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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-17 19:24:01 +02:00
Add optional extended widescreen battle HUD
This commit is contained in:
@@ -87,6 +87,33 @@ function BattleState:wantsFillScale()
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return options and options.battleFit == "fill" or false
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end
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-- EXTENDED HUD configurations are admitted one at a time after their own
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-- placement and screenshot review. FIXED supports the three authored battle
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-- backgrounds; FILL uses one adaptive presentation stored as WHITE: stock
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-- battles retain the paper field required by Gen 1 back sprites, while arena
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-- providers may replace it with their own scene. Only the HUD moves to window
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-- space.
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function BattleState:extendedHUD()
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local options = self.game and self.game.save and self.game.save.options
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local bg = options and options.battleBg
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return self:wideLayout()
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and options and options.battleHud == "extended"
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and ((options.battleFit == "fixed"
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and (bg == "world" or bg == "white" or bg == "black"))
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or (options.battleFit == "fill" and bg == "white"))
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end
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function BattleState:extendedWorldHUD()
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local options = self.game and self.game.save and self.game.save.options
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return self:extendedHUD() and options
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and options.battleFit == "fixed" and options.battleBg == "world"
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end
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function BattleState:extendedBlackHUD()
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local options = self.game and self.game.save and self.game.save.options
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return self:extendedHUD() and options and options.battleBg == "black"
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end
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-- BATTLE BG: what fills the screen AROUND the battle -- the letterbox voids
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-- that grow as the window gets bigger or the view is zoomed out. The battle
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-- screen itself is untouched: it keeps its white paper field in every mode.
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@@ -92,6 +92,26 @@ local function levelAt(battle, battler, x, y)
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end
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end
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local function battleIsTopState(battle)
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local stack = battle.game and battle.game.stack
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return not (stack and stack.top) or stack:top() == battle
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end
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local function anchorHUD(battle, x, y, w, h, anchor)
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if not battle:extendedHUD() or not battleIsTopState(battle) then return end
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local renderer = battle.game and battle.game.renderer
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if not (renderer and renderer.setBattleUIAnchor) then return end
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x = x + (battle.extendedHUDOffsetX or 0)
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y = y + (battle.extendedHUDOffsetY or 0)
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local x2 = math.min(WideBattle.WIDTH, x + w)
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local y2 = math.min(WideBattle.HEIGHT, y + h)
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x, y = math.max(0, x), math.max(0, y)
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w, h = x2 - x, y2 - y
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if w > 0 and h > 0 then
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renderer:setBattleUIAnchor(x, y, w, h, anchor)
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end
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end
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-- One side's status box: name and level on the first line, a long HP bar
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-- under it, and the numeric HP on the player's box only (the foe's exact
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-- HP is never shown, like the original).
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@@ -114,6 +134,7 @@ local function drawStatusPanel(battle, battler, x, y, player)
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Font.draw(("%3d/%3d"):format(shownHP(battler), battler.mon.stats.hp),
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x + tw * 8 - 64, y + 24)
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end
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anchorHUD(battle, x, y, tw * 8, th * 8, player and "bottom" or "top")
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end
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-- the party ball rows DrawAllPokeballs puts up with the intro text, moved
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@@ -144,7 +165,6 @@ local function drawHUDs(battle, slide)
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and not battle.showPlayerBack and slide == 0 then
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drawStatusPanel(battle, battle.player, 184, 56, true)
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end
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drawIntroBalls(battle)
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end
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local function drawMessageBox(battle)
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@@ -268,6 +288,8 @@ local function drawTextArea(battle)
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else
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Font.drawBox(0, 13, 38, 5)
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end
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anchorHUD(battle, 0, WideBattle.FIELD_BOTTOM,
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WideBattle.WIDTH, WideBattle.HEIGHT - WideBattle.FIELD_BOTTOM, "bottom")
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end
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-- Battle animations are authored in the original 160px coordinate space.
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@@ -309,17 +331,23 @@ end
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-- The whole 304x144 composition for one frame.
