Files
balatro-gba-chinese-jocker-…/source/game/options_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

644 lines
21 KiB
C

#include "game/options_menu.h"
#include "affine_background.h"
#include "audio_utils.h"
#include "background_options_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 "save.h"
#include "selection_grid.h"
#include "soundbank.h"
#include "util.h"
#include <stdint.h>
#include <string.h>
#include <tonc.h>
#include <tonc_math.h>
#include <tonc_memdef.h>
enum OptionButtonRows
{
GAME_SPEED_ROW_IDX,
HIGH_CONTRAST_ROW_IDX,
MUSIC_VOLUME_ROW_IDX,
SOUND_VOLUME_ROW_IDX,
SAVE_BACK_ROW_IDX,
NB_OPTIONS_ROWS
};
enum OptionSpeedButtons
{
GAME_SPEED_DOWN_BTN_IDX,
GAME_SPEED_UP_BTN_IDX,
NB_GAME_SPEED_BUTTONS
};
// Color palette indices
#define MENU_BUTTON_MAIN_COLOR_PAL_IDX 1
#define SAVE_BUTTON_MAIN_COLOR_PAL_IDX 3
#define BACK_BUTTON_MAIN_COLOR_PAL_IDX 4
#define SPEED_DOWN_BUTTON_OUTLINE_COLOR_PAL_IDX 16
#define SPEED_BUTTON_OUTLINE_COLOR_PAL_IDX 17
#define SPEED_UP_BUTTON_OUTLINE_COLOR_PAL_IDX 18
#define CONTRAST_BUTTON_OUTLINE_COLOR_PAL_IDX 19
#define READABLE_BUTTON_OUTLINE_COLOR_PAL_IDX 20
#define MUSIC_BUTTON_OUTLINE_COLOR_PAL_IDX 21
#define SOUND_BUTTON_OUTLINE_COLOR_PAL_IDX 22
#define SAVE_BUTTON_OUTLINE_COLOR_PAL_IDX 23
#define BACK_BUTTON_OUTLINE_COLOR_PAL_IDX 24
// Define selection grid for the menu buttons
static void game_speed_down_on_pressed(void);
static void game_speed_up_on_pressed(void);
static void high_contrast_on_pressed(void);
static void more_readable_on_pressed(void);
static void save_on_pressed(void);
static void back_on_pressed(void);
static int options_menu_return_upper_rows_size(void);
static int options_menu_return_card_sprites_row_size(void);
static int options_menu_return_bottom_row_size(void);
static void options_menu_row_on_key_transit(SelectionGrid* selection_grid, Selection* selection);
static bool game_speed_row_on_selection_changed(
SelectionGrid* selection_grid,
int row_idx,
const Selection* prev_selection,
const Selection* new_selection
);
static bool music_volume_row_on_selection_changed(
SelectionGrid* selection_grid,
int row_idx,
const Selection* prev_selection,
const Selection* new_selection
);
static bool sound_volume_row_on_selection_changed(
SelectionGrid* selection_grid,
int row_idx,
const Selection* prev_selection,
const Selection* new_selection
);
static bool regular_button_row_on_selection_changed(
SelectionGrid* selection_grid,
int row_idx,
const Selection* prev_selection,
const Selection* new_selection
);
// clang-format off
static SelectionGridRow options_menu_selection_rows[] = {
{
GAME_SPEED_ROW_IDX,
options_menu_return_upper_rows_size,
game_speed_row_on_selection_changed,
NULL,
{.wrap = true} // The wrapping is used to allow button activation with Left/Right arrows by
// putting logic into the `game_speed_row_on_selection_changed` function
},
{
HIGH_CONTRAST_ROW_IDX,
options_menu_return_card_sprites_row_size,
regular_button_row_on_selection_changed,
