Redesign mod settings

A mod's settings button now opens ModSettings: a header with the mod's
icon, name, version, tags and description, a Reset button and an on/off
switch, then its properties as rows, with nested namespaces as titled
sections and a live preview card beside them for HUD mods.

PanelScreen holds the sidebar-and-panel frame that the mod menu, mod
settings and config editor share. PropertyList lays out any config as
rows. The inputs share one field look: Toggle is a switch, Select steps
with arrows, and the number, keybinding and color inputs are boxes. The
color picker opens to the left and closes on outside clicks.

Every property type now implements reset(), which was a no-op, and
ModLayout keeps its settings in order instead of Map.of's. ConfigEditor
moves onto the same frame and rows and drops its HUD preview, which added
a new element every frame.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
2026-09-27 17:13:39 +02:00
co-authored by claude
parent dfebd2367d
commit df09271e81
33 changed files with 860 additions and 277 deletions
@@ -0,0 +1,97 @@
package org.saturnclient.ui.screens;
import java.util.Map;
import java.util.Set;
import org.saturnclient.common.provider.Providers;
import org.saturnclient.config.property.Property;
import org.saturnclient.mod.HudMod;
import org.saturnclient.mod.Mod;
import org.saturnclient.ui.PanelScreen;
import org.saturnclient.ui.components.HudPreviewCard;
import org.saturnclient.ui.components.ModHeader;
import org.saturnclient.ui.components.PropertyList;
import org.saturnclient.ui.components.Sidebar;
import org.saturnclient.ui.elements.ActionButton;
import org.saturnclient.ui.elements.Divider;
import org.saturnclient.ui.elements.Scroll;
import org.saturnclient.ui.elements.SwitchButton;
import org.saturnclient.ui.resources.Textures;
/**
* One mod's settings: a header with the mod's details and its on/off switch,
* the rest of its properties below, and a live preview for HUD mods.
*/
public class ModSettings extends PanelScreen {
/**
* Every mod's first property. It's shown as the header's switch, so the list
* leaves it out.
*/
private static final String ENABLED = "Enabled";
private static final int HEADER_Y = 40;
private static final int PREVIEW_WIDTH = 280;
private static final int PREVIEW_MAX_HEIGHT = 220;
private static final int COLUMN_GAP = 22;
private static final int SCROLLBAR_SPACE = 14;
private final Mod mod;
public ModSettings(Mod mod) {
super(mod.getName() + " Settings", Sidebar.MODS);
this.mod = mod;
}
@Override
protected void panel() {
draw(new ActionButton(Textures.ICON_CHEVRON_LEFT, "Mods", false,
() -> Providers.saturn.getClient().setScreen(new ModMenu()))
.position(contentX - 12, contentY - 4));
// Header: the mod's details, then Reset and the on/off switch on the right
int headerY = contentY + HEADER_Y;
SwitchButton enabled = new SwitchButton("Enabled", "Disabled", mod::isEnabled,
() -> mod.setEnabled(!mod.isEnabled()));
int buttonY = headerY + (ModHeader.HEIGHT - enabled.height) / 2;
draw(enabled.position(contentX + contentWidth - enabled.width, buttonY));
ActionButton reset = new ActionButton(Textures.ICON_RESET, "Reset", true, this::reset);
draw(reset.position(enabled.x - 10 - reset.width, buttonY));
draw(new ModHeader(mod, reset.x - 16 - contentX).position(contentX, headerY));
int dividerY = headerY + ModHeader.HEIGHT + 16;
draw(new Divider(contentWidth).position(contentX, dividerY));
// Body: the properties, with a preview beside them for HUD mods
int bodyY = dividerY + 1;
int bodyHeight = contentY + contentHeight - bodyY;
int listWidth = contentWidth;
if (mod instanceof HudMod hudMod) {
listWidth -= PREVIEW_WIDTH + COLUMN_GAP;
draw(new HudPreviewCard(hudMod)
.dimensions(PREVIEW_WIDTH, Math.min(PREVIEW_MAX_HEIGHT, bodyHeight - 16))
.position(contentX + contentWidth - PREVIEW_WIDTH, bodyY + 16));
}
Scroll scroll = new Scroll(0).noBackground();
PropertyList.draw(scroll, mod.getConfig().getProperties(), Set.of(ENABLED), listWidth, 0);
draw(scroll.dimensions(listWidth + SCROLLBAR_SPACE, bodyHeight).position(contentX, bodyY));
}
/**
* Puts every setting except the on/off switch back to its default, then
* rebuilds the screen so the inputs show the new values.
*/
private void reset() {
for (Map.Entry<String, Property> entry : mod.getConfig().getProperties().entrySet()) {
if (!entry.getKey().equals(ENABLED)) {
entry.getValue().reset();
}
}
init();
}
}