Merge branch 'dev' into feat/switch-nx

Bring latest upstream fixes (Metal/iOS, encounter slide, second-screen seam) into the Switch NX feature branch.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Andrew Quenehen
2026-08-01 12:12:07 -03:00
84 changed files with 7435 additions and 265 deletions
+4
View File
@@ -66,6 +66,7 @@ local function withdraw(game)
end
game.stack:push(ListMenu.new(game,
Strings("BOX %d (WITHDRAW)", game.save.currentBox), items, {
noSound = true, -- PCMainMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
onChoose = function(item, list)
local mon = box[item.value]
if not mon then return end
@@ -112,6 +113,7 @@ local function deposit(game)
table.insert(items, { label = monLabel(game, mon), value = i })
end
game.stack:push(ListMenu.new(game, "PARTY (DEPOSIT)", items, {
noSound = true, -- PCMainMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
onChoose = function(item, list)
local mon = game.save.party[item.value]
if not mon then return end
@@ -157,6 +159,7 @@ local function release(game)
end
game.stack:push(ListMenu.new(game,
Strings("BOX %d (RELEASE)", game.save.currentBox), items, {
noSound = true, -- PCMainMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
onChoose = function(_, list)
local mon = box[list.index]
if not mon then return end
@@ -189,6 +192,7 @@ local function changeBox(game)
})
end
game.stack:push(ListMenu.new(game, "CHANGE BOX", items, {
noSound = true, -- PCMainMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
onChoose = function(item, list)
-- the original asks BEFORE switching ("When you change a #MON
-- BOX, data will be saved. OK?"); declining aborts the change
+18
View File
@@ -78,6 +78,10 @@ function ListMenu.new(game, title, items, opts)
-- bottom text box -- same row budget as the mart, without the money box.
self.messageBox = opts.messageBox
self.money = opts.money -- () -> current money for the box
-- BIT_NO_MENU_BUTTON_SOUND (wMiscFlags): both PC sessions hold the flag
-- for their whole run (engine/menus/pc.asm, engine/menus/players_pc.asm),
-- so their lists opt out of the A/B beep the same way Menu's noSound does
self.noSound = opts.noSound or false
self.rows = opts.rows or ((opts.dialogue or opts.messageBox) and 4 or ROWS)
return self
end
@@ -101,6 +105,17 @@ local function syncScroll(self)
if self.index - self.scroll < 1 then self.scroll = self.index - 1 end
end
-- HandleMenuInput_ (home/window.asm) replays SFX_PRESS_AB for any watched
-- A or B press; DisplayListMenuID's mask is PAD_A | PAD_B | PAD_SELECT
-- (home/list_menu.asm), so the SELECT swap key stays silent (#570)
local function beep(self)
-- game.data is nil under the UI harnesses that drive a list with a stub
-- game (tests/engine/rebind_capture_bug510.lua), where there is no audio
-- cache to play out of
if self.noSound or not (self.game and self.game.data) then return end
require("src.core.Sound").play(self.game.data, "Press_AB")
end
-- edge press or key-repeat tick for a held direction
local function navPressed(self, dir)
if dir == "up" then
@@ -126,6 +141,7 @@ function ListMenu:update(dt)
local input = self.game.input
if #self.items == 0 then
if input:wasPressed("a") or input:wasPressed("b") then
beep(self)
self.game.stack:pop()
if self.onCancel then self.onCancel() end
end
@@ -148,10 +164,12 @@ function ListMenu:update(dt)
elseif self.onSelectKey and input:wasPressed("select") then
self.onSelectKey(self.items[self.index], self)
elseif input:wasPressed("b") then
beep(self)
self.game.stack:pop()
if self.onCancel then self.onCancel() end
return
elseif input:wasPressed("a") then
beep(self)
local item = self.items[self.index]
if self.onChoose then
self.onChoose(item, self)
+18 -4
View File
@@ -108,20 +108,34 @@ function Menu:draw()
love.graphics.setColor(0, 0, 0, 1)
local visible = (self.maxVisible and math.min(self.maxVisible, #self.items))
or #self.items
-- Row Y: pokered's boxed menus anchor the choices to the BOTTOM interior
-- row and let any slack fall as a blank row under the top edge --
-- draw_start_menu.asm (TextBoxBorder 10,0, then hlcoord 12,2 /
-- wTopMenuItemY 2), players_pc.asm and bills_pc.asm all do the same. The
-- bottom border is ty + th - 1, so the last choice sits on ty + th - 2 and
-- row r counts back up from there. Anchoring from the top instead only
-- agrees when th is exactly visible * rowStep + 2, which is Menu.new's
-- default but NOT what a caller sizing its own box passes: BagMenu's
-- USE/TOSS is th = 5 for two choices (#284, matching text_boxes.asm's
-- USE_TOSS_MENU_TEMPLATE rows 10..14), and a top anchor pushed TOSS onto
-- the bottom border (#564, #572).
