Files
Paradise/tgui/docs/tutorial-and-examples.md
S34N 22fbd9aced TGUIv4 - Core backend updates, TGchat, Asset cache updates (#23726)
* TGUI upgrade project: Port initial TGUI 4.0 changes from TG (#23440)

* tgui4.0

* bugfix for un-interaction

* fix for input not resetting on close

* NTOS restore

* fix all interfaces having scrollbars, fix colours

* bundle update

* dep bumps

* bumps the deps as much as possible

* button regression fix

* TGUI test map rev 1

* fix theme and some component regression

* fix login screen regression

* fixes regression with uplink cart

* bundle

* fix regressions

* fix the input issue, again

* regression fixes, stylesheet edition, hash restore

* fixes GPS BSOD

* draggable control regression

* dev server dep regression

* byondUI regression fix

* section regression fix

* fix secure storage weirdness

* Fixed mining vendor scrolling

* Arthri review pass 1

* mining vendor double-scroll

* fix for RPD, AirAlarm, and Radio

* arthri review pass 2

* arthri review pass 3

* sanitize var setting, fix colours, delete unused file

* adds CI to branch

* god damn AI making random changes

* I should remember to compile when changes are made

* fixes scrollbar issues

* fix camera console, fix flexGrow for sections

* CI fix

* nanomap fix

* Update code/modules/atmospherics/machinery/airalarm.dm

* restore margin

* style semicolon

* TGUIv4 - Moves TGUI Window Sizing from DM to JS (#23524)

* Initial commit

* Transferring the remaining windows to JS

* Resizing part 1

* Resizing part 2

* Some reverts and polish

* Forgot that

* undeployed nuke window size

---------

Co-authored-by: Aylong <alexanderkitsa@gmail.com>

* TGUIv4: Remove force_open (#23537)

* First state fixes

* Removes "force_open"

* TGUIv4 - TGUI Version 4.1 (#23547)

* Reduced Logging Changes

* setSharedState early return for non-interactive UI

* TGUI version bump to 4.1

* Fix sending updates for non-interactive UIs

* Scalablue UI Stylesheet Changes

* CSS Tgui Bundle

* JavaScript TGUI Style Changes

* Update tgui/packages/tgui/styles/base.scss

Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>

* Additional changes to Input and Button scalability

* TGUI logging proc update

* Indentation fix for logging proc

* Update code/__HELPERS/_logging.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* Additional log_tgui changes

---------

Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* dev server hotfix (#23584)

* ui_interact object constructor argument check (#23594)

* feat: add smart asset cache, add CDN support for assets, properly group assets (#23585)

* feat: add smart asset cache, add CDN support for assets, properly group assets

* fix: make tgui actually work

* fix: keeping local name for `tgui.bundle.js` and `tgui.bundle.css` for debug and dev server functioning

* fix: make `fontawesome` assets finally work

* fix: make proper identation for `if`

* fix: add `resolveAsset` to `NanoMap.js`

* refactor: update `claw_game` and `chess` to new asset framework

* refactor/tweak: don't use string concatenation for browser `content` and `head_content`, use list instead. Don't use `common.css` for paper UI, keep local name for stamp image assets, replace hard ref of browser to `atom` (rare case) to `UID`

* refactor: remove redundant debug logs

* refactor: remove space betwee `if` and `(`

* refactor: remove one more redundant log, properly reload UI resources

* rafactor: change names of asset files

* fix: adjust existing UIs to properly use assets

* fix: properly pass args to to `onclose` proc

* Update code/modules/asset_cache/transports/asset_transport.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* Update code/modules/asset_cache/transports/asset_transport.dm

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUI 4.2: TGchat + Refactor Asset Delivery + Yarn Berry (#23643)

* tgchat

* Little cleanup

* Refactor Asset Delivery (Part 2)

* Little tweaks

* fix code styling issues

* fix file name duplications

* Browser window options fix @gaxeer

* transfer valve fixes

* yarn berry initial

* vsc tasks

* yarn berry working

* node 20

* fix dev server (lol wrong yarn)

* bloody regressions

* fixes that damn scrolltracking bug

* Some tweaks and flexGrow deletions

It still doesn't work as it should, which makes me nervous

* remove unneeded deps

* 514 regression fix

* change stuff to not conflict with other servers

* name it as requested

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* revert test_TGUI map addition

* TGUI 4.3: Stack, Webpack 5 & UI Tweaks, Yarn 3.6.4, TS support, Jest (#23677)

