Пример #1
0
                public override void Inputs_OKAY()
                {
                    switch (CURSOR_SELECT)
                    {
                    case 0:
                        InGameMenu_Junction.Data[SectionName.TopMenu_Junction].Show();
                        Cursor_Status |= Cursor_Status.Blinking;
                        InGameMenu_Junction.SetMode(Mode.TopMenu_Junction);
                        break;

                    case 1:
                        InGameMenu_Junction.Data[SectionName.TopMenu_Off].Show();
                        Cursor_Status |= Cursor_Status.Blinking;
                        InGameMenu_Junction.SetMode(Mode.TopMenu_Off);
                        break;

                    case 2:
                        InGameMenu_Junction.Data[SectionName.TopMenu_Auto].Show();
                        Cursor_Status |= Cursor_Status.Blinking;
                        InGameMenu_Junction.SetMode(Mode.TopMenu_Auto);
                        break;

                    case 3:
                        InGameMenu_Junction.Data[SectionName.TopMenu_Abilities].Show();
                        Cursor_Status |= Cursor_Status.Blinking;
                        InGameMenu_Junction.SetMode(Mode.Abilities);
                        break;
                    }
                    base.Inputs_OKAY();
                }
Пример #2
0
                public override void ReInit()
                {
                    base.ReInit();

                    if (InGameMenu_Junction != null && InGameMenu_Junction.GetMode() == Mode.Mag_Stat && Enabled)
                    {
                        ITEM[0, 0] = new IGMDataItem_Icon(Icons.ID.Rewind_Fast, new Rectangle(SIZE[0].X, SIZE[0].Y, 0, 0), 2, 7);
                        ITEM[0, 1] = new IGMDataItem_String(Descriptions[Items.ST_A_D], new Rectangle(SIZE[0].X + 20, SIZE[0].Y, 0, 0));
                        ITEM[0, 2] = new IGMDataItem_Icon(Icons.ID.Rewind, new Rectangle(SIZE[0].X + 143, SIZE[0].Y, 0, 0), 2, 7);
                        ITEM[0, 3] = new IGMDataItem_String(Descriptions[Items.EL_A_D], new Rectangle(SIZE[0].X + 169, SIZE[0].Y, 0, 0));
                    }
                    else
                    if (InGameMenu_Junction != null && InGameMenu_Junction.GetMode() == Mode.Mag_EL_A && Enabled) //coords for these two need checked.
                    {
                        ITEM[0, 0] = new IGMDataItem_Icon(Icons.ID.Rewind, new Rectangle(SIZE[0].X, SIZE[0].Y, 0, 0), 2, 7);
                        ITEM[0, 1] = new IGMDataItem_String(Descriptions[Items.ST_A_D], new Rectangle(SIZE[0].X + 20, SIZE[0].Y, 0, 0));
                        ITEM[0, 2] = new IGMDataItem_Icon(Icons.ID.Forward, new Rectangle(SIZE[0].X + 143, SIZE[0].Y, 0, 0), 2, 7);
                        ITEM[0, 3] = new IGMDataItem_String(Descriptions[Items.Stats], new Rectangle(SIZE[0].X + 169, SIZE[0].Y, 0, 0));
                    }
                    else
                    if (InGameMenu_Junction != null && InGameMenu_Junction.GetMode() == Mode.Mag_ST_A && Enabled)
                    {
                        ITEM[0, 0] = new IGMDataItem_Icon(Icons.ID.Forward, new Rectangle(SIZE[0].X, SIZE[0].Y, 0, 0), 2, 7);
                        ITEM[0, 1] = new IGMDataItem_String(Descriptions[Items.EL_A_D], new Rectangle(SIZE[0].X + 20, SIZE[0].Y, 0, 0));
                        ITEM[0, 2] = new IGMDataItem_Icon(Icons.ID.Forward_Fast, new Rectangle(SIZE[0].X + 143, SIZE[0].Y, 0, 0), 2, 7);
                        ITEM[0, 3] = new IGMDataItem_String(Descriptions[Items.Stats], new Rectangle(SIZE[0].X + 169, SIZE[0].Y, 0, 0));
                    }
                }
Пример #3
0
 public override void Inputs_OKAY()
 {
     if (Memory.State.Characters != null)
     {
         if (!BLANKS[CURSOR_SELECT])
         {
             skipsnd = true;
             init_debugger_Audio.PlaySound(31);
             base.Inputs_OKAY();
             SlotConfirmListener?.Invoke(this, (Mode)InGameMenu_Junction.GetMode());
             if (InGameMenu_Junction.GetMode().Equals(Mode.Mag_Pool_Stat))
             {
                 InGameMenu_Junction.SetMode(Mode.Mag_Stat);
             }
             else if (InGameMenu_Junction.GetMode().Equals(Mode.Mag_Pool_EL_A) || InGameMenu_Junction.GetMode().Equals(Mode.Mag_Pool_EL_D))
             {
                 InGameMenu_Junction.SetMode(Mode.Mag_EL_A);
             }
             else if (InGameMenu_Junction.GetMode().Equals(Mode.Mag_Pool_ST_A) || InGameMenu_Junction.GetMode().Equals(Mode.Mag_Pool_ST_D))
             {
                 InGameMenu_Junction.SetMode(Mode.Mag_ST_A);
             }
             Cursor_Status &= ~Cursor_Status.Enabled;
             InGameMenu_Junction.ReInit();
         }
     }
 }
Пример #4
0
                private void Get_Sort_Stat()
                {
                    SortMode = (Mode)InGameMenu_Junction.GetMode();
                    switch (SortMode)
                    {
                    default:
                    case Mode.Mag_Stat:
                    case Mode.Mag_Pool_Stat:
                        SortMode = Mode.Mag_Pool_Stat;
                        break;

