before_code stringlengths 30 149k | reviewer_comment stringlengths 16 20.6k | after_code stringlengths 30 163k | diff_context stringlengths 0 22.4k | file_path stringlengths 6 155 | comment_line int64 0 26 | language stringclasses 19
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value |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
this.owner.setHeight(bottom - top);
}
if (this._leftEdgeAnchor !== HorizontalAnchor.None) {
this.owner.setX(
left + this.owner.getX() - this.owner.getDrawableX()
);
}
if (this._topEdgeAnchor !== VerticalAnchor.None) {
... | Should we had `if (this.owner.getX() === this.owner.getDrawableX())` to avoid extra computations 90% of the time at the cost of the `if`? | this.owner.setHeight(bottom - top);
}
if (this._leftEdgeAnchor !== HorizontalAnchor.None) {
this.owner.setX(
left + this.owner.getX() - this.owner.getDrawableX()
);
}
if (this._topEdgeAnchor !== VerticalAnchor.None) {
... | @@ -270,8 +270,13 @@ namespace gdjs {
this._rightEdgeAnchor !== HorizontalAnchor.None &&
this._leftEdgeAnchor !== HorizontalAnchor.None
) {
- this.owner.setWidth(right - left);
- this.owner.setX(left);
+ const width = right - left;
+ this.... | Extensions/AnchorBehavior/anchorruntimebehavior.ts | 26 | TypeScript | 0.571 | question | 137 | 51 | 51 | false | Fix anchor behavior when objects has custom origin | 6,970 | 4ian/GDevelop | 10,154 | JavaScript | D8H | D8H | Review this pull request change.
Language: TypeScript
File: Extensions/AnchorBehavior/anchorruntimebehavior.ts
PR Title: Fix anchor behavior when objects has custom origin
BEFORE CODE: this.owner.setHeight(bottom - top);
}
if (this._leftEdgeAnchor !== HorizontalAnchor.None) {
... | Should we had `if (this.owner.getX() === this.owner.getDrawableX())` to avoid extra computations 90% of the time at the cost of the `if`? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
}
setCustomCenter(customCenterX, customCenterY) {
this._customCenterX = customCenterX;
this._customCenterY = customCenterY;
this.invalidateHitboxes();
}
getRendererObject() {
return null;
}
getWidth() {
return this._customWidth;
}
getHeight() {
return this._customHeight;
}
... | ```suggestion
this._customHeight = height;
``` | }
setCustomCenter(customCenterX, customCenterY) {
this._customCenterX = customCenterX;
this._customCenterY = customCenterY;
this.invalidateHitboxes();
}
getRendererObject() {
return null;
}
getWidth() {
return this._customWidth;
}
getHeight() {
return this._customHeight;
}
... | @@ -62,6 +62,14 @@
return this._customHeight;
}
+ setWidth(width) {
+ this._customWidth = width;
+ }
+
+ setHeight(height) {
+ return this._customHeight = height; | GDJS/tests/tests/Extensions/testspriteruntimeobject.js | 26 | JavaScript | 0.571 | suggestion | 51 | 41 | 41 | false | Fix anchor behavior when objects has custom origin | 6,970 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | D8H | Review this pull request change.
Language: JavaScript
File: GDJS/tests/tests/Extensions/testspriteruntimeobject.js
PR Title: Fix anchor behavior when objects has custom origin
BEFORE CODE: }
setCustomCenter(customCenterX, customCenterY) {
this._customCenterX = customCenterX;
this._customCenterY = custo... | ```suggestion
this._customHeight = height;
``` | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
* sub-expression that a given node represents.
*/
static const gd::String GetType(const gd::Platform &platform,
const gd::ProjectScopedContainers &projectScopedContainers,
const gd::String &rootType,
gd::ExpressionNode& node) {
gd::Expression... | This doesn't change anything. It's just to navigate more easily without going through deprecated functions. | * sub-expression that a given node represents.
*/
static const gd::String GetType(const gd::Platform &platform,
const gd::ProjectScopedContainers &projectScopedContainers,
const gd::String &rootType,
gd::ExpressionNode& node) {
gd::Expression... | @@ -72,7 +72,7 @@ class GD_CORE_API ExpressionTypeFinder : public ExpressionParser2NodeWorker {
child(nullptr) {};
const gd::String &GetType() {
- return gd::ParameterMetadata::GetExpressionValueType(type);
+ return gd::ValueTypeMetadata::GetExpressionPrimitiveValueType(type); | Core/GDCore/IDE/Events/ExpressionTypeFinder.h | 26 | C/C++ | 0.429 | suggestion | 107 | 51 | 51 | false | Fix mouse and key parameters for event-functions | 7,052 | 4ian/GDevelop | 10,154 | JavaScript | D8H | D8H | Review this pull request change.
Language: C/C++
File: Core/GDCore/IDE/Events/ExpressionTypeFinder.h
PR Title: Fix mouse and key parameters for event-functions
BEFORE CODE: * sub-expression that a given node represents.
*/
static const gd::String GetType(const gd::Platform &platform,
c... | This doesn't change anything. It's just to navigate more easily without going through deprecated functions. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
case 'RotateCamera':
case 'ZoomCamera':
case 'FixCamera':
case 'CentreCamera':
return ['smooth-camera-movement'];
case 'ChangeTimeScale':
return ['pause-menu'];
case 'EcrireFichierExp':
case 'EcrireFichierTxt':
case 'LireFichierExp':
case 'LireFichierTxt':
case 'ReadN... | ```suggestion
return ['intermediate-toggle-states-with-variable'];
``` | case 'RotateCamera':
case 'ZoomCamera':
case 'FixCamera':
case 'CentreCamera':
return ['smooth-camera-movement'];
case 'ChangeTimeScale':
return ['pause-menu'];
case 'EcrireFichierExp':
case 'EcrireFichierTxt':
case 'LireFichierExp':
case 'LireFichierTxt':
case 'ReadN... | @@ -124,6 +126,8 @@ export const getInstructionTutorialIds = (type: string): Array<string> => {
case 'ToggleObjectVariableAsBoolean':
case 'ToggleGlobalVariableAsBoolean':
case 'ToggleSceneVariableAsBoolean':
+ case 'SetBooleanObjectVariable':
+ case 'SetBooleanVariable':
return ['iIntermedi... | newIDE/app/src/Utils/GDevelopServices/Tutorial.js | 26 | JavaScript | 0.571 | suggestion | 78 | 49 | 49 | false | Add tutorial bubbles on actions replacing deprecated ones | 7,077 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | D8H | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/Utils/GDevelopServices/Tutorial.js
PR Title: Add tutorial bubbles on actions replacing deprecated ones
BEFORE CODE: case 'RotateCamera':
case 'ZoomCamera':
case 'FixCamera':
case 'CentreCamera':
return ['smooth-camera-m... | ```suggestion
return ['intermediate-toggle-states-with-variable'];
``` | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
// @flow
export default function getObjectByName(
globalObjectsContainer: gdObjectsContainer | null,
objectsContainer?: ?gdObjectsContainer,
objectName: string
): ?gdObject {
if (objectsContainer && objectsContainer.hasObjectNamed(objectName))
return objectsContainer.getObject(objectName);
else if (
... | `ObjectsContainersList` should be used instead. You can pass a `ProjectScopedContainersAccessor` to your component. | // @flow
export default function getObjectByName(
globalObjectsContainer: gdObjectsContainer | null,
objectsContainer?: ?gdObjectsContainer,
objectName: string
): ?gdObject {
if (objectsContainer && objectsContainer.hasObjectNamed(objectName))
return objectsContainer.getObject(objectName);
else if (
... | @@ -15,3 +15,18 @@ export default function getObjectByName(
return null;
}
+
+export const hasObjectWithName = (
+ globalObjectsContainer: gdObjectsContainer | null,
+ objectsContainer?: ?gdObjectsContainer,
+ objectName: string
+): boolean => { | newIDE/app/src/Utils/GetObjectByName.js | 23 | JavaScript | 0.571 | suggestion | 115 | 33 | 18 | false | Fix instances paste from a scene to another | 7,105 | 4ian/GDevelop | 10,154 | JavaScript | D8H | AlexandreSi | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/Utils/GetObjectByName.js
PR Title: Fix instances paste from a scene to another
BEFORE CODE: // @flow
export default function getObjectByName(
globalObjectsContainer: gdObjectsContainer | null,
objectsContainer?: ?gdObjectsContainer,
o... | `ObjectsContainersList` should be used instead. You can pass a `ProjectScopedContainersAccessor` to your component. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
>
<QuickPublish
project={testProject.project}
gameAndBuildsManager={fakeEmptyGameAndBuildsManager}
isSavingProject={false}
isRequiredToSaveAsNewCloudProject={() =>
// Indicates that the project is already saved, there will be
// no need to sa... | I feel like this comment should be next to the props type in QuickPublish. I was not sure what it meant before reading this comment | onClose={action('onClose')}
onContinueQuickCustomization={action('onContinueQuickCustomization')}
onTryAnotherGame={action('onTryAnotherGame')}
/>
</AuthenticatedUserContext.Provider>
</Template>
);
};
export const AuthenticatedWithCloudProjectsMaximumReachedButSavedAl... | @@ -119,6 +124,39 @@ export const AuthenticatedWithTooManyCloudProjects = () => {
</Template>
);
};
+
+export const AuthenticatedWithCloudProjectsMaximumReachedButSavedAlready = () => {
+ return (
+ <Template>
+ <AuthenticatedUserContext.Provider
+ value={{
+ ...fakeAuthenticatedUserWi... | newIDE/app/src/stories/componentStories/QuickCustomization/QuickPublish.stories.js | 26 | JavaScript | 0.571 | suggestion | 131 | 51 | 51 | false | Fix issues when reworking a quick customization project | 7,109 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | 4ian | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/stories/componentStories/QuickCustomization/QuickPublish.stories.js
PR Title: Fix issues when reworking a quick customization project
BEFORE CODE: >
<QuickPublish
project={testProject.project}
gameAndBuildsM... | I feel like this comment should be next to the props type in QuickPublish. I was not sure what it meant before reading this comment | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
if (!selectedItem) return;
if (selectedItem.content.isDescendantOf(item.content)) {
selectObjectFolderOrObjectWithContext(null);
}
},
[selectObjectFolderOrObjectWithContext, selectedItems]
);
// Force List component to be mounted again if project or objectsContaine... | Removing the column, you removed the margin, you should maybe remove the `noMargin` in the child Column | * does not stay selected and not visible to the user.
*/
const onCollapseItem = React.useCallback(
(item: TreeViewItem) => {
if (!selectedItems || selectedItems.length !== 1) return;
const selectedItem = selectedItems[0];
if (!selectedItem) return;
if (selectedItem.co... | @@ -1363,28 +1393,16 @@ const ObjectsList = React.forwardRef<Props, ObjectsListInterface>(
return (
<Background maxWidth>
- <Column> | newIDE/app/src/ObjectsList/index.js | 26 | JavaScript | 0.571 | suggestion | 103 | 51 | 51 | false | Replace the "add folder" button by a drop-down menu action | 7,117 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | D8H | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/ObjectsList/index.js
PR Title: Replace the "add folder" button by a drop-down menu action
BEFORE CODE: if (!selectedItem) return;
if (selectedItem.content.isDescendantOf(item.content)) {
selectObjectFolderOrObjectWi... | Removing the column, you removed the margin, you should maybe remove the `noMargin` in the child Column | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
this._injectExternalLayout
);
this._watermark.displayAtStartup();
//Uncomment to profile the first x frames of the game.
// var x = 500;
// var startTime = Date.now();
// console.profile("Stepping for " + x + " frames")
// for(var i = 0; i < x; ++i) {
... | This check should not exist, you should stop gameLoop before disposing of the renderer. | ? firstSceneName
: // There is always at least a scene
this.getSceneAndExtensionsData()!.sceneData.name;
}
/**
* Start the game loop, to be called once assets are loaded.
*/
startGameLoop() {
this._throwIfDisposed();
try {
if (!this.hasScene()) {
... | @@ -888,6 +889,10 @@ namespace gdjs {
this._hasJustResumed = false;
this._renderer.startGameLoop((lastCallElapsedTime) => {
try {
+ if (this._isDisposed) {
+ return false;
+ } | GDJS/Runtime/runtimegame.ts | 26 | TypeScript | 0.286 | suggestion | 87 | 51 | 51 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/runtimegame.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: this._injectExternalLayout
);
this._watermark.displayAtStartup();
//Uncomment to profile the first x frames of the game.
// var ... | This check should not exist, you should stop gameLoop before disposing of the renderer. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
? !!navigator.maxTouchPoints && navigator.maxTouchPoints > 2
: false,
supportedCompressionMethods: getSupportedCompressionMethods(),
};
};
_setupGameVisibilityEvents() {
if (typeof navigator !== 'undefined' && typeof document !== 'undefined') {
document.addEv... | Remove this check, and clear the interval instead. | enableMetrics(enable: boolean): void {
this._disableMetrics = !enable;
if (enable) {
this._setupSessionMetrics();
}
}
/**
* Helper function to get information about the platform running the game.
*/
getPlatformInfo = () => {
return {
// @ts-ignore
... | @@ -989,6 +1005,10 @@ namespace gdjs {
* time.
*/
_setupSessionMetrics() {
+ if (this._isDisposed) {
+ return;
+ } | GDJS/Runtime/runtimegame.ts | 26 | TypeScript | 0.286 | refactor | 50 | 51 | 51 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/runtimegame.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: ? !!navigator.maxTouchPoints && navigator.maxTouchPoints > 2
: false,
supportedCompressionMethods: getSupportedCompressionMethods(),
... | Remove this check, and clear the interval instead. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
} catch (e) {
if (this._debuggerClient)
this._debuggerClient.onUncaughtException(e);
throw e;
}
});
setTimeout(() => {
this._setupSessionMetrics();
}, 4000);
} catch (e) {
if (this._debuggerClient) this._debuggerC... | What is the aim of this check? Calling the dispose method once is the responsibility of whoever created the game. | const elapsedTime = accumulatedElapsedTime;
accumulatedElapsedTime = 0;
// Manage resize events.
if (this._notifyScenesForGameResolutionResize) {
this._sceneStack.onGameResolutionResized();
this._notifyScenesForGameResolutionResize = false;
... | @@ -937,6 +942,17 @@ namespace gdjs {
}
}
+ dispose(): void {
+ if (this._isDisposed) {
+ return;
+ }
+
+ this._isDisposed = true; | GDJS/Runtime/runtimegame.ts | 26 | TypeScript | 0.357 | question | 113 | 51 | 51 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/runtimegame.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: } catch (e) {
if (this._debuggerClient)
this._debuggerClient.onUncaughtException(e);
throw e;
}
});
... | What is the aim of this check? Calling the dispose method once is the responsibility of whoever created the game. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
newScene.networkId = sceneSyncData.networkId;
}
hasMadeChangeToStack = true;
// Continue to the next scene in the stack received from the host.
continue;
}
// The scene is in the stack and has the right networkId.
// Nothing to do, just contin... | Use `for...of` or `forEach` because there is no logic with `i` involved. | debugLogger.info(
`Scene at position ${i} and name ${sceneAtThisPositionInOurStack.getName()} has a different networkId ${
sceneAtThisPositionInOurStack.networkId
} than the expected ${sceneSyncData.networkId}, replacing.`
);
// The scene is in the sta... | @@ -354,5 +354,12 @@ namespace gdjs {
return hasMadeChangeToStack;
}
+
+ dispose(): void {
+ for (let i = 0; i < this._stack.length; ++i) {
+ this._stack[i].unloadScene();
+ } | GDJS/Runtime/scenestack.ts | 26 | TypeScript | 0.429 | suggestion | 72 | 31 | 51 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/scenestack.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: newScene.networkId = sceneSyncData.networkId;
}
hasMadeChangeToStack = true;
// Continue to the next scene in the stack received f... | Use `for...of` or `forEach` because there is no logic with `i` involved. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
logger.error('Window closing failed. See error:', error);
}
}
} else {
if (
typeof navigator !== 'undefined' &&
// @ts-ignore
navigator.app &&
// @ts-ignore
navigator.app.exitApp
) {
// @ts-ignore
n... | Call `this._threeRenderer?.dispose();`. | }
/**
* Close the game, if applicable.
*/
stopGame() {
// Try to detect the environment to use the most adapted
// way of closing the app
const remote = this.getElectronRemote();
if (remote) {
const browserWindow = remote.getCurrentWindow();
if (browserWind... | @@ -924,6 +924,14 @@ namespace gdjs {
// HTML5 games on mobile/browsers don't have a way to close their window/page.
}
+ dispose() {
+ this._pixiRenderer?.destroy(true);
+ this._pixiRenderer = null;
+ this._threeRenderer = null; | GDJS/Runtime/pixi-renderers/runtimegame-pixi-renderer.ts | 26 | TypeScript | 0.214 | suggestion | 39 | 51 | 51 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/pixi-renderers/runtimegame-pixi-renderer.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: logger.error('Window closing failed. See error:', error);
}
}
} else {
if (
typeof navig... | Call `this._threeRenderer?.dispose();`. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
}
}
} else {
if (
typeof navigator !== 'undefined' &&
// @ts-ignore
navigator.app &&
// @ts-ignore
navigator.app.exitApp
) {
// @ts-ignore
navigator.app.exitApp();
}
}
// HTML5 games on mobi... | Remove gameCanvas and domElementsContainer from the parent element. |
/**
* Close the game, if applicable.
*/
stopGame() {
// Try to detect the environment to use the most adapted
// way of closing the app
const remote = this.getElectronRemote();
if (remote) {
const browserWindow = remote.getCurrentWindow();
if (browserWindow) {
... | @@ -924,6 +924,14 @@ namespace gdjs {
// HTML5 games on mobile/browsers don't have a way to close their window/page.