* Stack & UI's Refactor

Almost final, polish required

Stack & UI's Refactor (Part 1)

Stack & UI's Refactor (Part 2)

Stack & UI's Refactor (Part 3)

* Prettier

Maybe bad

* ClearChat & some tweaks

* Adds a Chat Reliability Layer https://github.com/tgstation/tgstation/pull/79479

* Fix chat BSOD

https://github.com/tgstation/tgstation/pull/79821

* WebPack 5 (Didn't work)

I hate this shit

* Yarn 3.6.4

* make it all work

* revert snowflake fix

* Stories

* adds TS support

* re-enable test and prettier

* update yarn sdk's

* Fix some box regression

* ping/reply

* Fixes regressions and some things

* Zebra and Fix chat button transfer

+rebuild

* make VSC use the proper local typescript lib

* Popper Tooltips https://github.com/tgstation/tgstation/pull/58980

* Popper Tooltips performancy fixes

* Dropdown v2 https://github.com/tgstation/tgstation/pull/75164

Without Icon.tsx

* BB test map

* run build

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* we moved these

* change test values

* ignore scss files

* change hash function

* TGUIv4: TGchat fix traitor codeword highlighting (#23720)

* Codeword highlighting for TGUIv4

* null safeties

* Apply suggestions from code review

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

---------

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* TGUIv4 - updates standalone build tooling (#23721)

* swap `xxhash64` for `md4`

* remove hash function

* remove old file

* TGUI 4.3+4.4: Newscaster fix, `inline-block` replacements and other fixes (#23722)

* TGUI 4.3 fixes

Newscaster fix + inline-blocks

* Be gone Box

* Mod Chat -> Mentor Chat

* Some warning filters

* Rebuild

* Delete tgui-common.bundle.js

* please work

* try it like this

* 4.3.1

* 4.3.2

* fix

* i forgot to build

* 4.4.0

* give me more diff details please so I can fix you

* its not binary pls git

* test without svgs

* removes an un-needed SVG file

* inlined SVGs test

* fix code styling

* comment these

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUIv4 - Removes resizable and improves drag code (#23719)

* Initial commit

* bundle rebuild

* Fixes Radio Sizing

* Updates Radio sizing to fix wrapping issues

* fix dev server

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix hotkeys not being passed to BYOND

* Apply suggestions from code review

* bump deps

* forgot these deps

* ci fix

* ChemDispenser fixes and HoloControl cooldown

* Station Traits TGUI

+Rebuild

* CI

* fix CI for real this time

* I have no idea

* fix station trait panel

* Update code/controllers/subsystem/SSping.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/controllers/subsystem/SSticker.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* Update code/controllers/subsystem/SSping.dm

Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>

* deterministic module IDs

* TGUI fixes. Again... (#23762)

* TGUI Fixes: Part 1

ORM icon for reinforced glass now showing correctly

Mining vendor moved to Stack

Exofab UI buttons descended from the heavens to the earth

* TGUI Fixes: Part 2

DestTagger now works, forgot import LabeledList

PowerMonitor graph displays correct

Request Console updated to 2.0, BUT, problem with message priority, it was there before the changes, maybe even before the project, I'll have to check it out

* TGUI Fixes: Part 2

Fixed `onEnter` input

Fixed Cloning Console storage (Im dumbass)

Some windows resizing

Fixed bad picture in security and medical records console

Fixed scrollable dropdown

Added translucent color for buttons

* Fucking uplink DONE, and Button.Input fix

* NT Recruiter and Uplink polish

* Del LabeledList from dest. tagger

* ChemMaster and OreRedemption log deletion

* Update test_tiny.dmm

* Translucent button story

* Filter for SQL error

* del: `log_debug` in `hear_say.dm`

* Some little fixes and SpecMenu Stack

* Panel.js: mx -> mr

* fix ghost spawners

* null check

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix material name in protolathe

* fix various UI interacts

* card machine runtime fix

* remove legacy folders

* TGUIv4 - TGchat Theme Adjustments (#23772)

* Initial commit

* Changes rule grouping

* Robot class style changes and webpack config

* Reverts webpack/font changes and subs robot font

* revert a state changed in error

* fix uninteractable UIs due to chunky fingers

* TGUIv4: More fixes, tweaks and fixes for tweaks (#23781)

* I fuckin hate PDA

* Vending

* Add `|` to highlight splitters and some light mode tweaks

* Teleporter rewrite

* APC and AiAirlock (God forgive me)

