///
///
///
///
///
///
var MenuGraphr;
(function (MenuGraphr_1) {
"use strict";
/**
*
*/
var MenuGraphr = (function () {
/**
*
*/
function MenuGraphr(settings) {
this.GameStarter = settings.GameStarter;
this.schemas = settings.schemas || {};
this.aliases = settings.aliases || {};
this.replacements = settings.replacements || {};
this.replacerKey = settings.replacerKey || "%%%%%%%";
this.menus = {};
}
/* Simple gets
*/
/**
*
*/
MenuGraphr.prototype.getMenus = function () {
return this.menus;
};
/**
*
*/
MenuGraphr.prototype.getMenu = function (name) {
return this.menus[name];
};
/**
*
*/
MenuGraphr.prototype.getExistingMenu = function (name) {
if (!this.menus[name]) {
throw new Error("'" + name + "' menu does not exist.");
}
return this.menus[name];
};
/**
*
*/
MenuGraphr.prototype.getAliases = function () {
return this.aliases;
};
/**
*
*/
MenuGraphr.prototype.getReplacements = function () {
return this.replacements;
};
/* Menu positioning
*/
/**
*
*/
MenuGraphr.prototype.createMenu = function (name, attributes) {
var schemaRaw = this.GameStarter.proliferate({}, this.schemas[name]), schema = this.GameStarter.proliferate(schemaRaw, attributes), menu = this.GameStarter.ObjectMaker.make("Menu", schema), container = schema.container
? this.menus[schema.container]
: {
"top": 0,
"left": 0,
"right": this.GameStarter.MapScreener.width,
"bottom": this.GameStarter.MapScreener.height,
"width": Math.ceil(this.GameStarter.MapScreener.width / this.GameStarter.unitsize),
"height": Math.ceil(this.GameStarter.MapScreener.height / this.GameStarter.unitsize),
"EightBitter": this.GameStarter,
"GameStarter": this.GameStarter,
"children": []
};
this.deleteMenu(name);
this.menus[name] = menu;
menu.name = name;
this.positionItem(menu, schema.size, schema.position, container);
menu.children = [];
menu.textAreaWidth = (menu.width - menu.textXOffset * 2) * this.GameStarter.unitsize;
if (menu.childrenSchemas) {
menu.childrenSchemas.forEach(this.createChild.bind(this, name));
}
if (container.children) {
container.children.push(menu);
}
this.GameStarter.proliferate(menu, attributes);
return menu;
};
/**
*
*/
MenuGraphr.prototype.createChild = function (name, schema) {
switch (schema.type) {
case "menu":
this.createMenu(schema.name, schema.attributes);
break;
case "text":
this.createMenuWord(name, schema);
break;
case "thing":
this.createMenuThing(name, schema);
break;
default:
throw new Error("Unknown schema type: " + schema.type);
}
};
/**
*
*/
MenuGraphr.prototype.createMenuWord = function (name, schema) {
var menu = this.getExistingMenu(name), container = this.GameStarter.ObjectMaker.make("Menu"), words = this.filterMenuWords(schema.words);
this.positionItem(container, schema.size, schema.position, menu, true);
menu.textX = container.left;
this.addMenuWords(name, words, 0, container.left, container.top);
};
/**
*
*/
MenuGraphr.prototype.createMenuThing = function (name, schema) {
var menu = this.getExistingMenu(name), thing = this.GameStarter.ObjectMaker.make(schema.thing, schema.args);
this.positionItem(thing, schema.size, schema.position, menu);
this.GameStarter.GroupHolder.switchMemberGroup(thing, thing.groupType, "Text");
menu.children.push(thing);
return thing;
};
/**
*
*/
MenuGraphr.prototype.hideMenu = function (name) {
var menu = this.menus[name];
if (menu) {
menu.hidden = true;
this.deleteMenuChildren(name);
}
};
/**
*
*/
MenuGraphr.prototype.deleteMenu = function (name) {
var menu = this.menus[name];
if (menu) {
this.deleteMenuChild(menu);
}
};
/**
*
*/
MenuGraphr.prototype.deleteActiveMenu = function () {
if (this.activeMenu) {
this.deleteMenu(this.activeMenu.name);
}
};
/**
*
*/
MenuGraphr.prototype.deleteMenuChild = function (child) {