}
+ dispose() {
+ this._pixiRenderer?.destroy(true);
+ this._pixiRenderer = null;
+ this._threeRenderer = null;
+ this._gameCanvas = null; | GDJS/Runtime/pixi-renderers/runtimegame-pixi-renderer.ts | 26 | TypeScript | 0.286 | suggestion | 67 | 51 | 51 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/pixi-renderers/runtimegame-pixi-renderer.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: }
}
} else {
if (
typeof navigator !== 'undefined' &&
// @ts-ignore
navigator.ap... | Remove gameCanvas and domElementsContainer from the parent element. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
/*
* GDevelop JS Platform
* Copyright 2013-2023 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
* This project is released under the MIT License.
*/
namespace gdjs {
/**
* A resource managers that download and remember downloaded content for one
* kind of resource.
*/
export interface Res... | Please, add jsdoc description. | /**
* Load the specified resource.
*
* This method will be run during the game. It should only do light tasks
* like file downloading.
*/
loadResource(resourceName: string): Promise<void>;
/**
* Process the specified resource.
*
* This method will only be run while l... | @@ -29,5 +29,7 @@ namespace gdjs {
* Return the kind of resources handled by this manager.
*/
getResourceKinds(): Array<ResourceKind>;
+
+ dispose(): void; | GDJS/Runtime/ResourceManager.ts | 26 | TypeScript | 0.071 | suggestion | 30 | 36 | 29 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/ResourceManager.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: /*
* GDevelop JS Platform
* Copyright 2013-2023 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
* This project is released under the MIT License.
*/
... | Please, add jsdoc description. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
xhr.send();
}
/**
* Check if the given json resource was loaded (preloaded or loaded with `loadJson`).
* @param resourceName The name of the json resource.
* @returns true if the content of the json resource is loaded. false otherwise.
*/
isJsonLoaded(resourceName: string): boolea... | Do not forget to call the function. | xhr.send();
}
/**
* Check if the given json resource was loaded (preloaded or loaded with `loadJson`).
* @param resourceName The name of the json resource.
* @returns true if the content of the json resource is loaded. false otherwise.
*/
isJsonLoaded(resourceName: string): boolea... | @@ -200,5 +200,10 @@ namespace gdjs {
getLoadedJson(resourceName: string): Object | null {
return this._loadedJsons.getFromName(resourceName) || null;
}
+
+ dispose(): void {
+ this._loadedJsons.clear();
+ this._callbacks.clear | GDJS/Runtime/jsonmanager.ts | 26 | TypeScript | 0.071 | suggestion | 35 | 30 | 34 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/jsonmanager.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: xhr.send();
}
/**
* Check if the given json resource was loaded (preloaded or loaded with `loadJson`).
* @param resourceName The name of the json ... | Do not forget to call the function. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
'include'
: // For other resources, use "same-origin" as done by default by fetch.
'same-origin',
}
);
const fontData = await response.text();
this._loadedFontsData.set(resource, fontData);
} catch (error) {
logger.error(
... | Might be: `this._pixiBitmapFontsToUninstall.length = 0;` | 'include'
: // For other resources, use "same-origin" as done by default by fetch.
'same-origin',
}
);
const fontData = await response.text();
this._loadedFontsData.set(resource, fontData);
} catch (error) {
logger.error(
... | @@ -289,6 +289,18 @@ namespace gdjs {
);
}
}
+
+ dispose(): void {
+ for (const bitmapFontInstallKey in this._pixiBitmapFontsInUse) {
+ PIXI.BitmapFont.uninstall(bitmapFontInstallKey);
+ }
+ for (const bitmapFontInstallKey of this._pixiBitmapFontsToUninstall) {
+ ... | GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts | 26 | TypeScript | 0.357 | suggestion | 56 | 35 | 41 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: 'include'
: // For other resources, use "same-origin" as done by default by fetch.
'same-origin',
... | Might be: `this._pixiBitmapFontsToUninstall.length = 0;` | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
this._loadedTextures.clear();
const threeTextures: THREE.Texture[] = [];
this._loadedThreeTextures.values(threeTextures);
this._loadedThreeTextures.clear();
for (const threeTexture of threeTextures) {
threeTexture.dispose();
}
const threeMaterials: THREE.Material[] = ... | Will this work?
```
for (const pixiTexture of this._diskTextures.values()) {
if (pixiTexture.destroyed) {
continue;
}
pixiTexture.destroy();
}
this._diskTextures.clear();
```
Minus new array creation. | * To be called when the game is disposed.
* Clear caches of loaded textures and materials.
*/
dispose(): void {
this._loadedTextures.clear();
const threeTextures: THREE.Texture[] = [];
this._loadedThreeTextures.values(threeTextures);
this._loadedThreeTextures.clear();
f... | @@ -463,6 +463,54 @@ namespace gdjs {
}
return particleTexture;
}
+
+ dispose(): void {
+ this._loadedTextures.clear();
+
+ const threeTextures: THREE.Texture[] = [];
+ this._loadedThreeTextures.values(threeTextures);
+ this._loadedThreeTextures.clear();
+ for (const three... | GDJS/Runtime/pixi-renderers/pixi-image-manager.ts | 26 | TypeScript | 0.786 | suggestion | 262 | 51 | 51 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/pixi-renderers/pixi-image-manager.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: this._loadedTextures.clear();
const threeTextures: THREE.Texture[] = [];
this._loadedThreeTextures.values(threeTextures);
th... | Will this work?
```
for (const pixiTexture of this._diskTextures.values()) {
if (pixiTexture.destroyed) {
continue;
}
pixiTexture.destroy();
}
this._diskTextures.clear();
```
Minus new array creation. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
/**
* @brief Return the scene variables of the current scene or the current
* extension. It allows legacy "scenevar" parameters to accept extension
* variables.
*/
const gd::VariablesContainer &GetLegacySceneVariables() const {
return legacySceneVariables;
};
const gd::PropertiesContainersList ... | These are not references/pointers but values, meaning that ProjectScopedContainers moved from "I'm just a set of lists pointing to things in your project" to "I actually hold stuff, and you will have a bad time if you destroyed me and kept references to things". | /**
* @brief Return the scene variables of the current scene or the current
* extension. It allows legacy "scenevar" parameters to accept extension
* variables.
*/
const gd::VariablesContainer *GetLegacySceneVariables() const {
return legacySceneVariables;
};
const gd::PropertiesContainersList ... | @@ -236,6 +230,8 @@ class ProjectScopedContainers {
private:
gd::ObjectsContainersList objectsContainersList;
gd::VariablesContainersList variablesContainersList;
+ gd::VariablesContainer legacyGlobalVariables;
+ gd::VariablesContainer legacySceneVariables; | Core/GDCore/Project/ProjectScopedContainers.h | 26 | C/C++ | 0.5 | suggestion | 262 | 31 | 31 | false | Allow legacy scene variable parameters to use extension variables | 7,121 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | D8H | Review this pull request change.
Language: C/C++
File: Core/GDCore/Project/ProjectScopedContainers.h
PR Title: Allow legacy scene variable parameters to use extension variables
BEFORE CODE: /**
* @brief Return the scene variables of the current scene or the current
* extension. It allows legacy "scenevar" p... | These are not references/pointers but values, meaning that ProjectScopedContainers moved from "I'm just a set of lists pointing to things in your project" to "I actually hold stuff, and you will have a bad time if you destroyed me and kept references to things". | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
auto &initialInstances = eventsBasedObject.GetInitialInstances();
initialInstances.InsertNewInitialInstance().SetLayer("My layer");
initialInstances.InsertNewInitialInstance().SetLayer("My layer");
initialInstances.InsertNewInitialInstance().SetLayer("My layer");
initialInstances.InsertNewInitialIn... | The previous description better fit what the test actually covers. |
auto &initialInstances = eventsBasedObject.GetInitialInstances();
initialInstances.InsertNewInitialInstance().SetLayer("My layer");
initialInstances.InsertNewInitialInstance().SetLayer("My layer");
initialInstances.InsertNewInitialInstance().SetLayer("My layer");
initialInstances.InsertNewInitialIn... | @@ -4452,13 +4452,13 @@ TEST_CASE("MergeLayers", "[common]") {
REQUIRE(initialInstances.GetLayerInstancesCount("My other layer") == 1);
}
- SECTION("Can rename a leaderboard in scene events") {
+ SECTION("Can find and rename leaderboards in a project") { | Core/tests/WholeProjectRefactorer.cpp | 26 | C++ | 0.286 | suggestion | 66 | 51 | 51 | false | Fix leaderboards not properly replaced in projects using them in custom objects | 7,131 | 4ian/GDevelop | 10,154 | JavaScript | D8H | 4ian | Review this pull request change.
Language: C++
File: Core/tests/WholeProjectRefactorer.cpp
PR Title: Fix leaderboards not properly replaced in projects using them in custom objects
BEFORE CODE:
auto &initialInstances = eventsBasedObject.GetInitialInstances();
initialInstances.InsertNewInitialInstance().Set... | The previous description better fit what the test actually covers. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
}
onInstructionTypeChanged={onInstructionTypeChanged}
/>
{editorOpen && project && !objectGroup && (
<ObjectVariablesDialog
project={project}
projectScopedContainersAccessor={projectScopedContainersAccessor}
objectName={objectName}
... | Sounds suspicious as not used then? | }
onInstructionTypeChanged={onInstructionTypeChanged}
/>
{editorOpen &&
project &&
!!variablesContainers.length &&
!objectGroup && (
<ObjectVariablesDialog
project={project}
projectScopedContainersAccessor={project... | @@ -188,37 +188,43 @@ export default React.forwardRef<ParameterFieldProps, ParameterFieldInterface>(
}
onInstructionTypeChanged={onInstructionTypeChanged}
/>
- {editorOpen && project && !objectGroup && (
- <ObjectVariablesDialog
- project={project}
- ... | newIDE/app/src/EventsSheet/ParameterFields/ObjectVariableField.js | 26 | JavaScript | 0.143 | question | 35 | 43 | 49 | false | Prevent opening variables dialog for objects & groups if there is no object | 7,132 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | ClementPasteau | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/EventsSheet/ParameterFields/ObjectVariableField.js
PR Title: Prevent opening variables dialog for objects & groups if there is no object
BEFORE CODE: }
onInstructionTypeChanged={onInstructionTypeChanged}
/>
... | Sounds suspicious as not used then? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
// We could pass it a string, but lets do it right
this.removeJoint(parseInt(jId, 10));
}
}
}
}
// Remove the joint
this.world.DestroyJoint(joint);
delete this.joints[jointId];
}
}
}
gdjs.registerRuntimeSc... | In the future, a `destroy()` method on the shared data would be I think safer (in the sense: it's part of the class, so there is less chance you forget to update it when needed) and we we should probably made the "shared data" something first class that is handled by the runtime scene (rather than something that is man... | if (
this.joints[jId].GetType() === Box2D.e_gearJoint &&
(Box2D.getPointer(
(this.joints[jId] as Box2D.b2GearJoint).GetJoint1()
) === Box2D.getPointer(joint) ||
Box2D.getPointer(
(this.joints[jId] as Bo... | @@ -300,14 +309,11 @@ namespace gdjs {
}
}
gdjs.registerRuntimeSceneUnloadedCallback(function (runtimeScene) {
- if (
- // @ts-ignore
- runtimeScene.physics2SharedData &&
- // @ts-ignore
- runtimeScene.physics2SharedData.world
- ) {
- // @ts-ignore
- Box2D.destroy(runtimeS... | Extensions/Physics2Behavior/physics2runtimebehavior.ts | 26 | TypeScript | 0.786 | suggestion | 360 | 51 | 51 | false | [Physics2] Fix a memory leak on object instances | 7,136 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | D8H | Review this pull request change.
Language: TypeScript
File: Extensions/Physics2Behavior/physics2runtimebehavior.ts
PR Title: [Physics2] Fix a memory leak on object instances
BEFORE CODE: // We could pass it a string, but lets do it right
this.removeJoint(parseInt(jId, 10));
... | In the future, a `destroy()` method on the shared data would be I think safer (in the sense: it's part of the class, so there is less chance you forget to update it when needed) and we we should probably made the "shared data" something first class that is handled by the runtime scene (rather than something that is man... | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
// we need to relay the ownership change to others,
// and expect an acknowledgment from them.
if (gdjs.multiplayer.isCurrentPlayerHost()) {
const connectedPeerIds = gdjs.multiplayerPeerJsHelper.getAllPeers();
// We don't need to send the message to the player who s... | So this was sending too many messages! | // we need to relay the ownership change to others,
// and expect an acknowledgment from them.
if (gdjs.multiplayer.isCurrentPlayerHost()) {
const connectedPeerIds = gdjs.multiplayerPeerJsHelper.getAllPeers();
// We don't need to send the message to the player who s... | @@ -917,12 +917,12 @@ namespace gdjs {
// As we are the host, we do not cancel the message if it times out.
shouldCancelMessageIfTimesOut: false,
});
- for (const peerId of otherPeerIds) {
- debugLogger.info(
- `Relaying ownership change ... | Extensions/Multiplayer/messageManager.ts | 26 | TypeScript | 0.071 | suggestion | 38 | 51 | 51 | false | Fix destroying an object even if flagged as "DoNothing" in the multiplayer behavior | 7,137 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | ClementPasteau | Review this pull request change.
Language: TypeScript
File: Extensions/Multiplayer/messageManager.ts
PR Title: Fix destroying an object even if flagged as "DoNothing" in the multiplayer behavior
BEFORE CODE: // we need to relay the ownership change to others,
// and expect an acknowledgment from... | So this was sending too many messages! | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
} catch (error) {
console.error('Error while login:', error);
throw error;
}
}
async loginOrSignupWithProvider({
provider,
signal,
}: {|
provider: IdentityProvider,
signal?: AbortSignal,
|}) {
if (signal && signal.aborted) {
return Promise.reject(
new UserC... | this seemed duplicated in this file and the browser one.
This was always causing an error in the console because the signal always aborts (we trigger it when we close the dialog)
I don't think this deserves to raise an error as it's the expected path? | } catch (error) {
console.error('Error while login:', error);
throw error;
}
}
async loginOrSignupWithProvider({
provider,
signal,
}: {|
provider: IdentityProvider,
signal?: AbortSignal,
|}) {
if (signal && signal.aborted) {
return Promise.reject(
new UserC... | @@ -61,11 +61,6 @@ class LocalLoginProvider implements LoginProvider, FirebaseBasedLoginProvider {
if (signal) {
signal.addEventListener('abort', () => {
terminateWebSocket();
- reject( | newIDE/app/src/LoginProvider/LocalLoginProvider.js | 26 | JavaScript | 0.643 | refactor | 253 | 51 | 51 | false | Fix infinite loading when canceling login with provider | 7,138 | 4ian/GDevelop | 10,154 | JavaScript | ClementPasteau | ClementPasteau | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/LoginProvider/LocalLoginProvider.js
PR Title: Fix infinite loading when canceling login with provider
BEFORE CODE: } catch (error) {
console.error('Error while login:', error);
throw error;
}
}
async loginOrSignupWit... | this seemed duplicated in this file and the browser one.
This was always causing an error in the console because the signal always aborts (we trigger it when we close the dialog)
I don't think this deserves to raise an error as it's the expected path? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
},
});
}
}
this.setState({
createAccountInProgress: false,
loginInProgress: false,
authenticatedUser: {
...this.state.authenticatedUser,
creatingOrLoggingInAccount: false,
},
});
this._automaticallyUpdateUserProfile = true;
};
_cancelL... | I don't like doing this here. It looks like we're trying to "finish a process". But the process is already there:
<img width="776" alt="image" src="https://github.com/user-attachments/assets/6fe5b8b4-8d4c-4124-b83a-34f6d90bbd83">
There is already a catch (ensuring that an exception will never stop the end to run)... | },
});
}
}
this.setState({
createAccountInProgress: false,
loginInProgress: false,
authenticatedUser: {
...this.state.authenticatedUser,
creatingOrLoggingInAccount: false,
},
});
this._automaticallyUpdateUserProfile = true;
};
_cancelL... | @@ -996,11 +996,19 @@ export default class AuthenticatedUserProvider extends React.Component<
this._automaticallyUpdateUserProfile = true;
};
- _cancelLogin = () => {
+ _cancelLoginOrSignUp = () => {
if (this._abortController) {
this._abortController.abort();
this._abortController = null;... | newIDE/app/src/Profile/AuthenticatedUserProvider.js | 26 | JavaScript | 0.643 | suggestion | 369 | 51 | 51 | false | Fix infinite loading when canceling login with provider | 7,138 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | ClementPasteau | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/Profile/AuthenticatedUserProvider.js
PR Title: Fix infinite loading when canceling login with provider
BEFORE CODE: },
});
}
}
this.setState({
createAccountInProgress: false,
loginInProgress: false... | I don't like doing this here. It looks like we're trying to "finish a process". But the process is already there:
<img width="776" alt="image" src="https://github.com/user-attachments/assets/6fe5b8b4-8d4c-4124-b83a-34f6d90bbd83">
There is already a catch (ensuring that an exception will never stop the end to run)... | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
Props,
State
> {
state = {
eventsFunction: null,
extensionName: '',
createNewExtension: false,
};
_projectScopedContainersAccessor: ProjectScopedContainersAccessor | null = null;
componentDidMount() {
const {
project,
scope,
globalObjectsContainer,
objectsContainer,
... | This is kind of regression as it will forbid to use the same name as global variables and global objects for a parameter.
We should probably use a new blank project instead. | Props,
State
> {
state = {
eventsFunction: null,
extensionName: '',
createNewExtension: false,
};
_projectScopedContainersAccessor: ProjectScopedContainersAccessor | null = null;
componentDidMount() {
const {
project,
scope,
globalObjectsContainer,
objectsContainer,
... | @@ -65,6 +67,12 @@ export default class EventsFunctionExtractorDialog extends React.Component<
serializedEvents,
} = this.props;
+ // This is only used to check parameter for name conflict.
+ // TODO Update it according to the chosen extension.
