[P3 Beta][UI] Fix loading behavior introduced with save preview (#4633)

* [ui] partially revert loading behavior introduced with save preview

* [beta][ui] fix scrolling issue in Load Game menu
This commit is contained in:
MokaStitcher 2024-10-11 16:24:53 +02:00 committed by GitHub
parent 407cd65dcb
commit 80a784ac8d
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
1 changed files with 40 additions and 25 deletions

View File

@ -12,7 +12,8 @@ import { Mode } from "./ui";
import { addWindow } from "./ui-theme";
import { RunDisplayMode } from "#app/ui/run-info-ui-handler";
const sessionSlotCount = 5;
const SESSION_SLOTS_COUNT = 5;
const SLOTS_ON_SCREEN = 3;
export enum SaveSlotUiMode {
LOAD,
@ -84,12 +85,10 @@ export default class SaveSlotSelectUiHandler extends MessageUiHandler {
this.saveSlotSelectCallback = args[1] as SaveSlotSelectCallback;
this.saveSlotSelectContainer.setVisible(true);
this.populateSessionSlots()
.then(() => {
this.populateSessionSlots();
this.setScrollCursor(0);
this.setCursor(0);
});
return true;
}
@ -161,9 +160,9 @@ export default class SaveSlotSelectUiHandler extends MessageUiHandler {
}
break;
case Button.DOWN:
if (this.cursor < 2) {
success = this.setCursor(this.cursor + 1, this.cursor);
} else if (this.scrollCursor < sessionSlotCount - 3) {
if (this.cursor < (SLOTS_ON_SCREEN - 1)) {
success = this.setCursor(this.cursor + 1, cursorPosition);
} else if (this.scrollCursor < SESSION_SLOTS_COUNT - SLOTS_ON_SCREEN) {
success = this.setScrollCursor(this.scrollCursor + 1, cursorPosition);
}
break;
@ -184,13 +183,19 @@ export default class SaveSlotSelectUiHandler extends MessageUiHandler {
return success || error;
}
async populateSessionSlots() {
for (let s = 0; s < sessionSlotCount; s++) {
populateSessionSlots() {
for (let s = 0; s < SESSION_SLOTS_COUNT; s++) {
const sessionSlot = new SessionSlot(this.scene, s);
await sessionSlot.load();
this.scene.add.existing(sessionSlot);
this.sessionSlotsContainer.add(sessionSlot);
this.sessionSlots.push(sessionSlot);
sessionSlot.load().then((success) => {
// If the cursor was moved to this slot while the session was loading
// call setCursor again to shift the slot position and show the arrow for save preview
if (success && (this.cursor + this.scrollCursor) === s) {
this.setCursor(s);
}
});
}
}
@ -209,12 +214,12 @@ export default class SaveSlotSelectUiHandler extends MessageUiHandler {
}
/**
* setCursor takes user navigation as an input and positions the cursor accordingly
* @param cursor the index provided to the cursor
* @param prevCursor the previous index occupied by the cursor - optional
* Move the cursor to a new position and update the view accordingly
* @param cursor the new cursor position, between `0` and `SLOTS_ON_SCREEN - 1`
* @param prevSlotIndex index of the previous session occupied by the cursor, between `0` and `SESSION_SLOTS_COUNT - 1` - optional
* @returns `true` if the cursor position has changed | `false` if it has not
*/
override setCursor(cursor: integer, prevCursor?: integer): boolean {
override setCursor(cursor: integer, prevSlotIndex?: integer): boolean {
const changed = super.setCursor(cursor);
if (!this.cursorObj) {
@ -241,21 +246,20 @@ export default class SaveSlotSelectUiHandler extends MessageUiHandler {
}
this.setArrowVisibility(hasData);
}
if (!Utils.isNullOrUndefined(prevCursor)) {
this.revertSessionSlot(prevCursor);
if (!Utils.isNullOrUndefined(prevSlotIndex)) {
this.revertSessionSlot(prevSlotIndex);
}
return changed;
}
/**
* Helper function that resets the session slot position to its default central position
* @param prevCursor the previous location of the cursor
* Helper function that resets the given session slot to its default central position
*/
revertSessionSlot(prevCursor: integer): void {
const sessionSlot = this.sessionSlots[prevCursor];
revertSessionSlot(slotIndex: integer): void {
const sessionSlot = this.sessionSlots[slotIndex];
if (sessionSlot) {
sessionSlot.setPosition(0, prevCursor * 56);
sessionSlot.setPosition(0, slotIndex * 56);
}
}
@ -270,12 +274,18 @@ export default class SaveSlotSelectUiHandler extends MessageUiHandler {
}
}
setScrollCursor(scrollCursor: integer, priorCursor?: integer): boolean {
/**
* Move the scrolling cursor to a new position and update the view accordingly
* @param scrollCursor the new cursor position, between `0` and `SESSION_SLOTS_COUNT - SLOTS_ON_SCREEN`
* @param prevSlotIndex index of the previous slot occupied by the cursor, between `0` and `SESSION_SLOTS_COUNT-1` - optional
* @returns `true` if the cursor position has changed | `false` if it has not
*/
setScrollCursor(scrollCursor: integer, prevSlotIndex?: integer): boolean {
const changed = scrollCursor !== this.scrollCursor;
if (changed) {
this.scrollCursor = scrollCursor;
this.setCursor(this.cursor, priorCursor);
this.setCursor(this.cursor, prevSlotIndex);
this.scene.tweens.add({
targets: this.sessionSlotsContainer,
y: this.sessionSlotsContainerInitialY - 56 * scrollCursor,
@ -290,6 +300,7 @@ export default class SaveSlotSelectUiHandler extends MessageUiHandler {
clear() {
super.clear();
this.saveSlotSelectContainer.setVisible(false);
this.setScrollCursor(0);
this.eraseCursor();
this.saveSlotSelectCallback = null;
this.clearSessionSlots();
@ -391,6 +402,10 @@ class SessionSlot extends Phaser.GameObjects.Container {
load(): Promise<boolean> {
return new Promise<boolean>(resolve => {
this.scene.gameData.getSession(this.slotId).then(async sessionData => {
// Ignore the results if the view was exited
if (!this.active) {
return;
}
if (!sessionData) {
this.hasData = false;
this.loadingLabel.setText(i18next.t("saveSlotSelectUiHandler:empty"));