pokerogue/src/ui/filter-bar.ts
Wlowscha 66c70b07a7
[UI/UX] In-Game Pokedex (#5083)
* Working ui, missing logic, logs

* Filtering starters by name is working

* Filtering moves and abilities correctly

* Opening starter page on button.action

* Removed ugly leftover from title

* Added container for text with different colors and titles

* Showing all species in pokedex with no decorations and shinies

* Filtering includes extra forms; moving cursor from filterText to starters does not reset scrollIndex; toggle button for decorations

* Can access evolution page

* Abilities are colored properly (still missing info overlay)

* Biome filter; displays for baseStats, biomes and evolutions

* Removed lockable select ui handler, replaced by changes to standard ui handler.

* Evolutions are selectable from list and displayed properly

* Keeps shiny variant, gender and form when switching to evolutions; show ability descriptions; properly displaying sprites for megas and other forms

* Listing prevolutions and base forms

* Fixed filtering of baby forms with no biome assigned; Caught filter is ALL by default

* Highlighting text filters, resetting all filters when starting up

* No error messag when cursor on uncaught species, showing sprite again after toggling stats

* Simplified Pokemon Scan logic, accepts separate words as input

* Dynamically resizing ability box, showing ability description on first hover. Removed debug logs.

* Removed some more debug messages.

* Filter bar can adjust cursorOffset and x padding

* Fixed some type definitions

* Fixed more warnings; added localization strings in the pokedex scan overlay.

* Fixed fatal bug due to using Object.keys

* Removed debug messages

* Added try catch construct to prevent error that was breaking reloadHelper tests

* Added filter for starters / evolutions

* Biome filter option for uncatchable mons

* C and V buttons snap cursor to filters

* Changing background to make instructions visible

* Can buy candy upgrades through pokedex

* Displaying base stats as bars in an overlay

* Including baby forms among uncatchable mons

* Including evolutions when filtering by biome

* Working logic for select ui handler with skips and scroll

* -Pokedex page showing biomes from prevolutions; displaying correct biomes for forms of Rotom, Burmy and Lycanroc

* Fixed bug in base stats overlay

* Regional forms display name of region in evolutions and prevolutions

* Better messages for evolution conditions

* Showing proper descriptions for menu

* Adding sound effects to menu, and pokemon cry when opening page

* Changing menu colors to textstyle options supporting a legacy version.

* Fix to getStarterSpeciesId to work with all-unlocks files

* Passing a TextStyle to option select ui handler to allow for shadowed text

* Fixed bug of overlapping labels in text filters

* Fixed bug with supportHover and skipped indices in option select ui handler

* Localization of pokemon number label

* Fix to pokemon number localization

* Fix to pokemon number localization

* Adding some comments, removing useless elements

* More cleanup

* Removed candy upgrade instructions from evolved pokemon; attempting to buy candies from evolution now gives error sound instead of crashing the game

* Attempting to exit from filter text is now allowed if current option is empty

* UI changes to make dex pages work in legacy style

* Pokemon name shown while in alt form is no more capitalized

* Handling uncaught pokemon

* Showing types on Pokémon page

* Introducing globalScene everywhere

* Showing evolution requirements in message box

* Displaying form changing items; now using pokemonFormChanges to only show reachable forms

* Playing correct cry

* Pokemon cry in setSpeciesDetails

* Left and right buttons to turn previous or next pokedex page

* Cleaned up "last" from this.species; turning pages now preserves memories of unlocks

* Pokerus cursor is now treated as decoration

* Correctly displaying prevolutions for Pikachu and Gholdengo

* Uncaught forms can be cycled through (with black sprite and no options available)

* Filtering by moves now shows icons to distinguish egg and tm moves

* Added icons for passive abilities

* Added icons to legacy mode; fixed bug that caused game to hang when switching to or from legacy mode

* Pokedex entries are accessible through party screen

* Adding sort criteria for consistency with starter select screen

* Added options to cost reduction filter for consistency with starter select screen

* Updating optionSelectUiHandler to simplify logic and fix bug of autocomplete showing options incorrectly

* Adding Pokedéx option in starter select screen

* Prevolutions are shown properly again; battle forms are considered caught as long as the base form is caught

