mirror of
https://github.com/bryanthaboi/gen1recomp.git
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465 lines
18 KiB
Lua
465 lines
18 KiB
Lua
-- Gold's OPTION screen (engine/menus/options_menu.asm _Option).
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--
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-- Layout is transcribed from the ASM: one full-screen textbox, StringOptions
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-- placed at (2,2) as label / " :" pairs, each option's value printed at
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-- (11, labelRow + 1) -- except FRAME, whose number goes at (16,15) after the
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-- literal "TYPE". The cursor is a ▶ in column 1 at row 2 + index * 2.
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--
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-- Up/down move between rows, left/right change the value under the cursor, and
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-- START or B leaves. CANCEL is a row like any other that simply exits.
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--
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-- Values are stored on the save's options table by name (see
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-- src/core/gen2/Save.lua DEFAULT_OPTIONS) rather than as the packed wOptions
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-- byte, so a save stays readable and reordering an enum cannot silently
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-- repoint a setting.
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--
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-- The row list a screen opens with runs through the ui.options.rows hook, the
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-- same name and the same (game, rows) payload the Gen 1 screen uses
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-- (src/ui/OptionsMenu.lua), so one mod source can add or drop a row on both
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-- generations.
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local Chrome = require("src.ui.gen2.Chrome")
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local Logger = require("src.core.Logger")
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local Runtime = require("src.mods.Runtime")
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local Save = require("src.core.gen2.Save")
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local OptionsMenu = {}
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OptionsMenu.__index = OptionsMenu
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OptionsMenu.isOpaque = true
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-- Music.setFilterLevel's ladder.
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local FILTERS = { "OFF", "1X", "2X", "3X" }
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local function volLabel(v)
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v = v or 7
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return v == 0 and "OFF" or tostring(v)
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end
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local function stepVolume(v, delta)
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return math.max(0, math.min(7, (v or 7) + delta))
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end
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-- Each row: the label, the option key it edits, and the cycle of values with
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-- the exact strings the cart prints (trailing spaces included -- they are what
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-- blank the longer previous value, e.g. "MID " over "SLOW").
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local ROWS = {
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{
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label = "TEXT SPEED", key = "textSpeed",
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values = { "FAST", "MID", "SLOW" },
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display = { FAST = "FAST", MID = "MID ", SLOW = "SLOW" },
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},
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{
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label = "BATTLE SCENE", key = "battleScene",
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values = { true, false },
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display = { [true] = "ON ", [false] = "OFF" },
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},
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{
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label = "BATTLE STYLE", key = "battleStyle",
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values = { "SHIFT", "SET" },
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display = { SHIFT = "SHIFT", SET = "SET " },
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},
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{
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label = "SOUND", key = "sound",
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values = { "MONO", "STEREO" },
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display = { MONO = "MONO ", STEREO = "STEREO" },
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},
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{
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label = "PRINT", key = "print",
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values = { "LIGHTEST", "LIGHTER", "NORMAL", "DARKER", "DARKEST" },
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display = {
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LIGHTEST = "LIGHTEST", LIGHTER = "LIGHTER ", NORMAL = "NORMAL ",
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DARKER = "DARKER ", DARKEST = "DARKEST ",
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},
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},
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{
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label = "MENU ACCOUNT", key = "menuAccount",
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values = { false, true },
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display = { [false] = "OFF", [true] = "ON " },
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},
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-- FRAME is the textbox border style, 1-8, and prints its number after the
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-- word TYPE rather than in the shared value column.
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{ label = "FRAME", key = "frame", frame = true },
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-- Everything from here down is the port's, not the cart's. They are the
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-- same settings the Gen 1 OPTION screen carries and they drive the same
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-- shared modules, so a player who learns them in Red knows them here. The
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-- cart's screen has no room for them, which is why this one scrolls.
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--
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-- The two volume rows clamp at the ends rather than wrapping, the way
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-- pokered's text-speed cursor does, so holding left reaches OFF and stays.
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{ id = "controls", label = "CONTROLS", port = true,
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activate = function(game)
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require("src.ui.Screens").push(game, "BindingsMenu")
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end },
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{ label = "MUSIC VOL", key = "musicVol", port = true,
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cycle = function(options, delta)
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options.musicVol = stepVolume(options.musicVol, delta)
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require("src.core.Music").setVolumeLevel(options.musicVol)
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end,
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text = function(options) return volLabel(options.musicVol) end },
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{ label = "SFX VOL", key = "sfxVol", port = true,
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cycle = function(options, delta)
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options.sfxVol = stepVolume(options.sfxVol, delta)
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require("src.core.Sound").setVolumeLevel(options.sfxVol)
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end,
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text = function(options) return volLabel(options.sfxVol) end },
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-- Each filter step keeps 40% of the previous step's treble, so 2X and 3X
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-- are the 1X low-pass applied twice and three times over.
