Allow sliders to be controlled with keyboard

Credits to Phoenix Flare
This commit is contained in:
Ishaan Bhardwaj 2020-12-22 14:43:59 -05:00
parent e195ccd721
commit ba576dfc77
2 changed files with 75 additions and 24 deletions

View File

@ -7,14 +7,17 @@ require 'libs.simple-slider'
ConfigScene.options = { ConfigScene.options = {
-- this serves as reference to what the options' values mean i guess? -- this serves as reference to what the options' values mean i guess?
{"manlock", "Manual Locking",{"Per ruleset","Per gamemode","Harddrop", "Softdrop"}}, -- Format: {name in config, displayed name, uses slider?, options OR slider name}
{"piece_colour", "Piece Colours", {"Per ruleset","Arika" ,"TTC"}}, {"manlock", "Manual Locking", false, {"Per ruleset", "Per gamemode", "Harddrop", "Softdrop"}},
{"world_reverse","A Button Rotation", {"Left" ,"Auto" ,"Right"}}, {"piece_colour", "Piece Colours", false, {"Per ruleset", "Arika", "TTC"}},
{"display_gamemode", "Display Gamemode", {"On", "Off"}}, {"world_reverse", "A Button Rotation", false, {"Left", "Auto", "Right"}},
{"das_last_key", "DAS Switch", {"Default", "Instant"}}, {"display_gamemode", "Display Gamemode", false, {"On", "Off"}},
{"smooth_movement", "Smooth Piece Drop", {"On", "Off"}}, {"das_last_key", "DAS Switch", false, {"Default", "Instant"}},
{"synchroes_allowed", "Synchroes", {"Per ruleset", "On", "Off"}}, {"smooth_movement", "Smooth Piece Drop", false, {"On", "Off"}},
{"diagonal_input", "Diagonal Input", {"On", "Off"}} {"synchroes_allowed", "Synchroes", false, {"Per ruleset", "On", "Off"}},
{"diagonal_input", "Diagonal Input", false, {"On", "Off"}},
{"sfx_volume", "SFX", true, "sfxSlider"},
{"bgm_volume", "BGM", true, "bgmSlider"},
} }
local optioncount = #ConfigScene.options local optioncount = #ConfigScene.options
@ -46,26 +49,34 @@ function ConfigScene:render()
0.5, 0.5 0.5, 0.5
) )
love.graphics.setFont(font_3x5_3)
love.graphics.print("SFX Volume: " .. math.floor(self.sfxSlider:getValue()) .. "%", 75, 325)
love.graphics.print("BGM Volume: " .. math.floor(self.bgmSlider:getValue()) .. "%", 375, 325)
love.graphics.setFont(font_3x5_4) love.graphics.setFont(font_3x5_4)
love.graphics.print("GAME SETTINGS", 80, 40) love.graphics.print("GAME SETTINGS", 80, 40)
--Lazy check to see if we're on the SFX or BGM slider. Probably will need to be rewritten if more options get added.
love.graphics.setColor(1, 1, 1, 0.5) love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.rectangle("fill", 20, 98 + self.highlight * 20, 170, 22) if not ConfigScene.options[self.highlight][3] then
love.graphics.rectangle("fill", 20, 98 + self.highlight * 20, 170, 22)
else
love.graphics.rectangle("fill", 65 + (1+self.highlight-#self.options) * 300, 322, 215, 33)
end
love.graphics.setFont(font_3x5_2) love.graphics.setFont(font_3x5_2)
for i, option in ipairs(ConfigScene.options) do for i, option in ipairs(ConfigScene.options) do
love.graphics.setColor(1, 1, 1, 1) if not option[3] then
love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left") love.graphics.setColor(1, 1, 1, 1)
for j, setting in ipairs(option[3]) do love.graphics.printf(option[2], 40, 100 + i * 20, 150, "left")
love.graphics.setColor(1, 1, 1, config.gamesettings[option[1]] == j and 1 or 0.5) for j, setting in ipairs(option[4]) do
love.graphics.printf(setting, 100 + 110 * j, 100 + i * 20, 100, "center") love.graphics.setColor(1, 1, 1, config.gamesettings[option[1]] == j and 1 or 0.5)
love.graphics.printf(setting, 100 + 110 * j, 100 + i * 20, 100, "center")
end
end end
end end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_3)
love.graphics.print("SFX Volume: " .. math.floor(self.sfxSlider:getValue()) .. "%", 75, 325)
love.graphics.print("BGM Volume: " .. math.floor(self.bgmSlider:getValue()) .. "%", 375, 325)
love.graphics.setColor(1, 1, 1, 0.75) love.graphics.setColor(1, 1, 1, 0.75)
self.sfxSlider:draw() self.sfxSlider:draw()
self.bgmSlider:draw() self.bgmSlider:draw()
@ -83,13 +94,25 @@ function ConfigScene:onInputPress(e)
playSE("cursor") playSE("cursor")
self.highlight = Mod1(self.highlight+1, optioncount) self.highlight = Mod1(self.highlight+1, optioncount)
elseif e.input == "left" or e.scancode == "left" then elseif e.input == "left" or e.scancode == "left" then
playSE("cursor_lr") if not self.options[self.highlight][3] then
local option = ConfigScene.options[self.highlight] playSE("cursor_lr")
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[3]) local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]-1, #option[4])
else
playSE("cursor")
sld = self[self.options[self.highlight][4]]
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() - 3) / (sld.max - sld.min)))
end
elseif e.input == "right" or e.scancode == "right" then elseif e.input == "right" or e.scancode == "right" then
playSE("cursor_lr") if not self.options[self.highlight][3] then
local option = ConfigScene.options[self.highlight] playSE("cursor_lr")
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[3]) local option = ConfigScene.options[self.highlight]
config.gamesettings[option[1]] = Mod1(config.gamesettings[option[1]]+1, #option[4])
else
playSE("cursor")
sld = self[self.options[self.highlight][4]]
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))
end
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
loadSave() loadSave()
scene = SettingsScene() scene = SettingsScene()

