/*:
-------------------------------------------------------------------------------
@title Menu Command Manager
@author Hime --> HimeWorks (http://himeworks.com)
@version 1.0
@date Mar 16, 2016
@filename HIME_MenuCommandManager.js
@url http://himeworks.com/2016/03/menu-command-manager-mv

If you enjoy my work, consider supporting me on Patreon!

* https://www.patreon.com/himeworks

If you have any questions or concerns, you can contact me at any of
the following sites:

* Main Website: http://himeworks.com
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* Youtube: https://www.youtube.com/c/HimeWorks
* Tumblr: http://himeworks.tumblr.com/

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@plugindesc v1.0 - Customize your party menu.
@help 
-------------------------------------------------------------------------------
== Description ==

Video: https://www.youtube.com/watch?v=ncfMXeMOz84

In RPG Maker, you have access to a number of commands in the menu.

You can also disable some of them using events, such as the save command, or
the formation command.

From the System database, you can choose which commands you want to hide or
show in the menu.

However, these may not be enough for your project!
With the menu command manager, you have full control over your menu commands!

You can hide or show any commands at anytime.
You can disable or enable any commands at anytime.
You can even rename commands at anytime.

If you have multiple parties, each party can have their own set of commands.
Need some more control over your commands? Try this plugin out!

== Terms of Use ==

- Free for use in non-commercial projects with credits
- Free for use in commercial projects, but it would be nice to let me know
- Please provide credits to HimeWorks

== Change Log ==

1.0 - Mar 16, 2016
 - initial release

== Usage ==

Before we begin, here is some terminology.
Commands are composed of three basic properties:

1. A symbol, which is the ID of the command.
2. A name, which is the text that is displayed to players
3. Extra data, which is information that comes with the command

For example, if you think of the "Item" command, we can describe it as:

1. Symbol = item
2. Name = Item
3. No extra data

Here are a list of default symbols, assuming default command names:

  SYMBOL - NAME
  ==============
  item - Item
  skill - Skill  
  equip - Equip
  status - Status
  formation - Formation
  options - Options
  save - Save
  gameEnd - Game End 

-- Party Menu Commands --

When you access the menu, you are accessing the current party's menu.
All of the commands that are available are therefore assigned to the party.

In order to access the current party's list of commands, you could say

  $gameParty.menuCommands()

-- Disabling Party Menu Commands --

To disable or enable commands, use the following script calls

  $gameParty.disableMenuCommand(SYMBOL)
  $gameParty.enableMenuCommand(SYMBOL)
  
For example, assuming "item" is the symbol for your "Item" command, you
can disable or enable it using
  
  $gameParty.disableMenuCommand("item")
  $gameParty.enableMenuCommand("item")
  
-- Hiding Party Menu Commands --

To hide or show commands, use the following script calls

  $gameParty.hideMenuCommand(SYMBOL)
  $gameParty.showMenuCommand(SYMBOL)
  
For example, assuming "item" is the symbol for your "Item" command, you
can hide or show it using
  
  $gameParty.hideMenuCommand("item")
  $gameParty.showMenuCommand("item")
  
-- Renaming Commands --

Commands can be renamed at anytime. To rename a command, use the script call

  $gameParty.renameMenuCommand(SYMBOL, NAME)
  
For example, if you wanted to make make the Item command unknown until it is
enabled, you can disable it and then rename it to "???" as follows:

  $gameParty.disableMenuCommand("item");
  $gameParty.renameMenuCommand("item", "???");

-------------------------------------------------------------------------------
 */ 
var Imported = Imported || {} ;
var TH = TH || {};
Imported.TH_MenuCommandManager = 1;
TH.MenuCommandManager = TH.MenuCommandManager || {};

function Data_MenuCommand() {
  this.initialize.apply(this, arguments);
}

(function ($) {

  Object.defineProperties(Data_MenuCommand.prototype, {
    symbol: { get: function() { return this._symbol; }, configurable: true },
    name: { get: function() { return this._name; }, configurable: true },
    ext: { get: function() { return this._ext; }, configurable: true },
  });

  Data_MenuCommand.prototype.initialize = function(symbol, name, ext) {    
    this._symbol = symbol;
    this._name = name;
    this._ext = ext;
    this._isDisabled = false;
    this._isHidden = false;
  };
  
  Data_MenuCommand.prototype.setDisabled = function(bool) {
    this._isDisabled = bool;
  };
  
