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gen1recomp/tools/save-editor/panels/Items.lua
T

394 lines
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Lua

-- Items panel: money, the shared item picker, badges, the configurable bag
-- (Bag.add/remove, ordered by Bag.order) and PC item storage (a plain
-- S.save.pcItems dict with no slot cap).
--
-- The picker is a searchable list rather than the old pair of arrows that
-- cycled one id at a time through ~250 items, which was the single worst
-- interaction in the editor. It scrolls under the mouse wheel too (#595):
-- typing used to be the only way to reach an id past the first screenful.
-- Badges sit in the wallet column as toggle chips because they are boolean
-- inventory flags, not stackable items, and must not look like quantity rows.
--
-- #715 reflow: side by side the wallet column plus the two quantity lists
-- need about 900 real px (a quantity row's -/+/x cluster alone is ~110px).
-- Below that the five cards stack in one full-width column that scrolls in
-- pixels (Kit.scrollPixels); the inner lists keep their own wheel/drag
-- regions, which claim the notch first when the pointer is over them.
local Bag = require("src.inventory.Bag")
local Theme = require("Theme")
local Ops = require("Ops")
local Gen = require("Gen")
local PAL = Theme.PAL
local M = {}
local MONEY_STEPS = { -1000, -100, 100, 1000 }
local COIN_STEPS = { -100, -10, 10, 100 }
-- One quantity row shape, shared by the bag and the PC list: id, qty, then
local function quantityRow(S, Kit, x, y, w, h, id, qty, selected, onMinus, onPlus,
onMax, canMax, onDrop)
local s = Kit.scale
local clicked = Kit.row(x, y, w, h, selected, PAL.blue, 9 * s)
local btn = 24 * s
local bx = x + w - 10 * s - 4 * btn - 3 * (6 * s)
if Kit.stepper(bx, y + (h - btn) / 2, btn, btn, "-", { font = "small" }) then
onMinus()
end
if Kit.stepper(bx + btn + 6 * s, y + (h - btn) / 2, btn, btn, "+",
{ font = "small" }) then
onPlus()
end
if Kit.stepper(bx + 2 * (btn + 6 * s), y + (h - btn) / 2, btn, btn,
tostring(Ops.STACK_MAX), { font = "tiny", enabled = canMax }) then
onMax()
end
if Kit.button(bx + 3 * (btn + 6 * s), y + (h - btn) / 2, btn, btn, "x",
{ kind = "danger", font = "tiny", radius = 6 * s }) then
onDrop()
end
local qtyText = ("x%d"):format(qty)
local qtyW = Kit.textWidth("monoRow", qtyText)
Kit.textRight("monoRow", qtyText, bx - 10 * s,
y + (h - Kit.textHeight("monoRow")) / 2, PAL.heading)
local label = id
if Gen.of(S.save) == 2 then
label = (Bag.pocketOf(id, S.data) or "ITEM") .. " " .. id
end
Kit.text("mono", Kit.ellipsize("mono", label, bx - qtyW - 30 * s - (x + 10 * s)),
x + 10 * s, y + (h - Kit.textHeight("mono")) / 2, PAL.text)
return clicked
end
-- ---------------------------------------------------------------- sections
-- Each card is a function of its own rect so the wide (three column) and the
-- stacked (#715) layouts are the same drawing code with different geometry.
