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Merge pull request #1023 from AverageConsumer/feature/battle-ui-visibility
Mod API: expose battle UI visibility hooks
This commit is contained in:
@@ -343,5 +343,12 @@ lists fall back to their title; PC lists use stable, localization-independent
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identifiers: `pc_box_withdraw`, `pc_box_deposit`, `pc_box_release`,
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`pc_box_change`, `pc_item_withdraw`, `pc_item_deposit`, and `pc_item_toss`.
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`battle.bottom_ui_visible` and `battle.status_hud_visible` independently
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control the battle text/menu layer and the HP/status panels. Both receive
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`(next, state)` and default to `true`, so vanilla rendering is unchanged.
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Pushed text boxes also pass through `battle.bottom_ui_visible`; a wrapper that
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only owns battle presentation should return `false` only for its active battle
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or text-box state.
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Developer mode also arms the mod loader's dev tripwire, which flags mods
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that reach outside their permission set.
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@@ -127,6 +127,18 @@ function BattleState:sgbPalettes()
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return nil
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end
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function BattleState:bottomUIVisible()
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if not Runtime.wantsHook("battle.bottom_ui_visible") then return true end
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return Runtime.call("battle.bottom_ui_visible", function() return true end,
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self) ~= false
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end
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function BattleState:statusHUDVisible()
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if not Runtime.wantsHook("battle.status_hud_visible") then return true end
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return Runtime.call("battle.status_hud_visible", function() return true end,
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self) ~= false
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end
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local Rulesets = {
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gen1_faithful = require("src.battle.rulesets.gen1_faithful"),
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modern_clean = require("src.battle.rulesets.modern_clean"),
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@@ -5352,7 +5364,7 @@ function BattleState:drawPicsLayer(slide, sx, sy, onlySide, skipMenuClip)
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-- .mimicmenu) wipes rows 7+. The port draws pics above the menu
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-- layer in the colorized pipeline, so clip them to the visible rows.
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local g = love.graphics
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local clipY = not skipMenuClip
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local clipY = not skipMenuClip and self:bottomUIVisible()
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and (self.phase == "mimicSelect" and 56
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or self.phase == "moveSelect" and 64)
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or nil
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@@ -5464,6 +5476,7 @@ function BattleState:drawHUDs(slide)
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-- per-pixel tint (grayFill) -- otherwise GREENBAR's red-channel-0 fill
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-- double-applies and the zone shade shader maps the whole bar to black (#229).
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local grayFill = self:colorMode()
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local showStatus = self:statusHUDVisible()
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local barData = self.data
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local fx = self.fx
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local hudShake = (fx and fx.hudShakeX) or 0
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@@ -5473,7 +5486,8 @@ function BattleState:drawHUDs(slide)
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-- DrawEnemyHUDAndHPBar is called from _InitBattleCommon (core.asm:6763)
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-- AFTER PrintBeginningBattleText returns, so "Wild X appeared!" shows the
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-- player's ball row with no enemy HUD beside it (#317)
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if self.enemy and not self.showEnemyTrainer and not self.enemySendingOut
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if showStatus and self.enemy and not self.showEnemyTrainer
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and not self.enemySendingOut
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and not self:growInScale(self.enemy) and slide == 0
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and not self.introBalls and not self.enemy.fainted then
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-- enemy HUD (DrawEnemyHUDAndHPBar): name row 0, <LV>+level (4,1),
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@@ -5560,7 +5574,7 @@ function BattleState:drawHUDs(slide)
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self:drawBallRow(self.playerParty or self.game.save.party, 88, 80, 8)
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end
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local hidePlayer = self.safari or self.demo
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if self.player and not hidePlayer and not self.showPlayerBack
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if showStatus and self.player and not hidePlayer and not self.showPlayerBack
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and slide == 0 then
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-- player HUD (DrawPlayerHUDAndHPBar): name (10,7), <LV>+level
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-- (14,8), HP bar (10,9), HP numbers row 10, underline row 11 with
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@@ -5585,6 +5599,7 @@ function BattleState:drawHUDs(slide)
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end
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function BattleState:drawTextArea()
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if not self:bottomUIVisible() then return end
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Font.drawBox(0, 12, 20, 6)
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love.graphics.setColor(0, 0, 0, 1)
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if self.phase == "messages"
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@@ -128,7 +128,8 @@ local function drawIntroBalls(battle)
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end
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local function drawHUDs(battle, slide)
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if battle.enemy and not battle.showEnemyTrainer
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local showStatus = battle:statusHUDVisible()
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if showStatus and battle.enemy and not battle.showEnemyTrainer
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and not battle.enemySendingOut and not battle:growInScale(battle.enemy)
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and slide == 0 and not battle.introBalls and not battle.enemy.fainted then
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drawStatusPanel(battle, battle.enemy, 0, 0, false)
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@@ -139,7 +140,7 @@ local function drawHUDs(battle, slide)
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-- item, not a HUD element (DisplayBattleMenu prints wNumSafariBalls inside
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-- the battle menu box, engine/battle/core.asm:2074-2079), so it rides in
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-- drawCommandMenu below like the classic layout's (#540).