options_menu_row_on_key_transit,
{.wrap = false}
},
{
MUSIC_VOLUME_ROW_IDX,
options_menu_return_upper_rows_size,
music_volume_row_on_selection_changed,
NULL,
{.wrap = true} // Same trick as Game Speed button
},
{
SOUND_VOLUME_ROW_IDX,
options_menu_return_upper_rows_size,
sound_volume_row_on_selection_changed,
NULL,
{.wrap = true} // Same trick as Game Speed button
},
{
SAVE_BACK_ROW_IDX,
options_menu_return_bottom_row_size,
regular_button_row_on_selection_changed,
options_menu_row_on_key_transit,
{.wrap = false}
}
};
static Button options_menu_buttons[NB_OPTIONS_ROWS][2] = {
{{SPEED_BUTTON_OUTLINE_COLOR_PAL_IDX, MENU_BUTTON_MAIN_COLOR_PAL_IDX, NULL, NULL}},
{
{CONTRAST_BUTTON_OUTLINE_COLOR_PAL_IDX, MENU_BUTTON_MAIN_COLOR_PAL_IDX, high_contrast_on_pressed, NULL},
{READABLE_BUTTON_OUTLINE_COLOR_PAL_IDX, MENU_BUTTON_MAIN_COLOR_PAL_IDX, more_readable_on_pressed, NULL}
},
{{MUSIC_BUTTON_OUTLINE_COLOR_PAL_IDX, MENU_BUTTON_MAIN_COLOR_PAL_IDX, NULL, NULL}},
{{SOUND_BUTTON_OUTLINE_COLOR_PAL_IDX, MENU_BUTTON_MAIN_COLOR_PAL_IDX, NULL, NULL}},
{
{SAVE_BUTTON_OUTLINE_COLOR_PAL_IDX, SAVE_BUTTON_MAIN_COLOR_PAL_IDX, save_on_pressed, NULL},
{BACK_BUTTON_OUTLINE_COLOR_PAL_IDX, BACK_BUTTON_MAIN_COLOR_PAL_IDX, back_on_pressed, NULL},
}
};
static Button game_speed_buttons[] = {
{SPEED_DOWN_BUTTON_OUTLINE_COLOR_PAL_IDX, MENU_BUTTON_MAIN_COLOR_PAL_IDX, game_speed_down_on_pressed, NULL},
{SPEED_UP_BUTTON_OUTLINE_COLOR_PAL_IDX, MENU_BUTTON_MAIN_COLOR_PAL_IDX, game_speed_up_on_pressed, NULL},
};
// clang-format on
const Selection OPTIONS_MENU_INIT_SEL = {0, 0};
static SelectionGrid options_menu_selection_grid = {
options_menu_selection_rows,
NB_OPTIONS_ROWS,
OPTIONS_MENU_INIT_SEL
};
// Positions/Rects used to construct and update the menu
// clang-format off
// Values in tiles
static const Rect OPTIONS_SPEED_DOWN_ACTIVE_BTN_SRC_RECT = { 0, 20, 0, 21};
static const Rect OPTIONS_SPEED_DOWN_DISABLED_BTN_SRC_RECT = { 6, 22, 6, 23};
static const BG_POINT OPTIONS_SPEED_DOWN_BTN_DEST_POS = {11, 3};
static const Rect OPTIONS_SPEED_UP_ACTIVE_BTN_SRC_RECT = { 7, 20, 7, 21};
static const Rect OPTIONS_SPEED_UP_DISABLED_BTN_SRC_RECT = { 7, 22, 7, 23};
static const BG_POINT OPTIONS_SPEED_UP_BTN_DEST_POS = {18, 3};
static const Rect OPTIONS_SPEED_VALUES[GAME_SPEED_MAX] = { { 3, 20, 4, 21},
{ 0, 22, 1, 23},
{ 2, 22, 3, 23},
{ 4, 22, 5, 23} };
static const BG_POINT OPTIONS_SPEED_VALUE_DEST_POS = {14, 3};
static const Rect OPTIONS_CONTRAST_CHECK_NO_SRC_RECT = { 0, 24, 1, 25};
static const Rect OPTIONS_CONTRAST_CHECK_YES_SRC_RECT = { 2, 24, 3, 25};
static const BG_POINT OPTIONS_CONTRAST_CHECK_DEST_POS = {14, 7};
static const Rect OPTIONS_READABLE_CHECK_NO_SRC_RECT = { 4, 24, 5, 25};
static const Rect OPTIONS_READABLE_CHECK_YES_SRC_RECT = { 6, 24, 7, 25};
static const BG_POINT OPTIONS_READABLE_CHECK_DEST_POS = {21, 7};
static const Rect OPTIONS_MUSIC_SLIDER_FULL_SRC = { 9, 20, 9, 20};
static const Rect OPTIONS_MUSIC_SLIDER_MID_SRC = {10, 20, 10, 20};
static const Rect OPTIONS_MUSIC_SLIDER_EMPTY_SRC = {11, 20, 11, 20};
