mirror of
https://github.com/pagefaultgames/pokerogue.git
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730 lines
30 KiB
TypeScript
730 lines
30 KiB
TypeScript
import UiHandler from "#app/ui/ui-handler";
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import type { UiMode } from "#enums/ui-mode";
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import type { InterfaceConfig } from "#app/inputs-controller";
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import { addWindow } from "#app/ui/ui-theme";
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import { addTextObject, TextStyle } from "#app/ui/text";
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import { ScrollBar } from "#app/ui/scroll-bar";
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import { getIconWithSettingName } from "#app/configs/inputs/configHandler";
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import NavigationMenu, { NavigationManager } from "#app/ui/settings/navigationMenu";
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import type { Device } from "#enums/devices";
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import { Button } from "#enums/buttons";
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import i18next from "i18next";
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import { globalScene } from "#app/global-scene";
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export interface InputsIcons {
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[key: string]: Phaser.GameObjects.Sprite;
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}
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export interface LayoutConfig {
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optionsContainer: Phaser.GameObjects.Container;
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inputsIcons: InputsIcons;
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settingLabels: Phaser.GameObjects.Text[];
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optionValueLabels: Phaser.GameObjects.Text[][];
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optionCursors: number[];
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keys: string[];
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bindingSettings: Array<string>;
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}
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/**
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* Abstract class for handling UI elements related to control settings.
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*/
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export default abstract class AbstractControlSettingsUiHandler extends UiHandler {
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protected settingsContainer: Phaser.GameObjects.Container;
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protected optionsContainer: Phaser.GameObjects.Container;
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protected navigationContainer: NavigationMenu;
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protected scrollBar: ScrollBar;
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protected scrollCursor: number;
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protected optionCursors: number[];
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protected cursorObj: Phaser.GameObjects.NineSlice | null;
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protected optionsBg: Phaser.GameObjects.NineSlice;
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protected actionsBg: Phaser.GameObjects.NineSlice;
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protected settingLabels: Phaser.GameObjects.Text[];
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protected optionValueLabels: Phaser.GameObjects.Text[][];
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// layout will contain the 3 Gamepad tab for each config - dualshock, xbox, snes
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protected layout: Map<string, LayoutConfig> = new Map<string, LayoutConfig>();
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// Will contain the input icons from the selected layout
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protected inputsIcons: InputsIcons;
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protected navigationIcons: InputsIcons;
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// list all the setting keys used in the selected layout (because dualshock has more buttons than xbox)
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protected keys: Array<string>;
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// Store the specific settings related to key bindings for the current gamepad configuration.
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protected bindingSettings: Array<string>;
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protected setting;
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protected settingBlacklisted;
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protected settingDeviceDefaults;
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protected settingDeviceOptions;
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protected configs;
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protected commonSettingsCount;
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protected textureOverride;
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protected titleSelected;
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protected localStoragePropertyName;
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protected rowsToDisplay: number;
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protected device: Device;
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abstract saveSettingToLocalStorage(setting, cursor): void;
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abstract setSetting(setting, value: number): boolean;
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/**
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* Constructor for the AbstractSettingsUiHandler.
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*
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* @param mode - The UI mode.
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*/
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constructor(mode: UiMode | null = null) {
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super(mode);
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this.rowsToDisplay = 8;
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}
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getLocalStorageSetting(): object {
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// Retrieve the settings from local storage or use an empty object if none exist.
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const settings: object = localStorage.hasOwnProperty(this.localStoragePropertyName)
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? JSON.parse(localStorage.getItem(this.localStoragePropertyName)!)
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: {}; // TODO: is this bang correct?
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return settings;
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}
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private camelize(string: string): string {
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return string
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.replace(/(?:^\w|[A-Z]|\b\w)/g, (word, index) => (index === 0 ? word.toLowerCase() : word.toUpperCase()))
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.replace(/\s+/g, "");
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}
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/**
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* Setup UI elements.
