Merge pull request #1068 from anxiousintrovert/agent/fix-disabled-battle-ui-background

Fix hidden battle UI overlay backgrounds
This commit is contained in:
bryanthaboi
2026-08-12 16:56:46 -04:00
committed by GitHub
6 changed files with 69 additions and 12 deletions
+6 -3
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@@ -454,9 +454,12 @@ identifiers: `pc_box_withdraw`, `pc_box_deposit`, `pc_box_release`,
`battle.bottom_ui_visible` and `battle.status_hud_visible` independently `battle.bottom_ui_visible` and `battle.status_hud_visible` independently
control the battle text/menu layer and the HP/status panels. Both receive control the battle text/menu layer and the HP/status panels. Both receive
`(next, state)` and default to `true`, so vanilla rendering is unchanged. `(next, state)` and default to `true`, so vanilla rendering is unchanged.
Pushed text boxes also pass through `battle.bottom_ui_visible`; a wrapper that Text boxes and YES/NO prompts pushed above a battle inherit a `false` result
only owns battle presentation should return `false` only for its active battle for that battle, so hiding the bottom layer cannot leave their white backing
or text-box state. behind under another overlay. Text boxes also pass through the hook as their
own state, preserving selective control outside a battle; a wrapper that only
owns battle presentation should return `false` only for its active battle or
text-box state.
`core.logic_speed` receives `(next, game)` once per `Game:logicSpeed()` call `core.logic_speed` receives `(next, game)` once per `Game:logicSpeed()` call
(once per frame). Vanilla behavior resolves the per-category GAME SPEED (once per frame). Vanilla behavior resolves the per-category GAME SPEED
+2 -3
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@@ -28,6 +28,7 @@ local Timing = require("src.core.Timing")
local TrainerAI = require("src.battle.TrainerAI") local TrainerAI = require("src.battle.TrainerAI")
local TurnOrder = require("src.battle.TurnOrder") local TurnOrder = require("src.battle.TurnOrder")
local TypeChart = require("src.battle.TypeChart") local TypeChart = require("src.battle.TypeChart")
local UIVisibility = require("src.battle.UIVisibility")
local RomText = require("src.core.RomText") local RomText = require("src.core.RomText")
local Strings = require("src.core.Strings") local Strings = require("src.core.Strings")
local WideBattle = require("src.battle.WideBattle") local WideBattle = require("src.battle.WideBattle")
@@ -135,9 +136,7 @@ function BattleState:sgbPalettes()
end end
function BattleState:bottomUIVisible() function BattleState:bottomUIVisible()
if not Runtime.wantsHook("battle.bottom_ui_visible") then return true end return UIVisibility.bottomVisible(self, true)
return Runtime.call("battle.bottom_ui_visible", function() return true end,
self) ~= false
end end
function BattleState:statusHUDVisible() function BattleState:statusHUDVisible()
+39
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@@ -0,0 +1,39 @@
-- Shared visibility rules for battle-owned UI states. Text and choice
-- overlays live above BattleState on the state stack, but they are still part
-- of its bottom UI layer and must inherit that layer's visibility.
local Runtime = require("src.mods.Runtime")
local UIVisibility = {}
local function enclosingBattle(state)
local stack = state and state.game and state.game.stack
local states = stack and stack.states
local found = false
for i = #(states or {}), 1, -1 do
local candidate = states[i]
if candidate == state then found = true end
if found and candidate and candidate.isBattle then return candidate end
end
return nil
end
-- queryState keeps the existing TextBox contract: a mod may still decide
-- visibility for that individual box. ChoiceBox only inherits the enclosing
-- battle decision, so field YES/NO prompts never become battle-hook states.
function UIVisibility.bottomVisible(state, queryState)
if not Runtime.wantsHook("battle.bottom_ui_visible") then return true end
local battle = enclosingBattle(state)
if battle and battle ~= state
and Runtime.call("battle.bottom_ui_visible",
function() return true end, battle) == false then
return false
end
if queryState or battle == state then
return Runtime.call("battle.bottom_ui_visible",
function() return true end, state) ~= false
end
return true
end
return UIVisibility
+2 -6
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@@ -7,7 +7,7 @@
-- the text is exhausted and A is pressed, then calls onDone. -- the text is exhausted and A is pressed, then calls onDone.
