mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-15 07:41:21 +02:00
df0be1cba6
The save editor now routes Gold vs RBY through a generation adapter so boxes, items, events, and maps write the right fields. The launcher layout is shuffled a bit, and patch notes can come from the updater, a packed file, or the iOS sidecar.
305 lines
12 KiB
Lua
305 lines
12 KiB
Lua
-- Items panel: money, the shared item picker, badges, the configurable bag
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-- (Bag.add/remove, ordered by Bag.order) and PC item storage (a plain
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-- S.save.pcItems dict with no slot cap).
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--
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-- The picker is a searchable list rather than the old pair of arrows that
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-- cycled one id at a time through ~250 items, which was the single worst
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-- interaction in the editor. It scrolls under the mouse wheel too (#595):
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-- typing used to be the only way to reach an id past the first screenful.
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-- Badges sit in the wallet column as toggle chips because they are boolean
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-- inventory flags, not stackable items, and must not look like quantity rows.
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--
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-- #715 reflow: side by side the wallet column plus the two quantity lists
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-- need about 900 real px (a quantity row's -/+/x cluster alone is ~110px).
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-- Below that the five cards stack in one full-width column that scrolls in
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-- pixels (Kit.scrollPixels); the inner lists keep their own wheel/drag
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-- regions, which claim the notch first when the pointer is over them.
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local Bag = require("src.inventory.Bag")
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local Theme = require("Theme")
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local Ops = require("Ops")
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local Gen = require("Gen")
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local PAL = Theme.PAL
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local M = {}
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local MONEY_STEPS = { -1000, -100, 100, 1000 }
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-- One quantity row shape, shared by the bag and the PC list: id, qty, then
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-- the -/+/drop cluster. Returns true when the row body was clicked.
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local function quantityRow(S, Kit, x, y, w, h, id, qty, selected, onMinus, onPlus, onDrop)
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local s = Kit.scale
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local clicked = Kit.row(x, y, w, h, selected, PAL.blue, 9 * s)
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local btn = 24 * s
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local bx = x + w - 10 * s - 3 * btn - 2 * (6 * s)
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if Kit.stepper(bx, y + (h - btn) / 2, btn, btn, "-", { font = "small" }) then
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onMinus()
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end
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if Kit.stepper(bx + btn + 6 * s, y + (h - btn) / 2, btn, btn, "+",
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{ font = "small" }) then
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onPlus()
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end
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if Kit.button(bx + 2 * (btn + 6 * s), y + (h - btn) / 2, btn, btn, "x",
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{ kind = "danger", font = "tiny", radius = 6 * s }) then
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onDrop()
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end
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local qtyText = ("x%d"):format(qty)
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local qtyW = Kit.textWidth("monoRow", qtyText)
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Kit.textRight("monoRow", qtyText, bx - 10 * s,
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y + (h - Kit.textHeight("monoRow")) / 2, PAL.heading)
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local label = id
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if Gen.of(S.save) == 2 then
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label = (Bag.pocketOf(id, S.data) or "ITEM") .. " " .. id
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end
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Kit.text("mono", Kit.ellipsize("mono", label, bx - qtyW - 30 * s - (x + 10 * s)),
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x + 10 * s, y + (h - Kit.textHeight("mono")) / 2, PAL.text)
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return clicked
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end
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-- ---------------------------------------------------------------- sections
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-- Each card is a function of its own rect so the wide (three column) and the
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-- stacked (#715) layouts are the same drawing code with different geometry.
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local function moneyHeight(Kit, s, pad, S)
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local h = pad * 2 + Kit.textHeight("caption") + 8 * s
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+ Kit.textHeight("headline") + 10 * s + 30 * s
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if S and Gen.of(S.save) == 2 then
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h = h + 28 * s
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end
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return h
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end
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local function drawMoney(S, Kit, x, y, w, h)
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local s = Kit.scale
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local pad = 16 * s
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Kit.card(x, y, w, h)
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Kit.caption(x + pad, y + pad, "MONEY")
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local maxW = 74 * s
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if Kit.button(x + w - pad - maxW, y + pad - 4 * s, maxW, 26 * s, "Max out",
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{ kind = "accent", font = "tiny", radius = 7 * s,
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enabled = Gen.money(S.save) < Ops.MONEY_MAX }) then
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Ops.maxMoney(S)
