Files
FullScreenPokemon/Source/References/MenuGraphr-0.2.0.js
Josh Goldberg 6f4a78edf9 Smaller RCOS bug fixes (#216)
* Fixed error thrown in openPokedexListing

Fixes #203

* Moved statistics.js to items.ts

It was storing settings.statistics (old behavior) instead of
settings.items. Changing to TS required fixing the IItemsHoldrCustoms
interface to be more optional.

* Stopped ItemsHoldr from resetting default values

Fixes #206.

* Fixed improperly named function in math.ts

* Fixed undefined size for level up stats menu

Fixes #207

* Fixed crashes from opponent switching Pokemon

Fixes #212.

* Fixed too-tall dirt between Viridian and Route 22

Fixes #211.

* Fixed buildings having too wide bricks

Fixes #213

* Renamed statistics to items in tests.html

* Added MenuGraphr::deleteAllMenus

Used it to fix #210

* Widened the battle title menu

Fixes #209
2016-04-08 01:27:04 -07:00

1284 lines
54 KiB
JavaScript

/// <reference path="GameStartr-0.2.0.ts" />
var MenuGraphr;
(function (MenuGraphr_1) {
"use strict";
/**
* Cardinal directions as Numbers.
*/
(function (Direction) {
Direction[Direction["Top"] = 0] = "Top";
Direction[Direction["Right"] = 1] = "Right";
Direction[Direction["Bottom"] = 2] = "Bottom";
Direction[Direction["Left"] = 3] = "Left";
})(MenuGraphr_1.Direction || (MenuGraphr_1.Direction = {}));
var Direction = MenuGraphr_1.Direction;
/**
* A menu management system for GameStartr. Menus can have dialog-style text, scrollable
* and unscrollable grids, and children menus or decorations added.
*/
var MenuGraphr = (function () {
/**
* Initializes a new instance of the MenuGraphr class.
*
* @param settings Settings to be used for initialization.
*/
function MenuGraphr(settings) {
if (!settings) {
throw new Error("No settings object given to MenuGraphr.");
}
if (!settings.GameStarter) {
throw new Error("No GameStarter given to MenuGraphr.");
}
this.GameStarter = settings.GameStarter;
this.schemas = settings.schemas || {};
this.aliases = settings.aliases || {};
this.replacements = settings.replacements || {};
this.replacerKey = settings.replacerKey || "%%%%%%%";
this.menus = {};
}
/* Simple gets
*/
/**
* @returns All available menus, keyed by name.
*/
MenuGraphr.prototype.getMenus = function () {
return this.menus;
};
/**
* @param name A name of a menu.
* @returns The menu under the given name.
*/
MenuGraphr.prototype.getMenu = function (name) {
return this.menus[name];
};
/**
* Returns a menu, throwing an error if it doesn't exist.
*
* @param name A name of a menu.
* @returns The menu under the given name.
*/
MenuGraphr.prototype.getExistingMenu = function (name) {
if (!this.menus[name]) {
throw new Error("'" + name + "' menu does not exist.");
}
return this.menus[name];
};
/**
* @returns The currently active menu.
*/
MenuGraphr.prototype.getActiveMenu = function () {
return this.activeMenu;
};
/**
* @returns The name of the currently active menu.
*/
MenuGraphr.prototype.getActiveMenuName = function () {
return this.activeMenu.name;
};
/**
* @returns The alternate Thing titles for characters.
*/
MenuGraphr.prototype.getAliases = function () {
return this.aliases;
};
/**
* @returns The programmatic replacements for deliniated words.
*/
MenuGraphr.prototype.getReplacements = function () {
return this.replacements;
};
/* Creations
*/
/**
* Creates a menu with the given name and attributes, and stores it under the name.
* Default information is used from the schema of that name, such as position and
* children, but may be override by attributes.
*
* @param name The name of the menu.
* @param attributes Custom attributes to apply to the menu.
* @returns The newly created menu.
*/
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),
// If the container menu doesn't exist, a pseudo-menu the size of the screen is used
container = schema.container
? this.menus[schema.container]
: {
top: 0,
right: this.GameStarter.MapScreener.width,
bottom: this.GameStarter.MapScreener.height,
left: 0,
