mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 21:24:59 +00:00
702 lines
22 KiB
Ruby
702 lines
22 KiB
Ruby
module UI
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#=============================================================================
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# The visuals class.
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#=============================================================================
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module SpriteContainerMixin
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UI_FOLDER = "Graphics/UI/"
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GRAPHICS_FOLDER = "" # Subfolder in UI_FOLDER
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TEXT_COLOR_THEMES = { # These color themes are added to @sprites[:overlay]
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:default => [Color.new(72, 72, 72), Color.new(160, 160, 160)] # Base and shadow colour
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}
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def add_overlay(overlay, overlay_width = -1, overlay_height = -1)
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overlay_width = Graphics.width if overlay_width < 0
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overlay_height = Graphics.height if overlay_height < 0
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@sprites[overlay] = BitmapSprite.new(overlay_width, overlay_height, @viewport)
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@sprites[overlay].z = 1000
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self.class::TEXT_COLOR_THEMES.each_pair { |key, values| @sprites[overlay].add_text_theme(key, *values) }
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pbSetSystemFont(@sprites[overlay].bitmap)
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end
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def add_icon_sprite(key, x, y, filename = nil)
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@sprites[key] = IconSprite.new(x, y, @viewport)
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@sprites[key].setBitmap(filename) if filename
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end
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def add_animated_arrow(key, x, y, direction)
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case direction
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when :up
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@sprites[key] = AnimatedSprite.new(UI_FOLDER + "up_arrow", 8, 28, 40, 2, @viewport)
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when :down
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@sprites[key] = AnimatedSprite.new(UI_FOLDER + "down_arrow", 8, 28, 40, 2, @viewport)
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when :left
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@sprites[key] = AnimatedSprite.new(UI_FOLDER + "left_arrow", 8, 40, 28, 2, @viewport)
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when :right
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@sprites[key] = AnimatedSprite.new(UI_FOLDER + "right_arrow", 8, 40, 28, 2, @viewport)
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end
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@sprites[key].x = x
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@sprites[key].y = y
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@sprites[key].visible = false
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@sprites[key].play
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end
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#---------------------------------------------------------------------------
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def dispose
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@sprites.each_value { |s| s.dispose if s && !s.disposed? }
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@sprites.clear
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@bitmaps.each_value { |b| b.dispose if b && !b.disposed? }
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@bitmaps.clear
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@disposed = true
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end
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def disposed?
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return !!@disposed
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end
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#---------------------------------------------------------------------------
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def graphics_folder
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return UI_FOLDER + self.class::GRAPHICS_FOLDER
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end
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def background_filename
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return gendered_filename(self.class::BACKGROUND_FILENAME)
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end
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def gendered_filename(base_filename)
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return filename_with_appendix(base_filename, "_f") if $player.female?
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return base_filename
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end
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def filename_with_appendix(base_filename, appendix)
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if appendix && appendix != ""
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trial_filename = base_filename + appendix
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return trial_filename if pbResolveBitmap(graphics_folder + trial_filename)
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end
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return base_filename
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end
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#---------------------------------------------------------------------------
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# NOTE: max_width should include the width of the text shadow at the end of
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# the string (because characters in the font have a blank 2 pixels
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# after them for the shadow to occupy).
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def crop_text(string, max_width, continue_string = "…", overlay: :overlay)
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return string if max_width <= 0
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return string if @sprites[overlay].bitmap.text_size(string).width <= max_width
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ret = string
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continue_width = @sprites[overlay].bitmap.text_size(continue_string).width
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loop do
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ret = ret[0...-1]
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break if @sprites[overlay].bitmap.text_size(ret).width <= max_width - continue_width
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end
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ret += continue_string
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return ret
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end
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#---------------------------------------------------------------------------
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def draw_text(string, text_x, text_y, align: :left, theme: :default, outline: :shadow, overlay: :overlay)
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@sprites[overlay].draw_themed_text(string.to_s, text_x, text_y, align, theme, outline)
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end
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def draw_paragraph_text(string, text_x, text_y, text_width, num_lines, theme: :default, overlay: :overlay)
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drawTextEx(@sprites[overlay].bitmap, text_x, text_y, text_width, num_lines,
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string, *self.class::TEXT_COLOR_THEMES[theme])
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end
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# NOTE: This also draws string in a paragraph, but with no limit on the
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# number of lines.