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function WideBattle.draw(battle)
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local g = love.graphics
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local renderer = battle.game and battle.game.renderer
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local extendedHUD = battle:extendedHUD() and renderer
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and renderer.beginBattleHUDPass
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and renderer.endBattleHUDPass
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-- The field is the display mode's paper. Under a forced-mono mode the
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-- whole surface is remapped downstream (WideBattle.zones), so the field
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-- goes down as DMG white and comes out of that pass as the mode's paper;
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-- painting the resolved shade there would run it through the remap twice
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-- and land a shade off the letterbox the renderer fills around it.
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if monoMode() then
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g.setColor(1, 1, 1, 1)
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else
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g.setColor(PaletteFX.paperShade(battle.data))
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if not (extendedHUD and battle:extendedWorldHUD()) then
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if monoMode() then
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g.setColor(1, 1, 1, 1)
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else
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g.setColor(PaletteFX.paperShade(battle.data))
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end
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g.rectangle("fill", 0, 0, WideBattle.WIDTH, WideBattle.HEIGHT)
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end
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g.rectangle("fill", 0, 0, WideBattle.WIDTH, WideBattle.HEIGHT)
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-- AskName clears the field the same way the classic layout does
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if battle.blankForAskName then return end
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@@ -346,6 +374,7 @@ function WideBattle.draw(battle)
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inRegion(160 + sx, sy, 144, WideBattle.FIELD_BOTTOM, 136 + sx, sy,
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function() battle:drawPicsLayer(slide, 0, 0, "enemy", true) end)
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battle.wideRegion = nil
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drawIntroBalls(battle)
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-- A battle sets rWY to 0 (engine/battle/core.asm), so the window the
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-- shakes move IS the whole screen: PredefShakeScreenHorizontally,
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@@ -359,12 +388,26 @@ function WideBattle.draw(battle)
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if sx == 0 and sy == 0 then return fn() end
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g.push()
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g.translate(sx, sy)
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battle.extendedHUDOffsetX, battle.extendedHUDOffsetY = sx, sy
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fn()
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battle.extendedHUDOffsetX, battle.extendedHUDOffsetY = nil, nil
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g.pop()
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end
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shaken(function() drawHUDs(battle, slide) end)
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drawAnimationLayer(battle)
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shaken(function() drawTextArea(battle) end)
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if extendedHUD then
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local previous = renderer:beginBattleHUDPass()
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shaken(function() drawHUDs(battle, slide) end)
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shaken(function() drawTextArea(battle) end)
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if fx and fx.flash and fx.flash > 0 and battle.frame % 4 < 2 then
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g.setColor(1, 1, 1, 0.85)
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g.rectangle("fill", 0, 0, WideBattle.WIDTH, WideBattle.HEIGHT)
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end
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renderer:endBattleHUDPass(previous)
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else
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shaken(function() drawHUDs(battle, slide) end)
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shaken(function() drawTextArea(battle) end)
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end
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if fx and fx.flash and fx.flash > 0 and battle.frame % 4 < 2 then
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g.setColor(1, 1, 1, 0.85)
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+31
-1
@@ -305,12 +305,32 @@ function Game.worldBgBattleDim(stack)
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for i = #(stack and stack.states or {}), 1, -1 do
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local state = stack.states[i]
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if state and state.bgMode and state:bgMode() == "world" then
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-- The extended fixed HUD intentionally exposes the live world across
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-- the whole physical window. Keep this as a world-backed battle (zero
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-- is non-nil, so scaling and overlay holds remain active), but do not
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-- paint the standard dim veil around the native battle rectangle.
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if state.extendedWorldHUD and state:extendedWorldHUD() then
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return 0
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end
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return state.BG_WORLD_DIM or 0.55
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end
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end
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return nil
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end
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-- Does the stack contain the opt-in fixed Extended WORLD battle? Renderer
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-- uses this separately from battleDim: the world remains the surround, while
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-- the native-width battle field receives a paper backing from top to bottom.