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.placeMenuThing(container, menu, schema.size, schema.position);
menu.children = [];
menu.textAreaWidth = (menu.width - menu.textXOffset * 2) * this.GameStarter.unitsize;
if (menu.childrenSchemas) {
menu.childrenSchemas.forEach(this.createMenuChild.bind(this, name));
}
if (container.children) {
container.children.push(menu);
}
this.GameStarter.proliferate(menu, attributes);
return menu;
};
/**
* Adds a child object to an existing menu.
*
* @param name The name of the existing menu.
* @param schema Settings for the child, including name and child type.
* @returns The newly created Thing or Things.
* @remarks Creating a menu is done using this.createMenu, so the created menu might
* not mark itself as a child of the parent.
*/
MenuGraphr.prototype.createMenuChild = function (name, schema) {
switch (schema.type) {
case "menu":
return this.createMenu(schema.name, schema.attributes);
case "text":
return this.createMenuWord(name, schema);
case "thing":
return this.createMenuThing(name, schema);
default:
throw new Error("Unknown schema type: " + schema.type);
}
};
/**
* Creates a series of words as a child of a menu.
*
* @param name The name of the menu.
* @param schema Settings for the words.
* @returns The words' character Things.
*/
MenuGraphr.prototype.createMenuWord = function (name, schema) {
var menu = this.getExistingMenu(name), container = this.GameStarter.ObjectMaker.make("Menu"), words = this.filterMenuWords(schema.words);
this.placeMenuThing(menu, container, schema.size, schema.position, true);
menu.textX = container.left;
return this.addMenuWords(name, words, 0, container.left, container.top);
};
/**
* Creates a Thing as a child of a menu.
*
* @param name The name of the menu.
* @param schema Settings for the Thing.
* @returns The newly created Thing.
*/
MenuGraphr.prototype.createMenuThing = function (name, schema) {
var menu = this.getExistingMenu(name), thing = this.GameStarter.ObjectMaker.make(schema.thing, schema.args);
this.placeMenuThing(menu, thing, schema.size, schema.position);
this.GameStarter.GroupHolder.switchMemberGroup(thing, thing.groupType, "Text");
menu.children.push(thing);
return thing;
};
/* Removals
*/
/**
* Hides a menu of the given name and deletes its children, if it exists.
*
* @param name The name of the menu to hide.
*/
MenuGraphr.prototype.hideMenu = function (name) {
var menu = this.menus[name];
if (menu) {
menu.hidden = true;
this.deleteMenuChildren(name);
}
};
/**
* Deletes a menu of the given name, if it exists.
*
* @param name The name of the menu to delete.
*/
MenuGraphr.prototype.deleteMenu = function (name) {
var menu = this.menus[name];
if (menu) {
this.deleteMenuChild(menu);
}
};
/**
* Deletes the active menu, if it exists.
*/
MenuGraphr.prototype.deleteActiveMenu = function () {
if (this.activeMenu) {
this.deleteMenu(this.activeMenu.name);
}
};
/**
* Deletes all menus.
*/
MenuGraphr.prototype.deleteAllMenus = function () {
for (var key in this.menus) {
if (this.menus.hasOwnProperty(key)) {
this.deleteMenu(key);
}
}
};
/* Menu text
*/
/**
* Adds dialog-style text to a menu. If the text overflows,
*
* @param name The name of the menu.
* @param dialog Raw dialog to add to the menu.
* @param onCompletion An optional callback for when the text is done.
*/
MenuGraphr.prototype.addMenuDialog = function (name, dialog, onCompletion) {
var _this = this;
var dialogParsed = this.parseRawDialog(dialog), currentLine = 1, callback = function () {
// If all dialog has been exhausted, delete the menu and finish
if (currentLine >= dialogParsed.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, dialogParsed[currentLine - 1], callback);
};
// This first call to addmenuText shouldn't be the callback, because if
// being called from a childrenSchema of type "text", it shouldn't delete
// any other menu children from childrenSchemas.
this.addMenuText(name, dialogParsed[0], callback);
};
/**
* Continues a menu from its current display words to the next line.
*
* @param name The name of the menu.
*/