                    case Mode.Mag_ST_D:
                    case Mode.Mag_Pool_ST_D:
                        SortMode = Mode.Mag_Pool_ST_D;
                        break;

                    case Mode.Mag_ST_A:
                    case Mode.Mag_Pool_ST_A:
                        SortMode = Mode.Mag_Pool_ST_A;
                        Stat     = Kernel_bin.Stat.ST_Atk;
                        break;

                    case Mode.Mag_EL_D:
                    case Mode.Mag_Pool_EL_D:
                        SortMode = Mode.Mag_Pool_EL_D;
                        break;

                    case Mode.Mag_EL_A:
                    case Mode.Mag_Pool_EL_A:
                        SortMode = Mode.Mag_Pool_EL_A;
                        Stat     = Kernel_bin.Stat.EL_Atk;
                        break;
                    }
                }
Пример #5
0
 public void CheckMode(int pos, Mode one, Mode two, bool slots, bool pools, bool cursor = true)
 {
     if (InGameMenu_Junction != null && slots && Enabled)
     {
         Cursor_Status &= ~Cursor_Status.Horizontal;
         Cursor_Status |= Cursor_Status.Vertical;
         Cursor_Status &= ~Cursor_Status.Blinking;
         if (CURSOR_SELECT > pos)
         {
             InGameMenu_Junction.SetMode(two);
         }
         else
         {
             InGameMenu_Junction.SetMode(one);
         }
     }
     else if (InGameMenu_Junction != null && pools && Enabled)
     {
         Cursor_Status |= Cursor_Status.Blinking;
     }
     if (cursor)
     {
         Cursor_Status |= Cursor_Status.Enabled;
     }
     else
     {
         Cursor_Status &= ~Cursor_Status.Enabled;
     }
 }
Пример #6
0
                public override void Inputs_CANCEL()
                {
                    if (Memory.State.Characters != null)
                    {
                        base.Inputs_CANCEL();
                        SlotUndoListener?.Invoke(this, (Mode)InGameMenu_Junction.GetMode());
                        SlotConfirmListener?.Invoke(this, (Mode)InGameMenu_Junction.GetMode());
                        SlotReinitListener?.Invoke(this, (Mode)InGameMenu_Junction.GetMode());
                        switch (SortMode)
                        {
                        case Mode.Mag_Pool_Stat:
                            InGameMenu_Junction.SetMode(Mode.Mag_Stat);
                            break;

