Updated formatting

This commit is contained in:
Mike Magarino 2021-01-24 16:53:56 -05:00
parent ea7a6e063a
commit 71a99e97a9
3 changed files with 346 additions and 355 deletions

117
examples/test_script.js Normal file
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const targetCharacter = {
name: sourceCharacter.name,
type: "character",
data: {
abilities: {
str: {
value: strength,
proficient: strengthSaveProf
},
dex: {
value: dexterity,
proficient: dexteritySaveProf
},
con: {
value: constitution,
proficient: constitutionSaveProf
},
int: {
value: intelligence,
proficient: intelligenceSaveProf
},
wis: {
value: wisdom,
proficient: wisdomSaveProf
},
cha: {
value: charisma,
proficient: charismaSaveProf
},
},
attributes: {
ac: {
value: ac
},
hp: {
value: hp,
min: 0,
max: hp,
temp: hpTemp
}
}/*,
skills: {
acr: {
value: acrobaticsSkill,
ability: "dex"
},
ani: {
value: animalHandlingSkill,
ability: "wis"
},
ath: {
value: athleticsSkill,
ability: "str"
},
dec: {
value: deceptionSkill,
ability: "cha"
},
ins: {
value: insightSkill,
ability: "wis"
},
itm: {
value: intimidationSkill,
ability: "cha"
},
inv: {
value: investigationSkill,
ability: "int"
},
lor: {
value: loreSkill,
ability: "int"
},
med: {
value: medicineSkill,
ability: "wis"
},
nat: {
value: natureSkill,
ability: "int"
},
pil: {
value: pilotingSkill,
ability: "int"
},
prc: {
value: perceptionSkill,
ability: "wis"
},
prf: {
value: performanceSkill,
ability: "cha"
},
per: {
value: persuasionSkill,
ability: "cha"
},
slt: {
value: sleightOfHandSkill,
ability: "dex"
},
ste: {
value: stealthSkill,
ability: "dex"
},
sur: {
value: survivalSkill,
ability: "wis"
},
tec: {
value: technologySkill,
ability: "int"
}
}*/
}
};

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@ -1,372 +1,244 @@
import Actor5e from "./actor/entity.js";
import ActorSheet5eCharacterNew from "./actor/sheets/newSheet/character.js";
export default class CharacterImporter {
// transform JSON from sw5e.com to Foundry friendly format
// and insert new actor
static async transform(rawCharacter){
const sourceCharacter = JSON.parse(rawCharacter);
// v1 - just import the very basics: name, species, hp, ac and abilities
const name = sourceCharacter.name;
const species = sourceCharacter.attribs.find(o => o.name == "race").current;
const hp = sourceCharacter.attribs.find(o => o.name == "hp").current;
const hpTemp = sourceCharacter.attribs.find(o => o.name == "hp_temp").current;
const ac = sourceCharacter.attribs.find(o => o.name == "ac").current;
const strength = sourceCharacter.attribs.find(o => o.name == "strength").current;
const dexterity = sourceCharacter.attribs.find(o => o.name == "dexterity").current;
const constitution = sourceCharacter.attribs.find(o => o.name == "constitution").current;
const intelligence = sourceCharacter.attribs.find(o => o.name == "intelligence").current;
const wisdom = sourceCharacter.attribs.find(o => o.name == "wisdom").current;
const charisma = sourceCharacter.attribs.find(o => o.name == "charisma").current;
const strengthSaveProf = sourceCharacter.attribs.find(o => o.name == 'strength_save_prof').current ? 1 : 0;
const dexteritySaveProf = sourceCharacter.attribs.find(o => o.name == 'dexterity_save_prof').current ? 1 : 0;
const constitutionSaveProf = sourceCharacter.attribs.find(o => o.name == 'constitution_save_prof').current ? 1 : 0;
const intelligenceSaveProf = sourceCharacter.attribs.find(o => o.name == 'intelligence_save_prof').current ? 1 : 0;
const wisdomSaveProf = sourceCharacter.attribs.find(o => o.name == 'wisdom_save_prof').current ? 1 : 0;
const charismaSaveProf = sourceCharacter.attribs.find(o => o.name == 'charisma_save_prof').current ? 1 : 0;
const sourceCharacter = JSON.parse(rawCharacter);
// v1 - just import the very basics: name, species, hp, ac and abilities
const name = sourceCharacter.name;
const species = sourceCharacter.attribs.find(o => o.name == "race").current;
const hp = sourceCharacter.attribs.find(o => o.name == "hp").current;
const hpTemp = sourceCharacter.attribs.find(o => o.name == "hp_temp").current;
const ac = sourceCharacter.attribs.find(o => o.name == "ac").current;
const strength = sourceCharacter.attribs.find(o => o.name == "strength").current;
const dexterity = sourceCharacter.attribs.find(o => o.name == "dexterity").current;
const constitution = sourceCharacter.attribs.find(o => o.name == "constitution").current;
const intelligence = sourceCharacter.attribs.find(o => o.name == "intelligence").current;
