Files
DramaticShapeVoxelMod/lib/ModSetting.lua
DramaticShape 702d8049f0 initial commit
2026-07-26 16:43:53 -04:00

133 lines
4.4 KiB
Lua

-- One of this mod's own settings: a ladder of values, where it persists,
-- and the row the player cycles it on.
--
-- The engine gives a render pipeline all of this for free -- ladder,
-- options row, hotkey, persistence -- but only to something that OWNS a
-- pass of the frame. The voxel wireframe and the world curve do not: they
-- parameterise the voxel pass, so they have nothing to put in drawWorld or
-- present and the registry rightly rejects them. What is left is a plain
-- mod setting, and this is the boilerplate two of them would otherwise
-- each carry a copy of:
--
-- options:define a home in options.modOptions.DRAMATIC_SHAPE, plus a row
-- on this mod's page in the mod manager.
-- ui.options.rows the same setting on the OPTIONS menu, where the
-- player already goes for VOXEL and T-SHIFT.
--
-- Both rows read and write the one stored value, so they cannot disagree.
-- Writing mirrors what the manager's own page does (ManagerState:setOption):
-- the live save's options table, the loader's copy that mod.options:get
-- reads, and then the file.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local ModSetting = {}
ModSetting.__index = ModSetting
local function modId()
local mod = V.mod
return (mod and mod.id) or "DRAMATIC_SHAPE"
end
-- `values` are the stored values in ladder order and `labels` what the row
-- shows for each; values[1] is the default, and the one an unreadable or
-- unrecognised stored value falls back to.
function ModSetting.new(key, label, values, labels)
return setmetatable({
key = key, label = label, values = values, labels = labels,
index = nil, -- nil = not yet read back from the persisted options
}, ModSetting)
end
local function indexOf(self, value)
for i, v in ipairs(self.values) do
if v == value then return i end
end
return 1
end
-- What the player left it at last session. Read lazily rather than at load
-- time: the loader fills modOptions before a mod runs, but reading through
-- the API keeps this honest about where the value lives.
function ModSetting:read()
if self.index then return self.index end
local mod = V.mod
local value
if mod and mod.options then
local ok, got = pcall(mod.options.get, mod.options, self.key)
if ok then value = got end
end
self.index = indexOf(self, value)
return self.index
end
function ModSetting:get()
return self.values[self:read()]
end
function ModSetting:level()
return self:read() - 1
end
function ModSetting:setIndex(i, game)
local n = #self.values
i = ((i - 1) % n + n) % n + 1
self.index = i
local value, id = self.values[i], modId()
local opts = game and game.save and game.save.options
if opts then
opts.modOptions = opts.modOptions or {}
opts.modOptions[id] = opts.modOptions[id] or {}
opts.modOptions[id][self.key] = value
end
local loader = game and game.mods
if loader then
loader.modOptions = loader.modOptions or {}
loader.modOptions[id] = loader.modOptions[id] or {}
loader.modOptions[id][self.key] = value
end
if game and game.writeOptions then pcall(game.writeOptions, game) end
return value
end
function ModSetting:cycle(game, dir)
return self:setIndex(self:read() + (dir or 1), game)
end
-- Adopt a value set from somewhere else (the mod manager's settings page,
-- which writes and persists on its own). Nothing to store: just move the
-- cached index so the next read agrees with it.
function ModSetting:sync(value)
self.index = indexOf(self, value)
end
-- The descriptor src/ui/OptionRows.lua renders, in the shape the
-- ui.options.rows hook appends.
function ModSetting:row()
local self_ = self
return {
id = "DRAMATIC_SHAPE:" .. self.key,
label = self.label,
value = function() return self_.labels[self_:read()] end,
step = function(game, dir)
self_:cycle(game, dir)
return true
end,
}
end
-- The row the mod manager's own settings page builds for this mod.
function ModSetting:schema(help)
local choices = {}
for i, v in ipairs(self.values) do choices[i] = { self.labels[i], v } end
if #self.values == 2 and self.values[1] == false then
return { key = self.key, type = "toggle", label = self.label,
default = self.values[1], help = help }
end
return { key = self.key, type = "choice", label = self.label,
choices = choices, default = self.values[1], help = help }
end
return ModSetting