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*/
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setup() {
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const ui = this.getUi();
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this.navigationIcons = {};
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this.settingsContainer = globalScene.add.container(1, -(globalScene.game.canvas.height / 6) + 1);
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this.settingsContainer.setName(`settings-${this.titleSelected}`);
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this.settingsContainer.setInteractive(
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new Phaser.Geom.Rectangle(0, 0, globalScene.game.canvas.width / 6, globalScene.game.canvas.height / 6),
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Phaser.Geom.Rectangle.Contains,
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);
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this.navigationContainer = new NavigationMenu(0, 0);
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this.optionsBg = addWindow(
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0,
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this.navigationContainer.height,
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globalScene.game.canvas.width / 6 - 2,
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globalScene.game.canvas.height / 6 - 16 - this.navigationContainer.height - 2,
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);
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this.optionsBg.setOrigin(0, 0);
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this.actionsBg = addWindow(
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0,
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globalScene.game.canvas.height / 6 - this.navigationContainer.height,
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globalScene.game.canvas.width / 6 - 2,
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22,
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);
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this.actionsBg.setOrigin(0, 0);
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/*
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* If there isn't enough space to fit all the icons and texts, there will be an overlap
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* This currently doesn't happen, but it's something to keep in mind.
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*/
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const iconAction = globalScene.add.sprite(0, 0, "keyboard");
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iconAction.setOrigin(0, -0.1);
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iconAction.setPositionRelative(this.actionsBg, this.navigationContainer.width - 32, 4);
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this.navigationIcons["BUTTON_ACTION"] = iconAction;
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const actionText = addTextObject(0, 0, i18next.t("settings:action"), TextStyle.SETTINGS_LABEL);
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actionText.setOrigin(0, 0.15);
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actionText.setPositionRelative(iconAction, -actionText.width / 6 - 2, 0);
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const iconCancel = globalScene.add.sprite(0, 0, "keyboard");
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iconCancel.setOrigin(0, -0.1);
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iconCancel.setPositionRelative(this.actionsBg, actionText.x - 28, 4);
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this.navigationIcons["BUTTON_CANCEL"] = iconCancel;
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const cancelText = addTextObject(0, 0, i18next.t("settings:back"), TextStyle.SETTINGS_LABEL);
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cancelText.setOrigin(0, 0.15);
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cancelText.setPositionRelative(iconCancel, -cancelText.width / 6 - 2, 0);
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const iconReset = globalScene.add.sprite(0, 0, "keyboard");
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iconReset.setOrigin(0, -0.1);
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iconReset.setPositionRelative(this.actionsBg, cancelText.x - 28, 4);
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this.navigationIcons["BUTTON_HOME"] = iconReset;
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const resetText = addTextObject(0, 0, i18next.t("settings:reset"), TextStyle.SETTINGS_LABEL);
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resetText.setOrigin(0, 0.15);
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resetText.setPositionRelative(iconReset, -resetText.width / 6 - 2, 0);
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this.settingsContainer.add(this.optionsBg);
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this.settingsContainer.add(this.actionsBg);
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this.settingsContainer.add(this.navigationContainer);
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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(actionText);
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this.settingsContainer.add(cancelText);
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this.settingsContainer.add(resetText);
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/// Initialize a new configuration "screen" for each type of gamepad.
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for (const config of this.configs) {
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// Create a map to store layout settings based on the pad type.
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this.layout[config.padType] = new Map();
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// Create a container for gamepad options in the scene, initially hidden.
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const optionsContainer = globalScene.add.container(0, 0);
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optionsContainer.setVisible(false);
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// Gather all binding settings from the configuration.
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const bindingSettings = Object.keys(config.settings);
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// Array to hold labels for different settings such as 'Controller', 'Gamepad Support', etc.
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const settingLabels: Phaser.GameObjects.Text[] = [];
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// Array to hold options for each setting, e.g., 'Auto', 'Disabled'.
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const optionValueLabels: Phaser.GameObjects.GameObject[][] = [];
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// Object to store sprites for each button configuration.
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const inputsIcons: InputsIcons = {};
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// Fetch common setting keys such as 'Controller' and 'Gamepad Support' from gamepad settings.
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const commonSettingKeys = Object.keys(this.setting)
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.slice(0, this.commonSettingsCount)
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.map(key => this.setting[key]);
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// Combine common and specific bindings into a single array.