const wisdom = sourceCharacter.attribs.find(o => o.name == "wisdom").current;
const charisma = sourceCharacter.attribs.find(o => o.name == "charisma").current;
const strengthSaveProf = sourceCharacter.attribs.find(o => o.name == 'strength_save_prof').current ? 1 : 0;
const dexteritySaveProf = sourceCharacter.attribs.find(o => o.name == 'dexterity_save_prof').current ? 1 : 0;
const constitutionSaveProf = sourceCharacter.attribs.find(o => o.name == 'constitution_save_prof').current ? 1 : 0;
const intelligenceSaveProf = sourceCharacter.attribs.find(o => o.name == 'intelligence_save_prof').current ? 1 : 0;
const wisdomSaveProf = sourceCharacter.attribs.find(o => o.name == 'wisdom_save_prof').current ? 1 : 0;
const charismaSaveProf = sourceCharacter.attribs.find(o => o.name == 'charisma_save_prof').current ? 1 : 0;
let characterJSON = {
character: character,
features: features,
classes: classes,
inventory: inventory,
spells: spells,
actions: actions,
itemSpells: itemSpells,
};
// v2 - skills and proficiencies
/*
const acrobaticsSkill = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current;
const animalHandlingSkill = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current;
const athleticsSkill = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current;
const deceptionSkill = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current;
const insightSkill = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current;
const intimidationSkill = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current;
const investigationSkill = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current;
const loreSkill = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current;
const medicineSkill = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current;
const natureSkill = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current;
const pilotingSkill = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current;
const perceptionSkill = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current;
const performanceSkill = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current;
const persuasionSkill = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current;
const sleightOfHandSkill = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current;
const stealthSkill = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current;
const survivalSkill = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current;
const technologySkill = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current;
const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current;
const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current;
*/
const targetCharacter = {
name: sourceCharacter.name,
type: "character",
data: {
abilities: {
str: {
value: strength,
proficient: strengthSaveProf
},
dex: {
value: dexterity,
proficient: dexteritySaveProf
},
con: {
value: constitution,
proficient: constitutionSaveProf
},
int: {
value: intelligence,
proficient: intelligenceSaveProf
},
wis: {
value: wisdom,
proficient: wisdomSaveProf
},
cha: {
value: charisma,
proficient: charismaSaveProf
},
},
attributes: {
ac: {
value: ac
},
hp: {
value: hp,
min: 0,
max: hp,
temp: hpTemp
}
}/*,
skills: {
acr: {
value: acrobaticsSkill,
ability: "dex"
},
ani: {
value: animalHandlingSkill,
ability: "wis"
},
ath: {
value: athleticsSkill,
ability: "str"
},
dec: {
value: deceptionSkill,
ability: "cha"
},
ins: {
value: insightSkill,
ability: "wis"
},
itm: {
value: intimidationSkill,
ability: "cha"
},
inv: {
value: investigationSkill,
ability: "int"
},
lor: {
value: loreSkill,
ability: "int"
},
med: {
value: medicineSkill,
ability: "wis"
},
nat: {
value: natureSkill,
ability: "int"
},
pil: {
value: pilotingSkill,
ability: "int"
},
prc: {
value: perceptionSkill,
ability: "wis"
},
prf: {
value: performanceSkill,
ability: "cha"
},
per: {
value: persuasionSkill,
ability: "cha"
},
slt: {
value: sleightOfHandSkill,
ability: "dex"
},
ste: {
value: stealthSkill,
ability: "dex"
},
sur: {
value: survivalSkill,
ability: "wis"
},
tec: {
value: technologySkill,
ability: "int"
}
}*/
}
};
const classes = game.packs.get('sw5e.classes');
const content = await classes.getContent();
const scout = await content.find(o => o.name == 'Scout').clone();
scout.data.data.levels = 9;
targetCharacter.items = [scout];
let actor = await Actor.create(targetCharacter);
//assignSkills(actor.id);
