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Rewrote Bag screen
This commit is contained in:
883
Data/Scripts/016b_UI redesign/007_UI_Bag.rb
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883
Data/Scripts/016b_UI redesign/007_UI_Bag.rb
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#===============================================================================
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#
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#===============================================================================
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class UI::BagVisualsList < Window_DrawableCommand
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attr_accessor :sorting
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def initialize(bag, x, y, width, height, viewport)
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@bag = bag
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@sorting = false
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super(x, y, width, height, viewport)
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@selarrow = AnimatedBitmap.new(bag_folder + "cursor")
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@swaparrow = AnimatedBitmap.new(bag_folder + "cursor_swap")
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self.windowskin = nil
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end
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def dispose
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@swaparrow.dispose
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super
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end
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#-----------------------------------------------------------------------------
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def page_row_max; return UI::BagVisuals::ITEMS_VISIBLE; end
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def page_item_max; return page_row_max; end
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def itemCount
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return (@items&.length || 0) + 1 # The extra 1 is the Close Bag option
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end
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def bag_folder
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return UI::BagVisuals::UI_FOLDER + UI::BagVisuals::GRAPHICS_FOLDER
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end
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def items=(value)
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@items = value
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refresh
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end
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def item_id
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return (@items[self.index]) ? @items[self.index][0] : nil
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end
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#-----------------------------------------------------------------------------
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# Custom method that allows for an extra option to be displayed above and
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# below the main visible list.
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def itemRect(item)
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if item < 0 || item >= @item_max || item < self.top_item - 1 ||
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item > self.top_item + self.page_item_max
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return Rect.new(0, 0, 0, 0)
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end
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cursor_width = (self.width - self.borderX - ((@column_max - 1) * @column_spacing)) / @column_max
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x = item % @column_max * (cursor_width + @column_spacing)
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y = (item / @column_max * @row_height) - @virtualOy
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return Rect.new(x, y, cursor_width, @row_height)
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end
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#-----------------------------------------------------------------------------
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# This draws all the visible options first, and then draws the cursor. It also
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# draws an additional option above the main visible ones.
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def refresh
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@item_max = itemCount
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update_cursor_rect
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dwidth = self.width - self.borderX
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dheight = self.height - self.borderY
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self.contents = pbDoEnsureBitmap(self.contents, dwidth, dheight)
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self.contents.clear
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@item_max.times do |i|
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next if i < self.top_item - 1 || i > self.top_item + self.page_item_max
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drawItem(i, @item_max, itemRect(i))
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end
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drawCursor(self.index, itemRect(self.index))
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end
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def switching_base_color=(value)
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@switching_base_color = value
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end
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def switching_shadow_color=(value)
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@switching_shadow_color = value
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end
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def drawItem(index, _count, rect)
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textpos = []
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rect = Rect.new(rect.x + 16, rect.y + 16, rect.width - 16, rect.height)
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if index == self.itemCount - 1
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textpos.push([_INTL("CLOSE BAG"), rect.x, rect.y + 2, :left, self.baseColor, self.shadowColor])
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else
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this_item_id = @items[index][0]
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item_data = GameData::Item.get(this_item_id)
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baseColor = self.baseColor
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shadowColor = self.shadowColor
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if @sorting && index == self.index
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baseColor = @switching_base_color || self.baseColor
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shadowColor = @switching_shadow_color || self.shadowColor
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end
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# Draw item name
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textpos.push(
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[item_data.display_name, rect.x, rect.y + 2, :left, baseColor, shadowColor]
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)
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# Draw register icon
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showing_register_icon = false
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if item_data.is_important?
