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https://github.com/FullScreenShenanigans/MenuGraphr.git
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1537 lines
49 KiB
TypeScript
1537 lines
49 KiB
TypeScript
// @echo '/// <reference path="EightBittr-0.2.0.ts" />'
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// @echo '/// <reference path="GroupHoldr-0.2.1.ts" />'
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// @echo '/// <reference path="ItemsHoldr-0.2.1.ts" />'
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// @echo '/// <reference path="MapScreenr-0.2.1.ts" />'
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// @echo '/// <reference path="ObjectMakr-0.2.2.ts" />'
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// @echo '/// <reference path="TimeHandlr-0.2.0.ts" />'
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// @ifdef INCLUDE_DEFINITIONS
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/// <reference path="References/EightBittr-0.2.0.ts" />
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/// <reference path="References/GroupHoldr-0.2.1.ts" />
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/// <reference path="References/ItemsHoldr-0.2.1.ts" />
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/// <reference path="References/MapScreenr-0.2.1.ts" />
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/// <reference path="References/ObjectMakr-0.2.2.ts" />
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/// <reference path="References/TimeHandlr-0.2.0.ts" />
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/// <reference path="MenuGraphr.d.ts" />
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// @endif
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// @include ../Source/MenuGraphr.d.ts
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module MenuGraphr {
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"use strict";
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/**
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*
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*/
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export class MenuGraphr implements IMenuGraphr {
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private GameStarter: IGameStartr;
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private menus: IMenusContainer;
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private activeMenu: IMenu;
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private schemas: {
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[i: string]: IMenuSchema;
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};
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private aliases: {
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[i: string]: string;
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};
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private replacements: IReplacements;
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private replacerKey: string;
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/**
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*
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*/
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constructor(settings: IMenuGraphrSettings) {
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this.GameStarter = settings.GameStarter;
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this.schemas = settings.schemas || {};
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this.aliases = settings.aliases || {};
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this.replacements = settings.replacements || {};
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this.replacerKey = settings.replacerKey || "%%%%%%%";
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this.menus = {};
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}
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/* Simple gets
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*/
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/**
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*
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*/
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getMenus(): IMenusContainer {
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return this.menus;
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}
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/**
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*
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*/
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getMenu(name: string): IMenu {
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return this.menus[name];
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}
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/**
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*
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*/
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getExistingMenu(name: string): IMenu {
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if (!this.menus[name]) {
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throw new Error("'" + name + "' menu does not exist.");
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}
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return this.menus[name];
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}
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/**
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*
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*/
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getAliases(): { [i: string]: string } {
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return this.aliases;
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}
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/**
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*
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*/
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getReplacements(): IReplacements {
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return this.replacements;
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}
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/* Menu positioning
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*/
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/**
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*
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*/
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createMenu(name: string, attributes?: IMenuSchema): IMenu {
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var schemaRaw: IMenuSchema = this.GameStarter.proliferate({}, this.schemas[name]),
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schema: IMenuSchema = this.GameStarter.proliferate(schemaRaw, attributes),
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menu: IMenu = this.GameStarter.ObjectMaker.make("Menu", schema),
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container: any = schema.container
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? this.menus[schema.container]
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: {
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"top": 0,
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"left": 0,
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"right": this.GameStarter.MapScreener.width,
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"bottom": this.GameStarter.MapScreener.height,
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"width": Math.ceil(this.GameStarter.MapScreener.width / this.GameStarter.unitsize),
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"height": Math.ceil(this.GameStarter.MapScreener.height / this.GameStarter.unitsize),
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"EightBitter": this.GameStarter,
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"GameStarter": this.GameStarter,
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"children": []
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};
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this.deleteMenu(name);
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this.menus[name] = menu;
