Merge branch 'main' into chaosbagmanager

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Chr1Z 2023-01-03 22:07:34 +01:00 committed by GitHub
commit b32e339540
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11 changed files with 479 additions and 29 deletions

View File

@ -1 +1 @@
{"optionPanel":{"showChaosBagManager":false,"showCleanUpHelper":false,"showDrawButton":false,"showHandHelper":[],"showNavigationOverlay":false,"showTokenArranger":false,"useClueClickers":false,"useSnapTags":true}}
{"optionPanel":{"showAttachmentHelper":false,"showChaosBagManager":false,"showCleanUpHelper":false,"useClueClickers":false,"showCustomPlaymatImages":false,"showCYOA":false,"showDisplacementTool":false,"showDrawButton":false,"showHandHelper":[],"showNavigationOverlay":false,"useSnapTags":true,"showTitleSplash":true,"showTokenArranger":false}}

View File

@ -40,7 +40,7 @@
"Nickname": "ClueDoom",
"Snap": false,
"Sticky": true,
"Tooltip": false,
"Tooltip": true,
"Transform": {
"posX": 78.661,
"posY": 2.398,

View File

@ -40,7 +40,7 @@
"Nickname": "ClueDoom",
"Snap": false,
"Sticky": true,
"Tooltip": false,
"Tooltip": true,
"Transform": {
"posX": 78.738,
"posY": 2.287,

View File

@ -40,7 +40,7 @@
"Nickname": "Resource",
"Snap": false,
"Sticky": true,
"Tooltip": false,
"Tooltip": true,
"Transform": {
"posX": 78.848,
"posY": 2.273,

View File

@ -34,6 +34,7 @@ local chaosTokens = {}
local chaosTokensLastMat = nil
local IS_RESHUFFLING = false
local bagSearchers = {}
local hideTitleSplashWaitFunctionId = nil
local playmatAPI = require("playermat/PlaymatApi")
---------------------------------------------------------
@ -818,6 +819,10 @@ function applyOptionPanelChange(id, state)
-- update master clue counter
getObjectFromGUID("4a3aa4").setVar("useClickableCounters", state)
-- option: Show Title on placing scenarios
elseif id == "showTitleSplash" then
optionPanel[id] = state
-- option: Show token arranger
elseif id == "showTokenArranger" then
-- delete previously pulled out tokens
@ -840,9 +845,25 @@ function applyOptionPanelChange(id, state)
elseif id == "showChaosBagManager" then
optionPanel[id] = spawnOrRemoveHelper(state, "Chaos Bag Manager", {-67.8, 1.6, -49.5})
-- option: Show attachment helper
elseif id == "showAttachmentHelper" then
optionPanel[id] = spawnOrRemoveHelper(state, "Attachment Helper", {-64, 1.4, 0})
-- option: Show navigation overlay
elseif id == "showNavigationOverlay" then
optionPanel[id] = spawnOrRemoveHelper(state, "jaqenZann's Navigation Overlay", {-11.7, 1.6, -15})
-- option: Show CYOA campaign guides
elseif id == "showCYOA" then
optionPanel[id] = spawnOrRemoveHelper(state, "CYOA Campaign Guides", {21.2, 1.4, -65.7})
-- option: Show custom playmat images
elseif id == "showCustomPlaymatImages" then
optionPanel[id] = spawnOrRemoveHelper(state, "Custom Playmat Images", {12, 1.4, -46.5})
-- option: Show displacement tool
elseif id == "showDisplacementTool" then
optionPanel[id] = spawnOrRemoveHelper(state, "Displacement Tool", {-60.7, 1.4, -49.5})
end
end
@ -851,8 +872,8 @@ end
---@param name String Name of the helper object