View File

@ -5,11 +5,20 @@ TuningScene.title = "Tuning Settings"
require 'load.save' require 'load.save'
require 'libs.simple-slider' require 'libs.simple-slider'
TuningScene.options = {
-- Serves as a reference for the options available in the menu. Format: {name in config, name as displayed if applicable, slider name}
{"das", "DAS", "dasSlider"},
{"arr", "ARR", "arrSlider"},
}
local optioncount = #TuningScene.options
function TuningScene:new() function TuningScene:new()
DiscordRPC:update({ DiscordRPC:update({
details = "In menus", details = "In menus",
state = "Changing tuning settings", state = "Changing tuning settings",
}) })
self.highlight = 1
self.dasSlider = newSlider(290, 225, 400, config.das, 0, 20, function(v) config.das = math.floor(v) end, {width=20}) self.dasSlider = newSlider(290, 225, 400, config.das, 0, 20, function(v) config.das = math.floor(v) end, {width=20})
self.arrSlider = newSlider(290, 325, 400, config.arr, 0, 6, function(v) config.arr = math.floor(v) end, {width=20}) self.arrSlider = newSlider(290, 325, 400, config.arr, 0, 6, function(v) config.arr = math.floor(v) end, {width=20})
@ -28,6 +37,11 @@ function TuningScene:render()
0.5, 0.5 0.5, 0.5
) )
love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.rectangle("fill", 75, 73 + self.highlight * 100, 400, 33)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_4) love.graphics.setFont(font_3x5_4)
love.graphics.print("TUNING SETTINGS", 80, 40) love.graphics.print("TUNING SETTINGS", 80, 40)
@ -48,6 +62,20 @@ function TuningScene:onInputPress(e)
playSE("mode_decide") playSE("mode_decide")
saveConfig() saveConfig()
scene = SettingsScene() scene = SettingsScene()
elseif e.input == "up" or e.scancode == "up" then
playSE("cursor")
self.highlight = Mod1(self.highlight-1, optioncount)
elseif e.input == "down" or e.scancode == "down" then
playSE("cursor")
self.highlight = Mod1(self.highlight+1, optioncount)
elseif e.input == "left" or e.scancode == "left" then
playSE("cursor")
sld = self[self.options[self.highlight][3]]
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() - 1) / (sld.max - sld.min)))
elseif e.input == "right" or e.scancode == "right" then
playSE("cursor")
sld = self[self.options[self.highlight][3]]
sld.value = math.max(sld.min, math.min(sld.max, (sld:getValue() + 1) / (sld.max - sld.min)))
elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then elseif e.input == "menu_back" or e.scancode == "delete" or e.scancode == "backspace" then
loadSave() loadSave()
scene = SettingsScene() scene = SettingsScene()