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def draw_formatted_text(string, text_x, text_y, text_width, theme: :default, overlay: :overlay)
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drawFormattedTextEx(@sprites[overlay].bitmap, text_x, text_y, text_width,
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string, *self.class::TEXT_COLOR_THEMES[theme])
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end
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def draw_image(filename, image_x, image_y, src_x = 0, src_y = 0, src_width = -1, src_height = -1, overlay: :overlay)
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@sprites[overlay].draw_image(filename, image_x, image_y, src_x, src_y, src_width, src_height)
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end
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# The image is assumed to be the digits 0-9 and then a "/", all the same
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# width, in a horizontal row.
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def draw_number_from_image(bitmap, string, text_x, text_y, align: :left, overlay: :overlay)
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string = string.to_s
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raise _INTL("Can't draw {1} as a number.", string) if !string.scan(/[^\d\/]/).empty?
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char_width = bitmap.width / 11
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char_height = bitmap.height
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chars = string.split(//)
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chars.reverse! if align == :right
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chars.length.times do |i|
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char = chars[i]
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index = (char == "/") ? 10 : char.to_i
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char_x = (align == :right) ? text_x - ((i + 1) * char_width) : text_x + (i * char_width)
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draw_image(bitmap, char_x, text_y,
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index * char_width, 0, char_width, char_height, overlay: overlay)
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end
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end
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SLIDER_COORDS = { # Size of elements in slider graphic
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:arrow_size => [24, 28],
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:box_heights => [4, 8, 18] # Heights of top, middle and bottom segments of slider box
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}
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# slider_height includes the heights of the arrows at either end.
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def draw_slider(bitmap, slider_x, slider_y, slider_height, visible_top, visible_height, total_height, hide_if_inactive: :false, overlay: :overlay)
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coords = self.class::SLIDER_COORDS
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bar_y = slider_y + coords[:arrow_size][1]
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bar_height = slider_height - (2 * coords[:arrow_size][1])
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bar_segment_height = coords[:box_heights].sum # Also minimum height of slider box
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show_up_arrow = (visible_top > 0)
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show_down_arrow = (visible_top + visible_height < total_height)
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return if hide_if_inactive && !show_up_arrow && !show_down_arrow
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# Draw up arrow
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x_offset = (show_up_arrow) ? coords[:arrow_size][0] : 0
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draw_image(bitmap, slider_x, slider_y,
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x_offset, 0, *coords[:arrow_size], overlay: overlay)
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# Draw down arrow
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x_offset = (show_down_arrow) ? coords[:arrow_size][0] : 0
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draw_image(bitmap, slider_x, slider_y + slider_height - coords[:arrow_size][1],
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x_offset, coords[:arrow_size][1] + bar_segment_height, *coords[:arrow_size], overlay: overlay)
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# Draw bar background
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iterations = (bar_height / bar_segment_height.to_f).ceil
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iterations.times do |i|
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segment_y = bar_y + (i * bar_segment_height)
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iteration_height = bar_segment_height
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iteration_height = bar_height - (i * bar_segment_height) if i == iterations - 1 # Last part
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draw_image(bitmap, slider_x, segment_y,
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0, coords[:arrow_size][1], coords[:arrow_size][0], iteration_height, overlay: overlay)
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end
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# Draw slider box
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if show_up_arrow || show_down_arrow
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box_height = (bar_height * visible_height / total_height).floor
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box_height += [(bar_height - box_height) / 2, bar_height / 6].min # Make it bigger than expected
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box_height = [box_height.floor, bar_segment_height].max
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box_y = bar_y
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box_y += ((bar_height - box_height) * visible_top / (total_height - visible_height)).floor
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# Draw slider box top
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draw_image(bitmap, slider_x, box_y,
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coords[:arrow_size][0], coords[:arrow_size][1],
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coords[:arrow_size][0], coords[:box_heights][0], overlay: overlay)
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# Draw slider box middle
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middle_height = box_height - coords[:box_heights][0] - coords[:box_heights][2]
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iterations = (middle_height / coords[:box_heights][1].to_f).ceil
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iterations.times do |i|
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segment_y = box_y + coords[:box_heights][0] + (i * coords[:box_heights][1])
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iteration_height = coords[:box_heights][1]
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iteration_height = middle_height - (i * coords[:box_heights][1]) if i == iterations - 1 # Last part
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draw_image(bitmap, slider_x, segment_y,
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coords[:arrow_size][0], coords[:arrow_size][1] + coords[:box_heights][0],
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coords[:arrow_size][0], iteration_height, overlay: overlay)
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end
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# Draw slider box bottom
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draw_image(bitmap, slider_x, box_y + box_height - coords[:box_heights][2],
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coords[:arrow_size][0], coords[:arrow_size][1] + coords[:box_heights][0] + coords[:box_heights][1],
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coords[:arrow_size][0], coords[:box_heights][2], overlay: overlay)
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end
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end
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#---------------------------------------------------------------------------
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# Redraw everything on the screen.