+ this._projectScopedContainersAccessor = new Projec... | newIDE/app/src/EventsSheet/EventsFunctionExtractor/EventsFunctionExtractorDialog.js | 26 | JavaScript | 0.429 | suggestion | 174 | 51 | 51 | false | Reduce the risk of name collisions between objects, variables, parameters and properties | 7,148 | 4ian/GDevelop | 10,154 | JavaScript | D8H | D8H | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/EventsSheet/EventsFunctionExtractor/EventsFunctionExtractorDialog.js
PR Title: Reduce the risk of name collisions between objects, variables, parameters and properties
BEFORE CODE: Props,
State
> {
state = {
eventsFunction: null,
... | This is kind of regression as it will forbid to use the same name as global variables and global objects for a parameter.
We should probably use a new blank project instead. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
preferences.values.openDiagnosticReportAutomatically,
onLaunchPreviewWithDiagnosticReport,
previewState.overridenPreviewLayoutName,
previewState.overridenPreviewExternalLayoutName,
previewState.isPreviewOverriden,
previewState.previewExternalLayoutName,
previewSta... | wondering if we should also take a screenshot only if:
- you don't have a thumbnailUrl already set (but the screenshots might be useful)
- you haven't taken a screenshot recently (to avoid taking one on every preview) - like every x minutes ? | previewState.overridenPreviewLayoutName,
previewState.overridenPreviewExternalLayoutName,
previewState.isPreviewOverriden,
previewState.previewExternalLayoutName,
previewState.previewLayoutName,
setPreviewOverride,
]
);
// Create a separate function to avoi... | @@ -185,7 +187,11 @@ const PreviewAndShareButtons = React.memo<PreviewAndShareButtonsProps>(
<LineStackLayout noMargin>
<FlatButtonWithSplitMenu
primary
- onClick={onHotReloadPreview}
+ onClick={
+ !hasPreviewsRunning && preferences.values.takeScreenshotOnPreview ... | newIDE/app/src/MainFrame/Toolbar/PreviewAndShareButtons.js | 26 | JavaScript | 0.5 | question | 244 | 51 | 51 | false | Take a screenshot on preview | 7,156 | 4ian/GDevelop | 10,154 | JavaScript | ClementPasteau | ClementPasteau | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/MainFrame/Toolbar/PreviewAndShareButtons.js
PR Title: Take a screenshot on preview
BEFORE CODE: preferences.values.openDiagnosticReportAutomatically,
onLaunchPreviewWithDiagnosticReport,
previewState.overridenPreviewL... | wondering if we should also take a screenshot only if:
- you don't have a thumbnailUrl already set (but the screenshots might be useful)
- you haven't taken a screenshot recently (to avoid taking one on every preview) - like every x minutes ? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
preferences.getIsMenuBarHiddenInPreview,
preferences.getIsAlwaysOnTopInPreview,
preferences.values.openDiagnosticReportAutomatically,
currentlyRunningInAppTutorial,
getAuthenticatedPlayerForPreview,
quickCustomizationDialogOpenedFromGameId,
onCaptureFinished,
createCaptur... | Consider not adding yet-another-way-to-launch-preview and instead:
- Make the logic related to the timing inside the existing function.
- delayTimeInSeconds can also be in the function
- forcing a screenshot, bypassing the check for timing, is "just" a "forceScreenshot: true". But this is only used for quick customi... | preferences.getIsMenuBarHiddenInPreview,
preferences.getIsAlwaysOnTopInPreview,
preferences.values.openDiagnosticReportAutomatically,
currentlyRunningInAppTutorial,
getAuthenticatedPlayerForPreview,
quickCustomizationDialogOpenedFromGameId,
onCaptureFinished,
createCaptur... | @@ -1723,13 +1724,31 @@ const MainFrame = (props: Props) => {
const launchNewPreview = React.useCallback(
async options => {
const numberOfWindows = options ? options.numberOfWindows : 1;
- launchPreview({ networkPreview: false, numberOfWindows });
+ await launchPreview({ networkPreview: false,... | newIDE/app/src/MainFrame/index.js | 26 | JavaScript | 0.5 | suggestion | 375 | 51 | 51 | false | Take a screenshot on preview | 7,156 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | ClementPasteau | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/MainFrame/index.js
PR Title: Take a screenshot on preview
BEFORE CODE: preferences.getIsMenuBarHiddenInPreview,
preferences.getIsAlwaysOnTopInPreview,
preferences.values.openDiagnosticReportAutomatically,
currentlyRun... | Consider not adding yet-another-way-to-launch-preview and instead:
- Make the logic related to the timing inside the existing function.
- delayTimeInSeconds can also be in the function
- forcing a screenshot, bypassing the check for timing, is "just" a "forceScreenshot: true". But this is only used for quick customi... | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
// (because the target is in the scope), replace or remove it:
RenameOrRemovePropertyOfTargetPropertyContainer(node.name);
}
if (node.child) node.child->Visit(*this);
});
}
void OnVisitVariableAccessorNode(VariableAccessorNode& node) override {
if (node.child) node.chi... | I don't understand why this "MatchIdentifierWithName" is not doing its job? If it's a variable, it should match it (and so do nothing), no? | }, [&]() {
// Do nothing, it's something else.
if (node.child) node.child->Visit(*this);
});
}
void OnVisitVariableAccessorNode(VariableAccessorNode& node) override {
if (node.child) node.child->Visit(*this);
}
void OnVisitVariableBracketAccessorNode(
VariableBracketAccesso... | @@ -118,17 +116,24 @@ class GD_CORE_API ExpressionPropertyReplacer
}
void OnVisitVariableBracketAccessorNode(
VariableBracketAccessorNode& node) override {
+ bool isGrandParentTypeAVariable = isParentTypeAVariable;
+ isParentTypeAVariable = false;
node.expression->Visit(*this);
+ isParentType... | Core/GDCore/IDE/Events/EventsPropertyReplacer.cpp | 26 | C++ | 0.429 | question | 139 | 51 | 51 | false | Fix variables from being renamed with a property | 7,186 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | D8H | Review this pull request change.
Language: C++
File: Core/GDCore/IDE/Events/EventsPropertyReplacer.cpp
PR Title: Fix variables from being renamed with a property
BEFORE CODE: // (because the target is in the scope), replace or remove it:
RenameOrRemovePropertyOfTargetPropertyContainer(node.name)... | I don't understand why this "MatchIdentifierWithName" is not doing its job? If it's a variable, it should match it (and so do nothing), no? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
for (std::size_t c = 0; c < GetCameraCount(); ++c) {
SerializerElement& cameraElement = camerasElement.AddChild("camera");
cameraElement.SetAttribute("defaultSize", GetCamera(c).UseDefaultSize());
cameraElement.SetAttribute("width", GetCamera(c).GetWidth());
cameraElement.SetAttribute("height", Ge... | to make it a bit shorter
```suggestion
SetDefaultCameraBehavior(element.GetStringAttribute("defaultCameraBehavior", "top-left-anchored-if-never-moved"));
``` | for (std::size_t c = 0; c < GetCameraCount(); ++c) {
SerializerElement& cameraElement = camerasElement.AddChild("camera");
cameraElement.SetAttribute("defaultSize", GetCamera(c).UseDefaultSize());
cameraElement.SetAttribute("width", GetCamera(c).GetWidth());
cameraElement.SetAttribute("height", Ge... | @@ -80,6 +84,7 @@ void Layer::UnserializeFrom(const SerializerElement& element) {
SetName(element.GetStringAttribute("name", "", "Name"));
SetRenderingType(element.GetStringAttribute("renderingType", ""));
SetCameraType(element.GetStringAttribute("cameraType", "perspective"));
+ SetDefaultCameraBehavior(el... | Core/GDCore/Project/Layer.cpp | 26 | C++ | 0.786 | suggestion | 164 | 51 | 51 | false | Fix anchor behavior and add option to center layer or keep top-left fixed when resized | 7,188 | 4ian/GDevelop | 10,154 | JavaScript | D8H | 4ian | Review this pull request change.
Language: C++
File: Core/GDCore/Project/Layer.cpp
PR Title: Fix anchor behavior and add option to center layer or keep top-left fixed when resized
BEFORE CODE: for (std::size_t c = 0; c < GetCameraCount(); ++c) {
SerializerElement& cameraElement = camerasElement.AddChild("cam... | to make it a bit shorter
```suggestion
SetDefaultCameraBehavior(element.GetStringAttribute("defaultCameraBehavior", "top-left-anchored-if-never-moved"));
``` | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
_cameraX: float;
_cameraY: float;
_cameraZ: float = 0;
/**
* `_cameraZ` is dirty when the zoom factor is set last.
*/
_isCameraZDirty: boolean = true;
/**
* @param layerData The data used to initialize the layer
* @param instanceContainer The container in which the layer is ... | Should this use `getViewportOriginX/Y` to handle the fact that custom objects don't necessarily have the top-left corner at (0 ; 0) (even if it probably doesn't matter here as it's a scene layer)? | _cameraX: float;
_cameraY: float;
_cameraZ: float = 0;
/**
* `_cameraZ` is dirty when the zoom factor is set last.
*/
_isCameraZDirty: boolean = true;
/**
* @param layerData The data used to initialize the layer
* @param instanceContainer The container in which the layer is ... | @@ -28,8 +28,25 @@ namespace gdjs {
) {
super(layerData, instanceContainer);
- this._cameraX = this.getWidth() / 2;
- this._cameraY = this.getHeight() / 2;
+ if (
+ this._defaultCameraBehavior ===
+ gdjs.RuntimeLayerDefaultCameraBehavior
+ .KEEP_TOP_LEFT_FIXED_IF_NEVE... | GDJS/Runtime/layer.ts | 26 | TypeScript | 0.714 | question | 196 | 51 | 51 | false | Fix anchor behavior and add option to center layer or keep top-left fixed when resized | 7,188 | 4ian/GDevelop | 10,154 | JavaScript | D8H | 4ian | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/layer.ts
PR Title: Fix anchor behavior and add option to center layer or keep top-left fixed when resized
BEFORE CODE: _cameraX: float;
_cameraY: float;
_cameraZ: float = 0;
/**
* `_cameraZ` is dirty when the zoom factor i... | Should this use `getViewportOriginX/Y` to handle the fact that custom objects don't necessarily have the top-left corner at (0 ; 0) (even if it probably doesn't matter here as it's a scene layer)? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
// Handle scale mode.
if (this._game.getScaleMode() === 'nearest') {
gameCanvas.style['image-rendering'] = '-moz-crisp-edges';
gameCanvas.style['image-rendering'] = '-webkit-optimize-contrast';
gameCanvas.style['image-rendering'] = '-webkit-crisp-edges';
gameCanvas.style['im... | There is a lot of copy from the `createStandardCanvas` function. Could you rework `createStandardCanvas` so that it's using `useCanvas` under the hood?
Also, the name is probably not showing this is an important operation enough, that just can't be redone a second time. So I think it should be called `initializeForC... |
// Prevent magnifying glass on iOS with a long press.
// Note that there are related bugs on iOS 15 (see https://bugs.webkit.org/show_bug.cgi?id=231161)
// but it seems not to affect us as the `domElementsContainer` has `pointerEvents` set to `none`.
domElementsContainer.style['-webkit-user-sel... | @@ -189,6 +189,120 @@ namespace gdjs {
gameCanvas.focus();
}
+ useCanvas(gameCanvas: HTMLCanvasElement): void { | GDJS/Runtime/pixi-renderers/runtimegame-pixi-renderer.ts | 26 | TypeScript | 0.643 | suggestion | 326 | 51 | 51 | false | Add external canvas usage to RuntimeGamePixiRenderer | 7,199 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/pixi-renderers/runtimegame-pixi-renderer.ts
PR Title: Add external canvas usage to RuntimeGamePixiRenderer
BEFORE CODE:
// Handle scale mode.
if (this._game.getScaleMode() === 'nearest') {
gameCanvas.style['image-renderin... | There is a lot of copy from the `createStandardCanvas` function. Could you rework `createStandardCanvas` so that it's using `useCanvas` under the hood?
Also, the name is probably not showing this is an important operation enough, that just can't be redone a second time. So I think it should be called `initializeForC... | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
} else {
outputObjectsContainer.InsertNewObject(
project,
parameter.GetExtraInfo(),
objectName,
outputObjectsContainer.GetObjectsCount());
}
// Memorize the last object name. By convention, parameters that require
// an object (mainly, "ob... | I wonder if the name can be confusing because a free function could have an object parameter without object type and the following behavior parameters be some capabilities (default behavior). It also won't be "all" the behaviors of the actual objects.
I guess it's kind of the required behavior for objects passed in pa... | // are all present (and no more than required by the object type).
// Non default behaviors coming from parameters will be added or removed later.
project.EnsureObjectDefaultBehaviors(outputObjectsContainer.GetObject(objectName));
} else {
// Create a new object (and its default be... | @@ -71,7 +75,7 @@ void ParameterMetadataTools::ParametersToObjectsContainer(
const gd::String& behaviorType = parameter.GetExtraInfo();
gd::Object& object = outputObjectsContainer.GetObject(lastObjectName);
- allObjectBehaviorNames[lastObjectName].insert(behaviorName);
+ allObj... | Core/GDCore/Extensions/Metadata/ParameterMetadataTools.cpp | 26 | C++ | 1 | suggestion | 510 | 51 | 51 | false | Fix default behaviors not added properly to objects in functions | 7,206 | 4ian/GDevelop | 10,154 | JavaScript | D8H | 4ian | Review this pull request change.
Language: C++
File: Core/GDCore/Extensions/Metadata/ParameterMetadataTools.cpp
PR Title: Fix default behaviors not added properly to objects in functions
BEFORE CODE: } else {
outputObjectsContainer.InsertNewObject(
project,
parameter.GetExtraIn... | I wonder if the name can be confusing because a free function could have an object parameter without object type and the following behavior parameters be some capabilities (default behavior). It also won't be "all" the behaviors of the actual objects.
I guess it's kind of the required behavior for objects passed in pa... | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
parameters.removeParameter('MySpriteObject2');
expect(parameters.getParametersCount()).toBe(7);
objectsContainer = new gd.ObjectsContainer(gd.ObjectsContainer.Function);
gd.ParameterMetadataTools.parametersToObjectsContainer(
project,
parameters,
objectsContainer
... | Maybe `ObjectMetadata::AddDefaultBehavior` can be used to simulate a change of capability in a custom object. |
parameters.removeParameter('MySpriteObject2');
expect(parameters.getParametersCount()).toBe(7);
objectsContainer = new gd.ObjectsContainer();
gd.ParameterMetadataTools.parametersToObjectsContainer(
project,
parameters,
objectsContainer
);
// Check that obje... | @@ -4295,19 +4295,37 @@ describe('libGD.js', function () {
expect(objectsContainer.hasObjectNamed('MyObjectWithoutType')).toBe(true);
expect(objectsContainer.hasObjectNamed('MySpriteObject')).toBe(true);
- const objectWithoutType = objectsContainer.getObject('MyObjectWithoutType');
- expect(ob... | GDevelop.js/__tests__/Core.js | 26 | JavaScript | 0.571 | suggestion | 109 | 51 | 51 | false | Fix default behaviors not added properly to objects in functions | 7,206 | 4ian/GDevelop | 10,154 | JavaScript | D8H | 4ian | Review this pull request change.
Language: JavaScript
File: GDevelop.js/__tests__/Core.js
PR Title: Fix default behaviors not added properly to objects in functions
BEFORE CODE:
parameters.removeParameter('MySpriteObject2');
expect(parameters.getParametersCount()).toBe(7);
objectsContainer = new... | Maybe `ObjectMetadata::AddDefaultBehavior` can be used to simulate a change of capability in a custom object. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
std::set<gd::String> objectNamesInContainer =
outputObjectsContainer.GetAllObjectNames();
for (const auto& objectName : objectNamesInContainer) {
if (allObjectNames.find(objectName) == allObjectNames.end()) {
outputObjectsContainer.RemoveObject(objectName);
}
}
// Remove behaviors of object... | Actually, I think it's legit to add behavior parameters to require capabilities on an object without any specified type. | }
}
// Remove objects that are not in the parameters anymore.
std::set<gd::String> objectNamesInContainer =
outputObjectsContainer.GetAllObjectNames();
for (const auto& objectName : objectNamesInContainer) {
if (allObjectNames.find(objectName) == allObjectNames.end()) {
outputObjectsContain... | @@ -108,8 +112,14 @@ void ParameterMetadataTools::ParametersToObjectsContainer(
}
auto& object = outputObjectsContainer.GetObject(objectName);
+ const auto& allBehaviorNames = allObjectNonDefaultBehaviorNames[objectName];
for (const auto& behaviorName : object.GetAllBehaviorNames()) {
- const a... | Core/GDCore/Extensions/Metadata/ParameterMetadataTools.cpp | 26 | C++ | 0.5 | suggestion | 120 | 51 | 51 | false | Fix default behaviors not added properly to objects in functions | 7,206 | 4ian/GDevelop | 10,154 | JavaScript | D8H | 4ian | Review this pull request change.
Language: C++
File: Core/GDCore/Extensions/Metadata/ParameterMetadataTools.cpp
PR Title: Fix default behaviors not added properly to objects in functions
BEFORE CODE: std::set<gd::String> objectNamesInContainer =
outputObjectsContainer.GetAllObjectNames();
for (const auto&... | Actually, I think it's legit to add behavior parameters to require capabilities on an object without any specified type. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
behavior->SetDefaultBehavior(true);
};
auto &objectMetadata =
gd::MetadataProvider::GetObjectMetadata(platform, objectType);
if (!MetadataProvider::IsBadObjectMetadata(objectMetadata)) {
for (auto &behaviorType : objectMetadata.GetDefaultBehaviors()) {
addDefaultBehavior(behaviorType);... | It's probably not a big issue, but instance stability won't be ensured for capabilities required for an object without any type.