static const Rect OPTIONS_SOUND_SLIDER_FULL_SRC = { 9, 22, 9, 22};
static const Rect OPTIONS_SOUND_SLIDER_MID_SRC = {10, 22, 10, 22};
static const Rect OPTIONS_SOUND_SLIDER_EMPTY_SRC = {11, 22, 11, 22};
static const BG_POINT OPTIONS_MUSIC_SLIDER_START_POS = { 5, 11};
static const BG_POINT OPTIONS_SOUND_SLIDER_START_POS = { 5, 14};
static const BG_POINT OPTIONS_MUSIC_SLIDER_END_POS = {24, 11};
static const BG_POINT OPTIONS_SOUND_SLIDER_END_POS = {24, 14};
static const u8 OPTIONS_MUSIC_SLIDER_SEGMENT_LENGTH = (OPTIONS_MUSIC_SLIDER_END_POS.x - OPTIONS_MUSIC_SLIDER_START_POS.x + 1)
/ VOLUME_OPTION_MAX;
static const u8 OPTIONS_SOUND_SLIDER_SEGMENT_LENGTH = (OPTIONS_SOUND_SLIDER_END_POS.x - OPTIONS_SOUND_SLIDER_START_POS.x + 1)
/ VOLUME_OPTION_MAX;
// Values in pixels
static const BG_POINT OPTIONS_GAME_SPEED_TEXT_POS = { 82, 16};
static const BG_POINT OPTIONS_CARD_SPRITES_TEXT_POS = { 72, 48};
static const BG_POINT OPTIONS_MUSIC_VOLUME_TEXT_POS = { 56, 80};
static const BG_POINT OPTIONS_MUSIC_VALUE_TEXT_POS = {160, 80};
static const BG_POINT OPTIONS_SOUND_VOLUME_TEXT_POS = { 56, 104};
static const BG_POINT OPTIONS_SOUND_VALUE_TEXT_POS = {160, 104};
static const BG_POINT OPTIONS_BACK_SAVE_TEXT_POS = { 64, 136};
// clang-format on
#define GAME_SPEED_ARROW_HIGHLIGHT_DURATION 10
enum OptionSpeedButtons game_speed_arrow_highlight_button = GAME_SPEED_UP_BTN_IDX;
static s32 game_speed_arrow_highlight_start = UNDEFINED;
static void disable_all_game_speed_outlines_except_self(enum OptionSpeedButtons highlighted_btn)
{
for (int i = 0; i < NB_GAME_SPEED_BUTTONS; i++)
{
button_set_highlight(&game_speed_buttons[i], i == highlighted_btn);
}
}
static void disable_all_outlines_except_self(Selection sel_btn)
{
// These two get disabled no matter what here
disable_all_game_speed_outlines_except_self(NB_GAME_SPEED_BUTTONS);
for (int j = 0; j < NB_OPTIONS_ROWS; j++)
{
int nb_buttons_in_row;
switch (j)
{
case HIGH_CONTRAST_ROW_IDX:
nb_buttons_in_row = options_menu_return_card_sprites_row_size();
break;
case SAVE_BACK_ROW_IDX:
nb_buttons_in_row = options_menu_return_bottom_row_size();
break;
default:
nb_buttons_in_row = options_menu_return_upper_rows_size();
break;
}
for (int i = 0; i < nb_buttons_in_row; i++)
{
button_set_highlight(&options_menu_buttons[j][i], i == sel_btn.x && j == sel_btn.y);
}
}
}
static void update_game_speed_button_graphics()
{
// check if need to disable game speed arrows
Rect speed_down_btn_tiles = (g_game_vars.game_speed == GAME_SPEED_MIN)
? OPTIONS_SPEED_DOWN_DISABLED_BTN_SRC_RECT
: OPTIONS_SPEED_DOWN_ACTIVE_BTN_SRC_RECT;
main_bg_se_copy_rect(speed_down_btn_tiles, OPTIONS_SPEED_DOWN_BTN_DEST_POS);
Rect speed_up_btn_tiles = (g_game_vars.game_speed == GAME_SPEED_MAX)
? OPTIONS_SPEED_UP_DISABLED_BTN_SRC_RECT
: OPTIONS_SPEED_UP_ACTIVE_BTN_SRC_RECT;
main_bg_se_copy_rect(speed_up_btn_tiles, OPTIONS_SPEED_UP_BTN_DEST_POS);
main_bg_se_copy_rect(
OPTIONS_SPEED_VALUES[g_game_vars.game_speed - 1],
OPTIONS_SPEED_VALUE_DEST_POS