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def refresh
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refresh_overlay
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end
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def refresh_overlay
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@sprites[:overlay].bitmap.clear if @sprites[:overlay]
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end
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#---------------------------------------------------------------------------
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def update_visuals
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pbUpdateSpriteHash(@sprites)
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end
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def update
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update_visuals
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end
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end
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#=============================================================================
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# The visuals class.
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#=============================================================================
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class SpriteContainer
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attr_reader :x, :y, :z, :visible, :color
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include SpriteContainerMixin
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def initialize(viewport)
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@viewport = viewport
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@x ||= 0
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@y ||= 0
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@z ||= 0
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@visible = true
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@color = Color.new(0, 0, 0, 0)
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@bitmaps = {}
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@sprites = {}
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@sprites_values = {}
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initialize_bitmaps
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initialize_sprites
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refresh_sprites_values
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end
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def initialize_bitmaps
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end
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def initialize_sprites
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end
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#---------------------------------------------------------------------------
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# x, y, z, visible, opacity, color
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def x=(value)
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@x = value
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@sprites.each_pair do |key, sprite|
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sprite.x = @x + @sprites_values[key][:x]
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end
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end
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def y=(value)
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@y = value
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@sprites.each_pair do |key, sprite|
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sprite.y = @y + @sprites_values[key][:y]
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end
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end
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def z=(value)
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@z = value
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@sprites.each_pair do |key, sprite|
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sprite.z = @z + @sprites_values[key][:z]
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end
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end
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def visible=(value)
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@visible = value
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@sprites.each_pair do |key, sprite|
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sprite.visible = @visible && @sprites_values[key][:visible]
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end
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end
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def color=(value)
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@color = value
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@sprites.each_pair do |key, sprite|
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sprite.color = @color
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end
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end
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#---------------------------------------------------------------------------
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def record_values(key)
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@sprites_values[key] ||= {}
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@sprites_values[key][:x] = @sprites[key].x
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@sprites_values[key][:y] = @sprites[key].y
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@sprites_values[key][:z] = @sprites[key].z
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@sprites_values[key][:visible] = @sprites[key].visible
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end
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def refresh_sprites_values
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self.x = @x
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self.y = @y
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self.z = @z
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self.visible = @visible
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end
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end
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#=============================================================================
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# The visuals class.
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#=============================================================================
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class BaseVisuals
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BACKGROUND_FILENAME = "bg"
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include SpriteContainerMixin
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def initialize
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@bitmaps = {}
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@sprites = {}
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initialize_viewport
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initialize_bitmaps
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initialize_background
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initialize_overlay
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initialize_message_box
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initialize_sprites
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refresh
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end
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def initialize_viewport
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@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport.z = 99999
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end
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def initialize_bitmaps
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end
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def initialize_background
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addBackgroundPlane(@sprites, :background, self.class::GRAPHICS_FOLDER + background_filename, @viewport)
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@sprites[:background].z = -1000
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end
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def initialize_overlay
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add_overlay(:overlay)
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end
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def initialize_message_box
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@sprites[:message_box] = Window_AdvancedTextPokemon.new("")
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@sprites[:message_box].viewport = @viewport
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@sprites[:message_box].z = 2000
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@sprites[:message_box].visible = false
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@sprites[:message_box].letterbyletter = true
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pbBottomLeftLines(@sprites[:message_box], 2)
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@sprites[:speech_box] = Window_AdvancedTextPokemon.new("")
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@sprites[:speech_box].viewport = @viewport
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@sprites[:speech_box].z = 2001
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@sprites[:speech_box].visible = false
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@sprites[:speech_box].letterbyletter = true
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@sprites[:speech_box].setSkin(MessageConfig.pbGetSpeechFrame)
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pbBottomLeftLines(@sprites[:speech_box], 2)
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end
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def initialize_sprites
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end
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#---------------------------------------------------------------------------
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def fade_in
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pbFadeInAndShow(@sprites)# { update_visuals }
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end
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def fade_out
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pbFadeOutAndHide(@sprites)# { update_visuals }
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end
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def dispose
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super
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@viewport.dispose
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end
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#---------------------------------------------------------------------------
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def index
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return 0
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end
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#---------------------------------------------------------------------------
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def show_message(text)
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@sprites[:speech_box].visible = true
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@sprites[:speech_box].text = text
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pbBottomLeftLines(@sprites[:speech_box], 2)
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loop do
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Graphics.update
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Input.update
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update_visuals
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if @sprites[:speech_box].busy?
