Files
balatro-gba-chinese-jocker-…/source/game/main_menu.c
T
Geralt 1df8402900 [Feature] Implement seeded runs by adding a Seed selection menu (#482)
* initial commit

* wip

* WIP

* WIP

* clang format

* Choose Seed navigation mostly done

* seed input navigation done

* seed input done

* cleanup and clang format

* Implement base 10 to 36 conversions

* Enable seeded runs

* clang format

* show default deck sprite, name and description

* Rename Deck enum to DeckType

* Implement arbitrary 9-patch expand system

* Make 9-patch example smaller in the docs

* Improve NinePatchRect docs

* fix Deck back side sprite palette

* clang format

* Add last deck description

* clang format

* Fix 'Z' in seed input keyboard

* Fix rebase issue

* fix deck sprite not updating

* Documents static funcs in run_setup.c

* more documentation

* clang format

* Move Play button to the left in its row

* Tests WIP

* removing tests for random.h

* use the new StateMachine struct

* First wave of fixes

* Fix the 9-patch again

* Changed the base 36 logic so it's in big endian

* properly set end of base 36 string to '\0'

* typos

* fix cursor position after rolling a seed + fix random seed generation

* Make keyboard more intuitive to use

* static const var

* Address more comment from @ricfehr3

* clang format

* clang format

* clang format

* clang format

* clang format

* clang format

* clang format

* fix deck palette

* create the `DEF_SEED_KEYBOARD_BUTTON_OBJECT` macro

* Replace `expand_3x3` by a call to `expand_9-patch`

* clang format

* clang format

* clang format

* fix rebase iussue in state_machine.h

---------

Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
2026-06-02 00:06:37 -07:00

218 lines
6.0 KiB
C

#include "game/main_menu.h"
#include "affine_background.h"
#include "audio_utils.h"
#include "background_main_menu_gfx.h"
#include "button.h"
#include "card.h"
#include "game.h"
#include "game/common_ui.h"
#include "game_variables.h"
#include "graphic_utils.h"
#include "selection_grid.h"
#include "soundbank.h"
#include "sprite.h"
#include "version.h"
#include <stdint.h>
#include <tonc.h>
#include <tonc_math.h>
#include <tonc_memdef.h>
#define PLAY_BUTTON_MAIN_COLOR_PID 1
#define PLAY_BUTTON_OUTLINE_PID 2
#define OPTIONS_BUTTON_MAIN_COLOR_PID 3
#define OPTIONS_BUTTON_OUTLINE_PID 4
enum MainButtons
{
PLAY_BTN_IDX,
OPTIONS_BTN_IDX,
MAIN_MENU_NB_BTN
};
// Pixel sizes
#define MAIN_MENU_ACE_T_X 88
#define MAIN_MENU_ACE_T_Y 26
// clang-format off
static const BG_POINT GBALATRO_VERSION_TEXT_POS = {0, 152};
static const Rect GBALATRO_VERSION_TEXT_RECT = {0, 152, 240, 160};
// clang-format on
// Define SelectionGrid for the main menu buttons
static int main_menu_return_row_size(void);
static bool main_menu_on_selection_changed(
SelectionGrid* selection_grid,
int row_idx,
const Selection* prev_selection,
const Selection* new_selection
);
static void main_menu_on_key_transit(SelectionGrid* selection_grid, Selection* selection);
static void play_on_pressed(void);
static void options_on_pressed(void);
// clang-format off
static SelectionGridRow main_menu_selection_rows[] = {
{
0,
main_menu_return_row_size,
main_menu_on_selection_changed,
main_menu_on_key_transit,
{.wrap = false}
},
};
static Button main_menu_buttons[] = {
{PLAY_BUTTON_OUTLINE_PID, PLAY_BUTTON_MAIN_COLOR_PID, play_on_pressed, NULL},
{OPTIONS_BUTTON_OUTLINE_PID, OPTIONS_BUTTON_MAIN_COLOR_PID, options_on_pressed, NULL},
};
static SelectionGrid main_menu_selection_grid = {
main_menu_selection_rows,
1,
{0, 0}
};
// clang-format on