* Small fixes to evolution and form change descriptions

* Reworked evolutions menu to incorporate condition descriptions

* Moving evolution condition description logic entirely to the SpeciesEvolution class

* Removed extra Miraidon and Koraidon forms

* Properly showing evolution text for Dunsparce and Maushold

* Displaying uncaught forms for Dudunsparce and Maushold properly

* Displaying correct forms for Urshifu and Toxicitry after evolution

* Cleared up comments

* Updating test for tandemaus evolution

* Localized labels for egg moves and abilities

* Added button to show back sprites

* Back to showing only caught battleforms; added dexForDevs option

* Merging shiny and variant buttons

* Uncaught battle forms options are shown in dark text, like evolutions

* Showing proper gender for mons that can only be (or have only caught in) one gender

* Apply suggestions from code review

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

* Removed unused options from base-stats-overlay

* Fixed import of BaseStatsOverlay

* Displaying form-specific TMs properly; adjusting for passives rework

* Removed logging messages

* resetting containers to prevent memory leaks

* Updating integer to number in pokedex

* Implemented suggestion

* Removed some stray comments

* Fixed logic for cursor coming down from filter bar

* Transition from filters to dex box now works in a visually pleasing way

---------

Co-authored-by: Lugiad <2070109+Adri1@users.noreply.github.com>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: damocleas <damocleas25@gmail.com>
2025-02-08 11:48:06 -05:00

