Files
balatro-gba-chinese-jocker-…/source/game/options_menu.c
T
Geralt e7f550ce22 [Feature] Implement options menu and reading/writing values from/to the SRAM (#449)
* background

* Implement Options button

* Update main menu artwork

* add options menu tiles

* prepare options menu handling

* incorporate main menu refactor

* toto

* add all menu interactions

* do not reset selection_x in main_menu

* options struct

* fix rebase from ricfehr3's repo

* Implement high contrast cards

* Save/Load options values to SRAM

* load options on game_init and validate data within the load_options function

* Get changes from ricfehr3's PR

* recover fix for glitched ace

* clang format

* clang format

* clang format

* Save 500B of image data by using only minimal set of tiles instead of keeping final window in source file

* clang format

* clang format

* Implement Options button

* Update main menu artwork

* progress, leaving it alone for now until discussion

* make game_vars an extern

* Move options vars into their own struct

* rollback previous commit

* Implement save validation. Version check to come

* implement data validity + version check for game saves

* clang format

* Save position in rng sequence for consistent run after load

* fix rebase issues

* fix rebase issue

* remove unused/duplicate define

* Oops, made a mistake when testing PR #424

* encode high contrast palette into an image, and load it at game_start

* document save.c/h and correct typos

* correct alignment

* game speed and high contrast buttons working

* small cleanup

* sliders also work again now

* clang format

* Moved balatro_version extern declaration to version.h file

* removed unsused variable

* make showing ROM version a toggle

* move ante, round and money to the GameVariables struct

* Rename SaveCheckInfo struct to SaveHeader for clarity

* Add SaveHeader struct explanation

* clang format

* Revert unnecessary tileset optimization

* SFX now follows the sound volume slider

* clang format

* Music now follows volume slider

* Changed volume slider increment from 5 to 20 to avoid having the music sound too rough under 20% volume

* refactor main_menu.c to use SelectionGrid and Button structs

* clang format

* make a "new" save button so we don't save during the state transition

* clang format

* Reduced state transition flicker by only changing affine background to a different one

* Fix loading game too late in game init sequence

* First batch of suggestions from @MeirGavish

* Remove unnecessary intermediary buffers for high contrast palette swapping

* comment row warp hack for button input

* Add some of Copilot's suggestions

* rename balatro_version into gbalatro_version for rebranding reasons + version display erase screen fix

* remove unnecessary NULL check on `on_selection_changed` method

* implement small game speed arrow buttons animation

* factorize some code

* remove unnecessary data validation in load_game(), since we already checked the header

* Implement @MeirGavish 's suggestion regarding splitting the huge `on_update` function

* clang format

* implement @ricfehr3 's suggestion about keeping last selected button instead of using an obscure `on_boot` boolean

