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https://github.com/pagefaultgames/pokerogue.git
synced 2025-07-16 05:12:19 +02:00
added footer to display cancel/action/reset buttons
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parent
a6b150a48c
commit
91cbcee1c3
@ -27,12 +27,14 @@ export default class SettingsUiHandler extends UiHandler {
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private reloadRequired: boolean;
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private reloadRequired: boolean;
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private reloadI18n: boolean;
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private reloadI18n: boolean;
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private rowsToDisplay: integer;
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constructor(scene: BattleScene, mode?: Mode) {
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constructor(scene: BattleScene, mode?: Mode) {
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super(scene, mode);
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super(scene, mode);
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this.reloadRequired = false;
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this.reloadRequired = false;
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this.reloadI18n = false;
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this.reloadI18n = false;
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this.rowsToDisplay = 8;
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}
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}
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setup() {
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setup() {
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@ -40,13 +42,19 @@ export default class SettingsUiHandler extends UiHandler {
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this.settingsContainer = this.scene.add.container(1, -(this.scene.game.canvas.height / 6) + 1);
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this.settingsContainer = this.scene.add.container(1, -(this.scene.game.canvas.height / 6) + 1);
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this.settingsContainer.setInteractive(new Phaser.Geom.Rectangle(0, 0, this.scene.game.canvas.width / 6, this.scene.game.canvas.height / 6), Phaser.Geom.Rectangle.Contains);
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this.settingsContainer.setInteractive(new Phaser.Geom.Rectangle(0, 0, this.scene.game.canvas.width / 6, this.scene.game.canvas.height / 6) - 20, Phaser.Geom.Rectangle.Contains);
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this.navigationIcons = {};
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this.navigationIcons = {};
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const headerBg = addWindow(this.scene, 0, 0, (this.scene.game.canvas.width / 6) - 2, 24);
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const headerBg = addWindow(this.scene, 0, 0, (this.scene.game.canvas.width / 6) - 2, 24);
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headerBg.setOrigin(0, 0);
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headerBg.setOrigin(0, 0);
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this.optionsBg = addWindow(this.scene, 0, headerBg.height, (this.scene.game.canvas.width / 6) - 2, (this.scene.game.canvas.height / 6) - 16 - headerBg.height - 2);
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this.optionsBg.setOrigin(0, 0);
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const actionsBg = addWindow(this.scene, 0, (this.scene.game.canvas.height / 6) - headerBg.height, (this.scene.game.canvas.width / 6) - 2, 22);
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actionsBg.setOrigin(0, 0);
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const iconPreviousTab = this.scene.add.sprite(0, 0, 'keyboard');
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const iconPreviousTab = this.scene.add.sprite(0, 0, 'keyboard');
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iconPreviousTab.setScale(.1);
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iconPreviousTab.setScale(.1);
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iconPreviousTab.setOrigin(0, -0.1);
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iconPreviousTab.setOrigin(0, -0.1);
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@ -59,6 +67,37 @@ export default class SettingsUiHandler extends UiHandler {
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iconNextTab.setPositionRelative(headerBg, headerBg.width - 20, 4);
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iconNextTab.setPositionRelative(headerBg, headerBg.width - 20, 4);
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this.navigationIcons['BUTTON_CYCLE_SHINY'] = iconNextTab;
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this.navigationIcons['BUTTON_CYCLE_SHINY'] = iconNextTab;
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const iconAction = this.scene.add.sprite(0, 0, 'keyboard');
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iconAction.setScale(.1);
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iconAction.setOrigin(0, -0.1);
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iconAction.setPositionRelative(actionsBg, headerBg.width - 20, 4);
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this.navigationIcons['BUTTON_ACTION'] = iconAction;
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const actionText = addTextObject(this.scene, 0, 0, 'Action', TextStyle.SETTINGS_LABEL);
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actionText.setOrigin(0, 0);
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actionText.setPositionRelative(iconAction, 0, 2);
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actionText.setPositionRelative(iconAction, -actionText.width/6, -(actionText.height/6)/2 - 6);
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const iconCancel = this.scene.add.sprite(0, 0, 'keyboard');
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iconCancel.setScale(.1);
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iconCancel.setOrigin(0, -0.1);
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iconCancel.setPositionRelative(actionsBg, headerBg.width - 100, 4);
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this.navigationIcons['BUTTON_CANCEL'] = iconCancel;
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const cancelText = addTextObject(this.scene, 0, 0, 'Cancel', TextStyle.SETTINGS_LABEL);
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cancelText.setOrigin(0, 0);
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cancelText.setPositionRelative(iconCancel, -cancelText.width/6, -(cancelText.height/6)/2 - 6);
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const iconReset = this.scene.add.sprite(0, 0, 'keyboard');
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iconReset.setScale(.1);