async function assignSkills(id){
let hero = game.actor.get(id);
actor.data.data.skills.acr = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current;
actor.data.data.skills.ani = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current;
actor.data.data.skills.ath = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current;
actor.data.data.skills.dec = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current;
actor.data.data.skills.ins = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current;
actor.data.data.skills.itm = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current;
actor.data.data.skills.inv = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current;
actor.data.data.skills.lor = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current;
actor.data.data.skills.med = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current;
actor.data.data.skills.nat = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current;
actor.data.data.skills.pil = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current;
actor.data.data.skills.prc = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current;
actor.data.data.skills.prf = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current;
actor.data.data.skills.per = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current;
actor.data.data.skills.slt = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current;
actor.data.data.skills.ste = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current;
actor.data.data.skills.sur = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current;
actor.data.data.skills.tec = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current;
}
//const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current;
//const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current;
/*
function addInitialClassAndLevel(itemData){
Actor5e.getClassFeatures(itemData).then(features => {
actor.createEmbeddedEntity("OwnedItem", features);
});
}
*/
// async function addSubsequentLevels(targetLvl, actor){
// actor.data.data.details.level = targetLvl;
// var x = await actor.items.find(x => x.name == 'Scout');
// x.data.data.levels = 6;
// }
// function addSubsequentLevelsOld(/*targetLvl,*/ itemData, actorClass, actor){
// //const lvl = actorClass.data.data.levels;
// //const newLvl = Math.min(lvl + 1, 20 + lvl - actor.data.data.details.level);
// //if ( !(lvl === newLvl) ) {
// actorClass.update({"data.levels": newLvl});
// itemData.data.levels = newLvl;
// Actor5e.getClassFeatures(itemData).then(features => {
// actor.createEmbeddedEntity("OwnedItem", features);
// });
// //}
// return
// }
//const actorClass = await actor.itemTypes.class.find(c => c.name === itemData.name);
//const classWasAlreadyPresent = !!actorClass;
//const classes = await game.packs.get('sw5e.classes');
//const content = await classes.getContent();
//const scout = await content.find(o => o.name == 'Scout').clone();
//scout.data.data.levels = 6;
//let newActorSheet = new ActorSheet5eCharacterNew(actor);
//let sheet = new game.sw5e.applications.ActorSheet5eCharacterNew(actor);
//addInitialClassAndLevel(scout);
//sheet._onDropItem(false, scout);
//addSubsequentLevels(scout, actor);
// ActorSheet5eCharacterNew
//async _onDropItemCreate(itemData) {
// this is basically a direct copy of ActorSheet5eCharacterNew._onDropItemCreate()
function addActorClassLevel(itemData, actor) {
// Upgrade the number of class levels a character has and add features
if ( itemData.type === "class" ) {
const cls = actor.itemTypes.class.find(c => c.name === itemData.name);
const classWasAlreadyPresent = !!cls;
/*DEBUG*/
console.log("SW5e | Character Importer: cls: " + cls);
console.log("SW5e | Character Importer: classWasAlreadyPresent: " + classWasAlreadyPresent);
/*DEBUG*/
// Add new features for class level
if ( !classWasAlreadyPresent ) {
Actor5e.getClassFeatures(itemData).then(features => {
actor.createEmbeddedEntity("OwnedItem", features);
});
const targetCharacter = {
name: sourceCharacter.name,
type: "character",
data: {
abilities: {
str: {
value: strength,
proficient: strengthSaveProf
},
dex: {
value: dexterity,
proficient: dexteritySaveProf
},
con: {
value: constitution,
proficient: constitutionSaveProf
},
int: {
value: intelligence,
proficient: intelligenceSaveProf
},
wis: {
value: wisdom,
proficient: wisdomSaveProf
},
cha: {
value: charisma,
proficient: charismaSaveProf
},
},
attributes: {
ac: {
value: ac
},
hp: {
