Merge remote-tracking branch 'origin/dev' into fix1038

# Conflicts:
#	docs/modding.md
This commit is contained in:
bryanthaboi
2026-08-10 14:14:39 -04:00
6 changed files with 70 additions and 5 deletions
+18 -3
View File
@@ -133,6 +133,18 @@ function BattleState:sgbPalettes()
return nil
end
function BattleState:bottomUIVisible()
if not Runtime.wantsHook("battle.bottom_ui_visible") then return true end
return Runtime.call("battle.bottom_ui_visible", function() return true end,
self) ~= false
end
function BattleState:statusHUDVisible()
if not Runtime.wantsHook("battle.status_hud_visible") then return true end
return Runtime.call("battle.status_hud_visible", function() return true end,
self) ~= false
end
local Rulesets = {
gen1_faithful = require("src.battle.rulesets.gen1_faithful"),
modern_clean = require("src.battle.rulesets.modern_clean"),
@@ -5358,7 +5370,7 @@ function BattleState:drawPicsLayer(slide, sx, sy, onlySide, skipMenuClip)
-- .mimicmenu) wipes rows 7+. The port draws pics above the menu
-- layer in the colorized pipeline, so clip them to the visible rows.
local g = love.graphics
local clipY = not skipMenuClip
local clipY = not skipMenuClip and self:bottomUIVisible()
and (self.phase == "mimicSelect" and 56
or self.phase == "moveSelect" and 64)
or nil
@@ -5470,6 +5482,7 @@ function BattleState:drawHUDs(slide)
-- per-pixel tint (grayFill) -- otherwise GREENBAR's red-channel-0 fill
-- double-applies and the zone shade shader maps the whole bar to black (#229).
local grayFill = self:colorMode()
local showStatus = self:statusHUDVisible()
local barData = self.data
local fx = self.fx
local hudShake = (fx and fx.hudShakeX) or 0
@@ -5479,7 +5492,8 @@ function BattleState:drawHUDs(slide)
-- DrawEnemyHUDAndHPBar is called from _InitBattleCommon (core.asm:6763)
-- AFTER PrintBeginningBattleText returns, so "Wild X appeared!" shows the
-- player's ball row with no enemy HUD beside it (#317)
if self.enemy and not self.showEnemyTrainer and not self.enemySendingOut
if showStatus and self.enemy and not self.showEnemyTrainer
and not self.enemySendingOut
and not self:growInScale(self.enemy) and slide == 0
and not self.introBalls and not self.enemy.fainted then
-- enemy HUD (DrawEnemyHUDAndHPBar): name row 0, <LV>+level (4,1),
@@ -5566,7 +5580,7 @@ function BattleState:drawHUDs(slide)
self:drawBallRow(self.playerParty or self.game.save.party, 88, 80, 8)
end
local hidePlayer = self.safari or self.demo
if self.player and not hidePlayer and not self.showPlayerBack
if showStatus and self.player and not hidePlayer and not self.showPlayerBack
and slide == 0 then
-- player HUD (DrawPlayerHUDAndHPBar): name (10,7), <LV>+level
-- (14,8), HP bar (10,9), HP numbers row 10, underline row 11 with
@@ -5591,6 +5605,7 @@ function BattleState:drawHUDs(slide)
end
function BattleState:drawTextArea()
if not self:bottomUIVisible() then return end
Font.drawBox(0, 12, 20, 6)
love.graphics.setColor(0, 0, 0, 1)
if self.phase == "messages"
+4 -2
View File
@@ -128,7 +128,8 @@ local function drawIntroBalls(battle)
end
local function drawHUDs(battle, slide)
if battle.enemy and not battle.showEnemyTrainer
local showStatus = battle:statusHUDVisible()
if showStatus and battle.enemy and not battle.showEnemyTrainer
and not battle.enemySendingOut and not battle:growInScale(battle.enemy)
and slide == 0 and not battle.introBalls and not battle.enemy.fainted then
drawStatusPanel(battle, battle.enemy, 0, 0, false)
@@ -139,7 +140,7 @@ local function drawHUDs(battle, slide)
-- item, not a HUD element (DisplayBattleMenu prints wNumSafariBalls inside
-- the battle menu box, engine/battle/core.asm:2074-2079), so it rides in
-- drawCommandMenu below like the classic layout's (#540).
if not battle.safari and battle.player and not battle.demo
if showStatus and not battle.safari and battle.player and not battle.demo
and not battle.showPlayerBack and slide == 0 then
drawStatusPanel(battle, battle.player, 184, 56, true)
end
@@ -255,6 +256,7 @@ local function drawMoveMenu(battle)
end
local function drawTextArea(battle)
if not battle:bottomUIVisible() then return end
if battle.phase == "messages" and (battle.current or battle.animPlaying) then
drawMessageBox(battle)
elseif battle.phase == "menu" then
+7
View File
@@ -7,11 +7,13 @@
-- the text is exhausted and A is pressed, then calls onDone.
local Font = require("src.render.Font")
local Runtime = require("src.mods.Runtime")
local Theme = require("src.ui.Theme")
local Timing = require("src.core.Timing")
local TextBox = {}
TextBox.__index = TextBox
TextBox.isTextBox = true
-- theme-free fallbacks; geometry resolves against Theme.textBox at
-- construction time, so an unthemed boot stays byte-identical
@@ -344,6 +346,11 @@ function TextBox:update(dt)
end
function TextBox:draw()
if Runtime.wantsHook("battle.bottom_ui_visible")
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
-- 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