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menu.name = name;
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this.positionItem(menu, schema.size, schema.position, container);
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menu.children = [];
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menu.textAreaWidth = (menu.width - menu.textXOffset * 2) * this.GameStarter.unitsize;
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if (menu.childrenSchemas) {
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menu.childrenSchemas.forEach(this.createMenuChild.bind(this, name));
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}
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if (container.children) {
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container.children.push(menu);
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}
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this.GameStarter.proliferate(menu, attributes);
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return menu;
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}
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/**
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*
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*/
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createMenuChild(name: string, schema: IMenuChildSchema): void {
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switch (schema.type) {
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case "menu":
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this.createMenu(
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(<IMenuChildMenuSchema>schema).name,
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(<IMenuChildMenuSchema>schema).attributes);
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break;
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case "text":
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this.createMenuWord(name, <IMenuWordSchema>schema);
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break;
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case "thing":
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this.createMenuThing(name, <IMenuThingSchema>schema);
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break;
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default:
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throw new Error("Unknown schema type: " + schema.type);
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}
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}
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/**
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*
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*/
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createMenuWord(name: string, schema: IMenuWordSchema): void {
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var menu: IMenu = this.getExistingMenu(name),
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container: IMenu = this.GameStarter.ObjectMaker.make("Menu"),
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words: (string[] | IMenuWordCommand)[] = this.filterMenuWords(schema.words);
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this.positionItem(container, schema.size, schema.position, menu, true);
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menu.textX = container.left;
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this.addMenuWords(name, words, 0, container.left, container.top);
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}
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/**
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*
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*/
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createMenuThing(name: string, schema: IMenuThingSchema): IThing {
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var menu: IMenu = this.getExistingMenu(name),
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thing: IThing = this.GameStarter.ObjectMaker.make(schema.thing, schema.args);
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this.positionItem(thing, schema.size, schema.position, menu);
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this.GameStarter.GroupHolder.switchMemberGroup(
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thing,
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thing.groupType,
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"Text");
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menu.children.push(thing);
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return thing;
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}
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/**
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*
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*/
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hideMenu(name: string): void {
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var menu: IMenu = this.menus[name];
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if (menu) {
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menu.hidden = true;
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this.deleteMenuChildren(name);
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}
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}
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/**
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*
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*/
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deleteMenu(name: string): void {
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var menu: IMenu = this.menus[name];
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if (menu) {
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this.deleteMenuChild(menu);
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}
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}
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/**
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*
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*/
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deleteActiveMenu(): void {
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if (this.activeMenu) {
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this.deleteMenu(this.activeMenu.name);
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}
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}
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/**
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*
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*/
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deleteMenuChild(child: IMenu): void {
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if (this.activeMenu === child) {
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if (child.backMenu) {
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this.setActiveMenu(child.backMenu);
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} else {
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this.activeMenu = undefined;
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}
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}
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if (child.killOnB) {
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child.killOnB.forEach(this.deleteMenu.bind(this));
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}
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if (child.name) {
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delete this.menus[child.name];
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}
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this.GameStarter.killNormal(child);
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this.deleteMenuChildren(name);
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if (child.onMenuDelete) {
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child.onMenuDelete.call(this.GameStarter);
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}
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if (child.children) {
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child.children.forEach(this.deleteMenuChild.bind(this));
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}
