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* Add optional exit indexes to selection grid rows & fix shop reroll button movement (#316) - Added has_exit_idx and exit_idx to SelGridRowAttributes to simulate subgrid-like behavior that was desired in shop reroll button - Add logic to use exit index if given inside selection_grid_move_selection_horz() - Add joker focus logic to shop_reroll_row_on_selection_changed() * clang-format fix * clang format fix #2 errors due to version mismatch in local fixed (i hope) * important fix: check x instead of y for next_roudn_btn_sel_x was checking y against an X value * changed commenting * selection_grid.h clang-format fix * changed commenting again trying to make docs understandable * set shop selection rows explicit Co-authored-by: Rickey <ric@rf3.xyz> * syntax fix * clang format fix onceagain * guard clause when moving down from jokers --------- Co-authored-by: Rickey <ric@rf3.xyz>
131 lines
4.1 KiB
C
131 lines
4.1 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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selection_grid->rows[selection->y].on_key_transit(selection_grid, selection);
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}
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}
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