* Apply @ricfehr3's suggestions

* fix clang-format flags

---------

Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
2026-05-02 14:28:52 -07:00

625 lines
20 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 "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>
// Button indices
enum OptionButtons
{
GAME_SPEED_BTN_IDX,
HIGH_CONTRAST_BTN_IDX,
MUSIC_VOLUME_BTN_IDX,
SOUND_VOLUME_BTN_IDX,
BACK_BTN_IDX,
NB_OPTIONS_BUTTONS
};
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 BACK_BUTTON_MAIN_COLOR_PAL_IDX 3
#define SPEED_DOWN_BUTTON_OUTLINE_COLOR_PAL_IDX 4
#define SPEED_BUTTON_OUTLINE_COLOR_PAL_IDX 5
#define SPEED_UP_BUTTON_OUTLINE_COLOR_PAL_IDX 6
#define CONTRAST_BUTTON_OUTLINE_COLOR_PAL_IDX 7
#define MUSIC_BUTTON_OUTLINE_COLOR_PAL_IDX 8
#define SOUND_BUTTON_OUTLINE_COLOR_PAL_IDX 9
#define BACK_BUTTON_OUTLINE_COLOR_PAL_IDX 10
// 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 back_on_pressed(void);
static int options_menu_return_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_BTN_IDX,
options_menu_return_row_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_BTN_IDX,
options_menu_return_row_size,
regular_button_row_on_selection_changed,
options_menu_row_on_key_transit,
{.wrap = false}
},
{
MUSIC_VOLUME_BTN_IDX,
options_menu_return_row_size,
music_volume_row_on_selection_changed,
NULL,
{.wrap = true} // Same trick as Game Speed button
},
{
SOUND_VOLUME_BTN_IDX,
options_menu_return_row_size,
sound_volume_row_on_selection_changed,
NULL,
{.wrap = true} // Same trick as Game Speed button
},
{
BACK_BTN_IDX,
options_menu_return_row_size,
regular_button_row_on_selection_changed,
options_menu_row_on_key_transit,
{.wrap = false}
}
};
static Button options_menu_buttons[] = {
{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},
{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},
{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_BUTTONS,
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 = { 3, 20, 3, 21};
static const Rect OPTIONS_SPEED_DOWN_DISABLED_BTN_SRC_RECT = { 9, 22, 9, 23};
static const BG_POINT OPTIONS_SPEED_DOWN_BTN_DEST_POS = {11, 3};
static const Rect OPTIONS_SPEED_UP_ACTIVE_BTN_SRC_RECT = {10, 20, 10, 21};
static const Rect OPTIONS_SPEED_UP_DISABLED_BTN_SRC_RECT = {10, 22, 10, 23};
static const BG_POINT OPTIONS_SPEED_UP_BTN_DEST_POS = {18, 3};
static const Rect OPTIONS_SPEED_VALUES[GAME_SPEED_MAX] = { { 6, 20, 7, 21},
{ 3, 22, 4, 23},
{ 5, 22, 6, 23},
{ 7, 22, 8, 23} };
static const BG_POINT OPTIONS_SPEED_VALUE_DEST_POS = {14, 3};
static const Rect OPTIONS_CONTRAST_VALUE_YES_SRC_RECT = { 4, 24, 7, 25};
static const Rect OPTIONS_CONTRAST_VALUE_NO_SRC_RECT = { 9, 24, 12, 25};
static const BG_POINT OPTIONS_CONTRAST_VALUE_DEST_POS = {13, 7};
static const Rect OPTIONS_MUSIC_SLIDER_FULL_SRC = {12, 20, 12, 20};
static const Rect OPTIONS_MUSIC_SLIDER_MID_SRC = {13, 20, 13, 20};
static const Rect OPTIONS_MUSIC_SLIDER_EMPTY_SRC = {14, 20, 14, 20};
static const Rect OPTIONS_SOUND_SLIDER_FULL_SRC = {12, 22, 12, 22};
static const Rect OPTIONS_SOUND_SLIDER_MID_SRC = {13, 22, 13, 22};
static const Rect OPTIONS_SOUND_SLIDER_EMPTY_SRC = {14, 22, 14, 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_HIGH_CONTRAST_TEXT_POS = { 40, 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 = { 72, 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 bool any_value_changed = false;
static bool back_btn_is_save_state = false;
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(enum OptionButtons highlighted_btn)
{
// These two get disabled no matter what here
disable_all_game_speed_outlines_except_self(NB_GAME_SPEED_BUTTONS);
for (int i = 0; i < NB_OPTIONS_BUTTONS; i++)
{
button_set_highlight(&options_menu_buttons[i], i == highlighted_btn);
}
}
static void update_game_speed_button_graphics()
{
// check if need to disable game speed arrows
if (g_game_vars.game_speed == GAME_SPEED_MIN)
{
main_bg_se_copy_rect(
OPTIONS_SPEED_DOWN_DISABLED_BTN_SRC_RECT,
OPTIONS_SPEED_DOWN_BTN_DEST_POS