MenuGraphr.prototype.continueMenu = function (name) {
var _this = this;
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(function () {
_this.addMenuWords(name, progress.words, progress.i, progress.x, progress.y, progress.onCompletion);
}, character.paddingY + 1);
};
/* Lists
*/
/**
* Adds a list of text options to a menu.
*
* @param name The name of the menu.
* @param settings Settings for the list, particularly its options, starting
* index, and optional floating bottom.
*/
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.triggerMenuListOption.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 (!menu.singleColumnList && 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
// Todo: 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.scrollingItemsComputed) {
menu.scrollingItems = this.computeMenuScrollingItems(menu);
}
if (menu.scrollingItems) {
menu.scrollingVisualOffset = 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);
};
/**
* Retrives the currently selected grid cell of a menu.
*
* @param name The name of the menu.
* @returns The currently selected grid cell of the menu.
*/
MenuGraphr.prototype.getMenuSelectedOption = function (name) {
var menu = this.getExistingMenu(name);
if (!menu.grid || !menu.selectedIndex) {
throw new Error("The " + name + " menu does not behave like a list menu.");
}
return menu.grid[menu.selectedIndex[0]][menu.selectedIndex[1]];
};
/**
* Shifts the selected index of a list menu, adjusting for scrolling if necessary.
*
* @param name The name of the menu.
* @param dx How far along the menu's grid to shift horizontally.
* @param dy How far along the menu's grid to shift vertically.
*/
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;
}
menu.selectedIndex[0] = x;
menu.selectedIndex[1] = y;
option = this.getMenuSelectedOption(name);
if (menu.scrollingItems) {
this.scrollListThings(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);
};
/**
* Sets the current selected index of a menu.
*
* @param name The name of the menu.
* @param x The new horizontal value for the index.
* @param y The new vertical value for the index.
*/
MenuGraphr.prototype.setSelectedIndex = function (name, x, y) {
var menu = this.getExistingMenu(name), selectedIndex = menu.selectedIndex;
this.shiftSelectedIndex(name, x - selectedIndex[0], y - selectedIndex[1]);
};
/* Interactivity
*/
/**
* Sets the currently active menu.
*
* @param name The name of the menu to set as active. If not given, no menu
* is set as active.
*/
MenuGraphr.prototype.setActiveMenu = function (name) {
if (this.activeMenu && this.activeMenu.onInactive) {
this.activeMenu.onInactive(this.activeMenu.name);
}
if (typeof name !== "undefined") {
this.activeMenu = this.menus[name];
if (this.activeMenu && this.activeMenu.onActive) {
this.activeMenu.onActive(name);
}
}
};
/**
* Reacts to a user event directing in the given direction.
*
* @param direction The direction of the interaction.
*/
MenuGraphr.prototype.registerDirection = function (direction) {
switch (direction) {
case Direction.Top:
return this.registerUp();
case Direction.Right:
return this.registerRight();
case Direction.Bottom:
return this.registerDown();
case Direction.Left:
return this.registerLeft();
default:
throw new Error("Unknown direction: " + direction);
}
};
/**
* Reacts to a user event directing up.
*/
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);
}
};
/**
* Reacts to a user event directing to the right.
*/
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);
}
};
/**
* Reacts to a user event directing down.
*/
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);
}
};
/**
* Reacts to a user event directing to the left.
*/
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);
}
};
/**
* Reacts to a user event from pressing a selection key.
*/
MenuGraphr.prototype.registerA = function () {
var menu = this.activeMenu;
if (!menu || menu.ignoreA) {
return;
}
if (menu.callback) {
menu.callback(menu.name);
}
};
/**
* Reacts to a user event from pressing a deselection key.