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{ label = "MUSIC FILTER", key = "musicFilter", port = true,
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cycle = function(options, delta)
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options.musicFilter = ((options.musicFilter or 0) + delta) % #FILTERS
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require("src.core.Music").setFilterLevel(options.musicFilter)
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end,
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text = function(options)
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return FILTERS[(options.musicFilter or 0) + 1]
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end },
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{ label = "GAME SPEED", key = "speed", port = true,
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cycle = function(options, delta)
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local GameSpeed = require("src.core.GameSpeed")
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options.speed = GameSpeed.cycle(options.speed, delta)
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end,
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text = function(options)
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return require("src.core.GameSpeed").levelLabel(options.speed)
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end },
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{ label = "ZOOM", key = "zoom", port = true,
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cycle = function(options, delta, game)
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local Zoom = require("src.render.Zoom")
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local scale = (game and game.world and game.world.fitScale
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and game.world:fitScale()) or 1
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local lo, hi = Zoom.offsetRange(scale)
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local offset = (options.zoom or 0) + delta
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if offset > hi then offset = lo elseif offset < lo then offset = hi end
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options.zoom = offset
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Zoom.offset = offset
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end,
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text = function(options)
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return require("src.render.Zoom").offsetLabel(options.zoom or 0)
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end },
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-- VOID FILL: FADE is each map's own border block with the dissolve across
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-- a boundary; WATER / TREES force one outdoor block; BLACK is a flat void.
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-- #1418. Same key the Gen 1 OPTION screen uses, different ladder (FADE
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-- is Gold's default because that is already what the maps call for).
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{ label = "VOID FILL", key = "voidFill", port = true,
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cycle = function(options, delta)
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local BorderFill = require("src.world.gen2.BorderFill")
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BorderFill.setVoidFill(options.voidFill or "fade")
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options.voidFill = BorderFill.cycle(delta)
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end,
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text = function(options)
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return require("src.world.gen2.BorderFill").voidFillLabel(options.voidFill)
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end },
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{ label = "TILT", key = "tilt", port = true,
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cycle = function(options, delta)
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local Tilt = require("src.render.Tilt")
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-- Four levels (OFF, 15, 35, 50); left steps back through them.
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local level = ((options.tilt or 0) + delta) % 4
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options.tilt = level
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Tilt.setLevel(level)
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end,
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text = function(options)
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return require("src.render.Tilt").levelLabel(options.tilt or 0)
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end },
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-- COLOR is the Gen 2 answer to the Gen 1 screen's COLORS row. Gold is a
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-- CGB game whose colour comes from its own palettes, so there are no packs
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-- to swap -- what there is instead is the choice to turn that colour OFF,
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-- down to the grey Game Boy or the green one. GBC is the default.
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{ label = "COLOR", key = "color", port = true,
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cycle = function(options, delta)
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local GbcPalette = require("src.render.GbcPalette")
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GbcPalette.setMode(options.color or "gbc")
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options.color = GbcPalette.cycle(delta)
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end,
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text = function(options)
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return require("src.render.GbcPalette").modeLabel(options.color or "gbc")
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end },
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{ label = "GBC FX", key = "gbcfx", port = true,
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cycle = function(options, delta)
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local GBCFX = require("src.render.GBCFX")
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if not GBCFX.isSupported() then
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options.gbcfx = 0
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return
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end
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local level = ((options.gbcfx or 0) + delta) % 5
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options.gbcfx = level
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GBCFX.setLevel(level)
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end,
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text = function(options)
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return require("src.render.GBCFX").levelLabel(options.gbcfx or 0)
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end },
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{ label = "VIDEO MODE", key = "videoMode", port = true,
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cycle = function(options, delta)
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local VideoMode = require("src.core.VideoMode")
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options.videoMode = VideoMode.cycle(options.videoMode, delta)
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VideoMode.apply(options.videoMode)
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end,
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text = function(options)
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local VideoMode = require("src.core.VideoMode")
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return VideoMode.normalize(options.videoMode) == "borderless"
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and "FULL" or "WINDOWED"
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end },
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{ id = "touchControls", label = "TOUCH PAD", port = true,
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text = function(options)
