))
{
//#C0FFEE
v = value.Substr(1).ToNumber<unsigned int>(Format::Hex());
}
else
{
v = value.ToNumber<unsigned int>();
}
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<float>();
}
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<unsigned int>(Format::Hex());
}
else if(value.length() > 1 && value.BeginsWith("#"))
{
//#C0FFEE
v = value.Substr(1).ToNumber<unsigned int>(Format::Hex());
}
else
{
v = value.ToNumber<unsigned int>();
}
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<float>();
}
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);
}

View File

@ -1,10 +1,11 @@
#pragma once
#include <memory>
#include "common/String.h"
#include "common/Vec2.h"
#include "graphics/Pixel.h"
#include "gui/interface/Point.h"
#include "simulation/StructProperty.h"
#include <memory>
#include <optional>
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> configuration;
friend class PropertyWindow;