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const specificBindingKeys = [...commonSettingKeys, ...Object.keys(config.settings)];
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// Fetch default values for these settings and prepare to highlight selected options.
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const optionCursors = Object.values(
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Object.keys(this.settingDeviceDefaults)
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.filter(s => specificBindingKeys.includes(s))
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.map(k => this.settingDeviceDefaults[k]),
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);
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// Filter out settings that are not relevant to the current gamepad configuration.
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const settingFiltered = Object.keys(this.setting).filter(_key =>
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specificBindingKeys.includes(this.setting[_key]),
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);
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// Loop through the filtered settings to manage display and options.
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settingFiltered.forEach((setting, s) => {
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// Convert the setting key from format 'Key_Name' to 'Key name' for display.
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const settingName = setting.replace(/\_/g, " ");
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// Create and add a text object for the setting name to the scene.
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const isLock = this.settingBlacklisted.includes(this.setting[setting]);
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const labelStyle = isLock ? TextStyle.SETTINGS_LOCKED : TextStyle.SETTINGS_LABEL;
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let labelText: string;
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const i18nKey = this.camelize(settingName.replace("Alt ", ""));
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if (settingName.toLowerCase().includes("alt")) {
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labelText = `${i18next.t(`settings:${i18nKey}`)}${i18next.t("settings:alt")}`;
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} else {
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labelText = i18next.t(`settings:${i18nKey}`);
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}
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settingLabels[s] = addTextObject(8, 28 + s * 16, labelText, labelStyle);
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settingLabels[s].setOrigin(0, 0);
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optionsContainer.add(settingLabels[s]);
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// Initialize an array to store the option labels for this setting.
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const valueLabels: Phaser.GameObjects.GameObject[] = [];
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// Process each option for the current setting.
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for (const [o, option] of this.settingDeviceOptions[this.setting[setting]].entries()) {
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// Check if the current setting is for binding keys.
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if (bindingSettings.includes(this.setting[setting])) {
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// Create a label for non-null options, typically indicating actionable options like 'change'.
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if (o) {
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const valueLabel = addTextObject(0, 0, isLock ? "" : option, TextStyle.WINDOW);
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valueLabel.setOrigin(0, 0);
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optionsContainer.add(valueLabel);
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valueLabels.push(valueLabel);
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continue;
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}
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// For null options, add an icon for the key.
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const icon = globalScene.add.sprite(0, 0, this.textureOverride ? this.textureOverride : config.padType);
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icon.setOrigin(0, -0.15);
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inputsIcons[this.setting[setting]] = icon;
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optionsContainer.add(icon);
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valueLabels.push(icon);
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continue;
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}
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// For regular settings like 'Gamepad support', create a label and determine if it is selected.
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const valueLabel = addTextObject(
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0,
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0,
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option,
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this.settingDeviceDefaults[this.setting[setting]] === o ? TextStyle.SETTINGS_SELECTED : TextStyle.WINDOW,
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);
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valueLabel.setOrigin(0, 0);
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optionsContainer.add(valueLabel);
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//if a setting has 2 options, valueLabels will be an array of 2 elements
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valueLabels.push(valueLabel);
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}
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// Collect all option labels for this setting into the main array.
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optionValueLabels.push(valueLabels);
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// Calculate the total width of all option labels within a specific setting
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// This is achieved by summing the width of each option label
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const totalWidth = optionValueLabels[s]
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.map(o => (o as Phaser.GameObjects.Text).width)
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.reduce((total, width) => (total += width), 0);
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// Define the minimum width for a label, ensuring it's at least 78 pixels wide or the width of the setting label plus some padding
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const labelWidth = Math.max(130, settingLabels[s].displayWidth + 8);
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// Calculate the total available space for placing option labels next to their setting label
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// We reserve space for the setting label and then distribute the remaining space evenly
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const totalSpace = 297 - labelWidth - totalWidth / 6;
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// Calculate the spacing between options based on the available space divided by the number of gaps between labels
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const optionSpacing = Math.floor(totalSpace / (optionValueLabels[s].length - 1));
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// Initialize xOffset to zero, which will be used to position each option label horizontally
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let xOffset = 0;
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// Start positioning each option label one by one
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for (const value of optionValueLabels[s]) {
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// Set the option label's position right next to the setting label, adjusted by xOffset
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(value as Phaser.GameObjects.Text).setPositionRelative(settingLabels[s], labelWidth + xOffset, 0);
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// Move the xOffset to the right for the next label, ensuring each label is spaced evenly
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xOffset += (value as Phaser.GameObjects.Text).width / 6 + optionSpacing;
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}
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});
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// Assigning the newly created components to the layout map under the specific gamepad type.
