import {
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registerSettings,
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TVA_CONFIG,
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exportSettingsToJSON,
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updateSettings,
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} from './scripts/settings.js';
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import { ArtSelect, addToArtSelectQueue } from './applications/artSelect.js';
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import {
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SEARCH_TYPE,
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registerKeybinds,
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updateTokenImage,
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startBatchUpdater,
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userRequiresImageCache,
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waitForTokenTexture,
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} from './scripts/utils.js';
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import { FONT_LOADING, drawOverlays } from './scripts/token/overlay.js';
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import { getTokenEffects, updateWithEffectMapping } from './scripts/hooks/effectMappingHooks.js';
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import { cacheImages, doImageSearch, doRandomSearch, isCaching } from './scripts/search.js';
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import { REGISTERED_HOOKS, registerAllHooks, registerHook } from './scripts/hooks/hooks.js';
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import { REGISTERED_WRAPPERS, registerAllWrappers } from './scripts/wrappers/wrappers.js';
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import {
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assignUserSpecificImage,
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assignUserSpecificImageToSelected,
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unassignUserSpecificImage,
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unassignUserSpecificImageFromSelected,
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} from './scripts/wrappers/userMappingWrappers.js';
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// Tracks if module has been initialized
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let MODULE_INITIALIZED = false;
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export function isInitialized() {
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return MODULE_INITIALIZED;
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}
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let onInit = [];
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// showArtSelect(...) can take a while to fully execute and it is possible for it to be called
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// multiple times in very quick succession especially if copy pasting tokens or importing actors.
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// This variable set early in the function execution is used to queue additional requests rather
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// than continue execution
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const showArtSelectExecuting = { inProgress: false };
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/**
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* Initialize the Token Variants module on Foundry VTT init
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*/
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async function initialize() {
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// Initialization should only be performed once
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if (MODULE_INITIALIZED) {
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return;
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}
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// Font Awesome need to be loaded manually on FireFox
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FONT_LOADING.loading = FontConfig.loadFont('fontAwesome', {
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editor: false,
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fonts: [{ urls: ['fonts/fontawesome/webfonts/fa-solid-900.ttf'] }],
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});
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// Want this to be executed once the module has initialized
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onInit.push(() => {
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// Need to wait for icons do be drawn first however I could not find a way
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// to wait until that has occurred. Instead we'll just wait for some static
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// amount of time.
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new Promise((resolve) => setTimeout(resolve, 500)).then(() => {
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for (const tkn of canvas.tokens.placeables) {
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drawOverlays(tkn); // Draw Overlays
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// Disable effect icons
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if (TVA_CONFIG.disableEffectIcons) {
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waitForTokenTexture(tkn, (token) => {
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token.effects.removeChildren().forEach((c) => c.destroy());
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token.effects.bg = token.effects.addChild(new PIXI.Graphics());
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token.effects.overlay = null;
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});
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} else if (TVA_CONFIG.filterEffectIcons) {
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waitForTokenTexture(tkn, (token) => {
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token.drawEffects();
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});
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}
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}
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});
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});
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if (userRequiresImageCache()) cacheImages();
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// Register ALL Hooks
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registerAllHooks();
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// Startup ticker that will periodically call 'updateEmbeddedDocuments' with all the accrued updates since the last tick
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startBatchUpdater();
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registerHook('Search', 'renderArtSelect', () => {
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showArtSelectExecuting.inProgress = false;
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});
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// Handle broadcasts
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game.socket?.on(`module.token-variants`, (message) => {
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if (message.handlerName === 'forgeSearchPaths' && message.type === 'UPDATE') {
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// Workaround for forgeSearchPaths setting to be updated by non-GM clients
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if (!game.user.isGM) return;
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const isResponsibleGM = !game.users
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.filter((user) => user.isGM && (user.active || user.isActive))
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.some((other) => other.id < game.user.id);
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if (!isResponsibleGM) return;
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updateSettings({ forgeSearchPaths: message.args });
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} else if (message.handlerName === 'drawOverlays' && message.type === 'UPDATE') {
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if (message.args.all) {
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if (canvas.scene.id !== message.args.sceneId) {
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for (const tkn of canvas.tokens.placeables) {
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drawOverlays(tkn);
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}
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}
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} else if (message.args.actorId) {
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const actor = game.actors.get(message.args.actorId);
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if (actor) actor.getActiveTokens(true)?.forEach((tkn) => drawOverlays(tkn));
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} else if (message.args.tokenId) {