if (this.activeMenu === child) {
if (child.backMenu) {
this.setActiveMenu(child.backMenu);
}
else {
this.activeMenu = undefined;
}
}
if (child.killOnB) {
child.killOnB.forEach(this.deleteMenu.bind(this));
}
if (child.name) {
delete this.menus[child.name];
}
this.GameStarter.killNormal(child);
this.deleteMenuChildren(name);
if (child.onMenuDelete) {
child.onMenuDelete.call(this.GameStarter);
}
if (child.children) {
child.children.forEach(this.deleteMenuChild.bind(this));
}
};
/**
*
*/
MenuGraphr.prototype.deleteMenuChildren = function (name) {
var menu = this.menus[name];
if (menu && menu.children) {
menu.children.forEach(this.deleteMenuChild.bind(this));
}
};
/**
*
*/
MenuGraphr.prototype.positionItem = function (item, size, position, container, skipAdd) {
var offset;
if (!position) {
position = {};
offset = {};
}
else {
offset = position.offset || {};
}
if (!size) {
size = {};
}
if (size.width) {
this.GameStarter.setWidth(item, size.width);
}
else if (position.horizontal === "stretch") {
this.GameStarter.setLeft(item, 0);
this.GameStarter.setWidth(item, container.width - (offset.left || 0) - (offset.right || 0));
}
if (size.height) {
this.GameStarter.setHeight(item, size.height);
}
else if (position.vertical === "stretch") {
this.GameStarter.setTop(item, 0);
this.GameStarter.setHeight(item, container.height - (offset.top || 0) - (offset.bottom || 0));
}
switch (position.horizontal) {
case "center":
this.GameStarter.setMidXObj(item, container);
break;
case "right":
this.GameStarter.setRight(item, container.right);
break;
default:
this.GameStarter.setLeft(item, container.left);
break;
}
switch (position.vertical) {
case "center":
this.GameStarter.setMidYObj(item, container);
break;
case "bottom":
this.GameStarter.setBottom(item, container.bottom);
break;
default:
this.GameStarter.setTop(item, container.top);
break;
}
if (offset.top) {
this.GameStarter.shiftVert(item, position.offset.top * this.GameStarter.unitsize);
}
if (offset.left) {
this.GameStarter.shiftHoriz(item, position.offset.left * this.GameStarter.unitsize);
}
if (!skipAdd) {
this.GameStarter.addThing(item, item.left, item.top);
}
};
/* Menu text
*/
/**
*
*/
MenuGraphr.prototype.addMenuDialog = function (name, dialogRaw, onCompletion) {
var dialog = this.parseRawDialog(dialogRaw), currentLine = 1, callback = (function () {
// If all dialog has been exhausted, delete the menu and finish
if (currentLine >= dialog.length) {
if (this.menus[name].deleteOnFinish) {
this.deleteMenu(name);
}
if (onCompletion) {
onCompletion();
}
return;
}
currentLine += 1;
// Delete any previous texts. This is only done if continuing
// so that when the dialog is finished, the last text remains
this.deleteMenuChildren(name);
// This continues the dialog with the next iteration (word)
this.addMenuText(name, dialog[currentLine - 1], callback);
}.bind(this));
// This first call to addmenuText shouldn't be the callback, because if there
// bing called from a childrenSchema of type "text", it shouldn't delete any
// other menu children from childrenSchemas.
this.addMenuText(name, dialog[0], callback);
};
/**
*
*/
MenuGraphr.prototype.addMenuText = function (name, words, onCompletion) {
var menu = this.getExistingMenu(name), x = this.GameStarter.getMidX(menu), y = menu.top + menu.textYOffset * this.GameStarter.unitsize;
switch (menu.textStartingX) {
case "right":
x += menu.textAreaWidth / 2;
break;
case "center":
break;
default:
x -= menu.textAreaWidth / 2;
}
menu.callback = this.continueMenu.bind(this);
menu.textX = x;
if (words.length) {
this.addMenuWords(name, words, 0, x, y, onCompletion);
}
else {
onCompletion();
}
};
/**
*
*
* @remarks This is the real force behind addMenuDialog and addMenuText.
