Refactoring Concept/Component documentation. Still not done
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# Game website
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When Evennia starts it will also start a [Webserver](./Webserver.md) as part of the
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[Server](./Portal-And-Server.md) process. This uses [Django](https://docs.djangoproject.com)
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to present a simple but functional default game website. With the default setup,
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open your browser to [localhost:4001](http://localhost:4001) or [127.0.0.1:4001](http://127.0.0.1:4001)
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to see it.
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When Evennia starts it will also start a [Webserver](./Webserver.md) as part of the [Server](./Portal-And-Server.md) process. This uses [Django](https://docs.djangoproject.com) to present a simple but functional default game website. With the default setup, open your browser to [localhost:4001](http://localhost:4001) or [127.0.0.1:4001](http://127.0.0.1:4001) to see it.
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The website allows existing players to log in using an account-name and
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password they previously used to register with the game. If a user logs in with
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the [Webclient](./Webclient.md) they will also log into the website and vice-versa.
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So if you are logged into the website, opening the webclient will automatically
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log you into the game as that account.
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The website allows existing players to log in using an account-name and password they previously used to register with the game. If a user logs in with the [Webclient](./Webclient.md) they will also log into the website and vice-versa. So if you are logged into the website, opening the webclient will automatically log you into the game as that account.
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The default website shows a "Welcome!" page with a few links to useful
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resources. It also shows some statistics about how many players are currently
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connected.
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The default website shows a "Welcome!" page with a few links to useful resources. It also shows some statistics about how many players are currently connected.
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In the top menu you can find
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- _Home_ - Get back to front page.
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@ -41,10 +31,7 @@ In the top menu you can find
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## Modifying the default Website
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You can modify and override all aspects of the web site from your game dir.
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You'll mostly be doing so in your settings file
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(`mygame/server/conf/settings.py` and in the gamedir's `web/folder`
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(`mygame/web/` if your game folder is `mygame/`).
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You can modify and override all aspects of the web site from your game dir. You'll mostly be doing so in your settings file (`mygame/server/conf/settings.py` and in the gamedir's `web/folder` (`mygame/web/` if your game folder is `mygame/`).
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> When testing your modifications, it's a good idea to add `DEBUG = True` to
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> your settings file. This will give you nice informative tracebacks directly
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@ -52,8 +39,7 @@ You'll mostly be doing so in your settings file
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> DEBUG mode leaks memory (for retaining debug info) and is *not* safe to use
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> for a production game!
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As explained on the [Webserver](./Webserver.md) page, the process for getting a web
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page is
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As explained on the [Webserver](./Webserver.md) page, the process for getting a web page is
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1. Web browser sends HTTP request to server with an URL
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2. `urls.py` uses regex to match that URL to a _view_ (a Python function or callable class).
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@ -65,8 +51,7 @@ page is
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the HTML page requires static resources are requested, the browser will
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fetch those separately before displaying it to the user.
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If you look at the [evennia/web/](github:develop/evennia/web) directory you'll find the following
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structure (leaving out stuff not relevant to the website):
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If you look at the [evennia/web/](github:develop/evennia/web) directory you'll find the following structure (leaving out stuff not relevant to the website):
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```
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evennia/web/
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@ -91,8 +76,7 @@ structure (leaving out stuff not relevant to the website):
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```
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The top-level `web/urls.py` file 'includes' the `web/website/urls.py` file -
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that way all the website-related url-handling is kept in the same place.
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The top-level `web/urls.py` file 'includes' the `web/website/urls.py` file - that way all the website-related url-handling is kept in the same place.
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This is the layout of the `mygame/web/` folder relevant for the website:
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@ -124,18 +108,11 @@ This is the layout of the `mygame/web/` folder relevant for the website:
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```
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As you can see, the `mygame/web/` folder is a copy of the `evennia/web/` folder
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structure except the `mygame` folders are mostly empty.
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As you can see, the `mygame/web/` folder is a copy of the `evennia/web/` folder structure except the `mygame` folders are mostly empty.