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this.layout[config.padType].optionsContainer = optionsContainer; // Container for this pad's options.
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this.layout[config.padType].inputsIcons = inputsIcons; // Icons for each input specific to this pad.
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this.layout[config.padType].settingLabels = settingLabels; // Text labels for each setting available on this pad.
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this.layout[config.padType].optionValueLabels = optionValueLabels; // Labels for values corresponding to each setting.
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this.layout[config.padType].optionCursors = optionCursors; // Cursors to navigate through the options.
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this.layout[config.padType].keys = specificBindingKeys; // Keys that identify each setting specifically bound to this pad.
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this.layout[config.padType].bindingSettings = bindingSettings; // Settings that define how the keys are bound.
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// Add the options container to the overall settings container to be displayed in the UI.
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this.settingsContainer.add(optionsContainer);
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}
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// Add vertical scrollbar
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this.scrollBar = new ScrollBar(
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this.optionsBg.width - 9,
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this.optionsBg.y + 5,
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4,
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this.optionsBg.height - 11,
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this.rowsToDisplay,
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);
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this.settingsContainer.add(this.scrollBar);
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// Add the settings container to the UI.
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ui.add(this.settingsContainer);
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// Initially hide the settings container until needed (e.g., when a gamepad is connected or a button is pressed).
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this.settingsContainer.setVisible(false);
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}
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/**
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* Get the active configuration.
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*
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* @returns The active configuration for current device
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*/
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getActiveConfig(): InterfaceConfig {
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return globalScene.inputController.getActiveConfig(this.device);
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}
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/**
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* Update the bindings for the current active device configuration.
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*/
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updateBindings(): void {
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// Hide the options container for all layouts to reset the UI visibility.
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Object.keys(this.layout).forEach(key => this.layout[key].optionsContainer.setVisible(false));
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// Fetch the active gamepad configuration from the input controller.
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const activeConfig = this.getActiveConfig();
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// Set the UI layout for the active configuration. If unsuccessful, exit the function early.
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if (!this.setLayout(activeConfig)) {
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return;
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}
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// Retrieve the gamepad settings from local storage or use an empty object if none exist.
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const settings: object = this.getLocalStorageSetting();
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// Update the cursor for each key based on the stored settings or default cursors.
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this.keys.forEach((key, index) => {
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this.setOptionCursor(
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index,
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settings.hasOwnProperty(key as string) ? settings[key as string] : this.optionCursors[index],
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);
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});
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// If the active configuration has no custom bindings set, exit the function early.
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// by default, if custom does not exists, a default is assigned to it
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// it only means the gamepad is not yet initalized
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if (!activeConfig.custom) {
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return;
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}
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// For each element in the binding settings, update the icon according to the current assignment.
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for (const elm of this.bindingSettings) {
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const icon = getIconWithSettingName(activeConfig, elm);
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if (icon) {
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this.inputsIcons[elm as string].setFrame(icon);
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this.inputsIcons[elm as string].alpha = 1;
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} else {
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this.inputsIcons[elm as string].alpha = 0;
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}
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}
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// Set the cursor and scroll cursor to their initial positions.
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this.setCursor(this.cursor);
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this.setScrollCursor(this.scrollCursor);
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}
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updateNavigationDisplay() {
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const specialIcons = {
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BUTTON_HOME: "HOME.png",
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BUTTON_DELETE: "DEL.png",
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};
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for (const settingName of Object.keys(this.navigationIcons)) {
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if (Object.keys(specialIcons).includes(settingName)) {
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this.navigationIcons[settingName].setTexture("keyboard");
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this.navigationIcons[settingName].setFrame(specialIcons[settingName]);
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this.navigationIcons[settingName].alpha = 1;
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continue;
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}
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const icon = globalScene.inputController?.getIconForLatestInputRecorded(settingName);
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if (icon) {
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const type = globalScene.inputController?.getLastSourceType();
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this.navigationIcons[settingName].setTexture(type);
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this.navigationIcons[settingName].setFrame(icon);
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this.navigationIcons[settingName].alpha = 1;
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} else {
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this.navigationIcons[settingName].alpha = 0;
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}
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}
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}
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/**
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* Show the UI with the provided arguments.
