pokerogue/src/ui/confirm-ui-handler.ts

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import BattleScene, { Button } from "../battle-scene";
2023-04-20 20:46:05 +01:00
import { addTextObject, TextStyle } from "./text";
import { Mode } from "./ui";
import UiHandler from "./uiHandler";
export default class ConfirmUiHandler extends UiHandler {
private yesHandler: Function;
private noHander: Function;
private confirmContainer: Phaser.GameObjects.Container;
private confirmBg: Phaser.GameObjects.Image;
private cursorObj: Phaser.GameObjects.Image;
private switchCheck: boolean;
private switchCheckCursor: integer;
constructor(scene: BattleScene) {
super(scene, Mode.CONFIRM);
}
setup() {
const ui = this.getUi();
this.confirmContainer = this.scene.add.container((this.scene.game.canvas.width / 6) - 49, -49);
this.confirmContainer.setVisible(false);
ui.add(this.confirmContainer);
this.confirmBg = this.scene.add.image(0, 0, 'boolean_window');
this.confirmBg.setOrigin(0, 1);
this.confirmContainer.add(this.confirmBg);
const confirmText = addTextObject(this.scene, 0, 0, 'Yes\nNo', TextStyle.WINDOW, { maxLines: 2 });
confirmText.setPositionRelative(this.confirmBg, 16, 9);
confirmText.setLineSpacing(12);
this.confirmContainer.add(confirmText);
this.setCursor(0);
}
show(args: any[]) {
if (args.length >= 2 && args[0] instanceof Function && args[1] instanceof Function) {
super.show(args);
this.yesHandler = args[0] as Function;
this.noHander = args[1] as Function;
this.switchCheck = args.length >= 3 && args[2] as boolean;
this.confirmContainer.setVisible(true);
this.setCursor(this.switchCheck ? this.switchCheckCursor : 0);
}
}
processInput(button: Button) {
const ui = this.getUi();
let success = false;
if (button === Button.ACTION || button === Button.CANCEL) {
success = true;
if (button === Button.CANCEL)
this.setCursor(1);
const handler = this.cursor ? this.noHander : this.yesHandler;
handler();
this.clear();
} else {
switch (button) {
case Button.UP:
if (this.cursor)
success = this.setCursor(0);
break;
case Button.DOWN:
if (!this.cursor)
success = this.setCursor(1);
break;
}
}
if (success)
ui.playSelect();
}
setCursor(cursor: integer): boolean {
const ret = super.setCursor(cursor);
if (ret && this.switchCheck)
this.switchCheckCursor = this.cursor;
if (!this.cursorObj) {
this.cursorObj = this.scene.add.image(0, 0, 'cursor');
this.confirmContainer.add(this.cursorObj);
}
this.cursorObj.setPositionRelative(this.confirmBg, 12, this.cursor ? 33 : 17);
return ret;
}
clear() {
super.clear();
this.yesHandler = null;
this.noHander = null;
this.confirmContainer.setVisible(false);
this.eraseCursor();
}
eraseCursor() {
if (this.cursorObj)
this.cursorObj.destroy();
this.cursorObj = null;
}
}