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end
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Kit.text("headline", ("$%d"):format(Gen.money(S.save)), x + pad,
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y + pad + Kit.textHeight("caption") + 8 * s, PAL.yellow)
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if Gen.of(S.save) == 2 then
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Kit.text("mono", ("COINS %d"):format(Gen.coins(S.save)), x + pad + 160 * s,
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y + pad + Kit.textHeight("caption") + 8 * s, PAL.muted)
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if Kit.button(x + w - pad - 74 * s, y + pad + 26 * s, 74 * s, 22 * s, "+100 coins",
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{ kind = "ghost", font = "tiny", radius = 6 * s }) then
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Ops.addCoins(S, 100)
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end
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end
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local mbY = y + h - pad - 30 * s
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local mbW = (w - 2 * pad - 3 * 8 * s) / 4
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for i, delta in ipairs(MONEY_STEPS) do
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local label = (delta > 0 and "+" or "") .. tostring(delta)
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if Kit.button(x + pad + (i - 1) * (mbW + 8 * s), mbY, mbW, 30 * s, label,
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{ kind = "accent", font = "tiny", radius = 8 * s }) then
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Ops.addMoney(S, delta)
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end
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end
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end
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local BADGE_COLS = 4
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local function badgeHeight(S, Kit, s, pad)
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local badgeRows = math.ceil(#Ops.badgeIds(S) / BADGE_COLS)
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return pad * 2 + Kit.textHeight("caption") + 10 * s
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+ badgeRows * (28 * s + 7 * s) - 7 * s
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end
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local function drawBadges(S, Kit, x, y, w, h)
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local s = Kit.scale
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local pad = 16 * s
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local badgeIds = Ops.badgeIds(S)
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Kit.card(x, y, w, h)
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local earned = 0
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for _, id in ipairs(badgeIds) do
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if Gen.hasBadge(S.save, id) then earned = earned + 1 end
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end
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Kit.caption(x + pad, y + pad, "BADGES")
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Kit.textRight("mono", ("%d/%d"):format(earned, #badgeIds), x + w - pad,
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y + pad, PAL.caption)
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local bTop = y + pad + Kit.textHeight("caption") + 10 * s
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local bW = (w - 2 * pad - (BADGE_COLS - 1) * 7 * s) / BADGE_COLS
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for i, id in ipairs(badgeIds) do
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local bc = (i - 1) % BADGE_COLS
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local br = math.floor((i - 1) / BADGE_COLS)
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local on = Gen.hasBadge(S.save, id)
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local short = id:gsub("BADGE$", "")
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if Kit.chip(x + pad + bc * (bW + 7 * s), bTop + br * (28 * s + 7 * s),
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bW, 28 * s, Kit.ellipsize("micro", short, bW - 8 * s), on,
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PAL.green, PAL.steel) then
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Ops.toggleBadge(S, id)
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end
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end
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end
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-- The "add an item" card. It used to hold the whole catalog inline: a search
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-- field plus a scrolling list, sharing this tab's height with the bag and PC
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-- lists beside it, which on a phone left about three catalog rows visible.
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-- Adding a Pokemon was already a full-screen modal; adding an item now opens
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-- the same kind (panels/ItemPicker.lua), so this card is just the door.
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local function drawPicker(S, Kit, x, y, w, h)
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local s = Kit.scale
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local pad = 16 * s
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Kit.card(x, y, w, h)
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Kit.caption(x + pad, y + pad, "ADD ITEM")
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local cy = y + pad + Kit.textHeight("caption") + 10 * s
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local inner = w - 2 * pad
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Kit.text("mono", Kit.ellipsize("mono",
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"Search the full item list and add to the bag or the PC.", inner),
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x + pad, cy, PAL.muted)
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cy = cy + Kit.textHeight("mono") + 12 * s
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local btnH = math.max(34 * s, 34)
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local half = (inner - 8 * s) / 2
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if Kit.button(x + pad, cy, half, btnH, "+ Add to bag",
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{ font = "small", kind = "primary" }) then
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Ops.openItemPicker(S, Kit, "bag")
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end
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if Kit.button(x + pad + half + 8 * s, cy, half, btnH, "+ Add to PC",
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{ font = "small", kind = "accent" }) then
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Ops.openItemPicker(S, Kit, "pc")
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end
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end
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-- The bag and PC cards share one shape: a caption line, an optional meter,
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-- a quantity-row list with wheel/drag + pager.