value: hp,
min: 0,
max: hp,
temp: hpTemp
}
// If the actor already has the class, increment the level instead of creating a new item
// then add new features as long as level increases
if ( classWasAlreadyPresent ) {
const lvl = cls.data.data.levels;
const newLvl = Math.min(lvl + 1, 20 + lvl - actor.data.data.details.level);
if ( !(lvl === newLvl) ) {
cls.update({"data.levels": newLvl});
itemData.data.levels = newLvl;
Actor5e.getClassFeatures(itemData).then(features => {
actor.createEmbeddedEntity("OwnedItem", features);
});
}
return
}/*,
skills: {
acr: {
value: acrobaticsSkill,
ability: "dex"
},
ani: {
value: animalHandlingSkill,
ability: "wis"
},
ath: {
value: athleticsSkill,
ability: "str"
},
dec: {
value: deceptionSkill,
ability: "cha"
},
ins: {
value: insightSkill,
ability: "wis"
},
itm: {
value: intimidationSkill,
ability: "cha"
},
inv: {
value: investigationSkill,
ability: "int"
},
lor: {
value: loreSkill,
ability: "int"
},
med: {
value: medicineSkill,
ability: "wis"
},
nat: {
value: natureSkill,
ability: "int"
},
pil: {
value: pilotingSkill,
ability: "int"
},
prc: {
value: perceptionSkill,
ability: "wis"
},
prf: {
value: performanceSkill,
ability: "cha"
},
per: {
value: persuasionSkill,
ability: "cha"
},
slt: {
value: sleightOfHandSkill,
ability: "dex"
},
ste: {
value: stealthSkill,
ability: "dex"
},
sur: {
value: survivalSkill,
ability: "wis"
},
tec: {
value: technologySkill,
ability: "int"
}
}
// from Actor5e._onDropItemCreate()
return actor.createEmbeddedEntity("OwnedItem", itemData);
}
function sleep(milliseconds) {
const date = Date.now();
let currentDate = null;
do {
currentDate = Date.now();
} while (currentDate - date < milliseconds);
}*/
}
};
let actor = await Actor.create(targetCharacter);
async function assignSkills(id){
let hero = game.actor.get(id);
actor.data.data.skills.acr = sourceCharacter.attribs.find(o => o.name == 'acrobatics_bonus').current;
actor.data.data.skills.ani = sourceCharacter.attribs.find(o => o.name == 'animal_handling_bonus').current;
actor.data.data.skills.ath = sourceCharacter.attribs.find(o => o.name == 'athletics_bonus').current;
actor.data.data.skills.dec = sourceCharacter.attribs.find(o => o.name == 'deception_bonus').current;
actor.data.data.skills.ins = sourceCharacter.attribs.find(o => o.name == 'insight_bonus').current;
actor.data.data.skills.itm = sourceCharacter.attribs.find(o => o.name == 'intimidation_bonus').current;
actor.data.data.skills.inv = sourceCharacter.attribs.find(o => o.name == 'investigation_bonus').current;
actor.data.data.skills.lor = sourceCharacter.attribs.find(o => o.name == 'lore_bonus').current;
actor.data.data.skills.med = sourceCharacter.attribs.find(o => o.name == 'medicine_bonus').current;
actor.data.data.skills.nat = sourceCharacter.attribs.find(o => o.name == 'nature_bonus').current;
actor.data.data.skills.pil = sourceCharacter.attribs.find(o => o.name == 'piloting_bonus').current;
actor.data.data.skills.prc = sourceCharacter.attribs.find(o => o.name == 'perception_bonus').current;
actor.data.data.skills.prf = sourceCharacter.attribs.find(o => o.name == 'performance_bonus').current;
actor.data.data.skills.per = sourceCharacter.attribs.find(o => o.name == 'persuasion_bonus').current;
actor.data.data.skills.slt = sourceCharacter.attribs.find(o => o.name == 'sleight_of_hand_bonus').current;
actor.data.data.skills.ste = sourceCharacter.attribs.find(o => o.name == 'stealth_bonus').current;
actor.data.data.skills.sur = sourceCharacter.attribs.find(o => o.name == 'survival_bonus').current;
actor.data.data.skills.tec = sourceCharacter.attribs.find(o => o.name == 'technology_bonus').current;
}
/*
await newActorSheet._onDropItemCreate(scout);
await newActorSheet._onDropItemCreate(scout);
await newActorSheet._onDropItemCreate(scout);
*/
//const baseClassName = sourceCharacter.attribs.find(o => o.name == 'class').current;
//const baseClassLvl = sourceCharacter.attribs.find(o => o.name == 'base_level').current;
/*
var newActor = game.actors.find(o => o.name === 'Strom Klovrah');
var classes = await game.packs.get('sw5e.classes');
var content = await classes.getContent();
var scout = content.find(o => o.name == 'Scout');
var newActorSheet = new game.sw5e.applications.ActorSheet5eCharacterNew(newActor);
await newActorSheet._onDropItemCreate(scout);
await newActorSheet.close();
var newActorSheet = new game.sw5e.applications.ActorSheet5eCharacterNew(newActor);
await newActorSheet._onDropItemCreate(scout);