*/
MenuGraphr.prototype.addMenuWords = function (name, words, i, x, y, onCompletion) {
var menu = this.getExistingMenu(name), textProperties = this.GameStarter.ObjectMaker.getPropertiesOf("Text"), command, word, things = [], textWidth, textPaddingX, textPaddingY, textSpeed, textWidthMultiplier, character, j;
// Command objects must be parsed here in case they modify the x/y position
if (words[i].command) {
command = words[i];
word = this.parseWordCommand(command, menu);
if (command.command === "position") {
x += command.x || 0;
y += command.y || 0;
}
}
else {
word = words[i];
}
textSpeed = menu.textSpeed;
textWidth = (menu.textWidth || textProperties.width) * this.GameStarter.unitsize;
textPaddingX = (menu.textPaddingX || textProperties.paddingX) * this.GameStarter.unitsize;
textPaddingY = (menu.textPaddingY || textProperties.paddingY) * this.GameStarter.unitsize;
textWidthMultiplier = menu.textWidthMultiplier || 1;
// For each character in the word, schedule it appearing in the menu
for (j = 0; j < word.length; j += 1) {
// For non-whitespace characters, add them and move to the right
if (/\S/.test(word[j])) {
character = this.addMenuCharacter(name, word[j], x, y, j * textSpeed);
x += textWidthMultiplier * (character.width * this.GameStarter.unitsize + textPaddingX);
continue;
}
// Endlines skip a line; general whitespace moves to the right
// (" " spaces at the start do not move to the right)
if (word[j] === "\n") {
x = menu.textX;
y += textPaddingY;
}
else if (word[j] !== " " || x !== menu.textX) {
x += textWidth * textWidthMultiplier;
}
}
// Only create a new progress object if one doesn't exist (slight performance boost)
if (!menu.progress) {
menu.progress = {};
}
// If this is the last word in the the line (words), mark progress as done
if (i === words.length - 1) {
menu.progress.complete = true;
menu.progress.onCompletion = onCompletion;
if (menu.finishAutomatically) {
this.GameStarter.TimeHandler.addEvent(onCompletion, (word.length + (menu.finishAutomaticSpeed || 1)) * textSpeed);
}
this.GameStarter.TimeHandler.addEvent(function () {
menu.progress.working = false;
}, (j + 1) * textSpeed);
return things;
}
// If the next word would pass the edge of the menu, move down a line
if (x + this.computeFutureWordLength(words[i + 1], textWidth, textPaddingX) >= menu.right - menu.textXOffset) {
x = menu.textX;
y += textPaddingY;
}
// Mark the menu's progress as working and incomplete
menu.progress.working = true;
menu.progress.complete = false;
menu.progress.onCompletion = onCompletion;
menu.progress.words = words;
menu.progress.i = i + 1;
menu.progress.x = x;
menu.progress.y = y - textPaddingY;
// If the bottom of the menu has been reached, pause the progress
if (y >= menu.bottom - (menu.textYOffset - 1) * this.GameStarter.unitsize) {
this.GameStarter.TimeHandler.addEvent(function () {
menu.progress.working = false;
}, (j + 1) * textSpeed);
return things;
}
if (textSpeed) {
this.GameStarter.TimeHandler.addEvent(this.addMenuWords.bind(this), (j + 1) * textSpeed, name, words, i + 1, x, y, onCompletion);
}
else {
this.addMenuWords(name, words, i + 1, x, y, onCompletion);
}
return things;
};
/**
*
*/
MenuGraphr.prototype.addMenuCharacter = function (name, character, x, y, delay) {
var menu = this.getExistingMenu(name), textProperties = this.GameStarter.ObjectMaker.getPropertiesOf("Text"), textPaddingY = (menu.textPaddingY || textProperties.paddingY) * this.GameStarter.unitsize, title = "Char" + this.getCharacterEquivalent(character), thing = this.GameStarter.ObjectMaker.make(title, {
"textPaddingY": textPaddingY
});
menu.children.push(thing);
if (delay) {
this.GameStarter.TimeHandler.addEvent(this.GameStarter.addThing.bind(this.GameStarter), delay, thing, x, y);
}
else {
this.GameStarter.addThing(thing, x, y);
}
return thing;
};
/**
*
*/
MenuGraphr.prototype.continueMenu = function (name) {
var menu = this.getExistingMenu(name), children = menu.children, progress = menu.progress, character, i;
if (!progress || progress.working) {
return;
}
progress.working = true;
if (progress.complete) {