---@param position Vector Position of the object (where it will spawn)
---@param rotation Vector Rotation of the object for spawning (default: {0, 270, 0})
---@param color Color This is only needed for correctly setting the color of the "Hand Helper"
-- returns the GUID of the spawnedObj (or nil if object was removed)
---@param color String This is only needed for correctly setting the color of the "Hand Helper"
---@return. GUID of the spawnedObj (or nil if object was removed)
function spawnOrRemoveHelper(state, name, position, rotation, color)
if state then
Player.getPlayers()[1].pingTable(position)
@ -864,7 +885,7 @@ end
-- copies the specified tool (by name) from the barrel
---@param name String Name of the object that should be copied
---@param position Position Desired position of the object
---@param position Table Desired position of the object
function spawnHelperObject(name, position, rotation, color)
local barrel = getObjectFromGUID(BARREL_GUID)
@ -907,7 +928,11 @@ function removeHelperObject(name)
["Clean Up Helper"] = "showCleanUpHelper",
["Hand Helper"] = "showHandHelper",
["Chaos Bag Manager"] = "showChaosBagManager",
["jaqenZann's Navigation Overlay"] = "showNavigationOverlay"
["jaqenZann's Navigation Overlay"] = "showNavigationOverlay",
["Displacement Tool"] = "showDisplacementTool",
["Custom Playmat Images"] = "showCustomPlaymatImages",
["Attachment Helper"] = "showAttachmentHelper",
["CYOA Campaign Guides"] = "showCYOA"
}
local data = optionPanel[referenceTable[name]]
@ -931,7 +956,7 @@ function onClick_defaultSettings()
for id, _ in pairs(optionPanel) do
local state = false
-- override for settings that are enabled by default
if id == "useSnapTags" then
if id == "useSnapTags" or id == "showTitleSplash" then
state = true
end
applyOptionPanelChange(id, state)
@ -939,16 +964,43 @@ function onClick_defaultSettings()
-- clean reset of variable
optionPanel = {
useSnapTags = true,
showDrawButton = false,
useClueClickers = false,
showTokenArranger = false,
showAttachmentHelper = false,
showCleanUpHelper = false,
showHandHelper = {},
showChaosBagManager = false,
showNavigationOverlay = false
showCustomPlaymatImages = false,
showCYOA = false,
showDisplacementTool = false,
showDrawButton = false,
showHandHelper = {},
showNavigationOverlay = false,
showTitleSplash = true,
showTokenArranger = false,
useClueClickers = false,
useSnapTags = true
}
-- update UI
updateOptionPanelState()
end
-- splash scenario title on setup
function titleSplash(scenarioName)
if optionPanel['showTitleSplash'] then
-- if there's any ongoing title being displayed, hide it and cancel the waiting function
if hideTitleSplashWaitFunctionId then
Wait.stop(hideTitleSplashWaitFunctionId)
hideTitleSplashWaitFunctionId = nil
UI.setAttribute('title_splash', 'active', false)
end
-- display scenario name and set a 4 seconds (2 seconds animation and 2 seconds on screen)
-- wait timer to hide the scenario name
UI.setValue('title_splash', scenarioName)
UI.show('title_splash')
hideTitleSplashWaitFunctionId = Wait.time(function()
UI.hide('title_splash')
hideTitleSplashWaitFunctionId = nil
end, 4)
end
end