await newActorSheet.close();
var newActorSheet = new game.sw5e.applications.ActorSheet5eCharacterNew(newActor);
await newActorSheet._onDropItemCreate(scout);
await newActorSheet.close();
*/
/*
function addInitialClassAndLevel(itemData){
Actor5e.getClassFeatures(itemData).then(features => {
actor.createEmbeddedEntity("OwnedItem", features);
});
}
*/
// async function addSubsequentLevels(targetLvl, actor){
// actor.data.data.details.level = targetLvl;
// var x = await actor.items.find(x => x.name == 'Scout');
// x.data.data.levels = 6;
// }
// function addSubsequentLevelsOld(/*targetLvl,*/ itemData, actorClass, actor){
// //const lvl = actorClass.data.data.levels;
// //const newLvl = Math.min(lvl + 1, 20 + lvl - actor.data.data.details.level);
// //if ( !(lvl === newLvl) ) {
// actorClass.update({"data.levels": newLvl});
// itemData.data.levels = newLvl;
// Actor5e.getClassFeatures(itemData).then(features => {
// actor.createEmbeddedEntity("OwnedItem", features);
// });
// //}
// return
// }
//await newActorSheet.close();
}
static addImportButton(html){
const header = $("#actors").find("header.directory-header");
const search = $("#actors").children().find("div.header-search");
const newImportButtonDiv = $("#actors").children().find("div.header-actions").clone();
const newSearch = search.clone();
search.remove();
newImportButtonDiv.attr('id', 'character-sheet-import');
header.append(newImportButtonDiv);
newImportButtonDiv.children("button").remove();
newImportButtonDiv.append("<button class='create-entity' id='cs-import-button'><i class='fas fa-upload'></i> Import Character</button>");
newSearch.appendTo(header);
const header = $("#actors").find("header.directory-header");
const search = $("#actors").children().find("div.header-search");
const newImportButtonDiv = $("#actors").children().find("div.header-actions").clone();
const newSearch = search.clone();
search.remove();
newImportButtonDiv.attr('id', 'character-sheet-import');
header.append(newImportButtonDiv);
newImportButtonDiv.children("button").remove();
newImportButtonDiv.append("<button class='create-entity' id='cs-import-button'><i class='fas fa-upload'></i> Import Character</button>");
newSearch.appendTo(header);
let characterImportButton = $("#cs-import-button");
characterImportButton.click(ev => {
let content = '<h1>Saved Character JSON Import</h1> '
+ '<label for="character-json">Paste character JSON here:</label> '
+ '</br>'
+ '<textarea id="character-json" name="character-json" rows="10" cols="50"></textarea>';
let importDialog = new Dialog({
title: "Import Character from SW5e.com",
content: content,
buttons: {
"Import": {
icon: '<i class="fas fa-file-import"></i>',
label: "Import Character",
callback: (e) => {
let characterData = $('#character-json').val();
console.log('Parsing Character JSON');
CharacterImporter.transform(characterData);
}
},
"Cancel": {
icon: '<i class="fas fa-times-circle"></i>',
label: "Cancel",
callback: () => {},
}
}
})
importDialog.render(true);
});
let characterImportButton = $("#cs-import-button");
characterImportButton.click(ev => {
let content = '<h1>Saved Character JSON Import</h1> '
+ '<label for="character-json">Paste character JSON here:</label> '
+ '</br>'
+ '<textarea id="character-json" name="character-json" rows="10" cols="50"></textarea>';
let importDialog = new Dialog({
title: "Import Character from SW5e.com",
content: content,
buttons: {
"Import": {
icon: '<i class="fas fa-file-import"></i>',
label: "Import Character",
callback: (e) => {
let characterData = $('#character-json').val();
console.log('Parsing Character JSON');
CharacterImporter.transform(characterData);
}
},
"Cancel": {
icon: '<i class="fas fa-times-circle"></i>',
label: "Cancel",
callback: () => {},
}
}
})
importDialog.render(true);
});
}
}

View file

@ -17,6 +17,7 @@ import { measureDistances, getBarAttribute } from "./module/canvas.js";
// Import Entities
import Actor5e from "./module/actor/entity.js";
import Item5e from "./module/item/entity.js";
import CharacterImporter from "./module/characterImporter.js";
// Import Applications
import AbilityTemplate from "./module/pixi/ability-template.js";
@ -248,6 +249,7 @@ Hooks.on("renderSceneDirectory", (app, html, data)=> {
});
Hooks.on("renderActorDirectory", (app, html, data)=> {
setFolderBackground(html);
CharacterImporter.addImportButton(html);
});
Hooks.on("renderItemDirectory", (app, html, data)=> {
setFolderBackground(html);