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