View File

@ -55,6 +55,7 @@ function resetTokensIfInDeckZone(container, object)
end
function fireScenarioChangedEvent()
Global.call('titleSplash', currentScenario)
playArea.onScenarioChanged(currentScenario)
end

View File

@ -5,10 +5,24 @@ local tokenManager = require("core/token/TokenManager")
---------------------------------------------------------
-- set true to enable debug logging
DEBUG = false
local DEBUG = false
-- Location connection directional options
local BIDIRECTIONAL = 0
local ONE_WAY = 1
-- Connector draw parameters
local CONNECTION_THICKNESS = 0.015
local CONNECTION_COLOR = { 0.4, 0.4, 0.4, 1 }
local DIRECTIONAL_ARROW_DISTANCE = 3.5
local ARROW_ARM_LENGTH = 0.9
local ARROW_ANGLE = 25
-- Height to draw the connector lines, places them just above the table and always below cards
local CONNECTION_LINE_Y = 1.529
-- we use this to turn off collision handling until onLoad() is complete
COLLISION_ENABLED = false
local collisionEnabled = false
local SHIFT_OFFSETS = {
left = { x = 0.00, y = 0, z = 7.67 },
@ -21,10 +35,23 @@ local SHIFT_EXCLUSION = {
["f182ee"] = true,
["721ba2"] = true
}
local LOC_LINK_EXCLUDE_SCENARIOS = {
["Devil Reef"] = true,
["The Witching Hour"] = true,
}
local INVESTIGATOR_COUNTER_GUID = "f182ee"
local PLAY_AREA_ZONE_GUID = "a2f932"
local clueData = {}
local spawnedLocationGUIDs = {}
local locations = { }
local locationConnections = { }
local draggingGuids = { }
local locationData
local currentScenario
---------------------------------------------------------
@ -33,17 +60,19 @@ local currentScenario
function onSave()
return JSON.encode({
currentScenario = currentScenario
trackedLocations = locations,
currentScenario = currentScenario,
})
end
function onLoad(saveState)
-- records locations we have spawned clues for
local saveData = JSON.decode(saveState) or {}
currentScenario = saveData.currentScenario
local save = JSON.decode(saveState) or { }
locations = save.trackedLocations or { }
currentScenario = save.currentScenario
self.interactable = DEBUG
Wait.time(function() COLLISION_ENABLED = true end, 1)
Wait.time(function() collisionEnabled = true end, 1)
end
function log(message)
@ -60,14 +89,15 @@ function updateLocations(args)
end
end
function onCollisionEnter(collision_info)
if not COLLISION_ENABLED then return end
function onCollisionEnter(collisionInfo)
if not collisionEnabled then return end
-- check if we should spawn clues here and do so according to playercount
local card = collision_info.collision_object
local card = collisionInfo.collision_object
if shouldSpawnTokens(card) then
tokenManager.spawnForCard(card)
end
draggingGuids[card.getGUID()] = nil
maybeTrackLocation(card)
end
function shouldSpawnTokens(card)
@ -81,6 +111,267 @@ function shouldSpawnTokens(card)
or metadata.weakness
end
function onCollisionExit(collisionInfo)
maybeUntrackLocation(collisionInfo.collision_object)
end
-- Destroyed objects don't trigger onCollisionExit(), so check on destruction to untrack as well
function onObjectDestroy(object)
maybeUntrackLocation(object)
end
function onObjectPickUp(player, object)
-- onCollisionExit fires first, so we have to check the card to see if it's a location we should
-- be tracking
if showLocationLinks() and isInPlayArea(object) and object.getGMNotes() ~= nil and object.getGMNotes() ~= "" then
local pickedUpGuid = object.getGUID()
local metadata = JSON.decode(object.getGMNotes())
if (metadata.type == "Location") then
draggingGuids[pickedUpGuid] = metadata
rebuildConnectionList()
end
end
end
function onUpdate()
-- Due to the frequence of onUpdate calls, ensure that we only process any changes to the
-- connection list once, and only redraw once
local needsConnectionRebuild = false
local needsConnectionDraw = false
for guid, _ in pairs(draggingGuids) do
local obj = getObjectFromGUID(guid)
if obj == nil or not isInPlayArea(obj) then
draggingGuids[guid] = nil
needsConnectionRebuild = true
end
-- Even if the last location left the play area, need one last draw to clear the lines
needsConnectionDraw = true
end
if (needsConnectionRebuild) then
rebuildConnectionList()
end
if needsConnectionDraw then
drawConnections()
end
end
-- Checks the given card and adds it to the list of locations tracked for connection purposes.
-- A card will be added to the tracking if it is a location in the play area (based on centerpoint).
-- @param A card object, possibly a location.
function maybeTrackLocation(card)
-- Collision checks for any part of the card overlap, but our other tracking is centerpoint
-- Ignore any collision where the centerpoint isn't in the area
if showLocationLinks() and isInPlayArea(card) then
local metadata = JSON.decode(card.getGMNotes()) or { }
