added navigation UI

This commit is contained in:
Greenlamp 2024-05-17 16:53:45 +02:00
parent 91cbcee1c3
commit c4a4242861
3 changed files with 86 additions and 30 deletions

View File

@ -32,7 +32,9 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
protected optionCursors: integer[];
protected cursorObj: Phaser.GameObjects.NineSlice;
protected headerBg: Phaser.GameObjects.NineSlice;
protected optionsBg: Phaser.GameObjects.NineSlice;
protected actionsBg: Phaser.GameObjects.NineSlice;
protected settingLabels: Phaser.GameObjects.Text[];
protected optionValueLabels: Phaser.GameObjects.Text[][];
@ -57,6 +59,7 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
protected textureOverride;
protected titleSelected;
protected localStoragePropertyName;
protected rowsToDisplay: number;
abstract getLocalStorageSetting(): object;
abstract navigateMenuLeft(): boolean;
@ -73,6 +76,7 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
*/
constructor(scene: BattleScene, mode?: Mode) {
super(scene, mode);
this.rowsToDisplay = 8;
}
/**
@ -85,45 +89,86 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
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);
const headerBg = addWindow(this.scene, 0, 0, (this.scene.game.canvas.width / 6) - 2, 24);
headerBg.setOrigin(0, 0);
this.headerBg = addWindow(this.scene, 0, 0, (this.scene.game.canvas.width / 6) - 2, 24);
this.headerBg.setOrigin(0, 0);
this.navigationIcons = {};
const iconPreviousTab = this.scene.add.sprite(0, 0, 'keyboard');
iconPreviousTab.setScale(.1);
iconPreviousTab.setOrigin(0, -0.1);
iconPreviousTab.setPositionRelative(headerBg, 8, 4);
iconPreviousTab.setPositionRelative(this.headerBg, 8, 4);
this.navigationIcons['BUTTON_CYCLE_FORM'] = iconPreviousTab;
const iconNextTab = this.scene.add.sprite(0, 0, 'keyboard');
iconNextTab.setScale(.1);
iconNextTab.setOrigin(0, -0.1);
iconNextTab.setPositionRelative(headerBg, headerBg.width - 20, 4);
iconNextTab.setPositionRelative(this.headerBg, this.headerBg.width - 20, 4);
this.navigationIcons['BUTTON_CYCLE_SHINY'] = iconNextTab;
const headerText = addTextObject(this.scene, 0, 0, 'General', TextStyle.SETTINGS_LABEL);
headerText.setOrigin(0, 0);
headerText.setPositionRelative(headerBg, 8 + iconPreviousTab.width/6 - 4, 4);
headerText.setPositionRelative(this.headerBg, 8 + iconPreviousTab.width/6 - 4, 4);
const gamepadText = addTextObject(this.scene, 0, 0, 'Gamepad', this.titleSelected === 'Gamepad' ? TextStyle.SETTINGS_SELECTED : TextStyle.SETTINGS_LABEL);
gamepadText.setOrigin(0, 0);
gamepadText.setPositionRelative(headerBg, 50 + iconPreviousTab.width/6 - 4, 4);
gamepadText.setPositionRelative(this.headerBg, 50 + iconPreviousTab.width/6 - 4, 4);
const keyboardText = addTextObject(this.scene, 0, 0, 'Keyboard', this.titleSelected === 'Keyboard' ? TextStyle.SETTINGS_SELECTED : TextStyle.SETTINGS_LABEL);
keyboardText.setOrigin(0, 0);
keyboardText.setPositionRelative(headerBg, 97 + iconPreviousTab.width/6 - 4, 4);
keyboardText.setPositionRelative(this.headerBg, 97 + iconPreviousTab.width/6 - 4, 4);
this.optionsBg = addWindow(this.scene, 0, headerBg.height, (this.scene.game.canvas.width / 6) - 2, (this.scene.game.canvas.height / 6) - headerBg.height - 2);
this.optionsBg = addWindow(this.scene, 0, this.headerBg.height, (this.scene.game.canvas.width / 6) - 2, (this.scene.game.canvas.height / 6) - 16 - this.headerBg.height - 2);
this.optionsBg.setOrigin(0, 0);
this.settingsContainer.add(headerBg);
this.actionsBg = addWindow(this.scene, 0, (this.scene.game.canvas.height / 6) - this.headerBg.height, (this.scene.game.canvas.width / 6) - 2, 22);
this.actionsBg.setOrigin(0, 0);
const iconAction = this.scene.add.sprite(0, 0, 'keyboard');
iconAction.setScale(.1);
iconAction.setOrigin(0, -0.1);
iconAction.setPositionRelative(this.actionsBg, this.headerBg.width - 20, 4);
this.navigationIcons['BUTTON_ACTION'] = iconAction;
const actionText = addTextObject(this.scene, 0, 0, 'Action', TextStyle.SETTINGS_LABEL);
actionText.setOrigin(0, 0);
actionText.setPositionRelative(iconAction, 0, 2);
actionText.setPositionRelative(iconAction, -actionText.width/6, -(actionText.height/6)/2 - 6);
const iconCancel = this.scene.add.sprite(0, 0, 'keyboard');
iconCancel.setScale(.1);
iconCancel.setOrigin(0, -0.1);
iconCancel.setPositionRelative(this.actionsBg, this.headerBg.width - 100, 4);