*/
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);
}
};
/**
* Reacts to a user event from pressing a start key.
*/
MenuGraphr.prototype.registerStart = function () {
var menu = this.activeMenu;
if (!menu) {
return;
}
if (menu.startMenu) {
this.setActiveMenu(menu.startMenu);
}
};
/* Utilities
*/
/**
* Adds a series of words to a menu.
*
* @param name The name of the menu.
* @param words Words to add to the menu, as String[]s and/or commands.
* @param onCompletion An optional event for when the words are added.
*/
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();
}
};
/**
* Adds a word within a series of words to a menu, then adds the next word,
* and so on. This is the real force behind addMenuDialog and addMenuText.
*
* @param name The name of the menu.
* @param words Words to add to the menu, as String[]s and/or commands.
* @param i The index of the current word to add.
* @param x The x-location to place the word at.
* @param y The y-location to place the word at.
* @param onCompletion An optional event for when the words are added.
* @returns The generated Things from the word's characters.
*/
MenuGraphr.prototype.addMenuWords = function (name, words, i, x, y, onCompletion) {
var _this = this;
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(function () {
_this.addMenuWords(name, words, i + 1, x, y, onCompletion);
}, (j + 1) * textSpeed);
}
else {
this.addMenuWords(name, words, i + 1, x, y, onCompletion);
}
return things;
};
/**
* Places and positions a Thing within a menu basd on its size and position schemas.
*
* @param thing The Thing to place and position.
* @param size An optional description of the Thing's size.
* @param position An optional description of the Thing's position.
* @param skipAdd Whether to skip calling this.GameStarter.addThing on the Thing.
*/
MenuGraphr.prototype.placeMenuThing = function (menu, thing, size, position, skipAdd) {
if (size === void 0) { size = {}; }
if (position === void 0) { position = {}; }
var offset = position.offset || {};
if (size.width) {
this.GameStarter.setWidth(thing, size.width);
}
else if (position.horizontal === "stretch") {
this.GameStarter.setLeft(thing, 0);
this.GameStarter.setWidth(thing, menu.width - (offset.left || 0) - (offset.right || 0));
}
if (size.height) {
this.GameStarter.setHeight(thing, size.height);
}
else if (position.vertical === "stretch") {
this.GameStarter.setTop(thing, 0);
this.GameStarter.setHeight(thing, menu.height - (offset.top || 0) - (offset.bottom || 0));
}
switch (position.horizontal) {
case "center":
this.GameStarter.setMidXObj(thing, menu);
break;
case "right":
this.GameStarter.setRight(thing, menu.right);
break;
default:
this.GameStarter.setLeft(thing, menu.left);
break;
}
switch (position.vertical) {
case "center":
this.GameStarter.setMidYObj(thing, menu);
break;
case "bottom":
this.GameStarter.setBottom(thing, menu.bottom);
break;
default:
this.GameStarter.setTop(thing, menu.top);
break;
}
if (offset.top) {
this.GameStarter.shiftVert(thing, position.offset.top * this.GameStarter.unitsize);
}
if (offset.left) {
this.GameStarter.shiftHoriz(thing, position.offset.left * this.GameStarter.unitsize);
}
if (!skipAdd) {
this.GameStarter.addThing(thing, thing.left, thing.top);
}
};
/**
* Adds a single character as an GameStartr.IThing to a menu, potentially with a time delay.
*
* @param name The name of the menu.
* @param character The character to add.
* @param x The x-position of the character.
* @param y The y-position of the character.
* @param delay Optionally, how long to delay adding using TimeHandlr.
* @returns The character's new Thing representation.
*/
MenuGraphr.prototype.addMenuCharacter = function (name, character, x, y, delay) {
var _this = this;
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(function () {
_this.GameStarter.addThing(thing, x, y);
}, delay);
}
else {
this.GameStarter.addThing(thing, x, y);
}
return thing;
};
/**
* Scrolls a menu's character up once. If it's above the menu's area, it's deleted.