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iconReset.setOrigin(0, -0.1);
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iconReset.setPositionRelative(actionsBg, headerBg.width - 170, 4);
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this.navigationIcons['BUTTON_HOME'] = iconReset;
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const resetText = addTextObject(this.scene, 0, 0, 'Reset gamepad & keyboard', TextStyle.SETTINGS_LABEL);
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resetText.setOrigin(0, 0);
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resetText.setPositionRelative(iconReset, -resetText.width/6, -(resetText.height/6)/2 - 6);
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const headerText = addTextObject(this.scene, 0, 0, 'General', TextStyle.SETTINGS_SELECTED);
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const headerText = addTextObject(this.scene, 0, 0, 'General', TextStyle.SETTINGS_SELECTED);
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headerText.setOrigin(0, 0);
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headerText.setOrigin(0, 0);
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headerText.setPositionRelative(headerBg, 8 + iconPreviousTab.width/6 - 4, 4);
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headerText.setPositionRelative(headerBg, 8 + iconPreviousTab.width/6 - 4, 4);
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@ -71,9 +110,6 @@ export default class SettingsUiHandler extends UiHandler {
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keyboardText.setOrigin(0, 0);
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keyboardText.setOrigin(0, 0);
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keyboardText.setPositionRelative(headerBg, 97 + iconPreviousTab.width/6 - 4, 4);
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keyboardText.setPositionRelative(headerBg, 97 + iconPreviousTab.width/6 - 4, 4);
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this.optionsBg = addWindow(this.scene, 0, headerBg.height, (this.scene.game.canvas.width / 6) - 2, (this.scene.game.canvas.height / 6) - headerBg.height - 2);
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this.optionsBg.setOrigin(0, 0);
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this.optionsContainer = this.scene.add.container(0, 0);
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this.optionsContainer = this.scene.add.container(0, 0);
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this.settingLabels = [];
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this.settingLabels = [];
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@ -120,9 +156,16 @@ export default class SettingsUiHandler extends UiHandler {
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this.settingsContainer.add(gamepadText);
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this.settingsContainer.add(gamepadText);
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this.settingsContainer.add(keyboardText);
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this.settingsContainer.add(keyboardText);
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this.settingsContainer.add(this.optionsBg);
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this.settingsContainer.add(this.optionsBg);
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this.settingsContainer.add(actionsBg);
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this.settingsContainer.add(this.optionsContainer);
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this.settingsContainer.add(this.optionsContainer);
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this.settingsContainer.add(iconNextTab)
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this.settingsContainer.add(iconNextTab)
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this.settingsContainer.add(iconAction)
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this.settingsContainer.add(iconCancel)
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this.settingsContainer.add(iconReset)
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this.settingsContainer.add(iconPreviousTab)
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this.settingsContainer.add(iconPreviousTab)
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this.settingsContainer.add(actionText)
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this.settingsContainer.add(cancelText)
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this.settingsContainer.add(resetText)
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ui.add(this.settingsContainer);
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ui.add(this.settingsContainer);
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@ -134,6 +177,12 @@ export default class SettingsUiHandler extends UiHandler {
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updateBindings(): void {
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updateBindings(): void {
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for (const settingName of Object.keys(this.navigationIcons)) {
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for (const settingName of Object.keys(this.navigationIcons)) {
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if (settingName === 'BUTTON_HOME') {
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this.navigationIcons[settingName].setTexture("keyboard");
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this.navigationIcons[settingName].setFrame("T_Home_Key_Dark.png");
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this.navigationIcons[settingName].alpha = 1;
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continue
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}
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const icon = this.scene.inputController?.getIconForLatestInputRecorded(settingName);
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const icon = this.scene.inputController?.getIconForLatestInputRecorded(settingName);
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if (icon) {
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if (icon) {
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const type = this.scene.inputController?.getLastSourceType();
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const type = this.scene.inputController?.getLastSourceType();
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@ -175,7 +224,6 @@ export default class SettingsUiHandler extends UiHandler {
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processInput(button: Button): boolean {
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processInput(button: Button): boolean {
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const ui = this.getUi();
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const ui = this.getUi();
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// Defines the maximum number of rows that can be displayed on the screen.