if (!progress.onCompletion || progress.onCompletion(this.GameStarter, menu)) {
this.deleteMenu(name);
}
return;
}
for (i = 0; i < children.length; i += 1) {
character = children[i];
this.GameStarter.TimeHandler.addEventInterval(this.scrollCharacterUp.bind(this), 1, character.paddingY, character, menu, -1);
}
this.GameStarter.TimeHandler.addEvent(this.addMenuWords.bind(this), character.paddingY + 1, name, progress.words, progress.i, progress.x, progress.y, progress.onCompletion);
};
/* Lists
*/
/**
*
*/
MenuGraphr.prototype.addMenuList = function (name, settings) {
var menu = this.getExistingMenu(name), options = settings.options.constructor === Function
? settings.options()
: settings.options, left = menu.left + menu.textXOffset * this.GameStarter.unitsize, top = menu.top + menu.textYOffset * this.GameStarter.unitsize, textProperties = this.GameStarter.ObjectMaker.getPropertiesOf("Text"), textWidth = (menu.textWidth || textProperties.width) * this.GameStarter.unitsize, textHeight = (menu.textHeight || textProperties.height) * this.GameStarter.unitsize, textPaddingY = (menu.textPaddingY || textProperties.paddingY) * this.GameStarter.unitsize, selectedIndex = settings.selectedIndex || [0, 0], optionChildren = [], index = 0, y = top, option, optionChild, schema, title, character, column, x, i, j, k;
menu.options = options;
menu.optionChildren = optionChildren;
menu.callback = this.selectMenuListOption.bind(this);
menu.onActive = this.activateMenuList.bind(this);
menu.onInactive = this.deactivateMenuList.bind(this);
menu.grid = [];
menu.grid[0] = column = [];
menu.gridRows = 0;
if (!options.length) {
return;
}
for (i = 0; i < options.length; i += 1) {
x = left;
option = options[i];
optionChild = {
"option": option,
"things": []
};
optionChildren.push(optionChild);
option.x = x;
option.y = y;
column.push(option);
option.column = column;
option.index = index;
option.columnNumber = menu.grid.length - 1;
option.rowNumber = column.length - 1;
menu.gridRows = Math.max(menu.gridRows, column.length);
index += 1;
if (option.things) {
for (j = 0; j < option.things.length; j += 1) {
schema = option.things[j];
character = this.createMenuThing(name, schema);
menu.children.push(character);
optionChild.things.push(character);
if (!schema.position || !schema.position.relative) {
this.GameStarter.shiftVert(character, y - menu.top);
}
}
}
if (option.textsFloating) {
for (j = 0; j < option.textsFloating.length; j += 1) {
schema = option.textsFloating[j];
optionChild.things = optionChild.things.concat(this.addMenuWords(name, [schema.text], 0, x + schema.x * this.GameStarter.unitsize, y + schema.y * this.GameStarter.unitsize));
}
}
option.schema = schema = this.filterText(option.text);
if (schema !== "\n") {
for (j = 0; j < schema.length; j += 1) {
for (k = 0; k < schema[j].length; k += 1) {
if (schema[j][k].command) {
if (schema[j][k].x) {
x += schema[j][k].x * this.GameStarter.unitsize;
}
if (schema[j][k].y) {
y += schema[j][k].y * this.GameStarter.unitsize;
}
}
else {
option.title = title = "Char" + this.getCharacterEquivalent(schema[j][k]);
character = this.GameStarter.ObjectMaker.make(title);
menu.children.push(character);
optionChild.things.push(character);
this.GameStarter.addThing(character, x, y);
x += character.width * this.GameStarter.unitsize;
}
}
}
}
y += textPaddingY;
if (y > menu.bottom - textHeight + 1) {
y = top;
left += menu.textColumnWidth * this.GameStarter.unitsize;
column = [];
menu.grid.push(column);
}
}
while (menu.grid[menu.grid.length - 1].length === 0) {
menu.grid.pop();
}
menu.gridColumns = menu.grid.length;
if (settings.bottom) {
option = settings.bottom;
option.schema = schema = this.filterText(option.text);
optionChild = {
"option": option,
"things": []
};
optionChildren.push(optionChild);
x = menu.left + (menu.textXOffset + option.position.left) * this.GameStarter.unitsize;
y = menu.top + (menu.textYOffset + option.position.top) * this.GameStarter.unitsize;
option.x = x;
option.y = y;
// Copy & pasted from the above options loop
// To do: make this into its own helper function?