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local tc = options.touchControls
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local on = not (type(tc) == "table" and tc.enabled == false)
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return on and "ON" or "OFF"
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end,
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cycle = function(options, _delta, game)
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local tc = type(options.touchControls) == "table" and options.touchControls or {}
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tc.enabled = tc.enabled == false
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options.touchControls = tc
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require("src.core.TouchControls"):applyOptions(options)
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if game and game.persistOptions then game:persistOptions() end
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end },
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{ id = "touchLayout", label = "TOUCH LAYOUT", port = true,
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activate = function(game)
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game.stack:push(require("src.ui.TouchControlsEditor").new(game))
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end },
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{ id = "haptics", label = "VIBRATION", port = true,
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text = function(options)
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return require("src.core.TouchControls").hapticLabel(options.haptics)
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end,
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cycle = function(options, delta, game)
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local TC = require("src.core.TouchControls")
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options.haptics = TC.cycleHaptics(options.haptics, delta)
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TC:applyOptions(options)
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TC.buzz(options.haptics)
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if game and game.persistOptions then game:persistOptions() end
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end },
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{ label = "MAX FPS", key = "fpsCap", port = true,
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cycle = function(options, delta)
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local FrameCap = require("src.core.FrameCap")
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options.fpsCap = FrameCap.cycle(options.fpsCap, delta)
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FrameCap.apply(options.fpsCap)
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end,
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text = function(options)
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return require("src.core.FrameCap").label(options.fpsCap)
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end },
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{ label = "CANCEL", cancel = true },
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}
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-- The cart's screen is one full-height textbox with every row on it. This one
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-- carries four more, so it shows a window of rows and scrolls: labels start at
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-- (2,2) and step two rows, exactly as _Option lays them, and the window moves
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-- only when the cursor would leave it.
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local VISIBLE_ROWS = 7
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-- ui.options.rows identity: an unhooked build hands its own rows back.
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local function sameRows(_, rows) return rows end
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-- The descriptors one opening of the screen works from. They are shallow
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-- copies of ROWS, so a mod that edits a row inside the hook cannot leak that
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-- edit into the next opening -- the Gen 1 site rebuilds its descriptors for the
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-- same reason (src/ui/OptionsMenu.lua buildRows).
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--
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-- `id` is the key a Gen 1 mod filters a row on ("gbcfx", "speed", "musicVol")
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-- and is added ALONGSIDE this file's own `key`, never in place of it: a mod
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-- written against Red's OPTION screen finds the shared rows where it expects
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-- them, and the rows Gold has that Red does not (PRINT, MENU ACCOUNT, FRAME,
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-- COLOR) simply appear in the list the hook receives.
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local function buildRows()
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local rows = {}
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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 showTouch = env == "1"
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or (env ~= "0" and (osName == "Android" or osName == "iOS"))
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for i, row in ipairs(ROWS) do
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if showTouch or (row.id ~= "touchControls" and row.id ~= "touchLayout"
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and row.id ~= "haptics") then
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local copy = {}
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for key, value in pairs(row) do copy[key] = value end
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copy.id = copy.id or copy.key or (copy.cancel and "cancel") or nil
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rows[#rows + 1] = copy
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end
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end
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return rows
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end
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function OptionsMenu:wantsFillScale() return true end
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function OptionsMenu:drawsWidescreen() return true end
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-- opts: options (the table to edit in place), onDone(options)
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function OptionsMenu.new(game, opts)
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opts = opts or {}
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local self = setmetatable({}, OptionsMenu)
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self.game = game
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-- Unguarded, like the Gen 1 site: the screen is built once per opening. A
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-- hook that answers with anything but a table is degraded to the vanilla
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-- rows rather than leaving the player with an empty OPTION screen.
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local rows = buildRows()
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local hooked = Runtime.call("ui.options.rows", sameRows, game, rows)
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if type(hooked) == "table" then
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rows = hooked
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else
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Logger.error("ui.options.rows returned %s; keeping the vanilla rows",
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type(hooked))
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end
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self.rows = rows
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self.options = opts.options or Save.defaultOptions()
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-- Fill in anything missing so a row can never read nil and lose the
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-- player's other settings when it writes back.
