Files
gen1recomp/src/ui/gen2/OptionsMenu.lua
T
2026-08-26 12:04:06 -04:00

712 lines
28 KiB
Lua

-- 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. BACK 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 Marquee = require("src.ui.Marquee")
local Palette = require("src.render.Palette")
local Performance = require("src.core.Performance")
local Runtime = require("src.mods.Runtime")
local Save = require("src.core.gen2.Save")
local Strings = require("src.core.Strings")
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
local function dropClassic(options)
local GbcPalette = require("src.render.GbcPalette")
if GbcPalette.mode ~= "classic" then return end
local target = (options.palette and options.palette ~= "")
and GbcPalette.CUSTOM_MODE or "gbc"
options.color = target
GbcPalette.setMode(target)
end
local function colorPickerOpts(game)
local GbcPalette = require("src.render.GbcPalette")
local options = game.options
dropClassic(options)
local labels = GbcPalette.MODE_LABELS or {}
local modes = {}
for i, id in ipairs(GbcPalette.MODES) do
modes[i] = { labels[id] or id:upper(), id }
end
return {
palette = Palette,
get = function() return options.palette or "" end,
set = function(v)
options.palette = v
local target = (v ~= "") and GbcPalette.CUSTOM_MODE or "gbc"
options.color = target
GbcPalette.setMode(target)
GbcPalette.setCustomRamp(v ~= "" and Palette.ramp(v) or nil)
if game.persistOptions then pcall(game.persistOptions, game) end
end,
modes = modes,
getMode = function() return options.color or "gbc" end,
setMode = function(v)
options.color = v
GbcPalette.setMode(v)
if game.persistOptions then pcall(game.persistOptions, game) end
end,
}
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").
-- Labels and cart-original display strings are wrapped in Strings.source so
-- the catalog generator harvests them even though this table is built once
-- at require time, before any mod's Strings.load has a catalog to answer
-- from (src/core/Strings.lua's own note on this). The lookup itself happens
-- live, in drawPanel, through plain Strings(...) calls.
local ROWS = {
{
label = Strings.source("TEXT SPEED"), key = "textSpeed",
values = { "FAST", "MID", "SLOW" },
display = {
FAST = Strings.source("FAST"), MID = Strings.source("MID "),
SLOW = Strings.source("SLOW"),
},
},
{
label = Strings.source("BATTLE SCENE"), key = "battleScene",
values = { true, false },
display = {
[true] = Strings.source("ON "), [false] = Strings.source("OFF"),
},
},
{
label = Strings.source("BATTLE STYLE"), key = "battleStyle",
values = { "SHIFT", "SET" },
display = {
SHIFT = Strings.source("SHIFT"), SET = Strings.source("SET "),
},
},
{
label = Strings.source("SOUND"), key = "sound",
values = { "MONO", "STEREO" },
display = {
MONO = Strings.source("MONO "), STEREO = Strings.source("STEREO"),
},
},
{
label = Strings.source("PRINT"), key = "print",
values = { "LIGHTEST", "LIGHTER", "NORMAL", "DARKER", "DARKEST" },
display = {
LIGHTEST = Strings.source("LIGHTEST"), LIGHTER = Strings.source("LIGHTER "),
NORMAL = Strings.source("NORMAL "), DARKER = Strings.source("DARKER "),
DARKEST = Strings.source("DARKEST "),
},
},
{
label = Strings.source("MENU ACCOUNT"), key = "menuAccount",
values = { false, true },
display = {
[false] = Strings.source("OFF"), [true] = Strings.source("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 = Strings.source("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 = Strings.source("CONTROLS"), port = true,
activate = function(game)
require("src.ui.Screens").push(game, "BindingsMenu")
end },
{ label = Strings.source("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 = Strings.source("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 = Strings.source("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 },
-- Heads the port's display group, same spot src/ui/OptionsMenu.lua's own
-- PERFORMANCE row occupies relative to ZOOM/VOID FILL/TILT/SHADER FX below
-- (the extras this tier scales). Gen 1 row shape (`value`/`step`, not this
-- file's own `text`/`cycle`) works here unmodified: OptionsMenu:cycle
-- answers `row.step` first, and drawPanel already reads a function
-- `row.value` -- both written for exactly this kind of shared mod row.
{ id = "performance", label = Strings.source("PERFORMANCE"), port = true,
value = function(g)
return Performance.label(g.options and g.options.performance)
end,
step = function(g, dir)
local o = g.options
o.performance = Performance.cycle(o.performance, dir)
g:applyOptions()
return true
end },
{ label = Strings.source("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 = Strings.source("ZOOM"), key = "zoom", port = true,
cycle = function(options, delta, game)
local Zoom = require("src.render.Zoom")
local scale = Zoom.windowFitScale()
if game and game.world and game.world.fitScale then
scale = game.world:fitScale()
end
Zoom.nudgeOptions(options, delta, scale)
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 = Strings.source("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 = Strings.source("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 },
{ label = Strings.source("COLOR"), key = "color", port = true,
text = function(options)
local name = Palette.label(options.palette)
if name then return name end
return require("src.render.GbcPalette").modeLabel(options.color or "gbc")
end,
activate = function(game)
require("src.ui.Screens").push(game, "PaletteScreen", colorPickerOpts(game))
end },
-- SHADER FX reaches Gen 2 too, not just Gen 1. Same "activate" shape as
-- CONTROLS/TOUCH LAYOUT below (a pushed screen, not a `cycle` ladder) --
-- ShaderFXScreen is the shared list screen both generations push, `id`
-- matching the Gen 1 row's so a mod filtering "shaderfx" on Red also
-- reaches Gold.