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function Game.extendedWorldHUDInStack(stack)
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for i = #(stack and stack.states or {}), 1, -1 do
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local state = stack.states[i]
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if state and state.extendedWorldHUD and state:extendedWorldHUD() then
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return true
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end
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end
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return false
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end
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-- Is a BATTLE BG "world" battle composing itself over the live map right now?
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-- Same whole-stack walk as worldBgBattleDim, asked for a different reason: the
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-- dark-cave shade shift (wMapPalOffset) must not reach a frame a battle is
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@@ -432,6 +452,14 @@ function Game.drawBaseInStack(stack, visibleBase)
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return visibleBase
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end
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-- A classic overlay above the approved world-backed extended HUD paints only
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-- its centred area. Keep the wider owner surface transparent so its margins
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-- continue to reveal the world instead of becoming an opaque white sheet.
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function Game.uiCanvasTransparent(worldBelow, worldDrawn, wideBattle)
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return worldBelow or (worldDrawn and wideBattle ~= nil
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and wideBattle.extendedHUD and wideBattle:extendedHUD())
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end
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-- Shift classic SGB zones to the centred UI. A full-width base zone extends
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-- into both margins, keeping the canvas' paper color continuous; narrower
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-- sprite and status zones move with the classic UI content.
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@@ -485,6 +513,7 @@ function Game:draw()
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-- the stack for the same reason as uiFill above -- a prompt opened during
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-- the battle must not drop the dim for a frame.
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Renderer.battleDim = Game.worldBgBattleDim(self.stack)
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Renderer.extendedWorldBand = Game.extendedWorldHUDInStack(self.stack)
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-- ...and for the same reason the UI's own scale has to know the world is
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-- still the backdrop while an opaque menu covers it. Renderer:uiScale
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-- steps the UI down with the survey zoom only while a world is behind it,
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@@ -502,7 +531,8 @@ function Game:draw()
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-- menu to its top right, and the whole UI steps down with the zoom.
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Renderer.uiCentered = not Game.dynamicUI(self.save)
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Renderer.uiAnchorHold = Game.uiAnchorsHeldInStack(self.stack)
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Renderer:beginFrame(worldBelow)
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Renderer:beginFrame(Game.uiCanvasTransparent(
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worldBelow, worldDrawn, wideBattle))
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for i = drawFrom, #self.stack.states do
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local state = self.stack.states[i]
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local wideState = state and state.isWideBattleLayout
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@@ -239,6 +239,11 @@ function SaveData.defaultOptions()
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-- scale the battle surface to the window so it fills vertically. See
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-- BattleState:wantsFillScale.
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battleFit = "fixed",
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-- BATTLE HUD: STANDARD keeps every wide-battle element inside the native
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-- 304x144 surface. EXTENDED is opt-in window-space placement for selected
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-- wide layouts; unsupported combinations deliberately fall back to the
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-- standard composition.
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battleHud = "standard",
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-- BATTLE BG: what fills the screen behind and around the battle.