*
* @param character The Thing to scroll up.
* @param menu
* @returns Whether the character was deleted.
*/
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;
};
/**
* Deletes all children of a menu.
*
* @param name The name of the menu.
*/
MenuGraphr.prototype.deleteMenuChildren = function (name) {
var _this = this;
var menu = this.menus[name];
if (menu && menu.children) {
menu.children.forEach(function (child) { return _this.deleteMenuChild(child); });
}
};
/**
* Deletes the child of a menu and any of its children.
*
* @param child A menu child to delete.
*/
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));
}
};
/* List utilities
*/
/**
* Un-hides a list menu's arrow Thing.
*
* @param name The name of the menu.
*/
MenuGraphr.prototype.activateMenuList = function (name) {
var menu = this.menus[name];
if (menu && menu.arrow) {
menu.arrow.hidden = false;
}
};
/**
* Hides a list menu's arrow Thing.
*
* @param name The name of the menu.
*/
MenuGraphr.prototype.deactivateMenuList = function (name) {
var menu = this.menus[name];
if (menu && menu.arrow) {
menu.arrow.hidden = true;
}
};
/**
* Runs the callback for a menu's selected list option.
*
* @param name The name of the menu.
*/
MenuGraphr.prototype.triggerMenuListOption = function (name) {
var selected = this.getMenuSelectedOption(name);
if (selected.callback) {
selected.callback.call(this, name);
}
};
/**
* Determines how many scrolling items are able to fit within a list menu, as
* the index of the first bottom not within the menu.
*
* @param menu The list menu.
* @returns The number of scrolling items, or Infinity if they all fit.
*/
MenuGraphr.prototype.computeMenuScrollingItems = function (menu) {
var bottom = menu.bottom
- (menu.textPaddingY * this.GameStarter.unitsize || 0)
- (menu.textYOffset * this.GameStarter.unitsize || 0), i;
for (i = 0; i < menu.gridRows; i += 1) {
if (menu.grid[0][i].y >= bottom) {
return i;
}
}
return Infinity;
};
/**
* Scrolls a list menu's Things vertically.
*
* @param name The name of the menu.
* @param dy How far along the list menu's grid to scroll.
* @param textPaddingY How much text is padded, to compute scrolling with dy.
*/
MenuGraphr.prototype.scrollListThings = function (name, dy, textPaddingY) {
var menu = this.getExistingMenu(name), scrollingOld = menu.selectedIndex[1] - dy, offset = -dy * textPaddingY, option, optionChild, i, j;
if (dy > 0) {
if (scrollingOld - menu.scrollingVisualOffset < menu.scrollingItems - 1) {
return;
}
}
else if (scrollingOld - menu.scrollingVisualOffset > 0) {
return;
}
menu.scrollingVisualOffset += 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.scrollingVisualOffset
|| i >= menu.scrollingItems + menu.scrollingVisualOffset) {
optionChild.things[j].hidden = true;
}
else {
optionChild.things[j].hidden = false;
}
}
}
};
/* Text parsing
*/
/**
* @param character A String to retrieve an equivalent title of.
* @returns The character's title from this.aliases if it exists, or the
* character itself otherwise.
*/
MenuGraphr.prototype.getCharacterEquivalent = function (character) {
if (this.aliases.hasOwnProperty(character)) {
return this.aliases[character];
}
return character;
};
/**
* @param dialogRaw Raw dialog of any type.
* @returns The dialog parsed into lines of words.
*/
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.parseRawDialogStrings(component));
}
}
return output;
};
/**
* @param dialogRaw A raw String or set of Strings.
* @returns The raw dialog as lines of words.
*/
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 (whitespace or not), 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;
};
/**
* @param words Any number of raw dialog words.
* @returns The words filtered using this.parseRawDialogString.
*/
MenuGraphr.prototype.parseRawDialogStrings = function (words) {
var output = [], i;
for (i = 0; i < words.length; i += 1) {
output.push.apply(output, this.parseRawDialogString(words[i]));
}
return output;
};
/**
* @param wordRaw A word that may need to have replacements applied.
