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b8fb306a57
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b8fb306a57 | ||
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04c334c36a | ||
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07d7d10fc5 |
No files matched your search
+37
-37
@@ -1,37 +1,37 @@
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# Godot 4.x
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.godot/
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.idea/
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sdk/
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bin/
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obj/
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||||
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#ai
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||||
.omo/
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.opencode/
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||||
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gen/
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obj/
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bin/
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*.tres~
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*.tscn~
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# GDScript LSP
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.godot/
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||||
# Export
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||||
*.exe
|
||||
*.dmg
|
||||
*.apk
|
||||
*.aab
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||||
*.pck
|
||||
*.zip
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||||
*.log
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||||
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||||
# OS
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||||
.DS_Store
|
||||
Thumbs.db
|
||||
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||||
# Editor
|
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*.import
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*.godot.uid
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||||
# Godot 4.x
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||||
.godot/
|
||||
.idea/
|
||||
sdk/
|
||||
bin/
|
||||
obj/
|
||||
|
||||
#ai
|
||||
.omo/
|
||||
.opencode/
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||||
|
||||
gen/
|
||||
obj/
|
||||
bin/
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||||
|
||||
*.tres~
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||||
*.tscn~
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||||
|
||||
# GDScript LSP
|
||||
.godot/
|
||||
|
||||
# Export
|
||||
*.exe
|
||||
*.dmg
|
||||
*.apk
|
||||
*.aab
|
||||
*.pck
|
||||
*.zip
|
||||
*.log
|
||||
|
||||
# OS
|
||||
.DS_Store
|
||||
Thumbs.db
|
||||
|
||||
# Editor
|
||||
*.import
|
||||
*.godot.uid
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||||
+169
-169
@@ -1,169 +1,169 @@
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||||
using System.Collections.Generic;
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using Cthangover.Core.Scenes;
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using Cthangover.Core.Settings;
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using Cthangover.Core.UI.Menu;
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using Cthangover.Core.UI.Theming;
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using Cthangover.Core.UI.Tool;
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using Cthangover.Core.Utils;
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using Godot;
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using Cthangover.Mods.Interface.Menu;
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namespace Cthangover.BaseMenu
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{
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/// <summary>
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/// Title screen main menu, fully driven by <see cref="MenuRegistry"/>. The scene
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/// only defines named section containers (game, mods, exit, tools); every button —
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/// built-in or mod-provided — is created from registry entries, so mods can add,
|
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/// replace or re-order entries without touching this scene. Below the sections,
|
||||
/// every registered tool appends its own launcher button via
|
||||
/// <see cref="IToolProvider.AddMenuButton"/>, so no tool list is hardcoded here.
|
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/// If GameLogger reports mod compilation errors, a popup lists them. The
|
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/// SettingsMenu and SaveLoadMenu panels are instantiated at ready time but stay
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/// hidden; they are registered in <see cref="MenuRegistry"/> as panels "settings"
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/// and "save_load", so other mods can open them by id.
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/// </summary>
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public partial class MainMenu : Control
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||||
{
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||||
private SettingsMenu _settingsMenu;
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private SaveLoadMenu _saveLoadMenu;
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||||
private GamePickerPanel _gamePicker;
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||||
private readonly Dictionary<Button, string> _btnKeys = new();
|
||||
|
||||
public override void _Ready()
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||||
{
|
||||
try
|
||||
{
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||||
BuildUi();
|
||||
}
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catch (System.Exception ex)
|
||||
{
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GameLogger.Log("MAIN_MENU",
|
||||
$"_Ready failed: {ex.GetType().Name}: {ex.Message}{System.Environment.NewLine}{ex.StackTrace}",
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LogLevel.Error);
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throw;
|
||||
}
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}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Assembles the runtime UI: theme, hidden settings and save/load panels,
|
||||
/// telegram link wiring, scene manager initialization and registry/tool
|
||||
/// driven buttons.
