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* Replace various `scene` pass-arounds with global scene variable * Modify tests * Add scene back to `fade[in|out]()` calls Co-authored-by: Moka <54149968+MokaStitcher@users.noreply.github.com> * Fix Bug Superfan ME test Co-authored-by: Moka <54149968+MokaStitcher@users.noreply.github.com> * Re-enable fixed test Co-authored-by: Moka <54149968+MokaStitcher@users.noreply.github.com> * Rename `gScene` to `globalScene` * Move `globalScene` to its own file to fix import/async issues * Fix `SelectModifierPhase` tests * Fix ME tests by removing `scene` from `expect()`s * Resolve merge issues * Remove tsdocs referencing `scene` params Remove missed instances of `.scene` * Remove unnecessary `globalScene` usage in `loading-scene.ts` * Fix merge conflicts * Attempt to fix circular import issue * Found the source of the import issue * Fix merge issues --------- Co-authored-by: Moka <54149968+MokaStitcher@users.noreply.github.com>
218 lines
8.0 KiB
TypeScript
218 lines
8.0 KiB
TypeScript
import type Phaser from "phaser";
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import { Mode } from "./ui/ui";
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import type { InputsController } from "./inputs-controller";
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import type MessageUiHandler from "./ui/message-ui-handler";
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import StarterSelectUiHandler from "./ui/starter-select-ui-handler";
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import { Setting, SettingKeys, settingIndex } from "./system/settings/settings";
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import SettingsUiHandler from "./ui/settings/settings-ui-handler";
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import { Button } from "#enums/buttons";
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import SettingsGamepadUiHandler from "./ui/settings/settings-gamepad-ui-handler";
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import SettingsKeyboardUiHandler from "#app/ui/settings/settings-keyboard-ui-handler";
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import { globalScene } from "#app/global-scene";
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import SettingsDisplayUiHandler from "./ui/settings/settings-display-ui-handler";
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import SettingsAudioUiHandler from "./ui/settings/settings-audio-ui-handler";
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import RunInfoUiHandler from "./ui/run-info-ui-handler";
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type ActionKeys = Record<Button, () => void>;
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export class UiInputs {
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private events: Phaser.Events.EventEmitter;
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private inputsController: InputsController;
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constructor(inputsController: InputsController) {
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this.inputsController = inputsController;
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this.init();
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}
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init(): void {
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this.events = this.inputsController.events;
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this.listenInputs();
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}
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detectInputMethod(evt): void {
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if (evt.controller_type === "keyboard") {
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//if the touch property is present and defined, then this is a simulated keyboard event from the touch screen
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if (evt.hasOwnProperty("isTouch") && evt.isTouch) {
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globalScene.inputMethod = "touch";
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} else {
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globalScene.inputMethod = "keyboard";
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}
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} else if (evt.controller_type === "gamepad") {
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globalScene.inputMethod = "gamepad";
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}
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}
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listenInputs(): void {
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this.events.on("input_down", (event) => {
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this.detectInputMethod(event);
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const actions = this.getActionsKeyDown();
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if (!actions.hasOwnProperty(event.button)) {
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return;
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}
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actions[event.button]();
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}, this);
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this.events.on("input_up", (event) => {
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const actions = this.getActionsKeyUp();
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if (!actions.hasOwnProperty(event.button)) {
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return;
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}
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actions[event.button]();
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}, this);
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}
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doVibration(inputSuccess: boolean, vibrationLength: number): void {
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if (inputSuccess && globalScene.enableVibration && typeof navigator.vibrate !== "undefined") {
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navigator.vibrate(vibrationLength);
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}
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}
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getActionsKeyDown(): ActionKeys {
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const actions: ActionKeys = {
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[Button.UP]: () => this.buttonDirection(Button.UP),
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[Button.DOWN]: () => this.buttonDirection(Button.DOWN),
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[Button.LEFT]: () => this.buttonDirection(Button.LEFT),
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[Button.RIGHT]: () => this.buttonDirection(Button.RIGHT),
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[Button.SUBMIT]: () => this.buttonTouch(),
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[Button.ACTION]: () => this.buttonAb(Button.ACTION),
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[Button.CANCEL]: () => this.buttonAb(Button.CANCEL),
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[Button.MENU]: () => this.buttonMenu(),
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[Button.STATS]: () => this.buttonGoToFilter(Button.STATS),
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[Button.CYCLE_SHINY]: () => this.buttonCycleOption(Button.CYCLE_SHINY),
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[Button.CYCLE_FORM]: () => this.buttonCycleOption(Button.CYCLE_FORM),
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[Button.CYCLE_GENDER]: () => this.buttonCycleOption(Button.CYCLE_GENDER),
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[Button.CYCLE_ABILITY]: () => this.buttonCycleOption(Button.CYCLE_ABILITY),
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[Button.CYCLE_NATURE]: () => this.buttonCycleOption(Button.CYCLE_NATURE),
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[Button.V]: () => this.buttonCycleOption(Button.V),
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[Button.SPEED_UP]: () => this.buttonSpeedChange(),
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[Button.SLOW_DOWN]: () => this.buttonSpeedChange(false),
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};
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return actions;
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}
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getActionsKeyUp(): ActionKeys {
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const actions: ActionKeys = {
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[Button.UP]: () => undefined,
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[Button.DOWN]: () => undefined,
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[Button.LEFT]: () => undefined,
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[Button.RIGHT]: () => undefined,
