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https://github.com/SashLilac/cambridge.git
synced 2024-12-22 21:09:03 -06:00
Fixed an issue where axes would not detect left or up
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parent
dc764b9177
commit
6ecea7edb1
2
main.lua
2
main.lua
@ -229,7 +229,7 @@ function love.joystickaxis(joystick, axis, value)
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config.input.joysticks[joystick:getName()].axes[axis]
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then
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if math.abs(value) >= 1 then
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input_pressed = config.input.joysticks[joystick:getName()].axes[axis][value >= 0.5 and "positive" or "negative"]
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input_pressed = config.input.joysticks[joystick:getName()].axes[axis][value >= 1 and "positive" or "negative"]
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end
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positive_released = config.input.joysticks[joystick:getName()].axes[axis].positive
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negative_released = config.input.joysticks[joystick:getName()].axes[axis].negative
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@ -1,180 +0,0 @@
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local ConfigScene = Scene:extend()
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ConfigScene.title = "Input Config"
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require 'load.save'
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local configurable_inputs = {
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"menu_decide",
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"menu_back",
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"left",
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"right",
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"up",
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"down",
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"rotate_left",
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"rotate_left2",
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"rotate_right",
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"rotate_right2",
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"rotate_180",
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"hold",
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"retry",
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"pause",
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}
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local function newSetInputs()
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local set_inputs = {}
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for i, input in ipairs(configurable_inputs) do
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set_inputs[input] = false
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end
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return set_inputs
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end
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function ConfigScene:new()
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self.input_state = 1
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self.key = 1
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self.set_inputs = newSetInputs()
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self.new_input = {}
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self.axis_timer = 0
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DiscordRPC:update({
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details = "In menus",
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state = "Changing input config",
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})
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end
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function ConfigScene:update()
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end
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function ConfigScene:render()
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(
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backgrounds["input_config"],
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0, 0, 0,
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0.5, 0.5
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)
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love.graphics.setFont(font_3x5_2)
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for i, input in ipairs(configurable_inputs) do
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love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
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if self.set_inputs[input] then
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love.graphics.printf(self.set_inputs[input], 210, 50 + i * 20, 400, "left")
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end
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end
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if self.input_state > table.getn(configurable_inputs) then
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love.graphics.print("press enter to confirm, delete/backspace to retry" .. (config.input and ", escape to cancel" or ""))
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else
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love.graphics.print("press " .. (self.key == 2 and "joystick" or "key") .. " input for " .. configurable_inputs[self.input_state] .. ", tab to skip" .. (config.input and ", escape to cancel" or ""), 0, 0)
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love.graphics.print("function keys (F1, F2, etc.), escape, and tab can't be changed", 0, 20)
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end
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self.axis_timer = self.axis_timer + 1
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end
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local function addJoystick(input, name)
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if not input.joysticks then
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input.joysticks = {}
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end
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if not input.joysticks[name] then
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input.joysticks[name] = {}
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end
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end
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function ConfigScene:onInputPress(e)
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if e.type == "key" then
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-- function keys, escape, and tab are reserved and can't be remapped
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if e.scancode == "escape" and config.input then
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-- cancel only if there was an input config already
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scene = SettingsScene()
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elseif self.input_state > table.getn(configurable_inputs) then
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if e.scancode == "return" then
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-- save new input, then load next scene
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config.input = self.new_input
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saveConfig()
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scene = TitleScene()
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elseif e.scancode == "delete" or e.scancode == "backspace" then
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-- retry
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self.input_state = 1
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self.set_inputs = newSetInputs()
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self.new_input = {}
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end
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elseif e.scancode == "tab" then
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self.set_inputs[configurable_inputs[self.input_state]] =
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(
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self.set_inputs[configurable_inputs[self.input_state]] == false
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and "" or self.set_inputs[configurable_inputs[self.input_state]]
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) ..
