mirror of
https://github.com/bryanthaboi/gen1recomp.git
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92 lines
3.1 KiB
Lua
92 lines
3.1 KiB
Lua
-- Game state stack. The top state updates; all states draw bottom-up
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-- (so a text box can overlay the overworld, a battle replaces it, etc).
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-- States are tables with optional enter/exit/update/draw/isOpaque.
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local Runtime = require("src.mods.Runtime")
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local StateStack = {}
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function StateStack:init()
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self.states = {}
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end
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-- screen.pushed/popped fire after enter/exit so listeners observe the
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-- settled state; the wants guard keeps the no-listener path allocation-free
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-- enter/exit are OPTIONAL callbacks, so the test is "is it callable", not "is
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-- it there". A state is an ordinary table and `exit` is an ordinary word: the
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-- Gen 2 GameFreak screen counts its 16-frame exit tail in a field, and under a
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-- truthiness test the stack called into a number and took the process down at
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-- a screen hand-off. Reserving the names is still the contract (see
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-- src/ui/gen2/GameFreakPresents.lua's exitTail), but the stack does not need
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-- to be the thing that enforces it by crashing.
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local function callback(state, name)
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local fn = state and state[name]
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return type(fn) == "function" and fn or nil
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end
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function StateStack:push(state, ...)
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table.insert(self.states, state)
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local enter = callback(state, "enter")
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if enter then enter(state, ...) end
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if Runtime.wants("screen.pushed") then
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Runtime.emit("screen.pushed", { state = state })
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end
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end
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function StateStack:pop()
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local state = table.remove(self.states)
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local exit = callback(state, "exit")
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if exit then exit(state) end
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if state and Runtime.wants("screen.popped") then
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Runtime.emit("screen.popped", { state = state })
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end
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return state
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end
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function StateStack:top()
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return self.states[#self.states]
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end
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-- Tear the whole stack down top-first, so every state still gets its exit and
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-- every listener still sees screen.popped in the order it would have on a
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-- hand-written unwind. Gold's boot cinema hands off between screens this way
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-- (title -> intro menu -> Oak) and the Gen 1 paths that did
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-- `while self.stack:top() do self.stack:pop() end` mean exactly this.
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function StateStack:clear()
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while self:top() do self:pop() end
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end
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function StateStack:update(dt)
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local top = self:top()
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if top and top.update then top:update(dt) end
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end
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local function visibleByDefault() return true end
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-- A mod may mirror a state elsewhere and hide only its main-screen render.
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-- The state stays on the stack, so update and input ownership do not move.
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function StateStack:renderVisible(state)
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if not state then return false end
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if not Runtime.wantsHook("screen.render_visible") then return true end
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return Runtime.call("screen.render_visible", visibleByDefault, state) ~= false
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end
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-- index of the lowest state drawn this frame (highest opaque, else 1)
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function StateStack:visibleBase()
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for i = #self.states, 1, -1 do
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local state = self.states[i]
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if self:renderVisible(state) and state.isOpaque then return i end
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end
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return 1
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end
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function StateStack:draw()
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for i = self:visibleBase(), #self.states do
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local state = self.states[i]
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if self:renderVisible(state) and state.draw then state:draw() end
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end
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end
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return StateStack
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