* clarify highlight syntax

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* TGUIv4 - Abductor Experiment Machine TGUI (#23776)

* Experiment Console TGUI

* Update for TGUIv4

* UI Size adjustment

* ui state and ghost attack update

* remove this

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

* fix

* TGUIv4 - Adjustments, Fixes, and Tweaks (#23785)

* Photocopier layout adjustments

* Autolathe Text and Button spacing adjustment

* Hotkey fix for moving bug

* Removes rule sets for visited links

* Fixes ordering multiples on cargo console

* fix possible wonky json payloads

* fix admin log input list stuff

* TGUIv4: Reconnect fix and some other fixes + tweaks (#23790)

* Fix reconnecting and transfer it to TSX

* RPD polish

* RCD, AccessList, GuestPass

* Focus reset fix when camera switched. God forgive me again...

* Purple box and identation fixes

For votes and health scanner

* ChemMaster and ChemDispenser

ChemMaster - translucent pills buttons and no grow produce section
ChemDuspenser - dynamic height

* ShuttleManipulator Tabs

* RCD buttons

* make input bar mode more prominent

* fix chem master icons

* tab fix

* Properly sanitizes loaded messages in tgui chat

* TGUIv4 - Adjustments, Fixes, and Tweaks v2 (#23795)

* Fixes icon spacing for nanobank tabs

* Tweaks Dropdown styling

* Fixes sending stuff to old chat

* OpenDream TGUI fix

* Resizes Station Traits window

* Adjusts health analyzer messages for chat tabs

* Revert "Properly sanitizes loaded messages in tgui chat"

This reverts commit 4c32a7094a.

* Revert "Revert "Properly sanitizes loaded messages in tgui chat""

This reverts commit 24afa55922.

* Changes how tgui handles static data

* Reenable no-undef rule. Enable Format On Save for VSCode (#23803)

* Enable Format On Save for VSCode

* Re-enable and fix no-undef

---------

Co-authored-by: Arthri <41360489+a@users.noreply.github.com>

* pda scanner message improvements

* fix mentor/admin PMs being sent to the "unsorted" category

* fix garbled custom vote messages

* moves cyborg analyser to use chatboxes

* fixes regression

* Prevent F5 reload

* TGUIv4: Themes polish and some new ones + misc fixes (#23814)

* Little themes tweaks

* NTOS chat theme

* Update tgui-panel.bundle.js

* Capitalize themes

* Paradise theme v1.0

* Little StationTraitsPanel cleanup

* Update member_content.dmi

* NoCapitalize

* Rebuild

* Delete Paradise.scss

* Create paradise.scss

* Forgot

* Rewritten Security Records Console

For Jesus fucking christ...

* Vending and Wires sizes tweaks

* ThermoMachine

* Syndicate Theme

* Little darker

* Rewritten Medical Records Console

* PDA Nanobank fix

* Syndicate Theme Darker

* Rebuild TGUI

* Wires section grow fix

* fixes the enshittified paradise icon

* Sirryan+Warrior reviews

* bloody define comments

* comment correction

* unprivate these

* errant . begone (how did this not cause a compiler error)

* TGUIv4 - Adjustments, Fixes, and Tweaks v3 (#23807)

* Fixes ERT Manager silenced message function

* Adjusts progress bar on ExosuitFabricator

* Sets Dropdown selected to align left

* Removes the use of self_state select interfaces

* Exosuit Fabricator style adjustments

* fix sextractor UI

* remove empty tochat string

* fix human air alarm interactions

* fix modals

* add F12/IEChooser

---------

Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>

---------

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Aylong <alexanderkitsa@gmail.com>
Co-authored-by: Aylong <69762909+Aylong220@users.noreply.github.com>
Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Arthri <41360489+Arthri@users.noreply.github.com>
Co-authored-by: Arthri <41360489+a@users.noreply.github.com>
2024-01-21 19:20:35 +01:00