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-- "white" = the display mode's paper shade (the classic look),
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-- "black" = plain black bars, "world" = the frozen overworld showing
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@@ -138,15 +138,72 @@ local function coreRows(opts, hooks)
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ladder(opts, "battleStyle",
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{ { "shift", "SHIFT" }, { "set", "SET" } }, "shift"))
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add(Strings("BATTLE LAYOUT"),
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ladder(opts, "battleLayout",
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{ { "og", "OG" }, { "wide", "WIDE" } }, "og"))
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function()
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return opts.battleLayout == "wide" and Strings("WIDE") or Strings("OG")
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end,
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function()
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opts.battleLayout = opts.battleLayout == "wide" and "og" or "wide"
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if opts.battleLayout ~= "wide" then
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opts.battleHud = "standard"
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elseif opts.battleFit == "fill" and opts.battleHud == "extended" then
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opts.battleBg = "white"
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end
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return true
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end)
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add(Strings("BATTLE SIZE"),
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ladder(opts, "battleFit",
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{ { "fixed", "FIXED" }, { "fill", "FILL" } }, "fixed"))
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function()
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return opts.battleFit == "fill" and Strings("FILL") or Strings("FIXED")
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end,
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function()
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opts.battleFit = opts.battleFit == "fill" and "fixed" or "fill"
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if opts.battleFit == "fill" and opts.battleLayout == "wide"
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and opts.battleHud == "extended" then
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opts.battleBg = "white"
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end
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return true
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end)
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add(Strings("BATTLE HUD"),
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function()
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return opts.battleLayout == "wide" and opts.battleHud == "extended"
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and Strings("EXTENDED")
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or Strings("STANDARD")
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end,
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function()
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if opts.battleLayout ~= "wide" then
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opts.battleHud = "standard"
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return false
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end
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opts.battleHud = opts.battleHud == "extended" and "standard" or "extended"
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if opts.battleHud == "extended" and opts.battleFit == "fill" then
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opts.battleBg = "white"
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end
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return true
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end)
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add(Strings("BATTLE BG"),
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ladder(opts, "battleBg",
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{ { "white", "WHITE" }, { "black", "BLACK" }, { "world", "WORLD" } },
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"white"))
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function()
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if opts.battleLayout == "wide" and opts.battleFit == "fill"
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and opts.battleHud == "extended" then
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opts.battleBg = "white"
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return Strings("AUTO")
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end
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if opts.battleBg == "black" then return Strings("BLACK") end
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if opts.battleBg == "world" then return Strings("WORLD") end
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return Strings("WHITE")
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end,
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function(dir)
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if opts.battleLayout == "wide" and opts.battleFit == "fill"
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and opts.battleHud == "extended" then
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opts.battleBg = "white"
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return false
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end
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local order = { "white", "black", "world" }
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local cur = 1
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for i, mode in ipairs(order) do
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if opts.battleBg == mode then cur = i break end
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end
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opts.battleBg = order[wrapIndex(cur - 1 + (dir or 1), #order) + 1]
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return true
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end)
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add(Strings("UI LAYOUT"),
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ladder(opts, "uiLayout",
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{ { "centered", "CENTERED" }, { "dynamic", "DYNAMIC" } }, "centered"))
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+92
-6
@@ -94,6 +94,7 @@ function Renderer:init()
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-- reason -- worldViewSize() already works in drawable pixels.
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self.uiWidth, self.uiHeight = self.WIDTH, self.HEIGHT
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self.canvas = PixelCanvas.new(self.uiWidth, self.uiHeight, "nearest")
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self.battleHUDCanvas = nil
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self.worldCanvas = nil
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self.worldActive = false
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-- tilt mode only: a transparent overlay canvas the size of the world
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@@ -202,10 +203,38 @@ function Renderer:setUISize(w, h)
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w, h = math.floor(w), math.floor(h)
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if w == self.uiWidth and h == self.uiHeight and self.canvas then return end
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if self.canvas and self.canvas.release then self.canvas:release() end
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if self.battleHUDCanvas and self.battleHUDCanvas.release then
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self.battleHUDCanvas:release()
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end
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self.battleHUDCanvas = nil
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self.uiWidth, self.uiHeight = w, h
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self.canvas = PixelCanvas.new(w, h, "nearest")
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end
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-- Transparent native-pixel surface for an extended WIDE battle HUD. The
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-- battle scene remains in `canvas`; endFrame places registered HUD regions
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-- afterward in physical-window space.
