[UI/UX] Allow adjustable column count in stats-ui-handler

https://github.com/pagefaultgames/pokerogue/pull/6087

* Make column count modular

Co-authored by: ShinigamiHolo <128856544+ShinigamiHolo@users.noreply.github.com>

* Make game stats ui handler use phaser method chaining

* Adjust max cursor calculation

* Make arrowUp start invisible

* Add implementations for setFlip methods in MockSprite

* Misc cleanup

* Address kev's review comments

* Address kev's review comments

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* improve clarity of doc comment

Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com>

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: Bertie690 <136088738+Bertie690@users.noreply.github.com>
This commit is contained in:
Sirz Benjie 2025-07-23 21:06:17 -06:00 committed by GitHub
parent adee68a6d5
commit ef843debee
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2 changed files with 199 additions and 120 deletions

View File

@ -2,7 +2,6 @@ import { globalScene } from "#app/global-scene";
import { speciesStarterCosts } from "#balance/starters";
import { Button } from "#enums/buttons";
import { DexAttr } from "#enums/dex-attr";
import type { UiMode } from "#enums/ui-mode";
import { UiTheme } from "#enums/ui-theme";
import type { GameData } from "#system/game-data";
import { addTextObject, TextStyle } from "#ui/text";
@ -217,152 +216,207 @@ export class GameStatsUiHandler extends UiHandler {
private gameStatsContainer: Phaser.GameObjects.Container;
private statsContainer: Phaser.GameObjects.Container;
private statLabels: Phaser.GameObjects.Text[];
private statValues: Phaser.GameObjects.Text[];
/** The number of rows enabled per page. */
private static readonly ROWS_PER_PAGE = 9;
private statLabels: Phaser.GameObjects.Text[] = [];
private statValues: Phaser.GameObjects.Text[] = [];
private arrowUp: Phaser.GameObjects.Sprite;
private arrowDown: Phaser.GameObjects.Sprite;
constructor(mode: UiMode | null = null) {
super(mode);
this.statLabels = [];
this.statValues = [];
/** Whether the UI is single column mode */
private get singleCol(): boolean {
const resolvedLang = i18next.resolvedLanguage ?? "en";
// NOTE TO TRANSLATION TEAM: Add more languages that want to display
// in a single-column inside of the `[]` (e.g. `["ru", "fr"]`)
return ["ru"].includes(resolvedLang);
}
/** The number of columns used by this menu in the resolved language */
private get columnCount(): 1 | 2 {
return this.singleCol ? 1 : 2;
}
// #region Columnar-specific properties
/** The with of each column in the stats view */
private get colWidth(): number {
return (globalScene.scaledCanvas.width - 2) / this.columnCount;
}
/** THe width of a column's background window */
private get colBgWidth(): number {
return this.colWidth - 2;
}
/**
* Calculate the `x` position of the stat label based on its index.
*
* @remarks
* Should be used for stat labels (e.g. stat name, not its value). For stat value, use {@linkcode calcTextX}.
* @param index - The index of the stat label
* @returns The `x` position for the stat label
*/
private calcLabelX(index: number): number {
if (this.singleCol || !(index & 1)) {
return 8;
}
return 8 + (index & 1 ? this.colBgWidth : 0);
}
/**
* Calculate the `y` position of the stat label/text based on its index.
* @param index - The index of the stat label
* @returns The `y` position for the stat label
*/
private calcEntryY(index: number): number {
if (!this.singleCol) {
// Floor division by 2 as we want 1 to go to 0
index >>= 1;
}
return 28 + index * 16;
}
/**
* Calculate the `x` position of the stat value based on its index.
* @param index - The index of the stat value
* @returns The calculated `x` position
*/
private calcTextX(index: number): number {
if (this.singleCol || !(index & 1)) {
return this.colBgWidth - 8;
}
return this.colBgWidth * 2 - 8;
}
/** The number of stats on screen at one time (varies with column count) */
private get statsPerPage(): number {
return GameStatsUiHandler.ROWS_PER_PAGE * this.columnCount;
}
// #endregion Columnar-specific properties
setup() {
const ui = this.getUi();
this.gameStatsContainer = globalScene.add.container(1, -(globalScene.game.canvas.height / 6) + 1);
/** The scaled width of the global canvas */
const sWidth = globalScene.scaledCanvas.width;
/** The scaled height of the global canvas */
const sHeight = globalScene.scaledCanvas.height;
const gameStatsContainer = globalScene.add.container(1, -sHeight + 1);