Unless capabilities from parameters are not marked as default behavior? | const auto& behavior = object.GetBehavior(behaviorName);
if (!behavior.IsDefaultBehavior() || behavior.GetTypeName() != behaviorType) {
// Behavior type has changed, remove it so it is re-created.
object.RemoveBehavior(behaviorName);
}
}
if (!object.HasBehaviorNamed(b... | @@ -97,24 +95,62 @@ std::unique_ptr<gd::Object> Project::CreateObject(
" has an unknown default behavior: " + behaviorType);
return;
}
- auto* behavior = object->AddNewBehavior(
- project, behaviorType, behaviorMetadata.GetDefaultName());
- behavior->SetDefaultBehavio... | Core/GDCore/Project/Project.cpp | 26 | C++ | 0.571 | question | 201 | 51 | 51 | false | Fix default behaviors not added properly to objects in functions | 7,206 | 4ian/GDevelop | 10,154 | JavaScript | D8H | 4ian | Review this pull request change.
Language: C++
File: Core/GDCore/Project/Project.cpp
PR Title: Fix default behaviors not added properly to objects in functions
BEFORE CODE: behavior->SetDefaultBehavior(true);
};
auto &objectMetadata =
gd::MetadataProvider::GetObjectMetadata(platform, objectType);... | It's probably not a big issue, but instance stability won't be ensured for capabilities required for an object without any type.
Unless capabilities from parameters are not marked as default behavior? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
import { getRelativeOrAbsoluteDisplayDate } from '../Utils/DateDisplay';
const electron = optionalRequire('electron');
const path = optionalRequire('path');
export const getThumbnailWidth = ({ isMobile }: {| isMobile: boolean |}) =>
isMobile ? undefined : Math.min(245, Math.max(130, window.innerWidth / 4));
export ... | I'd rather say `Your project must be stored on your computer` rather than surely, it feels more english | import { getRelativeOrAbsoluteDisplayDate } from '../Utils/DateDisplay';
const electron = optionalRequire('electron');
const path = optionalRequire('path');
export const getThumbnailWidth = ({ isMobile }: {| isMobile: boolean |}) =>
isMobile ? undefined : Math.min(245, Math.max(130, window.innerWidth / 4));
export ... | @@ -50,13 +51,37 @@ import PreferencesContext from '../MainFrame/Preferences/PreferencesContext';
import { textEllipsisStyle } from '../UI/TextEllipsis';
import FileWithLines from '../UI/CustomSvgIcons/FileWithLines';
import TextButton from '../UI/TextButton';
-import { Tooltip } from '@material-ui/core';
+import { ... | newIDE/app/src/GameDashboard/GameDashboardCard.js | 26 | JavaScript | 0.5 | suggestion | 103 | 51 | 51 | false | Polishing the new Create tab | 7,236 | 4ian/GDevelop | 10,154 | JavaScript | ClementPasteau | AlexandreSi | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/GameDashboard/GameDashboardCard.js
PR Title: Polishing the new Create tab
BEFORE CODE: import { getRelativeOrAbsoluteDisplayDate } from '../Utils/DateDisplay';
const electron = optionalRequire('electron');
const path = optionalRequire('path'... | I'd rather say `Your project must be stored on your computer` rather than surely, it feels more english | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
export const getDetailedProjectDisplayDate = (i18n: I18nType, date: number) =>
i18n.date(date, {
dateStyle: 'short',
timeStyle: 'short',
});
const getNoProjectAlertMessage = () => {
if (!electron) {
// Trying to open a local project from the web app of the mobile app.
return t`Looks like your pro... | maybe double check landscape/mobile/etc... | export const getDetailedProjectDisplayDate = (i18n: I18nType, date: number) =>
i18n.date(date, {
dateStyle: 'short',
timeStyle: 'short',
});
const getNoProjectAlertMessage = () => {
if (!electron) {
// Trying to open a local project from the web app of the mobile app.
return t`Looks like your pro... | @@ -67,7 +92,7 @@ const styles = {
display: 'flex',
flexShrink: 0,
flexDirection: 'column',
- justifyContent: 'flex-end',
+ justifyContent: 'center', | newIDE/app/src/GameDashboard/GameDashboardCard.js | 26 | JavaScript | 0.071 | suggestion | 43 | 51 | 51 | false | Polishing the new Create tab | 7,236 | 4ian/GDevelop | 10,154 | JavaScript | ClementPasteau | AlexandreSi | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/GameDashboard/GameDashboardCard.js
PR Title: Polishing the new Create tab
BEFORE CODE: export const getDetailedProjectDisplayDate = (i18n: I18nType, date: number) =>
i18n.date(date, {
dateStyle: 'short',
timeStyle: 'short',
});
... | maybe double check landscape/mobile/etc... | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
newSaveAsOptions = saveAsOptions;
}
if (canFileMetadataBeSafelySavedAs && currentFileMetadata) {
const canProjectBeSafelySavedAs = await canFileMetadataBeSafelySavedAs(
currentFileMetadata,
{
showAlert,
showConfirmation,
... | just double checking this will not affect the initial project? I assume not as we're not saving that project | // ... or if the project is opened from a URL.
oldStorageProvider.internalName !== 'UrlStorageProvider',
});
if (!saveAsLocation) {
return; // Save as was cancelled.
}
newSaveAsLocation = saveAsLocation;
newSaveAsOptions = saveAsO... | @@ -2627,6 +2633,21 @@ const MainFrame = (props: Props) => {
if (!canProjectBeSafelySavedAs) return;
}
+ let originalProjectUuid = null;
+ if (newSaveAsOptions && newSaveAsOptions.generateNewProjectUuid) {
+ originalProjectUuid = currentProject.getProjectUuid();
+ c... | newIDE/app/src/MainFrame/index.js | 26 | JavaScript | 0.357 | suggestion | 109 | 51 | 51 | false | When duplicating a project, ask for the new name and if link with game should be kept | 7,253 | 4ian/GDevelop | 10,154 | JavaScript | ClementPasteau | AlexandreSi | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/MainFrame/index.js
PR Title: When duplicating a project, ask for the new name and if link with game should be kept
BEFORE CODE: newSaveAsOptions = saveAsOptions;
}
if (canFileMetadataBeSafelySavedAs && currentFileM... | just double checking this will not affect the initial project? I assume not as we're not saving that project | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
|}) => async ({
project,
fileMetadata,
}: {|
project: gdProject,
fileMetadata: ?FileMetadata,
|}): Promise<{|
saveAsLocation: ?SaveAsLocation,
saveAsOptions: ?SaveAsOptions,
|}> => {
if (!authenticatedUser.authenticated) {
return { saveAsLocation: null, saveAsOptions: null };
}
const options = aw... | maybe name this prop `shouldAskForNewProjectUuid` to be consistent with the props you use in the component? | |}) => async ({
project,
fileMetadata,
displayOptionToGenerateNewProjectUuid,
}: {|
project: gdProject,
fileMetadata: ?FileMetadata,
displayOptionToGenerateNewProjectUuid: boolean,
|}): Promise<{|
saveAsLocation: ?SaveAsLocation,
saveAsOptions: ?SaveAsOptions,
|}> => {
if (!authenticatedUser.authentic... | @@ -189,33 +190,40 @@ export const generateOnChooseSaveProjectAsLocation = ({
fileMetadata: ?FileMetadata,
|}): Promise<{|
saveAsLocation: ?SaveAsLocation,
+ saveAsOptions: ?SaveAsOptions,
|}> => {
if (!authenticatedUser.authenticated) {
- return { saveAsLocation: null };
+ return { saveAsLocation: nu... | newIDE/app/src/ProjectsStorage/CloudStorageProvider/CloudProjectWriter.js | 26 | JavaScript | 0.571 | question | 107 | 51 | 51 | false | When duplicating a project, ask for the new name and if link with game should be kept | 7,253 | 4ian/GDevelop | 10,154 | JavaScript | ClementPasteau | AlexandreSi | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/ProjectsStorage/CloudStorageProvider/CloudProjectWriter.js
PR Title: When duplicating a project, ask for the new name and if link with game should be kept
BEFORE CODE: |}) => async ({
project,
fileMetadata,
}: {|
project: gdProject,
... | maybe name this prop `shouldAskForNewProjectUuid` to be consistent with the props you use in the component? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
return {
saveAsLocation: {
name: options.name,
},
saveAsOptions: {
generateNewProjectUuid: options.generateNewProjectUuid,
},
};
};
export const generateOnSaveProjectAs = (
authenticatedUser: AuthenticatedUser,
setDialog: (() => React.Node) => void,
closeDialog: () => void
) => as... | why this change? was this not used? | });
if (!options) return { saveAsLocation: null, saveAsOptions: null }; // Save was cancelled.
return {
saveAsLocation: {
name: options.name,
},
saveAsOptions: {
generateNewProjectUuid: options.generateNewProjectUuid,
},
};
};
export const generateOnSaveProjectAs = (
authenticat... | @@ -243,7 +251,7 @@ export const generateOnSaveProjectAs = (
}
options.onStartSaving();
- const gameId = saveAsLocation.gameId || project.getProjectUuid(); | newIDE/app/src/ProjectsStorage/CloudStorageProvider/CloudProjectWriter.js | 26 | JavaScript | 0.143 | question | 35 | 51 | 51 | false | When duplicating a project, ask for the new name and if link with game should be kept | 7,253 | 4ian/GDevelop | 10,154 | JavaScript | ClementPasteau | AlexandreSi | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/ProjectsStorage/CloudStorageProvider/CloudProjectWriter.js
PR Title: When duplicating a project, ask for the new name and if link with game should be kept
BEFORE CODE: return {
saveAsLocation: {
name: options.name,
},
sav... | why this change? was this not used? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
|}> => {
const options = await new Promise(resolve => {
setDialog(() => (
<SaveAsOptionsDialog
onCancel={() => {
closeDialog();
resolve(null);
}}
nameSuggestion={
fileMetadata ? `${project.getName()} - Copy` : project.getName()
}
mainActi... | any risk the `options.name` results in a filename that is not compatible with path? like with '/' in it? | saveAsLocation: ?SaveAsLocation, // This is the newly chosen location (or null if cancelled).
saveAsOptions: ?SaveAsOptions,
|}> => {
const options = await new Promise(resolve => {
setDialog(() => (
<SaveAsOptionsDialog
onCancel={() => {
closeDialog();
resolve(null);
... | @@ -180,16 +185,49 @@ export const onSaveProject = async (
};
};
-export const onChooseSaveProjectAsLocation = async ({
+export const generateOnChooseSaveProjectAsLocation = ({
+ setDialog,
+ closeDialog,
+}: {
+ setDialog: (() => React.Node) => void,
+ closeDialog: () => void,
+}) => async ({
project,
... | newIDE/app/src/ProjectsStorage/LocalFileStorageProvider/LocalProjectWriter.js | 26 | JavaScript | 0.5 | question | 104 | 51 | 51 | false | When duplicating a project, ask for the new name and if link with game should be kept | 7,253 | 4ian/GDevelop | 10,154 | JavaScript | ClementPasteau | AlexandreSi | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/ProjectsStorage/LocalFileStorageProvider/LocalProjectWriter.js
PR Title: When duplicating a project, ask for the new name and if link with game should be kept
BEFORE CODE: |}> => {
const options = await new Promise(resolve => {
setDial... | any risk the `options.name` results in a filename that is not compatible with path? like with '/' in it? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
) : (
<Text>
<Trans>You don't have any feedback for this game.</Trans>
</Text>
)}
</>
)}
{displayedFeedbacksArray.length !== 0 && (
<ColumnStackLayout expand noMa... | I don't think that's useful, let's not do it | value={''}
label={t`All exports`}
/>
<SelectOption
key={'game-only'}
value={'game-only'}
label={t`On game page only`}
... | @@ -374,89 +419,154 @@ const GameFeedback = ({ i18n, authenticatedUser, game }: Props) => {
</ResponsiveLineStackLayout>
<ColumnStackLayout expand noMargin>
{!!feedbacks && feedbacks.length > 0 && (
+ // TODO: Should it display the data for the filtered pi... | newIDE/app/src/GameDashboard/Feedbacks/GameFeedback.js | 26 | JavaScript | 0.143 | suggestion | 44 | 51 | 51 | false | Paginate feedbacks | 7,259 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | AlexandreSi | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/GameDashboard/Feedbacks/GameFeedback.js
PR Title: Paginate feedbacks
BEFORE CODE: ) : (
<Text>
<Trans>You don't have any feedback for this game.</Trans>
</Text>
... | I don't think that's useful, let's not do it | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
// - The normal keeps the same length (as the normal is included in the 2D space)
this._slopeClimbingMinNormalZ = Math.min(
Math.cos(gdjs.toRad(slopeMaxAngle)),
1 - 1 / 1024
);
}
getStairHeightMax(): float {
return this._stairHeightMax;
}
setStairHeightMax(stair... | Is there an explanation for those factors? | // - The normal keeps the same length (as the normal is included in the 2D space)
this._slopeClimbingMinNormalZ = Math.min(
Math.cos(gdjs.toRad(slopeMaxAngle)),
1 - 1 / 1024
);
}
getStairHeightMax(): float {
return this._stairHeightMax;
}
setStairHeightMax(stair... | @@ -783,6 +791,27 @@ namespace gdjs {
);
}
+ getStairHeightMax(): float {
+ return this._stairHeightMax;
+ }
+
+ setStairHeightMax(stairHeightMax: float): void {
+ const { extendedUpdateSettings } = this.getPhysics3D();
+ this._stairHeightMax = stairHeightMax;
+ console.log(st... | Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.ts | 26 | TypeScript | 0.071 | question | 42 | 51 | 51 | false | Add a property to choose the maximum stair height a 3D character can walk | 7,265 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | D8H | Review this pull request change.
Language: TypeScript
File: Extensions/Physics3DBehavior/PhysicsCharacter3DRuntimeBehavior.ts
PR Title: Add a property to choose the maximum stair height a 3D character can walk
BEFORE CODE: // - The normal keeps the same length (as the normal is included in the 2D space)
... | Is there an explanation for those factors? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
});
if (output.code !== 0) {
shell.exit(0);
}
});
// Copy the GDJS runtime and extension sources (used for autocompletions
// in the IDE). This is optional as this takes a lot of time that would add
// up whenever any change is made.
if (!args['skip-sources']) {
shell.echo(
`ℹ️ Copying GDJS and extensi... | Should `pixi` and `three` be a sub-folders of `libs`? | cwd: path.join(gdevelopRootPath, 'GDJS'),
});
if (output.code !== 0) {
shell.exit(0);
}
});
// Copy the GDJS runtime and extension sources (used for autocompletions
// in the IDE). This is optional as this takes a lot of time that would add
// up whenever any change is made.
if (!args['skip-sources']) {
... | @@ -53,6 +53,7 @@ if (!args['skip-sources']) {
const startTime = Date.now();
+ const pixiDestinationPath = path.join(destinationPath, 'Runtime-sources', 'pixi'); | newIDE/app/scripts/import-GDJS-Runtime.js | 26 | JavaScript | 0.429 | question | 53 | 51 | 51 | false | Add Pixi and Three type definitions for JS events | 7,266 | 4ian/GDevelop | 10,154 | JavaScript | D8H | D8H | Review this pull request change.
Language: JavaScript
File: newIDE/app/scripts/import-GDJS-Runtime.js
PR Title: Add Pixi and Three type definitions for JS events
BEFORE CODE: });
if (output.code !== 0) {
shell.exit(0);
}
});
// Copy the GDJS runtime and extension sources (used for autocompletions
// in t... | Should `pixi` and `three` be a sub-folders of `libs`? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
onChange();
}}
/>
<Checkbox
label={<Trans>Expand inner area with parent</Trans>}
checked={eventsBasedObject.isInnerAreaFollowingParentSize()}
onCheck={(e, checked) => {
eventsBasedObject.markAsInnerAreaFollowingParentSize(checked);
onChange();
... | ```suggestion
label={<Trans>Private (can only be used inside the extension)</Trans>}
``` | eventsBasedObject.markAsTextContainer(checked);
onChange();
}}
/>
<Checkbox
label={<Trans>Expand inner area with parent</Trans>}
checked={eventsBasedObject.isInnerAreaFollowingParentSize()}
onCheck={(e, checked) => {
eventsBasedObject.markAsInner... | @@ -141,6 +141,15 @@ export default function EventsBasedObjectEditor({
}}
/>
)}
+ <Checkbox
+ label={<Trans>Private</Trans>} | newIDE/app/src/EventsBasedObjectEditor/index.js | 26 | JavaScript | 0.643 | suggestion | 98 | 49 | 51 | false | Allow to make custom objects private to an extension | 7,275 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | D8H | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/EventsBasedObjectEditor/index.js
PR Title: Allow to make custom objects private to an extension
BEFORE CODE: onChange();
}}
/>
<Checkbox
label={<Trans>Expand inner area with parent</Trans>}
check... | ```suggestion
label={<Trans>Private (can only be used inside the extension)</Trans>}
``` | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
eventsBasedObject.markAsTextContainer(checked);
onChange();
}}
/>
<Checkbox
label={<Trans>Expand inner area with parent</Trans>}
checked={eventsBasedObject.isInnerAreaFollowingParentSize()}
onCheck={(e, checked) => {
eventsBasedObject.markAsInner... | Won't it be a bit heavy? Should it be a tool tip? | onCheck={(e, checked) => {
eventsBasedObject.markAsTextContainer(checked);
onChange();
}}
/>
<Checkbox
label={<Trans>Expand inner area with parent</Trans>}
checked={eventsBasedObject.isInnerAreaFollowingParentSize()}
onCheck={(e, checked) => {
... | @@ -141,6 +141,15 @@ export default function EventsBasedObjectEditor({
}}
/>
)}
+ <Checkbox
+ label={<Trans>Private (can only be used inside the extension)</Trans>} | newIDE/app/src/EventsBasedObjectEditor/index.js | 26 | JavaScript | 0.143 | question | 49 | 50 | 51 | false | Allow to make custom objects private to an extension | 7,275 | 4ian/GDevelop | 10,154 | JavaScript | D8H | D8H | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/EventsBasedObjectEditor/index.js
PR Title: Allow to make custom objects private to an extension
BEFORE CODE: eventsBasedObject.markAsTextContainer(checked);
onChange();
}}
/>
<Checkbox
label={<... | Won't it be a bit heavy? Should it be a tool tip? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
type: 'separator',
},
{
label: i18n._(t`Copy`),
click: () => this.copy(),
accelerator: 'CmdOrCtrl+C',
},
{
label: i18n._(t`Cut`),
click: () => this.cut(),
accelerator: 'CmdOrCtrl+X',
},
{
label: i18n._(t`Paste`),
... | ```suggestion
<Trans>This object won't be visible in the scene editor.</Trans>
``` | type: 'separator',
},
{
label: i18n._(t`Copy`),
click: () => this.copy(),
accelerator: 'CmdOrCtrl+C',
},
{
label: i18n._(t`Cut`),
click: () => this.cut(),
accelerator: 'CmdOrCtrl+X',
},
{
label: i18n._(t`Paste`),
... | @@ -193,7 +206,21 @@ export class EventsBasedObjectTreeViewItemContent
}
renderRightComponent(i18n: I18nType): ?React.Node {
- return null;
+ return this.eventsBasedObject.isPrivate() ? (
+ <Tooltip
+ title={
+ <Trans>This object won't be visible in the events editor.</Trans> | newIDE/app/src/EventsFunctionsList/EventsBasedObjectTreeViewItemContent.js | 26 | JavaScript | 0.571 | suggestion | 94 | 51 | 51 | false | Allow to make custom objects private to an extension | 7,275 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | D8H | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/EventsFunctionsList/EventsBasedObjectTreeViewItemContent.js
PR Title: Allow to make custom objects private to an extension
BEFORE CODE: type: 'separator',
},
{
label: i18n._(t`Copy`),
click: () => this.cop... | ```suggestion
<Trans>This object won't be visible in the scene editor.</Trans>
``` | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
const lastObject = objects[objects.length - 1];
let objectToScrollTo;
if (
newObjectDialogOpen &&
newObjectDialogOpen.from &&
// If a scene objectFolderOrObject is selected, move added assets next to or inside it.
