Reformat with prettier

This commit is contained in:
2022-10-15 21:47:59 +02:00
parent 04d85d818b
commit 2ea4eb04cb
10 changed files with 283 additions and 225 deletions

View File

@@ -1,37 +1,66 @@
import { libWrapper } from "../../lib/libwrapper_shim.js"
import {settingsKey} from "../settings.js"
import {libWrapper} from "../../lib/libwrapper_shim.js";
import {settingsKey} from "../settings.js";
// Adjust the repositioning formula for the door controls
export function hookDoorControlReposition() {
libWrapper.register("smart-doors", "DoorControl.prototype.reposition", function () {
let gridSize = this.wall.scene.data.grid
gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor")
const pos = this.wall.midpoint.map(p => p - gridSize * 0.2)
this.position.set(...pos)
}, "OVERRIDE");
libWrapper.register(
"smart-doors",
"DoorControl.prototype.reposition",
function () {
let gridSize = this.wall.scene.data.grid;
gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor");
const pos = this.wall.midpoint.map(p => p - gridSize * 0.2);
this.position.set(...pos);
},
"OVERRIDE",
);
}
// Set the size of all door controls in relation to the grid size so it'll have a constant percieved size
export function onCanvasReady(currentCanvas) {
const doors = currentCanvas.controls.doors.children
doors.forEach(control => fixDoorControlSize(control))
const doors = currentCanvas.controls.doors.children;
doors.forEach(control => fixDoorControlSize(control));
}
// Set the size of the door control in relation to the grid size so it'll have a constant percieved size
export function onDoorControlPostDraw() {
// If the canvas isn't ready we'll do this after the "canvasReady" event is fired instead
if (!canvas.ready)
return
if (!canvas.ready) return;
fixDoorControlSize(this)
fixDoorControlSize(this);
}
// Resizes the door control according to the grid size
function fixDoorControlSize(control) {
let gridSize = control.wall.scene.data.grid
gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor")
control.icon.width = control.icon.height = gridSize * 0.4
control.hitArea = new PIXI.Rectangle(gridSize * -0.02, gridSize * -0.02, gridSize * 0.44, gridSize * 0.44);
control.border.clear().lineStyle(1, 0xFF5500, 0.8).drawRoundedRect(gridSize * -0.02, gridSize * -0.02, gridSize * 0.44, gridSize * 0.44, gridSize * 0.05).endFill();
control.bg.clear().beginFill(0x000000, 1.0).drawRoundedRect(gridSize * -0.02, gridSize * -0.02, gridSize * 0.44, gridSize * 0.44, gridSize * 0.05).endFill();
let gridSize = control.wall.scene.data.grid;
gridSize *= game.settings.get(settingsKey, "doorControlSizeFactor");
control.icon.width = control.icon.height = gridSize * 0.4;
control.hitArea = new PIXI.Rectangle(
gridSize * -0.02,
gridSize * -0.02,
gridSize * 0.44,
gridSize * 0.44,
);
control.border
.clear()
.lineStyle(1, 0xff5500, 0.8)
.drawRoundedRect(
gridSize * -0.02,
gridSize * -0.02,
gridSize * 0.44,
gridSize * 0.44,
gridSize * 0.05,
)
.endFill();
control.bg
.clear()
.beginFill(0x000000, 1.0)
.drawRoundedRect(
gridSize * -0.02,
gridSize * -0.02,
gridSize * 0.44,
gridSize * 0.44,
gridSize * 0.05,
)
.endFill();
}