for (j = 0; j < schema.length; j += 1) {
for (k = 0; k < schema[j].length; k += 1) {
if (schema[j][k].command) {
if (schema[j][k].x) {
x += schema[j][k].x * this.GameStarter.unitsize;
}
if (schema[j][k].y) {
y += schema[j][k].y * this.GameStarter.unitsize;
}
}
else if (schema[j][k] !== " ") {
option.title = title = "Char" + this.getCharacterEquivalent(schema[j][k]);
character = this.GameStarter.ObjectMaker.make(title);
menu.children.push(character);
optionChild.things.push(character);
this.GameStarter.addThing(character, x, y);
x += character.width * this.GameStarter.unitsize;
}
else {
x += textWidth;
}
}
}
menu.gridRows += 1;
for (j = 0; j < menu.grid.length; j += 1) {
menu.grid[j].push(option);
}
}
if (menu.scrollingItems) {
menu.scrollingAmount = 0;
menu.scrollingAmountReal = 0;
for (i = menu.scrollingItems; i < menu.gridRows; i += 1) {
optionChild = optionChildren[i];
for (j = 0; j < optionChild.things.length; j += 1) {
optionChild.things[j].hidden = true;
}
}
}
menu.selectedIndex = selectedIndex;
menu.arrow = character = this.GameStarter.ObjectMaker.make("CharArrowRight");
menu.children.push(character);
character.hidden = (this.activeMenu !== menu);
option = menu.grid[selectedIndex[0]][selectedIndex[1]];
this.GameStarter.addThing(character);
this.GameStarter.setRight(character, option.x - menu.arrowXOffset * this.GameStarter.unitsize);
this.GameStarter.setTop(character, option.y + menu.arrowYOffset * this.GameStarter.unitsize);
};
/**
*
*/
MenuGraphr.prototype.activateMenuList = function (name) {
if (this.menus[name] && this.menus[name].arrow) {
this.menus[name].arrow.hidden = false;
}
};
/**
*
*/
MenuGraphr.prototype.deactivateMenuList = function (name) {
if (this.menus[name] && this.menus[name].arrow) {
this.menus[name].arrow.hidden = true;
}
};
/**
*
*/
MenuGraphr.prototype.getMenuSelectedIndex = function (name) {
return this.menus[name].selectedIndex;
};
/**
*
*/
MenuGraphr.prototype.getMenuSelectedOption = function (name) {
var menu = this.menus[name];
return menu.grid[menu.selectedIndex[0]][menu.selectedIndex[1]];
};
/**
*
*/
MenuGraphr.prototype.shiftSelectedIndex = function (name, dx, dy) {
var menu = this.getExistingMenu(name), textProperties = this.GameStarter.ObjectMaker.getPropertiesOf("Text"), textPaddingY = (menu.textPaddingY || textProperties.paddingY) * this.GameStarter.unitsize, option, x, y;
if (menu.scrollingItems) {
x = menu.selectedIndex[0] + dx;
y = menu.selectedIndex[1] + dy;
x = Math.max(Math.min(menu.gridColumns - 1, x), 0);
y = Math.max(Math.min(menu.gridRows - 1, y), 0);
}
else {
x = (menu.selectedIndex[0] + dx) % menu.gridColumns;
y = (menu.selectedIndex[1] + dy) % menu.gridRows;
while (x < 0) {
x += menu.gridColumns;
}
while (y < 0) {
y += menu.gridRows;
}
}
if (x === menu.selectedIndex[0] && y === menu.selectedIndex[1]) {
return;
}
// y = Math.min(menu.grid[x].length - 1, y);
menu.selectedIndex[0] = x;
menu.selectedIndex[1] = y;
option = this.getMenuSelectedOption(name);
if (menu.scrollingItems) {
this.adjustVerticalScrollingListThings(name, dy, textPaddingY);
}
this.GameStarter.setRight(menu.arrow, option.x - menu.arrowXOffset * this.GameStarter.unitsize);
this.GameStarter.setTop(menu.arrow, option.y + menu.arrowYOffset * this.GameStarter.unitsize);
};
/**
*
*/
MenuGraphr.prototype.setSelectedIndex = function (name, x, y) {
var menu = this.getExistingMenu(name), selectedIndex = menu.selectedIndex;