this.navigationIcons['BUTTON_CANCEL'] = iconCancel;
const cancelText = addTextObject(this.scene, 0, 0, 'Cancel', TextStyle.SETTINGS_LABEL);
cancelText.setOrigin(0, 0);
cancelText.setPositionRelative(iconCancel, -cancelText.width/6, -(cancelText.height/6)/2 - 6);
const iconReset = this.scene.add.sprite(0, 0, 'keyboard');
iconReset.setScale(.1);
iconReset.setOrigin(0, -0.1);
iconReset.setPositionRelative(this.actionsBg, this.headerBg.width - 180, 4);
this.navigationIcons['BUTTON_HOME'] = iconReset;
const resetText = addTextObject(this.scene, 0, 0, 'Reset all', TextStyle.SETTINGS_LABEL);
resetText.setOrigin(0, 0);
resetText.setPositionRelative(iconReset, -resetText.width/6, -(resetText.height/6)/2 - 6);
this.settingsContainer.add(this.headerBg);
this.settingsContainer.add(headerText);
this.settingsContainer.add(gamepadText);
this.settingsContainer.add(keyboardText);
this.settingsContainer.add(this.optionsBg);
this.settingsContainer.add(iconNextTab)
this.settingsContainer.add(iconPreviousTab)
this.settingsContainer.add(this.actionsBg)
this.settingsContainer.add(iconAction)
this.settingsContainer.add(iconCancel)
this.settingsContainer.add(iconReset)
this.settingsContainer.add(actionText)
this.settingsContainer.add(cancelText)
this.settingsContainer.add(resetText)
/// Initialize a new configuration "screen" for each type of gamepad.
for (const config of this.configs) {
@ -256,7 +301,17 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
// Fetch the active gamepad configuration from the input controller.
const activeConfig = this.getActiveConfig();
const specialIcons = {
'BUTTON_HOME': 'T_Home_Key_Dark.png',
'BUTTON_DELETE': 'T_Del_Key_Dark.png',
}
for (const settingName of Object.keys(this.navigationIcons)) {
if (Object.keys(specialIcons).includes(settingName)) {
this.navigationIcons[settingName].setTexture("keyboard");
this.navigationIcons[settingName].setFrame(specialIcons[settingName]);
this.navigationIcons[settingName].alpha = 1;
continue
}
const icon = this.scene.inputController?.getIconForLatestInputRecorded(settingName);
if (icon) {
const type = this.scene.inputController?.getLastSourceType();
@ -377,8 +432,6 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
processInput(button: Button): boolean {
const ui = this.getUi();
// Defines the maximum number of rows that can be displayed on the screen.
const rowsToDisplay = 9;
let success = false;
// Handle the input based on the button pressed.
@ -406,18 +459,18 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
} else {
// When at the top of the menu and pressing UP, move to the bottommost item.
// First, set the cursor to the last visible element, preparing for the scroll to the end.
const successA = this.setCursor(rowsToDisplay - 1);
const successA = this.setCursor(this.rowsToDisplay - 1);
// Then, adjust the scroll to display the bottommost elements of the menu.
const successB = this.setScrollCursor(this.optionValueLabels.length - rowsToDisplay);
const successB = this.setScrollCursor(this.optionValueLabels.length - this.rowsToDisplay);
success = successA && successB; // success is just there to play the little validation sound effect
}
break;
case Button.DOWN: // Move down in the menu.
if (!this.optionValueLabels) return false;
if (cursor < this.optionValueLabels.length - 1) {
if (this.cursor < rowsToDisplay - 1)
if (this.cursor < this.rowsToDisplay - 1)
success = this.setCursor(this.cursor + 1);
else if (this.scrollCursor < this.optionValueLabels.length - rowsToDisplay)
else if (this.scrollCursor < this.optionValueLabels.length - this.rowsToDisplay)
success = this.setScrollCursor(this.scrollCursor + 1);
} else {
// When at the bottom of the menu and pressing DOWN, move to the topmost item.
@ -557,7 +610,7 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
// Iterate over all setting labels to update their visibility.
for (let s = 0; s < this.settingLabels.length; s++) {
// Determine if the current setting should be visible based on the scroll position.
const visible = s >= this.scrollCursor && s < this.scrollCursor + 9;
const visible = s >= this.scrollCursor && s < this.scrollCursor + this.rowsToDisplay;
// Set the visibility of the setting label and its corresponding options.
this.settingLabels[s].setVisible(visible);

