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gen1recomp/src/ui/gen2/OptionsMenu.lua
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bryanthaboi d5ad830fb8 CLOSES #1418
2026-08-18 10:49:04 -04:00

465 lines
18 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. 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