for row = 1, visible do
local item = self.items[self.scroll + row]
if not item then break end
Font.draw(item.label, (self.tx + 2) * 8,
(self.ty + row * self.rowStep - (self.rowStep - 1)) * 8)
(self.ty + self.th - 2 - (visible - row) * self.rowStep) * 8)
end
local cursorRow = self.index - self.scroll
Font.drawCode(Theme.cursor, (self.tx + 1) * 8,
(self.ty + cursorRow * self.rowStep - (self.rowStep - 1)) * 8)
(self.ty + self.th - 2 - (visible - cursorRow) * self.rowStep) * 8)
-- moreArrow ($EE): the same "more below" glyph OptionRows/ManagerState
-- use, sat on the bottom border like TextBox's page-advance cursor
-- use, sat on the bottom border like TextBox's page-advance cursor. It
-- has to be the border row, not ty + th - 2: that is the last interior
-- row, which the last choice now occupies, and Menu.new widens the box to
-- widest + 3 so tx + tw - 2 is exactly that label's final glyph (#564).
if self.maxVisible and self.scroll + self.maxVisible < #self.items then
Font.drawCode(Theme.moreArrow, (self.tx + self.tw - 2) * 8,
(self.ty + self.th - 2) * 8)
(self.ty + self.th - 1) * 8)
end
love.graphics.setColor(1, 1, 1, 1)
end
+11
View File
@@ -448,10 +448,21 @@ function OptionsMenu:update(dt)
elseif row and row.step then
changed = row.step(self.game, dir) and true or false
elseif input:wasPressed("a") then -- CANCEL
-- DisplayOptionMenu .exitMenu (engine/menus/main_menu.asm) is the
-- only spot in this menu that plays SFX_PRESS_AB: A on a setting row
-- and the Left/Right toggles stay silent (#570). game.data is nil
-- under the stub games the UI harnesses drive.
if self.game.data then
require("src.core.Sound").play(self.game.data, "Press_AB")
end
self.game.stack:pop()
if self.onCancel then self.onCancel() end
end
elseif input:wasPressed("b") or input:wasPressed("start") then
-- .exitMenu again: B and START leave the same way, sound and all
if self.game.data then
require("src.core.Sound").play(self.game.data, "Press_AB")
end
self.game.stack:pop()
if self.onCancel then self.onCancel() end
end
+8
View File
@@ -310,6 +310,14 @@ function PartyMenu:update(dt)
local input = self.game.input
local party = self.party or self.game.save.party
-- HandlePartyMenuInput (home/pokemon.asm) and the field-move submenu
-- (engine/menus/start_sub_menus.asm .chosePokemon) both run through
-- HandleMenuInput_, which beeps SFX_PRESS_AB on any A or B press (#570).
-- game.data is nil under the stub games the UI harnesses drive.
if self.game.data and (input:wasPressed("a") or input:wasPressed("b")) then
require("src.core.Sound").play(self.game.data, "Press_AB")
end
if self.submenu then
local n = #self.subItems
if input:wasPressed("up") then
+3
View File
@@ -73,6 +73,7 @@ local function withdraw(game)
local pc = game.save.pcItems
game.stack:push(ListMenu.new(game, "WITHDRAW ITEM", buildItems(game, pc), {
messageBox = true,
noSound = true, -- PlayerPCMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
onChoose = function(item, list)
askQuantity(game, list, pc[item.value] or 1, item.value, function(qty)
local Bag = require("src.inventory.Bag")
@@ -110,6 +111,7 @@ local function deposit(game)
end
game.stack:push(ListMenu.new(game, "DEPOSIT ITEM", buildItems(game, depositable), {
messageBox = true,
noSound = true, -- PlayerPCMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
onChoose = function(item, list)
askQuantity(game, list, inv[item.value] or 1, item.value, function(qty)
if pcFull(game, pc, item.value) then
@@ -130,6 +132,7 @@ local function toss(game)
local pc = game.save.pcItems
game.stack:push(ListMenu.new(game, "TOSS ITEM", buildItems(game, pc), {
messageBox = true,
noSound = true, -- PlayerPCMenu holds BIT_NO_MENU_BUTTON_SOUND (#570)
onChoose = function(item, list)
local def = game.data.items[item.value]
if (def and def.keyItem) or item.value:find("^HM_") then
+11 -3
View File
@@ -50,11 +50,13 @@ function PokedexMenu.new(game, opts)
footer = Strings("SEEN %d OWNED %d", seen, owned),
pageJump = true, -- Left/Right page jumps like the original
onCancel = opts.onCancel, -- B returns to the start menu when opened from it
onChoose = function(item)
onChoose = function(item, dexList)
if not item.value then return end
-- the DATA / CRY / AREA / QUIT choice (engine/menus/pokedex.asm
-- PokedexMenuItemsText); CRY keeps the side menu open like the
-- original, QUIT returns to the list
-- original. B is what returns to the list: HandlePokedexSideMenu
-- hands back b=2 for B and b=1 for QUIT, and ShowPokedexMenu sends
-- b=1 to .exitPokedex, so QUIT closes the whole Pokédex (#571)
local Menu = require("src.ui.Menu")
local Screens = require("src.ui.Screens")
local entries = {
@@ -91,7 +93,13 @@ function PokedexMenu.new(game, opts)
or Strings("Printer error!\n%s", tostring(err))))
end }
end
entries[#entries + 1] = { label = Strings("QUIT") }
entries[#entries + 1] = { label = Strings("QUIT"), onSelect = function()
-- .exitPokedex: drop the dex list too and hand back to whoever
-- opened it (the start menu, whose saved cursor is still on
-- POKéDEX -- wBattleAndStartSavedMenuItem)
dexList:close()
if opts.onCancel then opts.onCancel() end
end }
game.stack:push(Menu.new(game, entries,
{ tx = 12, ty = 8, tw = 8,
th = #entries * 2 + 2 }))