For clarity, the term "Party Gauge" refers to the following elements on the battle UI, which show at the start of the battle and whenever a trainer sends in a new Pokemon after a KO:
This is all foundational; the Party Gauge itself is my next target, and none of this code actually deals with graphics, but this documentation sets up a sketch of how messages are transferred between the battle back-end and what's actually rendered on the DS itself.
The indirection flow is essentially:
The battle back-end enqueues a message for publication to all interested parties. In PvE settings, this will just be the player's DS, but it includes all other connected players in Link-enabled battles.
Connected players consume the message, which contains a command ID that maps to a particular processing routine.
The processing routine directs control to an async task, which takes care of whatever needs to be displayed and waits for the result.
For clarity, the term "Party Gauge" refers to the following elements on the battle UI, which show at the start of the battle and whenever a trainer sends in a new Pokemon after a KO:
This is all foundational; the Party Gauge itself is my next target, and none of this code actually deals with graphics, but this documentation sets up a sketch of how messages are transferred between the battle back-end and what's actually rendered on the DS itself.
The indirection flow is essentially: