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Visual PIDS Editor #1

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@dooji2 dooji2 commented Mar 29, 2024

Easily edit JCM PID templates from within Minecraft!

@dooji2 dooji2 requested a review from Kenny-Hui March 29, 2024 14:35
@dooji2 dooji2 self-assigned this Mar 29, 2024
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dooji2 commented Mar 29, 2024

To Do:

Redo preview scaling overall to be based on GUI scale (LX?)
Make the GUI better (add frame to preview)
Make text change color based on the value of the color field in the PID template json
Change clock to Minecraft text
Work on forge support

  • Fix positioning of frame
  • Think of a better system bts for other cases

@Kenny-Hui Kenny-Hui changed the title Visual PIDS Editor Visual PIDS Editor & Toggleable Spot Light Apr 14, 2024
@Kenny-Hui Kenny-Hui changed the title Visual PIDS Editor & Toggleable Spot Light Visual PIDS Editor Apr 15, 2024
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I think we should obtain the preset from PIDSPresetManager instead instead of parsing the json manually again, then we have a separate "save" screen that allows you to add to any resource pack (Where folders in the resourcepack is listed), or they can export to a new pack
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dooji2 commented Apr 20, 2024

I feel like showing all save options rather than just the one you clicked edit on is a bit too confusing. Maybe just have a button on the preset screen to create like a new preset or something, and as for editing existing presets I guess when one tries to close the screen we can display the save screen you were talking about, but just with a save button to save to the one you're editing, or export as new (which would add the preset you've edited as-is to a new RP, so I guess a new screen where it could ask you for the pack name and stuff too).

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Yeah it's not good UX, but to have a Save button we need to know where the preset comes from so we can save it directly.

It should be possible to loop through packs with ResourcePackManager then get the content within, which should maintain maximum compatibility with really any other stuff. The only problem is it's not mapped.
I took the other approach to loop through all folders in the resource pack folder from the MC Directory directly. (So it at least compiles on Forge) but that kinda cuts off compatibility and consistency with anything in-game

So for example VPE may show different preset settings from what's actually in-game, some mods encrypts the file so they won't be readable at all, server-resource-pack also need to be handled, and some mods changes the resource-pack folder entirely to something else.

So it would be either:

  • Map resource pack related stuff to Minecraft-Mappings
  • Have a slightly worse UX (Which I personally think is a small enough cost to pay, but that's subjective :P)
  • Continue with the current way, reduces mod/server compatibilities

@dooji2 dooji2 removed their assignment Apr 30, 2024
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