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}
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/**
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*
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*/
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deleteMenuChildren(name: string): void {
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var menu: IMenu = this.menus[name];
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if (menu && menu.children) {
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menu.children.forEach(this.deleteMenuChild.bind(this));
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}
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}
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/**
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*
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*/
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positionItem(
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item: IThing,
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size: IMenuSchemaSize,
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position: IMenuSchemaPosition,
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container: IMenu,
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skipAdd?: boolean): void {
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var offset: IMenuSchemaPositionOffset;
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if (!position) {
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position = {};
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offset = {};
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} else {
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offset = position.offset || {};
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}
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if (!size) {
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size = {};
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}
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if (size.width) {
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this.GameStarter.setWidth(item, size.width);
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} else if (position.horizontal === "stretch") {
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this.GameStarter.setLeft(item, 0);
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this.GameStarter.setWidth(
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item,
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container.width - (offset.left || 0) - (offset.right || 0));
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}
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if (size.height) {
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this.GameStarter.setHeight(item, size.height);
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} else if (position.vertical === "stretch") {
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this.GameStarter.setTop(item, 0);
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this.GameStarter.setHeight(
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item,
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container.height - (offset.top || 0) - (offset.bottom || 0));
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}
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switch (position.horizontal) {
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case "center":
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this.GameStarter.setMidXObj(item, container);
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break;
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case "right":
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this.GameStarter.setRight(item, container.right);
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break;
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default:
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this.GameStarter.setLeft(item, container.left);
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break;
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}
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switch (position.vertical) {
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case "center":
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this.GameStarter.setMidYObj(item, container);
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break;
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case "bottom":
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this.GameStarter.setBottom(item, container.bottom);
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break;
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default:
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this.GameStarter.setTop(item, container.top);
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break;
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}
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if (offset.top) {
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this.GameStarter.shiftVert(
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item, position.offset.top * this.GameStarter.unitsize);
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}
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if (offset.left) {
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this.GameStarter.shiftHoriz(
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item, position.offset.left * this.GameStarter.unitsize);
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}
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if (!skipAdd) {
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this.GameStarter.addThing(item, item.left, item.top);
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}
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}
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/* Menu text
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*/
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/**
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*
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*/
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addMenuDialog(name: string, dialogRaw: MenuDialogRaw, onCompletion?: () => any): void {
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var dialog: (string[] | IMenuWordCommand)[][] = this.parseRawDialog(dialogRaw),
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currentLine: number = 1,
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callback: any = (function (): void {
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// If all dialog has been exhausted, delete the menu and finish
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if (currentLine >= dialog.length) {
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if (this.menus[name].deleteOnFinish) {
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this.deleteMenu(name);
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}
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if (onCompletion) {
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onCompletion();
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}
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return;
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}
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currentLine += 1;
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// Delete any previous texts. This is only done if continuing
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// so that when the dialog is finished, the last text remains
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this.deleteMenuChildren(name);
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// This continues the dialog with the next iteration (word)
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this.addMenuText(name, dialog[currentLine - 1], callback);
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}.bind(this));
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// This first call to addmenuText shouldn't be the callback, because if there
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// bing called from a childrenSchema of type "text", it shouldn't delete any
