This commit is contained in:
bryanthaboi
2026-07-29 15:06:37 -04:00
7 changed files with 113 additions and 26 deletions
+65 -7
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@@ -244,35 +244,93 @@ end
-- exactly as the owning state computed it
local function sameZones(_, zones) return zones end
-- A wide battle owns the surface until it leaves the stack. The party,
-- bag, choice and text states it opens still draw their original 160px UI,
-- but the canvas must not snap to 160px between those states.
function Game.wideBattleInStack(stack)
for i = #(stack and stack.states or {}), 1, -1 do
local state = stack.states[i]
if state and state.isWideBattleLayout and state:isWideBattleLayout() then
return state
end
end
return nil
end
-- Shift classic SGB zones to the centred UI. A full-width base zone extends
-- into both margins, keeping the canvas' paper color continuous; narrower
-- sprite and status zones move with the classic UI content.
local function centerClassicZones(zones, offset)
if not zones or offset == 0 then return zones end
local shifted = {}
for i, zone in ipairs(zones) do
local copy = {}
for key, value in pairs(zone) do copy[key] = value end
if copy.x == 0 and copy.w == Renderer.WIDTH then
copy.w = copy.w + offset * 2
else
copy.x = (copy.x or 0) + offset
end
shifted[i] = copy
end
return shifted
end
function Game:draw()
-- the UI canvas clears transparent when the overworld's world pass
-- shows through beneath it; opaque full-screen states get the classic
-- white clear
local base = self.stack:visibleBase()
local worldBelow = self.stack.states[base] == self.overworld
-- The UI surface is resolved once, before any state draws: the top state
-- may want more than the Game Boy's 160x144 (the widescreen battle layout
-- asks for 304x144). Anything else keeps the classic surface, so a menu
-- pushed over a wide battle brings the screen straight back to 160x144.
-- A wide battle holds its 304px surface through every menu or prompt it
-- opens. States that do not draw the wide battle composition are centred
-- in that surface below, so their classic coordinates and hit testing stay
-- unchanged. Outside a battle, including the title screen, the option is
-- intentionally inactive because it is a battle-layout setting.
local top = self.stack:top()
if top and top.uiSize then
local wideBattle = Game.wideBattleInStack(self.stack)
local classicOffset = 0
if wideBattle and wideBattle.uiSize then
Renderer:setUISize(wideBattle:uiSize())
classicOffset = math.floor((select(1, Renderer:uiSize()) - Renderer.WIDTH) / 2)
elseif top and top.uiSize then
Renderer:setUISize(top:uiSize())
else
Renderer:setUISize(Renderer.WIDTH, Renderer.HEIGHT)
end
Renderer:beginFrame(worldBelow)
self.stack:draw()
for i = self.stack:visibleBase(), #self.stack.states do
local state = self.stack.states[i]
local wideState = state and state.isWideBattleLayout
and state:isWideBattleLayout()
if state and state.draw then
if classicOffset ~= 0 and not wideState then
love.graphics.push()
love.graphics.translate(classicOffset, 0)
state:draw()
love.graphics.pop()
else
state:draw()
end
end
end
-- SGB colorization: the topmost state that knows its palette owns the
-- screen (overlays like text boxes inherit from what's beneath them);
-- the overworld's world pass colors each visible map area separately
local zones, worldZones
local zones, worldZones, zoneOwner
for i = #self.stack.states, 1, -1 do
local s = self.stack.states[i]
if s.sgbPalettes then
zones = s:sgbPalettes(self)
zoneOwner = s
break
end
end
if classicOffset ~= 0 and zoneOwner
and not (zoneOwner.isWideBattleLayout
and zoneOwner:isWideBattleLayout()) then
zones = centerClassicZones(zones, classicOffset)
end
-- 14's render.zones: weather/lighting overlays and custom colorization
-- recolor or add zones before the blit
if ModRuntime.wantsHook("render.zones") then