);
}
static void update_high_contrast_button_graphics(void)
{
Rect contrast_btn_tiles = (get_cards_high_contrast()) ? OPTIONS_CONTRAST_CHECK_YES_SRC_RECT
: OPTIONS_CONTRAST_CHECK_NO_SRC_RECT;
main_bg_se_copy_rect(contrast_btn_tiles, OPTIONS_CONTRAST_CHECK_DEST_POS);
}
static void update_more_readable_button_graphics(void)
{
Rect readable_btn_tiles = (get_cards_more_readable()) ? OPTIONS_READABLE_CHECK_YES_SRC_RECT
: OPTIONS_READABLE_CHECK_NO_SRC_RECT;
main_bg_se_copy_rect(readable_btn_tiles, OPTIONS_READABLE_CHECK_DEST_POS);
}
static void update_volume_slider_graphics(enum OptionButtonRows sel_row)
{
u8 slider_value;
BG_POINT slider_segment_dest;
int slider_segment_length;
Rect slider_segment_full;
Rect slider_segment_mid;
Rect slider_segment_empty;
BG_POINT slider_text_pos;
switch (sel_row)
{
case MUSIC_VOLUME_ROW_IDX:
slider_value = g_game_vars.music_volume;
slider_segment_dest = OPTIONS_MUSIC_SLIDER_START_POS;
slider_segment_length = OPTIONS_MUSIC_SLIDER_SEGMENT_LENGTH;
slider_segment_full = OPTIONS_MUSIC_SLIDER_FULL_SRC;
slider_segment_mid = OPTIONS_MUSIC_SLIDER_MID_SRC;
slider_segment_empty = OPTIONS_MUSIC_SLIDER_EMPTY_SRC;
slider_text_pos = OPTIONS_MUSIC_VALUE_TEXT_POS;
break;
case SOUND_VOLUME_ROW_IDX:
slider_value = g_game_vars.sound_volume;
slider_segment_dest = OPTIONS_SOUND_SLIDER_START_POS;
slider_segment_length = OPTIONS_SOUND_SLIDER_SEGMENT_LENGTH;
slider_segment_full = OPTIONS_SOUND_SLIDER_FULL_SRC;
slider_segment_mid = OPTIONS_SOUND_SLIDER_MID_SRC;
slider_segment_empty = OPTIONS_SOUND_SLIDER_EMPTY_SRC;
slider_text_pos = OPTIONS_SOUND_VALUE_TEXT_POS;
break;
// This function only takes in a volume slider
default:
return;
}
int i = 0;
// full part of the bar
for (; i < slider_value * slider_segment_length - 1; i++)
{
main_bg_se_copy_rect(slider_segment_full, slider_segment_dest);
slider_segment_dest.x++;
}
// at exactly `slider_value` we either:
// - are in the middle of the bar, then we draw the frontier between full and empty tiles
// - are at the end, then draw a full segment
if (slider_value == VOLUME_OPTION_MAX)
{
main_bg_se_copy_rect(slider_segment_full, slider_segment_dest);
}
else
{
if (slider_value != VOLUME_OPTION_MIN)
{
// draw middle point
main_bg_se_copy_rect(slider_segment_mid, slider_segment_dest);
i++;
slider_segment_dest.x++;
}
// empty part of the bar
for (; i < VOLUME_OPTION_MAX * slider_segment_length; i++)
{
main_bg_se_copy_rect(slider_segment_empty, slider_segment_dest);
slider_segment_dest.x++;
}
}
tte_printf(
"#{P:%d,%d; cx:0x%X000}%3d",
slider_text_pos.x,
slider_text_pos.y,
TTE_WHITE_PB,
(slider_value * VOLUME_OPTION_INCREMENT)
);
}
void game_options_menu_change_background(void)
{
tte_erase_screen();
GRIT_CPY(pal_bg_mem, background_options_menu_gfxPal);
GRIT_CPY(&tile_mem[MAIN_BG_CBB], background_options_menu_gfxTiles);
GRIT_CPY(&se_mem[MAIN_BG_SBB], background_options_menu_gfxMap);
tte_printf(
"#{P:%d,%d; cx:0x%X000}Game Speed",
OPTIONS_GAME_SPEED_TEXT_POS.x,
OPTIONS_GAME_SPEED_TEXT_POS.y,