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*
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* @param args - Arguments to be passed to the show method.
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* @returns `true` if successful.
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*/
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show(args: any[]): boolean {
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super.show(args);
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this.updateNavigationDisplay();
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NavigationManager.getInstance().updateIcons();
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// Update the bindings for the current active gamepad configuration.
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this.updateBindings();
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// Make the settings container visible to the user.
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this.settingsContainer.setVisible(true);
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// Reset the scroll cursor to the top of the settings container.
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this.resetScroll();
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// Move the settings container to the end of the UI stack to ensure it is displayed on top.
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this.getUi().moveTo(this.settingsContainer, this.getUi().length - 1);
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// Hide any tooltips that might be visible before showing the settings container.
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this.getUi().hideTooltip();
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// Return true to indicate the UI was successfully shown.
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return true;
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}
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/**
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* Set the UI layout for the active device configuration.
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*
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* @param activeConfig - The active device configuration.
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* @returns `true` if the layout was successfully applied, otherwise `false`.
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*/
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setLayout(activeConfig: InterfaceConfig): boolean {
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// Check if there is no active configuration (e.g., no gamepad connected).
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if (!activeConfig) {
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// Retrieve the layout for when no gamepads are connected.
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const layout = this.layout["noGamepads"];
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// Make the options container visible to show message.
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layout.optionsContainer.setVisible(true);
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// Return false indicating the layout application was not successful due to lack of gamepad.
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return false;
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}
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// Extract the type of the gamepad from the active configuration.
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const configType = activeConfig.padType;
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// Retrieve the layout settings based on the type of the gamepad.
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const layout = this.layout[configType];
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// Update the main controller with configuration details from the selected layout.
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this.keys = layout.keys;
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this.optionsContainer = layout.optionsContainer;
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this.optionsContainer.setVisible(true);
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this.settingLabels = layout.settingLabels;
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this.optionValueLabels = layout.optionValueLabels;
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this.optionCursors = layout.optionCursors;
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this.inputsIcons = layout.inputsIcons;
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this.bindingSettings = layout.bindingSettings;
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this.scrollBar.setTotalRows(layout.settingLabels.length);
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this.scrollBar.setScrollCursor(0);
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|
// Return true indicating the layout was successfully applied.
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Process the input for the given button.
|
|
*
|
|
* @param button - The button to process.
|
|
* @returns `true` if the input was processed successfully.
|
|
*/
|
|
processInput(button: Button): boolean {
|
|
const ui = this.getUi();
|
|
// Defines the maximum number of rows that can be displayed on the screen.
|
|
let success = false;
|
|
this.updateNavigationDisplay();
|
|
|
|
// Handle the input based on the button pressed.
|
|
if (button === Button.CANCEL) {
|
|
// Handle cancel button press, reverting UI mode to previous state.
|
|
success = true;
|
|
NavigationManager.getInstance().reset();
|
|
globalScene.ui.revertMode();
|
|
} else {
|
|
const cursor = this.cursor + this.scrollCursor; // Calculate the absolute cursor position.
|
|
const setting = this.setting[Object.keys(this.setting)[cursor]];
|
|
switch (button) {
|
|
case Button.ACTION:
|
|
if (!this.optionCursors || !this.optionValueLabels) {
|
|
return false; // TODO: is false correct as default? (previously was `undefined`)
|
|
}
|
|
if (this.settingBlacklisted.includes(setting) || !setting.includes("BUTTON_")) {
|
|
success = false;
|
|
} else {
|
|
success = this.setSetting(setting, 1);
|
|
}
|
|
break;
|
|
case Button.UP: // Move up in the menu.