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if @bag.registered?(this_item_id)
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pbDrawImagePositions(
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self.contents,
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[[bag_folder + _INTL("icon_register"), rect.x + rect.width - 72, rect.y + 8, 0, 0, -1, 24]]
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)
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showing_register_icon = true
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elsif pbCanRegisterItem?(this_item_id)
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pbDrawImagePositions(
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self.contents,
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[[bag_folder + _INTL("icon_register"), rect.x + rect.width - 72, rect.y + 8, 0, 24, -1, 24]]
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)
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showing_register_icon = true
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end
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end
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# Draw quantity
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if item_data.show_quantity? && !showing_register_icon
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qty = @items[index][1]
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qtytext = _ISPRINTF("×{1: 3d}", qty)
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xQty = rect.x + rect.width - self.contents.text_size(qtytext).width - 16
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textpos.push([qtytext, xQty, rect.y + 2, :left, baseColor, shadowColor])
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end
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end
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pbDrawTextPositions(self.contents, textpos)
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end
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def drawCursor(index, rect)
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if self.index == index
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bmp = (@sorting) ? @swaparrow.bitmap : @selarrow.bitmap
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pbCopyBitmap(self.contents, bmp, rect.x, rect.y + 2)
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end
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end
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#-----------------------------------------------------------------------------
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def update
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super
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@uparrow.visible = false
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@downarrow.visible = false
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end
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end
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#===============================================================================
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#
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#===============================================================================
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class UI::BagVisuals < UI::BaseVisuals
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attr_reader :sprites
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GRAPHICS_FOLDER = "Bag/" # Subfolder in Graphics/UI
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TEXT_COLOR_THEMES = { # These color themes are added to @sprites[:overlay]
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:default => [Color.new(248, 248, 248), Color.new(104, 104, 104)], # Base and shadow colour
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# :white => [Color.new(248, 248, 248), Color.new(104, 104, 104)], # Summary screen's white
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# :black => [Color.new(64, 64, 64), Color.new(176, 176, 176)] # Summary screen's black
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:white => [Color.new(248, 248, 248), Color.new(0, 0, 0)],
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:black => [Color.new(88, 88, 80), Color.new(168, 184, 184)],
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:switching => [Color.new(224, 0, 0), Color.new(248, 144, 144)]
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}
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ITEMS_VISIBLE = 7
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def initialize(bag, mode = :normal)
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@bag = bag
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@mode = mode
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@pocket = @bag.last_viewed_pocket
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super()
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end
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def initialize_bitmaps
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@bitmaps[:slider] = AnimatedBitmap.new(graphics_folder + "icon_slider")
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@bitmaps[:pocket_icons] = AnimatedBitmap.new(graphics_folder + "icon_pocket")
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end
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def initialize_overlay
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super
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add_overlay(:slider_overlay, 36, 470 + 38 + 38)
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@sprites[:slider_overlay].x = 470
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@sprites[:slider_overlay].y = 54 - 38
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end
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def initialize_sprites
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initialize_pocket_sprites
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initialize_item_list
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initialize_item_sprites
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end
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def initialize_pocket_sprites
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@sprites[:bag] = IconSprite.new(30, 20, @viewport)
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@sprites[:pocket_icons] = BitmapSprite.new(186, 32, @viewport)
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@sprites[:pocket_icons].x = 0
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@sprites[:pocket_icons].y = 224
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# TODO: I won't need these two animated arrows once new ones are put next to
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# the pocket icons.
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# Arrow to indicate more ribbons are above the ones visible when navigating ribbons
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add_animated_arrow(:left_arrow, -4, 76, :left)
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@sprites[:left_arrow].z = 1700
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# TODO: Set visibility.
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# @sprites[:left_arrow].visible = (!@choosing || numfilledpockets > 1)
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# Arrow to indicate more ribbons are below the ones visible when navigating ribbons
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add_animated_arrow(:right_arrow, 150, 76, :right)
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@sprites[:right_arrow].z = 1700
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# TODO: Set visibility.