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// other menu children from childrenSchemas.
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this.addMenuText(name, dialog[0], callback);
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}
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/**
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*
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*/
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addMenuText(name: string, words: (string[] | IMenuWordCommand)[], onCompletion?: (...args: any[]) => void): void {
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var menu: IMenu = this.getExistingMenu(name),
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x: number = this.GameStarter.getMidX(menu),
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y: number = menu.top + menu.textYOffset * this.GameStarter.unitsize;
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switch (menu.textStartingX) {
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case "right":
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x += menu.textAreaWidth / 2;
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break;
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case "center":
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break;
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default:
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x -= menu.textAreaWidth / 2;
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}
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menu.callback = this.continueMenu.bind(this);
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menu.textX = x;
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if (words.length) {
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this.addMenuWords(name, words, 0, x, y, onCompletion);
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} else {
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onCompletion();
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}
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}
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/**
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*
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*/
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continueMenu(name: string): void {
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var menu: IListMenu = <IListMenu>this.getExistingMenu(name),
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children: IText[] = <IText[]>menu.children,
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progress: IListMenuProgress = menu.progress,
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character: IText,
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i: number;
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if (!progress || progress.working) {
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return;
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}
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progress.working = true;
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if (progress.complete) {
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if (!progress.onCompletion || progress.onCompletion(this.GameStarter, menu)) {
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this.deleteMenu(name);
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}
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return;
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}
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for (i = 0; i < children.length; i += 1) {
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character = children[i];
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this.GameStarter.TimeHandler.addEventInterval(
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this.scrollCharacterUp.bind(this),
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1,
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(<IText>character).paddingY,
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character,
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menu,
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-1);
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}
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this.GameStarter.TimeHandler.addEvent(
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this.addMenuWords.bind(this),
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character.paddingY + 1,
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name,
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progress.words,
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progress.i,
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progress.x,
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progress.y,
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progress.onCompletion);
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}
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/* Lists
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*/
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/**
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*
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*/
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addMenuList(name: string, settings: IListMenuOptions): void {
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var menu: IListMenu = <IListMenu>this.getExistingMenu(name),
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options: any[] = settings.options.constructor === Function
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? (<any>settings.options)()
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: settings.options,
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left: number = menu.left + menu.textXOffset * this.GameStarter.unitsize,
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top: number = menu.top + menu.textYOffset * this.GameStarter.unitsize,
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textProperties: any = this.GameStarter.ObjectMaker.getPropertiesOf("Text"),
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textWidth: number = (menu.textWidth || textProperties.width) * this.GameStarter.unitsize,
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textHeight: number = (menu.textHeight || textProperties.height) * this.GameStarter.unitsize,
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textPaddingY: number = (menu.textPaddingY || textProperties.paddingY) * this.GameStarter.unitsize,
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selectedIndex: number[] = settings.selectedIndex || [0, 0],
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optionChildren: any[] = [],
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index: number = 0,
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y: number = top,
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option: any,
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optionChild: any,
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schema: any,
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title: string,
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character: IThing,
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column: IGridCell[],
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x: number,
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i: number,
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j: number,
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k: number;
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menu.options = options;
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menu.optionChildren = optionChildren;
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menu.callback = this.selectMenuListOption.bind(this);
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menu.onActive = this.activateMenuList.bind(this);
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menu.onInactive = this.deactivateMenuList.bind(this);
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menu.grid = [];
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menu.grid[0] = column = [];
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menu.gridRows = 0;