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For static- and template-files, Evennia will _first_
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look in `mygame/static` and `mygame/templates` before going to the default
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locations in `evennia/web/`. So override these resources, you just need to put
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a file with the same name in the right spot under `mygame/web/` (and then
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reload the server). Easiest is often to copy the original over and modify it.
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For static- and template-files, Evennia will _first_ look in `mygame/static` and `mygame/templates` before going to the default locations in `evennia/web/`. So override these resources, you just need to put a file with the same name in the right spot under `mygame/web/` (and then reload the server). Easiest is often to copy the original over and modify it.
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Overridden views (Python modules) also need an additional tweak to the
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`website/urls.py` file - you must make sure to repoint the url to the new
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version rather than it using the original.
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Overridden views (Python modules) also need an additional tweak to the `website/urls.py` file - you must make sure to repoint the url to the new version rather than it using the original.
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## Examples of commom web changes
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@ -178,53 +155,26 @@ documents - they contain a special templating language marked with `{% ... %}` a
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Some important things to know:
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- `{% extends "base.html" %}` - This is equivalent to a Python
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`from othermodule import *` statement, but for templates. It allows a given template
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to use everything from the imported (extended) template, but also to override anything
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it wants to change. This makes it easy to keep all pages looking the same and avoids
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a lot of boiler plate.
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- `{% block blockname %}...{% endblock %}` - Blocks are inheritable, named pieces of code
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that are modified in one place and then used elsewhere. This works a bit in reverse to
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normal inheritance, because it's commonly in such a way that `base.html` defines an empty
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block, let's say `contents`: `{% block contents %}{% endblock %}` but makes sure to put
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that _in the right place_, say in the main body, next to the sidebar etc. Then each page
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does `{% extends "base.html %"}` and makes their own `{% block contents} <actual content> {% endblock %}`.
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Their `contents` block will now override the empty one in `base.html` and appear in the right
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place in the document, without the extending template having to specifying everything else
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- `{% extends "base.html" %}` - This is equivalent to a Python `from othermodule import *` statement, but for templates. It allows a given template to use everything from the imported (extended) template, but also to override anything it wants to change. This makes it easy to keep all pages looking the same and avoids a lot of boiler plate.
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- `{% block blockname %}...{% endblock %}` - Blocks are inheritable, named pieces of code that are modified in one place and then used elsewhere. This works a bit in reverse to normal inheritance, because it's commonly in such a way that `base.html` defines an empty block, let's say `contents`: `{% block contents %}{% endblock %}` but makes sure to put that _in the right place_, say in the main body, next to the sidebar etc. Then each page does `{% extends "base.html %"}` and makes their own `{% block contents} <actual content> {% endblock %}`. Their `contents` block will now override the empty one in `base.html` and appear in the right place in the document, without the extending template having to specifying everything else
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around it!
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- `{{ ... }}` are 'slots' usually embedded inside HTML tags or content. They reference a
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_context_ (basically a dict) that the Python _view_ makes available to it.
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Keys on the context are accessed with dot-notation, so if you provide a
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context `{"stats": {"hp": 10, "mp": 5}}` to your template, you could access
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that as `{{ stats.hp }}` to display `10` at that location to display `10` at
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that location.
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- `{{ ... }}` are 'slots' usually embedded inside HTML tags or content. They reference a _context_ (basically a dict) that the Python _view_ makes available to it. Keys on the context are accessed with dot-notation, so if you provide a context `{"stats": {"hp": 10, "mp": 5}}` to your template, you could access that as `{{ stats.hp }}` to display `10` at that location to display `10` at that location.
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This allows for template inheritance (making it easier to make all
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pages look the same without rewriting the same thing over and over)
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This allows for template inheritance (making it easier to make all pages look the same without rewriting the same thing over and over)
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There's a lot more information to be found in the [Django template language documentation](https://docs.djangoproject.com/en/3.2/ref/templates/language/).
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### Change webpage colors and styling
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You can tweak the [CSS](https://en.wikipedia.org/wiki/Cascading_Style_Sheets) of the entire
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website. If you investigate the `evennia/web/templates/website/base.html` file you'll see that we
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use the [Bootstrap
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4](https://getbootstrap.com/docs/4.6/getting-started/introduction/) toolkit.
