Rewrote summary screen code

This commit is contained in:
Maruno17
2024-08-24 17:00:06 +01:00
parent 2c6fe70f0c
commit 45127be5b6
13 changed files with 1446 additions and 73 deletions

View File

@@ -3,11 +3,11 @@ module UI
# The visuals class.
#=============================================================================
class BaseVisuals
UI_FOLDER = "Graphics/UI/"
@@graphics_folder = "" # Subfolder in UI_FOLDER
@@background_filename = "bg"
@@text_colors = { # These color themes are added to @sprites[:overlay]
:default => [Color.new(72, 72, 72), Color.new(160, 160, 160)] # Base and shadow colour
UI_FOLDER = "Graphics/UI/"
GRAPHICS_FOLDER = "" # Subfolder in UI_FOLDER
BACKGROUND_FILENAME = "bg"
TEXT_COLOR_THEMES = { # These color themes are added to @sprites[:overlay]
:default => [Color.new(72, 172, 72), Color.new(160, 160, 160)] # Base and shadow colour
}
def initialize
@@ -17,7 +17,8 @@ module UI
initialize_bitmaps
initialize_background
initialize_overlay
# TODO: Initialize message box (and dialogue box?) for messages to use.
initialize_message_box
# TODO: Initialize dialogue box for messages to use?
initialize_sprites
refresh
end
@@ -31,19 +32,21 @@ module UI
end
def initialize_background
addBackgroundPlane(@sprites, :background, @@graphics_folder + background_filename, @viewport)
addBackgroundPlane(@sprites, :background, self.class::GRAPHICS_FOLDER + background_filename, @viewport)
@sprites[:background].z = -1000
end
def background_filename
return gendered_filename(@@background_filename)
def initialize_overlay
add_overlay(:overlay)
end
def initialize_overlay
@sprites[:overlay] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@sprites[:overlay].z = 1000
@@text_colors.each_pair { |key, values| @sprites[:overlay].add_text_theme(key, *values) }
pbSetSystemFont(@sprites[:overlay].bitmap)
def initialize_message_box
@sprites[:message_box] = Window_AdvancedTextPokemon.new("")
@sprites[:message_box].viewport = @viewport
@sprites[:message_box].z = 2000
@sprites[:message_box].visible = false
@sprites[:message_box].letterbyletter = true
pbBottomLeftLines(@sprites[:message_box], 2)
end
def initialize_sprites
@@ -51,6 +54,13 @@ module UI
#---------------------------------------------------------------------------
def add_overlay(key)
@sprites[key] = BitmapSprite.new(Graphics.width, Graphics.height, @viewport)
@sprites[key].z = 1000
self.class::TEXT_COLOR_THEMES.each_pair { |key, values| @sprites[key].add_text_theme(key, *values) }
pbSetSystemFont(@sprites[key].bitmap)
end
def add_icon_sprite(key, x, y, filename = nil)
@sprites[key] = IconSprite.new(x, y, @viewport)
@sprites[key].setBitmap(filename) if filename
@@ -77,7 +87,11 @@ module UI
#---------------------------------------------------------------------------
def graphics_folder
return UI_FOLDER + @@graphics_folder
return UI_FOLDER + self.class::GRAPHICS_FOLDER
end
def background_filename
return gendered_filename(self.class::BACKGROUND_FILENAME)
end
def gendered_filename(base_filename)
@@ -96,21 +110,124 @@ module UI
#---------------------------------------------------------------------------
def show_message(text)
pbMessage(text) { update_visuals }
@sprites[:message_box].text = text
@sprites[:message_box].visible = true
loop do
Graphics.update
Input.update
update_visuals
if @sprites[:message_box].busy?
if Input.trigger?(Input::USE)
pbPlayDecisionSE if @sprites[:message_box].pausing?
@sprites[:message_box].resume
end
elsif Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
break
end
end
@sprites[:message_box].visible = false
end
def show_confirm_message(text)
return pbConfirmMessage(text) { update_visuals }
ret = false
@sprites[:message_box].text = text
@sprites[:message_box].visible = true
using(cmd_window = Window_CommandPokemon.new([_INTL("Yes"), _INTL("No")])) do
cmd_window.z = @viewport.z + 1
cmd_window.visible = false
pbBottomRight(cmd_window)
cmd_window.y -= @sprites[:message_box].height
loop do
Graphics.update
Input.update
update_visuals
cmd_window.visible = true if !@sprites[:message_box].busy?
cmd_window.update
if !@sprites[:message_box].busy?
if Input.trigger?(Input::BACK)
pbPlayCancelSE
ret = false
break
elsif Input.trigger?(Input::USE) && @sprites[:message_box].resume
pbPlayDecisionSE
ret = (cmd_window.index == 0)
break
end
end
end
end
@sprites[:message_box].visible = false
return ret
end