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# @sprites[:right_arrow].visible = (!@choosing || numfilledpockets > 1)
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end
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def initialize_item_list
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@sprites[:item_list] = UI::BagVisualsList.new(@bag, 168, -8, 314, 40 + 32 + (ITEMS_VISIBLE * 32), @viewport)
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@sprites[:item_list].baseColor = TEXT_COLOR_THEMES[:black][0]
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@sprites[:item_list].shadowColor = TEXT_COLOR_THEMES[:black][1]
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@sprites[:item_list].switching_base_color = TEXT_COLOR_THEMES[:switching][0]
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@sprites[:item_list].switching_shadow_color = TEXT_COLOR_THEMES[:switching][1]
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@sprites[:item_list].items = @bag.pockets[@pocket]
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@sprites[:item_list].index = @bag.last_viewed_index(@pocket)
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@sprites[:item_list].active = false
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end
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def initialize_item_sprites
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# Selected item's icon
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@sprites[:item_icon] = ItemIconSprite.new(48, Graphics.height - 48, nil, @viewport)
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# Selected item's description text box
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@sprites[:item_description] = Window_UnformattedTextPokemon.newWithSize(
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"", 72, 272, Graphics.width - 96, 128, @viewport
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)
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@sprites[:item_description].baseColor = TEXT_COLOR_THEMES[:white][0]
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@sprites[:item_description].shadowColor = TEXT_COLOR_THEMES[:white][1]
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@sprites[:item_description].visible = true
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@sprites[:item_description].windowskin = nil
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end
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#-----------------------------------------------------------------------------
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def background_filename
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return gendered_filename(self.class::BACKGROUND_FILENAME + "_" + @pocket.to_s)
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end
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def index
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return @sprites[:item_list].index
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end
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def item
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return @sprites[:item_list].item_id
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end
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#-----------------------------------------------------------------------------
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def set_filter_proc(filter_proc)
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@filter_proc = filter_proc
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# Create filtered pocket lists
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@filtered_list = []
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(1...@bag.pockets.length).each do |pckt|
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@filtered_list[pckt] = []
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@bag.pockets[pckt].length.times do |j|
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@filtered_list[pckt].push(@bag.pockets[pckt][j]) if @filter_proc.call(@bag.pockets[pckt][j][0])
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end
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end
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# Ensure current pocket is one that isn't empty
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new_pocket = 1
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if @mode == :choose_item_in_battle && !@filtered_list[@bag.last_viewed_pocket].empty?
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new_pocket = @bag.last_viewed_pocket
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end
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num_pockets = PokemonBag.pocket_count
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num_pockets.times do |i|
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next_pocket = new_pocket + i
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next_pocket -= num_pockets if next_pocket > num_pockets
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next if @filtered_list[next_pocket].empty?
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new_pocket = next_pocket
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break
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end
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new_pocket = 1 if @filtered_list[new_pocket].empty? # In case all pockets are empty
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# Set the new pocket
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set_pocket(new_pocket)
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@sprites[:item_list].index = 0
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end
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def set_pocket(new_pocket)
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@pocket = new_pocket
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@bag.last_viewed_pocket = @pocket
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if @filtered_list
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@sprites[:item_list].items = @filtered_list[@pocket]
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else
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@sprites[:item_list].items = @bag.pockets[@pocket]
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end
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@sprites[:item_list].index = @bag.last_viewed_index(@pocket)
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refresh
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end
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def go_to_next_pocket
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new_pocket = @pocket
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loop do
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new_pocket = (new_pocket >= PokemonBag.pocket_count) ? 1 : new_pocket + 1
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break if ![:choose_item, :choose_item_in_battle].include?(@mode)
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break if new_pocket == @pocket # Bag is empty somehow
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if @filtered_list
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break if @filtered_list[new_pocket].length > 0
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else
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break if @bag.pockets[new_pocket].length > 0
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end
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end
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return if new_pocket == @pocket
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pbPlayCursorSE
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set_pocket(new_pocket)
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end
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def go_to_previous_pocket
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new_pocket = @pocket
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loop do
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new_pocket = (new_pocket <= 1) ? PokemonBag.pocket_count : new_pocket - 1
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break if ![:choose_item, :choose_item_in_battle].include?(@mode)
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break if new_pocket == @pocket # Bag is empty somehow
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if @filtered_list
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break if @filtered_list[new_pocket].length > 0
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else
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break if @bag.pockets[new_pocket].length > 0
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end
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end
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return if new_pocket == @pocket
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pbPlayCursorSE
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set_pocket(new_pocket)
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end
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def switch_index
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return @switch_index || -1
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end
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def can_switch?
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return false if @mode != :normal || @filtered_list
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return false if @bag.pockets[@pocket].length <= 1
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return false if index >= @bag.pockets[@pocket].length
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return false if Settings::BAG_POCKET_AUTO_SORT[@pocket - 1]
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return true
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end
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def switching?