                        case Mode.Mag_Pool_EL_A:
                            InGameMenu_Junction.SetMode(Mode.Mag_EL_A);
                            break;

                        case Mode.Mag_Pool_EL_D:
                            InGameMenu_Junction.SetMode(Mode.Mag_EL_D);
                            break;

                        case Mode.Mag_Pool_ST_A:
                            InGameMenu_Junction.SetMode(Mode.Mag_ST_A);
                            break;

                        case Mode.Mag_Pool_ST_D:
                            InGameMenu_Junction.SetMode(Mode.Mag_ST_D);
                            break;
                        }

                        Cursor_Status &= ~Cursor_Status.Enabled;
                        Source         = Memory.State.Characters[Character];
                    }
                }
Пример #7
0
                private void Update_String()
                {
                    if (InGameMenu_Junction != null && InGameMenu_Junction.GetMode().Equals(Mode.TopMenu_Auto) && Enabled)
                    {
                        FF8String Changed = null;
                        switch (CURSOR_SELECT)
                        {
                        case 0:
                            Changed = Descriptions[Items.AutoAtk];
                            break;

                        case 1:
                            Changed = Descriptions[Items.AutoDef];
                            break;

                        case 2:
                            Changed = Descriptions[Items.AutoMag];
                            break;
                        }
                        if (Changed != null && InGameMenu_Junction != null)
                        {
                            InGameMenu_Junction.ChangeHelp(Changed);
                        }
                    }
                }
Пример #8
0
                public override bool Update()
                {
                    bool ret = base.Update();

                    if (InGameMenu_Junction != null && InGameMenu_Junction.GetMode().Equals(Mode.TopMenu) && Enabled)
                    {
                        FF8String Changed = null;
                        switch (CURSOR_SELECT)
                        {
                        case 0:
                            Changed = Descriptions[Items.Junction];
                            break;

                        case 1:
                            Changed = Descriptions[Items.Off];
                            break;

                        case 2:
                            Changed = Descriptions[Items.Auto];
                            break;

                        case 3:
                            Changed = Descriptions[Items.Ability];
                            break;
                        }
                        if (Changed != null)
                        {
                            InGameMenu_Junction.ChangeHelp(Changed);
                        }
                    }
                    return(ret);
                }
                public override bool Update()
                {
                    bool ret = base.Update();

                    if (InGameMenu_Junction != null && InGameMenu_Junction.GetMode() == Mode.Abilities)
                    {
                        Cursor_Status &= ~Cursor_Status.Blinking;

                        IGMDataItem_IGMData i  = ((IGMDataItem_IGMData)ITEM[0, 0]);
                        IGMDataItem_IGMData i2 = ((IGMDataItem_IGMData)ITEM[1, 0]);
                        if (i != null && i.Data != null && i2 != null && i2.Data != null)
                        {
                            if (CURSOR_SELECT >= i.Data.Count)
                            {
                                if (i2.Data.Descriptions != null && i2.Data.Descriptions.ContainsKey(CURSOR_SELECT - i.Data.Count))
                                {
                                    InGameMenu_Junction.ChangeHelp(i2.Data.Descriptions[CURSOR_SELECT - i.Data.Count]);
                                }
                            }
                            else
                            {
                                if (i.Data.Descriptions != null && i.Data.Descriptions.ContainsKey(CURSOR_SELECT))
                                {
                                    InGameMenu_Junction.ChangeHelp(i.Data.Descriptions[CURSOR_SELECT]);
                                }
                            }
                        }
                    }
                    else
                    {
                        Cursor_Status |= Cursor_Status.Blinking;
                    }