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[Button.SUBMIT]: () => undefined,
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[Button.ACTION]: () => undefined,
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[Button.CANCEL]: () => undefined,
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[Button.MENU]: () => undefined,
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[Button.STATS]: () => this.buttonStats(false),
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[Button.CYCLE_SHINY]: () => undefined,
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[Button.CYCLE_FORM]: () => undefined,
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[Button.CYCLE_GENDER]: () => undefined,
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[Button.CYCLE_ABILITY]: () => undefined,
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[Button.CYCLE_NATURE]: () => undefined,
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[Button.V]: () => this.buttonInfo(false),
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[Button.SPEED_UP]: () => undefined,
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[Button.SLOW_DOWN]: () => undefined,
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};
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return actions;
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}
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buttonDirection(direction: Button): void {
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const inputSuccess = globalScene.ui.processInput(direction);
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const vibrationLength = 5;
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this.doVibration(inputSuccess, vibrationLength);
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}
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buttonAb(button: Button): void {
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globalScene.ui.processInput(button);
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}
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buttonTouch(): void {
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globalScene.ui.processInput(Button.SUBMIT) || globalScene.ui.processInput(Button.ACTION);
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}
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buttonStats(pressed: boolean = true): void {
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// allow access to Button.STATS as a toggle for other elements
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for (const t of globalScene.getInfoToggles(true)) {
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t.toggleInfo(pressed);
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}
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// handle normal pokemon battle ui
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for (const p of globalScene.getField().filter(p => p?.isActive(true))) {
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p.toggleStats(pressed);
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}
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}
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buttonGoToFilter(button: Button): void {
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const whitelist = [ StarterSelectUiHandler ];
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const uiHandler = globalScene.ui?.getHandler();
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if (whitelist.some(handler => uiHandler instanceof handler)) {
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globalScene.ui.processInput(button);
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} else {
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this.buttonStats(true);
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}
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}
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buttonInfo(pressed: boolean = true): void {
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if (globalScene.showMovesetFlyout ) {
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for (const p of globalScene.getField().filter(p => p?.isActive(true))) {
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p.toggleFlyout(pressed);
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}
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}
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if (globalScene.showArenaFlyout) {
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globalScene.ui.processInfoButton(pressed);
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}
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}
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buttonMenu(): void {
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if (globalScene.disableMenu) {
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return;
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}
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switch (globalScene.ui?.getMode()) {
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case Mode.MESSAGE:
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const messageHandler = globalScene.ui.getHandler<MessageUiHandler>();
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if (!messageHandler.pendingPrompt || messageHandler.isTextAnimationInProgress()) {
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return;
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}
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case Mode.TITLE:
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case Mode.COMMAND:
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case Mode.MODIFIER_SELECT:
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case Mode.MYSTERY_ENCOUNTER:
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globalScene.ui.setOverlayMode(Mode.MENU);
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break;
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case Mode.STARTER_SELECT:
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this.buttonTouch();
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break;
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case Mode.MENU:
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globalScene.ui.revertMode();
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globalScene.playSound("ui/select");
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break;
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default:
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return;
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}
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}
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buttonCycleOption(button: Button): void {
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const whitelist = [ StarterSelectUiHandler, SettingsUiHandler, RunInfoUiHandler, SettingsDisplayUiHandler, SettingsAudioUiHandler, SettingsGamepadUiHandler, SettingsKeyboardUiHandler ];
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const uiHandler = globalScene.ui?.getHandler();
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if (whitelist.some(handler => uiHandler instanceof handler)) {
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globalScene.ui.processInput(button);
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} else if (button === Button.V) {
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this.buttonInfo(true);
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}
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}
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buttonSpeedChange(up = true): void {
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const settingGameSpeed = settingIndex(SettingKeys.Game_Speed);
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if (up && globalScene.gameSpeed < 5) {
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globalScene.gameData.saveSetting(SettingKeys.Game_Speed, Setting[settingGameSpeed].options.findIndex((item) => item.label === `${globalScene.gameSpeed}x`) + 1);
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if (globalScene.ui?.getMode() === Mode.SETTINGS) {
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(globalScene.ui.getHandler() as SettingsUiHandler).show([]);
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}
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} else if (!up && globalScene.gameSpeed > 1) {
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globalScene.gameData.saveSetting(SettingKeys.Game_Speed, Math.max(Setting[settingGameSpeed].options.findIndex((item) => item.label === `${globalScene.gameSpeed}x`) - 1, 0));
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if (globalScene.ui?.getMode() === Mode.SETTINGS) {
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(globalScene.ui.getHandler() as SettingsUiHandler).show([]);
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}
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}
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}
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}
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