this.gameStatsContainer = gameStatsContainer;
this.gameStatsContainer.setInteractive(
new Phaser.Geom.Rectangle(0, 0, globalScene.game.canvas.width / 6, globalScene.game.canvas.height / 6),
new Phaser.Geom.Rectangle(0, 0, sWidth, sHeight),
Phaser.Geom.Rectangle.Contains,
);
const headerBg = addWindow(0, 0, globalScene.game.canvas.width / 6 - 2, 24);
headerBg.setOrigin(0, 0);
const headerBg = addWindow(0, 0, sWidth - 2, 24).setOrigin(0);
const headerText = addTextObject(0, 0, i18next.t("gameStatsUiHandler:stats"), TextStyle.HEADER_LABEL);
headerText.setOrigin(0, 0);
headerText.setPositionRelative(headerBg, 8, 4);
const headerText = addTextObject(0, 0, i18next.t("gameStatsUiHandler:stats"), TextStyle.HEADER_LABEL)
.setOrigin(0)
.setPositionRelative(headerBg, 8, 4);
const statsBgWidth = (globalScene.game.canvas.width / 6 - 2) / 2;
const [statsBgLeft, statsBgRight] = new Array(2).fill(null).map((_, i) => {
const width = statsBgWidth + 2;
const height = Math.floor(globalScene.game.canvas.height / 6 - headerBg.height - 2);
const statsBg = addWindow(
(statsBgWidth - 2) * i,
headerBg.height,
width,
height,
false,
false,
i > 0 ? -3 : 0,
1,
this.gameStatsContainer.add([headerBg, headerText]);
const colWidth = this.colWidth;
{
const columnCount = this.columnCount;
const headerHeight = headerBg.height;
const statsBgHeight = Math.floor(globalScene.scaledCanvas.height - headerBg.height - 2);
const maskOffsetX = columnCount === 1 ? 0 : -3;
for (let i = 0; i < columnCount; i++) {
gameStatsContainer.add(
addWindow(i * this.colBgWidth, headerHeight, colWidth, statsBgHeight, false, false, maskOffsetX, 1, undefined) // formatting
.setOrigin(0),
);
statsBg.setOrigin(0, 0);
return statsBg;
});
this.statsContainer = globalScene.add.container(0, 0);
for (let i = 0; i < 18; i++) {
const statLabel = addTextObject(
8 + (i % 2 === 1 ? statsBgWidth : 0),
28 + Math.floor(i / 2) * 16,
"",
TextStyle.STATS_LABEL,
);
statLabel.setOrigin(0, 0);
this.statsContainer.add(statLabel);
this.statLabels.push(statLabel);
const statValue = addTextObject(statsBgWidth * ((i % 2) + 1) - 8, statLabel.y, "", TextStyle.STATS_VALUE);
statValue.setOrigin(1, 0);
this.statsContainer.add(statValue);
this.statValues.push(statValue);
}
}
this.gameStatsContainer.add(headerBg);
this.gameStatsContainer.add(headerText);
this.gameStatsContainer.add(statsBgLeft);
this.gameStatsContainer.add(statsBgRight);
const length = this.statsPerPage;
this.statLabels = Array.from({ length }, (_, i) =>
addTextObject(this.calcLabelX(i), this.calcEntryY(i), "", TextStyle.STATS_LABEL).setOrigin(0),
);
this.statValues = Array.from({ length }, (_, i) =>
addTextObject(this.calcTextX(i), this.calcEntryY(i), "", TextStyle.STATS_VALUE).setOrigin(1, 0),
);
this.statsContainer = globalScene.add.container(0, 0, [...this.statLabels, ...this.statValues]);
this.gameStatsContainer.add(this.statsContainer);
// arrows to show that we can scroll through the stats
const isLegacyTheme = globalScene.uiTheme === UiTheme.LEGACY;
this.arrowDown = globalScene.add.sprite(
statsBgWidth,
globalScene.game.canvas.height / 6 - (isLegacyTheme ? 9 : 5),
"prompt",
);
this.gameStatsContainer.add(this.arrowDown);
this.arrowUp = globalScene.add.sprite(statsBgWidth, headerBg.height + (isLegacyTheme ? 7 : 3), "prompt");
this.arrowUp.flipY = true;
this.gameStatsContainer.add(this.arrowUp);
const arrowX = this.singleCol ? colWidth / 2 : colWidth;
this.arrowDown = globalScene.add.sprite(arrowX, sHeight - (isLegacyTheme ? 9 : 5), "prompt");
this.arrowUp = globalScene.add
.sprite(arrowX, headerBg.height + (isLegacyTheme ? 7 : 3), "prompt") //
.setFlipY(true);
this.gameStatsContainer.add([this.arrowDown, this.arrowUp]);
ui.add(this.gameStatsContainer);
this.setCursor(0);
this.gameStatsContainer.setVisible(false);
}
show(args: any[]): boolean {
super.show(args);
this.gameStatsContainer.setActive(true).setVisible(true);
this.setCursor(0);
this.arrowUp.setActive(true).play("prompt").setVisible(false);
this.arrowDown.setActive(true).play("prompt");
/* `setCursor` handles updating stats if the position is different from before.
When opening this UI, we want to update stats regardless of the prior position. */
if (!this.setCursor(0)) {
this.updateStats();
this.arrowUp.play("prompt");
this.arrowDown.play("prompt");
}
if (globalScene.uiTheme === UiTheme.LEGACY) {
this.arrowUp.setTint(0x484848);
this.arrowDown.setTint(0x484848);
}
this.updateArrows();
this.gameStatsContainer.setVisible(true);
this.getUi().moveTo(this.gameStatsContainer, this.getUi().length - 1);