this.shiftSelectedIndex(name, x - selectedIndex[0], y - selectedIndex[1]);
};
/**
*
*/
MenuGraphr.prototype.adjustVerticalScrollingListThings = function (name, dy, textPaddingY) {
var menu = this.getExistingMenu(name), scrollingOld = menu.scrollingAmount, offset = -dy * textPaddingY, option, optionChild, i, j;
menu.scrollingAmount += dy;
if (dy > 0) {
if (scrollingOld < menu.scrollingItems - 2) {
return;
}
}
else if (menu.scrollingAmount < menu.scrollingItems - 2) {
return;
}
menu.scrollingAmountReal += dy;
for (i = 0; i < menu.optionChildren.length; i += 1) {
option = menu.options[i];
optionChild = menu.optionChildren[i];
option.y += offset;
for (j = 0; j < optionChild.things.length; j += 1) {
this.GameStarter.shiftVert(optionChild.things[j], offset);
if (i < menu.scrollingAmountReal
|| i >= menu.scrollingItems + menu.scrollingAmountReal) {
optionChild.things[j].hidden = true;
}
else {
optionChild.things[j].hidden = false;
}
}
}
};
/**
*
*/
MenuGraphr.prototype.selectMenuListOption = function (name) {
var selected = this.getMenuSelectedOption(name);
if (selected.callback) {
selected.callback.call(this, name);
}
};
/* Interactivity
*/
/**
*
*/
MenuGraphr.prototype.setActiveMenu = function (name) {
if (this.activeMenu && this.activeMenu.onInactive) {
this.activeMenu.onInactive(this.activeMenu.name);
}
this.activeMenu = this.menus[name];
if (this.activeMenu && this.activeMenu.onActive) {
this.activeMenu.onActive(name);
}
};
/**
*
*/
MenuGraphr.prototype.getActiveMenu = function () {
return this.activeMenu;
};
/**
*
*/
MenuGraphr.prototype.getActiveMenuName = function () {
return this.activeMenu.name;
};
/**
*
*/
MenuGraphr.prototype.registerDirection = function (direction) {
switch (direction) {
case 0:
return this.registerUp();
case 1:
return this.registerRight();
case 2:
return this.registerDown();
case 3:
return this.registerLeft();
default:
throw new Error("Unknown direction: " + direction);
}
};
/**
*
*/
MenuGraphr.prototype.registerLeft = function () {
var menu = this.activeMenu;
if (!menu) {
return;
}
if (menu.selectedIndex) {
this.shiftSelectedIndex(menu.name, -1, 0);
}
if (menu.onLeft) {
menu.onLeft(this.GameStarter);
}
};
/**
*
*/
MenuGraphr.prototype.registerRight = function () {
var menu = this.activeMenu;
if (!menu) {
return;
}
if (menu.selectedIndex) {
this.shiftSelectedIndex(menu.name, 1, 0);
}
if (menu.onRight) {
menu.onRight(this.GameStarter);
}
};
/**
*
*/
MenuGraphr.prototype.registerUp = function () {
var menu = this.activeMenu;
if (!menu) {
return;
}
if (menu.selectedIndex) {
this.shiftSelectedIndex(menu.name, 0, -1);
}
if (menu.onUp) {
menu.onUp(this.GameStarter);
}
};
/**
*
*/
MenuGraphr.prototype.registerDown = function () {
var menu = this.activeMenu;
if (!menu) {
return;
}
if (menu.selectedIndex) {
this.shiftSelectedIndex(menu.name, 0, 1);
}
if (menu.onDown) {
menu.onDown(this.GameStarter);
}
};
/**
*
*/
MenuGraphr.prototype.registerA = function () {
var menu = this.activeMenu;
if (!menu || menu.ignoreA) {
return;
}
if (menu.callback) {
menu.callback(menu.name);
}
};
/**
*
*/
MenuGraphr.prototype.registerB = function () {
var menu = this.activeMenu;
if (!menu) {
return;
}
if (menu.progress && !menu.ignoreProgressB) {
return this.registerA();
}
if (menu.ignoreB) {
return;
}
if (menu.onBPress) {
menu.onBPress(menu.name);
return;
}
if (menu.keepOnBack) {
this.setActiveMenu(menu.backMenu);
}
else {
this.deleteMenu(menu.name);
}
};