  Data_MenuCommand.prototype.isEnabled = function() {
    return !this._isDisabled;
  };
  
  Data_MenuCommand.prototype.setHidden = function(bool) {
    this._isHidden = bool;
  };
  
  Data_MenuCommand.prototype.isVisible = function() {
    return !this._isHidden;
  };
  
  Data_MenuCommand.prototype.setName = function(name) {
    this._name = name;
  };
  
  /***************************************************************************/

  var TH_GameUnit_initialize = Game_Unit.prototype.initialize;
  Game_Unit.prototype.initialize = function() {
    TH_GameUnit_initialize.call(this);
    this.initMenuCommands();
  };
  
  Game_Unit.prototype.initMenuCommands = function() {
    this._menuCommands = [];
    var cmds = $dataSystem.menuCommands;
    if (cmds[0]) {
      this.addMenuCommand_item()
    }
    if (cmds[1]) {
      this.addMenuCommand_skill()
    }
    if (cmds[2]) {
      this.addMenuCommand_equip()
    }
    if (cmds[3]) {
      this.addMenuCommand_status()
    }
    if (cmds[4]) {
      this.addMenuCommand_formation()
    }
    this.addMenuCommand_options();
    if (cmds[5]) {
      this.addMenuCommand_save()
    }
    this.addMenuCommand_gameEnd();
  };
  
  Game_Unit.prototype.addMenuCommand_item = function() {
    var command = new Data_MenuCommand("item", TextManager.item);
    this.addMenuCommand(command);
  };
  
  Game_Unit.prototype.addMenuCommand_skill = function() {
    var command = new Data_MenuCommand("skill", TextManager.skill);
    this.addMenuCommand(command);
  };
  
  Game_Unit.prototype.addMenuCommand_equip = function() {
    var command = new Data_MenuCommand("equip", TextManager.equip);
    this.addMenuCommand(command);
  };
  
  Game_Unit.prototype.addMenuCommand_status = function() {
    var command = new Data_MenuCommand("status", TextManager.status);
    this.addMenuCommand(command);
  };
  
  Game_Unit.prototype.addMenuCommand_formation = function() {
    var command = new Data_MenuCommand("formation", TextManager.formation);
    this.addMenuCommand(command);
  };
  
  Game_Unit.prototype.addMenuCommand_options = function() {
    var command = new Data_MenuCommand("options", TextManager.options);
    this.addMenuCommand(command);
  };
  
  Game_Unit.prototype.addMenuCommand_save = function() {
    var command = new Data_MenuCommand("save", TextManager.save);
    this.addMenuCommand(command);
  };
  
  Game_Unit.prototype.addMenuCommand_gameEnd = function() {
    var command = new Data_MenuCommand("gameEnd", TextManager.gameEnd);
    this.addMenuCommand(command);
  };
  
  Game_Unit.prototype.addMenuCommand = function(cmd) {
    this._menuCommands.push(cmd);
  }
  
  Game_Unit.prototype.menuCommands = function() {
    if (this._menuCommands === undefined) {
      this.initMenuCommands();
    }
    return this._menuCommands;
  };
  
  Game_Unit.prototype.renameMenuCommand = function(symbol, name) {
    var cmds = this.menuCommands();
    for (var i = 0; i < cmds.length; i++) {
      if (cmds[i].symbol === symbol) {
        cmds[i].setName(name);
      }
    }
  };

  Game_Unit.prototype.setMenuCommandHidden = function(symbol, bool) {
    var cmds = this.menuCommands();
    for (var i = 0; i < cmds.length; i++) {
      if (cmds[i].symbol === symbol) {
        cmds[i].setHidden(bool);
      }
    }
  };
  
  Game_Unit.prototype.setMenuCommandDisabled = function(symbol, bool) {
    var cmds = this.menuCommands();
    for (var i = 0; i < cmds.length; i++) {
      if (cmds[i].symbol === symbol) {
        cmds[i].setDisabled(bool);
      }
    }
  };
  
  Game_Unit.prototype.hideMenuCommand = function(symbol) {
    this.setMenuCommandHidden(symbol, true);
  };
  
  Game_Unit.prototype.showMenuCommand = function(symbol) {
    this.setMenuCommandHidden(symbol, false);
  };
  