this.getUi().hideTooltip();
this.getUi()
.moveTo(this.gameStatsContainer, this.getUi().length - 1)
.hideTooltip();
return true;
}
updateStats(): void {
const statKeys = Object.keys(displayStats).slice(this.cursor * 2, this.cursor * 2 + 18);
/**
* Update the stat labels and values to reflect the current cursor position.
*
* @remarks
*
* Invokes each stat's {@linkcode DisplayStat.sourceFunc | sourceFunc} to obtain its value.
* Stat labels are shown as `???` if the stat is marked as hidden and its value is zero.
*/
private updateStats(): void {
const perPage = this.statsPerPage;
const columns = this.columnCount;
const statKeys = Object.keys(displayStats).slice(this.cursor * columns, this.cursor * columns + perPage);
statKeys.forEach((key, s) => {
const stat = displayStats[key] as DisplayStat;
const value = stat.sourceFunc!(globalScene.gameData); // TODO: is this bang correct?
const value = stat.sourceFunc?.(globalScene.gameData) ?? "-";
const valAsInt = Number.parseInt(value);
this.statLabels[s].setText(
!stat.hidden || Number.isNaN(Number.parseInt(value)) || Number.parseInt(value)
? i18next.t(`gameStatsUiHandler:${stat.label_key}`)
: "???",
!stat.hidden || Number.isNaN(value) || valAsInt ? i18next.t(`gameStatsUiHandler:${stat.label_key}`) : "???",
);
this.statValues[s].setText(value);
});
if (statKeys.length < 18) {
for (let s = statKeys.length; s < 18; s++) {
for (let s = statKeys.length; s < perPage; s++) {
this.statLabels[s].setText("");
this.statValues[s].setText("");
}
}
}
/**
* Show arrows at the top / bottom of the page if it's possible to scroll in that direction
*/
updateArrows(): void {
const showUpArrow = this.cursor > 0;
this.arrowUp.setVisible(showUpArrow);
const showDownArrow = this.cursor < Math.ceil((Object.keys(displayStats).length - 18) / 2);
this.arrowDown.setVisible(showDownArrow);
/** The maximum cursor position */
private get maxCursorPos(): number {
return Math.ceil((Object.keys(displayStats).length - this.statsPerPage) / this.columnCount);
}
processInput(button: Button): boolean {
@ -370,45 +424,59 @@ export class GameStatsUiHandler extends UiHandler {
let success = false;
if (button === Button.CANCEL) {
/** The direction to move the cursor (up/down) */
let dir: 1 | -1 = 1;
switch (button) {
case Button.CANCEL:
success = true;
globalScene.ui.revertMode();
} else {
switch (button) {
break;
// biome-ignore lint/suspicious/noFallthroughSwitchClause: intentional
case Button.UP:
if (this.cursor) {
success = this.setCursor(this.cursor - 1);
}
break;
dir = -1;
case Button.DOWN:
if (this.cursor < Math.ceil((Object.keys(displayStats).length - 18) / 2)) {
success = this.setCursor(this.cursor + 1);
}
break;
}
success = this.setCursor(this.cursor + dir);
}
if (success) {
ui.playSelect();
return true;
}
return success;
return false;
}
setCursor(cursor: number): boolean {
const ret = super.setCursor(cursor);
/**
* Set the cursor to the specified position, if able and update the stats display.
*
* @remarks
*
* If `newCursor` is not between `0` and {@linkcode maxCursorPos}, or if it is the same as {@linkcode newCursor}
* then no updates happen and `false` is returned.
*
* Otherwise, updates the up/down arrow visibility and calls {@linkcode updateStats}
*
* @param newCursor - The position to set the cursor to.
* @returns Whether the cursor successfully moved to a new position
*/
override setCursor(newCursor: number): boolean {
if (newCursor < 0 || newCursor > this.maxCursorPos || this.cursor === newCursor) {
return false;
}
this.cursor = newCursor;
if (ret) {
this.updateStats();
this.updateArrows();
}
// NOTE: Do not toggle the arrows' "active" property here, as this would cause their animations to desync
this.arrowUp.setVisible(this.cursor > 0);
this.arrowDown.setVisible(this.cursor < this.maxCursorPos);
return ret;
return true;
}
clear() {
super.clear();
this.gameStatsContainer.setVisible(false);
this.gameStatsContainer.setVisible(false).setActive(false);
}
}

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@ -154,6 +154,17 @@ export class MockSprite implements MockGameObject {
return this;
}
setFlipY(flip: boolean): this {
// Sets the vertical flip state of this Game Object.
this.phaserSprite.setFlipY(flip);
return this;
}
setFlipX(flip: boolean): this {
this.phaserSprite.setFlipX(flip);
return this;
}
setCrop(x: number, y: number, width: number, height: number): this {
// Sets the crop size of this Game Object.
this.phaserSprite.setCrop(x, y, width, height);