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return switch_index >= 0
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end
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def start_switching(sw_index)
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@switch_index = sw_index
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@sprites[:item_list].sorting = true
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refresh_item_list
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end
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def end_switching
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@switch_index = -1
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@sprites[:item_list].sorting = false
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refresh_item_list
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end
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def cancel_switching
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this_pocket = @bag.pockets[@pocket]
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this_pocket.insert(@switch_index, this_pocket.delete_at(@sprites[:item_list].index))
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@sprites[:item_list].items = this_pocket
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@sprites[:item_list].index = @switch_index
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end_switching
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refresh
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end
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#-----------------------------------------------------------------------------
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def refresh
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super
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refresh_background
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refresh_pocket_icons
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refresh_pocket
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refresh_item_list
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refresh_slider
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refresh_selected_item
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end
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def refresh_background
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@sprites[:background].setBitmap(graphics_folder + background_filename)
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end
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def refresh_pocket_icons
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@sprites[:pocket_icons].bitmap.clear
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# Draw the pocket icons
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if [:choose_item, :choose_item_in_battle].include?(@mode) && @filtered_list
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(1...@bag.pockets.length).each do |i|
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next if @filtered_list[i].length > 0
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draw_image(@bitmaps[:pocket_icons], 6 + ((i - 1) * 22), 6,
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(i - 1) * 20, 28, 20, 20, overlay: :pocket_icons)
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end
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end
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draw_image(@bitmaps[:pocket_icons], 2 + ((@pocket - 1) * 22), 2,
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(@pocket - 1) * 28, 0, 28, 28, overlay: :pocket_icons)
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# TODO: Draw the left and right arrows, if @mode != :choose_item ||
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# @filtered_list has 2+ non-empty pockets.
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end
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def refresh_pocket
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# Draw pocket's name
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draw_text(PokemonBag.pocket_names[@pocket - 1], 94, 186, align: :center, theme: :black)
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# Set the bag sprite
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bag_sprite_filename = graphics_folder + gendered_filename(sprintf("bag_%d", @pocket))
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@sprites[:bag].setBitmap(bag_sprite_filename)
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end
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def refresh_item_list
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@sprites[:item_list].refresh
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end
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# TODO: Probably turn this method into a helper method. Put the defined values
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# in constants so that initializing the slider overlay can use them to
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# automatically determine its size.
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def refresh_slider
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@sprites[:slider_overlay].bitmap.clear
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# Define useful values
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slider_rects = {
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:up_arrow => [0, 0, 36, 38],
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:down_arrow => [0, 38, 36, 38],
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:box_top => [36, 0, 36, 4],
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:box_middle => [36, 4, 36, 16],
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:box_bottom => [36, 20, 36, 18]
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}
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slider_x = 0
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slider_y = slider_rects[:up_arrow][3]
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slider_height = 174
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min_box_height = slider_rects[:box_top][3] + slider_rects[:box_middle][3] + slider_rects[:box_bottom][3]
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# Draw things
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show_slider = false
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# Draw slider up arrow
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if @sprites[:item_list].top_row > 0
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draw_image(@bitmaps[:slider], slider_x, slider_y - slider_rects[:up_arrow][3],
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*slider_rects[:up_arrow], overlay: :slider_overlay)
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show_slider = true
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end
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# Draw slider down arrow
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if @sprites[:item_list].top_item + @sprites[:item_list].page_item_max < @sprites[:item_list].itemCount
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draw_image(@bitmaps[:slider], slider_x, slider_y + slider_height,
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*slider_rects[:down_arrow], overlay: :slider_overlay)
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show_slider = true
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end
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# Draw slider box
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if show_slider
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box_height = (slider_height * @sprites[:item_list].page_row_max / @sprites[:item_list].row_max).floor
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box_height += [(slider_height - box_height) / 2, slider_height / 6].min # Make it bigger than expected
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box_height = [box_height.floor, min_box_height].max
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box_y = slider_rects[:up_arrow][3]
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box_y += ((slider_height - box_height) * @sprites[:item_list].top_row / (@sprites[:item_list].row_max - @sprites[:item_list].page_row_max)).floor
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# Draw slider box top
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draw_image(@bitmaps[:slider], slider_x, box_y,
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*slider_rects[:box_top], overlay: :slider_overlay)
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# Draw slider box middle
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middle_height = box_height - slider_rects[:box_top][3] - slider_rects[:box_bottom][3]
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iterations = (middle_height / slider_rects[:box_middle][3].to_f).ceil
|
||||
iterations.times do |i|
|
||||
segment_y = box_y + slider_rects[:box_top][3] + (i * slider_rects[:box_middle][3])
|
||||
box_middle_rect = slider_rects[:box_middle].clone
|
||||
if i == iterations - 1 # Last part
|
||||
box_middle_rect[3] = middle_height - (i * slider_rects[:box_middle][3])
|
||||
end
|
||||
draw_image(@bitmaps[:slider], slider_x, segment_y,
|
||||
*box_middle_rect, overlay: :slider_overlay)
|
||||
end
|
||||
# Draw slider box bottom
|
||||
draw_image(@bitmaps[:slider], slider_x, box_y + box_height - slider_rects[:box_bottom][3],
|
||||
*slider_rects[:box_bottom], overlay: :slider_overlay)
|
||||
end
|
||||
end
|
||||
|
||||
def refresh_selected_item
|
||||
selected_item = item
|
||||
# Set the selected item's icon
|
||||
@sprites[:item_icon].item = selected_item
|
||||
# Set the selected item's description
|
||||
if selected_item
|
||||
@sprites[:item_description].text = GameData::Item.get(selected_item).description
|
||||
else
|
||||
@sprites[:item_description].text = _INTL("Close bag.")