355 lines
11 KiB
Markdown

# Tutorial and Examples
## Main concepts
Basic tgui backend code consists of the following vars and procs:
```
ui_interact(mob/user, datum/tgui/ui)
ui_data(mob/user)
ui_act(action, params)
ui_state()
```
- `src_object` - The atom, which UI corresponds to in the game world.
- `ui_interact` - The proc where you will handle a request to open an
interface. Typically, you would update an existing UI (if it exists),
or set up a new instance of UI by calling the `SStgui` subsystem.
- `ui_data` - In this proc you munges whatever complex data your `src_object`
has into an associative list, which will then be sent to UI as a JSON string.
- `ui_act` - This proc receives user actions and reacts to them by changing
the state of the game.
- `ui_state` - This proc dictates under what conditions a UI may be interacted
with. This may be the standard checks that check if you are in range and
conscious, or more.
Once backend is complete, you create an new interface component on the
frontend, which will receive this JSON data and render it on screen.
States are easy to write and extend, and what make tgui interactions so
powerful. Because states can be overridden from other procs, you can build
powerful interactions for embedded objects or remote access.
## Using It
### Backend
Let's start with a very basic hello world.
```dm
/obj/machinery/my_machine/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "MyMachine")
ui.open()
```
This is the proc that defines our interface. There's a bit going on here, so
let's break it down. First, we override the ui_interact proc on our object. This
will be called by `interact` for you, which is in turn called by `attack_hand`
(or `attack_self` for items). `ui_interact` is also called to update a UI (hence
the `try_update_ui`), so we accept an existing UI to update.
Inside the `if(!ui)` block (which means we are creating a new UI), we choose our
template, title, and size; we can also set various options like `style` (for
themes), or autoupdate. These options will be elaborated on later (as will
`ui_state`s).
After `ui_interact`, we need to define `ui_data`. This just returns a list of
data for our object to use. Let's imagine our object has a few vars:
```dm
/obj/machinery/my_machine/ui_data(mob/user)
var/list/data = list()
data["health"] = health
data["color"] = color
return data
```
The `ui_data` proc is what people often find the hardest about tgui, but its
really quite simple! You just need to represent your object as numbers, strings,
and lists, instead of atoms and datums.
Finally, the `ui_act` proc is called by the interface whenever the user used an
input. The input's `action` and `params` are passed to the proc.
```dm
/obj/machinery/my_machine/ui_act(action, params)
if(..())
return
if(action == "change_color")
var/new_color = params["color"]
if(!(color in allowed_coors))
return FALSE
color = new_color
. = TRUE
update_icon()
```
The `..()` (parent call) is very important here, as it is how we check that the
user is allowed to use this interface (to avoid so-called href exploits). It is
also very important to clamp and sanitize all input here. Always assume the user
is attempting to exploit the game.
Also note the use of `. = TRUE` (or `FALSE`), which is used to notify the UI
that this input caused an update. This is especially important for UIs that do
not auto-update, as otherwise the user will never see their change.
### Frontend
Finally, let's make a React Component for your interface. This is also
a source of confusion for new developers. If you got some basic javascript
and HTML knowledge, that should ease the learning process, although we
recommend getting yourself introduced to
[React and JSX](https://reactjs.org/docs/introducing-jsx.html).
A React component is not a regular HTML template. A component is a
javascript function, which accepts a `props` object (that contains
properties passed to a component) and a `context` object (which is
necessary to access UI data) as arguments, and outputs an HTML-like
structure.
So let's create our first React Component. Create a file with a name
`SampleInterface.js` (or any other name you want), and copy this code
snippet (make sure component name matches the file name):
```jsx
import { useBackend } from '../backend';
import { Button, LabeledList, Section } from '../components';
import { Window } from '../layouts';
export const SampleInterface = (props, context) => {
const { act, data } = useBackend(context);
// Extract `health` and `color` variables from the `data` object.
const {
health,
color,
} = data;
return (
<Window resizable>
<Window.Content scrollable>
<Section title="Health status">
<LabeledList>
<LabeledList.Item label="Health">
{health}
</LabeledList.Item>
<LabeledList.Item label="Color">
{color}
</LabeledList.Item>
<LabeledList.Item label="Button">
<Button
content="Dispatch a 'test' action"
onClick={() => act('test')} />
</LabeledList.Item>
</LabeledList>
</Section>
</Window.Content>
</Window>
);
};
```
Here are the key variables you get from a `useBackend(context)` function:
- `config` is part of core tgui. It contains meta-information about the
interface and who uses it, BYOND refs to various objects, and so forth.
You are rarely going to use it, but sometimes it can be used to your