!newObjectDialogOpen.from.global
)... | instead of moving them after they're created, should we instead modify the `targetObjectsContainer` to be the selected folder in the `AssetPackInstallDialog` instead of the root of the scene? | // Here, the last object in the array might not be the last object
// in the tree view, given the fact that assets are added in parallel
// See (AssetPackInstallDialog.onInstallAssets).
const lastObject = objects[objects.length - 1];
if (newObjectDialogOpen && newObjectDialogOpe... | @@ -638,27 +638,62 @@ const ObjectsList = React.forwardRef<Props, ObjectsListInterface>(
const onObjectsAddedFromAssets = React.useCallback(
(objects: Array<gdObject>) => {
+ if (objects.length === 0) return;
+
objects.forEach(object => {
onObjectCreated(object);
});
- ... | newIDE/app/src/ObjectsList/index.js | 26 | JavaScript | 0.571 | question | 192 | 51 | 51 | false | Add objects installed from the asset store in selected folder | 7,287 | 4ian/GDevelop | 10,154 | JavaScript | ClementPasteau | AlexandreSi | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/ObjectsList/index.js
PR Title: Add objects installed from the asset store in selected folder
BEFORE CODE: const lastObject = objects[objects.length - 1];
let objectToScrollTo;
if (
newObjectDialogOpen &&
... | instead of moving them after they're created, should we instead modify the `targetObjectsContainer` to be the selected folder in the `AssetPackInstallDialog` instead of the root of the scene? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
/*
* GDevelop Core
* Copyright 2015-2016 Victor Levasseur (victorlevasseur52@gmail.com).
* This project is released under the MIT License.
*/
// NOLINTBEGIN
#include "GDCore/String.h"
#include <algorithm>
#include <string.h>
#include <iostream>
#include "GDCore/CommonTools.h"
#include "GDCore/Utf8/utf8proc.h"
n... | Was this needed to be able to compile? | /*
* GDevelop Core
* Copyright 2015-2016 Victor Levasseur (victorlevasseur52@gmail.com).
* This project is released under the MIT License.
*/
// NOLINTBEGIN
#include "GDCore/String.h"
#include <algorithm>
#include <string.h>
#include "GDCore/CommonTools.h"
#include "GDCore/Utf8/utf8proc.h"
namespace gd
{
cons... | @@ -10,7 +10,7 @@
#include <algorithm>
#include <string.h>
-
+#include <iostream> | Core/GDCore/String.cpp | 13 | C++ | 0.071 | question | 38 | 38 | 38 | false | AnimationName selector | 7,288 | 4ian/GDevelop | 10,154 | JavaScript | D8H | NeylMahfouf2608 | Review this pull request change.
Language: C++
File: Core/GDCore/String.cpp
PR Title: AnimationName selector
BEFORE CODE: /*
* GDevelop Core
* Copyright 2015-2016 Victor Levasseur (victorlevasseur52@gmail.com).
* This project is released under the MIT License.
*/
// NOLINTBEGIN
#include "GDCore/String.h"
#in... | Was this needed to be able to compile? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
#include "ObjectJsImplementation.h"
#include <GDCore/IDE/Project/ArbitraryResourceWorker.h>
#include <GDCore/Project/Object.h>
#include <GDCore/Project/Project.h>
#include <GDCore/Project/PropertyDescriptor.h>
#include <GDCore/Serialization/Serializer.h>
#include <GDCore/Serialization/SerializerElement.h>
#include <em... | It was probably comitted by mistake. | #include "ObjectJsImplementation.h"
#include <GDCore/IDE/Project/ArbitraryResourceWorker.h>
#include <GDCore/Project/Object.h>
#include <GDCore/Project/Project.h>
#include <GDCore/Project/PropertyDescriptor.h>
#include <GDCore/Serialization/Serializer.h>
#include <GDCore/Serialization/SerializerElement.h>
#include <em... | @@ -10,7 +10,7 @@
#include <map>
-using namespace gd;
+//using namespace gd; | GDevelop.js/Bindings/ObjectJsImplementation.cpp | 13 | C++ | 0.071 | suggestion | 36 | 38 | 38 | false | AnimationName selector | 7,288 | 4ian/GDevelop | 10,154 | JavaScript | D8H | NeylMahfouf2608 | Review this pull request change.
Language: C++
File: GDevelop.js/Bindings/ObjectJsImplementation.cpp
PR Title: AnimationName selector
BEFORE CODE: #include "ObjectJsImplementation.h"
#include <GDCore/IDE/Project/ArbitraryResourceWorker.h>
#include <GDCore/Project/Object.h>
#include <GDCore/Project/Project.h>
#incl... | It was probably comitted by mistake. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
'Bindings/glue.js',
buildOutputPath + 'libGD.js',
buildOutputPath + 'libGD.wasm',
],
},
},
});
grunt.loadNpmTasks('grunt-contrib-clean');
grunt.loadNpmTasks('grunt-contrib-copy');
grunt.loadNpmTasks('grunt-string-replace');
grunt.loadNpmTasks('grunt-shell');
... | It was probably comitted by mistake too. | 'Bindings/glue.js',
buildOutputPath + 'libGD.js',
buildOutputPath + 'libGD.wasm',
],
},
},
});
grunt.loadNpmTasks('grunt-contrib-clean');
grunt.loadNpmTasks('grunt-contrib-copy');
grunt.loadNpmTasks('grunt-string-replace');
grunt.loadNpmTasks('grunt-shell');
... | @@ -183,6 +183,6 @@ module.exports = function (grunt) {
'build:raw',
'shell:copyToNewIDE',
'shell:generateFlowTypes',
- 'shell:generateTSTypes',
+ //'shell:generateTSTypes', | GDevelop.js/Gruntfile.js | 26 | JavaScript | 0.071 | suggestion | 40 | 29 | 29 | false | AnimationName selector | 7,288 | 4ian/GDevelop | 10,154 | JavaScript | D8H | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: GDevelop.js/Gruntfile.js
PR Title: AnimationName selector
BEFORE CODE: 'Bindings/glue.js',
buildOutputPath + 'libGD.js',
buildOutputPath + 'libGD.wasm',
],
},
},
});
grunt.loadNpmTasks('grunt-contrib-cle... | It was probably comitted by mistake too. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
// @flow
import { ProjectScopedContainersAccessor } from '../../InstructionOrExpression/EventsScope';
import { type ResourceManagementProps } from '../../ResourcesList/ResourceSource';
/**
* The props given to any behavior editor
*/
export type BehaviorEditorProps = {|
behavior: gdBehavior,
project: gdProject,
... | Did you forget to revert this line? | // @flow
import { type ResourceManagementProps } from '../../ResourcesList/ResourceSource';
/**
* The props given to any behavior editor
*/
export type BehaviorEditorProps = {|
behavior: gdBehavior,
project: gdProject,
object: gdObject,
resourceManagementProps: ResourceManagementProps,
onBehaviorUpdated: (... | @@ -1,4 +1,5 @@
// @flow
+import { ProjectScopedContainersAccessor } from '../../InstructionOrExpression/EventsScope'; | newIDE/app/src/BehaviorsEditor/Editors/BehaviorEditorProps.flow.js | 2 | JavaScript | 0.071 | question | 35 | 15 | 14 | false | AnimationName selector | 7,288 | 4ian/GDevelop | 10,154 | JavaScript | D8H | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/BehaviorsEditor/Editors/BehaviorEditorProps.flow.js
PR Title: AnimationName selector
BEFORE CODE: // @flow
import { ProjectScopedContainersAccessor } from '../../InstructionOrExpression/EventsScope';
import { type ResourceManagementProps } f... | Did you forget to revert this line? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
return getProperties(instance)
.get(name)
.getValue();
},
setValue: (instance: Instance, newValue: string) => {
onUpdateProperty(instance, name, newValue);
},
getLabel,
getDescription,
};
} else if (valueType === 'textarea') {
return {
na... | You can run `npm run format` in `newIDE/app/`. | return getProperties(instance)
.get(name)
.getValue();
},
setValue: (instance: Instance, newValue: string) => {
onUpdateProperty(instance, name, newValue);
},
getLabel,
getDescription,
};
} else if (valueType === 'textarea') {
return {
na... | @@ -220,7 +220,40 @@ const createField = (
getLabel,
getDescription,
};
- } else {
+ } else if(valueType ==='animationname') | newIDE/app/src/PropertiesEditor/PropertiesMapToSchema.js | 26 | JavaScript | 0.214 | suggestion | 46 | 51 | 51 | false | AnimationName selector | 7,288 | 4ian/GDevelop | 10,154 | JavaScript | D8H | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/PropertiesEditor/PropertiesMapToSchema.js
PR Title: AnimationName selector
BEFORE CODE: return getProperties(instance)
.get(name)
.getValue();
},
setValue: (instance: Instance, newValue: string) => {
... | You can run `npm run format` in `newIDE/app/`. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
onUpdateProperty(instance, name, newValue);
},
getLabel,
getDescription,
};
} else if (valueType === 'textarea') {
return {
name,
valueType: 'textarea',
getValue: (instance: Instance): string => {
return getProperties(instance)
.get(name)
... | The editor should ensure it never happens.
If we only allow to define "AnimationName" properties in the "Behavior properties" tab here (and not in "Scene properties"):

There should always be an object when a behavior propeti... | onUpdateProperty(instance, name, newValue);
},
getLabel,
getDescription,
};
} else if (valueType === 'textarea') {
return {
name,
valueType: 'textarea',
getValue: (instance: Instance): string => {
return getProperties(instance)
.get(name)
... | @@ -220,7 +220,40 @@ const createField = (
getLabel,
getDescription,
};
- } else {
+ } else if(valueType ==='animationname')
+ {
+ function getChoices()
+ {
+ if(!object)
+ { return [{value:"Object is not valid !", label:"Object is not valid !"}] } | newIDE/app/src/PropertiesEditor/PropertiesMapToSchema.js | 26 | JavaScript | 0.5 | suggestion | 389 | 51 | 51 | false | AnimationName selector | 7,288 | 4ian/GDevelop | 10,154 | JavaScript | D8H | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/PropertiesEditor/PropertiesMapToSchema.js
PR Title: AnimationName selector
BEFORE CODE: onUpdateProperty(instance, name, newValue);
},
getLabel,
getDescription,
};
} else if (valueType === 'textarea') {
re... | The editor should ensure it never happens.
If we only allow to define "AnimationName" properties in the "Behavior properties" tab here (and not in "Scene properties"):

There should always be an object when a behavior propeti... | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
name,
valueType: 'textarea',
getValue: (instance: Instance): string => {
return getProperties(instance)
.get(name)
.getValue();
},
setValue: (instance: Instance, newValue: string) => {
onUpdateProperty(instance, name, newValue);
},
getLabel,
... | You can use the `mapFor` fonction to shorten the code a bit.
The empty string should be added to the list. | name,
valueType: 'textarea',
getValue: (instance: Instance): string => {
return getProperties(instance)
.get(name)
.getValue();
},
setValue: (instance: Instance, newValue: string) => {
onUpdateProperty(instance, name, newValue);
},
getLabel,
... | @@ -220,7 +220,40 @@ const createField = (
getLabel,
getDescription,
};
- } else {
+ } else if(valueType ==='animationname')
+ {
+ function getChoices()
+ {
+ if(!object)
+ { return [{value:"Object is not valid !", label:"Object is not valid !"}] }
+
+ let animationArray =... | newIDE/app/src/PropertiesEditor/PropertiesMapToSchema.js | 26 | JavaScript | 0.571 | suggestion | 107 | 51 | 51 | false | AnimationName selector | 7,288 | 4ian/GDevelop | 10,154 | JavaScript | D8H | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/PropertiesEditor/PropertiesMapToSchema.js
PR Title: AnimationName selector
BEFORE CODE: name,
valueType: 'textarea',
getValue: (instance: Instance): string => {
return getProperties(instance)
.get(name)
... | You can use the `mapFor` fonction to shorten the code a bit.
The empty string should be added to the list. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
if(!object)
{ return [{value:"Object is not valid !", label:"Object is not valid !"}] }
let animationArray = [];
for(let i = 0; i < object.getConfiguration().getAnimationsCount(); i++ )
{
animationArray.push(object.getConfiguration().getAnimationName(i));
}
return ... | I guess a new attribute `isAllowingFreeText` could be added and `PropertiesEditor` will only allow the current property value until we make a new component that does autocompletion one day.
A easier solution would be to add the default property value to the list but the extension creator may decide to change it and ... | return [];
}
const animationArray = mapFor(
0,
object.getConfiguration().getAnimationsCount(),
i => {
const animationName = object.getConfiguration().getAnimationName(i);
if (animationName === '') {
return null;
}
... | @@ -220,7 +220,40 @@ const createField = (
getLabel,
getDescription,
};
- } else {
+ } else if(valueType ==='animationname')
+ {
+ function getChoices()
+ {
+ if(!object)
+ { return [{value:"Object is not valid !", label:"Object is not valid !"}] }
+
+ let animationArray =... | newIDE/app/src/PropertiesEditor/PropertiesMapToSchema.js | 26 | JavaScript | 0.643 | question | 562 | 51 | 51 | false | AnimationName selector | 7,288 | 4ian/GDevelop | 10,154 | JavaScript | D8H | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/PropertiesEditor/PropertiesMapToSchema.js
PR Title: AnimationName selector
BEFORE CODE: if(!object)
{ return [{value:"Object is not valid !", label:"Object is not valid !"}] }
let animationArray = [];
for(let i = 0; ... | I guess a new attribute `isAllowingFreeText` could be added and `PropertiesEditor` will only allow the current property value until we make a new component that does autocompletion one day.
A easier solution would be to add the default property value to the list but the extension creator may decide to change it and ... | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
/*
* GDevelop Core
* Copyright 2015-2016 Victor Levasseur (victorlevasseur52@gmail.com).
* This project is released under the MIT License.
*/
// NOLINTBEGIN
#include "GDCore/String.h"
#include <algorithm>
#include <string.h>
#include "GDCore/CommonTools.h"
#include "GDCore/Utf8/utf8proc.h"
namespace gd
{
const... | This file only have empty line changes. It should be reverted to have a clearer history. | /*
* GDevelop Core
* Copyright 2015-2016 Victor Levasseur (victorlevasseur52@gmail.com).
* This project is released under the MIT License.
*/
// NOLINTBEGIN
#include "GDCore/String.h"
#include <algorithm>
#include <string.h>
#include "GDCore/CommonTools.h"
#include "GDCore/Utf8/utf8proc.h"
namespace gd
{
cons... | @@ -10,7 +10,6 @@
#include <algorithm>
#include <string.h>
-
#include "GDCore/CommonTools.h" | Core/GDCore/String.cpp | 13 | C++ | 0.286 | suggestion | 88 | 38 | 38 | false | AnimationName selector | 7,288 | 4ian/GDevelop | 10,154 | JavaScript | D8H | NeylMahfouf2608 | Review this pull request change.
Language: C++
File: Core/GDCore/String.cpp
PR Title: AnimationName selector
BEFORE CODE: /*
* GDevelop Core
* Copyright 2015-2016 Victor Levasseur (victorlevasseur52@gmail.com).
* This project is released under the MIT License.