|
||||
/// </summary>
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||||
private void BuildUi()
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{
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CthangoverTheme.Apply(this);
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_settingsMenu = new ModScenePrefab("scenes/menu/settings_menu.tscn").Instantiate<SettingsMenu>();
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_settingsMenu.Name = "SettingsPanel";
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_settingsMenu.Visible = false;
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_settingsMenu.LanguageChanged += RefreshButtons;
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AddChild(_settingsMenu);
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|
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_saveLoadMenu = new ModScenePrefab("scenes/menu/save_load_menu.tscn").Instantiate<SaveLoadMenu>();
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||||
_saveLoadMenu.Name = "SaveLoadPanel";
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_saveLoadMenu.Visible = false;
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AddChild(_saveLoadMenu);
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_gamePicker = new GamePickerPanel { Name = "GamePickerPanel" };
|
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AddChild(_gamePicker);
|
||||
_gamePicker.SavesRequested += gameId =>
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||||
{
|
||||
_gamePicker.Visible = false;
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_saveLoadMenu.OpenForGame(gameId);
|
||||
};
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||||
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||||
var telegramLink = GetNode<RichTextLabel>("TelegramLink");
|
||||
telegramLink.MetaClicked += OnTelegramLinkClicked;
|
||||
|
||||
var sceneManager = GetNode<SceneManager>("/root/SceneManager");
|
||||
sceneManager.Initialize();
|
||||
|
||||
BuildRegistryButtons();
|
||||
BuildToolButtons();
|
||||
CheckModCompilationErrors();
|
||||
|
||||
RefreshButtons();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates one button per <see cref="MenuRegistry"/> entry, routed to the
|
||||
/// section container matching its <c>Section</c> ("game", "mods", "exit",
|
||||
/// "tools"). Runs after <see cref="SceneManager.Initialize"/> because the
|
||||
/// registry is built during boot and filled by mod initializers; the
|
||||
/// defensive Initialize call keeps direct scene launches working. Each
|
||||
/// button's translation key is registered so <see cref="RefreshButtons"/>
|
||||
/// keeps it localized.
|
||||
/// </summary>
|
||||
private void BuildRegistryButtons()
|
||||
{
|
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var sections = new Dictionary<string, Container>
|
||||
{
|
||||
{ "game", GetNode<Container>("MenuContainer/GameButtons") },
|
||||
{ MenuButtonEntry.SectionMods, GetNode<Container>("MenuContainer/ModMenuButtons") },
|
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{ "exit", GetNode<Container>("MenuContainer/ExitButtons") },
|
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{ "tools", GetNode<Container>("MenuContainer/ToolMenuButtons") },
|
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};
|
||||
MenuBuilder.Build(this, sections);
|
||||
|
||||
foreach (var container in sections.Values)
|
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MenuBuilder.CollectLocaleKeys(container, _btnKeys);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Lets every registered tool append its launcher button to the tool block
|
||||
/// below Exit (<c>MenuContainer/ToolMenuButtons</c>). Tools register
|
||||
/// themselves in <see cref="ToolFactory"/>, so the block stays empty when no
|
||||
/// tools are installed and needs no changes when a mod introduces a new tool.
|
||||
/// Each button carries its translation key in metadata, keeping
|
||||
/// <see cref="RefreshButtons"/> aware of it.