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if (!options.length) {
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return;
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}
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for (i = 0; i < options.length; i += 1) {
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x = left;
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option = options[i];
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optionChild = {
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"option": option,
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"things": []
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};
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optionChildren.push(optionChild);
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option.x = x;
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option.y = y;
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column.push(option);
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option.column = column;
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option.index = index;
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option.columnNumber = menu.grid.length - 1;
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option.rowNumber = column.length - 1;
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menu.gridRows = Math.max(menu.gridRows, column.length);
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index += 1;
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|
if (option.things) {
|
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for (j = 0; j < option.things.length; j += 1) {
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schema = option.things[j];
|
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character = this.createMenuThing(name, schema);
|
|
menu.children.push(character);
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optionChild.things.push(character);
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|
|
if (!schema.position || !schema.position.relative) {
|
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this.GameStarter.shiftVert(character, y - menu.top);
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|
}
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|
}
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|
}
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|
|
|
if (option.textsFloating) {
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for (j = 0; j < option.textsFloating.length; j += 1) {
|
|
schema = option.textsFloating[j];
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|
|
|
optionChild.things = optionChild.things.concat(
|
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this.addMenuWords(
|
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name,
|
|
[schema.text],
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0,
|
|
x + schema.x * this.GameStarter.unitsize,
|
|
y + schema.y * this.GameStarter.unitsize)
|
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);
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|
}
|
|
}
|
|
|
|
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
|
|
// 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.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);
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
activateMenuList(name: string): void {
|
|
if (this.menus[name] && (<IListMenu>this.menus[name]).arrow) {
|
|
(<IListMenu>this.menus[name]).arrow.hidden = false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
deactivateMenuList(name: string): void {
|
|
if (this.menus[name] && (<IListMenu>this.menus[name]).arrow) {
|
|
(<IListMenu>this.menus[name]).arrow.hidden = true;
|
|
}
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
getMenuSelectedIndex(name: string): number[] {
|
|
return (<IListMenu>this.menus[name]).selectedIndex;
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
getMenuSelectedOption(name: string): any {
|
|
var menu: IListMenu = <IListMenu>this.menus[name];
|
|
|
|
return menu.grid[menu.selectedIndex[0]][menu.selectedIndex[1]];
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
shiftSelectedIndex(name: string, dx: number, dy: number): void {
|
|
var menu: IListMenu = <IListMenu>this.getExistingMenu(name),
|
|
textProperties: any = this.GameStarter.ObjectMaker.getPropertiesOf("Text"),
|
|
textPaddingY: number = (menu.textPaddingY || textProperties.paddingY) * this.GameStarter.unitsize,
|
|
option: any,
|
|
x: number,
|
|
y: number;
|
|
|
|
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.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);
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
setSelectedIndex(name: string, x: number, y: number): void {
|
|
var menu: IListMenu = <IListMenu>this.getExistingMenu(name),
|
|
selectedIndex: number[] = menu.selectedIndex;
|
|
|
|
this.shiftSelectedIndex(name, x - selectedIndex[0], y - selectedIndex[1]);
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
adjustVerticalScrollingListThings(name: string, dy: number, textPaddingY: number): void {
|
|
var menu: IListMenu = <IListMenu>this.getExistingMenu(name),
|
|
scrollingOld: number = menu.selectedIndex[1] - dy,
|
|
offset: number = -dy * textPaddingY,
|
|
option: any,
|
|
optionChild: any,
|
|
i: number,
|
|
j: number;
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
selectMenuListOption(name: string): void {
|
|
var selected: any = this.getMenuSelectedOption(name);
|
|
|
|
if (selected.callback) {
|
|
selected.callback.call(this, name);
|
|
}
|
|
}
|
|
|
|
|
|
/* Interactivity
|
|
*/
|
|
|
|
/**
|
|
*
|
|
*/
|
|
setActiveMenu(name: string): void {
|
|
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);
|
|
}
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
getActiveMenu(): IMenu {
|
|
return this.activeMenu;
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
getActiveMenuName(): string {
|
|
return this.activeMenu.name;
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
registerDirection(direction: number): void {
|
|
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);
|
|
}
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
registerLeft(): void {
|
|
var menu: IListMenu = <IListMenu>this.activeMenu;
|
|
|
|
if (!menu) {
|
|
return;
|
|
}
|
|
|
|
if (menu.selectedIndex) {
|
|
this.shiftSelectedIndex(menu.name, -1, 0);
|
|
}
|
|
|
|
if (menu.onLeft) {
|
|
menu.onLeft(this.GameStarter);
|
|
}
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
registerRight(): void {
|
|
var menu: IListMenu = <IListMenu>this.activeMenu;
|
|
|
|
if (!menu) {
|
|
return;
|
|
}
|
|
|
|
if (menu.selectedIndex) {
|
|
this.shiftSelectedIndex(menu.name, 1, 0);
|
|
}
|
|
|
|
if (menu.onRight) {
|
|
menu.onRight(this.GameStarter);
|
|
}
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
registerUp(): void {
|
|
var menu: IListMenu = <IListMenu>this.activeMenu;
|
|
|
|
if (!menu) {
|
|
return;
|
|
}
|
|
|
|
if (menu.selectedIndex) {
|
|
this.shiftSelectedIndex(menu.name, 0, -1);
|
|
}
|
|
|
|
if (menu.onUp) {
|
|
menu.onUp(this.GameStarter);
|
|
}
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
registerDown(): void {
|
|
var menu: IListMenu = <IListMenu>this.activeMenu;
|
|
|
|
if (!menu) {
|
|
return;
|
|
}
|
|
|
|
if (menu.selectedIndex) {
|
|
this.shiftSelectedIndex(menu.name, 0, 1);
|
|
}
|
|
|
|
if (menu.onDown) {
|
|
menu.onDown(this.GameStarter);
|
|
}
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
registerA(): void {
|
|
var menu: IMenu = this.activeMenu;
|
|
|
|
if (!menu || menu.ignoreA) {
|
|
return;
|
|
}
|
|
|
|
if (menu.callback) {
|
|
menu.callback(menu.name);
|
|
}
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
registerB(): void {
|
|
var menu: IMenu = 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);
|
|
}
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
registerStart(): void {
|
|
var menu: IListMenu = <IListMenu>this.activeMenu;
|
|
|
|
if (!menu) {
|
|
return;
|
|
}
|
|
|
|
if (menu.startMenu) {
|
|
this.setActiveMenu(menu.startMenu);
|
|
// } else if (activeMenu.callback) {
|
|
// activeMenu.callback(activeMenu.name);
|
|
}
|
|
}
|
|
|
|
|
|
/* Utilities
|
|
*/
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @remarks This is the real force behind addMenuDialog and addMenuText.