|
|
if (!this.optionValueLabels) {
|
|
return false;
|
|
}
|
|
if (cursor) {
|
|
// If not at the top, move the cursor up.
|
|
if (this.cursor) {
|
|
success = this.setCursor(this.cursor - 1);
|
|
} else {
|
|
// If at the top of the visible items, scroll up.
|
|
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(this.rowsToDisplay - 1);
|
|
// Then, adjust the scroll to display the bottommost elements of the menu.
|
|
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 < this.rowsToDisplay - 1) {
|
|
success = this.setCursor(this.cursor + 1);
|
|
} 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.
|
|
// 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: // Move selection left within the current option set.
|
|
if (!this.optionCursors || !this.optionValueLabels) {
|
|
return false; // TODO: is false correct as default? (previously was `undefined`)
|
|
}
|
|
if (this.settingBlacklisted.includes(setting) || setting.includes("BUTTON_")) {
|
|
success = false;
|
|
} else if (this.optionCursors[cursor]) {
|
|
success = this.setOptionCursor(cursor, this.optionCursors[cursor] - 1, true);
|
|
}
|
|
break;
|
|
case Button.RIGHT: // Move selection right within the current option set.
|
|
if (!this.optionCursors || !this.optionValueLabels) {
|
|
return false; // TODO: is false correct as default? (previously was `undefined`)
|
|
}
|
|
if (this.settingBlacklisted.includes(setting) || setting.includes("BUTTON_")) {
|
|
success = false;
|
|
} else if (this.optionCursors[cursor] < this.optionValueLabels[cursor].length - 1) {
|
|
success = this.setOptionCursor(cursor, this.optionCursors[cursor] + 1, true);
|
|
}
|
|
break;
|
|
case Button.CYCLE_FORM:
|
|
case Button.CYCLE_SHINY:
|
|
success = this.navigationContainer.navigate(button);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If a change occurred, play the selection sound.
|
|
if (success) {
|
|
ui.playSelect();
|
|
}
|
|
|
|
return success; // Return whether the input resulted in a successful action.
|
|
}
|
|
|
|
resetScroll() {
|
|
this.cursorObj?.destroy();
|
|
this.cursorObj = null;
|
|
this.cursor = 0;
|
|
this.setCursor(0);
|
|
this.setScrollCursor(0);
|
|
this.updateSettingsScroll();
|
|
}
|
|
|
|
/**
|
|
* Set the cursor to the specified position.
|
|
*
|
|
* @param cursor - The cursor position to set.
|
|
* @returns `true` if the cursor was set successfully.
|
|
*/
|
|
setCursor(cursor: number): boolean {
|
|
const ret = super.setCursor(cursor);
|
|
// If the optionsContainer is not initialized, return the result from the parent class directly.
|
|
if (!this.optionsContainer) {
|
|
return ret;
|
|
}
|
|
|
|
// Check if the cursor object exists, if not, create it.
|
|
if (!this.cursorObj) {
|
|
const cursorWidth = globalScene.game.canvas.width / 6 - (this.scrollBar.visible ? 16 : 10);
|
|
this.cursorObj = globalScene.add.nineslice(0, 0, "summary_moves_cursor", undefined, cursorWidth, 16, 1, 1, 1, 1);
|
|
this.cursorObj.setOrigin(0, 0); // Set the origin to the top-left corner.
|
|
this.optionsContainer.add(this.cursorObj); // Add the cursor to the options container.
|
|
}
|
|
|
|
// Update the position of the cursor object relative to the options background based on the current cursor and scroll positions.
|
|
this.cursorObj.setPositionRelative(this.optionsBg, 4, 4 + (this.cursor + this.scrollCursor) * 16);
|
|
|
|
return ret; // Return the result from the parent class's setCursor method.
|
|
}
|
|
|
|
/**
|
|
* Set the scroll cursor to the specified position.
|
|
*
|
|
* @param scrollCursor - The scroll cursor position to set.
|
|
* @returns `true` if the scroll cursor was set successfully.
|
|
*/
|
|
setScrollCursor(scrollCursor: number): boolean {
|
|
// Check if the new scroll position is the same as the current one; if so, do not update.