|
||||
/// </summary>
|
||||
private void BuildToolButtons()
|
||||
{
|
||||
var container = GetNodeOrNull<VBoxContainer>("MenuContainer/ToolMenuButtons");
|
||||
if (container == null)
|
||||
return;
|
||||
|
||||
foreach (var tool in ToolFactory.Instance.GetAll())
|
||||
tool.AddMenuButton(container);
|
||||
|
||||
MenuBuilder.CollectLocaleKeys(container, _btnKeys);
|
||||
|
||||
GameLogger.Log("MAIN_MENU", $"Built {container.GetChildCount()} tool button(s)");
|
||||
}
|
||||
|
||||
private void CheckModCompilationErrors()
|
||||
{
|
||||
if (GameLogger.CompilationErrors.Count == 0)
|
||||
return;
|
||||
|
||||
var errorText = string.Join("\r\n", GameLogger.CompilationErrors);
|
||||
ShowModErrorPopup(errorText);
|
||||
}
|
||||
|
||||
private void RefreshButtons()
|
||||
{
|
||||
foreach (var kv in _btnKeys)
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kv.Key.Text = TranslationServer.Translate(kv.Value);
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||||
}
|
||||
|
||||
private void ShowModErrorPopup(string errorText)
|
||||
{
|
||||
var dialog = new AcceptDialog();
|
||||
dialog.Title = "Mod Compilation Error";
|
||||
dialog.DialogText = errorText;
|
||||
dialog.OkButtonText = "OK";
|
||||
dialog.Exclusive = true;
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||||
AddChild(dialog);
|
||||
dialog.PopupCentered();
|
||||
}
|
||||
|
||||
private void OnTelegramLinkClicked(Variant meta)
|
||||
{
|
||||
OS.ShellOpen($"https://{meta.AsString()}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
using System.Collections.Generic;
|
||||
using Cthangover.Core.Scenes;
|
||||
using Cthangover.Core.Settings;
|
||||
using Cthangover.Core.UI.Menu;
|
||||
using Cthangover.Core.UI.Theming;
|
||||
using Cthangover.Core.UI.Tool;
|
||||
using Cthangover.Core.Utils;
|
||||
using Godot;
|
||||
|
||||
using Cthangover.Mods.Interface.Menu;
|
||||
namespace Cthangover.BaseMenu
|
||||
{
|
||||
/// <summary>
|
||||
/// Title screen main menu, fully driven by <see cref="MenuRegistry"/>. The scene
|
||||
/// only defines named section containers (game, mods, exit, tools); every button —
|
||||
/// built-in or mod-provided — is created from registry entries, so mods can add,
|
||||
/// replace or re-order entries without touching this scene. Below the sections,
|
||||
/// every registered tool appends its own launcher button via
|
||||
/// <see cref="IToolProvider.AddMenuButton"/>, so no tool list is hardcoded here.
|
||||
/// If GameLogger reports mod compilation errors, a popup lists them. The
|
||||
/// SettingsMenu and SaveLoadMenu panels are instantiated at ready time but stay
|
||||
/// hidden; they are registered in <see cref="MenuRegistry"/> as panels "settings"
|
||||
/// and "save_load", so other mods can open them by id.
|
||||
/// </summary>
|
||||
public partial class MainMenu : Control
|
||||
{
|
||||
private SettingsMenu _settingsMenu;
|
||||
private SaveLoadMenu _saveLoadMenu;
|
||||
private GamePickerPanel _gamePicker;
|
||||
private readonly Dictionary<Button, string> _btnKeys = new();
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
try
|
||||
{
|
||||
BuildUi();
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
GameLogger.Log("MAIN_MENU",
|
||||
$"_Ready failed: {ex.GetType().Name}: {ex.Message}{System.Environment.NewLine}{ex.StackTrace}",
|
||||
LogLevel.Error);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Assembles the runtime UI: theme, hidden settings and save/load panels,
|
||||
/// telegram link wiring, scene manager initialization and registry/tool
|
||||
/// driven buttons.