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for key, value in pairs(Save.DEFAULT_OPTIONS) do
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if self.options[key] == nil then self.options[key] = value end
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end
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self.onDone = opts.onDone
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self.index = 1
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self.scroll = 0
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return self
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end
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function OptionsMenu:ensureVisible()
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if self.index <= self.scroll then
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self.scroll = self.index - 1
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elseif self.index > self.scroll + VISIBLE_ROWS then
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self.scroll = self.index - VISIBLE_ROWS
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end
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self.scroll = math.max(0,
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math.min(self.scroll, math.max(0, #self.rows - VISIBLE_ROWS)))
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end
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function OptionsMenu:row()
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return self.rows[self.index]
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end
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function OptionsMenu:cycle(row, delta)
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-- The Gen 1 row vocabulary (src/ui/OptionRows.lua:3-7), answered first so a
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-- mod's row written against Red's OPTION screen steps here too. `step` takes
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-- the game, not the options table, because that is the handle it is given on
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-- the other generation.
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if row.step then
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row.step(self.game, delta)
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return
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end
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-- A port row owns its own ladder (and its own live module), so it steps
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-- itself rather than walking a `values` list.
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if row.cycle then
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row.cycle(self.options, delta, self.game)
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return
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end
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if row.frame then
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-- Eight frames, wrapping (UpdateFrame masks to 3 bits).
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local frame = ((self.options.frame or 1) - 1 + delta) % 8 + 1
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self.options.frame = frame
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-- options_menu.asm:475 UpdateFrame reloads the tiles as the value changes,
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-- so this screen's own border restyles under the cursor.
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require("src.render.Font").setFrame(frame)
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return
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end
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if not row.values then return end
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local current = self.options[row.key]
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local at = 1
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for i, value in ipairs(row.values) do
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if value == current then at = i break end
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end
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local next_ = at + delta
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-- Left at the first entry wraps to the last and vice versa, matching
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-- Options_TextSpeed's .LeftPressed / .Increase clamps.
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if next_ < 1 then next_ = #row.values end
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if next_ > #row.values then next_ = 1 end
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self.options[row.key] = row.values[next_]
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end
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function OptionsMenu:leave_()
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if self.onDone then self.onDone(self.options) end
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if self.game and self.game.stack and self.game.stack:top() == self then
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self.game.stack:pop()
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end
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end
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function OptionsMenu:update(_dt)
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local input = self.game and self.game.input
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if not input then return end
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if input:wasPressed("start") or input:wasPressed("b") then
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self:leave_()
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return
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end
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if input:wasPressed("up") then
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self.index = self.index > 1 and self.index - 1 or #self.rows
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self:ensureVisible()
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return
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elseif input:wasPressed("down") then
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self.index = self.index < #self.rows and self.index + 1 or 1
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self:ensureVisible()
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return
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end
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local row = self:row()
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if not row then return end
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if input:wasPressed("a") then
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if row.cancel then
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self:leave_()
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elseif row.activate then
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-- the A-press action for a row that opens something instead of cycling
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-- a value (src/ui/OptionsMenu.lua:556)
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row.activate(self.game)
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else
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-- A on a value row advances it, which is what the ASM's shared
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-- right-press path does when A is held on a non-CANCEL row.
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self:cycle(row, 1)
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end
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return
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end
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if input:wasPressed("left") then
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self:cycle(row, -1)
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elseif input:wasPressed("right") then
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self:cycle(row, 1)
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end
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end
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function OptionsMenu:drawPanel()
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Chrome.clear()
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-- hlcoord 0,0 with b = SCREEN_HEIGHT - 2, c = SCREEN_WIDTH - 2.
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Chrome.textbox(0, 0, Chrome.SCREEN_W - 2, Chrome.SCREEN_H - 2)
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for slot = 1, math.min(VISIBLE_ROWS, #self.rows) do
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local i = slot + self.scroll
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local row = self.rows[i]
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if row then
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local labelY = 2 + (slot - 1) * 2
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Chrome.print(row.label, 2, labelY)
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if row.frame then
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Chrome.print(":TYPE", 10, labelY + 1)
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Chrome.print(tostring(self.options.frame or 1), 16, labelY + 1)
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elseif row.text then
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Chrome.print(":", 10, labelY + 1)
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Chrome.print(row.text(self.options), 11, labelY + 1)
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elseif row.values then
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Chrome.print(":", 10, labelY + 1)
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local value = self.options[row.key]
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local text = row.display and row.display[value] or tostring(value)
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Chrome.print(text, 11, labelY + 1)
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elseif type(row.value) == "function" then
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-- the Gen 1 row's value reader (src/ui/OptionRows.lua:4), so a mod row
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-- shows its setting here instead of drawing a bare label
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local ok, text = pcall(row.value, self.game)
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Chrome.print(":", 10, labelY + 1)
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Chrome.print(ok and tostring(text) or "?", 11, labelY + 1)
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end
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end
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end
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Chrome.cursor(1, 2 + (self.index - self.scroll - 1) * 2)
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-- 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
|