|
||||
end
|
||||
end
|
||||
|
||||
def refresh_on_index_changed(old_index)
|
||||
if switching?
|
||||
# Skip past "Cancel"
|
||||
this_pocket = @bag.pockets[@pocket]
|
||||
if index >= this_pocket.length
|
||||
@sprites[:item_list].index = (old_index == this_pocket.length - 1) ? 0 : this_pocket.length - 1
|
||||
end
|
||||
# Move the item being switched
|
||||
this_pocket.insert(index, this_pocket.delete_at(old_index))
|
||||
@sprites[:item_list].items = this_pocket
|
||||
end
|
||||
@bag.set_last_viewed_index(@pocket, index)
|
||||
refresh_slider
|
||||
refresh_selected_item
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
|
||||
def update_input
|
||||
# Check for movement to a new pocket
|
||||
if Input.repeat?(Input::LEFT)
|
||||
go_to_previous_pocket if !switching?
|
||||
elsif Input.repeat?(Input::RIGHT)
|
||||
go_to_next_pocket if !switching?
|
||||
end
|
||||
# Check for interaction
|
||||
if Input.trigger?(Input::USE)
|
||||
return update_interaction(Input::USE)
|
||||
elsif Input.trigger?(Input::BACK)
|
||||
return update_interaction(Input::BACK)
|
||||
elsif Input.trigger?(Input::ACTION)
|
||||
return update_interaction(Input::ACTION)
|
||||
elsif Input.trigger?(Input::SPECIAL)
|
||||
return update_interaction(Input::SPECIAL)
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
def update_interaction(input)
|
||||
case input
|
||||
when Input::USE
|
||||
if switching?
|
||||
pbPlayDecisionSE
|
||||
return :switch_item_end
|
||||
end
|
||||
if !item # "CLOSE BAG"
|
||||
pbPlayCloseMenuSE
|
||||
return :quit
|
||||
end
|
||||
pbPlayDecisionSE
|
||||
return :interact_menu
|
||||
when Input::ACTION
|
||||
if switching?
|
||||
pbPlayDecisionSE
|
||||
return :switch_item_end
|
||||
elsif can_switch?
|
||||
pbPlayDecisionSE
|
||||
return :switch_item_start
|
||||
end
|
||||
when Input::SPECIAL
|
||||
# TODO: May be unused. Originally toggled registering an item, but this
|
||||
# has been disabled for ages.
|
||||
when Input::BACK
|
||||
if switching?