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function Renderer:beginBattleHUDPass()
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local w, h = self:uiSize()
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if not self.battleHUDCanvas
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or self.battleHUDCanvas:getWidth() ~= w
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or self.battleHUDCanvas:getHeight() ~= h then
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if self.battleHUDCanvas and self.battleHUDCanvas.release then
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self.battleHUDCanvas:release()
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end
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self.battleHUDCanvas = PixelCanvas.new(w, h, "nearest")
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end
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local previous = love.graphics.getCanvas and love.graphics.getCanvas()
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or self.canvas
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love.graphics.setCanvas(self.battleHUDCanvas)
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love.graphics.clear(0, 0, 0, 0)
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return previous
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end
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function Renderer:endBattleHUDPass(previous)
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love.graphics.setCanvas(previous or self.canvas)
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end
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-- LOVE-unit draw scales endFrame uses for the UI blit: integer framebuffer
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-- scale (fitScale) divided by each axis's unit→pixel factor, so a GB pixel
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-- lands on fitScale() whole PHYSICAL pixels on both axes once LOVE applies
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@@ -671,6 +700,17 @@ end
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-- centred letterbox. Declared during the element's own draw, in UI-canvas
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-- pixels, and consumed by endFrame this frame only.
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-- anchor: "bottom" | "topright" | "topleft" | "bottomright"
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local function addUIAnchor(renderer, x, y, w, h, anchor, windowClamped,
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canvas, extract)
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renderer.uiAnchors = renderer.uiAnchors or {}
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renderer.uiAnchors[#renderer.uiAnchors + 1] = {
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x = x, y = y, w = w, h = h, anchor = anchor,
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windowClamped = windowClamped and true or false,
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canvas = canvas,
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extract = extract ~= false,
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}
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end
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function Renderer:setUIAnchor(x, y, w, h, anchor)
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-- UI LAYOUT = CENTERED (uiCentered, set per frame by Game:draw from
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-- save.options.uiLayout): every element stays where it was drawn in the
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@@ -684,9 +724,16 @@ function Renderer:setUIAnchor(x, y, w, h, anchor)
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-- battle -- keeps every element inside it, so the box blits where it was
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-- drawn in the canvas instead of being pulled to the window edge.
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if self.uiAnchorHold then return end
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self.uiAnchors = self.uiAnchors or {}
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self.uiAnchors[#self.uiAnchors + 1] =
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{ x = x, y = y, w = w, h = h, anchor = anchor }
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addUIAnchor(self, x, y, w, h, anchor, false, self.canvas, true)
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end
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-- Battle-owned window-space placement. Unlike ordinary UI anchors this is
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-- intentionally allowed while BattleState holds general dialogue/menu
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-- anchors inside the battle surface. Callers must gate it to an explicit
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-- battle HUD mode.
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function Renderer:setBattleUIAnchor(x, y, w, h, anchor)
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addUIAnchor(self, x, y, w, h, anchor, true,
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self.battleHUDCanvas or self.canvas, false)
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end
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-- zones: optional list of SGB palette regions (see PaletteFX) in
|
||||
@@ -799,6 +846,8 @@ function Renderer:endFrame(zones, worldZones)
|
||||
-- is the pack's off-white (255,239,255), which a hardcoded 1,1,1 framed in
|
||||
-- a visibly brighter border.
|
||||
local clearR, clearG, clearB = 0, 0, 0
|
||||
local extendedBlackBand = false
|
||||
local bandR, bandG, bandB = 1, 1, 1
|
||||
if not self.worldActive then
|
||||
local ok, Game = pcall(require, "src.core.Game")
|
||||
local stack = ok and Game and Game.stack
|
||||
@@ -825,7 +874,15 @@ function Renderer:endFrame(zones, worldZones)
|
||||
-- screen stays black (src/core/FaithfulRes.lua); the paper surround
|
||||
-- painted the whole phone white on New Game and in battle (#864), so
|
||||
-- the lock keeps the default black bars.
|
||||
if state and state.letterboxWhite
|
||||
if state and state.extendedBlackHUD and state:extendedBlackHUD()
|
||||
and not FaithfulRes.scaleCap() then
|
||||
-- Extended/Black keeps the author's black surround, but extends the
|
||||
-- fixed battle's paper field vertically through the physical window.
|
||||
-- The band uses the exact centred fixed-width composition bounds, so
|
||||
-- only vertical black bars remain at the sides.