*/
// NOLINTBEGIN
#include "GDCore/String.h"
#in... | This file only have empty line changes. It should be reverted to have a clearer history. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
},
setValue: (instance: Instance, newValue: string) => {
onUpdateProperty(instance, name, newValue);
},
getLabel,
getDescription,
hasImpactOnAllOtherFields: property.hasImpactOnOtherProperties(),
};
} else if (valueType === 'textarea') {
return {
name,
v... | The rest of the code uses this notation: `getChoices: () => {`
I think it's a bit easier to read. | },
setValue: (instance: Instance, newValue: string) => {
onUpdateProperty(instance, name, newValue);
},
getLabel,
getDescription,
hasImpactOnAllOtherFields: property.hasImpactOnOtherProperties(),
};
} else if (valueType === 'textarea') {
return {
name,
v... | @@ -234,6 +234,37 @@ const createField = (
getDescription,
hasImpactOnAllOtherFields: property.hasImpactOnOtherProperties(),
};
+ } else if (valueType === 'animationname') {
+ function getChoices() { | newIDE/app/src/CompactPropertiesEditor/PropertiesMapToCompactSchema.js | 26 | JavaScript | 0.429 | suggestion | 98 | 51 | 51 | false | AnimationName selector | 7,288 | 4ian/GDevelop | 10,154 | JavaScript | D8H | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/CompactPropertiesEditor/PropertiesMapToCompactSchema.js
PR Title: AnimationName selector
BEFORE CODE: },
setValue: (instance: Instance, newValue: string) => {
onUpdateProperty(instance, name, newValue);
},
get... | The rest of the code uses this notation: `getChoices: () => {`
I think it's a bit easier to read. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
onPropertiesUpdated &&
onPropertiesUpdated();
}}
fullWidth
>
{ge... | Nitpick: This empty line is alone. | onPropertiesUpdated &&
onPropertiesUpdated();
}}
fullWidth
>
{ge... | @@ -944,6 +951,7 @@ export default function EventsBasedBehaviorPropertiesEditor({
)}
/>
)}
+ | newIDE/app/src/EventsBasedBehaviorEditor/EventsBasedBehaviorPropertiesEditor.js | 26 | JavaScript | 0.071 | nitpick | 34 | 51 | 51 | false | AnimationName selector | 7,288 | 4ian/GDevelop | 10,154 | JavaScript | D8H | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/EventsBasedBehaviorEditor/EventsBasedBehaviorPropertiesEditor.js
PR Title: AnimationName selector
BEFORE CODE: onPropertiesUpdated &&
onPropertiesUpdat... | Nitpick: This empty line is alone. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
forceUpdate();
onPropertiesUpdated &&
onPropertiesUpdated();
}}
fullWidth
... | I wonder if it should be below the "Choice" type as it's a bit more specific.
```suggestion
<SelectOption
key="property-type-animationname"
value="AnimationName"
... | forceUpdate();
onPropertiesUpdated &&
onPropertiesUpdated();
}}
fullWidth
... | @@ -729,6 +729,11 @@ export default function EventsBasedBehaviorPropertiesEditor({
value="Boolean"
label={t`Boolean (checkbox)`}
/>
+ <SelectOption
+ ... | newIDE/app/src/EventsBasedBehaviorEditor/EventsBasedBehaviorPropertiesEditor.js | 26 | JavaScript | 1 | suggestion | 414 | 51 | 51 | false | AnimationName selector | 7,288 | 4ian/GDevelop | 10,154 | JavaScript | D8H | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/EventsBasedBehaviorEditor/EventsBasedBehaviorPropertiesEditor.js
PR Title: AnimationName selector
BEFORE CODE: forceUpdate();
onPropertiesUpdated &&
... | I wonder if it should be below the "Choice" type as it's a bit more specific.
```suggestion
<SelectOption
key="property-type-animationname"
value="AnimationName"
... | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
const refocusValueField = useRefocusField(topLevelVariableValueInputRefs);
const gdevelopTheme = React.useContext(GDevelopThemeContext);
const draggedNodeId = React.useRef<?string>(null);
const forceUpdate = useForceUpdate();
const [searchText, setSearchText] = React.useState<string>('');
const... | Why wasn't it done before? Any technical limitation? | // in the case the user wants to modify the value at the instance level
// of an object's variable: in that case, a new variable is created and
// the new variable value field needs to be focused.
[number]: SimpleTextFieldInterface,
|}>({});
// $FlowFixMe - Hard to fix issue regarding st... | @@ -636,7 +636,6 @@ const VariablesList = React.forwardRef<Props, VariablesListInterface>(
variableContext = getParentVariableContext(variableContext);
}
if (variableContext.variable) {
- // TODO Add ref to child-variables to allow to focus them. | newIDE/app/src/VariablesList/VariablesList.js | 26 | JavaScript | 0.214 | question | 52 | 51 | 51 | false | Fix variable list usability | 7,290 | 4ian/GDevelop | 10,154 | JavaScript | ClementPasteau | AlexandreSi | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/VariablesList/VariablesList.js
PR Title: Fix variable list usability
BEFORE CODE: const refocusValueField = useRefocusField(topLevelVariableValueInputRefs);
const gdevelopTheme = React.useContext(GDevelopThemeContext);
const drag... | Why wasn't it done before? Any technical limitation? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
}
}
}
} else if (requestedTab === 'learn') {
const courseId = routeArguments['course-id'];
if (courseId && selectedCourse && selectedCourse.id === courseId) {
setLearnCategory('course');
removeRouteArguments(['cours... | Can you check there is no side effects on other things like game dashboard?
(small risk that the chapters are loaded and so ready, and the effect runs again even if the URL you're loading is totally not chapters related).
If it's a problem, a potential solution is to divide the effects into multiple effects with ju... | }
}
}
} else if (requestedTab === 'learn') {
const courseId = routeArguments['course-id'];
if (!areChaptersReady) {
// Do not process requested tab before courses are ready.
return;
}
if (cou... | @@ -332,6 +336,7 @@ export const HomePage = React.memo<Props>(
setInitialPackUserFriendlySlug,
setInitialGameTemplateUserFriendlySlug,
games,
+ areChaptersReady, | newIDE/app/src/MainFrame/EditorContainers/HomePage/index.js | 26 | JavaScript | 0.429 | suggestion | 356 | 51 | 51 | false | Wait for courses to load before opening them | 7,304 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | AlexandreSi | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/MainFrame/EditorContainers/HomePage/index.js
PR Title: Wait for courses to load before opening them
BEFORE CODE: }
}
}
} else if (requestedTab === 'learn') {
const courseId = ro... | Can you check there is no side effects on other things like game dashboard?
(small risk that the chapters are loaded and so ready, and the effect runs again even if the URL you're loading is totally not chapters related).
If it's a problem, a potential solution is to divide the effects into multiple effects with ju... | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
0,
Math.min(255, parseFloat(newValue))
);
return true;
} else if (propertyName === 'borderWidth') {
objectContent.borderWidth = Math.max(0, parseFloat(newValue));
return true;
} else if (propertyName === 'readOnly') {
objectContent.readOnly = newVa... | Don't miss the return true to end the condition check and the function. | 0,
Math.min(255, parseFloat(newValue))
);
return true;
} else if (propertyName === 'borderWidth') {
objectContent.borderWidth = Math.max(0, parseFloat(newValue));
return true;
} else if (propertyName === 'readOnly') {
objectContent.readOnly = newVa... | @@ -79,6 +79,18 @@ module.exports = {
objectContent.disabled = newValue === '1';
return true;
}
+ else if(propertyName === 'maxLength')
+ {
+ objectContent.maxLength = newValue;
+ }
+ else if (propertyName === 'padding')
+ {
+ objectContent.padding = newVa... | Extensions/TextInput/JsExtension.js | 26 | JavaScript | 0.214 | suggestion | 71 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | Bouh | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: Extensions/TextInput/JsExtension.js
PR Title: Improvement features for Input text box
BEFORE CODE: 0,
Math.min(255, parseFloat(newValue))
);
return true;
} else if (propertyName === 'borderWidth') {
objectC... | Don't miss the return true to end the condition check and the function. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
.addExtraInfo('number')
.addExtraInfo('telephone number')
.addExtraInfo('url')
.addExtraInfo('search')
.setLabel(_('Input type'))
.setDescription(
_(
'By default, a "text" is single line. Choose "text area" to allow multiple lines to be entered.'
... | It's a good idea not to change those default values unless it's actually useful to your feature. I'm not sure that's the case, or is it? | .addExtraInfo('number')
.addExtraInfo('telephone number')
.addExtraInfo('url')
.addExtraInfo('search')
.setLabel(_('Input type'))
.setDescription(
_(
'By default, a "text" is single line. Choose "text area" to allow multiple lines to be entered.'
... | @@ -157,7 +166,7 @@ module.exports = {
objectProperties
.getOrCreate('fillColor')
- .setValue(objectContent.fillColor || '255;255;255') | Extensions/TextInput/JsExtension.js | 26 | JavaScript | 0.429 | question | 136 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: Extensions/TextInput/JsExtension.js
PR Title: Improvement features for Input text box
BEFORE CODE: .addExtraInfo('number')
.addExtraInfo('telephone number')
.addExtraInfo('url')
.addExtraInfo('search')
.setLabel(_('I... | It's a good idea not to change those default values unless it's actually useful to your feature. I'm not sure that's the case, or is it? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
.setType('color')
.setLabel(_('Color'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderOpacity')
.setValue(
(objectContent.borderOpacity != undefined
? objectContent.borderOpacity
: 255
).toString()
... | Why do you convert the number to a string? | .setType('color')
.setLabel(_('Color'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderOpacity')
.setValue(
(objectContent.borderOpacity != undefined
? objectContent.borderOpacity
: 255
).toString()
... | @@ -200,6 +209,30 @@ module.exports = {
.setLabel(_('Width'))
.setGroup(_('Border appearance'));
+ objectProperties
+ .getOrCreate('padding')
+ .setValue((objectContent.padding || 0).toString()) | Extensions/TextInput/JsExtension.js | 26 | JavaScript | 0.071 | question | 42 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: Extensions/TextInput/JsExtension.js
PR Title: Improvement features for Input text box
BEFORE CODE: .setType('color')
.setLabel(_('Color'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderOpacit... | Why do you convert the number to a string? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
).toString()
)
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderWidth')
.setValue((objectContent.borderWidth || 0).toString())
.setType('number')
.setLabel(_('Width'))
... | Definitely not the right group | ).toString()
)
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderWidth')
.setValue((objectContent.borderWidth || 0).toString())
.setType('number')
.setLabel(_('Width'))
... | @@ -200,6 +209,30 @@ module.exports = {
.setLabel(_('Width'))
.setGroup(_('Border appearance'));
+ objectProperties
+ .getOrCreate('padding')
+ .setValue((objectContent.padding || 0).toString())
+ .setType('number')
+ .setLabel(_('Padding'))
+ .setGroup(_('Bor... | Extensions/TextInput/JsExtension.js | 26 | JavaScript | 0.071 | suggestion | 30 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: Extensions/TextInput/JsExtension.js
PR Title: Improvement features for Input text box
BEFORE CODE: ).toString()
)
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
objectPropertie... | Definitely not the right group | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
(objectContent.borderOpacity != undefined
? objectContent.borderOpacity
: 255
).toString()
)
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderWidth')
.setV... | 20 seems a bit low, you can use 40 instead I think. | (objectContent.borderOpacity != undefined
? objectContent.borderOpacity
: 255
).toString()
)
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderWidth')
.setV... | @@ -200,6 +209,30 @@ module.exports = {
.setLabel(_('Width'))
.setGroup(_('Border appearance'));
+ objectProperties
+ .getOrCreate('padding')
+ .setValue((objectContent.padding || 0).toString())
+ .setType('number')
+ .setLabel(_('Padding'))
+ .setGroup(_('Bor... | Extensions/TextInput/JsExtension.js | 26 | JavaScript | 0.286 | suggestion | 51 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: Extensions/TextInput/JsExtension.js
PR Title: Improvement features for Input text box
BEFORE CODE: (objectContent.borderOpacity != undefined
? objectContent.borderOpacity
: 255
).toString()
)
.set... | 20 seems a bit low, you can use 40 instead I think. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
? objectContent.borderOpacity
: 255
).toString()
)
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderWidth')
.setValue((objectContent.borderWidth || 0).toString())
... | You can precise that's the Input value max length (and not the size of the input rectangle for instance) | ? objectContent.borderOpacity
: 255
).toString()
)
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderWidth')
.setValue((objectContent.borderWidth || 0).toString())
... | @@ -200,6 +209,30 @@ module.exports = {
.setLabel(_('Width'))
.setGroup(_('Border appearance'));
+ objectProperties
+ .getOrCreate('padding')
+ .setValue((objectContent.padding || 0).toString())
+ .setType('number')
+ .setLabel(_('Padding'))
+ .setGroup(_('Bor... | Extensions/TextInput/JsExtension.js | 26 | JavaScript | 0.357 | suggestion | 104 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: Extensions/TextInput/JsExtension.js
PR Title: Improvement features for Input text box
BEFORE CODE: ? objectContent.borderOpacity
: 255
).toString()
)
.setType('number')
.setLabel(_('Opacity'))
... | You can precise that's the Input value max length (and not the size of the input rectangle for instance) | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
.setType('number')
.setLabel(_('Width'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('padding')
.setValue((objectContent.padding || 0).toString())
.setType('number')
.setLabel(_('Padding'))
.setGroup(_('Border appearance'));
... | This is not correctly formatted | .setType('number')
.setLabel(_('Width'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('padding')
.setValue((objectContent.padding || 0).toString())
.setType('number')
.setLabel(_('Padding'))
.setGroup(_('Font'));
objectProp... | @@ -200,6 +209,30 @@ module.exports = {
.setLabel(_('Width'))
.setGroup(_('Border appearance'));
+ objectProperties
+ .getOrCreate('padding')
+ .setValue((objectContent.padding || 0).toString())
+ .setType('number')
+ .setLabel(_('Padding'))
+ .setGroup(_('Bor... | Extensions/TextInput/JsExtension.js | 26 | JavaScript | 0.071 | style | 31 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: Extensions/TextInput/JsExtension.js
PR Title: Improvement features for Input text box
BEFORE CODE: .setType('number')
.setLabel(_('Width'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('padding')
... | This is not correctly formatted | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('padding')
.setValue((objectContent.padding || 0).toString())
.setType('number')
.setLabel(_('Padding'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('maxLength')
... | I think that the order is important here. I see that the text uses the order `left, center right`, so we might as well use the same here | .setGroup(_('Border appearance'));
objectProperties
.getOrCreate('padding')
.setValue((objectContent.padding || 0).toString())
.setType('number')
.setLabel(_('Padding'))
.setGroup(_('Font'));
objectProperties
.getOrCreate('maxLength')
.setValu... | @@ -200,6 +209,30 @@ module.exports = {
.setLabel(_('Width'))
.setGroup(_('Border appearance'));
+ objectProperties
+ .getOrCreate('padding')
+ .setValue((objectContent.padding || 0).toString())
+ .setType('number')
+ .setLabel(_('Padding'))
+ .setGroup(_('Bor... | Extensions/TextInput/JsExtension.js | 26 | JavaScript | 0.571 | suggestion | 136 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: Extensions/TextInput/JsExtension.js
PR Title: Improvement features for Input text box
BEFORE CODE: .setGroup(_('Border appearance'));
objectProperties
.getOrCreate('padding')
.setValue((objectContent.padding || 0).toString())... | I think that the order is important here. I see that the text uses the order `left, center right`, so we might as well use the same here | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
)
)
.setFunctionName('setOpacity')
.setGetter('getOpacity')
.setHidden();
object
.addScopedCondition(
'Focused',
_('Focused'),
_(
'Check if the text input is focused (the cursor is in the field and player can type text in).'
),
... | ```suggestion
_('Input is submitted'),
```
I think it's better not mentioning any platform specific detail in the name | 'number',
gd.ParameterOptions.makeNewOptions().setDescription(
_('Opacity (0-255)')
)
)
.setFunctionName('setOpacity')
.setGetter('getOpacity')
.setHidden();
object
.addScopedCondition(
'Focused',
_('Focused'),
_(
'Ch... | @@ -572,6 +609,22 @@ module.exports = {
.getCodeExtraInformation()
.setFunctionName('isFocused');
+ object
+ .addScopedCondition(
+ 'IsInputSubmitted',
+ _('Input is Submitted (Enter pressed'), | Extensions/TextInput/JsExtension.js | 26 | JavaScript | 0.786 | suggestion | 129 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: Extensions/TextInput/JsExtension.js
PR Title: Improvement features for Input text box
BEFORE CODE: )
)
.setFunctionName('setOpacity')
.setGetter('getOpacity')
.setHidden();
object
.addScopedCondition(
'Foc... | ```suggestion
_('Input is submitted'),
```
I think it's better not mentioning any platform specific detail in the name | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
.setHidden();
object
.addScopedCondition(
'Focused',
_('Focused'),
_(
'Check if the text input is focused (the cursor is in the field and player can type text in).'
),
_('_PARAM0_ is focused'),
'',
'res/conditions/surObjet24.png',
... | ```suggestion
_('_PARAM0_ value was submitted'),
``` | )
.setFunctionName('setOpacity')
.setGetter('getOpacity')
.setHidden();
object
.addScopedCondition(
'Focused',
_('Focused'),
_(
'Check if the text input is focused (the cursor is in the field and player can type text in).'