|
||||
pbPlayCancelSE
|
||||
return :switch_item_cancel
|
||||
end
|
||||
pbPlayCloseMenuSE
|
||||
return :quit
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
def navigate
|
||||
@sprites[:item_list].active = true
|
||||
ret = super
|
||||
@sprites[:item_list].active = false
|
||||
return ret
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
|
||||
def update_input_choose_item
|
||||
# Check for movement to a new pocket
|
||||
if Input.repeat?(Input::LEFT)
|
||||
go_to_previous_pocket
|
||||
elsif Input.repeat?(Input::RIGHT)
|
||||
go_to_next_pocket
|
||||
end
|
||||
# Check for interaction
|
||||
if Input.trigger?(Input::USE)
|
||||
return update_interaction_choose_item(Input::USE)
|
||||
elsif Input.trigger?(Input::BACK)
|
||||
return update_interaction_choose_item(Input::BACK)
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
def update_interaction_choose_item(input)
|
||||
case input
|
||||
when Input::USE
|
||||
if !item # "CLOSE BAG"
|
||||
pbPlayCloseMenuSE
|
||||
return :quit
|
||||
end
|
||||
pbPlayDecisionSE
|
||||
return :chosen
|
||||
when Input::BACK
|
||||
pbPlayCloseMenuSE
|
||||
return :quit
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
def navigate_choose_item
|
||||
@sprites[:item_list].active = true
|
||||
ret = nil
|
||||
loop do
|
||||
Graphics.update
|
||||
Input.update
|
||||
old_index = index
|
||||
update_visuals
|
||||
refresh_on_index_changed(old_index) if index != old_index
|
||||
ret = update_input_choose_item
|
||||
break if ret
|
||||
end
|
||||
@sprites[:item_list].active = false
|
||||
return ret
|
||||
end
|
||||
end
|
||||
|
||||
#===============================================================================
|
||||
#
|
||||
#===============================================================================
|
||||
class UI::Bag < UI::BaseScreen
|
||||
attr_reader :bag
|
||||
|
||||
SCREEN_ID = :bag_screen
|
||||
|
||||
def initialize(bag, mode: :normal)
|
||||
@bag = bag
|
||||
@mode = mode
|
||||
super()
|
||||
end
|
||||
|
||||
def initialize_visuals
|
||||
@visuals = UI::BagVisuals.new(@bag, @mode)
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
|
||||
def item
|
||||
return nil if @visuals.item.nil?
|
||||
return GameData::Item.get(@visuals.item)
|
||||
end
|
||||
|
||||
def set_filter_proc(filter_proc)
|
||||
@visuals.set_filter_proc(filter_proc)
|
||||
end
|
||||
|
||||
def switch_index
|
||||
return @visuals.switch_index
|
||||
end
|
||||
|
||||
def switching?
|
||||
return @visuals.switching?
|
||||
end
|
||||
|
||||
def start_switching(index = nil)
|
||||
@visuals.start_switching(index || @visuals.index)
|
||||
end
|
||||
|
||||
def cancel_switching
|
||||
@visuals.cancel_switching
|
||||
end
|
||||
|
||||
def switch_items(index1, index2)
|
||||
@visuals.end_switching
|
||||
end
|
||||
|
||||
#-----------------------------------------------------------------------------
|
||||
|
||||
def choose_item
|
||||
start_screen
|
||||
loop do
|
||||
on_start_main_loop
|
||||
chosen_item = choose_item_core
|
||||
if chosen_item && block_given?
|
||||
next if !yield chosen_item
|
||||
end
|
||||
@result = chosen_item
|
||||
break
|
||||
end
|
||||
end_screen
|
||||
return @result
|
||||
end
|
||||
|
||||
def choose_item_core
|
||||
command = @visuals.navigate_choose_item
|
||||
return item.id if command == :chosen
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
#===============================================================================
|
||||
#
|
||||
#===============================================================================
|
||||
# Shows a choice menu using the MenuHandlers options below.
|
||||
UIActionHandlers.add(UI::Bag::SCREEN_ID, :screen_menu, {
|
||||
:menu => :bag_screen_menu,
|
||||
:menu_message => proc { |screen| _INTL("Choose an option.") }
|
||||
})