def show_choice_message(text, options, cancel_index)
return pbMessage(text, options, cancel_index) { update_visuals }
def show_choice_message(text, options, index = 0)
ret = -1
commands = options
commands = options.values if options.is_a?(Hash)
@sprites[:message_box].text = text
@sprites[:message_box].visible = true
using(cmd_window = Window_CommandPokemon.new(commands)) do
cmd_window.z = @viewport.z + 1
cmd_window.visible = false
cmd_window.index = index
pbBottomRight(cmd_window)
cmd_window.y -= @sprites[:message_box].height
loop do
Graphics.update
Input.update
update_visuals
cmd_window.visible = true if !@sprites[:message_box].busy?
cmd_window.update
if !@sprites[:message_box].busy?
if Input.trigger?(Input::BACK)
pbPlayCancelSE
ret = -1
break
elsif Input.trigger?(Input::USE) && @sprites[:message_box].resume
pbPlayDecisionSE
ret = cmd_window.index
break
end
end
end
end
@sprites[:message_box].visible = false
ret = options.keys[ret] if options.is_a?(Hash)
return ret
end
def show_choice(options, index = 0)
ret = -1
commands = options
commands = options.values if options.is_a?(Hash)
using(cmd_window = Window_CommandPokemon.new(commands)) do
cmd_window.z = @viewport.z + 1
cmd_window.index = index
pbBottomRight(cmd_window)
loop do
Graphics.update
Input.update
update_visuals
cmd_window.update
if Input.trigger?(Input::BACK)
pbPlayCancelSE
ret = -1
break
elsif Input.trigger?(Input::USE)
pbPlayDecisionSE
ret = cmd_window.index
break
end
end
end
ret = options.keys[ret] if options.is_a?(Hash)
return ret
end
#---------------------------------------------------------------------------
def draw_text(string, text_x, text_y, align: :left, theme: :default, outline: :shadow, overlay: :overlay)
@sprites[overlay].draw_themed_text(string, text_x, text_y, align, theme, outline)
@sprites[overlay].draw_themed_text(string.to_s, text_x, text_y, align, theme, outline)
end
def draw_image(filename, image_x, image_y, src_x = 0, src_y = 0, src_width = -1, src_height = -1, overlay: :overlay)
@@ -141,10 +258,10 @@ module UI
return nil
end
def update
update_visuals
return update_input
end
# def update
# update_visuals
# return update_input
# end
#---------------------------------------------------------------------------
@@ -153,7 +270,8 @@ module UI
loop do
Graphics.update
Input.update
ret = update
update_visuals
ret = update_input
break if ret
end
return ret
@@ -164,9 +282,12 @@ module UI
# The logic class.
#=============================================================================
class BaseScreen
attr_reader :result
def initialize
@disposed = false
initialize_visuals
# TODO: Call main separately, not here?
main
end
@@ -198,20 +319,32 @@ module UI
@visuals.show_message(text)
end
alias pbDisplay show_message
def show_confirm_message(text)
return @visuals.show_confirm_message(text)
end
def show_choice_message(text, options, cancel_index)
return @visuals.show_choice_message(text, options, cancel_index)
alias pbConfirm show_confirm_message
def show_choice_message(text, options, initial_index = 0)
return @visuals.show_choice_message(text, options, initial_index)
end
def show_choice(options, initial_index = 0)
return @visuals.show_choice(options, initial_index)
end
alias pbShowCommands show_choice
#-----------------------------------------------------------------------------
def refresh
@visuals.refresh
end
#-----------------------------------------------------------------------------
def main
start_screen
loop do

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View File

@@ -2,12 +2,13 @@
#
#===============================================================================
class UI::TrainerCardVisuals < UI::BaseVisuals
@@graphics_folder = "Trainer Card/" # Subfolder in Graphics/UI
BADGE_SIZE = [32, 32] # [width, height] of a Gym Badge
BADGE_SPACING = 16 # Size of gap between adjacent Gym Badges
FIRST_BADGE_X = 72 # Left edge of the first Gym Badge
FIRST_BADGE_Y = 310 # Top edge of the first Gym Badge
BADGE_COUNT = 8 # Number of Gym Badges to show
GRAPHICS_FOLDER = "Trainer Card/" # Subfolder in Graphics/UI
BADGE_SIZE = [32, 32] # [width, height] of a Gym Badge
BADGE_SPACING = 16 # Size of gap between adjacent Gym Badges
FIRST_BADGE_X = 72 # Left edge of the first Gym Badge
FIRST_BADGE_Y = 310 # Top edge of the first Gym Badge
BADGE_COUNT = 8 # Number of Gym Badges to show
def initialize_sprites
# Trainer card