511 lines
18 KiB
Text
511 lines
18 KiB
Text
--[[
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*
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* Singe 3
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* Copyright (C) 2006-2026 Scott Duensing <scott@kangaroopunch.com>
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 3
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
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* 02110-1301, USA.
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*
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*
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--]]
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-- The menu drawn with sprites and fontPrint straight into the overlay: the look Singe 2 had, and
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-- the one that works on a machine whose GPU device never came up, where there is no GUI document to
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-- build. Singe/MenuDocument.singe is the other renderer; Singe/Menu.singe loads exactly one of the
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-- two and calls it through MENU_RENDER. See the top of MenuDocument.singe for what is in it.
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--
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-- One game is on screen at a time, as it always was here, so there is no list to page through
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-- visually: up and down move one game, left and right move a page, and the line above the details
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-- says where in the library the selection is. An entry with more to say than fits walks down by
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-- itself, a line at a time, resting at each end: up and down belong to the library, and a cabinet
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-- has no key to spare for scrolling a paragraph.
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local MARGIN_X = 25
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local MARGIN_Y = 25
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local MARGIN = 10 -- Around the page, and between the regions on it.
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local GAP = 8
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local HINT_H = 24 -- The line of key hints along the bottom.
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local SIDE_FRAC = 0.40 -- How much of the width the marquee and the attract video take.
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local MARQUEE_ASPECT_W = 320 -- What the artwork and the clips are authored at; both regions keep
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local MARQUEE_ASPECT_H = 75 -- these proportions whatever the overlay's size turns out to be.
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local VIDEO_ASPECT_W = 320
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local VIDEO_ASPECT_H = 200
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local LINE_HEIGHT = 24
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local LABEL_W = 150
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local SUB_INDENT = 20
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local PAGE_ROWS = 10
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local WRAP_BREAK = " [!wb!] "
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local HINTS = "Up / Down: select Left / Right: page Start or button: play Service: tools"
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local font = nil
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local introDone = false
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local videoX, videoY, videoW, videoH = 0, 0, 0, 0
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local marqueeX, marqueeY, marqueeW, marqueeH = 0, 0, 0, 0
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local textX, textY, textW, textH = 0, 0, 0, 0
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local hintsX, hintsY = 0, 0
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local cabinetX, cabinetY, cabinetW, cabinetH = 0, 0, 0, 0
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local spriteCabinet = nil
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local spriteMarquee = nil
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local textSprites = {}
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local textShadows = {}
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local textFirst = 0 -- The first line of the details on show, which walks down by itself.
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local textClock = 0
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local SHADOW = 2 -- How far the shadow sits down and across from the text.
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local SCROLL_HOLD = 3.0 -- Seconds the details rest at each end before moving.
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local SCROLL_STEP = 1.1 -- and seconds a line while they are moving.
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local textHeight = 0
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local textLimit = 0
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-- A games.dat entry need not carry every field, and one that is missing must not take the menu
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-- down; the document renderer is tolerant the same way, through menuEscape.
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local function field(value)
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return tostring(value or "")
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end
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-- Shrinks a sprite to fit inside a region, keeping its proportions. spriteDraw blits at the
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-- sprite's own size and a games.dat's artwork is whatever size the person who drew it chose, so
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-- without this a big cabinet picture is drawn straight over whatever the page put beside it. Only
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-- ever smaller: blowing a small picture up to fill the space makes it soft for nothing.
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local function fitSprite(handle, boxW, boxH)
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local width = spriteGetWidth(handle)
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local height = spriteGetHeight(handle)
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if (width > 0) and (height > 0) then
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local scale = math.min(boxW / width, boxH / height)
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if scale < 1.0 then
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spriteScale(handle, scale)
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end
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end
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end
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-- Splits text into the lines that fit the width given, measuring with the selected font. The only
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-- way to measure a string is to render it, so this is slow enough to be worth doing once when
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-- something changes rather than once a frame. WRAP_BREAK is a word the caller puts in to force a
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-- line ending.
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--
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-- The space between words is kept as it was written rather than squeezed to one, because a tool
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-- lines its columns up with runs of spaces and there is no other way here to say "a wide gap".
