Rename Ruler.draggedToken to Ruler.draggedEntity in preparation of measurement template suppport
This commit is contained in:
+15
-15
@@ -7,21 +7,21 @@ import {recalculate} from "./socket.js";
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import {applyTokenSizeOffset, getSnapPointForToken, getTokenShape, highlightTokenShape, zip} from "./util.js";
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// This is a modified version of Ruler.moveToken from foundry 0.7.9
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export async function moveTokens(draggedToken, selectedTokens) {
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export async function moveTokens(draggedEntity, selectedTokens) {
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let wasPaused = game.paused;
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if (wasPaused && !game.user.isGM) {
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ui.notifications.warn(game.i18n.localize("GAME.PausedWarning"));
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return false;
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}
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if (!this.visible || !this.destination) return false;
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if (!draggedToken) return;
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if (!draggedEntity) return;
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// Get the movement rays and check collision along each Ray
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// These rays are center-to-center for the purposes of collision checking
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const rays = this.constructor.dragRulerGetRaysFromWaypoints(this.waypoints, this.destination);
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if (!game.user.isGM) {
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const hasCollision = selectedTokens.some(token => {
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const offset = calculateTokenOffset(token, draggedToken)
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const offset = calculateTokenOffset(token, draggedEntity);
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const offsetRays = rays.filter(ray => !ray.isPrevious).map(ray => applyOffsetToRay(ray, offset))
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return offsetRays.some(r => canvas.walls.checkCollision(r));
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})
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@@ -35,18 +35,18 @@ export async function moveTokens(draggedToken, selectedTokens) {
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// Execute the movement path.
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// Transform each center-to-center ray into a top-left to top-left ray using the prior token offsets.
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this._state = Ruler.STATES.MOVING;
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await animateTokens.call(this, selectedTokens, draggedToken, rays, wasPaused);
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await animateTokens.call(this, selectedTokens, draggedEntity, rays, wasPaused);
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// Once all animations are complete we can clear the ruler
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if (this.draggedToken?.id === draggedToken.id)
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if (this.draggedEntity?.id === draggedEntity.id)
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this._endMeasurement();
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}
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// This is a modified version code extracted from Ruler.moveToken from foundry 0.7.9
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async function animateTokens(tokens, draggedToken, draggedRays, wasPaused) {
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async function animateTokens(tokens, draggedEntity, draggedRays, wasPaused) {
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const newRays = draggedRays.filter(r => !r.isPrevious);
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const tokenAnimationData = tokens.map(token => {
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const tokenOffset = calculateTokenOffset(token, draggedToken);
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const tokenOffset = calculateTokenOffset(token, draggedEntity);
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const offsetRays = newRays.map(ray => applyOffsetToRay(ray, tokenOffset));
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// Determine offset relative to the Token top-left.
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@@ -79,7 +79,7 @@ async function animateTokens(tokens, draggedToken, draggedRays, wasPaused) {
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const updates = tokenPaths.map(({token, path}) => {
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return {x: path.B.x, y: path.B.y, _id: token.id};
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});
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await draggedToken.scene.updateEmbeddedEntity(draggedToken.constructor.embeddedName, updates, {animate});
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await draggedEntity.scene.updateEmbeddedEntity(draggedEntity.constructor.embeddedName, updates, {animate});
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if (animate)
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await Promise.all(tokenPaths.map(({token, path}) => token.animateMovement(path)));
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}
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@@ -119,17 +119,17 @@ export function onMouseMove(event) {
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// This is a modified version of Ruler.measure form foundry 0.7.9
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export function measure(destination, {gridSpaces=true, snap=false} = {}) {
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if (this.isDragRuler && !this.draggedToken.isVisible)
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if (this.isDragRuler && !this.draggedEntity.isVisible)
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return []
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if (snap)
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destination = getSnapPointForToken(destination.x, destination.y, this.draggedToken)
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destination = getSnapPointForToken(destination.x, destination.y, this.draggedEntity);
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const terrainRulerAvailable = game.modules.get("terrain-ruler")?.active && (!game.modules.get("TerrainLayer")?.active || canvas.grid.type !== CONST.GRID_TYPES.GRIDLESS);
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const waypoints = this.waypoints.concat([destination]);
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// Move the waypoints to the center of the grid if a size is used that measures from edge to edge