),
_('_PARAM... | @@ -572,6 +609,22 @@ module.exports = {
.getCodeExtraInformation()
.setFunctionName('isFocused');
+ object
+ .addScopedCondition(
+ 'IsInputSubmitted',
+ _('Input is Submitted (Enter pressed'),
+ _(
+ 'Check if the input is submitted, which usually happens when the ... | Extensions/TextInput/JsExtension.js | 26 | JavaScript | 0.571 | suggestion | 62 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: Extensions/TextInput/JsExtension.js
PR Title: Improvement features for Input text box
BEFORE CODE: .setHidden();
object
.addScopedCondition(
'Focused',
_('Focused'),
_(
'Check if the text input is focused ... | ```suggestion
_('_PARAM0_ value was submitted'),
``` | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
this._pixiObject.pivot.x = width / 2;
this._pixiObject.pivot.y = height / 2;
this._pixiObject.position.x = instance.getX() + width / 2;
this._pixiObject.position.y = instance.getY() + height / 2;
this._pixiObject.rotation = RenderedInstance.toRad(
this._instance.getAng... | textOffset is not used anymore? | width = this.getCustomWidth();
height = this.getCustomHeight();
}
this._pixiObject.pivot.x = width / 2;
this._pixiObject.pivot.y = height / 2;
this._pixiObject.position.x = instance.getX() + width / 2;
this._pixiObject.position.y = instance.getY() + height / ... | @@ -755,8 +808,16 @@ module.exports = {
this._pixiTextMask.endFill();
const isTextArea = object.content.inputType === 'text area';
+ const textAlign = object.content.textAlign;
+ if (textAlign === 'left') this._pixiText.position.x = 0; | Extensions/TextInput/JsExtension.js | 26 | JavaScript | 0.143 | question | 31 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: Extensions/TextInput/JsExtension.js
PR Title: Improvement features for Input text box
BEFORE CODE:
this._pixiObject.pivot.x = width / 2;
this._pixiObject.pivot.y = height / 2;
this._pixiObject.position.x = instance.getX() + width /... | textOffset is not used anymore? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
namespace gdjs {
const userFriendlyToHtmlInputTypes = {
text: 'text',
email: 'email',
password: 'password',
number: 'number',
'telephone number': 'tel',
url: 'url',
search: 'search',
};
const userFriendlyToHtmlAlignement = {
left: 'left',
center: 'center',
right: 'right',
... | Does not seem useful in that case 😅 | namespace gdjs {
const userFriendlyToHtmlInputTypes = {
text: 'text',
email: 'email',
password: 'password',
number: 'number',
'telephone number': 'tel',
url: 'url',
search: 'search',
};
const formatRgbAndOpacityToCssRgba = (
rgbColor: [float, float, float],
opacity: float
) ... | @@ -9,6 +9,12 @@ namespace gdjs {
search: 'search',
};
+ const userFriendlyToHtmlAlignement = { | Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts | 12 | TypeScript | 0.143 | suggestion | 36 | 37 | 37 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts
PR Title: Improvement features for Input text box
BEFORE CODE: namespace gdjs {
const userFriendlyToHtmlInputTypes = {
text: 'text',
email: 'email',
password: 'password',
number... | Does not seem useful in that case 😅 | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
};
const formatRgbAndOpacityToCssRgba = (
rgbColor: [float, float, float],
opacity: float
) => {
return (
'rgba(' +
rgbColor[0] +
',' +
rgbColor[1] +
',' +
rgbColor[2] +
',' +
opacity / 255 +
')'
);
};
class TextInputRuntimeObjectPixiRend... | ```suggestion
private _isSubmitted: boolean;
``` | return (
'rgba(' +
rgbColor[0] +
',' +
rgbColor[1] +
',' +
rgbColor[2] +
',' +
opacity / 255 +
')'
);
};
class TextInputRuntimeObjectPixiRenderer {
private _object: gdjs.TextInputRuntimeObject;
private _input: HTMLInputElement | HTMLTextAreaElem... | @@ -31,6 +37,8 @@ namespace gdjs {
private _input: HTMLInputElement | HTMLTextAreaElement | null = null;
private _instanceContainer: gdjs.RuntimeInstanceContainer;
private _runtimeGame: gdjs.RuntimeGame;
+ private _form: HTMLFormElement | null = null;
+ private _isSubmited: boolean; | Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts | 26 | TypeScript | 0.571 | suggestion | 54 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts
PR Title: Improvement features for Input text box
BEFORE CODE: };
const formatRgbAndOpacityToCssRgba = (
rgbColor: [float, float, float],
opacity: float
) => {
return (
'... | ```suggestion
private _isSubmitted: boolean;
``` | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
this._isSubmited = false;
}
_createElement() {
if (!!this._input)
throw new Error('Tried to recreate an input while it already exists.');
this._form = document.createElement('form');
this._form.setAttribute('id', 'dynamicForm');
const isTextArea = this._object.getInputTyp... | If you decide to keep `userFriendlyToHtmlAlignement`, it should be used here |
const isTextArea = this._object.getInputType() === 'text area';
this._input = document.createElement(isTextArea ? 'textarea' : 'input');
this._form.style.border = '0px';
this._form.style.borderRadius = '0px';
this._form.style.backgroundColor = 'transparent';
this._form.style.positi... | @@ -41,24 +49,34 @@ namespace gdjs {
this._runtimeGame = this._instanceContainer.getGame();
this._createElement();
+ this._isSubmited = false;
}
_createElement() {
if (!!this._input)
throw new Error('Tried to recreate an input while it already exists.');
+ this._f... | Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts | 26 | TypeScript | 0.429 | suggestion | 76 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts
PR Title: Improvement features for Input text box
BEFORE CODE: this._isSubmited = false;
}
_createElement() {
if (!!this._input)
throw new Error('Tried to recreate an... | If you decide to keep `userFriendlyToHtmlAlignement`, it should be used here | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
isDisabled(): boolean {
return this._disabled;
}
setReadOnly(value: boolean) {
this._readOnly = value;
this._renderer.updateReadOnly();
}
isReadOnly(): boolean {
return this._readOnly;
}
isFocused(): boolean {
return this._renderer.isFocused();
}
isSu... | In JS/TS, methods are usually written using camelCase | }
setBorderWidth(width: float) {
this._borderWidth = Math.max(0, width);
this._renderer.updateBorderWidth();
}
getBorderWidth(): float {
return this._borderWidth;
}
setDisabled(value: boolean) {
this._disabled = value;
this._renderer.updateDisabled();
}
... | @@ -500,6 +531,37 @@ namespace gdjs {
isFocused(): boolean {
return this._renderer.isFocused();
}
+ isSubmitted(): boolean {
+ console.log(this._renderer.getSubmitted());
+
+ return this._renderer.getSubmitted();
+ }
+
+ getMaxLength(): integer {
+ return this._maxLength;
+ }... | Extensions/TextInput/textinputruntimeobject.ts | 26 | TypeScript | 0.214 | style | 54 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject.ts
PR Title: Improvement features for Input text box
BEFORE CODE: isDisabled(): boolean {
return this._disabled;
}
setReadOnly(value: boolean) {
this._readOnly = value;
this._render... | In JS/TS, methods are usually written using camelCase | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
setDisabled(value: boolean) {
this._disabled = value;
this._renderer.updateDisabled();
}
isDisabled(): boolean {
return this._disabled;
}
setReadOnly(value: boolean) {
this._readOnly = value;
this._renderer.updateReadOnly();
}
isReadOnly(): boolean {
r... | See other comment: I think this `isSubmitted` state should be stored at the object level. | this._borderOpacity = Math.max(0, Math.min(255, newOpacity));
this._renderer.updateBorderColorAndOpacity();
}
getBorderOpacity(): float {
return this._borderOpacity;
}
setBorderWidth(width: float) {
this._borderWidth = Math.max(0, width);
this._renderer.updateBorderWidth(... | @@ -500,6 +531,37 @@ namespace gdjs {
isFocused(): boolean {
return this._renderer.isFocused();
}
+ isSubmitted(): boolean {
+ console.log(this._renderer.getSubmitted());
+
+ return this._renderer.getSubmitted(); | Extensions/TextInput/textinputruntimeobject.ts | 26 | TypeScript | 0.429 | suggestion | 89 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject.ts
PR Title: Improvement features for Input text box
BEFORE CODE:
setDisabled(value: boolean) {
this._disabled = value;
this._renderer.updateDisabled();
}
isDisabled(): boolean {
r... | See other comment: I think this `isSubmitted` state should be stored at the object level. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
.setType('color')
.setLabel(_('Color'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderOpacity')
.setValue(
(objectContent.borderOpacity != undefined
? objectContent.borderOpacity
: 255
).toString()
... | Here and below: add .toString() | .setType('color')
.setLabel(_('Color'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderOpacity')
.setValue(
(objectContent.borderOpacity != undefined
? objectContent.borderOpacity
: 255
).toString()
... | @@ -200,6 +209,30 @@ module.exports = {
.setLabel(_('Width'))
.setGroup(_('Border appearance'));
+ objectProperties
+ .getOrCreate('padding')
+ .setValue((objectContent.padding || 0)) | Extensions/TextInput/JsExtension.js | 26 | JavaScript | 0.071 | suggestion | 31 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: Extensions/TextInput/JsExtension.js
PR Title: Improvement features for Input text box
BEFORE CODE: .setType('color')
.setLabel(_('Color'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderOpacit... | Here and below: add .toString() | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
namespace gdjs {
const supportedInputTypes = [
'text',
'email',
'password',
'number',
'telephone number',
'url',
'search',
'text area',
] as const;
const supportedtextAlign = ['left', 'center', 'right'] as const;
type SupportedInputType = typeof supportedInputTypes[number];
ty... | Capital T and below for the type too. | namespace gdjs {
const supportedInputTypes = [
'text',
'email',
'password',
'number',
'telephone number',
'url',
'search',
'text area',
] as const;
const supportedTextAlign = ['left', 'center', 'right'] as const;
type SupportedInputType = typeof supportedInputTypes[number];
ty... | @@ -9,9 +9,10 @@ namespace gdjs {
'search',
'text area',
] as const;
+ const supportedtextAlign = ['left', 'center', 'right'] as const; | Extensions/TextInput/textinputruntimeobject.ts | 12 | TypeScript | 0.214 | suggestion | 37 | 37 | 37 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject.ts
PR Title: Improvement features for Input text box
BEFORE CODE: namespace gdjs {
const supportedInputTypes = [
'text',
'email',
'password',
'number',
'telephone number',
'url',
'se... | Capital T and below for the type too. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
private _readOnly: boolean;
private _isSubmitted: boolean;
_renderer: TextInputRuntimeObjectRenderer;
constructor(
instanceContainer: gdjs.RuntimeInstanceContainer,
objectData: TextInputObjectData
) {
super(instanceContainer, objectData);
this._string = objectData.content.i... | These can, sadly, be undefined. Add a default value in this case. | private _borderOpacity: float;
private _borderWidth: float;
private _disabled: boolean;
private _readOnly: boolean;
private _isSubmitted: boolean;
_renderer: TextInputRuntimeObjectRenderer;
constructor(
instanceContainer: gdjs.RuntimeInstanceContainer,
objectData: TextInputObjec... | @@ -113,7 +130,10 @@ namespace gdjs {
this._borderWidth = objectData.content.borderWidth;
this._disabled = objectData.content.disabled;
this._readOnly = objectData.content.readOnly;
-
+ this._padding = objectData.content.padding; | Extensions/TextInput/textinputruntimeobject.ts | 26 | TypeScript | 0.357 | suggestion | 65 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject.ts
PR Title: Improvement features for Input text box
BEFORE CODE: private _readOnly: boolean;
private _isSubmitted: boolean;
_renderer: TextInputRuntimeObjectRenderer;
constructor(
instance... | These can, sadly, be undefined. Add a default value in this case. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
}
getText() {
return this._string;
}
setText(newString: string) {
if (newString === this._string) return;
this._string = newString;
this._renderer.updateString();
}
/**
* Called by the renderer when the value of the input shown on the screen
* was changed (b... | ```suggestion
onRendererFormSubmitted() {
``` | * @deprecated use `getText` instead
*/
getString() {
return this.getText();
}
/**
* Replace the text inside the text input.
* @deprecated use `setText` instead
*/
setString(text: string) {
this.setText(text);
}
getText() {
return this._string;
}
... | @@ -348,6 +379,10 @@ namespace gdjs {
onRendererInputValueChanged(inputValue: string) {
this._string = inputValue;
}
+
+ onRendererFormSubmitted(inputValue: boolean) { | Extensions/TextInput/textinputruntimeobject.ts | 26 | TypeScript | 0.571 | suggestion | 51 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject.ts
PR Title: Improvement features for Input text box
BEFORE CODE: }
getText() {
return this._string;
}
setText(newString: string) {
if (newString === this._string) return;
thi... | ```suggestion
onRendererFormSubmitted() {
``` | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
return this._padding;
}
SetPadding(value: integer) {
this._padding = value;
}
getTextAlign(): SupportedtextAlign {
return this._textAlign;
}
setTextAlign(newTextAlign: string) {
const lowercasedNewTextAlign = newTextAlign.toLowerCase();
if (lowercasedNewTextAlign ... | this._renderer.updatePadding(); | isSubmitted(): boolean {
return this._isSubmitted;
}
getMaxLength(): integer {
return this._maxLength;
}
setMaxLength(value: integer) {
if (this._maxLength === value) return;
this._maxLength = value;
this._renderer.updateMaxLength();
}
getPadding(): integer {
... | @@ -500,6 +535,35 @@ namespace gdjs {
isFocused(): boolean {
return this._renderer.isFocused();
}
+ isSubmitted(): boolean {
+ return this._isSubmitted;
+ }
+
+ getMaxLength(): integer {
+ return this._maxLength;
+ }
+ setMaxLength(value: integer) {
+ this._maxLength = val... | Extensions/TextInput/textinputruntimeobject.ts | 26 | TypeScript | 0.071 | suggestion | 31 | 38 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject.ts
PR Title: Improvement features for Input text box
BEFORE CODE: return this._padding;
}
SetPadding(value: integer) {
this._padding = value;
}
getTextAlign(): SupportedtextAlign {
... | this._renderer.updatePadding(); | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
constructor(
runtimeObject: gdjs.TextInputRuntimeObject,
instanceContainer: gdjs.RuntimeInstanceContainer
) {
this._object = runtimeObject;
this._instanceContainer = instanceContainer;
this._runtimeGame = this._instanceContainer.getGame();
this._createElement();
}
... | Could you split the lines where you change `this._form` and those where you change `this._input` ? it's a bit hard to read at the moment |
constructor(
runtimeObject: gdjs.TextInputRuntimeObject,
instanceContainer: gdjs.RuntimeInstanceContainer
) {
this._object = runtimeObject;
this._instanceContainer = instanceContainer;
this._runtimeGame = this._instanceContainer.getGame();
this._createElement();
}
... | @@ -47,18 +48,28 @@ namespace gdjs {
if (!!this._input)
throw new Error('Tried to recreate an input while it already exists.');
+ this._form = document.createElement('form');
const isTextArea = this._object.getInputType() === 'text area';
this._input = document.createElement(isTextA... | Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts | 26 | TypeScript | 0.571 | question | 136 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts
PR Title: Improvement features for Input text box
BEFORE CODE:
constructor(
runtimeObject: gdjs.TextInputRuntimeObject,
instanceContainer: gdjs.RuntimeInstanceContainer
) {
... | Could you split the lines where you change `this._form` and those where you change `this._input` ? it's a bit hard to read at the moment | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
this._object = runtimeObject;
this._instanceContainer = instanceContainer;
this._runtimeGame = this._instanceContainer.getGame();
this._createElement();
}
_createElement() {
if (!!this._input)
throw new Error('Tried to recreate an input while it already exists.');
... | I'm not sure you mean `iOS` here. Did you mean a specific browser? | this._object = runtimeObject;
this._instanceContainer = instanceContainer;
this._runtimeGame = this._instanceContainer.getGame();
this._createElement();
}
_createElement() {
if (!!this._input)
throw new Error('Tried to recreate an input while it already exists.');
... | @@ -47,18 +48,28 @@ namespace gdjs {
if (!!this._input)
throw new Error('Tried to recreate an input while it already exists.');
+ this._form = document.createElement('form');
const isTextArea = this._object.getInputType() === 'text area';
this._input = document.createElement(isTextA... | Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts | 26 | TypeScript | 0.357 | question | 66 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts
PR Title: Improvement features for Input text box
BEFORE CODE: this._object = runtimeObject;
this._instanceContainer = instanceContainer;
this._runtimeGame = this._instanceConta... | I'm not sure you mean `iOS` here. Did you mean a specific browser? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
runtimeGameRenderer.convertCanvasToDomElementContainerCoords(
workingPoint,
workingPoint
);
const pageLeft = workingPoint[0];
const pageTop = workingPoint[1];
workingPoint[0] = canvasRight;
workingPoint[1] = canvasBottom;
runtimeGameRenderer.convertCanvasToDomE... | I think the padding should have a minimum of 0, otherwise you might have some weird results |
// Position the input on the container on top of the canvas.