* @returns The same word as an Array of characters, and with replacements applied.
*/
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("");
};
/**
* Filters all String words in a menu's text using this.filterWord.
*
* @param words The words to filter, as Strings or command Objects.
* @returns The words, with all Strings filtered.
*/
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;
};
/**
* @param textRaw Text that, if String(s), should be filtered using this.filterWord.
* @returns The words, filtered.
*/
MenuGraphr.prototype.filterText = function (textRaw) {
if (textRaw.constructor === Array) {
if (textRaw.length === 0) {
return [];
}
if (textRaw[0].constructor === String) {
return [textRaw];
}
return textRaw;
}
var characters = [], total = textRaw, 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];
};
/**
* Converts a word command into its equivalent word text.
*
* @param wordCommand The word command.
* @param menu The menu containing the word command.
* @returns The equivalent word text for the command.
*/
MenuGraphr.prototype.parseWordCommand = function (wordCommand, menu) {
// If no menu is provided, this is from a simulation; pretend there is a menu
if (!menu) {
menu = {};
}
switch (wordCommand.command) {
case "attribute":
menu[wordCommand.attribute + "Old"] = menu[wordCommand.attribute];
menu[wordCommand.attribute] = wordCommand.value;
if (wordCommand.applyUnitsize) {
menu[wordCommand.attribute] *= this.GameStarter.unitsize;
}
break;
case "attributeReset":
menu[wordCommand.attribute] = menu[wordCommand.attribute + "Old"];
break;
case "padLeft":
return this.parseWordCommandPadLeft(wordCommand);
// Position is handled directly in addMenuWord
case "position":
break;
default:
throw new Error("Unknown word command: " + wordCommand.command);
}
return wordCommand.word.split("");
};
/**
* Converts a word command to pad text from the left.
*
* @param wordCommand The word command.
* @returns The word command's parsed text.
*/
MenuGraphr.prototype.parseWordCommandPadLeft = function (wordCommand) {
var filtered = this.filterWord(wordCommand.word), length;
// Length may be a String (for its length) or a direct number
switch (wordCommand.length.constructor) {
case String:
length = this.filterText(wordCommand.length)[0].length;
break;
case Number:
length = wordCommand.length;
break;
default:
throw new Error("Unknown padLeft command: " + wordCommand);
}
// Right-aligned commands reduce the amount of spacing by the length of the word
if (wordCommand.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;
};
/**
* Retrieves the value of a text replacement of the given key.
*
* @param key The key of the text replacement to retrieve.
* @returns The value of the text replacement, if it exists.
*/
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 The characters to repeat.
* @param times How many times to repeat (by default, 1).
* @returns The original string, repeated.
*/
MenuGraphr.prototype.stringOf = function (string, times) {
if (times === void 0) { times = 1; }
return (times === 0) ? "" : new Array(1 + (times)).join(string);
};
/**
* Predicts how wide a word's area will be when displayed as dialog.
*
* @param wordRaw The word that will be displayed.
* @param textWidth How wide each character should be.
* @param textPaddingX How much space between each character.
* @returns The total predicted width of the word's area.
* @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;
};
/**
* Predicts how wide a letter will be, based on its equivalent Thing's width.
*
* @param letter The name of the letter to create.
* @returns How wide the letter will be on the screen.
*/
MenuGraphr.prototype.computeFutureLetterLength = function (letter) {
var title = "Char" + this.getCharacterEquivalent(letter), properties = this.GameStarter.ObjectMaker.getFullPropertiesOf(title);
return properties.width * this.GameStarter.unitsize;
};
return MenuGraphr;
})();
MenuGraphr_1.MenuGraphr = MenuGraphr;
})(MenuGraphr || (MenuGraphr = {}));