Fix the webclient pathing and include new html/text2html docs

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Brenden Tuck 2022-08-17 18:58:41 -04:00
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commit f6dc910f1e

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@ -2,7 +2,7 @@
Evennia comes with a MUD client accessible from a normal web browser. During development you can try
it at `http://localhost:4001/webclient`. The client consists of several parts, all under
`evennia/web/webclient/`:
`evennia/web`:
`templates/webclient/webclient.html` and `templates/webclient/base.html` are the very simplistic
django html templates describing the webclient layout.
@ -18,7 +18,7 @@ be used also if swapping out the gui front end.
various plugins, and uses the Evennia object library for all in/out.
`static/webclient/js/plugins` provides a default set of plugins that implement a "telnet-like"
interface.
interface, and a couple of example plugins to show how you could implement new plugin features.
`static/webclient/css/webclient.css` is the CSS file for the client; it also defines things like how
to display ANSI/Xterm256 colors etc.
@ -30,17 +30,17 @@ these.
## Customizing the web client
Like was the case for the website, you override the webclient from your game directory. You need to
add/modify a file in the matching directory location within one of the _overrides directories.
These _override directories are NOT directly used by the web server when the game is running, the
server copies everything web related in the Evennia folder over to `mygame/web/static/` and then
copies in all of your _overrides. This can cause some cases were you edit a file, but it doesn't
add/modify a file in the matching directory locations within your project's `mygame/web/` directories.
These directories are NOT directly used by the web server when the game is running, the
server copies everything web related in the Evennia folder over to `mygame/server/.static/` and then
copies in all of your `mygame/web/` files. This can cause some cases were you edit a file, but it doesn't
seem to make any difference in the servers behavior. **Before doing anything else, try shutting
down the game and running `evennia collectstatic` from the command line then start it back up, clear
your browser cache, and see if your edit shows up.**
Example: To change the utilized plugin list, you need to override base.html by copying
`evennia/web/webclient/templates/webclient/base.html` to
`mygame/web/template_overrides/webclient/base.html` and editing it to add your new plugin.
Example: To change the list of in-use plugins, you need to override base.html by copying
`evennia/web/templates/webclient/base.html` to
`mygame/web/templates/webclient/base.html` and editing it to add your new plugin.
# Evennia Web Client API (from evennia.js)
* `Evennia.init( opts )`
@ -96,6 +96,8 @@ manager for drag-n-drop windows, text routing and more.
keys to peruse.
* `hotbuttons.js` Defines onGotOptions. A Disabled-by-default plugin that defines a button bar with
user-assignable commands.
* `html.js` A basic plugin to allow the client to handle "raw html" messages from the server, this
allows the server to send native HTML messages like >div style='s'<styled text>/div<
* `iframe.js` Defines onOptionsUI. A goldenlayout-only plugin to create a restricted browsing sub-
window for a side-by-side web/text interface, mostly an example of how to build new HTML
"components" for goldenlayout.
@ -108,8 +110,50 @@ from the server and display them as inline HTML.
while the tab is hidden.
* `oob.js` Defines onSend. Allows the user to test/send Out Of Band json messages to the server.
* `options.js` Defines most callbacks. Provides a popup-based UI to coordinate options settings with the server.
* `options2.js` Defines most callbacks. Provides a goldenlayout-based version of the options/settings tab. Integrates with other plugins via the custom onOptionsUI callback.
* `options2.js` Defines most callbacks. Provides a goldenlayout-based version of the options/settings tab.
Integrates with other plugins via the custom onOptionsUI callback.
* `popups.js` Provides default popups/Dialog UI for other plugins to use.
* `text2html.js` Provides a new message handler type: `text2html`, similar to the multimedia and html
plugins. This plugin provides a way to offload rendering the regular pipe-styled ASCII messages
to the client. This allows the server to do less work, while also allowing the client a place to
customize this conversion process. To use this plugin you will need to override the current commands
in Evennia, changing any place where a raw text output message is generated and turn it into a
`text2html` message. For example: `target.msg("my text")` becomes: `target.msg(text2html=("my text"))`
(even better, use a webclient pane routing tag: `target.msg(text2html=("my text", {"type": "sometag"}))`)
`text2html` messages should format and behave identically to the server-side generated text2html() output.
# A side note on html messages vrs text2html messages
So...lets say you have a desire to make your webclient output more like standard webpages...
For telnet clients, you could collect a bunch of text lines together, with ASCII formatted borders, etc.
Then send the results to be rendered client-side via the text2html plugin.
But for webclients, you could format a message directly with the html plugin to render the whole thing as an
HTML table, like so:
```
# Server Side Python Code:
if target.is_webclient():
# This can be styled however you like using CSS, just add the CSS file to web/static/webclient/css/...
table = [
"<table>",
"<tr><td>1</td><td>2</td><td>3</td></tr>",
"<tr><td>4</td><td>5</td><td>6</td></tr>",
"</table>"
]
target.msg( html=( "".join(table), {"type": "mytag"}) )
else:
# This will use the client to render this as "plain, simple" ASCII text, the same
# as if it was rendered server-side via the Portal's text2html() functions
table = [
"#############",
"# 1 # 2 # 3 #",
"#############",
"# 4 # 5 # 6 #",
"#############"
]
target.msg( html2html=( "\n".join(table), {"type": "mytag"}) )
```
# Writing your own Plugins
@ -131,7 +175,7 @@ output and the one starting input window. This is done by modifying your server
goldenlayout_default_config.js.
Start by creating a new
`mygame/web/static_overrides/webclient/js/plugins/goldenlayout_default_config.js` file, and adding
`mygame/web/static/webclient/js/plugins/goldenlayout_default_config.js` file, and adding
the following JSON variable:
```
@ -222,7 +266,7 @@ type="text/javascript"></script>
Remember, plugins are load-order dependent, so make sure the new `<script>` tag comes before the
goldenlayout.js
Next, create a new plugin file `mygame/web/static_overrides/webclient/js/plugins/myplugin.js` and
Next, create a new plugin file `mygame/web/static/webclient/js/plugins/myplugin.js` and
edit it.
```