// Main menu sprite - the ace of spades
static CardObject* main_menu_ace = NULL;
// Keep track of last highlighted button
static enum MainButtons last_highlighted_button = PLAY_BTN_IDX;
void game_main_menu_change_background(void)
{
toggle_windows(false, false);
tte_erase_screen();
GRIT_CPY(pal_bg_mem, background_main_menu_gfxPal);
GRIT_CPY(&tile_mem[MAIN_BG_CBB], background_main_menu_gfxTiles);
GRIT_CPY(&se_mem[MAIN_BG_SBB], background_main_menu_gfxMap);
// Disable all button highlight colors
for (int i = 0; i < MAIN_MENU_NB_BTN; i++)
{
button_set_highlight(&main_menu_buttons[i], false);
}
}
void game_main_menu_on_init(void)
{
affine_background_change_background(AFFINE_BG_MAIN_MENU);
change_background(BG_MAIN_MENU, true);
main_menu_ace = card_object_new(card_new(SPADES, ACE));
card_object_set_sprite(main_menu_ace, 0);
main_menu_ace->sprite_object->sprite->obj->attr0 |= ATTR0_AFF_DBL;
main_menu_ace->sprite_object->tx = int2fx(MAIN_MENU_ACE_T_X);
main_menu_ace->sprite_object->x = main_menu_ace->sprite_object->tx;
main_menu_ace->sprite_object->ty = int2fx(MAIN_MENU_ACE_T_Y);
main_menu_ace->sprite_object->y = main_menu_ace->sprite_object->ty;
main_menu_ace->sprite_object->tscale = float2fx(0.8f);
card_object_update(main_menu_ace);
// Select last highlighted button, Play button by default.
// e.g. if we return from the options menu, we want the Options button to be highlighted.
Selection sel_init = {last_highlighted_button, 0};
main_menu_selection_grid.selection = sel_init;
// Highlight current button
button_set_highlight(&main_menu_buttons[main_menu_selection_grid.selection.x], true);
}
void game_main_menu_on_update(void)
{
main_menu_ace->sprite_object->trotation = lu_sin((g_game_vars.timer << 8) / 2) / 3;
card_object_update(main_menu_ace);
selection_grid_process_input(&main_menu_selection_grid);
}
void game_main_menu_on_exit(void)
{
// Save selected button
last_highlighted_button = main_menu_selection_grid.selection.x;
// Normally I would just cache these and hide/unhide but I didn't feel like dealing with
// defining a layer for it
card_destroy(&main_menu_ace->card);
card_object_destroy(&main_menu_ace);
}
// Implement SelectionGrid handler functions
static int main_menu_return_row_size(void)
{
return MAIN_MENU_NB_BTN;
}
static bool main_menu_on_selection_changed(
SelectionGrid* selection_grid,
int row_idx,
const Selection* prev_selection,
const Selection* new_selection
)
{
if (prev_selection->x >= 0 && prev_selection->x < MAIN_MENU_NB_BTN)
{
button_set_highlight(&main_menu_buttons[prev_selection->x], false);
}
play_sfx(SFX_BUTTON, MM_BASE_PITCH_RATE, BUTTON_SFX_VOLUME);
button_set_highlight(&main_menu_buttons[new_selection->x], true);
return true;
}
static void main_menu_on_key_transit(SelectionGrid* selection_grid, Selection* selection)
{
// DEBUG: toggle git hash display by pressing L+R+START+SELECT
static bool combo_pressed = false;
static bool show_version = false;
if (key_is_down(KEY_START) && key_is_down(KEY_SELECT) && key_is_down(KEY_L) &&
key_is_down(KEY_R))
{
if (!combo_pressed)
{
show_version = !show_version;
if (show_version)
{
tte_printf(
"#{P:%d,%d; cx:0x%X000}%s",
GBALATRO_VERSION_TEXT_POS.x,
GBALATRO_VERSION_TEXT_POS.y,
TTE_WHITE_PB,
gbalatro_version
);
}
else
{
tte_erase_rect_wrapper(GBALATRO_VERSION_TEXT_RECT);
}
}
combo_pressed = true;
}
else
{
combo_pressed = false;
}
if (key_hit(SELECT_CARD))
{
button_press(&main_menu_buttons[selection->x]);
}
}
static void play_on_pressed(void)
{
game_change_state(GAME_STATE_RUN_SETUP);
}
static void options_on_pressed(void)
{
game_change_state(GAME_STATE_OPTIONS_MENU);
}