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const centeredWaypoints = applyTokenSizeOffset(waypoints, this.draggedToken)
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const centeredWaypoints = applyTokenSizeOffset(waypoints, this.draggedEntity);
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// Foundries native ruler requires the waypoints to sit in the dead center of the square to work properly
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if (!terrainRulerAvailable)
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centeredWaypoints.forEach(w => [w.x, w.y] = canvas.grid.getCenter(w.x, w.y));
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@@ -162,10 +162,10 @@ export function measure(destination, {gridSpaces=true, snap=false} = {}) {
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}
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const shape = getTokenShape(this.draggedToken)
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const shape = getTokenShape(this.draggedEntity)
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// Compute measured distance
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const distances = measureDistances(centeredSegments, this.draggedToken, shape, {gridSpaces});
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const distances = measureDistances(centeredSegments, this.draggedEntity, shape, {gridSpaces});
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let totalDistance = 0;
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for (let [i, d] of distances.entries()) {
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@@ -258,7 +258,7 @@ export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0
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let [xg, yg] = canvas.grid.grid.getPixelsFromGridPosition(x1, y1);
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const subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xg, y: yg})}], {gridSpaces: true})[0]
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const color = dragRuler.getColorForDistance.call(this, startDistance, subDistance)
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const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedToken);
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const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
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const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
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prior = [x1, y1];
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@@ -271,7 +271,7 @@ export function highlightMeasurementNative(ray, startDistance, tokenShape=[{x: 0
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let [xgh, ygh] = canvas.grid.grid.getPixelsFromGridPosition(x1h, y1h);
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const subDistance = canvas.grid.measureDistances([{ray: new Ray(ray.A, {x: xgh, y: ygh})}], {gridSpaces: true})[0]
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const color = dragRuler.getColorForDistance.call(this, startDistance, subDistance)
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const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedToken);
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const snapPoint = getSnapPointForToken(...canvas.grid.getTopLeft(x, y), this.draggedEntity);
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const [snapX, snapY] = getGridPositionFromPixels(snapPoint.x + 1, snapPoint.y + 1);
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highlightTokenShape.call(this, {x: snapX, y: snapY}, tokenShape, color, alpha);
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}
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+9
-9
@@ -36,10 +36,10 @@ Hooks.once("ready", () => {
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Hooks.on("canvasReady", () => {
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canvas.controls.rulers.children.forEach(ruler => {
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ruler.draggedToken = null
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ruler.draggedEntity = null;
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Object.defineProperty(ruler, "isDragRuler", {
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get: function isDragRuler() {
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return Boolean(this.draggedToken) // If draggedToken is set this is a drag ruler
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return Boolean(this.draggedEntity); // If draggedEntity is set this is a drag ruler
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}
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})
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})
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@@ -128,7 +128,7 @@ function onTokenLeftDragStart(event) {
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if (!currentSpeedProvider.usesRuler(this))
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return
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const ruler = canvas.controls.ruler
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ruler.draggedToken = this
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ruler.draggedEntity = this;
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let tokenCenter
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if (canvas.grid.isHex && game.modules.get("hex-size-support")?.active && CONFIG.hexSizeSupport.getAltSnappingFlag(this))
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tokenCenter = getHexSizeSupportTokenGridCenter(this)
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@@ -156,9 +156,9 @@ function onTokenDragLeftDrop(event) {
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const selectedTokens = canvas.tokens.controlled
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// This can happen if the user presses ESC during drag (maybe there are other ways too)
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if (selectedTokens.length === 0)
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selectedTokens.push(ruler.draggedToken);
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selectedTokens.push(ruler.draggedEntity);
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ruler._state = Ruler.STATES.MOVING
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moveTokens.call(ruler, ruler.draggedToken, selectedTokens)
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moveTokens.call(ruler, ruler.draggedEntity, selectedTokens);
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return true
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}
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@@ -183,18 +183,18 @@ function onTokenDragLeftCancel(event) {
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export function getColorForDistance(startDistance, subDistance=0) {
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if (!this.isDragRuler)
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return this.color
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if (!this.draggedToken.actor) {