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// Defines the maximum number of rows that can be displayed on the screen.
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const rowsToDisplay = 9;
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let success = false;
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let success = false;
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@ -195,17 +243,17 @@ export default class SettingsUiHandler extends UiHandler {
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} else {
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} else {
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// When at the top of the menu and pressing UP, move to the bottommost item.
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// When at the top of the menu and pressing UP, move to the bottommost item.
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// First, set the cursor to the last visible element, preparing for the scroll to the end.
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// First, set the cursor to the last visible element, preparing for the scroll to the end.
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const successA = this.setCursor(rowsToDisplay - 1);
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const successA = this.setCursor(this.rowsToDisplay - 1);
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// Then, adjust the scroll to display the bottommost elements of the menu.
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// Then, adjust the scroll to display the bottommost elements of the menu.
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const successB = this.setScrollCursor(this.optionValueLabels.length - rowsToDisplay);
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const successB = this.setScrollCursor(this.optionValueLabels.length - this.rowsToDisplay);
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success = successA && successB; // success is just there to play the little validation sound effect
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success = successA && successB; // success is just there to play the little validation sound effect
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}
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}
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break;
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break;
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case Button.DOWN:
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case Button.DOWN:
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if (cursor < this.optionValueLabels.length - 1) {
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if (cursor < this.optionValueLabels.length - 1) {
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if (this.cursor < rowsToDisplay - 1) // if the visual cursor is in the frame of 0 to 8
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if (this.cursor < this.rowsToDisplay - 1) // if the visual cursor is in the frame of 0 to 8
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success = this.setCursor(this.cursor + 1);
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success = this.setCursor(this.cursor + 1);
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else if (this.scrollCursor < this.optionValueLabels.length - rowsToDisplay)
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else if (this.scrollCursor < this.optionValueLabels.length - this.rowsToDisplay)
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success = this.setScrollCursor(this.scrollCursor + 1);
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success = this.setScrollCursor(this.scrollCursor + 1);
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} else {
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} else {
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// When at the bottom of the menu and pressing DOWN, move to the topmost item.
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// When at the bottom of the menu and pressing DOWN, move to the topmost item.
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@ -306,7 +354,7 @@ export default class SettingsUiHandler extends UiHandler {
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this.optionsContainer.setY(-16 * this.scrollCursor);
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this.optionsContainer.setY(-16 * this.scrollCursor);
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for (let s = 0; s < this.settingLabels.length; s++) {
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for (let s = 0; s < this.settingLabels.length; s++) {
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const visible = s >= this.scrollCursor && s < this.scrollCursor + 9;
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const visible = s >= this.scrollCursor && s < this.scrollCursor + this.rowsToDisplay;
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this.settingLabels[s].setVisible(visible);
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this.settingLabels[s].setVisible(visible);
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for (let option of this.optionValueLabels[s])
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for (let option of this.optionValueLabels[s])
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option.setVisible(visible);
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option.setVisible(visible);
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