Merge pull request #1378 from syybott/experiment/fixed-extended-world-alignment

This commit is contained in:
bryanthaboi
2026-08-16 22:04:28 -04:00
committed by GitHub
16 changed files with 726 additions and 33 deletions
+44 -10
View File
@@ -306,12 +306,32 @@ function Game.worldBgBattleDim(stack)
for i = #(stack and stack.states or {}), 1, -1 do
local state = stack.states[i]
if state and state.bgMode and state:bgMode() == "world" then
-- The extended fixed HUD intentionally exposes the live world across
-- the whole physical window. Keep this as a world-backed battle (zero
-- is non-nil, so scaling and overlay holds remain active), but do not
-- paint the standard dim veil around the native battle rectangle.
if state.extendedWorldHUD and state:extendedWorldHUD() then
return 0
end
return state.BG_WORLD_DIM or 0.55
end
end
return nil
end
-- Does the stack contain the opt-in fixed Extended WORLD battle? Renderer
-- uses this separately from battleDim: the world remains the surround, while
-- the native-width battle field receives a paper backing from top to bottom.
function Game.extendedWorldHUDInStack(stack)
for i = #(stack and stack.states or {}), 1, -1 do
local state = stack.states[i]
if state and state.extendedWorldHUD and state:extendedWorldHUD() then
return true
end
end
return false
end
-- Is a BATTLE BG "world" battle composing itself over the live map right now?
-- Same whole-stack walk as worldBgBattleDim, asked for a different reason: the
-- dark-cave shade shift (wMapPalOffset) must not reach a frame a battle is
@@ -404,13 +424,13 @@ function Game.uiAnchorsHeldInStack(stack)
end
-- Where Game:draw starts drawing this frame. Normally the topmost opaque
-- state (StateStack:visibleBase) -- but BATTLE BG "world" composes the battle
-- over the LIVE map, and an opaque state pushed on top of it (the party menu,
-- the bag) becomes that base, cutting the overworld -- and with it the world
-- pass -- out of the frame entirely. The backdrop the battle established
-- then collapses to endFrame's flat black clear for as long as the menu is
-- up. So a world-bg battle keeps the frame starting from underneath itself
-- until it leaves the stack, the same hold uiFill and the dim already use.
-- state (StateStack:visibleBase) -- but an opaque menu pushed over a WIDE
-- battle must not prevent that battle from drawing. Native WIDE battles own
-- the 304x144 surround around a centred classic menu, while external arena
-- providers establish their window-sized scene from BattleState:draw. If the
-- menu becomes the draw base, neither owner runs and the menu's white field
-- replaces the whole presentation. BATTLE BG "world" additionally needs the
-- overworld below the battle, as before.
--
-- Only the START of the draw moves. The clear stays keyed to the real
-- visibleBase, so the menu still gets its opaque canvas and draws exactly as
@@ -421,9 +441,13 @@ function Game.drawBaseInStack(stack, visibleBase)
local states = stack and stack.states or {}
for i = visibleBase - 1, 1, -1 do
local state = states[i]
if state and state.bgMode and state:bgMode() == "world" then
local worldBattle = state and state.bgMode and state:bgMode() == "world"
local wideBattle = state and state.isWideBattleLayout
and state:isWideBattleLayout()
if worldBattle or wideBattle then
-- restart the search from under the battle: the highest opaque state at
-- or below it (the overworld), not the menu sitting over it
-- or below it (the battle itself for white/black WIDE, the overworld for
-- a non-opaque world-backed battle), not the menu sitting over it
for j = i, 1, -1 do
if states[j].isOpaque then return j end
end
@@ -433,6 +457,14 @@ function Game.drawBaseInStack(stack, visibleBase)
return visibleBase
end
-- A classic overlay above the approved world-backed extended HUD paints only
-- its centred area. Keep the wider owner surface transparent so its margins
-- continue to reveal the world instead of becoming an opaque white sheet.
function Game.uiCanvasTransparent(worldBelow, worldDrawn, wideBattle)
return worldBelow or (worldDrawn and wideBattle ~= nil
and wideBattle.extendedHUD and wideBattle:extendedHUD())
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.
@@ -487,6 +519,7 @@ function Game:draw()
-- the stack for the same reason as uiFill above -- a prompt opened during
-- the battle must not drop the dim for a frame.
Renderer.battleDim = Game.worldBgBattleDim(self.stack)
Renderer.extendedWorldBand = Game.extendedWorldHUDInStack(self.stack)
-- ...and for the same reason the UI's own scale has to know the world is
-- still the backdrop while an opaque menu covers it. Renderer:uiScale
-- steps the UI down with the survey zoom only while a world is behind it,
@@ -504,7 +537,8 @@ function Game:draw()
-- menu to its top right, and the whole UI steps down with the zoom.
Renderer.uiCentered = not Game.dynamicUI(self.save)
Renderer.uiAnchorHold = Game.uiAnchorsHeldInStack(self.stack)
Renderer:beginFrame(worldBelow)
Renderer:beginFrame(Game.uiCanvasTransparent(
worldBelow, worldDrawn, wideBattle))
for i = drawFrom, #self.stack.states do
local state = self.stack.states[i]
local wideState = state and state.isWideBattleLayout
+5
View File
@@ -239,6 +239,11 @@ function SaveData.defaultOptions()
-- scale the battle surface to the window so it fills vertically. See
-- BattleState:wantsFillScale.
battleFit = "fixed",
-- BATTLE HUD: STANDARD keeps every wide-battle element inside the native
-- 304x144 surface. EXTENDED is opt-in window-space placement for selected
-- wide layouts; unsupported combinations deliberately fall back to the
-- standard composition.
battleHud = "standard",
-- BATTLE BG: what fills the screen behind and around the battle.
-- "white" = the display mode's paper shade (the classic look),
-- "black" = plain black bars, "world" = the frozen overworld showing