216 lines
6.9 KiB
TypeScript

import type { DropDown } from "./dropdown";
import { DropDownType } from "./dropdown";
import type { StarterContainer } from "./starter-container";
import { addTextObject, getTextColor, TextStyle } from "./text";
import type { UiTheme } from "#enums/ui-theme";
import { addWindow, WindowVariant } from "./ui-theme";
import { globalScene } from "#app/global-scene";
export enum DropDownColumn {
GEN,
TYPES,
BIOME,
CAUGHT,
UNLOCKS,
MISC,
SORT
}
export class FilterBar extends Phaser.GameObjects.Container {
private window: Phaser.GameObjects.NineSlice;
private labels: Phaser.GameObjects.Text[] = [];
private dropDowns: DropDown[] = [];
private columns: DropDownColumn[] = [];
public cursorObj: Phaser.GameObjects.Image;
public numFilters: number = 0;
public openDropDown: boolean = false;
private lastCursor: number = -1;
private uiTheme: UiTheme;
private leftPaddingX: number;
private rightPaddingX: number;
private cursorOffset: number;
constructor(x: number, y: number, width: number, height: number, leftPaddingX: number = 6, rightPaddingX: number = 6, cursorOffset: number = 8) {
super(globalScene, x, y);
this.width = width;
this.height = height;
this.leftPaddingX = leftPaddingX;
this.rightPaddingX = rightPaddingX;
this.cursorOffset = cursorOffset;
this.window = addWindow(0, 0, width, height, false, false, undefined, undefined, WindowVariant.THIN);
this.add(this.window);
this.cursorObj = globalScene.add.image(1, 1, "cursor");
this.cursorObj.setScale(0.5);
this.cursorObj.setVisible(false);
this.cursorObj.setOrigin(0, 0);
this.add(this.cursorObj);
}
/**
* Add a new filter to the FilterBar, as long that a unique DropDownColumn is provided
* @param column the DropDownColumn that will be used to access the filter values
* @param title the string that will get displayed in the filter bar
* @param dropDown the DropDown with all options for this filter
* @returns true if successful, false if the provided column was already in use for another filter
*/
addFilter(column: DropDownColumn, title: string, dropDown: DropDown): boolean {
// The column should be unique to each filter,
if (this.columns.includes(column)) {
return false;
}
this.columns.push(column);
const filterTypesLabel = addTextObject(0, 3, title, TextStyle.TOOLTIP_CONTENT);
this.labels.push(filterTypesLabel);
this.add(filterTypesLabel);
this.dropDowns.push(dropDown);
this.add(dropDown);
this.calcFilterPositions();
this.numFilters++;
return true;
}
/**
* Get the DropDown associated to a given filter
* @param col the DropDownColumn used to register the filter to retrieve
* @returns the associated DropDown if it exists, undefined otherwise
*/
getFilter(col: DropDownColumn) : DropDown {
return this.dropDowns[this.columns.indexOf(col)];
}
/**
* Highlight the labels of the FilterBar if the filters are different from their default values
*/
updateFilterLabels(): void {
for (let i = 0; i < this.numFilters; i++) {
if (this.dropDowns[i].hasDefaultValues()) {
this.labels[i].setColor(getTextColor(TextStyle.TOOLTIP_CONTENT, false, globalScene.uiTheme));
} else {
this.labels[i].setColor(getTextColor(TextStyle.STATS_LABEL, false, globalScene.uiTheme));
}
}
}
/**
* Position the filter dropdowns evenly across the width of the container
*/
private calcFilterPositions(): void {
let totalWidth = this.leftPaddingX + this.rightPaddingX + this.cursorOffset;
this.labels.forEach(label => {
totalWidth += label.displayWidth + this.cursorOffset;
});
const spacing = (this.width - totalWidth) / (this.labels.length - 1);
for (let i = 0; i < this.labels.length; i++) {
if (i === 0) {
this.labels[i].x = this.leftPaddingX + this.cursorOffset;
} else {
const lastRight = this.labels[i - 1].x + this.labels[i - 1].displayWidth;
this.labels[i].x = lastRight + spacing + this.cursorOffset;
}
this.dropDowns[i].x = this.labels[i].x - this.cursorOffset - this.leftPaddingX;
this.dropDowns[i].y = this.height;
}
}
/**
* Move the leftmost dropdown to the left of the FilterBar instead of below it
*/
offsetHybridFilters(): void {
for (let i = 0; i < this.dropDowns.length; i++) {
if (this.dropDowns[i].dropDownType === DropDownType.HYBRID) {
this.dropDowns[i].autoSize();
this.dropDowns[i].x = - this.dropDowns[i].getWidth();
this.dropDowns[i].y = 0;
}
}
}
setCursor(cursor: number): void {
if (this.lastCursor > -1) {
if (this.dropDowns[this.lastCursor].visible) {
this.dropDowns[this.lastCursor].setVisible(false);
this.dropDowns[cursor].setVisible(true);
this.dropDowns[cursor].resetCursor();
}
}
this.cursorObj.setPosition(this.labels[cursor].x - this.cursorOffset + 2, 6);
this.lastCursor = cursor;
}
toggleDropDown(index: number): void {
this.dropDowns[index].toggleVisibility();
this.openDropDown = this.dropDowns[index].visible;
this.dropDowns[index].resetCursor();
}
hideDropDowns(): void {
this.dropDowns.forEach(dropDown => {
dropDown.setVisible(false);
});
this.openDropDown = false;
}
incDropDownCursor(): boolean {
if (this.dropDowns[this.lastCursor].cursor === this.dropDowns[this.lastCursor].options.length - 1) {// if at the bottom of the list, wrap around
return this.dropDowns[this.lastCursor].setCursor(0);
} else {
return this.dropDowns[this.lastCursor].setCursor(this.dropDowns[this.lastCursor].cursor + 1);
}
}
decDropDownCursor(): boolean {
if (this.dropDowns[this.lastCursor].cursor === 0) {// if at the top of the list, wrap around
return this.dropDowns[this.lastCursor].setCursor(this.dropDowns[this.lastCursor].options.length - 1);
} else {
return this.dropDowns[this.lastCursor].setCursor(this.dropDowns[this.lastCursor].cursor - 1);
}
}
toggleOptionState(): void {
this.dropDowns[this.lastCursor].toggleOptionState();
}
getVals(col: DropDownColumn): any[] {
return this.getFilter(col).getVals();
}
setValsToDefault(): void {
for (const dropDown of this.dropDowns) {
dropDown.resetToDefault();
}
}
/**
* Find the nearest filter to the provided container
* @param container the StarterContainer to compare position against
* @returns the index of the closest filter
*/
getNearestFilter(container: StarterContainer): number {
const midx = container.x + container.icon.displayWidth / 2;
let nearest = 0;
let nearestDist = 1000;
for (let i = 0; i < this.labels.length; i++) {
const dist = Math.abs(midx - (this.labels[i].x + this.labels[i].displayWidth / 3));
if (dist < nearestDist) {
nearest = i;
nearestDist = dist;
}
}
return nearest;
}
}