-- Gold's OPTION screen (engine/menus/options_menu.asm _Option). -- -- Layout is transcribed from the ASM: one full-screen textbox, StringOptions -- placed at (2,2) as label / " :" pairs, each option's value printed at -- (11, labelRow + 1) -- except FRAME, whose number goes at (16,15) after the -- literal "TYPE". The cursor is a ▶ in column 1 at row 2 + index * 2. -- -- Up/down move between rows, left/right change the value under the cursor, and -- START or B leaves. CANCEL is a row like any other that simply exits. -- -- Values are stored on the save's options table by name (see -- src/core/gen2/Save.lua DEFAULT_OPTIONS) rather than as the packed wOptions -- byte, so a save stays readable and reordering an enum cannot silently -- repoint a setting. -- -- The row list a screen opens with runs through the ui.options.rows hook, the -- same name and the same (game, rows) payload the Gen 1 screen uses -- (src/ui/OptionsMenu.lua), so one mod source can add or drop a row on both -- generations. local Chrome = require("src.ui.gen2.Chrome") local Logger = require("src.core.Logger") local Runtime = require("src.mods.Runtime") local Save = require("src.core.gen2.Save") local OptionsMenu = {} OptionsMenu.__index = OptionsMenu OptionsMenu.isOpaque = true -- Music.setFilterLevel's ladder. local FILTERS = { "OFF", "1X", "2X", "3X" } local function volLabel(v) v = v or 7 return v == 0 and "OFF" or tostring(v) end local function stepVolume(v, delta) return math.max(0, math.min(7, (v or 7) + delta)) end -- Each row: the label, the option key it edits, and the cycle of values with -- the exact strings the cart prints (trailing spaces included -- they are what -- blank the longer previous value, e.g. "MID " over "SLOW"). local ROWS = { { label = "TEXT SPEED", key = "textSpeed", values = { "FAST", "MID", "SLOW" }, display = { FAST = "FAST", MID = "MID ", SLOW = "SLOW" }, }, { label = "BATTLE SCENE", key = "battleScene", values = { true, false }, display = { [true] = "ON ", [false] = "OFF" }, }, { label = "BATTLE STYLE", key = "battleStyle", values = { "SHIFT", "SET" }, display = { SHIFT = "SHIFT", SET = "SET " }, }, { label = "SOUND", key = "sound", values = { "MONO", "STEREO" }, display = { MONO = "MONO ", STEREO = "STEREO" }, }, { label = "PRINT", key = "print", values = { "LIGHTEST", "LIGHTER", "NORMAL", "DARKER", "DARKEST" }, display = { LIGHTEST = "LIGHTEST", LIGHTER = "LIGHTER ", NORMAL = "NORMAL ", DARKER = "DARKER ", DARKEST = "DARKEST ", }, }, { label = "MENU ACCOUNT", key = "menuAccount", values = { false, true }, display = { [false] = "OFF", [true] = "ON " }, }, -- FRAME is the textbox border style, 1-8, and prints its number after the -- word TYPE rather than in the shared value column. { label = "FRAME", key = "frame", frame = true }, -- Everything from here down is the port's, not the cart's. They are the -- same settings the Gen 1 OPTION screen carries and they drive the same -- shared modules, so a player who learns them in Red knows them here. The -- cart's screen has no room for them, which is why this one scrolls. -- -- The two volume rows clamp at the ends rather than wrapping, the way -- pokered's text-speed cursor does, so holding left reaches OFF and stays. { id = "controls", label = "CONTROLS", port = true, activate = function(game) require("src.ui.Screens").push(game, "BindingsMenu") end }, { label = "MUSIC VOL", key = "musicVol", port = true, cycle = function(options, delta) options.musicVol = stepVolume(options.musicVol, delta) require("src.core.Music").setVolumeLevel(options.musicVol) end, text = function(options) return volLabel(options.musicVol) end }, { label = "SFX VOL", key = "sfxVol", port = true, cycle = function(options, delta) options.sfxVol = stepVolume(options.sfxVol, delta) require("src.core.Sound").setVolumeLevel(options.sfxVol) end, text = function(options) return volLabel(options.sfxVol) end }, -- Each filter step keeps 40% of the previous step's treble, so 2X and 3X -- are the 1X low-pass applied twice and three times over. { label = "MUSIC FILTER", key = "musicFilter", port = true, cycle = function(options, delta) options.musicFilter = ((options.musicFilter or 0) + delta) % #FILTERS require("src.core.Music").setFilterLevel(options.musicFilter) end, text = function(options) return FILTERS[(options.musicFilter or 0) + 1] end }, { label = "GAME SPEED", key = "speed", port = true, cycle = function(options, delta) local GameSpeed = require("src.core.GameSpeed") options.speed = GameSpeed.cycle(options.speed, delta) end, text = function(options) return require("src.core.GameSpeed").levelLabel(options.speed) end }, { label = "ZOOM", key = "zoom", port = true, cycle = function(options, delta, game) local Zoom = require("src.render.Zoom") local scale = (game and game.world and game.world.fitScale and game.world:fitScale()) or 1 local lo, hi = Zoom.offsetRange(scale) local offset = (options.zoom or 0) + delta if offset > hi then offset = lo elseif offset < lo then offset = hi end options.zoom = offset Zoom.offset = offset end, text = function(options) return require("src.render.Zoom").offsetLabel(options.zoom or 0) end }, -- VOID FILL: FADE is each map's own border block with the dissolve across -- a boundary; WATER / TREES force one outdoor block; BLACK is a flat void. -- #1418. Same key the Gen 1 OPTION screen uses, different ladder (FADE -- is Gold's default because that is already what the maps call for). { label = "VOID FILL", key = "voidFill", port = true, cycle = function(options, delta) local BorderFill = require("src.world.gen2.BorderFill") BorderFill.setVoidFill(options.voidFill or "fade") options.voidFill = BorderFill.cycle(delta) end, text = function(options) return require("src.world.gen2.BorderFill").voidFillLabel(options.voidFill) end }, { label = "TILT", key = "tilt", port = true, cycle = function(options, delta) local Tilt = require("src.render.Tilt") -- Four levels (OFF, 15, 35, 50); left steps back through them. local level = ((options.tilt or 0) + delta) % 4 options.tilt = level Tilt.setLevel(level) end, text = function(options) return require("src.render.Tilt").levelLabel(options.tilt or 0) end }, -- COLOR is the Gen 2 answer to the Gen 1 screen's COLORS row. Gold is a -- CGB game whose colour comes from its own palettes, so there are no packs -- to swap -- what there is instead is the choice to turn that colour OFF, -- down to the grey Game Boy or the green one. GBC is the default. { label = "COLOR", key = "color", port = true, cycle = function(options, delta) local GbcPalette = require("src.render.GbcPalette") GbcPalette.setMode(options.color or "gbc") options.color = GbcPalette.cycle(delta) end, text = function(options) return require("src.render.GbcPalette").modeLabel(options.color or "gbc") end }, { label = "GBC FX", key = "gbcfx", port = true, cycle = function(options, delta) local GBCFX = require("src.render.GBCFX") if not GBCFX.isSupported() then options.gbcfx = 0 return end local level = ((options.gbcfx or 0) + delta) % 5 options.gbcfx = level GBCFX.setLevel(level) end, text = function(options) return require("src.render.GBCFX").levelLabel(options.gbcfx or 0) end }, { label = "VIDEO MODE", key = "videoMode", port = true, cycle = function(options, delta) local VideoMode = require("src.core.VideoMode") options.videoMode = VideoMode.cycle(options.videoMode, delta) VideoMode.apply(options.videoMode) end, text = function(options) local VideoMode = require("src.core.VideoMode") return VideoMode.normalize(options.videoMode) == "borderless" and "FULL" or "WINDOWED" end }, { id = "touchControls", label = "TOUCH PAD", port = true, text = function(options) local tc = options.touchControls local on = not (type(tc) == "table" and tc.enabled == false) return on and "ON" or "OFF" end, cycle = function(options, _delta, game) local tc = type(options.touchControls) == "table" and options.touchControls or {} tc.enabled = tc.enabled == false options.touchControls = tc require("src.core.TouchControls"):applyOptions(options) if game and game.persistOptions then game:persistOptions() end end }, { id = "touchLayout", label = "TOUCH LAYOUT", port = true, activate = function(game) game.stack:push(require("src.ui.TouchControlsEditor").new(game)) end }, { id = "haptics", label = "VIBRATION", port = true, text = function(options) return require("src.core.TouchControls").hapticLabel(options.haptics) end, cycle = function(options, delta, game) local TC = require("src.core.TouchControls") options.haptics = TC.cycleHaptics(options.haptics, delta) TC:applyOptions(options) TC.buzz(options.haptics) if game and game.persistOptions then game:persistOptions() end end }, { label = "MAX FPS", key = "fpsCap", port = true, cycle = function(options, delta) local FrameCap = require("src.core.FrameCap") options.fpsCap = FrameCap.cycle(options.fpsCap, delta) FrameCap.apply(options.fpsCap) end, text = function(options) return require("src.core.FrameCap").label(options.fpsCap) end }, { label = "CANCEL", cancel = true }, } -- The cart's screen is one full-height textbox with every row on it. This one -- carries four more, so it shows a window of rows and scrolls: labels start at -- (2,2) and step two rows, exactly as _Option lays them, and the window moves -- only when the cursor would leave it. local VISIBLE_ROWS = 7 -- ui.options.rows identity: an unhooked build hands its own rows back. local function sameRows(_, rows) return rows end -- The descriptors one opening of the screen works from. They are shallow -- copies of ROWS, so a mod that edits a row inside the hook cannot leak that -- edit into the next opening -- the Gen 1 site rebuilds its descriptors for the -- same reason (src/ui/OptionsMenu.lua buildRows). -- -- `id` is the key a Gen 1 mod filters a row on ("gbcfx", "speed", "musicVol") -- and is added ALONGSIDE this file's own `key`, never in place of it: a mod -- written against Red's OPTION screen finds the shared rows where it expects -- them, and the rows Gold has that Red does not (PRINT, MENU ACCOUNT, FRAME, -- COLOR) simply appear in the list the hook receives. local function buildRows() local rows = {} local env = os.getenv("POKEPORT_TOUCH") local osName = love.system and love.system.getOS and love.system.getOS() local showTouch = env == "1" or (env ~= "0" and (osName == "Android" or osName == "iOS")) for i, row in ipairs(ROWS) do if showTouch or (row.id ~= "touchControls" and row.id ~= "touchLayout" and row.id ~= "haptics") then local copy = {} for key, value in pairs(row) do copy[key] = value end copy.id = copy.id or copy.key or (copy.cancel and "cancel") or nil rows[#rows + 1] = copy end end return rows end function OptionsMenu:wantsFillScale() return true end function OptionsMenu:drawsWidescreen() return true end -- opts: options (the table to edit in place), onDone(options) function OptionsMenu.new(game, opts) opts = opts or {} local self = setmetatable({}, OptionsMenu) self.game = game -- Unguarded, like the Gen 1 site: the screen is built once per opening. A -- hook that answers with anything but a table is degraded to the vanilla -- rows rather than leaving the player with an empty OPTION screen. local rows = buildRows() local hooked = Runtime.call("ui.options.rows", sameRows, game, rows) if type(hooked) == "table" then rows = hooked else Logger.error("ui.options.rows returned %s; keeping the vanilla rows", type(hooked)) end self.rows = rows self.options = opts.options or Save.defaultOptions() -- Fill in anything missing so a row can never read nil and lose the -- player's other settings when it writes back. for key, value in pairs(Save.DEFAULT_OPTIONS) do if self.options[key] == nil then self.options[key] = value end end self.onDone = opts.onDone self.index = 1 self.scroll = 0 return self end function OptionsMenu:ensureVisible() if self.index <= self.scroll then self.scroll = self.index - 1 elseif self.index > self.scroll + VISIBLE_ROWS then self.scroll = self.index - VISIBLE_ROWS end self.scroll = math.max(0, math.min(self.scroll, math.max(0, #self.rows - VISIBLE_ROWS))) end function OptionsMenu:row() return self.rows[self.index] end function OptionsMenu:cycle(row, delta) -- The Gen 1 row vocabulary (src/ui/OptionRows.lua:3-7), answered first so a -- mod's row written against Red's OPTION screen steps here too. `step` takes -- the game, not the options table, because that is the handle it