|
|
*/
|
|
private addMenuWords(
|
|
name: string,
|
|
words: (string[] | IMenuWordCommand)[],
|
|
i: number,
|
|
x: number,
|
|
y: number,
|
|
onCompletion?: (...args: any[]) => void): IThing[] {
|
|
var menu: IMenu = this.getExistingMenu(name),
|
|
textProperties: any = this.GameStarter.ObjectMaker.getPropertiesOf("Text"),
|
|
command: IMenuWordFiltered,
|
|
word: string[],
|
|
things: IThing[] = [],
|
|
textWidth: number,
|
|
textPaddingX: number,
|
|
textPaddingY: number,
|
|
textSpeed: number,
|
|
textWidthMultiplier: number,
|
|
character: IText,
|
|
j: number;
|
|
|
|
// Command objects must be parsed here in case they modify the x/y position
|
|
if ((<IMenuWordCommand>words[i]).command) {
|
|
command = <IMenuWordCommand>words[i];
|
|
word = this.parseWordCommand(<IMenuWordCommand>command, menu);
|
|
|
|
if ((<IMenuWordCommand>command).command === "position") {
|
|
x += (<IMenuWordPosition>command).x || 0;
|
|
y += (<IMenuWordPosition>command).y || 0;
|
|
}
|
|
} else {
|
|
word = <string[]>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 (): void {
|
|
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;
|
|
(<IListMenu>menu).progress.words = words;
|
|
(<IListMenu>menu).progress.i = i + 1;
|
|
(<IListMenu>menu).progress.x = x;
|
|
(<IListMenu>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 (): void {
|
|
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;
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
private addMenuCharacter(name: string, character: string, x: number, y: number, delay?: number): IText {
|
|
var menu: IMenu = this.getExistingMenu(name),
|
|
textProperties: any = this.GameStarter.ObjectMaker.getPropertiesOf("Text"),
|
|
textPaddingY: number = (menu.textPaddingY || textProperties.paddingY) * this.GameStarter.unitsize,
|
|
title: string = "Char" + this.getCharacterEquivalent(character),
|
|
thing: IText = 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;
|
|
}
|
|
|
|
/**
|
|
*
|
|
*
|
|
* @remarks This could be made into a binary search...
|
|
* @remarks This equation is rought, and could be re-checked...
|
|
*/
|
|
private computeMenuScrollingItems(menu: IListMenu): number {
|
|
var bottom: number = menu.bottom
|
|
- (menu.textPaddingY * this.GameStarter.unitsize || 0)
|
|
- (menu.textYOffset * this.GameStarter.unitsize || 0),
|
|
i: number;
|
|
|
|
for (i = 0; i < menu.gridRows; i += 1) {
|
|
if (menu.grid[0][i].y >= bottom) {
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return Infinity;
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
private scrollCharacterUp(character: IThing, menu: IMenu): boolean {
|
|
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;
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
private getCharacterEquivalent(character: string): string {
|
|
if (this.aliases.hasOwnProperty(character)) {
|
|
return this.aliases[character];
|
|
}
|
|
return character;
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
private parseRawDialog(dialogRaw: MenuDialogRaw): (string[] | IMenuWordCommand)[][] {
|
|
// A raw String becomes a single line of dialog
|
|
if (dialogRaw.constructor === String) {
|
|
return [this.parseRawDialogString(<string>dialogRaw)];
|
|
}
|
|
|
|
var output: (string[] | IMenuWordCommand)[][] = [],
|
|
component: any,
|
|
i: number;
|
|
|
|
for (i = 0; i < dialogRaw.length; i += 1) {
|
|
component = dialogRaw[i];
|
|
|
|
if (component.constructor === String) {
|
|
output.push(this.parseRawDialogString(<string>component));
|
|
} else {
|
|
output.push(this.filterArray(<string[]>component));
|
|
}
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
private parseRawDialogString(dialogRaw: string | string[]): string[][] {
|
|
var characters: string[] = this.filterWord(dialogRaw),
|
|
words: string[][] = [],
|
|
word: string[],
|
|
currentlyWhitespace: boolean = undefined,
|
|
i: number;
|
|
|
|
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;
|
|
}
|
|
|
|
/**
|
|
*
|
|
*
|
|
*/
|
|
private filterWord(wordRaw: string | string[]): string[] {
|
|
if (wordRaw.constructor === Array) {
|
|
return <string[]>wordRaw;
|
|
}
|
|
|
|
var word: string = <string>wordRaw,
|
|
output: string[] = [],
|
|
start: number = 0,
|
|
end: number,
|
|
inside: string | string[];
|
|
|
|
