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CLOSES #1091, CLOSES #1097, CLOSES #1100, CLOSES #1104, CLOSES #1135, CLOSES #1155, CLOSES #1157, CLOSES #1158, CLOSES #1159, CLOSES #1160, CLOSES #1167, CLOSES #1208
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@@ -62,6 +62,68 @@ local FILTERS = { "OFF", "1X", "2X", "3X" }
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-- The core rows. Helper modules are required lazily under pcall: they are
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-- pure label/cycle tables, but the launcher must never die because a render
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-- module grew a dependency on live game data.
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-- TOUCH PAD, VIBRATION and the layout editor, shared by both row sets.
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--
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-- Gold reads these out of its own `gold` block (src/core/gen2/Save.lua:297),
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-- so `opts` is whichever table the gear is editing and the rows never have to
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-- know which game they belong to. #1100 / #1135: the Gold gear carried none
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-- of them, so a phone player could turn the pad and the buzz off in Red and
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-- had no way to reach either in Gold.
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local function addTouchRows(rows, add, opts, hooks)
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-- TOUCH PAD only where the overlay can appear, mirroring OptionsMenu's
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-- gate (mobile, or desktop forced by POKEPORT_TOUCH=1).
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local env = os.getenv("POKEPORT_TOUCH")
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local osName = love.system and love.system.getOS and love.system.getOS()
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local show = env == "1"
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or (env ~= "0" and (osName == "Android" or osName == "iOS"))
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if show then
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add(Strings("TOUCH PAD"),
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function()
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local tc = opts.touchControls
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local on = not (type(tc) == "table" and tc.enabled == false)
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return on and Strings("ON") or Strings("OFF")
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end,
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function()
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local tc = type(opts.touchControls) == "table" and opts.touchControls or {}
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tc.enabled = tc.enabled == false
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opts.touchControls = tc
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return true
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end)
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-- VIBRATION sits with it (#806): same gate, same subsystem. Stepping
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-- the row buzzes once at the level being selected.
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local okTC, TC = pcall(require, "src.core.TouchControls")
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if okTC then
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add(Strings("VIBRATION"),
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function() return Strings(TC.hapticLabel(opts.haptics)) end,
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function(dir)
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opts.haptics = TC.cycleHaptics(opts.haptics, dir)
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TC.buzz(opts.haptics)
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return true
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end)
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end
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end
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-- TOUCH CONTROLS, the on-screen pad's layout editor. It used to be a
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-- button on the game panel, once per game -- but the overlay layout is
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-- global (options.touchControls.layouts), so three tabs offered three
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-- buttons that edited the same thing while crowding the column that has to
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-- hold Play. It belongs with the other control rows, behind the gear.
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-- The host owns the editor screen, so the row only fires when a hook was
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-- supplied (the standalone save editor opens this model with none).
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if hooks and hooks.editTouchControls then
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rows[#rows + 1] = {
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label = Strings("TOUCH CONTROLS"),
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actionLabel = Strings("Edit"),
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action = function()
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hooks.editTouchControls()
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-- The editor replaces the whole screen: nothing left to persist here
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-- beyond what the caller already saved on the way out.
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return false
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end,
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}
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end
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end
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local function coreRows(opts, hooks)
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local rows = {}
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local function add(label, value, step)
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@@ -236,60 +298,7 @@ local function coreRows(opts, hooks)
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end)
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end
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-- TOUCH PAD only where the overlay can appear, mirroring OptionsMenu's
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-- gate (mobile, or desktop forced by POKEPORT_TOUCH=1).
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do
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local env = os.getenv("POKEPORT_TOUCH")
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local osName = love.system and love.system.getOS and love.system.getOS()
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local show = env == "1"
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or (env ~= "0" and (osName == "Android" or osName == "iOS"))
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if show then
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add(Strings("TOUCH PAD"),
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function()
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local tc = opts.touchControls
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local on = not (type(tc) == "table" and tc.enabled == false)
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return on and Strings("ON") or Strings("OFF")
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end,
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function()
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local tc = type(opts.touchControls) == "table" and opts.touchControls or {}
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tc.enabled = tc.enabled == false
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opts.touchControls = tc
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return true
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end)
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-- VIBRATION sits with it (#806): same gate, same subsystem. Stepping
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-- the row buzzes once at the level being selected.
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local okTC, TC = pcall(require, "src.core.TouchControls")
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if okTC then
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add(Strings("VIBRATION"),
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function() return Strings(TC.hapticLabel(opts.haptics)) end,
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function(dir)
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opts.haptics = TC.cycleHaptics(opts.haptics, dir)
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TC.buzz(opts.haptics)
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return true
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end)
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end
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end
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end
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-- TOUCH CONTROLS, the on-screen pad's layout editor. It used to be a
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-- button on the game panel, once per game -- but the overlay layout is
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-- global (options.touchControls.layouts), so three tabs offered three
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-- buttons that edited the same thing while crowding the column that has to
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-- hold Play. It belongs with the other control rows, behind the gear.
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-- The host owns the editor screen, so the row only fires when a hook was
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-- supplied (the standalone save editor opens this model with none).
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if hooks and hooks.editTouchControls then
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rows[#rows + 1] = {
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label = Strings("TOUCH CONTROLS"),
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actionLabel = Strings("Edit"),
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action = function()
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hooks.editTouchControls()
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-- The editor replaces the whole screen: nothing left to persist here
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-- beyond what the caller already saved on the way out.
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return false
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end,
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}
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end
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addTouchRows(rows, add, opts, hooks)
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-- RESET REBINDS, directly under the touch-pad row. Rebinds are additive
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-- (src/core/Input.lua:applyBindings layers options.bindings over the
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@@ -462,7 +471,7 @@ end
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-- src/ui/gen2/OptionsMenu.lua's ROWS; when editing one, keep the two in sync.
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local GEN2_KEY = "gold"
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local function gen2Rows(opts)
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local function gen2Rows(opts, hooks)
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local rows = {}
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local function add(label, value, step)
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rows[#rows + 1] = { label = label, value = value, step = step }
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@@ -551,6 +560,8 @@ local function gen2Rows(opts)
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end)
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end
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addTouchRows(rows, add, opts, hooks)
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return rows
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end
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@@ -574,7 +585,7 @@ function LauncherSettings.open(hooks, version)
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opts[GEN2_KEY] = block
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end
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sections = {
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{ title = Strings("OPTIONS"), rows = gen2Rows(block) },
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{ title = Strings("OPTIONS"), rows = gen2Rows(block, hooks) },
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}
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else
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sections = {
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@@ -2652,11 +2652,14 @@ function RomImporter:_openSettings()
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-- hook rather than reaching for main.lua's handler itself. Closing the
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-- settings panel FIRST persists the pending edits (_closeSettings saves)
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-- and leaves no modal behind the editor to return to.
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-- The tab rides along: the editor persists the layout into that game's own
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-- option block, and Gold's is not the flat Gen 1 one (#1100).
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local hooks = {}
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if self.onEditTouchControls then
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local version = self.tab
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hooks.editTouchControls = function()
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self:_closeSettings()
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self.onEditTouchControls()
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self.onEditTouchControls(version)
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end
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end
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-- The tab the gear was opened on decides the row set: Gold reads a
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