local function coinsHeight(Kit, s)
return 12 * s + math.max(Kit.textHeight("caption"), 26 * s) + 8 * s + 30 * s
end
local function moneyHeight(Kit, s, pad, S)
return pad * 2 + Kit.textHeight("caption") + 8 * s
+ Kit.textHeight("headline") + 10 * s + 30 * s + coinsHeight(Kit, s)
end
local function drawMoney(S, Kit, x, y, w, h)
local s = Kit.scale
local pad = 16 * s
Kit.card(x, y, w, h)
Kit.caption(x + pad, y + pad, "MONEY")
local maxW = 74 * s
if Kit.button(x + w - pad - maxW, y + pad - 4 * s, maxW, 26 * s, "Max out",
{ kind = "accent", font = "tiny", radius = 7 * s,
enabled = Gen.money(S.save) < Ops.MONEY_MAX }) then
Ops.maxMoney(S)
end
Kit.text("headline", ("$%d"):format(Gen.money(S.save)), x + pad,
y + pad + Kit.textHeight("caption") + 8 * s, PAL.yellow)
local coinsH = coinsHeight(Kit, s)
local mbY = y + h - pad - coinsH - 30 * s
local mbW = (w - 2 * pad - 3 * 8 * s) / 4
for i, delta in ipairs(MONEY_STEPS) do
local label = (delta > 0 and "+" or "") .. tostring(delta)
if Kit.button(x + pad + (i - 1) * (mbW + 8 * s), mbY, mbW, 30 * s, label,
{ kind = "accent", font = "tiny", radius = 8 * s }) then
Ops.addMoney(S, delta)
end
end
-- Game Corner coins, both generations: ram/wram.asm:1908 wPlayerCoins
local rowH = math.max(Kit.textHeight("caption"), 26 * s)
local cy = mbY + 30 * s + 12 * s
Kit.caption(x + pad, cy + (rowH - Kit.textHeight("caption")) / 2, "COINS")
local coinMaxW = 52 * s
if Kit.button(x + w - pad - coinMaxW, cy, coinMaxW, 26 * s, "Max",
{ kind = "accent", font = "tiny", radius = 7 * s,
enabled = Gen.coins(S.save) < Ops.COIN_MAX }) then
Ops.maxCoins(S)
end
Kit.text("mono", ("%d"):format(Gen.coins(S.save)),
x + pad + Kit.captionWidth("COINS") + 12 * s,
cy + (rowH - Kit.textHeight("mono")) / 2, PAL.yellow)
local cbY = cy + rowH + 8 * s
local cbW = (w - 2 * pad - 3 * 8 * s) / 4
for i, delta in ipairs(COIN_STEPS) do
local label = (delta > 0 and "+" or "") .. tostring(delta)
if Kit.button(x + pad + (i - 1) * (cbW + 8 * s), cbY, cbW, 30 * s, label,
{ kind = "accent", font = "tiny", radius = 8 * s }) then
Ops.addCoins(S, delta)
end
end
end
-- engine/menus/init_gender.asm:55-56
local GENDERS = { { "BOY", "male" }, { "GIRL", "female" } }
local function trainerHeight(Kit, s, pad)
return pad * 2 + Kit.textHeight("caption") + 10 * s + 28 * s
end
local function drawTrainer(S, Kit, x, y, w, h)
local s = Kit.scale
local pad = 16 * s
Kit.card(x, y, w, h)
Kit.caption(x + pad, y + pad, "TRAINER")
Kit.textRight("mono", tostring((S.save.player and S.save.player.name) or "?"),
x + w - pad, y + pad, PAL.caption)
local cy = y + pad + Kit.textHeight("caption") + 10 * s
local chipW = (w - 2 * pad - 8 * s) / 2
local gender = Gen.playerGender(S.save)
for i, pair in ipairs(GENDERS) do
if Kit.chip(x + pad + (i - 1) * (chipW + 8 * s), cy, chipW, 28 * s,
pair[1], gender == pair[2], PAL.green, PAL.steel) then
Ops.setPlayerGender(S, pair[2])
end
end
end
local BADGE_COLS = 4
local function badgeHeight(S, Kit, s, pad)
local badgeRows = math.ceil(#Ops.badgeIds(S) / BADGE_COLS)
return pad * 2 + Kit.textHeight("caption") + 10 * s
+ badgeRows * (28 * s + 7 * s) - 7 * s
end
local function drawBadges(S, Kit, x, y, w, h)
local s = Kit.scale
local pad = 16 * s
local badgeIds = Ops.badgeIds(S)
Kit.card(x, y, w, h)
local earned = 0
for _, id in ipairs(badgeIds) do
if Gen.hasBadge(S.save, id) then earned = earned + 1 end
end
Kit.caption(x + pad, y + pad, "BADGES")
Kit.textRight("mono", ("%d/%d"):format(earned, #badgeIds), x + w - pad,
y + pad, PAL.caption)
local bTop = y + pad + Kit.textHeight("caption") + 10 * s
local bW = (w - 2 * pad - (BADGE_COLS - 1) * 7 * s) / BADGE_COLS
for i, id in ipairs(badgeIds) do
local bc = (i - 1) % BADGE_COLS
local br = math.floor((i - 1) / BADGE_COLS)
local on = Gen.hasBadge(S.save, id)
local short = id:gsub("BADGE$", "")
if Kit.chip(x + pad + bc * (bW + 7 * s), bTop + br * (28 * s + 7 * s),
bW, 28 * s, Kit.ellipsize("micro", short, bW - 8 * s), on,
PAL.green, PAL.steel) then
Ops.toggleBadge(S, id)
end
end
end
-- The "add an item" card. It used to hold the whole catalog inline: a search
-- field plus a scrolling list, sharing this tab's height with the bag and PC
-- lists beside it, which on a phone left about three catalog rows visible.