{ id = "uiLetterbox", label = Strings.source("UI LETTERBOX"), port = true,
cycle = function(options, delta)
local Letterbox = require("src.render.Letterbox")
options.uiLetterbox = Letterbox.cycle(options.uiLetterbox, delta)
Letterbox.setMode(options.uiLetterbox)
end,
text = function(options)
local Letterbox = require("src.render.Letterbox")
return Strings(Letterbox.label(options.uiLetterbox))
end },
{ id = "shaderfx", label = Strings.source("SHADER FX"), port = true,
text = function(options)
local ShaderFX = require("src.render.ShaderFX")
local entry = ShaderFX.activeEntry("main")
if not entry then return "OFF" end
return (entry.name:gsub("%.slangp$", "")):upper()
end,
activate = function(game)
require("src.ui.Screens").push(game, "ShaderFXScreen", "main")
end },
-- Dual-shader secondary slot, same shared ShaderFXScreen as the row
-- above, opened on "secondary" instead -- see src/ui/OptionsMenu.lua's
-- mirror of this row for the full rationale.
{ id = "shaderfx2", label = Strings.source("SHADER FX 2"), port = true,
text = function(options)
local ShaderFX = require("src.render.ShaderFX")
local entry = ShaderFX.activeEntry("secondary")
if not entry then return "OFF" end
return (entry.name:gsub("%.slangp$", "")):upper()
end,
activate = function(game)
require("src.ui.Screens").push(game, "ShaderFXScreen", "secondary")
end },
{ label = Strings.source("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 },
{ label = Strings.source("SCREEN POS"), key = "screenPos", port = true,
cycle = function(options, delta)
local ScreenPosition = require("src.core.ScreenPosition")
options.screenPos = ScreenPosition.cycle(options.screenPos, delta)
ScreenPosition.setMode(options.screenPos)
end,
text = function(options)
return Strings(require("src.core.ScreenPosition").label(options.screenPos))
end },
{ id = "touchControls", label = Strings.source("TOUCH PAD"), port = true,
text = function(options)
local tc = options.touchControls
local on = not (type(tc) == "table" and tc.enabled == false)
return on and Strings("ON") or Strings("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 = Strings.source("TOUCH LAYOUT"), port = true,
activate = function(game)
game.stack:push(require("src.ui.TouchControlsEditor").new(game))
end },
{ id = "haptics", label = Strings.source("VIBRATION"), port = true,
text = function(options)
return Strings(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 = Strings.source("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 },
-- BATTLE BG (#1709): the void around the battle screen. Gold has no WIDE
-- layout and no WORLD backdrop, so the ladder is the WHITE/BLACK pair only.
{ label = Strings.source("BATTLE BG"), key = "battleBg", port = true,
values = { "white", "black" },
display = { white = "WHITE", black = "BLACK" } },
{ label = Strings.source("BACK"), 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
-- The same grouping the Gen 1 screen uses (src/ui/OptionsMenu.lua GROUPS),
-- with Gold's own rows in it: FRAME is a graphics setting here and SOUND is
-- an audio one. Runs after the ui.options.rows hook and only builds
-- self.view, so self.rows stays the flat list a mod reads and edits.
local GROUPS = {
{ id = "group.speed", label = Strings.source("SPEED"),
members = { "textSpeed", "speed" } },
{ id = "group.video", label = Strings.source("VIDEO"),
members = { "videoMode", "screenPos", "fpsCap" } },
{ id = "group.graphics", label = Strings.source("GRAPHICS"),
members = { "color", "uiLetterbox", "shaderfx", "shaderfx2", "frame" } },
{ id = "group.audio", label = Strings.source("AUDIO"),
members = { "sound", "musicVol", "sfxVol", "musicFilter" } },
{ id = "group.battle", label = Strings.source("BATTLE OPTIONS"),
members = { "battleScene", "battleStyle", "battleBg" } },
{ id = "group.extras", label = Strings.source("EXTRAS"),
members = { "zoom", "voidFill", "tilt" } },
}
local ORDER = {
"group.speed", "group.video", "group.graphics", "group.audio",
"performance", "group.battle", "group.extras",
}
-- A group's page is this same screen driving the rows it was handed, with
-- its own BACK on the bottom.