TTE_WHITE_PB
);
tte_printf(
"#{P:%d,%d; cx:0x%X000}Card Sprites",
OPTIONS_CARD_SPRITES_TEXT_POS.x,
OPTIONS_CARD_SPRITES_TEXT_POS.y,
TTE_WHITE_PB
);
tte_printf(
"#{P:%d,%d; cx:0x%X000}Music Volume",
OPTIONS_MUSIC_VOLUME_TEXT_POS.x,
OPTIONS_MUSIC_VOLUME_TEXT_POS.y,
TTE_WHITE_PB
);
tte_printf(
"#{P:%d,%d; cx:0x%X000}Sound Volume",
OPTIONS_SOUND_VOLUME_TEXT_POS.x,
OPTIONS_SOUND_VOLUME_TEXT_POS.y,
TTE_WHITE_PB
);
tte_printf(
"#{P:%d,%d; cx:0x%X000}Save Cancel",
OPTIONS_BACK_SAVE_TEXT_POS.x,
OPTIONS_BACK_SAVE_TEXT_POS.y,
TTE_WHITE_PB
);
}
void game_options_menu_on_init(void)
{
change_background(BG_OPTIONS_MENU, false);
// Select game speed button by default
options_menu_selection_grid.selection = OPTIONS_MENU_INIT_SEL;
disable_all_outlines_except_self(OPTIONS_MENU_INIT_SEL);
// Do an update on the first frame
update_game_speed_button_graphics();
update_high_contrast_button_graphics();
update_more_readable_button_graphics();
update_volume_slider_graphics(MUSIC_VOLUME_ROW_IDX);
update_volume_slider_graphics(SOUND_VOLUME_ROW_IDX);
}
void game_options_menu_on_update(void)
{
selection_grid_process_input(&options_menu_selection_grid);
// game speed arrows small animation: they stay highlighted for a few frames
if (game_speed_arrow_highlight_start != UNDEFINED &&
(g_game_vars.timer - game_speed_arrow_highlight_start) >
GAME_SPEED_ARROW_HIGHLIGHT_DURATION)
{
game_speed_arrow_highlight_start = UNDEFINED;
button_set_highlight(&game_speed_buttons[game_speed_arrow_highlight_button], false);
}
}
void game_options_menu_on_exit(void)
{
tte_erase_screen();
}
static void game_speed_down_on_pressed(void)
{
g_game_vars.game_speed--;
game_speed_arrow_highlight_start = g_game_vars.timer;
game_speed_arrow_highlight_button = GAME_SPEED_DOWN_BTN_IDX;
disable_all_game_speed_outlines_except_self(GAME_SPEED_DOWN_BTN_IDX);
update_game_speed_button_graphics();
}
static void game_speed_up_on_pressed(void)
{
g_game_vars.game_speed++;
game_speed_arrow_highlight_start = g_game_vars.timer;
game_speed_arrow_highlight_button = GAME_SPEED_UP_BTN_IDX;
disable_all_game_speed_outlines_except_self(GAME_SPEED_UP_BTN_IDX);
update_game_speed_button_graphics();
}
/**
* @brief Handles input for the high contrast card toggle button and nothing more.
*/
static void high_contrast_on_pressed(void)
{
set_cards_high_contrast(!get_cards_high_contrast());
update_high_contrast_button_graphics();
}
/**
* @brief Handles input for the more readable card toggle button and nothing more.
*/
static void more_readable_on_pressed(void)
{
set_cards_more_readable(!get_cards_more_readable());
update_more_readable_button_graphics();
}
/**
* @brief Handles input for the Save button.
*/
static void save_on_pressed(void)
{
save_options();
game_change_state(GAME_STATE_MAIN_MENU);
}
/**
* @brief Handles input for the Back button.
*/
static void back_on_pressed(void)
{
load_options();
game_change_state(GAME_STATE_MAIN_MENU);
}
/**
* @brief Gives the width of normal options rows in selection grid.