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const tkn = canvas.tokens.get(message.args.tokenId);
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if (tkn) drawOverlays(tkn);
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}
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} else if (message.handlerName === 'effectMappings') {
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if (!game.user.isGM) return;
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const isResponsibleGM = !game.users
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.filter((user) => user.isGM && (user.active || user.isActive))
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.some((other) => other.id < game.user.id);
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if (!isResponsibleGM) return;
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const args = message.args;
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const token = game.scenes.get(args.sceneId)?.tokens.get(args.tokenId);
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if (token) updateWithEffectMapping(token, { added: args.added, removed: args.removed });
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}
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});
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MODULE_INITIALIZED = true;
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for (const cb of onInit) {
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cb();
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}
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onInit = [];
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}
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/**
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* Performs searches and displays the Art Select pop-up with the results
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* @param {string} search The text to be used as the search criteria
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* @param {object} [options={}] Options which customize the search
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* @param {Function[]} [options.callback] Function to be called with the user selected image path
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* @param {SEARCH_TYPE|string} [options.searchType] Controls filters applied to the search results
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* @param {Token|Actor} [options.object] Token/Actor used when displaying Custom Token Config prompt
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* @param {boolean} [options.force] If true will always override the current Art Select window if one exists instead of adding it to the queue
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* @param {object} [options.searchOptions] Override search and filter settings
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*/
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export async function showArtSelect(
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search,
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{
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callback = null,
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searchType = SEARCH_TYPE.PORTRAIT_AND_TOKEN,
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object = null,
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force = false,
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preventClose = false,
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image1 = '',
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image2 = '',
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displayMode = ArtSelect.IMAGE_DISPLAY.NONE,
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multipleSelection = false,
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searchOptions = {},
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allImages = null,
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} = {}
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) {
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if (isCaching()) return;
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const artSelects = Object.values(ui.windows).filter((app) => app instanceof ArtSelect);
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if (showArtSelectExecuting.inProgress || (!force && artSelects.length !== 0)) {
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addToArtSelectQueue(search, {
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callback,
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searchType,
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object,
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preventClose,
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searchOptions,
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allImages,
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});
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return;
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}
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showArtSelectExecuting.inProgress = true;
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if (!allImages)
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allImages = await doImageSearch(search, {
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searchType: searchType,
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searchOptions: searchOptions,
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});
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new ArtSelect(search, {
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allImages: allImages,
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searchType: searchType,
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callback: callback,
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object: object,
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preventClose: preventClose,
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image1: image1,
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image2: image2,
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displayMode: displayMode,
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multipleSelection: multipleSelection,
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searchOptions: searchOptions,
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}).render(true);
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}
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// Initialize module
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registerHook('main', 'ready', initialize, { once: true });
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// Register API and Keybinds
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registerHook('main', 'init', function () {
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registerSettings();
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registerAllWrappers();
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registerKeybinds();
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const api = {
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cacheImages,
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doImageSearch,
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doRandomSearch,
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getTokenEffects,
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showArtSelect,
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updateTokenImage,
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exportSettingsToJSON,
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assignUserSpecificImage,
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assignUserSpecificImageToSelected,
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unassignUserSpecificImage,
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unassignUserSpecificImageFromSelected,
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TVA_CONFIG,
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};
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Object.defineProperty(api, 'hooks', {
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get() {
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return deepClone(REGISTERED_HOOKS);
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},
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configurable: true,
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});
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Object.defineProperty(api, 'wrappers', {
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get() {
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return deepClone(REGISTERED_WRAPPERS);
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},
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configurable: true,
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});
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game.modules.get('token-variants').api = api;
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});
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