local function groupView(rows, open)
local owner, picked = {}, {}
for _, group in ipairs(GROUPS) do
for _, id in ipairs(group.members) do owner[id] = group end
picked[group.id] = {}
end
for _, row in ipairs(rows) do
if row.id and owner[row.id] then
local into = picked[owner[row.id].id]
into[#into + 1] = row
end
end
local made, byId = {}, {}
for _, group in ipairs(GROUPS) do
local members = picked[group.id]
if #members > 0 then
-- No value line: the value column is eight characters wide here, and a
-- group has no setting of its own to show in it anyway.
made[group.id] = { id = group.id, label = group.label, group = true,
activate = function(game) open(game, members) end }
end
end
for _, row in ipairs(rows) do
if row.id and not owner[row.id] then byId[row.id] = row end
end
local view, taken = {}, {}
for _, id in ipairs(ORDER) do
local row = made[id] or byId[id]
if row then view[#view + 1] = row; taken[id] = true end
end
for _, row in ipairs(rows) do
local id = row.id
if not (id and (owner[id] or taken[id])) then view[#view + 1] = row end
end
return view
end
-- 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 ("shaderfx", "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
-- PRINT is wGBPrinterBrightness, how dark the Game Boy Printer prints
-- (GBPRINTER_LIGHTEST..DARKEST, constants/ram_constants.asm:67-70).
-- There is no printer here (src/script/gen2/Specials.lua answers the
-- print specials with "no Game Boy Printer"), so nothing reads the
-- value and the row is hidden rather than offering a dead setting.
-- The descriptor and the save key stay, so a build that grows a printer
-- only has to drop this test.
local hidden = row.key == "print"
or (not showTouch and (row.id == "touchControls"
or row.id == "touchLayout" or row.id == "haptics"))
if not hidden 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)
-- The page edits the SAME options table the parent screen does, so a value
-- changed on it lands where the caller's onDone will read it.
local function pushGroup(parent, members)
local page = setmetatable({}, OptionsMenu)
page.game = parent.game
page.rows = members
page.options = parent.options
page.index, page.scroll, page.sub = 1, 0, true
page.view = {}
for i, row in ipairs(members) do page.view[i] = row end
page.view[#page.view + 1] = { label = Strings.source("BACK"), cancel = true,
id = "cancel" }
parent.game.stack:push(page)
return page
end
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
self.view = groupView(rows, function(_, members)
return pushGroup(self, members)
end)
return self
end
function OptionsMenu:visible()
return self.view or self.rows
end
function OptionsMenu:ensureVisible()
local rows = self:visible()
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, #rows - VISIBLE_ROWS)))
end
function OptionsMenu:row()
return self:visible()[self.index]
end
-- Cursor onto a row by id, opening its group page first if it lives in one.
-- Returns the screen the row ended up on, so a caller can keep driving it.
function OptionsMenu:focusRow(id)
local rows = self:visible()
for i, row in ipairs(rows) do
if row.id == id then
self.index = i
self:ensureVisible()
return self
end
end
for i, row in ipairs(rows) do
if row.group and row.activate then
local group
for _, g in ipairs(GROUPS) do if g.id == row.id then group = g end end
for _, member in ipairs(group and group.members or {}) do
if member == id then
self.index = i
row.activate(self.game)
local page = self.game.stack:top()
return page.focusRow and page:focusRow(id) or page
end
end
end
end
return nil
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_]
-- MUSIC VOL applies itself as it steps; SOUND has to as well, or the
-- pan sits on the current song until the next map change (#1471)
if row.key == "sound" then
require("src.core.Music").applyOptions(self.options)
end
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
local rows = self:visible()
if input:wasPressed("up") then
self.index = self.index > 1 and self.index - 1 or #rows
self:ensureVisible()
return
elseif input:wasPressed("down") then
self.index = self.index < #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)
-- The textbox spends column 19 on its frame, so a line drawn past column
-- 18 prints over the border: 17 characters from the label's column 2,
-- 8 from the value's column 11. Anything longer scrolls under the cursor.
local rows = self:visible()
for slot = 1, math.min(VISIBLE_ROWS, #rows) do
local i = slot + self.scroll
local row = rows[i]
if row then
local labelY = 2 + (slot - 1) * 2
local hot = i == self.index
local key = tostring(row.id or row.label)
local function fit(text, col)
local room = 19 - col
if hot then return Marquee.scroll(text, room, key) end
return Marquee.clip(text, room)
end
Chrome.print(fit(Strings(row.label), 2), 2, labelY)
if row.frame then
Chrome.print(Strings(":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(fit(row.text(self.options), 11), 11, labelY + 1)
elseif row.values then
Chrome.print(":", 10, labelY + 1)
local value = self.options[row.key]
local text = row.display and Strings(row.display[value]) or tostring(value)
Chrome.print(fit(text, 11), 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(fit(ok and tostring(text) or "?", 11), 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 < #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
Chrome.letterbox(winW, winH, 1, 1, 1)
local scale = Chrome.fitScale(winW, winH)
G.push()
G.translate(Chrome.fitOrigin(winW, winH, scale))
G.scale(scale, scale)
self:drawPanel()
G.pop()
end
OptionsMenu.ROWS = ROWS
return OptionsMenu