|
||||
/// </summary>
|
||||
private void BuildUi()
|
||||
{
|
||||
CthangoverTheme.Apply(this);
|
||||
|
||||
_settingsMenu = new ModScenePrefab("scenes/menu/settings_menu.tscn").Instantiate<SettingsMenu>();
|
||||
_settingsMenu.Name = "SettingsPanel";
|
||||
_settingsMenu.Visible = false;
|
||||
_settingsMenu.LanguageChanged += RefreshButtons;
|
||||
AddChild(_settingsMenu);
|
||||
|
||||
_saveLoadMenu = new ModScenePrefab("scenes/menu/save_load_menu.tscn").Instantiate<SaveLoadMenu>();
|
||||
_saveLoadMenu.Name = "SaveLoadPanel";
|
||||
_saveLoadMenu.Visible = false;
|
||||
AddChild(_saveLoadMenu);
|
||||
|
||||
_gamePicker = new GamePickerPanel { Name = "GamePickerPanel" };
|
||||
AddChild(_gamePicker);
|
||||
_gamePicker.SavesRequested += gameId =>
|
||||
{
|
||||
_gamePicker.Visible = false;
|
||||
_saveLoadMenu.OpenForGame(gameId);
|
||||
};
|
||||
|
||||
var telegramLink = GetNode<RichTextLabel>("TelegramLink");
|
||||
telegramLink.MetaClicked += OnTelegramLinkClicked;
|
||||
|
||||
var sceneManager = GetNode<SceneManager>("/root/SceneManager");
|
||||
sceneManager.Initialize();
|
||||
|
||||
BuildRegistryButtons();
|
||||
BuildToolButtons();
|
||||
CheckModCompilationErrors();
|
||||
|
||||
RefreshButtons();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates one button per <see cref="MenuRegistry"/> entry, routed to the
|
||||
/// section container matching its <c>Section</c> ("game", "mods", "exit",
|
||||
/// "tools"). Runs after <see cref="SceneManager.Initialize"/> because the
|
||||
/// registry is built during boot and filled by mod initializers; the
|
||||
/// defensive Initialize call keeps direct scene launches working. Each
|
||||
/// button's translation key is registered so <see cref="RefreshButtons"/>
|
||||
/// keeps it localized.
|
||||
/// </summary>
|
||||
private void BuildRegistryButtons()
|
||||
{
|
||||
var sections = new Dictionary<string, Container>
|
||||
{
|
||||
{ "game", GetNode<Container>("MenuContainer/GameButtons") },
|
||||
{ MenuButtonEntry.SectionMods, GetNode<Container>("MenuContainer/ModMenuButtons") },
|
||||
{ "exit", GetNode<Container>("MenuContainer/ExitButtons") },
|
||||
{ "tools", GetNode<Container>("MenuContainer/ToolMenuButtons") },
|
||||
};
|
||||
MenuBuilder.Build(this, sections);
|
||||
|
||||
foreach (var container in sections.Values)
|
||||
MenuBuilder.CollectLocaleKeys(container, _btnKeys);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Lets every registered tool append its launcher button to the tool block
|
||||
/// below Exit (<c>MenuContainer/ToolMenuButtons</c>). Tools register
|
||||
/// themselves in <see cref="ToolFactory"/>, so the block stays empty when no
|
||||
/// tools are installed and needs no changes when a mod introduces a new tool.
|
||||
/// Each button carries its translation key in metadata, keeping
|
||||
/// <see cref="RefreshButtons"/> aware of it.
|
||||
/// </summary>
|
||||
private void BuildToolButtons()
|
||||
{
|
||||
var container = GetNodeOrNull<VBoxContainer>("MenuContainer/ToolMenuButtons");
|
||||
if (container == null)
|
||||
return;
|
||||
|
||||
foreach (var tool in ToolFactory.Instance.GetAll())
|
||||
tool.AddMenuButton(container);
|
||||
|
||||
MenuBuilder.CollectLocaleKeys(container, _btnKeys);
|
||||
|
||||
GameLogger.Log("MAIN_MENU", $"Built {container.GetChildCount()} tool button(s)");
|
||||
}
|
||||
|
||||
private void CheckModCompilationErrors()
|
||||
{
|
||||
if (GameLogger.CompilationErrors.Count == 0)
|
||||
return;
|
||||
|
||||
var errorText = string.Join("\r\n", GameLogger.CompilationErrors);