if metadata.type == "Location" then
locations[card.getGUID()] = metadata
rebuildConnectionList()
drawConnections()
end
end
end
-- Stop tracking a location for connection drawing. This should be called for both collision exit
-- and destruction, as a destroyed object does not trigger collision exit. An object can also be
-- deleted mid-drag, but the ordering for drag events means we can't clear those here and those will
-- be cleared in the next onUpdate() cycle.
-- @param card Card to (maybe) stop tracking
function maybeUntrackLocation(card)
-- Locked objects no longer collide (hence triggering an exit event) but are still in the play
-- area. If the object is now locked, don't remove it.
if locations[card.getGUID()] ~= nil and not card.locked then
locations[card.getGUID()] = nil
rebuildConnectionList()
drawConnections()
end
end
-- Builds a list of GUID to GUID connection information based on the currently tracked locations.
-- This will update the connection information and store it in the locationConnections data member,
-- but does not draw those connections. This should often be followed by a call to
-- drawConnections()
function rebuildConnectionList()
if not showLocationLinks() then
locationConnections = { }
return
end
local iconCardList = { }
-- Build a list of cards with each icon as their location ID
for cardId, metadata in pairs(draggingGuids) do
buildLocListByIcon(cardId, iconCardList)
end
for cardId, metadata in pairs(locations) do
buildLocListByIcon(cardId, iconCardList)
end
-- Pair up all the icons
locationConnections = { }
for cardId, metadata in pairs(draggingGuids) do
buildConnection(cardId, iconCardList)
end
for cardId, metadata in pairs(locations) do
if draggingGuids[cardId] == nil then
buildConnection(cardId, iconCardList)
end
end
end
-- Extracts the card's icon string into a list of individual location icons
-- @param cardID GUID of the card to pull the icon data from
-- @param iconCardList A table of icon->GUID list. Mutable, will be updated by this method
function buildLocListByIcon(cardId, iconCardList)
local card = getObjectFromGUID(cardId)
local locData = getLocationData(card)
if locData ~= nil and locData.icons ~= nil then
for icon in string.gmatch(locData.icons, "%a+") do
if iconCardList[icon] == nil then
iconCardList[icon] = { }
end
table.insert(iconCardList[icon], card.getGUID())
end
end
end
-- Builds the connections for the given cardID by finding matching icons and adding them to the
-- Playarea's locationConnections table.
-- @param cardId GUID of the card to build the connections for
-- @param iconCardList A table of icon->GUID List. Used to find matching icons for connections.
function buildConnection(cardId, iconCardList)
local card = getObjectFromGUID(cardId)
local locData = getLocationData(card)
if locData ~= nil and locData.connections ~= nil then
locationConnections[card.getGUID()] = { }
for icon in string.gmatch(locData.connections, "%a+") do
if iconCardList[icon] ~= nil then
for _, connectedGuid in ipairs(iconCardList[icon]) do
-- If the reciprocal exists, convert it to BiDi, otherwise add as a one-way
if locationConnections[connectedGuid] ~= nil
and locationConnections[connectedGuid][card.getGUID()] ~= nil then
locationConnections[connectedGuid][card.getGUID()] = BIDIRECTIONAL
else
locationConnections[card.getGUID()][connectedGuid] = ONE_WAY
end
end
end
end
end
end
-- Helper method to extract the location metadata from a card based on whether it's front or back
-- is showing.
-- @param card Card object to extract data from
-- @return Table with either the locationFront or locationBack metadata structure, or nil if the
-- metadata doesn't exist
function getLocationData(card)
if card == nil then
return nil
end
if card.is_face_down then
return JSON.decode(card.getGMNotes()).locationBack
else
return JSON.decode(card.getGMNotes()).locationFront
end
end
-- Draws the lines for connections currently in locationConnections.
function drawConnections()
if not showLocationLinks() then
locationConnections = { }
return
end
local cardConnectionLines = { }
for originGuid, targetGuids in pairs(locationConnections) do
-- Objects should reliably exist at this point, but since this can be called during onUpdate the
-- object checks are conservative just to make sure.
local origin = getObjectFromGUID(originGuid)
if origin != nil then
for targetGuid, direction in pairs(targetGuids) do
local target = getObjectFromGUID(targetGuid)
if target != nil then
if direction == BIDIRECTIONAL then
addBidirectionalVector(origin, target, cardConnectionLines)
elseif direction == ONE_WAY then
addOneWayVector(origin, target, cardConnectionLines)
end
end
end
end
end
self.setVectorLines(cardConnectionLines)
end