                    return(ret);
                }
Пример #10
0
 public override void Inputs_CANCEL()
 {
     skipdata = true;
     base.Inputs_CANCEL();
     skipdata = false;
     InGameMenu_Junction.Data[SectionName.TopMenu_Abilities].Hide();
     InGameMenu_Junction.SetMode(Mode.TopMenu);
 }
Пример #11
0
 public override void Inputs_OKAY()
 {
     if (!BLANKS[CURSOR_SELECT])
     {
         base.Inputs_OKAY();
         BackupSetting();
         InGameMenu_Junction.SetMode(Mode.Mag_Pool_Stat);
     }
 }
Пример #12
0
 private bool Undo()
 {
     SlotUndoListener?.Invoke(this, (Mode)InGameMenu_Junction.GetMode());
     if (Memory.State.Characters != null)
     {
         Source = Memory.State.Characters[Character];
     }
     return(true);
 }
Пример #13
0
 public override void Inputs_Square()
 {
     skipdata = true;
     base.Inputs_Square();
     skipdata = false;
     if (Contents[CURSOR_SELECT] == Kernel_bin.Stat.None)
     {
         Memory.State.Characters[Character].Stat_J[Contents[CURSOR_SELECT]] = 0;
         InGameMenu_Junction.ReInit();
     }
 }
Пример #14
0
 public override void Inputs_OKAY()
 {
     base.Inputs_OKAY();
     fade = 0;
     switch (Choice)
     {
     case Items.Junction:
         State = MainMenuStates.IGM_Junction;
         InGameMenu_Junction.ReInit(Contents[CURSOR_SELECT].Item1, Contents[CURSOR_SELECT].Item2);
         return;
     }
 }
 public override void Inputs_OKAY()
 {
     skipsnd = true;
     init_debugger_Audio.PlaySound(31);
     base.Inputs_OKAY();
     if (Contents[CURSOR_SELECT] != Kernel_bin.Abilities.None && !BLANKS[CURSOR_SELECT])
     {
         int target = InGameMenu_Junction.Data[SectionName.TopMenu_Abilities].CURSOR_SELECT - 4;
         Memory.State.Characters[Character].Abilities[target] = Contents[CURSOR_SELECT];
         InGameMenu_Junction.SetMode(Mode.Abilities);
         InGameMenu_Junction.ReInit(); // can be more specific if you want to find what is being changed.
     }
 }
Пример #16
0
 public override void Inputs_OKAY()
 {
     base.Inputs_OKAY();
     if (CURSOR_SELECT == 0)
     {
         InGameMenu_Junction.SetMode(Mode.TopMenu_GF_Group);
         InGameMenu_Junction.Data[SectionName.TopMenu_GF_Group].Show();
     }
     else
     {
         InGameMenu_Junction.SetMode(Mode.Mag_Stat);
         InGameMenu_Junction.Data[SectionName.Mag_Group].Show();
     }
 }
Пример #17
0
 public override void Inputs_OKAY()
 {
     skipsnd = true;
     init_debugger_Audio.PlaySound(31);
     base.Inputs_OKAY();
     if (Contents[CURSOR_SELECT] != Kernel_bin.Abilities.None && !BLANKS[CURSOR_SELECT])
     {
         int target = InGameMenu_Junction.Data[SectionName.TopMenu_Abilities].CURSOR_SELECT - 1;
         Memory.State.Characters[Character].Commands[target] = Contents[CURSOR_SELECT];
         InGameMenu_Junction.SetMode(Mode.Abilities);
         InGameMenu_Junction.Data[SectionName.TopMenu_Abilities].ReInit();
         InGameMenu_Junction.Data[SectionName.Commands].ReInit();
     }
 }
Пример #18
0
 public override bool Update()
 {
     Update_String();
     if (InGameMenu_Junction != null)
     {
         if (InGameMenu_Junction.GetMode() == Mode.TopMenu_Junction)
         {
             Cursor_Status &= ~Cursor_Status.Blinking;
         }
         else
         {
             Cursor_Status |= Cursor_Status.Blinking;
         }
     }
     return(base.Update());
 }
Пример #19
0
                public override void Inputs_OKAY()
                {
                    base.Inputs_OKAY();
                    switch (CURSOR_SELECT)
                    {
                    case 0:
                        InGameMenu_Junction.Data[SectionName.RemMag].Show();
                        InGameMenu_Junction.SetMode(Mode.RemMag);
                        break;