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if (!this.draggedEntity.actor) {
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return this.color;
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}
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// Don't apply colors if the current user doesn't have at least observer permissions
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if (this.draggedToken.actor.permission < 2) {
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if (this.draggedEntity.actor.permission < 2) {
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// If this is a pc and alwaysShowSpeedForPCs is enabled we show the color anyway
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if (!(this.draggedToken.actor.data.type === "character" && game.settings.get(settingsKey, "alwaysShowSpeedForPCs")))
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if (!(this.draggedEntity.actor.data.type === "character" && game.settings.get(settingsKey, "alwaysShowSpeedForPCs")))
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return this.color
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}
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const distance = startDistance + subDistance
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if (!this.dragRulerRanges)
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this.dragRulerRanges = getRangesFromSpeedProvider(this.draggedToken)
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this.dragRulerRanges = getRangesFromSpeedProvider(this.draggedEntity);
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const ranges = this.dragRulerRanges;
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if (ranges.length === 0)
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return this.color
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+10
-10
@@ -33,18 +33,18 @@ export class DragRulerRuler extends Ruler {
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toJSON() {
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const json = super.toJSON();
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if (this.draggedToken)
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json["draggedToken"] = this.draggedToken.data._id;
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if (this.draggedEntity)
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json["draggedEntity"] = this.draggedEntity.data._id;
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return json;
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}
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update(data) {
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// Don't show a GMs drag ruler to non GM players
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if (data.draggedToken && this.user.isGM && !game.user.isGM && !game.settings.get(settingsKey, "showGMRulerToPlayers"))
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if (data.draggedEntity && this.user.isGM && !game.user.isGM && !game.settings.get(settingsKey, "showGMRulerToPlayers"))
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return;
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if (data.draggedToken) {
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this.draggedToken = canvas.tokens.get(data.draggedToken);
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if (data.draggedEntity) {
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this.draggedEntity = canvas.tokens.get(data.draggedEntity);
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}
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super.update(data);
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}
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@@ -60,13 +60,13 @@ export class DragRulerRuler extends Ruler {
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_endMeasurement() {
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super._endMeasurement();
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this.draggedToken = null;
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this.draggedEntity = null;
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}
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// The functions below aren't present in the orignal Ruler class and are added by Drag Ruler
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dragRulerAddWaypoint(point, snap=true) {
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if (snap)
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point = getSnapPointForToken(point.x, point.y, this.draggedToken);
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point = getSnapPointForToken(point.x, point.y, this.draggedEntity);
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this.waypoints.push(new PIXI.Point(point.x, point.y));
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this.labels.addChild(new PreciseText("", CONFIG.canvasTextStyle));
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}
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@@ -93,7 +93,7 @@ export class DragRulerRuler extends Ruler {
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game.user.broadcastActivity({ruler: this});
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}
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else {
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const token = this.draggedToken;
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const token = this.draggedEntity;
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this._endMeasurement();
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// Deactivate the drag workflow in mouse
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@@ -109,12 +109,12 @@ export class DragRulerRuler extends Ruler {
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async dragRulerRecalculate(tokenIds) {
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if (this._state !== Ruler.STATES.MEASURING)
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return;
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if (tokenIds && !tokenIds.includes(this.draggedToken.id))
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if (tokenIds && !tokenIds.includes(this.draggedEntity.id))
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return;
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const waypoints = this.waypoints.filter(waypoint => !waypoint.isPrevious);
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this.dragRulerClearWaypoints();
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if (game.settings.get(settingsKey, "enableMovementHistory"))
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this.dragRulerAddWaypointHistory(getMovementHistory(this.draggedToken));
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this.dragRulerAddWaypointHistory(getMovementHistory(this.draggedEntity));
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for (const waypoint of waypoints) {
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this.dragRulerAddWaypoint(waypoint, false);
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}
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