/**
*
*/
MenuGraphr.prototype.registerStart = function () {
var menu = this.activeMenu;
if (!menu) {
return;
}
if (menu.startMenu) {
this.setActiveMenu(menu.startMenu);
}
};
/* Utilities
*/
/**
*
*/
MenuGraphr.prototype.scrollCharacterUp = function (character, menu) {
this.GameStarter.shiftVert(character, -this.GameStarter.unitsize);
if (character.top < menu.top + (menu.textYOffset - 1) * this.GameStarter.unitsize) {
this.GameStarter.killNormal(character);
return true;
}
return false;
};
/**
*
*/
MenuGraphr.prototype.getCharacterEquivalent = function (character) {
if (this.aliases.hasOwnProperty(character)) {
return this.aliases[character];
}
return character;
};
/**
*
*/
MenuGraphr.prototype.parseRawDialog = function (dialogRaw) {
// A raw String becomes a single line of dialog
if (dialogRaw.constructor === String) {
return [this.parseRawDialogString(dialogRaw)];
}
var output = [], component, i;
for (i = 0; i < dialogRaw.length; i += 1) {
component = dialogRaw[i];
if (component.constructor === String) {
output.push(this.parseRawDialogString(component));
}
else {
output.push(this.filterArray(component));
}
}
return output;
};
/**
*
*/
MenuGraphr.prototype.parseRawDialogString = function (dialogRaw) {
var characters = this.filterWord(dialogRaw), words = [], word, currentlyWhitespace = undefined, i;
word = [];
// For each character to be added...
for (i = 0; i < characters.length; i += 1) {
// If it matches what's currently being added, keep going
if (currentlyWhitespace) {
if (/\s/.test(characters[i])) {
word.push(characters[i]);
continue;
}
}
else {
if (/\S/.test(characters[i])) {
word.push(characters[i]);
continue;
}
}
// Since it doesn't match, start a new word
currentlyWhitespace = /\s/.test(characters[i]);
words.push(word);
word = [characters[i]];
}
// Any extra characters should be added as well
if (word.length > 0) {
words.push(word);
}
return words;
};
/**
*
*
*/
MenuGraphr.prototype.filterWord = function (wordRaw) {
if (wordRaw.constructor === Array) {
return wordRaw;
}
var word = wordRaw, output = [], start = 0, end, inside;
start = word.indexOf("%%%%%%%", start);
end = word.indexOf("%%%%%%%", start + 1);
if (start !== -1 && end !== -1) {
inside = this.getReplacement(word.substring(start + "%%%%%%%".length, end));
if (inside.constructor === Number) {
inside = inside.toString().split("");
}
else if (inside.constructor === String) {
inside = inside.split("");
}
output.push.apply(output, word.substring(0, start).split(""));
output.push.apply(output, inside);
output.push.apply(output, this.filterWord(word.substring(end + "%%%%%%%".length)));
return output;
}
return word.split("");
};
/**
*
*/
MenuGraphr.prototype.filterMenuWords = function (words) {
var output = [], i;
for (i = 0; i < words.length; i += 1) {
if (words[i].constructor === String) {
output.push(this.filterWord(words[i]));
}
else {
output.push(words[i]);
}
}
return output;
};
/**
*
*/
MenuGraphr.prototype.filterArray = function (words) {
var output = [], i;
for (i = 0; i < words.length; i += 1) {
output.push.apply(output, this.parseRawDialogString(words[i]));
}
return output;
};
/**
*
*/
MenuGraphr.prototype.filterText = function (word) {
if (word.constructor === Array) {
if (word.length === 0) {
return [];
}
if (word[0].constructor === String) {
return [word];
}
return word;
}
var characters = [], total = word, component = "", i;
for (i = 0; i < total.length; i += 1) {
