* Add craft and office to import and add/reorg AmenityType
* Remove bike rental/parking and rename BikeShop to Bike
* add in leisure and tourism tags, add more categories to AmenityType and remove lesser used tags
* add dependency on strum and strum_macros and removed some manual code for text display of Enum and Enum into string
* include lock file, fix color of buildings for amenity layer, fix formatting and use orders
* root element id from Settings, respect element size
* Plumb assets root via settings
* adapt crates to new wasm api
* more FileLoader cleanup
* use tsc bin from node_modules
* avoid spurious unlink errors
GNU Make considers the src/*/wasm_pkg targets as intermediate build
files and attempted to `rm` them. We can stop that my marking them as
`.PRECIOUS`
https://www.gnu.org/software/make/manual/html_node/Special-Targets.html
* `open` doesn't work on Linux
We could do something with xdg-open, but meh, not worth having platform
dependent logic for this.
* fix typo, clarify instructions
* make server compatible with older python install on linux
* revert change - we dont want to include music on web
the leading "-" means exclude a subdir of an included dir.
* better wrap of comments
* fix misfire in copy/pasted comment
* update docs
The GenericTable machinery lost a lot of it's utility now that we have
proper tabs. I've left a couple of free functions to be shared, and
inlined the remaining simple functionality.
call-sites. #253
To make some of these work, changed Label to store a String. Ultimately
it gets transformed into Text, so we need to allocate eventually.
Button colors are now determined by the color scheme, but for now all
schemes are hardcoded to use the same "night" button colors. Read on for
rationale...
Previously, which button colors to use (dark/light) was specified inline
while building the UI.
Eventually we want to live in a world where color scheme determines:
- panel colors
- button colors
- text colors
The theme could already choose panel colors easily enough, but because
the buttons and text were not determined by theme, choosing anything
other than a black or dark grey panel color makes the buttons and text
unreadable.
This PR tackled the themeable "button colors" portion, but all themes
continue to use the "night" colors for now, because using the actual
"day" colors would still make the text unreadable.
next up: themeable text!
The one intentional regression is within the pregame tutorial,
which has always been styled differently from the rest of the app. An
expeditious hack has caused the prev/next/continue buttons to lose their
visible hover state. I'll restore this upon completing the day theme
work.
mapper. Closes#482
The X buttons are confusingly no-ops on the web, and redundant on
native, since people know how to close a window.
Also fix up a few button styles in the smaller tools.
* introduce "pill" to be explicit about fully rounded, vs a "None" radius
* no-op transition to CornerRadii
* popup button to spec
* restore "fully rounded" layout behavior
* use plain light to better show highlight
* persistent split to spec (for day theme anyway)
* remove night-theme colors for speed panel
* fixup docs for pill
* CR: remove unnecessary `row`
* CR: remove outdated doc
* import order
This was all done by search/replace, and should not affect
functionality.
Goals:
- be consistent with the figma terminology.
- consistently order:
"btn_{solid|outline|plain}_{dark|light}_{text|image|dropdown|back|etc}"
In case I have to revisit, here's the regex I used:
Btn::text_bg2\(([^)]*)\)*.build_def\(ctx, ([^()]*)\)
ctx.style().btn_primary_dark_text($1).hotkey($2).build_def(ctx)
And something like this for the "no hotkey" case
Btn::text_bg2\(([^)]*)\)*.build_def\(ctx, None\)
ctx.style().btn_primary_dark_text($1).build_def(ctx)