e7f550ce22
* 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>
134 lines
4.2 KiB
C
134 lines
4.2 KiB
C
#include "selection_grid.h"
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static void selection_grid_process_directional_input(SelectionGrid* selection_grid)
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{
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int horz_tri_input = bit_tribool(key_hit(KEY_ANY), KI_RIGHT, KI_LEFT);
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if (horz_tri_input != 0)
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{
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selection_grid_move_selection_horz(selection_grid, horz_tri_input);
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/* Avoid handling both vertical and horizontal input at the same time,
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* it creates all sorts of difficult edge cases.
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*/
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return;
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}
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int vert_tri_input = bit_tribool(key_hit(KEY_ANY), KI_DOWN, KI_UP);
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if (vert_tri_input != 0)
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{
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selection_grid_move_selection_vert(selection_grid, vert_tri_input);
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}
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}
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void selection_grid_move_selection_horz(SelectionGrid* selection_grid, int direction_tribool)
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{
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if (selection_grid == NULL || selection_grid->selection.y < 0 ||
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selection_grid->selection.y >= selection_grid->num_rows)
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{
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return;
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}
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SelectionGridRow current_row = selection_grid->rows[selection_grid->selection.y];
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// Choose the horizontal exit index if it exists
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Selection new_selection =
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current_row.attributes.has_h_exit_idx
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? (Selection){selection_grid->selection.x, current_row.attributes.h_exit_idx}
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: selection_grid->selection;
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new_selection.x += direction_tribool;
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int row_size = selection_grid->rows[new_selection.y].get_size();
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bool wrap_enabled = selection_grid->rows[new_selection.y].attributes.wrap;
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if (wrap_enabled)
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{
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new_selection.x = wrap(new_selection.x, 0, row_size);
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}
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if (wrap_enabled || (new_selection.x >= 0 && new_selection.x < row_size))
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{
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bool proceed_selection =
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selection_grid->rows[selection_grid->selection.y].on_selection_changed(
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selection_grid,
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current_row.row_idx,
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&selection_grid->selection,
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&new_selection
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);
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if (proceed_selection)
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{
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selection_grid->selection = new_selection;
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}
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}
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}
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void selection_grid_move_selection_vert(SelectionGrid* selection_grid, int direction_tribool)
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{
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if (selection_grid == NULL)
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return;
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Selection selection = selection_grid->selection;
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Selection new_selection = selection;
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new_selection.y += direction_tribool;
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if (new_selection.y >= 0 && new_selection.y < selection_grid->num_rows)
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{
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int new_row_size = selection_grid->rows[new_selection.y].get_size();
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if (new_row_size <= 0)
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return;
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int old_row_size = selection_grid->rows[selection.y].get_size();
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// Branchless set to 1 if 0 to avoid division by 0
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old_row_size += (old_row_size == 0);
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// Maintain relative horizontal position
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// The operations are equivalent to fixed point if all the numbers were converted
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new_selection.x = fx2int(selection.x * ((int2fx(new_row_size) / old_row_size)));
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bool proceed_selection = true;
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if (selection.y >= 0 && selection.y < selection_grid->num_rows)
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{
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proceed_selection =
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selection_grid->rows[selection.y]
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.on_selection_changed(selection_grid, selection.y, &selection, &new_selection);
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}
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if (proceed_selection)
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{
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proceed_selection = selection_grid->rows[new_selection.y].on_selection_changed(
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selection_grid,
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new_selection.y,
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&selection,
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&new_selection
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);
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}
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if (proceed_selection)
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{
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selection_grid->selection = new_selection;
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}
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}
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}
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void selection_grid_process_input(SelectionGrid* selection_grid)
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{
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if (selection_grid == NULL || selection_grid->rows == NULL)
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return;
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selection_grid_process_directional_input(selection_grid);
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u32 non_directional_key = KEY_ANY & ~KEY_DIR;
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if (key_transit(non_directional_key))
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{
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// To make the next line shorter and more readable
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Selection* selection = &selection_grid->selection;
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if (selection_grid->rows[selection->y].on_key_transit != NULL)
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{
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selection_grid->rows[selection->y].on_key_transit(selection_grid, selection);
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}
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}
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}
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