*
* @returns 1
*/
static int options_menu_return_upper_rows_size(void)
{
return 1;
}
/**
* @brief Gives the width of Card Sprites options row in selection grid.
*
* @returns 2
*/
static int options_menu_return_card_sprites_row_size(void)
{
return 2;
}
/**
* @brief Gives the width of the Save and Back buttons' row.
*
* @returns 2
*/
static int options_menu_return_bottom_row_size(void)
{
return 2;
}
static void change_button_highlight(
int row_idx,
const Selection* prev_selection,
const Selection* new_selection
)
{
if (prev_selection->y == row_idx)
{
button_set_highlight(&options_menu_buttons[row_idx][prev_selection->x], false);
}
if (new_selection->y == row_idx)
{
play_sfx(SFX_BUTTON, MM_BASE_PITCH_RATE, BUTTON_SFX_VOLUME);
button_set_highlight(&options_menu_buttons[row_idx][new_selection->x], true);
}
}
/**
* @brief Handles left/Right inputs on the row of the Game Speed button.
* Is used to increased/decrease the speed value, instead of relying on a
* `on_key_transit` function because the latter does not take directional
* inputs.
*/
static bool game_speed_row_on_selection_changed(
SelectionGrid* selection_grid,
int row_idx,
const Selection* prev_selection,
const Selection* new_selection
)
{
change_button_highlight(row_idx, prev_selection, new_selection);
disable_all_game_speed_outlines_except_self(NB_GAME_SPEED_BUTTONS);
// Can only change game speed by pressing left/right while staying on the button's row
if (prev_selection->y != new_selection->y)
return true;
if (key_hit(KEY_LEFT) && g_game_vars.game_speed > GAME_SPEED_MIN)
{
button_press(&game_speed_buttons[GAME_SPEED_DOWN_BTN_IDX]);
}
else if (key_hit(KEY_RIGHT) && g_game_vars.game_speed < GAME_SPEED_MAX)
{
button_press(&game_speed_buttons[GAME_SPEED_UP_BTN_IDX]);
}
return true;
}
/**
* @brief Handles input for all SelectionGridRows in options menu, only actually does
* something on rows containing "normal" buttons (those for which the on_pressed
* method in options_menu_buttons is not NULL).
*/
static void options_menu_row_on_key_transit(SelectionGrid* selection_grid, Selection* selection)
{
if (key_hit(SELECT_CARD))
{
button_press(&options_menu_buttons[selection->y][selection->x]);
}
}
static bool regular_button_row_on_selection_changed(
SelectionGrid* selection_grid,
int row_idx,
const Selection* prev_selection,
const Selection* new_selection
)
{
change_button_highlight(row_idx, prev_selection, new_selection);
return true;
}
static bool music_volume_row_on_selection_changed(
SelectionGrid* selection_grid,
int row_idx,
const Selection* prev_selection,
const Selection* new_selection
)
{
change_button_highlight(row_idx, prev_selection, new_selection);
if (prev_selection->y != new_selection->y)
return true;
if (key_hit(KEY_LEFT) && g_game_vars.music_volume > VOLUME_OPTION_MIN)
{
g_game_vars.music_volume--;
}
else if (key_hit(KEY_RIGHT) && g_game_vars.music_volume < VOLUME_OPTION_MAX)
{
g_game_vars.music_volume++;
}
update_volume_slider_graphics(MUSIC_VOLUME_ROW_IDX);
set_volume(volume_module_step_to_val(g_game_vars.music_volume));
return true;
}
static bool sound_volume_row_on_selection_changed(
SelectionGrid* selection_grid,
int row_idx,
const Selection* prev_selection,
const Selection* new_selection
)
{
change_button_highlight(row_idx, prev_selection, new_selection);
if (prev_selection->y != new_selection->y)
return true;
if (key_hit(KEY_LEFT) && g_game_vars.sound_volume > VOLUME_OPTION_MIN)
{
g_game_vars.sound_volume--;
}
else if (key_hit(KEY_RIGHT) && g_game_vars.sound_volume < VOLUME_OPTION_MAX)
{
g_game_vars.sound_volume++;
}
update_volume_slider_graphics(SOUND_VOLUME_ROW_IDX);
return true;
}