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if Input.trigger?(Input::USE)
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pbPlayDecisionSE if @sprites[:speech_box].pausing?
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@sprites[:speech_box].resume
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end
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elsif Input.trigger?(Input::USE) || Input.trigger?(Input::BACK)
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break
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end
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end
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@sprites[:speech_box].visible = false
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end
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def show_confirm_message(text)
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ret = false
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@sprites[:speech_box].visible = true
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@sprites[:speech_box].text = text
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pbBottomLeftLines(@sprites[:speech_box], 2)
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using(cmd_window = Window_CommandPokemon.new([_INTL("Yes"), _INTL("No")])) do
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cmd_window.z = @viewport.z + 1
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cmd_window.visible = false
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pbBottomRight(cmd_window)
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cmd_window.y -= @sprites[:speech_box].height
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cmd_window.visible = true if !@sprites[:speech_box].busy?
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loop do
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Graphics.update
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Input.update
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update_visuals
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cmd_window.visible = true if !@sprites[:speech_box].busy?
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cmd_window.update
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if !@sprites[:speech_box].busy?
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if Input.trigger?(Input::BACK)
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pbPlayCancelSE
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ret = false
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break
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elsif Input.trigger?(Input::USE) && @sprites[:speech_box].resume
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pbPlayDecisionSE
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ret = (cmd_window.index == 0)
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break
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end
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end
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end
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end
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@sprites[:speech_box].visible = false
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return ret
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end
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# align: Where the command window is in relation to the message window.
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# :horizontal is side by side, :vertical is command window above.
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def show_choice_message(text, options, index = 0, align: :horizontal, cmd_side: :right)
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ret = -1
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commands = options
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commands = options.values if options.is_a?(Hash)
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@sprites[:speech_box].visible = true
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@sprites[:speech_box].text = text
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using(cmd_window = Window_AdvancedCommandPokemon.new(commands)) do
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if align == :vertical
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@sprites[:speech_box].resizeHeightToFit(text, Graphics.width)
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else
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@sprites[:speech_box].resizeHeightToFit(text, Graphics.width - cmd_window.width)
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end
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cmd_window.z = @viewport.z + 1
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cmd_window.visible = false
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cmd_window.index = index
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if cmd_side == :right
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pbBottomLeft(@sprites[:speech_box])
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pbBottomRight(cmd_window)
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else
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pbBottomRight(@sprites[:speech_box])
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pbBottomLeft(cmd_window)
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end
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if align == :vertical
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cmd_window.height = [cmd_window.height, Graphics.height - @sprites[:speech_box].height].min
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cmd_window.y = Graphics.height - @sprites[:speech_box].height - cmd_window.height
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end
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cmd_window.visible = true if !@sprites[:speech_box].busy?
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loop do
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Graphics.update
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Input.update
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update_visuals
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cmd_window.visible = true if !@sprites[:speech_box].busy?
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cmd_window.update
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if !@sprites[:speech_box].busy?
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if Input.trigger?(Input::BACK)
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pbPlayCancelSE
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ret = -1
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break
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elsif Input.trigger?(Input::USE) && @sprites[:speech_box].resume
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pbPlayDecisionSE
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ret = cmd_window.index
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break
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end
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end
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end
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end
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@sprites[:speech_box].visible = false
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ret = options.keys[ret] if options.is_a?(Hash)
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return ret
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end
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def show_choice(options, index = 0)
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ret = -1
|
|
commands = options
|
|
commands = options.values if options.is_a?(Hash)
|
|
using(cmd_window = Window_AdvancedCommandPokemon.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
|
|
|
|
# TODO: Rewrite this.
|
|
def choose_number(help_text, maximum, init_value = 1)
|
|
if maximum.is_a?(ChooseNumberParams)
|
|
return pbMessageChooseNumber(help_text, maximum) { update_visuals }
|
|
end
|
|
return UIHelper.pbChooseNumber(@sprites[:speech_box], help_text, maximum, init_value) { update_visuals }
|
|
end
|
|
|
|
#---------------------------------------------------------------------------
|
|
|
|
def refresh_on_index_changed(old_index)
|
|
end
|
|
|
|
#---------------------------------------------------------------------------
|
|
|
|
def update_input
|
|
if Input.trigger?(Input::BACK)