                    case 1:
                        InGameMenu_Junction.Data[SectionName.RemAll].Show();
                        InGameMenu_Junction.SetMode(Mode.RemAll);
                        break;
                    }
                }
Пример #20
0
 private void UpdateOnEvent(object sender, Mode?mode = null, Kernel_bin.Stat?stat = null)
 {
     mode = mode ?? (Mode)InGameMenu_Junction.GetMode();
     if (
         mode != Mode.Mag_Pool_ST_A &&
         mode != Mode.Mag_Pool_ST_D &&
         mode != Mode.Mag_Pool_EL_A &&
         mode != Mode.Mag_Pool_EL_D &&
         mode != Mode.Mag_Pool_Stat)
     {
         Cursor_Status &= ~Cursor_Status.Enabled;
     }
     else
     {
         Cursor_Status |= Cursor_Status.Enabled;
     }
     if (Memory.State.Characters != null)
     {
         Get_Sort_Stat();
         Stat = stat ?? Stat;
         Get_Slots_Values();
         if (SortMode != LastMode || this.Stat != LastStat || Character != LastCharacter)
         {
             Get_Sort();
         }
         bool skipundo = false;
         if (!(SortMode == LastMode && Character == LastCharacter && this.Stat == LastStat && Page == LastPage))
         {
             LastCharacter = Character;
             LastStat      = this.Stat;
             LastPage      = Page;
             LastMode      = SortMode;
             skipundo      = Undo();
             FillMagic();
             UpdateTitle();
         }
         if (
             mode == Mode.Mag_Pool_ST_A ||
             mode == Mode.Mag_Pool_ST_D ||
             mode == Mode.Mag_Pool_EL_A ||
             mode == Mode.Mag_Pool_EL_D ||
             mode == Mode.Mag_Pool_Stat)
         {
             Generate_Preview(skipundo);
         }
     }
 }
Пример #21
0
 public void Generate_Preview(bool skipundo = false)
 {
     if (Stat != Kernel_bin.Stat.None && CURSOR_SELECT < Contents.Length)
     {
         Cursor_Status |= Cursor_Status.Enabled;
         if (Source.Stat_J[Stat] != Contents[CURSOR_SELECT])
         {
             if (!skipundo)
             {
                 Undo();
                 skipundo = false;
             }
             Source.JunctionSpell(Stat, Contents[CURSOR_SELECT]);
             SlotReinitListener?.Invoke(this, (Mode)InGameMenu_Junction.GetMode());
         }
     }
 }
Пример #22
0
                public override void Inputs_OKAY()
                {
                    base.Inputs_OKAY();
                    IGMDataItem_IGMData i  = ((IGMDataItem_IGMData)ITEM[0, 0]);
                    IGMDataItem_IGMData i2 = ((IGMDataItem_IGMData)ITEM[3, 0]);

                    if (i != null && i.Data != null)
                    {
                        if (CURSOR_SELECT >= i.Data.Count)
                        {
                            InGameMenu_Junction.SetMode(Mode.Abilities_Abilities);
                        }
                        else
                        {
                            InGameMenu_Junction.SetMode(Mode.Abilities_Commands);
                        }
                    }
                }
Пример #23
0
                public override bool ITEMInputs(IGMDataItem i, int pos = 0)
                {
                    bool ret = false;

                    if (InputsModeTest(pos))
                    {
                        Mode lastmode = (Mode)InGameMenu_Junction.GetMode();
                        ret = base.ITEMInputs(i, pos);
                        if (ret)
                        {
                            if (!InGameMenu_Junction.GetMode().Equals(lastmode))
                            {
                                Show();
                            }
                        }
                    }
                    return(ret);
                }
Пример #24
0
                public override void Inputs_OKAY()
                {
                    switch (CURSOR_SELECT)
                    {
                    case 0:
                        skipsnd = true;
                        init_debugger_Audio.PlaySound(31);
                        base.Inputs_OKAY();
                        Memory.State.Characters[Character].RemoveMagic();
                        Inputs_CANCEL();
                        InGameMenu_Junction.ReInit();
                        break;