workingPoint[0] = canvasLeft;
workingPoint[1] = canvasTop;
runtimeGameRenderer.convertCanvasToDomElementContainerCoords(
workingPoint,
workingPoint
);
const pageLeft = workingPoint[0];
const pageTop =... | @@ -210,12 +228,14 @@ namespace gdjs {
const widthInContainer = pageRight - pageLeft;
const heightInContainer = pageBottom - pageTop;
- this._input.style.left = pageLeft + 'px';
- this._input.style.top = pageTop + 'px';
- this._input.style.width = widthInContainer + 'px';
- this._inp... | Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts | 26 | TypeScript | 0.286 | suggestion | 91 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts
PR Title: Improvement features for Input text box
BEFORE CODE: runtimeGameRenderer.convertCanvasToDomElementContainerCoords(
workingPoint,
workingPoint
);
const ... | I think the padding should have a minimum of 0, otherwise you might have some weird results | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
this._input.style.borderColor = formatRgbAndOpacityToCssRgba(
this._object._getRawBorderColor(),
this._object.getBorderOpacity()
);
}
updateBorderWidth() {
if (!this._input) return;
this._input.style.borderWidth = this._object.getBorderWidth() + 'px';
}
updateDi... | to avoid having the `?`, you could do this:
```js
const input = this._input;
if (!input) return;
// From then on, you can use `input` without TS complaining
``` | );
}
updateBorderColorAndOpacity() {
if (!this._input) return;
this._input.style.borderColor = formatRgbAndOpacityToCssRgba(
this._object._getRawBorderColor(),
this._object.getBorderOpacity()
);
}
updateBorderWidth() {
if (!this._input) return;
this... | @@ -297,14 +317,36 @@ namespace gdjs {
this._input.style.borderWidth = this._object.getBorderWidth() + 'px';
}
updateDisabled() {
- if (!this._input) return;
+ if (!this._form) return;
- this._input.disabled = this._object.isDisabled();
+ this._form.disabled = this._object.isDisab... | Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts | 26 | TypeScript | 0.786 | suggestion | 165 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts
PR Title: Improvement features for Input text box
BEFORE CODE:
this._input.style.borderColor = formatRgbAndOpacityToCssRgba(
this._object._getRawBorderColor(),
this._object... | to avoid having the `?`, you could do this:
```js
const input = this._input;
if (!input) return;
// From then on, you can use `input` without TS complaining
``` | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
this._renderer.updateMaxLength();
}
getPadding(): integer {
return this._padding;
}
setPadding(value: integer) {
this._padding = value;
this._renderer.updatePadding();
}
getTextAlign(): SupportedTextAlign {
return this._textAlign;
}
setTextAlign(newTextAli... | Early return if values are equal? | return this._renderer.isFocused();
}
isSubmitted(): boolean {
return this._isSubmitted;
}
getMaxLength(): integer {
return this._maxLength;
}
setMaxLength(value: integer) {
if (this._maxLength === value) return;
this._maxLength = value;
this._renderer.update... | @@ -500,6 +536,36 @@ namespace gdjs {
isFocused(): boolean {
return this._renderer.isFocused();
}
+ isSubmitted(): boolean {
+ return this._isSubmitted;
+ }
+
+ getMaxLength(): integer {
+ return this._maxLength;
+ }
+ setMaxLength(value: integer) {
+ this._maxLength = val... | Extensions/TextInput/textinputruntimeobject.ts | 26 | TypeScript | 0.071 | question | 33 | 42 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject.ts
PR Title: Improvement features for Input text box
BEFORE CODE: this._renderer.updateMaxLength();
}
getPadding(): integer {
return this._padding;
}
setPadding(value: integer) {
... | Early return if values are equal? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
isFocused(): boolean {
return this._renderer.isFocused();
}
isSubmitted(): boolean {
return this._isSubmitted;
}
getMaxLength(): integer {
return this._maxLength;
}
setMaxLength(value: integer) {
this._maxLength = value;
this._renderer.updateMaxLength();
}... | Early return if values are equal? | return this._disabled;
}
setReadOnly(value: boolean) {
this._readOnly = value;
this._renderer.updateReadOnly();
}
isReadOnly(): boolean {
return this._readOnly;
}
isFocused(): boolean {
return this._renderer.isFocused();
}
isSubmitted(): boolean {
r... | @@ -500,6 +536,36 @@ namespace gdjs {
isFocused(): boolean {
return this._renderer.isFocused();
}
+ isSubmitted(): boolean {
+ return this._isSubmitted;
+ }
+
+ getMaxLength(): integer {
+ return this._maxLength;
+ }
+ setMaxLength(value: integer) {
+ this._maxLength = val... | Extensions/TextInput/textinputruntimeobject.ts | 26 | TypeScript | 0.071 | question | 33 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject.ts
PR Title: Improvement features for Input text box
BEFORE CODE:
isFocused(): boolean {
return this._renderer.isFocused();
}
isSubmitted(): boolean {
return this._isSubmitted;
}
... | Early return if values are equal? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
}
getMaxLength(): integer {
return this._maxLength;
}
setMaxLength(value: integer) {
this._maxLength = value;
this._renderer.updateMaxLength();
}
getPadding(): integer {
return this._padding;
}
setPadding(value: integer) {
this._padding = value;
this.... | You can do the parsing as the first step and then you the returned value for the early return. Otherwise, you equality check above is wrong | }
isReadOnly(): boolean {
return this._readOnly;
}
isFocused(): boolean {
return this._renderer.isFocused();
}
isSubmitted(): boolean {
return this._isSubmitted;
}
getMaxLength(): integer {
return this._maxLength;
}
setMaxLength(value: integer) {
... | @@ -500,6 +536,36 @@ namespace gdjs {
isFocused(): boolean {
return this._renderer.isFocused();
}
+ isSubmitted(): boolean {
+ return this._isSubmitted;
+ }
+
+ getMaxLength(): integer {
+ return this._maxLength;
+ }
+ setMaxLength(value: integer) {
+ this._maxLength = val... | Extensions/TextInput/textinputruntimeobject.ts | 26 | TypeScript | 0.357 | bug | 139 | 49 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject.ts
PR Title: Improvement features for Input text box
BEFORE CODE: }
getMaxLength(): integer {
return this._maxLength;
}
setMaxLength(value: integer) {
this._maxLength = value;
t... | You can do the parsing as the first step and then you the returned value for the early return. Otherwise, you equality check above is wrong | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
: 255
).toString()
)
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderWidth')
.setValue((objectContent.borderWidth || 0).toString())
.setType('number')
.setLabel... | I added a comment on the PR, I think you should add in the description that this property will not be used if the input type is a number. | : 255
).toString()
)
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderWidth')
.setValue((objectContent.borderWidth || 0).toString())
.setType('number')
.setLabel... | @@ -200,6 +209,30 @@ module.exports = {
.setLabel(_('Width'))
.setGroup(_('Border appearance'));
+ objectProperties
+ .getOrCreate('padding')
+ .setValue((objectContent.padding || 0).toString())
+ .setType('number')
+ .setLabel(_('Padding'))
+ .setGroup(_('Fon... | Extensions/TextInput/JsExtension.js | 26 | JavaScript | 0.571 | suggestion | 137 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: Extensions/TextInput/JsExtension.js
PR Title: Improvement features for Input text box
BEFORE CODE: : 255
).toString()
)
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
... | I added a comment on the PR, I think you should add in the description that this property will not be used if the input type is a number. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
.setType('choice')
.addExtraInfo('left')
.addExtraInfo('center')
.addExtraInfo('right')
.setLabel(_('Text alignment'))
.setGroup(_('Font'));
return objectProperties;
};
textInputObject.content = {
initialValue: '',
placeholder: 'Touch to start t... | Should it be a string here? Also, should you use -1/0 instead as an initial value? |
objectProperties
.getOrCreate('textAlign')
.setValue(objectContent.textAlign || 'left')
.setType('choice')
.addExtraInfo('left')
.addExtraInfo('center')
.addExtraInfo('right')
.setLabel(_('Text alignment'))
.setGroup(_('Font'));
return object... | @@ -216,6 +249,9 @@ module.exports = {
borderWidth: 1,
readOnly: false,
disabled: false,
+ padding: 0,
+ textAlign: 'left',
+ maxLength: '20', | Extensions/TextInput/JsExtension.js | 26 | JavaScript | 0.286 | question | 82 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: Extensions/TextInput/JsExtension.js
PR Title: Improvement features for Input text box
BEFORE CODE: .setType('choice')
.addExtraInfo('left')
.addExtraInfo('center')
.addExtraInfo('right')
.setLabel(_('Text alignment')... | Should it be a string here? Also, should you use -1/0 instead as an initial value? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
// Display after the object is positioned.
this._form.style.display = 'initial';
}
updateString() {
if (!this._input) return;
this._input.value = this._object.getString();
}
updatePlaceholder() {
if (!this._input) return;
this._input.placeholder = this._object.getP... | I think you could use `(this._object.getOpacity() / 255).toFixed(3)` instead. The result of the division could be `0.59200000000005`, and I'm not sure if CSS has some limitations about that. |
// Display after the object is positioned.
this._form.style.display = 'initial';
}
updateString() {
if (!this._input) return;
this._input.value = this._object.getString();
}
updatePlaceholder() {
if (!this._input) return;
this._input.placeholder = this._object.getP... | @@ -246,8 +271,8 @@ namespace gdjs {
}
updateOpacity() {
- if (!this._input) return;
- this._input.style.opacity = '' + this._object.getOpacity() / 255;
+ if (!this._form) return;
+ this._form.style.opacity = '' + this._object.getOpacity() / 255; | Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts | 26 | TypeScript | 0.571 | suggestion | 190 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts
PR Title: Improvement features for Input text box
BEFORE CODE:
// Display after the object is positioned.
this._form.style.display = 'initial';
}
updateString() {
if (... | I think you could use `(this._object.getOpacity() / 255).toFixed(3)` instead. The result of the division could be `0.59200000000005`, and I'm not sure if CSS has some limitations about that. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
updateReadOnly() {
if (!this._form) return;
this._form.readOnly = this._object.isReadOnly();
}
updateMaxLength() {
const input = this._input;
if (!input) return;
if (this._object.getMaxLength() <= 0) {
input.removeAttribute('maxLength');
return;
}
... | Is the `|| 'left'` necessary? I think we can be confident that the object only stores correct values | updateReadOnly() {
if (!this._form) return;
this._form.readOnly = this._object.isReadOnly();
}
updateMaxLength() {
const input = this._input;
if (!input) return;
if (this._object.getMaxLength() <= 0) {
input.removeAttribute('maxLength');
return;
}
... | @@ -297,14 +322,37 @@ namespace gdjs {
this._input.style.borderWidth = this._object.getBorderWidth() + 'px';
}
updateDisabled() {
- if (!this._input) return;
+ if (!this._form) return;
- this._input.disabled = this._object.isDisabled();
+ this._form.disabled = this._object.isDisab... | Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts | 26 | TypeScript | 0.5 | suggestion | 100 | 43 | 43 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts
PR Title: Improvement features for Input text box
BEFORE CODE: updateReadOnly() {
if (!this._form) return;
this._form.readOnly = this._object.isReadOnly();
}
updateMaxLe... | Is the `|| 'left'` necessary? I think we can be confident that the object only stores correct values | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
private _isSubmitted: boolean;
_renderer: TextInputRuntimeObjectRenderer;
constructor(
instanceContainer: gdjs.RuntimeInstanceContainer,
objectData: TextInputObjectData
) {
super(instanceContainer, objectData);
this._string = objectData.content.initialValue;
this._placeho... | You could use `parseTextAlign` here. | private _borderWidth: float;
private _disabled: boolean;
private _readOnly: boolean;
private _isSubmitted: boolean;
_renderer: TextInputRuntimeObjectRenderer;
constructor(
instanceContainer: gdjs.RuntimeInstanceContainer,
objectData: TextInputObjectData
) {
super(instanceC... | @@ -113,7 +130,10 @@ namespace gdjs {
this._borderWidth = objectData.content.borderWidth;
this._disabled = objectData.content.disabled;
this._readOnly = objectData.content.readOnly;
-
+ this._padding = objectData.content.padding || 0;
+ this._textAlign = objectData.content.textAlign || 'l... | Extensions/TextInput/textinputruntimeobject.ts | 26 | TypeScript | 0.286 | suggestion | 36 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject.ts
PR Title: Improvement features for Input text box
BEFORE CODE: private _isSubmitted: boolean;
_renderer: TextInputRuntimeObjectRenderer;
constructor(
instanceContainer: gdjs.RuntimeInstanceC... | You could use `parseTextAlign` here. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
getMaxLength(): integer {
return this._maxLength;
}
setMaxLength(value: integer) {
if (this._maxLength === value) return;
this._maxLength = value;
this._renderer.updateMaxLength();
}
getPadding(): integer {
return this._padding;
}
setPadding(value: integer) {
... | I think you should also prevent the function from setting negative values for the padding, there should be a minimum of 0 |
isReadOnly(): boolean {
return this._readOnly;
}
isFocused(): boolean {
return this._renderer.isFocused();
}
isSubmitted(): boolean {
return this._isSubmitted;
}
getMaxLength(): integer {
return this._maxLength;
}
setMaxLength(value: integer) {
if (th... | @@ -500,6 +535,40 @@ namespace gdjs {
isFocused(): boolean {
return this._renderer.isFocused();
}
+ isSubmitted(): boolean {
+ return this._isSubmitted;
+ }
+
+ getMaxLength(): integer {
+ return this._maxLength;
+ }
+ setMaxLength(value: integer) {
+ if (this._maxLength =... | Extensions/TextInput/textinputruntimeobject.ts | 26 | TypeScript | 0.429 | suggestion | 121 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject.ts
PR Title: Improvement features for Input text box
BEFORE CODE: getMaxLength(): integer {
return this._maxLength;
}
setMaxLength(value: integer) {
if (this._maxLength === value) return;
... | I think you should also prevent the function from setting negative values for the padding, there should be a minimum of 0 | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
)
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderWidth')
.setValue((objectContent.borderWidth || 0).toString())
.setType('number')
.setLabel(_('Width'))
.setGroup(_('Border ... | ```suggestion
'The maximum length of the input value (this property will be ignored if the input type is a number).'
``` | )
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate('borderWidth')
.setValue((objectContent.borderWidth || 0).toString())
.setType('number')
.setLabel(_('Width'))
.setGroup(_('Border ... | @@ -200,6 +209,34 @@ module.exports = {
.setLabel(_('Width'))
.setGroup(_('Border appearance'));
+ objectProperties
+ .getOrCreate('padding')
+ .setValue((objectContent.padding || 0).toString())
+ .setType('number')
+ .setLabel(_('Padding'))
+ .setGroup(_('Fon... | Extensions/TextInput/JsExtension.js | 26 | JavaScript | 0.857 | suggestion | 134 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: JavaScript
File: Extensions/TextInput/JsExtension.js
PR Title: Improvement features for Input text box
BEFORE CODE: )
.setType('number')
.setLabel(_('Opacity'))
.setGroup(_('Border appearance'));
objectProperties
.getOrCreate(... | ```suggestion
'The maximum length of the input value (this property will be ignored if the input type is a number).'
``` | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
// Display after the object is positioned.
this._form.style.display = 'initial';
}
updateString() {
if (!this._input) return;
this._input.value = this._object.getString();
}
updatePlaceholder() {
if (!this._input) return;
this._input.placeholder = this._object.getPl... | ```suggestion
(this._object.getOpacity() / 255).toFixed(3);
```
toFixed returns as string already | // Display after the object is positioned.
this._form.style.display = 'initial';
}
updateString() {
if (!this._input) return;
this._input.value = this._object.getString();
}
updatePlaceholder() {
if (!this._input) return;
this._input.placeholder = this._object.getPl... | @@ -246,8 +271,9 @@ namespace gdjs {
}
updateOpacity() {
- if (!this._input) return;
- this._input.style.opacity = '' + this._object.getOpacity() / 255;
+ if (!this._form) return;
+ this._form.style.opacity =
+ '' + (this._object.getOpacity() / 255).toFixed(3); | Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts | 26 | TypeScript | 0.714 | suggestion | 108 | 51 | 51 | false | Improvement features for Input text box | 7,308 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | NeylMahfouf2608 | Review this pull request change.
Language: TypeScript
File: Extensions/TextInput/textinputruntimeobject-pixi-renderer.ts
PR Title: Improvement features for Input text box
BEFORE CODE: // Display after the object is positioned.
this._form.style.display = 'initial';
}
updateString() {
if (!... | ```suggestion
(this._object.getOpacity() / 255).toFixed(3);
```
toFixed returns as string already | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
isOver,
canDrop,
}) => {
setIsStayingOver(isOver, canDrop);
let itemRow = (
<div
className={classNames(classes.rowContentSide, {
[classes.rowContentSideLeft]: !node.item.isRoot,
[classes.rowContentExtraPadding]: !... | Use SVG directly and remove use of Material UI (See comment at PR level) | isOver,
canDrop,
}) => {
setIsStayingOver(isOver, canDrop);
let itemRow = (
<div
className={classNames(classes.rowContentSide, {
[classes.rowContentSideLeft]: !node.item.isRoot,
[classes.rowContentExtraPadding]: !... | @@ -358,9 +358,9 @@ const TreeViewRow = <Item: ItemBaseAttributes>(props: Props<Item>) => {
disabled={node.disableCollapse}
>
{node.collapsed ? (
- <ArrowHeadRight fontSize="small" />
+ <ChevronArrowRight/>
... | newIDE/app/src/UI/TreeView/TreeViewRow.js | 26 | JavaScript | 0.286 | suggestion | 72 | 51 | 51 | false | Consistency on arrows | 7,322 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | Bouh | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/UI/TreeView/TreeViewRow.js
PR Title: Consistency on arrows
BEFORE CODE: isOver,
canDrop,
}) => {
setIsStayingOver(isOver, canDrop);
let itemRow = (
<div
className={cl... | Use SVG directly and remove use of Material UI (See comment at PR level) | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
title,
isFolded,
toggleFolded,
renderContent,
renderContentAsHiddenWhenFolded,
noContentMargin,
onOpenFullEditor,
onAdd,
}: {|
title: React.Node,
isFolded: boolean,
toggleFolded: () => void,
renderContent: () => React.Node,
renderContentAsHiddenWhenFolded?: boolean,
noContentMargin?: boolean... | Asked on the mock up on Figma: why is it not ...ArrowRight here? | title,
isFolded,
toggleFolded,
renderContent,
renderContentAsHiddenWhenFolded,
noContentMargin,
onOpenFullEditor,
onAdd,
}: {|
title: React.Node,
isFolded: boolean,
toggleFolded: () => void,
renderContent: () => React.Node,
renderContentAsHiddenWhenFolded?: boolean,
noContentMargin?: boolean... | @@ -166,9 +166,9 @@ const TopLevelCollapsibleSection = ({
<LineStackLayout noMargin alignItems="center">
<IconButton size="small" onClick={toggleFolded}>
{isFolded ? (
- <SquaredDoubleChevronArrowUp style={styles.icon} />
+ <SquaredChevronArrowUp style={styles.... | newIDE/app/src/ObjectEditor/CompactObjectPropertiesEditor/index.js | 26 | JavaScript | 0.214 | question | 64 | 51 | 51 | false | Consistency on arrows | 7,322 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | Bouh | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/ObjectEditor/CompactObjectPropertiesEditor/index.js
PR Title: Consistency on arrows
BEFORE CODE: title,
isFolded,
toggleFolded,
renderContent,
renderContentAsHiddenWhenFolded,
noContentMargin,
onOpenFullEditor,
onAdd,
}: {|
... | Asked on the mock up on Figma: why is it not ...ArrowRight here? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
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