-- Adding a Pokemon was already a full-screen modal; adding an item now opens
-- the same kind (panels/ItemPicker.lua), so this card is just the door.
local function drawPicker(S, Kit, x, y, w, h)
local s = Kit.scale
local pad = 16 * s
Kit.card(x, y, w, h)
Kit.caption(x + pad, y + pad, "ADD ITEM")
local cy = y + pad + Kit.textHeight("caption") + 10 * s
local inner = w - 2 * pad
Kit.text("mono", Kit.ellipsize("mono",
"Search the full item list and add to the bag or the PC.", inner),
x + pad, cy, PAL.muted)
cy = cy + Kit.textHeight("mono") + 12 * s
local btnH = math.max(34 * s, 34)
local half = (inner - 8 * s) / 2
if Kit.button(x + pad, cy, half, btnH, "+ Add to bag",
{ font = "small", kind = "primary" }) then
Ops.openItemPicker(S, Kit, "bag")
end
if Kit.button(x + pad + half + 8 * s, cy, half, btnH, "+ Add to PC",
{ font = "small", kind = "accent" }) then
Ops.openItemPicker(S, Kit, "pc")
end
end
local SORT_MODES = { { "#", "index" }, { "A-Z", "name" } }
local function drawQuantityCard(S, Kit, x, y, w, h, cfg)
local s = Kit.scale
local pad = 16 * s
Kit.card(x, y, w, h)
Kit.caption(x + pad, y + pad, cfg.title)
local hx = x + w - pad
local hy = y + pad - 4 * s
local maxW = Kit.textWidth("tiny", "Max all") + 22 * s
hx = hx - maxW
if Kit.button(hx, hy, maxW, 24 * s, "Max all",
{ kind = "accent", font = "tiny", radius = 7 * s,
enabled = cfg.canMaxAll() }) then
cfg.maxAll()
end
for i = #SORT_MODES, 1, -1 do
local mode = SORT_MODES[i]
local bw = Kit.textWidth("tiny", mode[1]) + 22 * s
hx = hx - 6 * s - bw
if Kit.button(hx, hy, bw, 24 * s, mode[1],
{ kind = "ghost", font = "tiny", radius = 6 * s }) then
cfg.sort(mode[2])
end
end
local counterX = hx - 8 * s
if counterX - Kit.textWidth("mono", cfg.counter)
>= x + pad + Kit.captionWidth(cfg.title) + 8 * s then
Kit.textRight("mono", cfg.counter, counterX, y + pad, PAL.caption)
end
local rowsTop = y + pad + Kit.textHeight("caption") + 8 * s
if cfg.meterFrac then
Kit.meter(x + pad, rowsTop, w - 2 * pad, 5 * s, cfg.meterFrac * 100,
cfg.meterFrac >= 1 and PAL.yellow or PAL.blue)
rowsTop = rowsTop + 5 * s + 12 * s
else
rowsTop = rowsTop + 12 * s
end
local pagerH = 30 * s
local pagerY = y + h - pad - pagerH
local rowH = 36 * s
local rowGap = 6 * s
local listH = pagerY - 12 * s - rowsTop
local perPage = math.max(1, math.floor(listH / (rowH + rowGap)))
local order = cfg.order
local offset = Ops.clamp(cfg.offset or 0, 0, math.max(0, #order - perPage))
-- the wheel moves the same offset the pager below does (#595)
offset = Kit.scroll(x + pad, rowsTop, w - 2 * pad, listH, offset, #order, perPage)
if #order == 0 then
Kit.emptyBox(x + pad, rowsTop, w - 2 * pad, math.min(listH, 70 * s), cfg.empty)
end
Kit.pushClip(x + pad, rowsTop, w - 2 * pad, listH)
for i = 1, math.min(perPage, #order - offset) do
local id = order[offset + i]
local ry = rowsTop + (i - 1) * (rowH + rowGap)
if quantityRow(S, Kit, x + pad, ry, w - 2 * pad, rowH, id,
cfg.qty(id), id == cfg.selected(),
function() cfg.adjust(id, -1) end,
function() cfg.adjust(id, 1) end,
function() cfg.max(id) end, cfg.canMax(id),
function() cfg.drop(id) end) then
cfg.select(id)
end
end
Kit.popClip()
Kit.scrollbar(x + pad, rowsTop, w - 2 * pad, listH, offset, #order, perPage)
return Kit.pager(x + pad, pagerY, w - 2 * pad, offset, #order, perPage)
end
local function drawBag(S, Kit, x, y, w, h)
local order = Bag.order(S.save)
local capacity = Bag.capacity(S.data)
S.bagOffset = drawQuantityCard(S, Kit, x, y, w, h, {
title = "BAG",
counter = ("%d/%d slots"):format(Bag.slots(S.save), capacity),