if (/\s/.test(total[i])) {
if (component.length > 0) {
characters.push.apply(characters, this.filterWord(component));
component = "";
}
characters.push(total[i]);
continue;
}
component += total[i];
}
if (component.length > 0) {
characters.push.apply(characters, this.filterWord(component));
}
return [characters];
};
/**
*
*/
MenuGraphr.prototype.parseWordCommand = function (word, menu) {
// If no menu is provided, this is from a simulation; pretend there is a menu
if (!menu) {
menu = {};
}
switch (word.command) {
case "attribute":
menu[word.attribute + "Old"] = menu[word.attribute];
menu[word.attribute] = word.value;
if (word.applyUnitsize) {
menu[word.attribute] *= this.GameStarter.unitsize;
}
break;
case "attributeReset":
menu[word.attribute] = menu[word.attribute + "Old"];
break;
case "padLeft":
return this.parseWordCommandPadLeft(word);
// Position is handled directly in addMenuWord
case "position":
break;
default:
throw new Error("Unknown word command: " + word.command);
}
return word.word.split("");
};
/**
*
*/
MenuGraphr.prototype.parseWordCommandPadLeft = function (command) {
var filtered = this.filterWord(command.word), length;
// Length may be a String (for its length) or a direct number
switch (command.length.constructor) {
case String:
length = this.filterText(command.length)[0].length;
break;
case Number:
length = command.length;
break;
default:
throw new Error("Unknown padLeft command: " + command);
}
// Right-aligned commands reduce the amount of spacing by the length of the word
if (command.alignRight) {
length = Math.max(0, length - filtered.length);
}
// Tabs are considered to be a single space, so they're added to the left
filtered.unshift.apply(filtered, this.stringOf("\t", length).split(""));
return filtered;
};
/**
*
*/
MenuGraphr.prototype.getReplacement = function (key) {
var replacement = this.replacements[key];
if (typeof replacement === "undefined") {
return [""];
}
else if (typeof replacement === "function") {
return replacement.call(this, this.GameStarter);
}
else {
return replacement;
}
};
/**
* Creates a new String equivalent to an old String repeated any number of
* times. If times is 0, a blank String is returned.
*
* @param {String} str The characters to repeat.
* @param {Number} [times] How many times to repeat (by default, 1).
*/
MenuGraphr.prototype.stringOf = function (str, times) {
if (times === void 0) { times = 1; }
return (times === 0) ? "" : new Array(1 + (times)).join(str);
};
/**
*
*
* @remarks This ignores commands under the assumption they shouldn't be
* used in dialogs that react to box size. This may be wrong.
*/
MenuGraphr.prototype.computeFutureWordLength = function (wordRaw, textWidth, textPaddingX) {
var total = 0, word, i;
if (wordRaw.constructor === Array) {
word = wordRaw;
}
else {
word = this.parseWordCommand(wordRaw);
}
for (i = 0; i < word.length; i += 1) {
if (/\s/.test(word[i])) {
total += textWidth + textPaddingX;
}
else {
total += this.computeFutureLetterLength(word[i], textPaddingX);
}
}
return total;
};
/**
*
*/
MenuGraphr.prototype.computeFutureLetterLength = function (letter, textPaddingX) {
var title = "Char" + this.getCharacterEquivalent(letter), properties = this.GameStarter.ObjectMaker.getFullPropertiesOf(title);
return properties.width * this.GameStarter.unitsize + textPaddingX;
};
return MenuGraphr;
})();
MenuGraphr_1.MenuGraphr = MenuGraphr;
})(MenuGraphr || (MenuGraphr = {}));