|
||||
extendedBlackBand = true
|
||||
bandR, bandG, bandB = PaletteFX.paperShade(Game and Game.data)
|
||||
elseif state and state.letterboxWhite
|
||||
and not (state.bgMode and state:bgMode() == "black")
|
||||
and not FaithfulRes.scaleCap() then
|
||||
clearR, clearG, clearB = PaletteFX.paperShade(Game and Game.data)
|
||||
@@ -833,6 +890,10 @@ function Renderer:endFrame(zones, worldZones)
|
||||
end
|
||||
love.graphics.setColor(clearR, clearG, clearB, 1)
|
||||
love.graphics.rectangle("fill", 0, 0, ww, wh)
|
||||
if extendedBlackBand then
|
||||
love.graphics.setColor(bandR, bandG, bandB, 1)
|
||||
love.graphics.rectangle("fill", uox, 0, uvpw, wh)
|
||||
end
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
-- render.letterbox: SGB borders / custom void art in the bars around the
|
||||
-- 160x144 (or world) blit. Drawn after the clear and before the game
|
||||
@@ -975,6 +1036,22 @@ function Renderer:endFrame(zones, worldZones)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
-- Extended/WORLD keeps the frozen world as the physical surround, but stock
|
||||
-- Gen 1 back sprites rely on the battle's paper shade for visible highlights.
|
||||
-- Back the exact fixed-width composition from physical top to bottom so only
|
||||
-- the left and right sides expose the world. The battle canvas and detached
|
||||
-- HUD remain transparent layers composited afterward.
|
||||
-- A worldOverride is an arena provider's completed scene (for example,
|
||||
-- StadiumBattleFX/Dramaless). It replaces the stock paper-backed battle
|
||||
-- field, so never cover it with the native back-sprite fallback.
|
||||
if self.extendedWorldBand and not self.worldOverride
|
||||
and not FaithfulRes.scaleCap() then
|
||||
local ok, Game = pcall(require, "src.core.Game")
|
||||
love.graphics.setColor(PaletteFX.paperShade(ok and Game and Game.data))
|
||||
love.graphics.rectangle("fill", uox, 0, uvpw, wh)
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
end
|
||||
|
||||
-- UI: anchored regions against their screen edges, the rest in the classic
|
||||
-- centred letterbox. With nothing anchored this is the single blit it has
|
||||
-- always been.
|
||||
@@ -997,14 +1074,23 @@ function Renderer:endFrame(zones, worldZones)
|
||||
if a.anchor == "bottom" then
|
||||
dx = uox + a.x * Ux -- horizontally it stays with the letterbox
|
||||
dy = wh - gapB - dh
|
||||
elseif a.anchor == "top" then
|
||||
dx = uox + a.x * Ux -- horizontally it stays with the letterbox
|
||||
dy = a.y * Uy
|
||||
elseif a.anchor == "topright" then
|
||||
dx = ww - gapR - dw
|
||||
dy = a.y * Uy
|
||||
else -- unknown anchor: leave it where it is
|
||||
dx, dy = uox + a.x * Ux, uoy + a.y * Uy
|
||||
end
|
||||
if a.windowClamped then
|
||||
dx = math.max(0, math.min(math.max(0, ww - dw), dx))
|
||||
dy = math.max(0, math.min(math.max(0, wh - dh), dy))
|
||||
end
|
||||
placed[#placed + 1] = { a = a, dx = dx, dy = dy, dw = dw, dh = dh }
|
||||
rest = subtractRect(rest, uox + a.x * Ux, uoy + a.y * Uy, dw, dh)
|
||||
if a.extract then
|
||||
rest = subtractRect(rest, uox + a.x * Ux, uoy + a.y * Uy, dw, dh)
|
||||
end
|
||||
end
|
||||
for _, r in ipairs(rest) do
|
||||
blit(self.canvas, Ux, Uy, zones, Ux, Uy, uox, uoy, r[1], r[2], r[3], r[4])
|
||||
@@ -1013,7 +1099,7 @@ function Renderer:endFrame(zones, worldZones)
|
||||
-- shift the draw origin so canvas pixel (a.x, a.y) lands on (dx, dy).
