import BattleScene from "../battle-scene"; import { Setting, reloadSettings, settingDefaults, settingOptions } from "../system/settings"; import { hasTouchscreen, isMobile } from "../touch-controls"; import { TextStyle, addTextObject } from "./text"; import { Mode } from "./ui"; import UiHandler from "./ui-handler"; import { addWindow } from "./ui-theme"; import {Button} from "../enums/buttons"; export default class SettingsUiHandler extends UiHandler { private settingsContainer: Phaser.GameObjects.Container; private optionsContainer: Phaser.GameObjects.Container; private scrollCursor: integer; private optionsBg: Phaser.GameObjects.NineSlice; private optionCursors: integer[]; private settingLabels: Phaser.GameObjects.Text[]; private optionValueLabels: Phaser.GameObjects.Text[][]; private cursorObj: Phaser.GameObjects.NineSlice; private reloadRequired: boolean; private reloadI18n: boolean; constructor(scene: BattleScene, mode?: Mode) { super(scene, mode); this.reloadRequired = false; this.reloadI18n = false; } setup() { const ui = this.getUi(); this.settingsContainer = this.scene.add.container(1, -(this.scene.game.canvas.height / 6) + 1); 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); const headerText = addTextObject(this.scene, 0, 0, 'Options', TextStyle.SETTINGS_LABEL); headerText.setOrigin(0, 0); headerText.setPositionRelative(headerBg, 8, 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.setOrigin(0, 0); this.optionsContainer = this.scene.add.container(0, 0); this.settingLabels = []; this.optionValueLabels = []; Object.keys(Setting).forEach((setting, s) => { let settingName = setting.replace(/\_/g, ' '); if (reloadSettings.includes(Setting[setting])) settingName += ' (Requires Reload)'; this.settingLabels[s] = addTextObject(this.scene, 8, 28 + s * 16, settingName, TextStyle.SETTINGS_LABEL); this.settingLabels[s].setOrigin(0, 0); this.optionsContainer.add(this.settingLabels[s]); this.optionValueLabels.push(settingOptions[Setting[setting]].map((option, o) => { const valueLabel = addTextObject(this.scene, 0, 0, option, settingDefaults[Setting[setting]] === o ? TextStyle.SETTINGS_SELECTED : TextStyle.WINDOW); valueLabel.setOrigin(0, 0); this.optionsContainer.add(valueLabel); return valueLabel; })); const totalWidth = this.optionValueLabels[s].map(o => o.width).reduce((total, width) => total += width, 0); const labelWidth = Math.max(78, this.settingLabels[s].displayWidth + 8); const totalSpace = (300 - labelWidth) - totalWidth / 6; const optionSpacing = Math.floor(totalSpace / (this.optionValueLabels[s].length - 1)); let xOffset = 0; for (let value of this.optionValueLabels[s]) { value.setPositionRelative(this.settingLabels[s], labelWidth + xOffset, 0); xOffset += value.width / 6 + optionSpacing; } }); this.optionCursors = Object.values(settingDefaults); this.settingsContainer.add(headerBg); this.settingsContainer.add(headerText); this.settingsContainer.add(this.optionsBg); this.settingsContainer.add(this.optionsContainer); ui.add(this.settingsContainer); this.setCursor(0); this.setScrollCursor(0); this.settingsContainer.setVisible(false); } show(args: any[]): boolean { super.show(args); const settings: object = localStorage.hasOwnProperty('settings') ? JSON.parse(localStorage.getItem('settings')) : {}; Object.keys(settingDefaults).forEach((setting, s) => this.setOptionCursor(s, settings.hasOwnProperty(setting) ? settings[setting] : settingDefaults[setting])); this.settingsContainer.setVisible(true); this.setCursor(0); this.getUi().moveTo(this.settingsContainer, this.getUi().length - 1); this.getUi().hideTooltip(); return true; } /** * Processes input from a specified button. * This method handles navigation through a UI menu, including movement through menu items * and handling special actions like cancellation. Each button press may adjust the cursor * position or the menu scroll, and plays a sound effect if the action was successful. * * @param button - The button pressed by the user. * @returns `true` if the action associated with the button was successfully processed, `false` otherwise. */ 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; if (button === Button.CANCEL) { success = true; // Reverts UI to its previous state on cancel. this.scene.ui.revertMode(); } else { const cursor = this.cursor + this.scrollCursor; switch (button) { case Button.UP: if (cursor) { if (this.cursor) success = this.setCursor(this.cursor - 1); else success = this.setScrollCursor(this.scrollCursor - 1); } 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); // Then, adjust the scroll to display the bottommost elements of the menu. const successB = this.setScrollCursor(this.optionValueLabels.length - rowsToDisplay); success = successA && successB; // success is just there to play the little validation sound effect } break; case Button.DOWN: if (cursor < this.optionValueLabels.length - 1) { if (this.cursor < rowsToDisplay - 1) // if the visual cursor is in the frame of 0 to 8 success = this.setCursor(this.cursor + 1); else if (this.scrollCursor < this.optionValueLabels.length - rowsToDisplay) success = this.setScrollCursor(this.scrollCursor + 1); } else { // When at the bottom of the menu and pressing DOWN, move to the topmost item. // First, set the cursor to the first visible element, resetting the scroll to the top. const successA = this.setCursor(0); // Then, reset the scroll to start from the first element of the menu. const successB = this.setScrollCursor(0); success = successA && successB; // Indicates a successful cursor and scroll adjustment. } break; case Button.LEFT: if (this.optionCursors[cursor]) // Moves the option cursor left, if possible. success = this.setOptionCursor(cursor, this.optionCursors[cursor] - 1, true); break; case Button.RIGHT: // Moves the option cursor right, if possible. if (this.optionCursors[cursor] < this.optionValueLabels[cursor].length - 1) success = this.setOptionCursor(cursor, this.optionCursors[cursor] + 1, true); break; } } // Plays a select sound effect if an action was successfully processed. if (success) ui.playSelect(); return success; } setCursor(cursor: integer): boolean { const ret = super.setCursor(cursor); if (!this.cursorObj) { this.cursorObj = this.scene.add.nineslice(0, 0, 'summary_moves_cursor', null, (this.scene.game.canvas.width / 6) - 10, 16, 1, 1, 1, 1); this.cursorObj.setOrigin(0, 0); this.optionsContainer.add(this.cursorObj); } this.cursorObj.setPositionRelative(this.optionsBg, 4, 4 + (this.cursor + this.scrollCursor) * 16); return ret; } setOptionCursor(settingIndex: integer, cursor: integer, save?: boolean): boolean { const setting = Setting[Object.keys(Setting)[settingIndex]]; if (setting === Setting.Touch_Controls && cursor && hasTouchscreen() && isMobile()) { this.getUi().playError(); return false; } const lastCursor = this.optionCursors[settingIndex]; const lastValueLabel = this.optionValueLabels[settingIndex][lastCursor]; lastValueLabel.setColor(this.getTextColor(TextStyle.WINDOW)); lastValueLabel.setShadowColor(this.getTextColor(TextStyle.WINDOW, true)); this.optionCursors[settingIndex] = cursor; const newValueLabel = this.optionValueLabels[settingIndex][cursor]; newValueLabel.setColor(this.getTextColor(TextStyle.SETTINGS_SELECTED)); newValueLabel.setShadowColor(this.getTextColor(TextStyle.SETTINGS_SELECTED, true)); if (save) { this.scene.gameData.saveSetting(setting, cursor) if (reloadSettings.includes(setting)) { this.reloadRequired = true; if (setting === Setting.Language) this.reloadI18n = true; } } return true; } setScrollCursor(scrollCursor: integer): boolean { if (scrollCursor === this.scrollCursor) return false; this.scrollCursor = scrollCursor; this.updateSettingsScroll(); this.setCursor(this.cursor); return true; } updateSettingsScroll(): void { this.optionsContainer.setY(-16 * this.scrollCursor); for (let s = 0; s < this.settingLabels.length; s++) { const visible = s >= this.scrollCursor && s < this.scrollCursor + 9; this.settingLabels[s].setVisible(visible); for (let option of this.optionValueLabels[s]) option.setVisible(visible); } } clear() { super.clear(); this.settingsContainer.setVisible(false); this.eraseCursor(); if (this.reloadRequired) { this.reloadRequired = false; this.scene.reset(true, false, true); } } eraseCursor() { if (this.cursorObj) this.cursorObj.destroy(); this.cursorObj = null; } }