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local function fitLines(text, maxWidth)
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local lines = {}
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local line = ""
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local pending = ""
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local trimBreak = utilTrim(WRAP_BREAK)
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for word, space in (text .. WRAP_BREAK):gmatch("(%S+)(%s*)") do
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if word == trimBreak then
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lines[#lines + 1] = line
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line = ""
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pending = ""
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else
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local candidate = line .. pending .. word
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local measured = fontToSprite(candidate)
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local tooWide = spriteGetWidth(measured) > maxWidth
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spriteUnload(measured)
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if tooWide and line ~= "" then
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lines[#lines + 1] = line
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line = word
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else
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line = candidate
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end
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pending = space
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end
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end
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if line ~= "" then
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lines[#lines + 1] = line
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end
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return lines
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end
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-- The service tools, laid out. Each entry is one line of the page and each line is a list of
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-- pieces: where the piece starts, what it says and which colour it wants. The colours are roles
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-- rather than values because the audio delay tool inverts the whole page for a frame, and fontPrint
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-- takes the colour at the moment it draws -- unlike fontToSprite, which bakes it in.
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local toolLines = {}
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local function toolLine(pieces)
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toolLines[#toolLines + 1] = pieces
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end
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-- Text too long for the page wraps under itself rather than running off the edge.
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local function toolWrapped(text, x, role)
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if text == nil or text == "" then
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-- Still a line: a tool that says nothing this frame should not have its page jump about.
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toolLine({})
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return
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end
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for _, line in ipairs(fitLines(text, overlayGetWidth() - MARGIN_X - x)) do
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toolLine({ { x = x, text = line, role = role } })
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end
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end
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local function toolsLayout()
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local valueX = MARGIN_X + LABEL_W
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local wasKeys = false
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-- Only the rows that fit, with the chosen one kept in view; a catalogue is as long as the
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-- service is big and would otherwise run off the bottom of the screen.
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local rows, more, below = toolsVisible(TOOL_ROWS, toolsCapacity())
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toolLines = {}
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if more then
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toolLine({ { x = MARGIN_X, text = " ...", role = "quiet" } })
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end
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local seenItem = false
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for _, row in ipairs(rows) do
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-- The "more below" marker belongs immediately under the last item, not at the very bottom
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-- of the page under the key hints, which are not part of the list.
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if below and seenItem and row.kind ~= "item" then
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toolLine({ { x = MARGIN_X, text = " ...", role = "quiet" } })
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below = false
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end
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if row.kind == "item" then
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seenItem = true
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end
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-- The key hints stand away from whatever the tool put above them, as they do in the
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-- document, but sit together when a tool needs more than one line of them.
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if row.kind == "keys" and not wasKeys then
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toolLine({})
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end
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wasKeys = (row.kind == "keys")
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if row.kind == "blank" then
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toolLine({})
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elseif row.kind == "pair" then
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-- The label and the first line of the value share a line; the rest of the value wraps
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-- under itself, in its own column.
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local lines = fitLines(row.value, overlayGetWidth() - MARGIN_X - valueX)
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toolLine({ { x = MARGIN_X, text = row.label, role = "quiet" },
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{ x = valueX, text = lines[1] or "", role = "ink" } })
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for index = 2, #lines do
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toolLine({ { x = valueX, text = lines[index], role = "ink" } })
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end
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elseif row.kind == "sub" then
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toolWrapped(row.text, MARGIN_X + SUB_INDENT, "quiet")
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elseif row.kind == "keys" then
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toolWrapped(row.text, MARGIN_X, "quiet")
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elseif row.kind == "item" then
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toolLine({ { x = MARGIN_X, text = (row.selected and "> " or " ") .. row.text,
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role = row.selected and "pick" or "ink" } })
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else
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toolWrapped(row.text, MARGIN_X, "ink")
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end
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end
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-- A list that runs to the very end of the page has no row after it to hang the marker on.
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if below then
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toolLine({ { x = MARGIN_X, text = " ...", role = "quiet" } })
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end
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end
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MENU_RENDER = {}
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MENU_RENDER.begin = function()
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font = fontLoad("Singe/FreeSansBold.ttf", 18)
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fontQuality(FONT_QUALITY_BLENDED)
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fontSelect(font)
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end
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MENU_RENDER.finish = function()
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if font then
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fontUnload(font)
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font = nil
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end
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end
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-- The backdrop is the disc: the engine intro, then the grid section played over and over. A
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-- machine with no GPU device has nothing to draw a grid with, so this renderer plays the one in
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-- Singe/menuBackground.mkv; Singe/MenuDocument.singe draws its own instead.