View File

@ -63,6 +63,21 @@ export default class SettingsKeyboardUiHandler extends AbstractSettingsUiUiHandl
optionsContainer.add(label);
this.settingsContainer.add(optionsContainer);
const iconDelete = this.scene.add.sprite(0, 0, 'keyboard');
iconDelete.setScale(.1);
iconDelete.setOrigin(0, -0.1);
iconDelete.setPositionRelative(this.actionsBg, this.headerBg.width - 260, 4);
this.navigationIcons['BUTTON_DELETE'] = iconDelete;
const deleteText = addTextObject(this.scene, 0, 0, 'Delete', TextStyle.SETTINGS_LABEL);
deleteText.setOrigin(0, 0);
deleteText.setPositionRelative(iconDelete, -deleteText.width/6, -(deleteText.height/6)/2 - 6);
this.settingsContainer.add(iconDelete)
this.settingsContainer.add(deleteText)
// Map the 'noKeyboard' layout options for easy access.
this.layout['noKeyboard'].optionsContainer = optionsContainer;
this.layout['noKeyboard'].label = label;
@ -72,7 +87,7 @@ export default class SettingsKeyboardUiHandler extends AbstractSettingsUiUiHandl
* Handle the home key press event.
*/
onHomeDown(): void {
if (![Mode.SETTINGS_KEYBOARD, Mode.SETTINGS, Mode.SETTINGS_GAMEPAD].includes(this.scene.ui.getMode())) return;
if (![Mode.SETTINGS_KEYBOARD, Mode.SETTINGS_GAMEPAD].includes(this.scene.ui.getMode())) return;
this.scene.gameData.resetMappingToFactory();
}

View File

@ -27,7 +27,7 @@ export default class SettingsUiHandler extends UiHandler {
private reloadRequired: boolean;
private reloadI18n: boolean;
private rowsToDisplay: integer;
private rowsToDisplay: number;
constructor(scene: BattleScene, mode?: Mode) {
super(scene, mode);
@ -88,16 +88,6 @@ export default class SettingsUiHandler extends UiHandler {
cancelText.setOrigin(0, 0);
cancelText.setPositionRelative(iconCancel, -cancelText.width/6, -(cancelText.height/6)/2 - 6);
const iconReset = this.scene.add.sprite(0, 0, 'keyboard');
iconReset.setScale(.1);
iconReset.setOrigin(0, -0.1);
iconReset.setPositionRelative(actionsBg, headerBg.width - 170, 4);
this.navigationIcons['BUTTON_HOME'] = iconReset;
const resetText = addTextObject(this.scene, 0, 0, 'Reset gamepad & keyboard', TextStyle.SETTINGS_LABEL);
resetText.setOrigin(0, 0);
resetText.setPositionRelative(iconReset, -resetText.width/6, -(resetText.height/6)/2 - 6);
const headerText = addTextObject(this.scene, 0, 0, 'General', TextStyle.SETTINGS_SELECTED);
headerText.setOrigin(0, 0);
headerText.setPositionRelative(headerBg, 8 + iconPreviousTab.width/6 - 4, 4);
@ -161,11 +151,9 @@ export default class SettingsUiHandler extends UiHandler {
this.settingsContainer.add(iconNextTab)
this.settingsContainer.add(iconAction)
this.settingsContainer.add(iconCancel)
this.settingsContainer.add(iconReset)
this.settingsContainer.add(iconPreviousTab)
this.settingsContainer.add(actionText)
this.settingsContainer.add(cancelText)
this.settingsContainer.add(resetText)
ui.add(this.settingsContainer);