mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-21 13:09:54 +02:00
Fix hidden battle UI overlay backgrounds
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+6
-3
@@ -374,9 +374,12 @@ identifiers: `pc_box_withdraw`, `pc_box_deposit`, `pc_box_release`,
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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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Text boxes and YES/NO prompts pushed above a battle inherit a `false` result
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for that battle, so hiding the bottom layer cannot leave their white backing
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behind under another overlay. Text boxes also pass through the hook as their
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own state, preserving selective control outside a battle; a wrapper that only
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owns battle presentation should return `false` only for its active battle or
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text-box state.
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`core.logic_speed` receives `(next, game)` once per `Game:logicSpeed()` call
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(once per frame). Vanilla behavior resolves the per-category GAME SPEED
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@@ -27,6 +27,7 @@ local Timing = require("src.core.Timing")
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local TrainerAI = require("src.battle.TrainerAI")
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local TurnOrder = require("src.battle.TurnOrder")
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local TypeChart = require("src.battle.TypeChart")
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local UIVisibility = require("src.battle.UIVisibility")
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local RomText = require("src.core.RomText")
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local Strings = require("src.core.Strings")
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local WideBattle = require("src.battle.WideBattle")
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@@ -134,9 +135,7 @@ function BattleState:sgbPalettes()
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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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return UIVisibility.bottomVisible(self, true)
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end
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function BattleState:statusHUDVisible()
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@@ -0,0 +1,39 @@
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-- Shared visibility rules for battle-owned UI states. Text and choice
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-- overlays live above BattleState on the state stack, but they are still part
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-- of its bottom UI layer and must inherit that layer's visibility.
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local Runtime = require("src.mods.Runtime")
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local UIVisibility = {}
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local function enclosingBattle(state)
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local stack = state and state.game and state.game.stack
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local states = stack and stack.states
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local found = false
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for i = #(states or {}), 1, -1 do
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local candidate = states[i]
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if candidate == state then found = true end
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if found and candidate and candidate.isBattle then return candidate end
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end
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return nil
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end
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-- queryState keeps the existing TextBox contract: a mod may still decide
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-- visibility for that individual box. ChoiceBox only inherits the enclosing
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-- battle decision, so field YES/NO prompts never become battle-hook states.
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function UIVisibility.bottomVisible(state, queryState)
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if not Runtime.wantsHook("battle.bottom_ui_visible") then return true end
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local battle = enclosingBattle(state)
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if battle and battle ~= state
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and Runtime.call("battle.bottom_ui_visible",
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function() return true end, battle) == false then
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return false
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end
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if queryState or battle == state then
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return Runtime.call("battle.bottom_ui_visible",
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function() return true end, state) ~= false
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end
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return true
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end
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return UIVisibility
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@@ -7,7 +7,7 @@
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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 UIVisibility = require("src.battle.UIVisibility")
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local Theme = require("src.ui.Theme")
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local Timing = require("src.core.Timing")
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@@ -346,11 +346,7 @@ 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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if not UIVisibility.bottomVisible(self, true) then return 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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@@ -1,6 +1,7 @@
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-- YES/NO choice box (InitYesNoTextBoxParameters: above the text box, right).
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local Font = require("src.render.Font")
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local UIVisibility = require("src.battle.UIVisibility")
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local Theme = require("src.ui.Theme")
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local Strings = require("src.core.Strings")
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local Timing = require("src.core.Timing")
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@@ -67,6 +68,7 @@ function ChoiceBox:update(dt)
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end
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function ChoiceBox:draw()
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if not UIVisibility.bottomVisible(self, false) then return end
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local tx, ty, tw, th = self.tx, self.ty, self.tw, self.th
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-- rides the same bottom anchor as the dialogue box it sits above, so the
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-- pair travels together (the anchor keeps each element's gap from the edge)
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@@ -12,6 +12,7 @@ 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 ChoiceBox = require("src.ui.ChoiceBox")
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local PartyMenu = require("src.ui.PartyMenu")
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local Player = require("src.world.Player")
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local Music = require("src.core.Music")
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@@ -180,6 +181,23 @@ do
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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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local battle = setmetatable({ isBattle = true }, BattleState)
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local game = { stack = { states = {} } }
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text = setmetatable({ game = game }, TextBox)
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local choice = setmetatable({ game = game }, ChoiceBox)
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game.stack.states = { battle, text, choice }
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local queried = {}
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unsub = wrap("battle.bottom_ui_visible", function(_, state)
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queried[#queried + 1] = state
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return state ~= battle
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end)
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text:draw()
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choice:draw()
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check(queried[1] == battle and queried[2] == battle and #queried == 2,
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"battle overlays inherit a hidden bottom layer without drawing backings")
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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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