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local function drawQuantityCard(S, Kit, x, y, w, h, cfg)
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local s = Kit.scale
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local pad = 16 * s
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Kit.card(x, y, w, h)
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Kit.caption(x + pad, y + pad, cfg.title)
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Kit.textRight("mono", cfg.counter, x + w - pad, y + pad, PAL.caption)
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local rowsTop = y + pad + Kit.textHeight("caption") + 8 * s
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if cfg.meterFrac then
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Kit.meter(x + pad, rowsTop, w - 2 * pad, 5 * s, cfg.meterFrac * 100,
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cfg.meterFrac >= 1 and PAL.yellow or PAL.blue)
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rowsTop = rowsTop + 5 * s + 12 * s
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else
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rowsTop = rowsTop + 12 * s
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end
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local pagerH = 30 * s
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local pagerY = y + h - pad - pagerH
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local rowH = 36 * s
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local rowGap = 6 * s
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local listH = pagerY - 12 * s - rowsTop
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local perPage = math.max(1, math.floor(listH / (rowH + rowGap)))
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local order = cfg.order
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local offset = Ops.clamp(cfg.offset or 0, 0, math.max(0, #order - perPage))
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-- the wheel moves the same offset the pager below does (#595)
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offset = Kit.scroll(x + pad, rowsTop, w - 2 * pad, listH, offset, #order, perPage)
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if #order == 0 then
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Kit.emptyBox(x + pad, rowsTop, w - 2 * pad, math.min(listH, 70 * s), cfg.empty)
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end
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Kit.pushClip(x + pad, rowsTop, w - 2 * pad, listH)
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for i = 1, math.min(perPage, #order - offset) do
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local id = order[offset + i]
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local ry = rowsTop + (i - 1) * (rowH + rowGap)
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if quantityRow(S, Kit, x + pad, ry, w - 2 * pad, rowH, id,
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cfg.qty(id), id == cfg.selected(),
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function() cfg.adjust(id, -1) end,
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function() cfg.adjust(id, 1) end,
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function() cfg.drop(id) end) then
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cfg.select(id)
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end
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end
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Kit.popClip()
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Kit.scrollbar(x + pad, rowsTop, w - 2 * pad, listH, offset, #order, perPage)
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return Kit.pager(x + pad, pagerY, w - 2 * pad, offset, #order, perPage)
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end
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local function drawBag(S, Kit, x, y, w, h)
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local order = Bag.order(S.save)
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local capacity = Bag.capacity(S.data)
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S.bagOffset = drawQuantityCard(S, Kit, x, y, w, h, {
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title = "BAG",
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counter = ("%d/%d slots"):format(Bag.slots(S.save), capacity),
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meterFrac = Bag.slots(S.save) / capacity,
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order = order,
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offset = S.bagOffset,
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empty = "Bag is empty.",
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qty = function(id) return S.save.inventory[id] or 0 end,
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selected = function() return S.selectedBagId end,
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select = function(id)
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S.selectedBagId = id
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Ops.say(S, ("Selected %s in the bag"):format(id))
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end,
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adjust = function(id, d) Ops.bagAdjust(S, id, d) end,
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drop = function(id) Ops.bagDrop(S, id) end,
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})
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end
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local function drawPc(S, Kit, x, y, w, h)
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local pcOrder = Ops.pcOrder(S)
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S.pcOffset = drawQuantityCard(S, Kit, x, y, w, h, {
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title = "PC STORAGE",
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counter = ("%d kinds"):format(#pcOrder),
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order = pcOrder,
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offset = S.pcOffset,
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empty = "PC storage is empty. Items sent here have no slot cap.",
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qty = function(id) return S.save.pcItems[id] or 0 end,
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selected = function() return S.selectedPcId end,
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select = function(id)
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S.selectedPcId = id
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Ops.say(S, ("Selected %s in PC storage"):format(id))
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end,
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adjust = function(id, d) Ops.pcAdjust(S, id, d) end,
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drop = function(id) Ops.pcDrop(S, id) end,
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})
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end
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function M.draw(S, Kit, x, y, w, h)
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local s = Kit.scale
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local gap = 20 * s
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local pad = 16 * s
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Ops.pcItems(S)
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if w < 900 * s then
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-- stacked (#715): one full-width column, scrolled in pixels. The offset
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-- from LAST frame's scrollPixels call positions this frame, and the call
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-- itself comes after the cards so their inner lists claim the wheel or a
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-- drag over their own bodies first.
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local off = Theme.clamp(S.itemsScroll or 0, 0,
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math.max(0, (S._itemsContentH or 0) - h))
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local moneyH = moneyHeight(Kit, s, pad, S)
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local badgeH = badgeHeight(S, Kit, s, pad)
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local pickH = 280 * s
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local listH = 300 * s
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Kit.pushClip(x, y, w, h)
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local cy = y - off
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drawMoney(S, Kit, x, cy, w, moneyH); cy = cy + moneyH + gap
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drawPicker(S, Kit, x, cy, w, pickH); cy = cy + pickH + gap
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drawBadges(S, Kit, x, cy, w, badgeH); cy = cy + badgeH + gap
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drawBag(S, Kit, x, cy, w, listH); cy = cy + listH + gap
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drawPc(S, Kit, x, cy, w, listH); cy = cy + listH
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Kit.popClip()
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S._itemsContentH = (cy + off) - y
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S.itemsScroll = Kit.scrollPixels(x, y, w, h, off, S._itemsContentH)
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return
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end
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local leftW = math.max(260 * s, math.min(320 * s, w * 0.26))
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local listW = (w - leftW - 2 * gap) / 2
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local bagX = x + leftW + gap
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local pcX = bagX + listW + gap
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-- Money and badges are fixed-height so the picker gets every pixel left
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-- over: cycling through ~250 item ids in a two-row list was the thing that
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-- made the old panel unusable.
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local moneyH = moneyHeight(Kit, s, pad, S)
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local badgeH = badgeHeight(S, Kit, s, pad)
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drawMoney(S, Kit, x, y, leftW, moneyH)
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drawPicker(S, Kit, x, y + moneyH + gap, leftW, h - moneyH - badgeH - 2 * gap)
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drawBadges(S, Kit, x, y + h - badgeH, leftW, badgeH)
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drawBag(S, Kit, bagX, y, listW, h)
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drawPc(S, Kit, pcX, y, listW, h)
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end
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return M
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