--[[ * * Singe 3 * Copyright (C) 2006-2026 Scott Duensing * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 3 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA * 02110-1301, USA. * * --]] -- The menu drawn with sprites and fontPrint straight into the overlay: the look Singe 2 had, and -- the one that works on a machine whose GPU device never came up, where there is no GUI document to -- build. Singe/MenuDocument.singe is the other renderer; Singe/Menu.singe loads exactly one of the -- two and calls it through MENU_RENDER. See the top of MenuDocument.singe for what is in it. -- -- One game is on screen at a time, as it always was here, so there is no list to page through -- visually: up and down move one game, left and right move ten, and the line under the marquee -- says where in the library the selection is. A description too long for its column is clipped -- rather than scrolled, because up and down now belong to the list. local MARGIN_X = 25 local MARGIN_Y = 25 local VIDEO_W = 320 local VIDEO_H = 200 local MARQUEE_H = 75 local LINE_HEIGHT = 24 local LABEL_W = 150 local SUB_INDENT = 20 local PAGE_ROWS = 10 local WRAP_BREAK = " [!wb!] " local font = nil local videoX, videoY, videoW, videoH = 0, 0, 0, 0 local marqueeX, marqueeY, marqueeW = 0, 0, 0 local textX, textY, textW, textH = 0, 0, 0, 0 local cabinetX, cabinetY, cabinetW, cabinetH = 0, 0, 0, 0 local spriteCabinet = nil local spriteMarquee = nil local textSprites = {} local textHeight = 0 local textLimit = 0 -- A games.dat entry need not carry every field, and one that is missing must not take the menu -- down; the document renderer is tolerant the same way, through menuEscape. local function field(value) return tostring(value or "") end -- Splits text into the lines that fit the width given, measuring with the selected font. The only -- way to measure a string is to render it, so this is slow enough to be worth doing once when -- something changes rather than once a frame. WRAP_BREAK is a word the caller puts in to force a -- line ending. -- -- The space between words is kept as it was written rather than squeezed to one, because a tool -- lines its columns up with runs of spaces and there is no other way here to say "a wide gap". local function fitLines(text, maxWidth) local lines = {} local line = "" local pending = "" local trimBreak = utilTrim(WRAP_BREAK) for word, space in (text .. WRAP_BREAK):gmatch("(%S+)(%s*)") do if word == trimBreak then lines[#lines + 1] = line line = "" pending = "" else local candidate = line .. pending .. word local measured = fontToSprite(candidate) local tooWide = spriteGetWidth(measured) > maxWidth spriteUnload(measured) if tooWide and line ~= "" then lines[#lines + 1] = line line = word else line = candidate end pending = space end end if line ~= "" then lines[#lines + 1] = line end return lines end -- The service tools, laid out. Each entry is one line of the page and each line is a list of -- pieces: where the piece starts, what it says and which colour it wants. The colours are roles -- rather than values because the audio delay tool inverts the whole page for a frame, and fontPrint -- takes the colour at the moment it draws -- unlike fontToSprite, which bakes it in. local toolLines = {} local function toolLine(pieces) toolLines[#toolLines + 1] = pieces end -- Text too long for the page wraps under itself rather than running off the edge. local function toolWrapped(text, x, role) if text == nil or text == "" then -- Still a line: a tool that says nothing this frame should not have its page jump about. toolLine({}) return end for _, line in ipairs(fitLines(text, overlayGetWidth() - MARGIN_X - x)) do toolLine({ { x = x, text = line, role = role } }) end end local function toolsLayout() local valueX = MARGIN_X + LABEL_W local wasKeys = false -- Only the rows that fit, with the chosen one kept in view; a catalogue is as long as the -- service is big and would otherwise run off the bottom of the screen. local rows, more, below = toolsVisible(TOOL_ROWS, toolsCapacity()) toolLines = {} if more then toolLine({ { x = MARGIN_X, text = " ...", role = "quiet" } }) end local seenItem = false for _, row in ipairs(rows) do -- The "more below" marker belongs immediately under the last item, not at the very bottom -- of the page under the key hints, which are not part of the list. if below and seenItem and row.kind ~= "item" then toolLine({ { x = MARGIN_X, text = " ...", role = "quiet" } }) below = false end if row.kind == "item" then seenItem = true end -- The key hints stand away from whatever the tool put above them, as they do in the -- document, but sit together when a tool needs more than one line of them. if row.kind == "keys" and not wasKeys then toolLine({}) end wasKeys = (row.kind == "keys") if row.kind == "blank" then toolLine({}) elseif row.kind == "pair" then -- The label and the first line of the value share a line; the rest of the value wraps -- under itself, in its own column. local lines = fitLines(row.value, overlayGetWidth() - MARGIN_X - valueX) toolLine({ { x = MARGIN_X, text = row.label, role = "quiet" }, { x = valueX, text = lines[1] or "", role = "ink" } }) for index = 2, #lines do toolLine({ { x = valueX, text = lines[index], role = "ink" } }) end elseif row.kind == "sub" then toolWrapped(row.text, MARGIN_X + SUB_INDENT, "quiet") elseif row.kind == "keys" then