9#define DELETE_FILE_DELETE_X 20
10#define DELETE_FILE_FILE_X 50
11#define DELETE_FILE_NUMBER_X 93
12#define DELETE_FILE_QMARK_X 92
13#define COPY_FILE_NUMBER_X 49
14#define START_GAME_START_WITH_X 37
15#define START_GAME_FILE_X 100
16#define START_GAME_NUMBER_X 142
17#define START_GAME_QMARK_X 140
18#define NUMBER_OFFSET_Y 1
20#define DELETE_FILE_DELETE_X 10
21#define DELETE_FILE_FILE_X 60
22#define DELETE_FILE_NUMBER_X 98
23#define DELETE_FILE_QMARK_X 99
24#define COPY_FILE_NUMBER_X 48
25#define START_GAME_START_WITH_X 10
26#define START_GAME_FILE_X 127
27#define START_GAME_NUMBER_X 165
28#define START_GAME_QMARK_X 162
29#define NUMBER_OFFSET_Y 0
43 .pos = { .x = 0, .y = 0 },
57 .pos = { .x = 0, .y = 0 },
89 s32 width, s32 height,
90 s32 opacity, s32 darkening
96 s32 cursorGoalXOffset;
97 s32 cursorGoalYOffset;
99 switch (menu->
state) {
131 cursorGoalXOffset = xOffset1 - 10;
132 cursorGoalYOffset = yOffset1 + 8;
134 cursorGoalXOffset = xOffset2 - 10;
135 cursorGoalYOffset = yOffset2 + 8;
143 s32 baseX, s32 baseY,
144 s32 width, s32 height,
145 s32 opacity, s32 darkening
152 switch (menu->
state) {
173 xOffset = (147 - (i * 11)) / 2;
175 xOffset += (i + 1) * 11;
225 if (oldSelected != menu->
selected) {
241 switch (menu->
state) {
330 switch (menu->
state) {
366 switch (menu->
state) {
#define NEW_GAME_STORY_PROGRESS
Story progress when starting a new game.
#define NEW_GAME_MAP_ID
Map to load when starting a new game.
#define DX_MOD_NAME
Creates the version string that appears on the file select menu.
#define NEW_GAME_ENTRY_ID
Entry to use when starting a new game.
@ DRAW_NUMBER_STYLE_ALIGN_RIGHT
drawn to the left of posX
@ DRAW_NUMBER_STYLE_MONOSPACE
@ DRAW_NUMBER_CHARSET_NORMAL
@ FILE_MESSAGE_WILL_BE_DELETED
@ FILE_MESSAGE_START_GAME_WITH
@ FILE_MESSAGE_OK_TO_COPY_TO_THIS_FILE
@ FILE_MESSAGE_FILE_NAME_IS
@ SOUND_MENU_CHANGE_SELECTION
@ WIN_FILES_OPTION_CENTER
@ WIN_FILES_INPUT_KEYBOARD
@ WIN_FILES_CONFIRM_PROMPT
@ WIN_FILES_CONFIRM_OPTIONS
b32 fio_load_game(s32 saveSlot)
b32 fio_save_globals(void)
void fio_erase_game(s32 saveSlot)
void fio_save_game(s32 saveSlot)
SaveFileSummary gSaveSlotSummary[4]
SaveSlotMetadata gSaveSlotMetadata[4]
void clear_saved_variables(void)
void get_map_IDs_by_name_checked(const char *mapName, s16 *areaID, s16 *mapID)
Same as get_map_IDs_by_name, but will panic if the map doesn't exist.
void set_window_update(s32 panelID, s32)
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
void filemenu_set_cursor_goal_pos(s32 windowIndex, s32 posX, s32 posY)
void setup_pause_menu_tab(MenuWindowBP *bpArray, s32 arraySize)
void clear_player_data(void)
u8 * filemenu_get_menu_message(s32 idx)
void filemenu_set_selected(MenuPanel *menu, s32 col, s32 row)
void draw_number(s32 value, s32 x, s32 y, s32 variableWidthChars, s32 palette, s32 opacity, u16 style)
void set_game_mode(s32 modeID)
@ GAME_MODE_END_FILE_SELECT
void sfx_play_sound(s32 soundID)
#define MENU_PANEL_SELECTED_GRID_DATA(panel)
GameStatus * gGameStatusPtr