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dc30dd33b2
* moving enums * import updates * fix tsconfig paths importing (#2184) * reverse index.ts addition --------- Co-authored-by: Devin Korb <meepdarknessmeep@gmail.com>
160 lines
6.3 KiB
TypeScript
160 lines
6.3 KiB
TypeScript
import { UiTheme } from "#enums/ui-theme";
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import { legacyCompatibleImages } from "#app/scene-base";
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import BattleScene from "../battle-scene";
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export enum WindowVariant {
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NORMAL,
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THIN,
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XTHIN
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}
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export function getWindowVariantSuffix(windowVariant: WindowVariant): string {
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switch (windowVariant) {
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case WindowVariant.THIN:
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return "_thin";
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case WindowVariant.XTHIN:
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return "_xthin";
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default:
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return "";
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}
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}
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const windowTypeControlColors = {
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[UiTheme.DEFAULT]: {
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0: [ "#6b5a73", "#DD5748", "#7E4955" ],
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1: [ "#6b5a73", "#48DDAA", "#4D7574" ],
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2: [ "#6b5a73", "#C5C5C5", "#766D7E" ],
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3: [ "#6b5a73", "#EBC07C", "#836C66" ],
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4: [ "#686868", "#E8E8E8", "#919191" ]
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},
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[UiTheme.LEGACY]: {
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0: [ "#706880", "#8888c8", "#484868" ],
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1: [ "#d04028", "#e0a028", "#902008" ],
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2: [ "#48b840", "#88d880", "#089040" ],
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3: [ "#2068d0", "#80b0e0", "#104888" ],
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4: [ "#706880", "#8888c8", "#484868" ]
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}
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};
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export function addWindow(scene: BattleScene, x: number, y: number, width: number, height: number, mergeMaskTop?: boolean, mergeMaskLeft?: boolean, maskOffsetX?: number, maskOffsetY?: number, windowVariant?: WindowVariant): Phaser.GameObjects.NineSlice {
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if (windowVariant === undefined) {
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windowVariant = WindowVariant.NORMAL;
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}
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const borderSize = scene.uiTheme ? 6 : 8;
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const window = scene.add.nineslice(x, y, `window_${scene.windowType}${getWindowVariantSuffix(windowVariant)}`, null, width, height, borderSize, borderSize, borderSize, borderSize);
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window.setOrigin(0, 0);
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if (mergeMaskTop || mergeMaskLeft) {
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const maskRect = scene.make.graphics({});
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maskRect.setScale(6);
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maskRect.fillStyle(0xFFFFFF);
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maskRect.beginPath();
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maskRect.fillRect(window.x + (mergeMaskLeft ? 2 : 0) + (maskOffsetX || 0), window.y + (mergeMaskTop ? 2 : 0) + (maskOffsetY || 0), window.width - (mergeMaskLeft ? 2 : 0), window.height - (mergeMaskTop ? 2 : 0));
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window.setMask(maskRect.createGeometryMask());
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}
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return window;
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}
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export function updateWindowType(scene: BattleScene, windowTypeIndex: integer): void {
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const windowObjects: [Phaser.GameObjects.NineSlice, WindowVariant][] = [];
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const themedObjects: (Phaser.GameObjects.Image | Phaser.GameObjects.NineSlice)[] = [];
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const traverse = (object: any) => {
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if (object.hasOwnProperty("children") && object.children instanceof Phaser.GameObjects.DisplayList) {
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const children = object.children as Phaser.GameObjects.DisplayList;
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for (const child of children.getAll()) {
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traverse(child);
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}
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} else if (object instanceof Phaser.GameObjects.Container) {
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for (const child of object.getAll()) {
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traverse(child);
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}
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} else if (object instanceof Phaser.GameObjects.NineSlice) {
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if (object.texture.key.startsWith("window_")) {
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windowObjects.push([ object, object.texture.key.endsWith(getWindowVariantSuffix(WindowVariant.XTHIN)) ? WindowVariant.XTHIN : object.texture.key.endsWith(getWindowVariantSuffix(WindowVariant.THIN)) ? WindowVariant.THIN : WindowVariant.NORMAL ]);
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} else if (object.texture?.key === "namebox") {
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themedObjects.push(object);
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}
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} else if (object instanceof Phaser.GameObjects.Sprite) {
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if (object.texture?.key === "bg") {
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themedObjects.push(object);
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}
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}
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};
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traverse(scene);
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scene.windowType = windowTypeIndex;
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const rootStyle = document.documentElement.style;
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[ "base", "light", "dark" ].map((k, i) => rootStyle.setProperty(`--color-${k}`, windowTypeControlColors[scene.uiTheme][windowTypeIndex - 1][i]));
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const windowKey = `window_${windowTypeIndex}`;
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for (const [ window, variant ] of windowObjects) {
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window.setTexture(`${windowKey}${getWindowVariantSuffix(variant)}`);
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}
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for (const obj of themedObjects) {
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obj.setFrame(windowTypeIndex);
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}
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}
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export function addUiThemeOverrides(scene: BattleScene): void {
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const originalAddImage = scene.add.image;
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scene.add.image = function (x: number, y: number, texture: string | Phaser.Textures.Texture, frame?: string | number): Phaser.GameObjects.Image {
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let legacy = false;
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if (typeof texture === "string" && scene.uiTheme && legacyCompatibleImages.includes(texture)) {
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legacy = true;
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texture += "_legacy";
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}
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const ret: Phaser.GameObjects.Image = originalAddImage.apply(this, [ x, y, texture, frame ]);
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if (legacy) {
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const originalSetTexture = ret.setTexture;
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ret.setTexture = function (key: string, frame?: string | number) {
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key += "_legacy";
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return originalSetTexture.apply(this, [ key, frame ]);
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};
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}
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return ret;
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};
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const originalAddSprite = scene.add.sprite;
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scene.add.sprite = function (x: number, y: number, texture: string | Phaser.Textures.Texture, frame?: string | number): Phaser.GameObjects.Sprite {
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let legacy = false;
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if (typeof texture === "string" && scene.uiTheme && legacyCompatibleImages.includes(texture)) {
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legacy = true;
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texture += "_legacy";
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}
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const ret: Phaser.GameObjects.Sprite = originalAddSprite.apply(this, [ x, y, texture, frame ]);
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if (legacy) {
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const originalSetTexture = ret.setTexture;
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ret.setTexture = function (key: string, frame?: string | number) {
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key += "_legacy";
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return originalSetTexture.apply(this, [ key, frame ]);
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};
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}
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return ret;
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};
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const originalAddNineslice = scene.add.nineslice;
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scene.add.nineslice = function (x: number, y: number, texture: string | Phaser.Textures.Texture, frame?: string | number, width?: number, height?: number, leftWidth?: number, rightWidth?: number, topHeight?: number, bottomHeight?: number): Phaser.GameObjects.NineSlice {
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let legacy = false;
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if (typeof texture === "string" && scene.uiTheme && legacyCompatibleImages.includes(texture)) {
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legacy = true;
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texture += "_legacy";
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}
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const ret: Phaser.GameObjects.NineSlice = originalAddNineslice.apply(this, [ x, y, texture, frame, width, height, leftWidth, rightWidth, topHeight, bottomHeight ]);
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if (legacy) {
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const originalSetTexture = ret.setTexture;
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ret.setTexture = function (key: string | Phaser.Textures.Texture, frame?: string | number, updateSize?: boolean, updateOrigin?: boolean) {
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key += "_legacy";
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return originalSetTexture.apply(this, [ key, frame, updateSize, updateOrigin ]);
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};
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}
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return ret;
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};
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}
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