advantage when doing complex UIs.
- `data` is the data returned from `ui_data` and `ui_static_data` procs in
your DM code. Pretty straight forward.
- Note, that javascript doesn't have associative arrays, so when you
return an associative list from DM, it will be available in `data` as a
javascript object instead of an array. You can use it normally
like so: `object.key`, so it's not a problem if it's representing a
data structure, but common `Array` methods, such as `array.map(item => ...)`,
are not available on it. Always prefer returning clean arrays from your
code, since arrays are easier to work with in javascript!
- `act(name, params)` is a function, which you can call to dispatch an action
to your DM code. It will be processed in `ui_act` proc. Action name will be
available in `params["action"]`, mixed together with the rest of parameters
you have passed in `params` object.
**Let's talk about the syntax.**
The syntax you're seeing here is called JSX - a very simple extension of the
core javascript language. It's basically a pre-processor, that takes
expressions that look like html, and turns them into function calls.
Take a look at this example:
```jsx
<div className={'color-' + status}>
You are in {status} condition!
</div>
```
After compiling the code above, this is what it becomes:
```js
createElement('div',
{ className: 'color-' + status },
'You are in ', status, ' condition!');
```
It is very important to remember, that JSX is just a javascript expression
made out of `createElement` function calls. Naturally, this allows doing
all sorts of stuff on these expressions, just like you would with anything
else in javascript.
Take a look at these examples:
**Render an element inside of another element if `showProgress` is true.**
This example uses the `&&` operator (the logical AND). It returns
the first operand if it evaluates to `false`, and returns the second operand
if it evaluates to `true`.
If `showProgress` is `true`, the whole expression evaluates
to a `<ProgressBar />` element. If `showProgress` is `false`, the whole
expression evaluates to `false`, and `false` is not rendered by React.
```jsx
<Box>
{showProgress && (
<ProgressBar value={progress} />
)}
</Box>
```
You can also use the `||` operator (the logical OR), which works the same way,
except it will return the second operand on `false` instead of `true`.
**Loop over the array to map every item to a corresponding React element.**
`Array.map()` is a method, that calls a function on every item in the array,
and builds a new array based on what was returned by that function.
```jsx
<LabeledList>
{items.map(item => (
<LabeledList.Item
key={item.id}
label={item.label}>
{item.content}
</LabeledList.Item>
))}
</LabeledList>
```
If you need more examples of what you can do with React, see the
[interface conversion guide](docs/converting-old-tgui-interfaces.md).
#### Splitting UIs into smaller, modular components
You interface will eventually get really, really big. The easiest thing
you can do in this situation, is divide and conquer. Grab a chunk of your
JSX code, and wrap it into a second, smaller React component:
```jsx
import { useBackend } from '../backend';
import { Button, LabeledList, Section } from '../components';
import { Window } from '../layouts';
export const SampleInterface = (props, context) => {
return (
<Window resizable>
<Window.Content scrollable>
<HealthStatus user="Jerry" />
</Window.Content>
</Window>
);
};
const HealthStatus = (props, context) => {
const { act, data } = useBackend(context);
const {
user,
} = props;
const {
health,
color,
} = data;
return (
<Section title={"Health status of: " + user}>
<LabeledList>
<LabeledList.Item label="Health">
{health}
</LabeledList.Item>
<LabeledList.Item label="Color">
{color}
</LabeledList.Item>
</LabeledList>
</Section>
);
};
```
## Copypasta
We all do it, even the best of us. If you just want to make a tgui **fast**,
here's what you need (note that you'll probably be forced to clean your shit up
upon code review):
```dm
/obj/copypasta/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "copypasta")
ui.open()
/obj/copypasta/ui_data(mob/user)
var/list/data = list()
data["var"] = var
return data
/obj/copypasta/ui_act(action, params)
if(..())
return
switch(action)
if("copypasta")
var/newvar = params["var"]
// A demo of proper input sanitation.
var = CLAMP(newvar, min_val, max_val)
. = TRUE
update_icon() // Not applicable to all objects.
```
And the template:
```jsx
import { useBackend } from '../backend';
import { Button, LabeledList, Section } from '../components';
import { Window } from '../layouts';
export const SampleInterface = (props, context) => {
const { act, data } = useBackend(context);
// Extract `health` and `color` variables from the `data` object.
const {
health,
color,
} = data;
return (
<Window resizable>
<Window.Content scrollable>
<Section title="Health status">
<LabeledList>
<LabeledList.Item label="Health">
{health}
</LabeledList.Item>
<LabeledList.Item label="Color">
{color}
</LabeledList.Item>
<LabeledList.Item label="Button">
<Button
content="Dispatch a 'test' action"
onClick={() => act('test')} />
</LabeledList.Item>
</LabeledList>
</Section>
</Window.Content>
</Window>
);
};
```