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MENU_RENDER.backdropBegin = function(showIntro)
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introDone = not showIntro
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discPlay()
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if not showIntro then
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discSkipToFrame(DISC_GRID_START)
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end
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end
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MENU_RENDER.backdrop = function()
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-- Loop the grid. A machine too slow to show every disc frame can step over the last one, after
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-- which the engine starts the disc again from the top; once the intro has played, that is a loop.
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if discGetFrame() >= DISC_LAST_FRAME or (introDone and discGetFrame() < DISC_GRID_START) then
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discSkipToFrame(DISC_GRID_START)
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end
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if discGetFrame() >= DISC_GRID_START then
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introDone = true
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end
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-- Transparent, so the disc behind the overlay is what shows.
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colorBackground(0, 0, 0, 0)
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overlayClear()
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end
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MENU_RENDER.backdropReady = function()
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-- The menu comes up where the drawn backdrop's logo leaves, which is before the picture starts
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-- repeating: the frames between the two are the grid running on while the music fades out.
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return discGetFrame() >= DISC_MENU_FRAME
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end
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-- The cabinet fills the left; the marquee, the attract video and the details stack down the right.
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-- The page: the cabinet on the left, the marquee and the attract video down the right, the game's
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-- details across the bottom and the key hints under them. The details used to have the video's
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-- column and whatever height was left over, which at 720x480 was four lines -- the description and
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-- about one field -- so most of what a games.dat says never reached the screen at all. They get
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-- the full width now, and the fields are grouped the way the document renderer groups them, so the
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-- whole entry fits. Everything is worked out from the overlay's size rather than written down,
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-- because a game may set any size it likes.
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MENU_RENDER.layout = function()
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local width = overlayGetWidth()
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local height = overlayGetHeight()
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local sideW = math.floor(width * SIDE_FRAC)
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local sideX = width - MARGIN - sideW
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marqueeW = sideW
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marqueeH = math.floor(sideW * MARQUEE_ASPECT_H / MARQUEE_ASPECT_W)
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marqueeX = sideX
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marqueeY = MARGIN
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videoW = sideW
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videoH = math.floor(sideW * VIDEO_ASPECT_H / VIDEO_ASPECT_W)
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videoX = sideX
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videoY = marqueeY + marqueeH + GAP
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hintsX = MARGIN
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hintsY = height - MARGIN - HINT_H
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textX = MARGIN
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textY = videoY + videoH + GAP
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textW = width - MARGIN - textX
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textH = hintsY - GAP - textY
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cabinetX = MARGIN
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cabinetY = MARGIN
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cabinetW = sideX - GAP - cabinetX
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cabinetH = textY - GAP - cabinetY
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end
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MENU_RENDER.buildList = function()
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-- One game is on screen at a time; there is no list to build.
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end
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MENU_RENDER.showGame = function(game)
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spriteCabinet = spriteLoad(menuArtPath(game.CABINET))
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spriteMarquee = spriteLoad(menuArtPath(game.MARQUEE))
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fitSprite(spriteCabinet, cabinetW, cabinetH)
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fitSprite(spriteMarquee, marqueeW, marqueeH)
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-- The details, grouped the way the document renderer groups them: the short fields share a
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-- line, and the description comes last because it is the one that can run on. It used to come
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-- first, which meant a long description pushed every fact about the game off the bottom.
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local textBox = "Year: " .. field(game.YEAR) .. " Genre: " .. field(game.GENRE) ..
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" Platform: " .. field(game.PLATFORM) .. WRAP_BREAK ..
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"Developer: " .. field(game.DEVELOPER) .. WRAP_BREAK ..
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"Publisher: " .. field(game.PUBLISHER) .. WRAP_BREAK ..
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"Singe port: " .. field(game.CREATOR) .. " Source: " .. field(game.SOURCE) .. WRAP_BREAK ..
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WRAP_BREAK .. field(game.DESCRIPTION)
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-- fontToSprite bakes the colour in, so it is set before the sprites are made rather than
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-- before they are drawn.
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-- Twice over: black first, drawn a couple of pixels down and across behind the white, because
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-- this page sits on a moving grid and white on magenta is hard to read. The document renderer
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-- puts a translucent panel behind its text; nothing here can fill a rectangle, and a shadow
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-- costs one more blit a line rather than one more surface a frame.