);
}
else
{
main_bg_se_copy_rect(
OPTIONS_SPEED_DOWN_ACTIVE_BTN_SRC_RECT,
OPTIONS_SPEED_DOWN_BTN_DEST_POS
);
}
if (g_game_vars.game_speed == GAME_SPEED_MAX)
{
main_bg_se_copy_rect(OPTIONS_SPEED_UP_DISABLED_BTN_SRC_RECT, OPTIONS_SPEED_UP_BTN_DEST_POS);
}
else
{
main_bg_se_copy_rect(OPTIONS_SPEED_UP_ACTIVE_BTN_SRC_RECT, 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
);
any_value_changed = true;
}
static void update_high_contrast_button_graphics()
{
if (g_game_vars.high_contrast)
{
main_bg_se_copy_rect(OPTIONS_CONTRAST_VALUE_YES_SRC_RECT, OPTIONS_CONTRAST_VALUE_DEST_POS);
}
else
{
main_bg_se_copy_rect(OPTIONS_CONTRAST_VALUE_NO_SRC_RECT, OPTIONS_CONTRAST_VALUE_DEST_POS);
}
any_value_changed = true;
}
static void update_volume_slider_graphics(enum OptionButtons slider_idx)
{
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 (slider_idx)
{
case MUSIC_VOLUME_BTN_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_BTN_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)
);
any_value_changed = true;
}
static void change_back_save_text(bool is_back)
{
char* btn_text = is_back ? " Back " : "Save Changes";
tte_printf(
"#{P:%d,%d; cx:0x%X000}%s",
OPTIONS_BACK_SAVE_TEXT_POS.x,
OPTIONS_BACK_SAVE_TEXT_POS.y,
TTE_WHITE_PB,
btn_text
);
}
void game_options_menu_change_background(void)
{
tte_erase_screen();
CBB_CLEAR(MAIN_BG_CBB);
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}High Contrast Cards",
OPTIONS_HIGH_CONTRAST_TEXT_POS.x,
OPTIONS_HIGH_CONTRAST_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
);
change_back_save_text(true);
}
void game_options_menu_on_init(void)
{
change_background(BG_OPTIONS_MENU);
// Select game speed button by default
options_menu_selection_grid.selection = OPTIONS_MENU_INIT_SEL;
disable_all_outlines_except_self(GAME_SPEED_BTN_IDX);
// Do an update on the first frame
update_game_speed_button_graphics();
update_high_contrast_button_graphics();
update_volume_slider_graphics(MUSIC_VOLUME_BTN_IDX);
update_volume_slider_graphics(SOUND_VOLUME_BTN_IDX);
// Prevent "Back" button to become "Save Changes" when we first load the data,
// the player hasn't technically changed anything so it would be confusing.
any_value_changed = false;
}
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);
}
// Except on the first update where it is forced to display the loaded values
// instead of the default ones, if any value was changed, edit the last button
// text to read "Save Changes" instead of "Back"
if (any_value_changed && !back_btn_is_save_state)
{
change_back_save_text(false);
back_btn_is_save_state = true;
}
any_value_changed = 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)
{
g_game_vars.high_contrast = (g_game_vars.high_contrast == 1) ? false : true;
update_high_contrast_button_graphics();
}
/**
* @brief Handles input for the Back/Save button.
*/
static void back_on_pressed(void)
{
if (back_btn_is_save_state)
{
save_game();
change_back_save_text(true);
back_btn_is_save_state = false;
}
else
{
game_change_state(GAME_STATE_MAIN_MENU);
}
}
/**
* @brief Gives the width of options menu rows in selection grid.
*
* @returns Always 1, all rows contain only 1 button. Could have been a define
* but I had to make this a function so it could be given to the
* SelectionGrid constructor.
*/
static int options_menu_return_row_size(void)
{
return 1;
}
static void change_button_highlight(
int row_idx,
const Selection* prev_selection,
const Selection* new_selection
)
{
if (prev_selection->y == row_idx && prev_selection->x >= 0 &&
prev_selection->x < NB_OPTIONS_BUTTONS)
{
button_set_highlight(&options_menu_buttons[row_idx], 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], 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]);
}
}
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_BTN_IDX);
mmSetModuleVolume(MM_MODULE_FULL_VOLUME * g_game_vars.music_volume / VOLUME_OPTION_MAX);
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_BTN_IDX);
return true;
}