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You can tweak the [CSS](https://en.wikipedia.org/wiki/Cascading_Style_Sheets) of the entire website. If you investigate the `evennia/web/templates/website/base.html` file you'll see that we use the [Bootstrap 4](https://getbootstrap.com/docs/4.6/getting-started/introduction/) toolkit.
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Much structural HTML functionality is actually coming from bootstrap, so you
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will often be able to just add bootstrap CSS classes to elements in the HTML
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file to get various effects like text-centering or similar.
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Much structural HTML functionality is actually coming from bootstrap, so you will often be able to just add bootstrap CSS classes to elements in the HTML file to get various effects like text-centering or similar.
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The website's custom CSS is found in
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`evennia/web/static/website/css/website.css` but we also look for a (currently
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empty) `custom.css` in the same location. You can override either, but it may
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be easier to revert your changes if you only add things to `custom.css`.
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The website's custom CSS is found in `evennia/web/static/website/css/website.css` but we also look for a (currently empty) `custom.css` in the same location. You can override either, but it may be easier to revert your changes if you only add things to `custom.css`.
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Copy the CSS file you want to modify to the corresponding location in `mygame/web`.
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Modify it and reload the server to see your changes.
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Copy the CSS file you want to modify to the corresponding location in `mygame/web`. Modify it and reload the server to see your changes.
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You can also apply static files without reloading, but running this in the
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terminal:
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You can also apply static files without reloading, but running this in the terminal:
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evennia collectstatic --no-input
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@ -233,8 +183,7 @@ terminal:
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> Note that before you see new CSS files applied you may need to refresh your
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> browser without cache (Ctrl-F5 in Firefox, for example).
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As an example, add/copy `custom.css` to `mygame/web/static/website/css/` and
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add the following:
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As an example, add/copy `custom.css` to `mygame/web/static/website/css/` and add the following:
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```css
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@ -258,8 +207,7 @@ Reload and your website now has a red theme!
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### Change front page functionality
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The logic is all in the view. To find where the index-page view is found, we
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look in `evennia/web/website/urls.py`. Here we find the following line:
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The logic is all in the view. To find where the index-page view is found, we look in `evennia/web/website/urls.py`. Here we find the following line:
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```python
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# in evennia/web/website/urls.py
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@ -275,8 +223,7 @@ The first `""` is the empty url - root - what you get if you just enter `localho
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with no extra path. As expected, this leads to the index page. By looking at the imports
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we find the view is in in `evennia/web/website/views/index.py`.
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Copy this file to the corresponding location in `mygame/web`. Then tweak your `mygame/web/website/urls.py`
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file to point to the new file:
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Copy this file to the corresponding location in `mygame/web`. Then tweak your `mygame/web/website/urls.py` file to point to the new file:
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```python
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# in mygame/web/website/urls.py
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@ -293,45 +240,27 @@ urlpatterns = [
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```
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So we just import `index` from the new location and point to it. After a reload
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the front page will now redirect to use your copy rather than the original.
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So we just import `index` from the new location and point to it. After a reload the front page will now redirect to use your copy rather than the original.
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The frontpage view is a class `EvenniaIndexView`. This is a [Django class-based view](https://docs.djangoproject.com/en/3.2/topics/class-based-views/).
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It's a little less visible what happens in a class-based view than in a function (since
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the class implements a lot of functionality as methods), but it's powerful and
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much easier to extend/modify.
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The frontpage view is a class `EvenniaIndexView`. This is a [Django class-based view](https://docs.djangoproject.com/en/3.2/topics/class-based-views/). It's a little less visible what happens in a class-based view than in a function (since the class implements a lot of functionality as methods), but it's powerful and much easier to extend/modify.
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The class property `template_name` sets the location of the template used under
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the `templates/` folder. So `website/index.html` points to
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`web/templates/website/index.html` (as we already explored above.
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The class property `template_name` sets the location of the template used under the `templates/` folder. So `website/index.html` points to `web/templates/website/index.html` (as we already explored above.