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local lines = fitLines(textBox, textW)
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colorForeground(0, 0, 0, 255)
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for _, line in ipairs(lines) do
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textShadows[#textShadows + 1] = (string.len(line) > 0) and fontToSprite(line) or -1
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end
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colorForeground(255, 255, 255, 255)
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for _, line in ipairs(lines) do
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textSprites[#textSprites + 1] = (string.len(line) > 0) and fontToSprite(line) or -1
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end
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-- How tall a line is, and how many of them fit under the title. Measured here rather than
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-- part way through drawing, because the scroll has to know before the first line is drawn.
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textHeight = 0
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for _, handle in ipairs(textSprites) do
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if (textHeight == 0) and (handle >= 0) then
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textHeight = spriteGetHeight(handle) + 1
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end
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end
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textLimit = (textHeight > 0) and math.max(math.floor((textH - LINE_HEIGHT) / textHeight), 1) or 1
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textFirst = 0
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textClock = 0
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end
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MENU_RENDER.hideGame = function()
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if spriteCabinet then
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spriteUnload(spriteCabinet)
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spriteCabinet = nil
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end
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if spriteMarquee then
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spriteUnload(spriteMarquee)
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spriteMarquee = nil
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end
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for _, handle in ipairs(textSprites) do
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if handle >= 0 then
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spriteUnload(handle)
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end
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end
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for _, handle in ipairs(textShadows) do
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if handle >= 0 then
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spriteUnload(handle)
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end
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end
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textSprites = {}
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textShadows = {}
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end
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MENU_RENDER.pageSize = function()
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return PAGE_ROWS
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end
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MENU_RENDER.frame = function()
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local x = 0
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local y = 0
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-- Cabinet image
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x = cabinetX + (cabinetW - spriteGetWidth(spriteCabinet)) * 0.5
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y = cabinetY + (cabinetH - spriteGetHeight(spriteCabinet)) * 0.5
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spriteDraw(spriteCabinet, x, y)
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-- Marquee image
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x = marqueeX + (marqueeW - spriteGetWidth(spriteMarquee)) * 0.5
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y = marqueeY + (marqueeH - spriteGetHeight(spriteMarquee)) * 0.5
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spriteDraw(spriteMarquee, x, y)
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-- Attract mode video
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videoDraw(VIDEO_ATTRACT, videoX, videoY, videoX + videoW, videoY + videoH)
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-- Which game this is, since there is no list to look at. It heads the details rather than
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-- sitting over the cabinet artwork, where it was unreadable against whatever the picture was.
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local title = string.format("%s (%d of %d)", field(GAME_LIST[GAME_SELECTED].TITLE), GAME_SELECTED, GAME_COUNT)
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colorForeground(0, 0, 0, 255)
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fontPrint(textX + SHADOW, textY + SHADOW, title)
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colorForeground(255, 211, 90, 255)
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fontPrint(textX, textY, title)
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-- What the game is. More of it than fits walks down a line at a time and starts over, so
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-- everything an entry says is seen without a key to scroll it.
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local last = textFirst + textLimit >= #textSprites
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-- The clock starts when the details are first drawn, not when they were built: the menu is
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-- behind the intro for the first seven seconds, and a page that had already scrolled itself by
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-- the time anybody saw it would appear to start half way down.
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if textClock == 0 then
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textClock = singeGetTicks()
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end
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if #textSprites > textLimit then
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local rest = (last or (textFirst == 0)) and SCROLL_HOLD or SCROLL_STEP
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if (singeGetTicks() - textClock) >= (rest * 1000) then
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textFirst = last and 0 or (textFirst + 1)
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textClock = singeGetTicks()
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end
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end
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y = textY + LINE_HEIGHT
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for index = textFirst + 1, math.min(textFirst + textLimit, #textSprites) do
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if textSprites[index] >= 0 then
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spriteDraw(textShadows[index], textX + SHADOW, y + SHADOW)
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spriteDraw(textSprites[index], textX, y)
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end
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y = y + textHeight
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end
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-- Which key does what. The document renderer says the same thing along its footer; here
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-- there was nothing at all, so the only way to learn that up and down move one game and left
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-- and right move a page was to be told.
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colorForeground(0, 0, 0, 255)
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fontPrint(hintsX + SHADOW, hintsY + SHADOW, HINTS)
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colorForeground(178, 196, 224, 255)
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fontPrint(hintsX, hintsY, HINTS)
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end
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MENU_RENDER.tools = function()
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local y = MARGIN_Y
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-- A tool that draws its own picture into the overlay has already done so, and the page has to
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-- let it through; every other tool gets a page painted over everything.
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if not TOOL_CLEAR then
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if TOOL_FLASH then
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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
|