|
||||
|
||||
#-------------------------------------------------------------------------------
|
||||
|
||||
# Shows a choice menu using the MenuHandlers options below.
|
||||
UIActionHandlers.add(UI::Bag::SCREEN_ID, :interact_menu, {
|
||||
:menu => :bag_screen_interact,
|
||||
:menu_message => proc { |screen| _INTL("{1} is selected.", screen.item.name) }
|
||||
})
|
||||
|
||||
UIActionHandlers.add(UI::Bag::SCREEN_ID, :read_mail, {
|
||||
:effect => proc { |screen|
|
||||
pbFadeOutInWithUpdate(screen.sprites) do
|
||||
pbDisplayMail(Mail.new(screen.item.id, "", ""))
|
||||
end
|
||||
}
|
||||
})
|
||||
|
||||
UIActionHandlers.add(UI::Bag::SCREEN_ID, :use, {
|
||||
:returns_value => true,
|
||||
:effect => proc { |screen|
|
||||
item = screen.item.id
|
||||
ret = pbUseItem(screen.bag, item, screen)
|
||||
# ret: 0=Item wasn't used; 1=Item used; 2=Close Bag to use in field
|
||||
if ret == 2
|
||||
screen.result = item
|
||||
next :quit
|
||||
end
|
||||
screen.refresh
|
||||
next nil
|
||||
}
|
||||
})
|
||||
|
||||
UIActionHandlers.add(UI::Bag::SCREEN_ID, :give, {
|
||||
:effect => proc { |screen|
|
||||
if $player.pokemon_count == 0
|
||||
screen.show_message(_INTL("There is no Pokémon."))
|
||||
elsif screen.item.is_important?
|
||||
screen.show_message(_INTL("The {1} can't be held.", screen.item.portion_name))
|
||||
else
|
||||
pbFadeOutInWithUpdate(screen.sprites) do
|
||||
party_screen = UI::Party.new($player.party, mode: :choose_pokemon)
|
||||
party_screen.choose_pokemon do |pkmn, party_index|
|
||||
pbGiveItemToPokemon(screen.item.id, party_screen.pokemon, party_screen, party_index) if party_index >= 0
|
||||
next true
|
||||
end
|
||||
screen.refresh
|
||||
end
|
||||
end
|
||||
}
|
||||
})
|
||||
|
||||
UIActionHandlers.add(UI::Bag::SCREEN_ID, :toss, {
|
||||
:effect => proc { |screen|
|
||||
qty = screen.bag.quantity(screen.item.id)
|
||||
if qty > 1
|
||||
help_text = _INTL("Toss out how many {1}?", screen.item.portion_name_plural)
|
||||
qty = screen.choose_number(help_text, qty)
|
||||
end
|
||||
if qty > 0
|
||||
item_name = (qty > 1) ? screen.item.portion_name_plural : screen.item.portion_name
|
||||
if screen.show_confirm_message(_INTL("Is it OK to throw away {1} {2}?", qty, item_name))
|
||||
qty.times { screen.bag.remove(screen.item.id) }
|
||||
screen.refresh
|
||||
screen.show_message(_INTL("Threw away {1} {2}.", qty, item_name))
|
||||
end
|
||||
end
|
||||
}
|
||||
})
|
||||
|
||||
# Handles both registering and unregistering the item.
|
||||
UIActionHandlers.add(UI::Bag::SCREEN_ID, :register, {
|
||||
:effect => proc { |screen|
|
||||
if screen.bag.registered?(screen.item.id)
|
||||
screen.bag.unregister(screen.item.id)
|
||||
else
|
||||
screen.bag.register(screen.item.id)
|
||||
end
|
||||
screen.refresh
|
||||
}
|
||||
})
|
||||
|
||||
UIActionHandlers.add(UI::Bag::SCREEN_ID, :debug, {
|
||||
:effect => proc { |screen|
|
||||
command = 0
|
||||
loop do
|
||||
command = screen.show_choice_message(
|
||||
_INTL("Do what with {1}?", screen.item.name),
|
||||
[_INTL("Change quantity"), _INTL("Make Mystery Gift"), _INTL("Cancel")], command)
|
||||
case command
|
||||
when 0 # Change quantity
|
||||
qty = screen.bag.quantity(screen.item.id)
|
||||
item_name_plural = screen.item.name_plural
|
||||
params = ChooseNumberParams.new
|
||||
params.setRange(0, Settings::BAG_MAX_PER_SLOT)
|
||||
params.setDefaultValue(qty)
|
||||
new_qty = screen.choose_number(
|
||||