toolWrapped(row.text, MARGIN_X, "quiet") elseif row.kind == "item" then toolLine({ { x = MARGIN_X, text = (row.selected and "> " or " ") .. row.text, role = row.selected and "pick" or "ink" } }) else toolWrapped(row.text, MARGIN_X, "ink") end end -- A list that runs to the very end of the page has no row after it to hang the marker on. if below then toolLine({ { x = MARGIN_X, text = " ...", role = "quiet" } }) end end MENU_RENDER = {} MENU_RENDER.begin = function() font = fontLoad("Singe/FreeSansBold.ttf", 18) fontQuality(FONT_QUALITY_BLENDED) fontSelect(font) end MENU_RENDER.finish = function() if font then fontUnload(font) font = nil end end -- The cabinet fills the left; the marquee, the attract video and the details stack down the right. MENU_RENDER.layout = function() local width = overlayGetWidth() local height = overlayGetHeight() marqueeW = VIDEO_W marqueeX = width - MARGIN_X - marqueeW marqueeY = MARGIN_Y videoW = VIDEO_W videoH = VIDEO_H videoX = width - MARGIN_X - videoW videoY = MARGIN_Y + MARQUEE_H + MARGIN_Y textW = VIDEO_W textX = width - MARGIN_X - textW textY = videoY + videoH + MARGIN_Y textH = height - MARGIN_Y - textY cabinetX = MARGIN_X cabinetY = MARGIN_Y cabinetW = videoX - MARGIN_X - cabinetX cabinetH = height - MARGIN_Y - cabinetY end MENU_RENDER.buildList = function() -- One game is on screen at a time; there is no list to build. end MENU_RENDER.showGame = function(game) spriteCabinet = spriteLoad(game.CABINET) spriteMarquee = spriteLoad(game.MARQUEE) -- The details follow the description in one wrapped block, the way this menu has always shown -- them. The document menu gives them their own panel instead. local textBox = field(game.DESCRIPTION) .. WRAP_BREAK .. WRAP_BREAK .. "Year: " .. field(game.YEAR) .. WRAP_BREAK .. "Genre: " .. field(game.GENRE) .. WRAP_BREAK .. "Platform: " .. field(game.PLATFORM) .. WRAP_BREAK .. "Developer: " .. field(game.DEVELOPER) .. WRAP_BREAK .. "Publisher: " .. field(game.PUBLISHER) .. WRAP_BREAK .. WRAP_BREAK .. "Singe Port: " .. field(game.CREATOR) .. WRAP_BREAK .. "Source: " .. field(game.SOURCE) -- fontToSprite bakes the colour in, so it is set before the sprites are made rather than -- before they are drawn. colorForeground(255, 255, 255, 255) for _, line in ipairs(fitLines(textBox, textW)) do textSprites[#textSprites + 1] = (string.len(line) > 0) and fontToSprite(line) or -1 end end MENU_RENDER.hideGame = function() if spriteCabinet then spriteUnload(spriteCabinet) spriteCabinet = nil end if spriteMarquee then spriteUnload(spriteMarquee) spriteMarquee = nil end for _, handle in ipairs(textSprites) do if handle >= 0 then spriteUnload(handle) end end textSprites = {} end MENU_RENDER.pageSize = function() return PAGE_ROWS end MENU_RENDER.frame = function() local x = 0 local y = 0 local shown = 0 -- Cabinet image x = cabinetX + (cabinetW - spriteGetWidth(spriteCabinet)) * 0.5 y = cabinetY + (cabinetH - spriteGetHeight(spriteCabinet)) * 0.5 spriteDraw(spriteCabinet, x, y) -- Marquee image x = marqueeX + (marqueeW - spriteGetWidth(spriteMarquee)) * 0.5 y = marqueeY + (MARQUEE_H - spriteGetHeight(spriteMarquee)) * 0.5 spriteDraw(spriteMarquee, x, y) -- Attract mode video videoDraw(VIDEO_ATTRACT, videoX, videoY, videoX + videoW, videoY + videoH) -- Which game this is, since there is no list to look at colorForeground(255, 211, 90, 255) fontPrint(cabinetX, cabinetY, string.format("%s (%d of %d)", field(GAME_LIST[GAME_SELECTED].TITLE), GAME_SELECTED, GAME_COUNT)) -- Game description, clipped to the lines that fit y = textY for _, handle in ipairs(textSprites) do -- Find height of font and number of lines that fit if textHeight == 0 and handle >= 0 then textHeight = spriteGetHeight(handle) textLimit = math.floor(textH / textHeight) end if shown < textLimit then if handle >= 0 then spriteDraw(handle, textX, y) end y = y + textHeight + 1 shown = shown + 1 end end end MENU_RENDER.tools = function() local y = MARGIN_Y -- A tool that draws its own picture into the overlay has already done so, and the page has to -- let it through; every other tool gets a page painted over everything. if not TOOL_CLEAR then if TOOL_FLASH then colorBackground(255, 255, 255, 255) else colorBackground(0, 0, 0, 255) end overlayClear() end -- Measuring text means rendering it, so the page is laid out only when a tool says it changed. if TOOL_DIRTY then TOOL_DIRTY = false toolsLayout() end local ink = TOOL_FLASH and 0 or 255 local quiet = TOOL_FLASH and 90 or 160 -- A page that lets the overlay through gathers its text along the bottom, out of the way of -- whatever the tool drew: the light gun's corner targets in particular. if TOOL_CLEAR then y = overlayGetHeight() - MARGIN_Y - (#toolLines + 1) * LINE_HEIGHT end colorForeground(ink, ink, ink, 255) fontPrint(MARGIN_X, y, TOOL_TITLE) y = y + LINE_HEIGHT if not TOOL_CLEAR then y = y + LINE_HEIGHT end for _, line in ipairs(toolLines) do for _, piece in ipairs(line) do if piece.role == "quiet" then colorForeground(quiet, quiet, quiet, 255) elseif piece.role == "pick" then colorForeground(255, 211, 90, 255) else colorForeground(ink, ink, ink, 255) end -- fontPrint refuses an empty string, and a tool legitimately produces one: a status -- line with nothing to say yet is still a line, and it still takes up its height. if piece.text ~= "" then fontPrint(piece.x, y, piece.text) end end y = y + LINE_HEIGHT end end