local Font = require("src.render.Font") local Font = require("src.render.Font")
local Runtime = require("src.mods.Runtime") local UIVisibility = require("src.battle.UIVisibility")
local Theme = require("src.ui.Theme") local Theme = require("src.ui.Theme")
local Timing = require("src.core.Timing") local Timing = require("src.core.Timing")
@@ -393,11 +393,7 @@ function TextBox:update(dt)
end end
function TextBox:draw() function TextBox:draw()
if Runtime.wantsHook("battle.bottom_ui_visible") if not UIVisibility.bottomVisible(self, true) then return end
and Runtime.call("battle.bottom_ui_visible", function() return true end,
self) == false then
return
end
-- The dialogue box belongs against the bottom of the screen, not floating -- The dialogue box belongs against the bottom of the screen, not floating
-- in the middle of a zoomed-out letterbox. Declared per frame; the -- in the middle of a zoomed-out letterbox. Declared per frame; the
-- renderer blits this region to the screen edge and the rest of the UI -- renderer blits this region to the screen edge and the rest of the UI
+2
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@@ -1,6 +1,7 @@
-- YES/NO choice box (InitYesNoTextBoxParameters: above the text box, right). -- YES/NO choice box (InitYesNoTextBoxParameters: above the text box, right).
local Font = require("src.render.Font") local Font = require("src.render.Font")
local UIVisibility = require("src.battle.UIVisibility")
local Theme = require("src.ui.Theme") local Theme = require("src.ui.Theme")
local Strings = require("src.core.Strings") local Strings = require("src.core.Strings")
local Timing = require("src.core.Timing") local Timing = require("src.core.Timing")
@@ -67,6 +68,7 @@ function ChoiceBox:update(dt)
end end
function ChoiceBox:draw() function ChoiceBox:draw()
if not UIVisibility.bottomVisible(self, false) then return end
local tx, ty, tw, th = self.tx, self.ty, self.tw, self.th local tx, ty, tw, th = self.tx, self.ty, self.tw, self.th
-- rides the same bottom anchor as the dialogue box it sits above, so the -- rides the same bottom anchor as the dialogue box it sits above, so the
-- pair travels together (the anchor keeps each element's gap from the edge) -- pair travels together (the anchor keeps each element's gap from the edge)
+18
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@@ -12,6 +12,7 @@ local Zoom = require("src.render.Zoom")
local ListMenu = require("src.ui.ListMenu") local ListMenu = require("src.ui.ListMenu")
local NamingScreen = require("src.ui.NamingScreen") local NamingScreen = require("src.ui.NamingScreen")
local TextBox = require("src.render.TextBox") local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
local PartyMenu = require("src.ui.PartyMenu") local PartyMenu = require("src.ui.PartyMenu")
local Player = require("src.world.Player") local Player = require("src.world.Player")
local Music = require("src.core.Music") local Music = require("src.core.Music")
@@ -180,6 +181,23 @@ do
text:draw() text:draw()
check(seen == text, "pushed text boxes use the same visibility hook") check(seen == text, "pushed text boxes use the same visibility hook")
unsub() unsub()
local battle = setmetatable({ isBattle = true }, BattleState)
local game = { stack = { states = {} } }
text = setmetatable({ game = game }, TextBox)
local choice = setmetatable({ game = game }, ChoiceBox)
game.stack.states = { battle, text, choice }
local queried = {}
unsub = wrap("battle.bottom_ui_visible", function(_, state)
queried[#queried + 1] = state
return state ~= battle
end)
text:draw()
choice:draw()
check(queried[1] == battle and queried[2] == battle and #queried == 2,
"battle overlays inherit a hidden bottom layer without drawing backings")
unsub()
check(BattleState.bottomUIVisible({ phase = "moveSelect" }), check(BattleState.bottomUIVisible({ phase = "moveSelect" }),
"battle bottom UI returns when the hook is removed") "battle bottom UI returns when the hook is removed")