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The `get_context_data` is a convenient method for providing the context for the
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template. In the index-page's case we want the game stats (number of recent
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players etc). These are then made available to use in `{{ ... }}` slots in the
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template as described in the previous section.
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The `get_context_data` is a convenient method for providing the context for the template. In the index-page's case we want the game stats (number of recent players etc). These are then made available to use in `{{ ... }}` slots in the template as described in the previous section.
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### Change other website pages
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The other sub pages are handled in the same way - copy the template or static
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resource to the right place, or copy the view and repoint your `website/urls.py` to
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your copy. Just remember to reload.
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The other sub pages are handled in the same way - copy the template or static resource to the right place, or copy the view and repoint your `website/urls.py` to your copy. Just remember to reload.
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## Adding a new web page
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### Using Flat Pages
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The absolutely simplest way to add a new web page is to use the `Flat Pages`
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app available in the [Web Admin](./Web-Admin.md). The page will appear with the same
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styling as the rest of the site.
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The absolutely simplest way to add a new web page is to use the `Flat Pages` app available in the [Web Admin](./Web-Admin.md). The page will appear with the same styling as the rest of the site.
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For the `Flat pages` module to work you must first set up a _Site_ (or
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domain) to use. You only need to this once.
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For the `Flat pages` module to work you must first set up a _Site_ (or domain) to use. You only need to this once.
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- Go to the Web admin and select `Sites`. If your
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game is at `mygreatgame.com`, that's the domain you need to add. For local
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experimentation, add the domain `localhost:4001`. Note the `id` of the domain
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(look at the url when you click on the new domain, if it's for example
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`http://localhost:4001/admin/sites/site/2/change/`, then the id is `2`).
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- Go to the Web admin and select `Sites`. If your game is at `mygreatgame.com`, that's the domain you need to add. For local experimentation, add the domain `localhost:4001`. Note the `id` of the domain (look at the url when you click on the new domain, if it's for example `http://localhost:4001/admin/sites/site/2/change/`, then the id is `2`).
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- Now add the line `SITE_ID = <id>` to your settings file.
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Next you create new pages easily.
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@ -348,17 +277,13 @@ You can now go to `localhost:4001/test/` and see your new page!
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### Add Custom new page
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The `Flat Pages` page doesn't allow for (much) dynamic content and customization. For
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this you need to add the needed components yourself.
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The `Flat Pages` page doesn't allow for (much) dynamic content and customization. For this you need to add the needed components yourself.
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Let's see how to make a `/test/` page from scratch.
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- Add a new `test.html` file under `mygame/web/templates/website/`. Easiest is to base
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this off an existing file. Make sure to `{% extend base.html %}` if you want to
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get the same styling as the rest of your site.
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- Add a new `test.html` file under `mygame/web/templates/website/`. Easiest is to base this off an existing file. Make sure to `{% extend base.html %}` if you want to get the same styling as the rest of your site.
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- Add a new view `testview.py` under `mygame/web/website/views/` (don't name it `test.py` or
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Django/Evennia will think it contains unit tests). Add a view there to process
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your page. This is a minimal view to start from (read much more [in the Django docs](https://docs.djangoproject.com/en/3.2/topics/class-based-views/)):
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Django/Evennia will think it contains unit tests). Add a view there to process your page. This is a minimal view to start from (read much more [in the Django docs](https://docs.djangoproject.com/en/3.2/topics/class-based-views/)):
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```python
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# mygame/web/website/views/testview.py
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@ -416,5 +341,4 @@ The form is then linked into the view-class by adding `form_class = MyFormClass`
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the view (next to `template_name`).
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There are several example forms in `evennia/web/website/forms.py`. It's also a good
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idea to read [Building a form in Django](https://docs.djangoproject.com/en/3.2/topics/forms/#building-a-form-in-django)
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on the Django website - it covers all you need.
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idea to read [Building a form in Django](https://docs.djangoproject.com/en/3.2/topics/forms/#building-a-form-in-django) on the Django website - it covers all you need.
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