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 = (<string>inside).split("");
|
|
}
|
|
|
|
output.push(...word.substring(0, start).split(""));
|
|
output.push(...(<string[]>inside));
|
|
output.push(...this.filterWord(word.substring(end + "%%%%%%%".length)));
|
|
|
|
return output;
|
|
}
|
|
|
|
return word.split("");
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
private filterMenuWords(words: (string | IMenuWordCommand)[]): (string[] | IMenuWordCommand)[] {
|
|
var output: (string[] | IMenuWordCommand)[] = [],
|
|
i: number;
|
|
|
|
for (i = 0; i < words.length; i += 1) {
|
|
if (words[i].constructor === String) {
|
|
output.push(this.filterWord(<string>words[i]));
|
|
} else {
|
|
output.push(<IMenuWordCommand>words[i]);
|
|
}
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
private filterArray(words: string[]): string[][] {
|
|
var output: string[][] = [],
|
|
i: number;
|
|
|
|
for (i = 0; i < words.length; i += 1) {
|
|
output.push(...this.parseRawDialogString(words[i]));
|
|
}
|
|
|
|
return output;
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
private filterText(word: string | string[] | string[][]): string[][] {
|
|
if (word.constructor === Array) {
|
|
if (word.length === 0) {
|
|
return [];
|
|
}
|
|
|
|
if (word[0].constructor === String) {
|
|
return [<string[]>word];
|
|
}
|
|
|
|
return <string[][]>word;
|
|
}
|
|
|
|
var characters: string[] = [],
|
|
total: string = <string>word,
|
|
component: string = "",
|
|
i: number;
|
|
|
|
for (i = 0; i < total.length; i += 1) {
|
|
if (/\s/.test(total[i])) {
|
|
if (component.length > 0) {
|
|
characters.push(...this.filterWord(component));
|
|
component = "";
|
|
}
|
|
|
|
characters.push(total[i]);
|
|
continue;
|
|
}
|
|
|
|
component += total[i];
|
|
}
|
|
|
|
if (component.length > 0) {
|
|
characters.push(...this.filterWord(component));
|
|
}
|
|
|
|
return [characters];
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
private parseWordCommand(word: IMenuWordCommand, menu?: IMenu): string[] {
|
|
// If no menu is provided, this is from a simulation; pretend there is a menu
|
|
if (!menu) {
|
|
menu = <any>{};
|
|
}
|
|
|
|
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(<IMenuWordPadLeftCommand>word);
|
|
|
|
// Position is handled directly in addMenuWord
|
|
case "position":
|
|
break;
|
|
|
|
default:
|
|
throw new Error("Unknown word command: " + (<any>word).command);
|
|
}
|
|
|
|
return word.word.split("");
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
private parseWordCommandPadLeft(command: IMenuWordPadLeftCommand): string[] {
|
|
var filtered: string[] = this.filterWord(command.word),
|
|
length: number;
|
|
|
|
// Length may be a String (for its length) or a direct number
|
|
switch ((<any>command.length).constructor) {
|
|
case String:
|
|
length = this.filterText(<string>command.length)[0].length;
|
|
break;
|
|
|
|
case Number:
|
|
length = <number>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;
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
private getReplacement(key: string): string[] {
|
|
var replacement: string[] | IReplacerFunction = this.replacements[key];
|
|
|
|
if (typeof replacement === "undefined") {
|
|
return [""];
|
|
} else if (typeof replacement === "function") {
|
|
return (<IReplacerFunction>replacement).call(this, this.GameStarter);
|
|
} else {
|
|
return <string[]>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).
|
|
*/
|
|
private stringOf(str: string, times: number = 1): string {
|
|
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.
|
|
*/
|
|
private computeFutureWordLength(wordRaw: string[] | IMenuWordCommand, textWidth: number, textPaddingX: number): number {
|
|
var total: number = 0,
|
|
word: string[],
|
|
i: number;
|
|
|
|
if (wordRaw.constructor === Array) {
|
|
word = <string[]>wordRaw;
|
|
} else {
|
|
word = this.parseWordCommand(<IMenuWordCommand>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;
|
|
}
|
|
|
|
/**
|
|
*
|
|
*/
|
|
private computeFutureLetterLength(letter: string, textPaddingX: number): number {
|
|
var title: string = "Char" + this.getCharacterEquivalent(letter),
|
|
properties: any = this.GameStarter.ObjectMaker.getFullPropertiesOf(title);
|
|
|
|
return properties.width * this.GameStarter.unitsize + textPaddingX;
|
|
}
|
|
}
|
|
}
|