|
||||
ShowModErrorPopup(errorText);
|
||||
}
|
||||
|
||||
private void RefreshButtons()
|
||||
{
|
||||
foreach (var kv in _btnKeys)
|
||||
kv.Key.Text = TranslationServer.Translate(kv.Value);
|
||||
}
|
||||
|
||||
private void ShowModErrorPopup(string errorText)
|
||||
{
|
||||
var dialog = new AcceptDialog();
|
||||
dialog.Title = "Mod Compilation Error";
|
||||
dialog.DialogText = errorText;
|
||||
dialog.OkButtonText = "OK";
|
||||
dialog.Exclusive = true;
|
||||
AddChild(dialog);
|
||||
dialog.PopupCentered();
|
||||
}
|
||||
|
||||
private void OnTelegramLinkClicked(Variant meta)
|
||||
{
|
||||
OS.ShellOpen($"https://{meta.AsString()}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -9,6 +9,7 @@ using Cthangover.Core.Games;
|
||||
using Cthangover.Core.Mods;
|
||||
using Cthangover.Core.Mods.HotReload;
|
||||
using Cthangover.Core.Scenes;
|
||||
using Cthangover.Core.UI;
|
||||
using Cthangover.Core.Utils;
|
||||
using Godot;
|
||||
|
||||
@@ -136,7 +137,7 @@ namespace Mods.CollectionEditTest
|
||||
Check("New game after the edit switched the mod set", reload?.Applied == true && reload.Plan?.Load.Contains(AddedMod) == true);
|
||||
Check($"'{AddedMod}' is loaded after the edit", EditorsLoaded);
|
||||
Check($"'{StudioMod}' is loaded after the edit", ModRegistry.Instance.Mods.ContainsKey(StudioMod));
|
||||
Check("the studio's button is on the game's toolbar", HasToolbarButton(TranslationServer.Translate("studio/title").ToString()));
|
||||
Check("the studio's button is on the game's toolbar", HasToolbarButton(StudioButtonTooltip()));
|
||||
Check("the game matches its edited collection", !GameCatalog.IsActiveOutdated());
|
||||
Check($"entered a scene of '{GameId}' ('{enteredScenes[0]}')", true);
|
||||
Finish();
|
||||
@@ -193,6 +194,17 @@ namespace Mods.CollectionEditTest
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tooltip of the studio's toolbar button, read from the panel entry the studio
|
||||
/// registered: the suite does not depend on the studio (it is added by the edit),
|
||||
/// so its locale key must not be hard-coded here.
|
||||
/// </summary>
|
||||
private static string StudioButtonTooltip()
|
||||
{
|
||||
var locale = UiRegistry.PanelEntries.FirstOrDefault(e => e.ModId == StudioMod && e.Button != null)?.Button.Locale;
|
||||
return locale == null ? null : TranslationServer.Translate(locale).ToString();
|
||||
}
|
||||
|
||||
private bool HasToolbarButton(string tooltip)
|
||||
=> GetTree().Root.FindChildren("*", "Button", true, false).OfType<Button>().Any(b => b.TooltipText == tooltip && b.IsVisibleInTree());
|
||||
|
||||
|
||||
@@ -6,6 +6,7 @@ using Cthangover.Core.Bootstrap;
|
||||
using Cthangover.Core.Events;
|
||||
using Cthangover.Core.Games;
|
||||
using Cthangover.Core.Mods;
|
||||
using Cthangover.Core.Characters;
|
||||
using Cthangover.Core.Mods.HotReload;
|
||||
using Cthangover.Core.Utils;
|
||||
using Godot;
|
||||
@@ -23,6 +24,8 @@ namespace Mods.HotReloadTest
|
||||
/// cascades), the old contexts are collected, the front-end stays.</item>
|
||||
/// <item>A compile error in the library is rejected: v2 keeps running.</item>
|
||||
/// <item>Fixing it (v3) reloads again.</item>
|
||||
/// <item>Editing a character of a data-only probe (no code) is picked up by
|
||||
/// the kept characters engine mod: its factory serves the new template.</item>
|
||||
/// <item>Dropping the probes from the selection unloads them and their node.</item>
|
||||
/// </list>
|
||||