|
||||
-- The zone scissors are computed from the same origin, so an SGB
|
||||
-- region travels with the element instead of staying in the letterbox.
|
||||
blit(self.canvas, Ux, Uy, zones, Ux, Uy,
|
||||
blit(p.a.canvas or self.canvas, Ux, Uy, zones, Ux, Uy,
|
||||
p.dx - p.a.x * Ux, p.dy - p.a.y * Uy, p.dx, p.dy, p.dw, p.dh)
|
||||
end
|
||||
end
|
||||
|
||||
+42
-1
@@ -180,6 +180,11 @@ local function buildRows(game)
|
||||
step = function(g)
|
||||
local o = g.save.options
|
||||
o.battleLayout = o.battleLayout == "wide" and "og" or "wide"
|
||||
if o.battleLayout ~= "wide" then
|
||||
o.battleHud = "standard"
|
||||
elseif o.battleFit == "fill" and o.battleHud == "extended" then
|
||||
o.battleBg = "white"
|
||||
end
|
||||
return true
|
||||
end },
|
||||
-- FIXED keeps the classic integer-scaled letterbox -- a GB pixel is a
|
||||
@@ -195,6 +200,31 @@ local function buildRows(game)
|
||||
step = function(g)
|
||||
local o = g.save.options
|
||||
o.battleFit = o.battleFit == "fill" and "fixed" or "fill"
|
||||
if o.battleFit == "fill" and o.battleLayout == "wide"
|
||||
and o.battleHud == "extended" then
|
||||
o.battleBg = "white"
|
||||
end
|
||||
return true
|
||||
end },
|
||||
{ id = "battleHud", label = Strings("BATTLE HUD"),
|
||||
value = function(g)
|
||||
local o = g.save.options
|
||||
return o.battleLayout == "wide" and o.battleHud == "extended"
|
||||
and Strings("EXTENDED")
|
||||
or Strings("STANDARD")
|
||||
end,
|
||||
step = function(g)
|
||||
local o = g.save.options
|
||||
-- The extended HUD is a widescreen-only composition. Keep OG locked
|
||||
-- to the author's standard HUD even if an older save says otherwise.
|
||||
if o.battleLayout ~= "wide" then
|
||||
o.battleHud = "standard"
|
||||
return false
|
||||
end
|
||||
o.battleHud = o.battleHud == "extended" and "standard" or "extended"
|
||||
if o.battleHud == "extended" and o.battleFit == "fill" then
|
||||
o.battleBg = "white"
|
||||
end
|
||||
return true
|
||||
end },
|
||||
-- What sits behind and around the battle. WHITE is the classic paper
|
||||
@@ -203,13 +233,24 @@ local function buildRows(game)
|
||||
-- shows through everywhere the battle does not paint).
|
||||
{ id = "battleBg", label = Strings("BATTLE BG"),
|
||||
value = function(g)
|
||||
local m = g.save.options.battleBg
|
||||
local o = g.save.options
|
||||
if o.battleLayout == "wide" and o.battleFit == "fill"
|
||||
and o.battleHud == "extended" then
|
||||
o.battleBg = "white"
|
||||
return Strings("AUTO")
|
||||
end
|
||||
local m = o.battleBg
|
||||
if m == "black" then return Strings("BLACK") end
|
||||
if m == "world" then return Strings("WORLD") end
|
||||
return Strings("WHITE")
|
||||
end,
|
||||
step = function(g, dir)
|
||||
local o = g.save.options
|
||||
if o.battleLayout == "wide" and o.battleFit == "fill"
|
||||
and o.battleHud == "extended" then
|
||||
o.battleBg = "white"
|
||||
return false
|
||||
end
|
||||
local order = { "white", "black", "world" }
|
||||
local cur = 1
|
||||
for i, m in ipairs(order) do if o.battleBg == m then cur = i break end end
|
||||
|
||||
Reference in New Issue
Block a user