_INTL("Choose new quantity of {1} (max. {2}).", item_name_plural, Settings::BAG_MAX_PER_SLOT), params
|
||||
)
|
||||
if new_qty > qty
|
||||
screen.bag.add(screen.item.id, new_qty - qty)
|
||||
elsif new_qty < qty
|
||||
screen.bag.remove(screen.item.id, qty - new_qty)
|
||||
end
|
||||
screen.refresh
|
||||
break if new_qty == 0
|
||||
when 1 # Make Mystery Gift
|
||||
pbCreateMysteryGift(1, screen.item.id)
|
||||
else
|
||||
break
|
||||
end
|
||||
end
|
||||
}
|
||||
})
|
||||
|
||||
#-------------------------------------------------------------------------------
|
||||
|
||||
UIActionHandlers.add(UI::Bag::SCREEN_ID, :switch_item_start, {
|
||||
:effect => proc { |screen|
|
||||
screen.start_switching
|
||||
}
|
||||
})
|
||||
|
||||
UIActionHandlers.add(UI::Bag::SCREEN_ID, :switch_item_end, {
|
||||
:effect => proc { |screen|
|
||||
screen.switch_items(screen.switch_index, screen.index)
|
||||
}
|
||||
})
|
||||
|
||||
UIActionHandlers.add(UI::Bag::SCREEN_ID, :switch_item_cancel, {
|
||||
:effect => proc { |screen|
|
||||
screen.cancel_switching
|
||||
}
|
||||
})
|
||||
|
||||
#===============================================================================
|
||||
# Menu options for choice menus that exist in the party screen.
|
||||
#===============================================================================
|
||||
MenuHandlers.add(:bag_screen_menu, :open_storage, {
|
||||
"name" => _INTL("Access Pokémon Boxes"),
|
||||
"order" => 10,
|
||||
# "condition" => proc { |screen| next screen.can_access_storage? }
|
||||
})
|
||||
|
||||
MenuHandlers.add(:bag_screen_menu, :cancel, {
|
||||
"name" => _INTL("Cancel"),
|
||||
"order" => 9999
|
||||
})
|
||||
|
||||
#-------------------------------------------------------------------------------
|
||||
|
||||
MenuHandlers.add(:bag_screen_interact, :read_mail, {
|
||||
"name" => _INTL("Read"),
|
||||
"order" => 10,
|
||||
"condition" => proc { |screen| next screen.item.is_mail? }
|
||||
})
|
||||
|
||||
MenuHandlers.add(:bag_screen_interact, :use, {
|
||||
"name" => proc { |screen|
|
||||
next ItemHandlers.getUseText(screen.item.id) if ItemHandlers.hasUseText(screen.item.id)
|
||||
next _INTL("Use")
|
||||
},
|
||||
"order" => 20,
|
||||
"condition" => proc { |screen|
|
||||
next ItemHandlers.hasOutHandler(screen.item.id) || (screen.item.is_machine? && $player.party.length > 0)
|
||||
}
|
||||
})
|
||||
|
||||
MenuHandlers.add(:bag_screen_interact, :give, {
|
||||
"name" => _INTL("Give"),
|
||||
"order" => 30,
|
||||
"condition" => proc { |screen| next $player.pokemon_party.length > 0 && screen.item.can_hold? }
|
||||
})
|
||||
|
||||
MenuHandlers.add(:bag_screen_interact, :toss, {
|
||||
"name" => _INTL("Toss"),
|
||||
"order" => 40,
|
||||
"condition" => proc { |screen| next !screen.item.is_important? || $DEBUG }
|
||||
})
|
||||
|
||||
MenuHandlers.add(:bag_screen_interact, :register, {
|
||||
"name" => proc { |screen|
|
||||
next _INTL("Deselect") if $bag.registered?(screen.item.id)
|
||||
next _INTL("Select")
|
||||
},
|
||||
"order" => 50,
|
||||
"condition" => proc { |screen| next pbCanRegisterItem?(screen.item.id) }
|
||||
})
|
||||
|
||||
MenuHandlers.add(:bag_screen_interact, :debug, {
|
||||
"name" => _INTL("Debug"),
|
||||
"order" => 60,
|
||||
"condition" => proc { |screen| next $DEBUG }
|
||||
})
|
||||
|
||||
MenuHandlers.add(:bag_screen_interact, :cancel, {
|
||||
"name" => _INTL("Cancel"),
|
||||
"order" => 9999
|
||||
})
|
||||
Reference in New Issue
Block a user