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https://github.com/SashLilac/cambridge.git
synced 2024-12-22 21:19:02 -06:00
Allow sliders to be controlled with keyboard
Credits to Phoenix Flare
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@ -7,14 +7,17 @@ require 'libs.simple-slider'
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ConfigScene.options = {
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-- this serves as reference to what the options' values mean i guess?
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{"manlock", "Manual Locking",{"Per ruleset","Per gamemode","Harddrop", "Softdrop"}},
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{"piece_colour", "Piece Colours", {"Per ruleset","Arika" ,"TTC"}},
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{"world_reverse","A Button Rotation", {"Left" ,"Auto" ,"Right"}},
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{"display_gamemode", "Display Gamemode", {"On", "Off"}},
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{"das_last_key", "DAS Switch", {"Default", "Instant"}},
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{"smooth_movement", "Smooth Piece Drop", {"On", "Off"}},
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{"synchroes_allowed", "Synchroes", {"Per ruleset", "On", "Off"}},
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{"diagonal_input", "Diagonal Input", {"On", "Off"}}
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-- Format: {name in config, displayed name, uses slider?, options OR slider name}
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{"manlock", "Manual Locking", false, {"Per ruleset", "Per gamemode", "Harddrop", "Softdrop"}},
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{"piece_colour", "Piece Colours", false, {"Per ruleset", "Arika", "TTC"}},
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{"world_reverse", "A Button Rotation", false, {"Left", "Auto", "Right"}},
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{"display_gamemode", "Display Gamemode", false, {"On", "Off"}},
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{"das_last_key", "DAS Switch", false, {"Default", "Instant"}},
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{"smooth_movement", "Smooth Piece Drop", false, {"On", "Off"}},
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{"synchroes_allowed", "Synchroes", false, {"Per ruleset", "On", "Off"}},
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{"diagonal_input", "Diagonal Input", false, {"On", "Off"}},
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{"sfx_volume", "SFX", true, "sfxSlider"},
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{"bgm_volume", "BGM", true, "bgmSlider"},
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}
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local optioncount = #ConfigScene.options
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@ -45,27 +48,35 @@ function ConfigScene:render()
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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_3)
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love.graphics.print("SFX Volume: " .. math.floor(self.sfxSlider:getValue()) .. "%", 75, 325)
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love.graphics.print("BGM Volume: " .. math.floor(self.bgmSlider:getValue()) .. "%", 375, 325)
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love.graphics.setFont(font_3x5_4)
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love.graphics.print("GAME SETTINGS", 80, 40)
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--Lazy check to see if we're on the SFX or BGM slider. Probably will need to be rewritten if more options get added.
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love.graphics.setColor(1, 1, 1, 0.5)
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love.graphics.rectangle("fill", 20, 98 + self.highlight * 20, 170, 22)
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if not ConfigScene.options[self.highlight][3] then
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love.graphics.rectangle("fill", 20, 98 + self.highlight * 20, 170, 22)
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else
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love.graphics.rectangle("fill", 65 + (1+self.highlight-#self.options) * 300, 322, 215, 33)
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end
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love.graphics.setFont(font_3x5_2)
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for i, option in ipairs(ConfigScene.options) do
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left")
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for j, setting in ipairs(option[3]) do
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love.graphics.setColor(1, 1, 1, config.gamesettings[option[1]] == j and 1 or 0.5)
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love.graphics.printf(setting, 100 + 110 * j, 100 + i * 20, 100, "center")
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if not option[3] then
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left")
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for j, setting in ipairs(option[4]) do
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love.graphics.setColor(1, 1, 1, config.gamesettings[option[1]] == j and 1 or 0.5)
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love.graphics.printf(setting, 100 + 110 * j, 100 + i * 20, 100, "center")
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end
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end
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end
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setFont(font_3x5_3)
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love.graphics.print("SFX Volume: " .. math.floor(self.sfxSlider:getValue()) .. "%", 75, 325)
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love.graphics.print("BGM Volume: " .. math.floor(self.bgmSlider:getValue()) .. "%", 375, 325)
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love.graphics.setColor(1, 1, 1, 0.75)
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self.sfxSlider:draw()
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self.bgmSlider:draw()
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@ -83,13 +94,25 @@ function ConfigScene:onInputPress(e)
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playSE("cursor")
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self.highlight = Mod1(self.highlight+1, optioncount)
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elseif e.input == "left" or e.scancode == "left" then
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playSE("cursor_lr")
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local option = ConfigScene.options[self.highlight]
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config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3])
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if not self.options[self.highlight][3] then
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playSE("cursor_lr")
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local option = ConfigScene.options[self.highlight]
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config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[4])
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else
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playSE("cursor")
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sld = self[self.options[self.highlight][4]]
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sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() - 3) / (sld.max - sld.min)))
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end
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elseif e.input == "right" or e.scancode == "right" then
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playSE("cursor_lr")
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local option = ConfigScene.options[self.highlight]
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config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3])
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if not self.options[self.highlight][3] then
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playSE("cursor_lr")
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local option = ConfigScene.options[self.highlight]
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config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[4])
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else
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playSE("cursor")
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sld = self[self.options[self.highlight][4]]
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sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() + 3) / (sld.max - sld.min)))--math.max(0, (math.floor(sld:getValue())+2)/(sld.max-sld.min))
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end
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elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
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loadSave()
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scene = SettingsScene()
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@ -5,11 +5,20 @@ TuningScene.title = "Tuning Settings"
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require 'load.save'
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require 'libs.simple-slider'
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TuningScene.options = {
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-- Serves as a reference for the options available in the menu. Format: {name in config, name as displayed if applicable, slider name}
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{"das", "DAS", "dasSlider"},
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{"arr", "ARR", "arrSlider"},
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}
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local optioncount = #TuningScene.options
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function TuningScene:new()
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DiscordRPC:update({
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details = "In menus",
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state = "Changing tuning settings",
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})
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self.highlight = 1
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self.dasSlider = newSlider(290, 225, 400, config.das, 0, 20, function(v) config.das = math.floor(v) end, {width=20})
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self.arrSlider = newSlider(290, 325, 400, config.arr, 0, 6, function(v) config.arr = math.floor(v) end, {width=20})
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@ -27,6 +36,11 @@ function TuningScene:render()
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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.setColor(1, 1, 1, 0.5)
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love.graphics.rectangle("fill", 75, 73 + self.highlight * 100, 400, 33)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.setFont(font_3x5_4)
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love.graphics.print("TUNING SETTINGS", 80, 40)
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@ -48,6 +62,20 @@ function TuningScene:onInputPress(e)
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playSE("mode_decide")
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saveConfig()
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scene = SettingsScene()
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elseif e.input == "up" or e.scancode == "up" then
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playSE("cursor")
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self.highlight = Mod1(self.highlight-1, optioncount)
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elseif e.input == "down" or e.scancode == "down" then
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playSE("cursor")
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self.highlight = Mod1(self.highlight+1, optioncount)
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elseif e.input == "left" or e.scancode == "left" then
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playSE("cursor")
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sld = self[self.options[self.highlight][3]]
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sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() - 1) / (sld.max - sld.min)))
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elseif e.input == "right" or e.scancode == "right" then
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playSE("cursor")
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sld = self[self.options[self.highlight][3]]
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sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() + 1) / (sld.max - sld.min)))
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elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
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loadSave()
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scene = SettingsScene()
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