                    case 1:
                        Inputs_CANCEL();
                        break;
                    }
                }
Пример #25
0
 public override void Inputs_CANCEL()
 {
     if (Memory.PrevState.Characters[VisableCharacter].CurrentHP() > Memory.State.Characters[VisableCharacter].CurrentHP())
     {
         InGameMenu_Junction.Data[SectionName.ConfirmChanges].Show();
         InGameMenu_Junction.SetMode(Mode.ConfirmChanges);
     }
     else
     {
         base.Inputs_CANCEL();
         if (State == MainMenuStates.IGM_Junction)
         {
             State = MainMenuStates.InGameMenu;
             InGameMenu.ReInit();
             Fade = 0.0f;
         }
     }
 }
Пример #26
0
                public override bool Update()
                {
                    bool ret = base.Update();

                    Update_String();

                    if (InGameMenu_Junction != null)
                    {
                        if (InGameMenu_Junction.GetMode().Equals(Mode.TopMenu_Off))
                        {
                            Cursor_Status &= ~Cursor_Status.Blinking;
                        }
                        else
                        {
                            Cursor_Status |= Cursor_Status.Blinking;
                        }
                    }
                    return(ret);
                }
Пример #27
0
                private bool InputsModeTest(int pos)
                {
                    pos = cnv(pos);
                    switch (InGameMenu_Junction.GetMode())
                    {
                    case Mode.Mag_Pool_Stat:
                    case Mode.Mag_Pool_EL_A:
                    case Mode.Mag_Pool_EL_D:
                    case Mode.Mag_Pool_ST_A:
                    case Mode.Mag_Pool_ST_D:
                        if (pos == 2)
                        {
                            return(true);
                        }
                        break;

                    case Mode.Mag_Stat:
                        if (pos == 0)
                        {
                            return(true);
                        }
                        break;

                    case Mode.Mag_EL_A:
                    case Mode.Mag_EL_D:
                        if (pos == 3)
                        {
                            return(true);
                        }
                        break;

                    case Mode.Mag_ST_A:
                    case Mode.Mag_ST_D:
                        if (pos == 6)
                        {
                            return(true);
                        }
                        break;
                    }
                    return(false);
                }
Пример #28
0
                public override void Inputs_OKAY()
                {
                    skipsnd = true;
                    init_debugger_Audio.PlaySound(31);
                    switch (CURSOR_SELECT)
                    {
                    case 0:
                        Memory.State.Characters[Character].AutoATK();
                        break;

                    case 1:
                        Memory.State.Characters[Character].AutoDEF();
                        break;

                    case 2:
                        Memory.State.Characters[Character].AutoMAG();
                        break;
                    }
                    Inputs_CANCEL();
                    InGameMenu_Junction.ReInit();
                }
Пример #29
0
                private void Update_String()
                {
                    if (InGameMenu_Junction != null && InGameMenu_Junction.GetMode() == Mode.TopMenu_Off && Enabled)
                    {
                        FF8String Changed = null;
                        switch (CURSOR_SELECT)
                        {
                        case 0:
                            Changed = Descriptions[Items.RemMag];
                            break;

                        case 1:
                            Changed = Descriptions[Items.RemAll];
                            break;
                        }
                        if (Changed != null && InGameMenu_Junction != null)
                        {
                            InGameMenu_Junction.ChangeHelp(Changed);
                        }
                    }
                }
Пример #30
0
                public override void Inputs_OKAY()
                {
                    switch (CURSOR_SELECT)
                    {
                    case 0:
                        skipsnd = true;
                        init_debugger_Audio.PlaySound(31);
                        base.Inputs_OKAY();
                        Memory.State.Characters[Character].RemoveAll();

                        InGameMenu_Junction.Data[SectionName.RemAll].Hide();
                        InGameMenu_Junction.Data[SectionName.TopMenu_Off].Hide();
                        InGameMenu_Junction.SetMode(Mode.TopMenu);
                        InGameMenu_Junction.Data[SectionName.TopMenu].CURSOR_SELECT = 0;
                        InGameMenu_Junction.ReInit();
                        break;

                    case 1:
                        Inputs_CANCEL();
                        break;
                    }
                }