mirror of
https://github.com/pagefaultgames/pokerogue.git
synced 2024-12-04 04:36:15 +00:00
d98f7733d4
* rework of the input handling, including different gamepad and keyboard * rework of the input handling, including different gamepad and keyboard * first version of a too complex inputHandler based on phaser3-merged-input * removed useless control management and kept it simple for our use case, investigating to put out button_XX() * renamed inputHandler to inputController * aggregate directions and some action into a same method + fix menu return value * added back repeated input feature on keeping down a key * cleanup + return type * fix submit/action doing two things simultaneously, still same behaviour as before * extracted UI inputs out of battle-scene * tab -> spaces * tab -> spaces what about now github ? * tab -> spaces final (maybe) * tried to fix the plugin loading issue on prod * remove Plugins things as it's too uncertain how it works on prod * seems old code source is indented with tab * cleanup * cleanup * cleanup * putting in an enum file the enum buttons * fix repeating stats button + change message in event when the key is repeating * added return type for ui-inputs * added return type for inputs-controller * adapted the code to integrate changes of bennybroseph
73 lines
2.0 KiB
TypeScript
73 lines
2.0 KiB
TypeScript
import BattleScene from "../battle-scene";
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import AbstractOptionSelectUiHandler, { OptionSelectConfig } from "./abstact-option-select-ui-handler";
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import { Mode } from "./ui";
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import i18next from "i18next";
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import {Button} from "../enums/buttons";
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export default class ConfirmUiHandler extends AbstractOptionSelectUiHandler {
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private switchCheck: boolean;
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private switchCheckCursor: integer;
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constructor(scene: BattleScene) {
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super(scene, Mode.CONFIRM);
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}
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getWindowWidth(): integer {
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return 48;
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}
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show(args: any[]): boolean {
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if (args.length >= 2 && args[0] instanceof Function && args[1] instanceof Function) {
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const config: OptionSelectConfig = {
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options: [
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{
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label: i18next.t("menu:yes"),
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handler: () => {
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args[0]();
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return true;
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}
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},
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{
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label: i18next.t("menu:no"),
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handler: () => {
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args[1]();
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return true;
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}
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}
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],
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delay: args.length >= 6 && args[5] !== null ? args[5] as integer : 0
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};
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super.show([ config ]);
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this.switchCheck = args.length >= 3 && args[2] !== null && args[2] as boolean;
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const xOffset = (args.length >= 4 && args[3] !== null ? args[3] as number : 0);
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const yOffset = (args.length >= 5 && args[4] !== null ? args[4] as number : 0);
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this.optionSelectContainer.setPosition((this.scene.game.canvas.width / 6) - 1 + xOffset, -48 + yOffset);
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this.setCursor(this.switchCheck ? this.switchCheckCursor : 0);
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return true;
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}
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return false;
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}
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processInput(button: Button): boolean {
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if (button === Button.CANCEL && this.blockInput)
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this.unblockInput();
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return super.processInput(button);
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}
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setCursor(cursor: integer): boolean {
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const ret = super.setCursor(cursor);
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if (ret && this.switchCheck)
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this.switchCheckCursor = this.cursor;
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return ret;
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}
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} |