|
|
return :quit
|
|
end
|
|
return nil
|
|
end
|
|
|
|
#---------------------------------------------------------------------------
|
|
|
|
def navigate
|
|
ret = nil
|
|
loop do
|
|
Graphics.update
|
|
Input.update
|
|
old_index = index
|
|
update_visuals
|
|
refresh_on_index_changed(old_index) if index != old_index
|
|
old_index = index
|
|
ret = update_input
|
|
refresh_on_index_changed(old_index) if index != old_index
|
|
break if ret
|
|
end
|
|
return ret
|
|
end
|
|
end
|
|
|
|
#=============================================================================
|
|
# The logic class.
|
|
#=============================================================================
|
|
class BaseScreen
|
|
attr_reader :visuals
|
|
attr_accessor :result
|
|
|
|
def initialize
|
|
@disposed = false
|
|
initialize_visuals
|
|
end
|
|
|
|
def initialize_visuals
|
|
@visuals = UI::BaseVisuals.new
|
|
end
|
|
|
|
def start_screen
|
|
@visuals.fade_in
|
|
end
|
|
|
|
def end_screen
|
|
return if @disposed
|
|
@visuals.fade_out
|
|
@visuals.dispose
|
|
@disposed = true
|
|
end
|
|
|
|
# Same as def end_screen but without fading out.
|
|
def silent_end_screen
|
|
return if @disposed
|
|
@visuals.dispose
|
|
@disposed = true
|
|
end
|
|
|
|
#-----------------------------------------------------------------------------
|
|
|
|
def sprites
|
|
return @visuals.sprites
|
|
end
|
|
|
|
def index
|
|
return @visuals.index
|
|
end
|
|
|
|
#-----------------------------------------------------------------------------
|
|
|
|
def show_message(text)
|
|
@visuals.show_message(text)
|
|
end
|
|
|
|
alias pbDisplay show_message
|
|
|
|
def show_confirm_message(text)
|
|
return @visuals.show_confirm_message(text)
|
|
end
|
|
|
|
alias pbConfirm show_confirm_message
|
|
|
|
def show_choice_message(text, options, initial_index = 0)
|
|
return @visuals.show_choice_message(text, options, initial_index)
|
|
end
|
|
|
|
alias pbShowCommands show_choice_message
|
|
|
|
def show_choice(options, initial_index = 0)
|
|
return @visuals.show_choice(options, initial_index)
|
|
end
|
|
|
|
def show_choice_from_menu_handler(menu_handler_id, message = nil)
|
|
commands = {}
|
|
MenuHandlers.each_available(menu_handler_id, self) do |option, _hash, name|
|
|
commands[option] = name
|
|
end
|
|
return show_choice_message(message, commands) if message
|
|
return show_choice(commands)
|
|
end
|
|
|
|
def choose_number(help_text, maximum, init_value = 1)
|
|
return @visuals.choose_number(help_text, maximum, init_value)
|
|
end
|
|
|
|
alias pbChooseNumber choose_number
|
|
|
|
#-----------------------------------------------------------------------------
|
|
|
|
def refresh
|
|
@visuals.refresh
|
|
end
|
|
|
|
alias pbRefresh refresh
|
|
|
|
def update
|
|
@visuals.update
|
|
end
|
|
|
|
alias pbUpdate update
|
|
|
|
#-----------------------------------------------------------------------------
|
|
|
|
def show_and_hide
|
|
start_screen
|
|
yield if block_given?
|
|
end_screen
|
|
end
|
|
|
|
def main
|
|
start_screen
|
|
loop do
|
|
on_start_main_loop
|
|
command = @visuals.navigate
|
|
break if command == :quit
|
|
command = perform_action(command)
|
|
break if command == :quit
|
|
break if @disposed
|
|
end
|
|
end_screen
|
|
end
|
|
|
|
def on_start_main_loop
|
|
end
|
|
|
|
def perform_action(command)
|
|
return nil if !self.class::SCREEN_ID
|
|
action_hash = UIActionHandlers.get(self.class::SCREEN_ID, command)
|
|
return nil if !action_hash
|
|
return nil if action_hash[:condition] && !action_hash[:condition].call(self)
|
|
if action_hash[:menu]
|
|
choice = show_choice_from_menu_handler(action_hash[:menu], action_hash[:menu_message]&.call(self))
|
|
return perform_action(choice) if choice
|
|
elsif action_hash[:effect]
|
|
return perform_action_effect(action_hash)
|
|
end
|
|
return nil
|
|
end
|
|
|
|
def perform_action_effect(action_hash)
|
|
ret = action_hash[:effect].call(self)
|
|
return ret if action_hash[:returns_value]
|
|
return nil
|
|
end
|
|
end
|
|
end
|