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Hide child code entries in main tree #1926

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@zivmaor zivmaor commented Sep 21, 2024

Description

Implements #1609. Adds a setting to the settings menu to control whether the child code entries (entries which have ParentEntry set) are hidden or shown in the main tree.

Visual Changes

Settings before change:
settings_old
Settings after change:
settings_new

Code in main tree before change:
code_old
Code in main tree after change (no more gray child entries):
code_new
Code in main tree after change with setting off (exact same as before change):
code_new_off

Caveats

The are 2 tiny things that need to be adressed before this can be merged:

  • The setting is missing a tooltip - I don't know enough about the data structure to properly describe what the setting does. @VladiStep can you please write it?
  • Default behavior - Currently the setting is off by default, but maybe it should be on by default. I couldn't decide what to choose.

Notes

Resolves #1609.

which filters child code entries from the code list
on top of the normal filtering done by FilteringViewConverter.
The setting has no tooltip as of yet.
also correct accessibility levels in FilteredViewConverter and CodeViewConverter.
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github-actions bot commented Sep 21, 2024

@zivmaor zivmaor changed the title Hide children Hide child code entries in main tree Sep 21, 2024
@Dobby233Liu
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Dobby233Liu commented Sep 21, 2024

The setting is missing a tooltip - I don't know enough about the data structure to properly describe what the setting does.

🤔 "Hides code entries corresponding to sub-functions of scripts in GMS2.3 games"
See I can't english

Default behavior

Our main focus is UT/DR, and since in DR Ch1&2 scripts containing multiple subfunctions are not common, making the child code entries mostly noise, I feel it would be fair to hide them by default for now

- Add setting tooltip.
- Make the setting on by default.
@zivmaor
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zivmaor commented Sep 21, 2024

Done and done
Edit:

See I can't english

It seems neither can I.

@zivmaor zivmaor marked this pull request as ready for review September 21, 2024 14:07
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@Miepee Miepee left a comment

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Please add a GUI screenshot

UndertaleModTool/Converters/FilteredViewConverter.cs Outdated Show resolved Hide resolved
@@ -60,41 +61,44 @@
<CheckBox Grid.Row="5" Grid.Column="2" Margin="3" Content="" IsChecked="{Binding ShowDebuggerOption}"/>
<TextBlock Grid.Row="5" Grid.Column="2" Margin="25 2 2 2" Text="Show &quot;Run game under GMS debugger&quot; file option" ToolTip="Whether to show the option in the &quot;File&quot; menu. Disabled by default."/>

<Separator Grid.Row="6" Grid.ColumnSpan="4" Margin="10"/>
<CheckBox Grid.Row="6" Grid.Column="0" Margin="3" Content="" IsChecked="{Binding HideChildCodeEntries}"/>
<TextBlock Grid.Row="6" Grid.Column="0" Margin="25 2 2 2" Text="Hide child code entries" ToolTip="Hides code entries corresponding to sub-functions of scripts in GMS2.3 games."/>
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Can you change it so that the text and/or tooltip mentions that this is for the visible tree-view thingy?

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@zivmaor zivmaor Nov 27, 2024

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I wasn't sure how to call it so users would understand so I called it "the asset list". In the tooltip for "Enable asset order swapping" it's called "the asset tabs" but that seems confusing given that there are no tabs in a tree view and now UTMT has tabs for content.

Changes the code to use SettingsWindow instead of Settings.Instance
to better fit with similar code for other settings.

Note: this should probably be standardized across all settings.
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Add an option to hide child code entries (gray ones)
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