/// Reload outcomes are read from <see cref="ModSetReloadedEvent"/>s, since
|
||||
@@ -35,6 +38,8 @@ namespace Mods.HotReloadTest
|
||||
|
||||
private const string LibId = "hot_reload_probe_lib";
|
||||
private const string AppId = "hot_reload_probe_app";
|
||||
private const string DataId = "hot_reload_probe_data";
|
||||
private const string ProbeCharacterId = "hot_reload_probe_character";
|
||||
private const string ProbeNodeName = "HotReloadProbeNode";
|
||||
private const float TimeoutSeconds = 300f;
|
||||
|
||||
@@ -109,8 +114,9 @@ namespace Mods.HotReloadTest
|
||||
return;
|
||||
Check("hot reload watcher is installed", ModHotReloadService.Instance != null);
|
||||
startSelection = GameLaunchArgs.Current;
|
||||
GameLaunchArgs.SetCurrent(GameLaunchArgs.Parse(startSelection.UserArgs.Concat(new[] { GameLaunchArgs.WithModsPrefix + AppId })));
|
||||
GameLaunchArgs.SetCurrent(GameLaunchArgs.Parse(startSelection.UserArgs.Concat(new[] { GameLaunchArgs.WithModsPrefix + AppId + "," + DataId })));
|
||||
reloads.Clear();
|
||||
WriteData("probe_v1");
|
||||
WriteProbes("v1");
|
||||
break;
|
||||
|
||||
@@ -118,6 +124,7 @@ namespace Mods.HotReloadTest
|
||||
if (Busy || ProbeValue() != "v1")
|
||||
return;
|
||||
Check("probes loaded by the watcher", AnyApplied(LoadedBoth));
|
||||
Check("data probe's character is served", ProbeCharacterName() == "probe_v1");
|
||||
CheckNoLeaks("v1");
|
||||
reloads.Clear();
|
||||
WriteLib("v2", compiles: true);
|
||||
@@ -148,11 +155,19 @@ namespace Mods.HotReloadTest
|
||||
Check("fixing the error reloads again", AnyApplied(LoadedBoth));
|
||||
CheckNoLeaks("v3");
|
||||
reloads.Clear();
|
||||
WriteData("probe_v2");
|
||||
break;
|
||||
|
||||
case 5:
|
||||
if (Busy || !reloads.Any(r => r.Applied))
|
||||
return;
|
||||
Check("editing a data-only mod reaches the kept character factory", ProbeCharacterName() == "probe_v2");
|
||||
reloads.Clear();
|
||||
GameLaunchArgs.SetCurrent(startSelection);
|
||||
StartManualReload();
|
||||
break;
|
||||
|
||||
case 5:
|
||||
case 6:
|
||||
if (Busy || ProbeValue() != null || !AnyApplied(UnloadedBoth))
|
||||
return;
|
||||
Check("dropping the probes unloads them and their node", true);
|
||||
@@ -205,6 +220,19 @@ namespace Mods.HotReloadTest
|
||||
GameLogger.Log("TEST", $"HotReloadTest: leaked: {string.Join(", ", leaked)}", LogLevel.Error);
|
||||
}
|
||||
|
||||
private static string ProbeCharacterName() => CharacterTemplateRegistry.Get(ProbeCharacterId)?.Name;
|
||||
|
||||
private void WriteData(string name)
|
||||
{
|
||||
var data = Path.Combine(modsRoot, DataId);
|
||||
Directory.CreateDirectory(Path.Combine(data, "characters"));
|
||||
File.WriteAllText(Path.Combine(data, "manifest.json"),
|
||||
"{ \"id\": \"" + DataId + "\", \"name\": \"Hot reload probe data\", \"version\": \"1.0.0\", \"author\": \"test\", " +
|
||||
"\"depends\": [\"characters_base>=1\"] }");
|
||||
File.WriteAllText(Path.Combine(data, "characters", "probe.json"),
|
||||
"{ \"Kind\": \"character\", \"Items\": [ { \"Id\": \"" + ProbeCharacterId + "\", \"Name\": \"" + name + "\", \"Health\": 1 } ] }");
|
||||
}
|
||||
|
||||
private void WriteProbes(string version)
|
||||
{
|
||||
var app = Path.Combine(modsRoot, AppId);
|
||||
@@ -229,7 +257,7 @@ namespace Mods.HotReloadTest
|
||||
|
||||
private void DeleteProbes()
|
||||
{
|
||||
foreach (var id in new[] { LibId, AppId })
|
||||
foreach (var id in new[] { LibId, AppId, DataId })
|
||||
{
|
||||
var dir = Path.Combine(modsRoot, id);
|
||||
if (Directory.Exists(dir))
|
||||
|
||||
Reference in new issue
Block a user