-- Draws a bidirectional location connection between the two cards, adding the lines to do so to the
-- given lines list.
-- @param card1 One of the card objects to connect
-- @param card2 The other card object to connect
-- @param lines List of vector line elements. Mutable, will be updated to add this connector
function addBidirectionalVector(card1, card2, lines)
local cardPos1 = card1.getPosition()
local cardPos2 = card2.getPosition()
cardPos1.y = CONNECTION_LINE_Y
cardPos2.y = CONNECTION_LINE_Y
local pos1 = self.positionToLocal(cardPos1)
local pos2 = self.positionToLocal(cardPos2)
table.insert(lines, {
points = { pos1, pos2 },
color = CONNECTION_COLOR,
thickness = CONNECTION_THICKNESS,
})
end
-- Draws a one-way location connection between the two cards, adding the lines to do so to the
-- given lines list. Arrows will point towards the target card.
-- @param origin Origin card in the connection
-- @param target Target card object to connect
-- @param lines List of vector line elements. Mutable, will be updated to add this connector
function addOneWayVector(origin, target, lines)
-- Start with the BiDi then add the arrow lines to it
addBidirectionalVector(origin, target, lines)
local originPos = origin.getPosition()
local targetPos = target.getPosition()
originPos.y = CONNECTION_LINE_Y
targetPos.y = CONNECTION_LINE_Y
-- Calculate card distance to be closer for horizontal positions than vertical, since cards are
-- taller than they are wide
local heading = Vector(originPos):sub(targetPos):heading("y")
local distanceFromCard = DIRECTIONAL_ARROW_DISTANCE * 0.7 + DIRECTIONAL_ARROW_DISTANCE * 0.3 * math.abs(math.sin(math.rad(heading)))
-- Calculate the three possible arrow positions. These are offset by half the arrow length to
-- make them visually balanced by keeping the arrows centered, not tracking the point
local midpoint = Vector(originPos):add(targetPos):scale(Vector(0.5, 0.5, 0.5)):moveTowards(targetPos, ARROW_ARM_LENGTH / 2)
local closeToOrigin = Vector(originPos):moveTowards(targetPos, distanceFromCard + ARROW_ARM_LENGTH / 2)
local closeToTarget = Vector(targetPos):moveTowards(originPos, distanceFromCard - ARROW_ARM_LENGTH / 2)
if (originPos:distance(closeToOrigin) > originPos:distance(closeToTarget)) then
addArrowLines(midpoint, originPos, lines)
else
addArrowLines(closeToOrigin, originPos, lines)
addArrowLines(closeToTarget, originPos, lines)
end
end
-- Draws an arrowhead at the given position.
-- @param arrowheadPosition Centerpoint of the arrowhead to draw (NOT the tip of the arrow)
-- @param originPos Origin point of the connection, used to position the arrow arms
-- @param lines List of vector line elements. Mutable, will be updated to add this arrow
function addArrowLines(arrowheadPos, originPos, lines)
local arrowArm1 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", -1 * ARROW_ANGLE):add(arrowheadPos)
local arrowArm2 = Vector(arrowheadPos):moveTowards(originPos, ARROW_ARM_LENGTH):sub(arrowheadPos):rotateOver("y", ARROW_ANGLE):add(arrowheadPos)
local head = self.positionToLocal(arrowheadPos)
local arm1 = self.positionToLocal(arrowArm1)
local arm2 = self.positionToLocal(arrowArm2)
table.insert(lines, {
points = { arm1, head, arm2},
color = CONNECTION_COLOR,
thickness = CONNECTION_THICKNESS
})
end
-- Move all contents on the play area (cards, tokens, etc) one slot in the given direction. Certain
-- fixed objects will be ignored, as will anything the player has tagged with
-- 'displacement_excluded'
@ -123,6 +414,20 @@ function getInvestigatorCount()
return investigatorCounter.getVar("val")
end
-- Check to see if the given object is within the bounds of the play area, based solely on the X and
-- Z coordinates, ignoring height
-- @param object Object to check
-- @return True if the object is inside the play area
function isInPlayArea(object)
local bounds = self.getBounds()
local position = object.getPosition()
-- Corners are arbitrary since it's all global - c1 goes down both axes, c2 goes up
local c1 = { x = bounds.center.x - bounds.size.x / 2, z = bounds.center.z - bounds.size.z / 2}
local c2 = { x = bounds.center.x + bounds.size.x / 2, z = bounds.center.z + bounds.size.z / 2}
return position.x > c1.x and position.x < c2.x and position.z > c1.z and position.z < c2.z
end
-- Reset the play area's tracking of which cards have had tokens spawned.
function resetSpawnedCards()
spawnedLocationGUIDs = {}
@ -130,4 +435,11 @@ end
function onScenarioChanged(scenarioName)
currentScenario = scenarioName
if not showLocationLinks() then
broadcastToAll("Automatic location connections not available for this scenario")
end
end
function showLocationLinks()
return not LOC_LINK_EXCLUDE_SCENARIOS[currentScenario]
end