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(self.key == 2 and " / " or "") .. "skipped"
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if self.key == 2 then
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self.input_state = self.input_state + 1
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self.key = 1
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else
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self.key = 2
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end
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elseif e.scancode ~= "escape" and self.key == 1 then
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-- all other keys can be configured
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if not self.new_input.keys then
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self.new_input.keys = {}
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end
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self.set_inputs[configurable_inputs[self.input_state]] = "key " .. love.keyboard.getKeyFromScancode(e.scancode) .. " (" .. e.scancode .. ")"
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self.new_input.keys[e.scancode] = configurable_inputs[self.input_state]
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self.key = 2
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end
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elseif string.sub(e.type, 1, 3) == "joy" and self.key == 2 then
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if self.input_state <= table.getn(configurable_inputs) then
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if e.type == "joybutton" then
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addJoystick(self.new_input, e.name)
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if not self.new_input.joysticks[e.name].buttons then
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self.new_input.joysticks[e.name].buttons = {}
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end
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self.set_inputs[configurable_inputs[self.input_state]] =
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self.set_inputs[configurable_inputs[self.input_state]] ..
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" / jbtn " ..
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e.button ..
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" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
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self.new_input.joysticks[e.name].buttons[e.button] = configurable_inputs[self.input_state]
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self.input_state = self.input_state + 1
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self.key = 1
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elseif e.type == "joyaxis" then
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if (e.axis ~= self.last_axis or self.axis_timer > 30) and e.value >= 1 then
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addJoystick(self.new_input, e.name)
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if not self.new_input.joysticks[e.name].axes then
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self.new_input.joysticks[e.name].axes = {}
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end
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if not self.new_input.joysticks[e.name].axes[e.axis] then
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self.new_input.joysticks[e.name].axes[e.axis] = {}
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end
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self.set_inputs[configurable_inputs[self.input_state]] =
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self.set_inputs[configurable_inputs[self.input_state]] ..
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" / jaxis " ..
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e.axis ..
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" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
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self.new_input.joysticks[e.name].axes[e.axis][e.value >= 1 and "positive" or "negative"] = configurable_inputs[self.input_state]
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self.input_state = self.input_state + 1
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self.key = 1
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self.last_axis = e.axis
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self.axis_timer = 0
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end
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elseif e.type == "joyhat" then
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if e.direction ~= "c" then
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addJoystick(self.new_input, e.name)
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if not self.new_input.joysticks[e.name].hats then
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self.new_input.joysticks[e.name].hats = {}
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end
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if not self.new_input.joysticks[e.name].hats[e.hat] then
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self.new_input.joysticks[e.name].hats[e.hat] = {}
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end
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self.set_inputs[configurable_inputs[self.input_state]] =
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self.set_inputs[configurable_inputs[self.input_state]] ..
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" / jhat " ..
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e.hat .. " " .. e.direction ..
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" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
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self.new_input.joysticks[e.name].hats[e.hat][e.direction] = configurable_inputs[self.input_state]
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self.input_state = self.input_state + 1
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self.key = 1
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end
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end
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end
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end
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end
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return ConfigScene
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@ -109,7 +109,7 @@ function StickConfigScene:onInputPress(e)
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self.new_input[e.name].buttons[e.button] = configurable_inputs[self.input_state]
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self.input_state = self.input_state + 1
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elseif e.type == "joyaxis" then
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if (e.axis ~= self.last_axis or self.axis_timer > 30) and e.value >= 1 then
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if (e.axis ~= self.last_axis or self.axis_timer > 30) and math.abs(e.value) >= 1 then
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addJoystick(self.new_input, e.name)
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if not self.new_input[e.name].axes then
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self.new_input[e.name].axes = {}
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@ -119,9 +119,9 @@ function StickConfigScene:onInputPress(e)
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end
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self.set_inputs[configurable_inputs[self.input_state]] =
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"jaxis " ..
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e.axis ..
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(e.value >= 1 and "+" or "-") .. e.axis ..
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" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
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self.new_input[e.name].axes[e.axis]["positive"] = configurable_inputs[self.input_state]
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self.new_input[e.name].axes[e.axis][e.value >= 1 and "positive" or "negative"] = configurable_inputs[self.input_state]
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self.input_state = self.input_state + 1
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self.last_axis = e.axis
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self.axis_timer = 0
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