meterFrac = Bag.slots(S.save) / capacity,
order = order,
offset = S.bagOffset,
empty = "Bag is empty.",
qty = function(id) return S.save.inventory[id] or 0 end,
selected = function() return S.selectedBagId end,
select = function(id)
S.selectedBagId = id
Ops.say(S, ("Selected %s in the bag"):format(id))
end,
adjust = function(id, d) Ops.bagAdjust(S, id, d) end,
max = function(id) Ops.bagMax(S, id) end,
canMax = function(id) return Ops.bagCanMax(S, id) end,
maxAll = function() Ops.bagMaxAll(S) end,
canMaxAll = function() return Ops.bagCanMax(S) end,
sort = function(mode) Ops.bagSort(S, mode) end,
drop = function(id) Ops.bagDrop(S, id) end,
})
end
local function drawPc(S, Kit, x, y, w, h)
local pcOrder = Ops.pcOrder(S)
S.pcOffset = drawQuantityCard(S, Kit, x, y, w, h, {
title = "PC STORAGE",
counter = ("%d kinds"):format(#pcOrder),
order = pcOrder,
offset = S.pcOffset,
empty = "PC storage is empty. Items sent here have no slot cap.",
qty = function(id) return S.save.pcItems[id] or 0 end,
selected = function() return S.selectedPcId end,
select = function(id)
S.selectedPcId = id
Ops.say(S, ("Selected %s in PC storage"):format(id))
end,
adjust = function(id, d) Ops.pcAdjust(S, id, d) end,
max = function(id) Ops.pcMax(S, id) end,
canMax = function(id) return Ops.pcCanMax(S, id) end,
maxAll = function() Ops.pcMaxAll(S) end,
canMaxAll = function() return Ops.pcCanMax(S) end,
sort = function(mode) Ops.pcSort(S, mode) end,
drop = function(id) Ops.pcDrop(S, id) end,
})
end
function M.draw(S, Kit, x, y, w, h)
local s = Kit.scale
local gap = 20 * s
local pad = 16 * s
Ops.pcItems(S)
local moneyH = moneyHeight(Kit, s, pad, S)
local badgeH = badgeHeight(S, Kit, s, pad)
local topH = 0
if Gen.hasPlayerGender(S.save, S.version) then
topH = trainerHeight(Kit, s, pad) + gap
end
if w < 900 * s or h - topH - moneyH - badgeH - 2 * gap < 150 * s then
-- stacked (#715): one full-width column, scrolled in pixels. The offset
-- from LAST frame's scrollPixels call positions this frame, and the call
-- itself comes after the cards so their inner lists claim the wheel or a
-- drag over their own bodies first.
local off = Theme.clamp(S.itemsScroll or 0, 0,
math.max(0, (S._itemsContentH or 0) - h))
local pickH = 280 * s
local listH = 300 * s
Kit.pushClip(x, y, w, h)
local cy = y - off
if Gen.hasPlayerGender(S.save, S.version) then
local trainerH = trainerHeight(Kit, s, pad)
drawTrainer(S, Kit, x, cy, w, trainerH); cy = cy + trainerH + gap
end
drawMoney(S, Kit, x, cy, w, moneyH); cy = cy + moneyH + gap
drawPicker(S, Kit, x, cy, w, pickH); cy = cy + pickH + gap
drawBadges(S, Kit, x, cy, w, badgeH); cy = cy + badgeH + gap
drawBag(S, Kit, x, cy, w, listH); cy = cy + listH + gap
drawPc(S, Kit, x, cy, w, listH); cy = cy + listH
Kit.popClip()
S._itemsContentH = (cy + off) - y
S.itemsScroll = Kit.scrollPixels(x, y, w, h, off, S._itemsContentH)
return
end
local leftW = math.max(260 * s, math.min(320 * s, w * 0.26))
local listW = (w - leftW - 2 * gap) / 2
local bagX = x + leftW + gap
local pcX = bagX + listW + gap
-- Money and badges are fixed-height so the picker gets every pixel left
-- over: cycling through ~250 item ids in a two-row list was the thing that
-- made the old panel unusable.
if topH > 0 then
drawTrainer(S, Kit, x, y, leftW, topH - gap)
end
drawMoney(S, Kit, x, y + topH, leftW, moneyH)
drawPicker(S, Kit, x, y + topH + moneyH + gap, leftW,
h - topH - moneyH - badgeH - 2 * gap)
drawBadges(S, Kit, x, y + h - badgeH, leftW, badgeH)
drawBag(S, Kit, bagX, y, listW, h)
drawPc(S, Kit, pcX, y, listW, h)
end
return M