|
|
if (scrollCursor === this.scrollCursor) {
|
|
return false;
|
|
}
|
|
|
|
// Update the internal scroll cursor state
|
|
this.scrollCursor = scrollCursor;
|
|
this.scrollBar.setScrollCursor(this.scrollCursor);
|
|
|
|
// Apply the new scroll position to the settings UI.
|
|
this.updateSettingsScroll();
|
|
|
|
// Reset the cursor to its current position to adjust its visibility after scrolling.
|
|
this.setCursor(this.cursor);
|
|
|
|
return true; // Return true to indicate the scroll cursor was successfully updated.
|
|
}
|
|
|
|
/**
|
|
* Set the option cursor to the specified position.
|
|
*
|
|
* @param settingIndex - The index of the setting.
|
|
* @param cursor - The cursor position to set.
|
|
* @param save - Whether to save the setting to local storage.
|
|
* @returns `true` if the option cursor was set successfully.
|
|
*/
|
|
setOptionCursor(settingIndex: number, cursor: number, save?: boolean): boolean {
|
|
// Retrieve the specific setting using the settingIndex from the settingDevice enumeration.
|
|
const setting = this.setting[Object.keys(this.setting)[settingIndex]];
|
|
|
|
// Get the current cursor position for this setting.
|
|
const lastCursor = this.optionCursors[settingIndex];
|
|
|
|
// Check if the setting is not part of the bindings (i.e., it's a regular setting).
|
|
if (!this.bindingSettings.includes(setting) && !setting.includes("BUTTON_")) {
|
|
// Get the label of the last selected option and revert its color to the default.
|
|
const lastValueLabel = this.optionValueLabels[settingIndex][lastCursor];
|
|
lastValueLabel.setColor(this.getTextColor(TextStyle.WINDOW));
|
|
lastValueLabel.setShadowColor(this.getTextColor(TextStyle.WINDOW, true));
|
|
|
|
// Update the cursor for the setting to the new position.
|
|
this.optionCursors[settingIndex] = cursor;
|
|
|
|
// Change the color of the new selected option to indicate it's selected.
|
|
const newValueLabel = this.optionValueLabels[settingIndex][cursor];
|
|
newValueLabel.setColor(this.getTextColor(TextStyle.SETTINGS_SELECTED));
|
|
newValueLabel.setShadowColor(this.getTextColor(TextStyle.SETTINGS_SELECTED, true));
|
|
}
|
|
|
|
// If the save flag is set, save the setting to local storage
|
|
if (save) {
|
|
this.saveSettingToLocalStorage(setting, cursor);
|
|
}
|
|
|
|
return true; // Return true to indicate the cursor was successfully updated.
|
|
}
|
|
|
|
/**
|
|
* Update the scroll position of the settings UI.
|
|
*/
|
|
updateSettingsScroll(): void {
|
|
// Return immediately if the options container is not initialized.
|
|
if (!this.optionsContainer) {
|
|
return;
|
|
}
|
|
|
|
// Set the vertical position of the options container based on the current scroll cursor, multiplying by the item height.
|
|
this.optionsContainer.setY(-16 * this.scrollCursor);
|
|
|
|
// 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 + this.rowsToDisplay;
|
|
|
|
// Set the visibility of the setting label and its corresponding options.
|
|
this.settingLabels[s].setVisible(visible);
|
|
for (const option of this.optionValueLabels[s]) {
|
|
option.setVisible(visible);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Clear the UI elements and state.
|
|
*/
|
|
clear(): void {
|
|
super.clear();
|
|
|
|
// Hide the settings container to remove it from the view.
|
|
this.settingsContainer.setVisible(false);
|
|
|
|
// Remove the cursor from the UI.
|
|
this.eraseCursor();
|
|
}
|
|
|
|
/**
|
|
* Erase the cursor from the UI.
|
|
*/
|
|
eraseCursor(): void {
|
|
// Check if a cursor object exists.
|
|
if (this.cursorObj) {
|
|
this.cursorObj.destroy();
|
|
} // Destroy the cursor object to clean up resources.
|
|
|
|
// Set the cursor object reference to null to fully dereference it.
|
|
this.cursorObj = null;
|
|
}
|
|
}
|