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@ -248,6 +248,8 @@ do
else
rot.y = 270
end
tokenTemplate.Nickname = ""
return spawnObjectData({
data = tokenTemplate,
position = position,

View File

@ -663,7 +663,7 @@ function clickableClues(showCounter)
local pos = self.positionToWorld({x = -1.12, y = 0.05, z = 0.7})
for i = 1, clueCount do
pos.y = pos.y + 0.045 * i
TokenManager.spawnToken(pos, "clue", PLAY_ZONE_ROTATION)
tokenManager.spawnToken(pos, "clue", PLAY_ZONE_ROTATION)
end
end
end

View File

@ -104,4 +104,17 @@
</Panel>
</VerticalLayout>
<!-- Title Splash when starting a scenario -->
<Text id="title_splash"
fontSize="150"
font="font_teutonic-arkham"
outline="black"
outlineSize="3 -3"
showAnimation="FadeIn"
hideAnimation="FadeOut"
active="false"
animationDuration="2"
horizontalOverflow="Wrap">
</Text>
<Include src="OptionPanel.xml"/>

View File

@ -36,7 +36,7 @@
<!-- options -->
<Row class="option-text"
preferredHeight="85"/>
preferredHeight="70"/>
<Cell class="option-text"
color="#333333"/>
<Cell class="option-button"
@ -105,7 +105,7 @@
<Cell class="option-text">
<VerticalLayout class="text-column">
<Text class="option-header">Enable snap tags</Text>
<Text class="description">Only cards with the tag "Asset" will snap (official cards are supported by default).&#xA;Disable this if you are having issues with custom content.</Text>
<Text class="description">Only cards with the tag "Asset" will snap (official cards are supported by default). Disable this if you are having issues with custom content.</Text>
</VerticalLayout>
</Cell>
<Cell class="option-button">
@ -142,6 +142,20 @@
</Cell>
</Row>
<!-- Option: splash scenario name on setup -->
<Row class="option-text">
<Cell class="option-text">
<VerticalLayout class="text-column">
<Text class="option-header">Show Scenario Title on Setup</Text>
<Text class="description">Fade in the name of the scenario for 2 seconds when placing down a scenario.</Text>
</VerticalLayout>
</Cell>
<Cell class="option-button">
<Toggle id="showTitleSplash"
onValueChanged="onClick_toggleOption(showTitleSplash)"/>
</Cell>
</Row>
<!-- Group: fan-made accessories -->
<Row class="group-header">
<Cell class="group-header">
@ -185,7 +199,7 @@
<Cell class="option-text">
<VerticalLayout class="text-column">
<Text class="option-header">Hand Helper</Text>
<Text class="description">Never count your hand cards again! This tool does that for you and can even take "Dream-Enhancing Serum" into account. Also includes a button for randomly discard a card.</Text>
<Text class="description">Never count your hand cards again! This tool does that for you and additionally enables easy discarding of random cards.</Text>
</VerticalLayout>
</Cell>
<Cell class="option-button">
@ -208,6 +222,20 @@
</Cell>
</Row>
<!-- Option: show attachment helper -->
<Row class="option-text">
<Cell class="option-text">
<VerticalLayout class="text-column">
<Text class="option-header">Attachment Helper</Text>
<Text class="description">Provides a card-sized bag for cards that are attached to other cards (e.g. Backpack).</Text>
</VerticalLayout>
</Cell>
<Cell class="option-button">
<Toggle id="showAttachmentHelper"
onValueChanged="onClick_toggleOption(showAttachmentHelper)"/>
</Cell>
</Row>
<!-- Option: show navigation overlay -->
<Row class="option-text">
<Cell class="option-text">
@ -221,6 +249,48 @@
onValueChanged="onClick_toggleOption(showNavigationOverlay)"/>
</Cell>
</Row>
<!-- Option: show CYOA campaign guides -->
<Row class="option-text">
<Cell class="option-text">
<VerticalLayout class="text-column">
<Text class="option-header">CYOA Campaign Guides</Text>
<Text class="description">Displays in a "Choose Your Own Adventure" style redesigned campaign guides.</Text>
</VerticalLayout>
</Cell>
<Cell class="option-button">
<Toggle id="showCYOA"
onValueChanged="onClick_toggleOption(showCYOA)"/>
</Cell>
</Row>
<!-- Option: show custom playmat images -->
<Row class="option-text">
<Cell class="option-text">
<VerticalLayout class="text-column">
<Text class="option-header">Custom Playmat Images</Text>
<Text class="description">Places a tool that displays custom playmat images for all cycles in a gallery-like fashion.</Text>
</VerticalLayout>
</Cell>
<Cell class="option-button">
<Toggle id="showCustomPlaymatImages"
onValueChanged="onClick_toggleOption(showCustomPlaymatImages)"/>
</Cell>
</Row>
<!-- Option: show displacement tool -->
<Row class="option-text">
<Cell class="option-text">
<VerticalLayout class="text-column">
<Text class="option-header">Displacement Tool</Text>
<Text class="description">This allows moving all objects on the main playmat in a chosen direction.</Text>
</VerticalLayout>
</Cell>
<Cell class="option-button">
<Toggle id="showDisplacementTool"
onValueChanged="onClick_toggleOption(showDisplacementTool)"/>
</Cell>
</Row>
</TableLayout>
</VerticalScrollView>
</Cell>