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if not battle.safari and battle.player and not battle.demo
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if showStatus and not battle.safari and battle.player and not battle.demo
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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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@@ -255,6 +256,7 @@ local function drawMoveMenu(battle)
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end
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local function drawTextArea(battle)
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if not battle:bottomUIVisible() then return end
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if battle.phase == "messages" and (battle.current or battle.animPlaying) then
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drawMessageBox(battle)
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elseif battle.phase == "menu" then
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@@ -7,11 +7,13 @@
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-- the text is exhausted and A is pressed, then calls onDone.
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local Font = require("src.render.Font")
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local Runtime = require("src.mods.Runtime")
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local Theme = require("src.ui.Theme")
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local Timing = require("src.core.Timing")
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local TextBox = {}
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TextBox.__index = TextBox
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TextBox.isTextBox = true
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-- theme-free fallbacks; geometry resolves against Theme.textBox at
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-- construction time, so an unthemed boot stays byte-identical
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@@ -344,6 +346,11 @@ function TextBox:update(dt)
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end
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function TextBox:draw()
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if Runtime.wantsHook("battle.bottom_ui_visible")
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and Runtime.call("battle.bottom_ui_visible", function() return true end,
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self) == false then
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return
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end
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-- The dialogue box belongs against the bottom of the screen, not floating
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-- in the middle of a zoomed-out letterbox. Declared per frame; the
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-- renderer blits this region to the screen edge and the rest of the UI
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@@ -74,6 +74,9 @@ local function battleWith(fx, sprites)
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growInScale = function() return nil end,
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drawBallRow = function() end,
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statusLabel = function() return "" end,
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statusHUDVisible = function() return true end,
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bottomUIVisible = function() return true end,
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caughtMarkerVisible = function() return false end,
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}
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end
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@@ -11,6 +11,7 @@ local Stats = require("src.pokemon.Stats")
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local Zoom = require("src.render.Zoom")
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local ListMenu = require("src.ui.ListMenu")
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local NamingScreen = require("src.ui.NamingScreen")
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local TextBox = require("src.render.TextBox")
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local Player = require("src.world.Player")
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local Music = require("src.core.Music")
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@@ -161,6 +162,36 @@ do
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unsub()
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end
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-- ------- battle UI visibility (companion / alternate renderers)
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do
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local BattleState = require("src.battle.BattleState")
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check(BattleState.bottomUIVisible({ phase = "menu" }),
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"battle bottom UI is visible without a mod")
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local seen
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local unsub = wrap("battle.bottom_ui_visible", function(_, state)
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seen = state
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return false
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end)
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check(not BattleState.bottomUIVisible({ phase = "messages" }),
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"a mod can hide the battle text and menu layer")
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local text = setmetatable({}, TextBox)
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text:draw()
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check(seen == text, "pushed text boxes use the same visibility hook")
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unsub()
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check(BattleState.bottomUIVisible({ phase = "moveSelect" }),
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"battle bottom UI returns when the hook is removed")
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check(BattleState.statusHUDVisible({}),
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"battle status HUD is visible without a mod")
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unsub = wrap("battle.status_hud_visible", function() return false end)
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check(not BattleState.statusHUDVisible({}),
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"a mod can hide the battle status HUD")
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unsub()
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check(BattleState.statusHUDVisible({}),
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"battle status HUD returns when the hook is removed")
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end
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-- ------- music.volume (distance / indoor muffling)
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do
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