  Game_Unit.prototype.disableMenuCommand = function(symbol) {
    this.setMenuCommandDisabled(symbol, true);
  };
  
  Game_Unit.prototype.enableMenuCommand = function(symbol) {
    this.setMenuCommandDisabled(symbol, false);
  };
  
  /***************************************************************************/
  
  Window_MenuCommand.prototype.makeCommandList = function() {
    var cmds = $gameParty.menuCommands();
    for (var i = 0; i < cmds.length; i++) {
      var cmd = cmds[i];
      if (cmd.isVisible()) {        
        var symbol = cmd.symbol;
        var method = this["addCommand_" + symbol];
        if (method) {
          method.call(this, cmd);
        }
      }
    }
  };
  
  Window_MenuCommand.prototype.addCommand_item = function(cmd) {
    var enabled = this.areMainCommandsEnabled();
    this.addCommand(cmd.name, cmd.symbol, cmd.isEnabled() && enabled);
  };
  
  Window_MenuCommand.prototype.addCommand_skill = function(cmd) {
    var enabled = this.areMainCommandsEnabled();
    this.addCommand(cmd.name, cmd.symbol, cmd.isEnabled() && enabled);
  };
  
  Window_MenuCommand.prototype.addCommand_equip = function(cmd) {
    var enabled = this.areMainCommandsEnabled();
    this.addCommand(cmd.name, cmd.symbol, cmd.isEnabled() && enabled);
  };
  
  Window_MenuCommand.prototype.addCommand_status = function(cmd) {
    var enabled = this.areMainCommandsEnabled();
    this.addCommand(cmd.name, cmd.symbol, cmd.isEnabled() && enabled);
  };
  
  Window_MenuCommand.prototype.addCommand_formation = function(cmd) {
    var enabled = this.isFormationEnabled();
    this.addCommand(cmd.name, cmd.symbol, cmd.isEnabled() && enabled);
  };
  
  Window_MenuCommand.prototype.addCommand_options = function(cmd) {
    var enabled = this.isOptionsEnabled();
    this.addCommand(cmd.name, cmd.symbol, cmd.isEnabled() && enabled);
  };
  
  Window_MenuCommand.prototype.addCommand_save = function(cmd) {
    var enabled = this.isSaveEnabled();
    this.addCommand(cmd.name, cmd.symbol, cmd.isEnabled() && enabled);
  };
  
  Window_MenuCommand.prototype.addCommand_load = function(cmd) {
    this.addCommand(cmd.name, cmd.symbol, cmd.isEnabled());
  };
  
  Window_MenuCommand.prototype.addCommand_gameEnd = function(cmd) {    
    this.addCommand(cmd.name, cmd.symbol, cmd.isEnabled());
  };
  
  /***************************************************************************/
  
  var TH_SceneMenu_createCommandWindow = Scene_Menu.prototype.createCommandWindow;
  Scene_Menu.prototype.createCommandWindow = function() {
    TH_SceneMenu_createCommandWindow.call(this);
    this._commandWindow.setHandler('load', this.commandLoad.bind(this));
  };
  
  /***************************************************************************/
  
  Game_Unit.prototype.addMenuCommand_load = function() {
    var command = new Data_MenuCommand("load", "Load");
    this.addMenuCommand(command);
  };
  
  Scene_Menu.prototype.commandLoad = function() {
    SceneManager.push(Scene_Load);
  };
  
  /***************************************************************************/
  
  var TH_SceneMenu_CommonEvent_createCommandWindow = Scene_Menu.prototype.createCommandWindow;
  Scene_Menu.prototype.createCommandWindow = function() {
    TH_SceneMenu_CommonEvent_createCommandWindow.call(this);
    this._commandWindow.setHandler('commonEvent', this.commandCommonEvent.bind(this));
  };
  
  Game_Unit.prototype.addMenuCommand_commonEvent = function() {
    var command = new Data_MenuCommand("commonEvent", "Common Event");
    this.addMenuCommand(command);
  };
  
  Window_MenuCommand.prototype.addCommand_commonEvent = function(cmd) {
    this.addCommand(cmd.name, cmd.symbol, cmd.isEnabled(), cmd.ext);
  };
  
  Scene_Menu.prototype.commandCommonEvent = function() {
    var ext = this._commandWindow.currentData().ext;
    $gameTemp.reserveCommonEvent(ext);
    this._commandWindow.activate();
  };
})(TH.MenuCommandManager);