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Edge docking and zoom-linked UI scaling shipped as unconditional behaviour. Both are departures from how the port composed the screen, so they become a setting instead: UI LAYOUT = CENTERED (the default) or DYNAMIC. CENTERED is a fixed letterbox. Elements stay where they were drawn in the 160x144 canvas, and the UI does not follow the survey zoom, so screen furniture neither moves nor resizes under the player. That is what the pre-anchoring builds did. DYNAMIC is the current behaviour, unchanged. Both halves matter together: gating only the anchoring would stop the dialogue box moving but leave it resizing with the zoom, which is the same complaint in a different form. Gated at Renderer:setUIAnchor and Renderer:uiScale rather than at each caller, so one switch covers the dialogue box, its YES/NO, the START menu and anything anchored later, and no caller knows the option exists. Game.dynamicUI answers true only for an explicit "dynamic", so a save written before this keeps the layout it already had. Independent of it, deliberately: BATTLE SIZE still works under either mode (uiFill overrides the scale later, in endFrame), and a battle still holds its own prompts inside its screen under DYNAMIC. Also includes the Oak intro fix (previously #674): the speech fills white over the UI canvas while its dialogue box docks to the window edge, so under DYNAMIC black showed between the two. letterboxWhite closes it, and the shrink beat's replica box rides the same anchor as the real box it stands in for.
124 lines
5.2 KiB
Lua
124 lines
5.2 KiB
Lua
-- UI LAYOUT (save.options.uiLayout): "centered" keeps every element where it
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-- was drawn in the 160x144 canvas, so the letterbox centres the whole screen
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-- the way the port composed it before edge docking existed. "dynamic" opts
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-- into docking: the dialogue box to the window's bottom edge, the START menu
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-- to its top right.
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--
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-- Centered is the DEFAULT. Docking is a real change to where screen
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-- furniture sits, so it is opt-in rather than something a player has to
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-- discover and turn off.
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--
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-- One gate, at Renderer:setUIAnchor, so the switch covers the dialogue box,
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-- its YES/NO, the START menu and anything added later without any of them
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-- knowing the option exists.
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-- luajit tests/engine/ui_layout_option.lua
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package.path = "./?.lua;./?/init.lua;" .. package.path
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local T = require("tests.modkit")
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local Game = require("src.core.Game")
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local Renderer = require("src.render.Renderer")
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local SaveData = require("src.core.SaveData")
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-- ------------------------------------------------------------- the default
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T.eq(SaveData.newGame().options.uiLayout, "centered",
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"a new game starts centered, not docked")
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-- ------------------------------------------------------ reading the option
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-- Only the explicit "dynamic" switches docking on. Everything else means
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-- centered, which is what makes this safe for a save written before the
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-- option existed: the key is simply absent and the player keeps the layout
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-- they already had.
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T.eq(Game.dynamicUI({ options = { uiLayout = "dynamic" } }), true,
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"DYNAMIC turns edge docking on")
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T.eq(Game.dynamicUI({ options = { uiLayout = "centered" } }), false,
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"CENTERED leaves it off")
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T.eq(Game.dynamicUI({ options = {} }), false,
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"a save from before the option existed is centered")
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T.eq(Game.dynamicUI({}), false, "a save with no options at all is centered")
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T.eq(Game.dynamicUI(nil), false, "and no save at all is centered")
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-- ------------------------------------------------------------- the gate
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local function anchorsAfter(opts)
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Renderer.uiAnchors = nil
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Renderer.uiAnchorHold = opts.hold or false
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Renderer.uiCentered = opts.centered or false
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-- the dialogue box's own declaration (TextBox:draw)
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Renderer:setUIAnchor(0, 96, 160, 48, "bottom")
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-- and the START menu's (Menu:draw, anchor "topright")
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Renderer:setUIAnchor(80, 0, 80, 88, "topright")
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local n = #(Renderer.uiAnchors or {})
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Renderer.uiAnchors, Renderer.uiAnchorHold, Renderer.uiCentered =
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nil, false, false
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return n
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end
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T.eq(anchorsAfter({ centered = true }), 0,
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"CENTERED: neither the dialogue box nor the START menu leaves the canvas")
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T.eq(anchorsAfter({ centered = false }), 2,
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"DYNAMIC: both dock to the window edge")
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-- the battle hold is unchanged by any of this -- a battle still keeps its own
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-- prompts inside its screen even with DYNAMIC on (see battle_fixed_menu_scale)
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T.eq(anchorsAfter({ centered = false, hold = true }), 0,
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"a battle still holds the anchors while DYNAMIC is on")
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T.eq(anchorsAfter({ centered = true, hold = true }), 0, "and with it off")
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-- ------------------------------------------------- the scale half of it
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-- CENTERED is a FIXED letterbox, so the UI must not follow the survey zoom
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-- either: the box that stopped moving must not start resizing instead.
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local g = love.graphics
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local realDims, realPixelDims = g.getDimensions, g.getPixelDimensions
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g.getDimensions = function() return 640, 576 end
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g.getPixelDimensions = function() return 640, 576 end
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T.eq(Renderer:fitScale(), 4, "the fixture window fits the classic surface at 4x")
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local Zoom = require("src.render.Zoom")
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local function scaleAt(offset, centered)
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local oldOff, oldActive, oldCentered =
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Zoom.offset, Renderer.worldActive, Renderer.uiCentered
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-- worldActive true: a live overworld pass, the one case DYNAMIC steps down
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Zoom.offset, Renderer.worldActive, Renderer.uiCentered = offset, true, centered
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local s = Renderer:uiScale()
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Zoom.offset, Renderer.worldActive, Renderer.uiCentered =
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oldOff, oldActive, oldCentered
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return s
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end
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T.eq(scaleAt(0, true), 4, "CENTERED at rest is the fit scale")
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T.eq(scaleAt(-2, true), 4, "CENTERED zoomed out is STILL the fit scale")
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T.eq(scaleAt(0, false), 4, "DYNAMIC at rest matches it")
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T.eq(scaleAt(-2, false), 2, "DYNAMIC zoomed out steps the UI down, as before")
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g.getDimensions, g.getPixelDimensions = realDims, realPixelDims
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-- ------------------------------------------------------------- the row
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local OptionsMenu = require("src.ui.OptionsMenu")
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local Font = require("src.render.Font")
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local Data = require("src.core.Data")
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if not (Data.maps and Data.maps.PALLET_TOWN) then Data:load() end
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Font.load(Data)
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local game = { data = Data, save = SaveData.newGame(),
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stack = { states = {}, push = function() end,
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pop = function() end, top = function() end } }
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local menu = OptionsMenu.new(game)
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local row
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for _, r in ipairs(menu.rows) do
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if r.id == "uiLayout" then row = r end
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end
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T.check(row ~= nil, "OPTIONS carries a UI LAYOUT row")
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T.eq(row.value(game), "CENTERED", "and it opens on CENTERED")
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row.step(game, 1)
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T.eq(game.save.options.uiLayout, "dynamic", "stepping it turns docking on")
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T.eq(row.value(game), "DYNAMIC", "and the row says so")
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row.step(game, 1)
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T.eq(game.save.options.uiLayout, "centered", "stepping again returns to it")
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T.finish("ui layout option")
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