is given on -- the other generation. if row.step then row.step(self.game, delta) return end -- A port row owns its own ladder (and its own live module), so it steps -- itself rather than walking a `values` list. if row.cycle then row.cycle(self.options, delta, self.game) return end if row.frame then -- Eight frames, wrapping (UpdateFrame masks to 3 bits). local frame = ((self.options.frame or 1) - 1 + delta) % 8 + 1 self.options.frame = frame -- options_menu.asm:475 UpdateFrame reloads the tiles as the value changes, -- so this screen's own border restyles under the cursor. require("src.render.Font").setFrame(frame) return end if not row.values then return end local current = self.options[row.key] local at = 1 for i, value in ipairs(row.values) do if value == current then at = i break end end local next_ = at + delta -- Left at the first entry wraps to the last and vice versa, matching -- Options_TextSpeed's .LeftPressed / .Increase clamps. if next_ < 1 then next_ = #row.values end if next_ > #row.values then next_ = 1 end self.options[row.key] = row.values[next_] end function OptionsMenu:leave_() if self.onDone then self.onDone(self.options) end if self.game and self.game.stack and self.game.stack:top() == self then self.game.stack:pop() end end function OptionsMenu:update(_dt) local input = self.game and self.game.input if not input then return end if input:wasPressed("start") or input:wasPressed("b") then self:leave_() return end if input:wasPressed("up") then self.index = self.index > 1 and self.index - 1 or #self.rows self:ensureVisible() return elseif input:wasPressed("down") then self.index = self.index < #self.rows and self.index + 1 or 1 self:ensureVisible() return end local row = self:row() if not row then return end if input:wasPressed("a") then if row.cancel then self:leave_() elseif row.activate then -- the A-press action for a row that opens something instead of cycling -- a value (src/ui/OptionsMenu.lua:556) row.activate(self.game) else -- A on a value row advances it, which is what the ASM's shared -- right-press path does when A is held on a non-CANCEL row. self:cycle(row, 1) end return end if input:wasPressed("left") then self:cycle(row, -1) elseif input:wasPressed("right") then self:cycle(row, 1) end end function OptionsMenu:drawPanel() Chrome.clear() -- hlcoord 0,0 with b = SCREEN_HEIGHT - 2, c = SCREEN_WIDTH - 2. Chrome.textbox(0, 0, Chrome.SCREEN_W - 2, Chrome.SCREEN_H - 2) for slot = 1, math.min(VISIBLE_ROWS, #self.rows) do local i = slot + self.scroll local row = self.rows[i] if row then local labelY = 2 + (slot - 1) * 2 Chrome.print(row.label, 2, labelY) if row.frame then Chrome.print(":TYPE", 10, labelY + 1) Chrome.print(tostring(self.options.frame or 1), 16, labelY + 1) elseif row.text then Chrome.print(":", 10, labelY + 1) Chrome.print(row.text(self.options), 11, labelY + 1) elseif row.values then Chrome.print(":", 10, labelY + 1) local value = self.options[row.key] local text = row.display and row.display[value] or tostring(value) Chrome.print(text, 11, labelY + 1) elseif type(row.value) == "function" then -- the Gen 1 row's value reader (src/ui/OptionRows.lua:4), so a mod row -- shows its setting here instead of drawing a bare label local ok, text = pcall(row.value, self.game) Chrome.print(":", 10, labelY + 1) Chrome.print(ok and tostring(text) or "?", 11, labelY + 1) end end end Chrome.cursor(1, 2 + (self.index - self.scroll - 1) * 2) -- The ▼ hint every scrolling Gen 2 list shows when there is more below. if self.scroll + VISIBLE_ROWS < #self.rows then local Font = require("src.render.Font") love.graphics.setColor(0, 0, 0, 1) Font.drawCode(Chrome.DOWN_ARROW, 1 * 8, (2 + VISIBLE_ROWS * 2 - 1) * 8) end end function OptionsMenu:draw() self:drawPanel() end function OptionsMenu:drawWidescreen(winW, winH) local G = love.graphics G.setColor(1, 1, 1, 1) G.rectangle("fill", 0, 0, winW, winH) local scale = Chrome.fitScale(winW, winH) G.push() G.translate(math.floor((winW - 160 * scale) / 2), math.floor((winH - 144 * scale) / 2)) G.scale(scale, scale) self:drawPanel() G.pop() end OptionsMenu.ROWS = ROWS return OptionsMenu