mirror of
https://github.com/SashLilac/cambridge.git
synced 2024-11-22 07:59:01 -06:00
Split keyboard and joystick input config screens
This commit is contained in:
parent
a3a27d2566
commit
ca18d090c9
2
main.lua
2
main.lua
@ -39,7 +39,7 @@ function love.load()
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end
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if not config.input then
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scene = InputConfigScene()
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scene = KeyConfigScene()
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else
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if config.current_mode then current_mode = config.current_mode end
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if config.current_ruleset then current_ruleset = config.current_ruleset end
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@ -11,6 +11,8 @@ function Scene:onInputRelease() end
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ExitScene = require "scene.exit"
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GameScene = require "scene.game"
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ModeSelectScene = require "scene.mode_select"
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KeyConfigScene = require "scene.key_config"
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StickConfigScene = require "scene.stick_config"
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InputConfigScene = require "scene.input_config"
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GameConfigScene = require "scene.game_config"
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TuningScene = require "scene.tuning"
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@ -2,178 +2,62 @@ 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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local menu_screens = {
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KeyConfigScene,
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StickConfigScene
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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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self.menu_state = 1
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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:update() 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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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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)
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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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love.graphics.setFont(font_3x5_4)
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love.graphics.print("INPUT CONFIG", 80, 40)
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self.axis_timer = self.axis_timer + 1
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love.graphics.setFont(font_3x5_2)
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love.graphics.print("Which controls do you want to change?", 80, 90)
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love.graphics.setColor(1, 1, 1, 0.5)
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love.graphics.rectangle("fill", 75, 118 + 50 * self.menu_state, 200, 33)
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love.graphics.setFont(font_3x5_3)
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love.graphics.setColor(1, 1, 1, 1)
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for i, screen in pairs(menu_screens) do
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love.graphics.printf(screen.title, 80, 120 + 50 * i, 200, "left")
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end
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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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function ConfigScene:changeOption(rel)
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local len = table.getn(menu_screens)
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self.menu_state = (self.menu_state + len + rel - 1) % len + 1
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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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if e.input == "menu_decide" or e.scancode == "return" then
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playSE("main_decide")
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scene = menu_screens[self.menu_state]()
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elseif e.input == "up" or e.scancode == "up" then
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self:changeOption(-1)
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playSE("cursor")
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elseif e.input == "down" or e.scancode == "down" then
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self:changeOption(1)
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playSE("cursor")
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elseif e.input == "menu_back" or e.scancode == "backspace" or e.scancode == "delete" then
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scene = SettingsScene()
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end
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end
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180
scene/input_config_old.lua
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180
scene/input_config_old.lua
Normal file
@ -0,0 +1,180 @@
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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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101
scene/key_config.lua
Normal file
101
scene/key_config.lua
Normal file
@ -0,0 +1,101 @@
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local KeyConfigScene = Scene:extend()
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KeyConfigScene.title = "Key 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",
|
||||
"up",
|
||||
"down",
|
||||
"rotate_left",
|
||||
"rotate_left2",
|
||||
"rotate_right",
|
||||
"rotate_right2",
|
||||
"rotate_180",
|
||||
"hold",
|
||||
"retry",
|
||||
"pause",
|
||||
}
|
||||
|
||||
local function newSetInputs()
|
||||
local set_inputs = {}
|
||||
for i, input in ipairs(configurable_inputs) do
|
||||
set_inputs[input] = false
|
||||
end
|
||||
return set_inputs
|
||||
end
|
||||
|
||||
function KeyConfigScene:new()
|
||||
self.input_state = 1
|
||||
self.set_inputs = newSetInputs()
|
||||
self.new_input = {}
|
||||
|
||||
DiscordRPC:update({
|
||||
details = "In menus",
|
||||
state = "Changing key config",
|
||||
})
|
||||
end
|
||||
|
||||
function KeyConfigScene:update()
|
||||
end
|
||||
|
||||
function KeyConfigScene:render()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds["input_config"],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
for i, input in ipairs(configurable_inputs) do
|
||||
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
|
||||
if self.set_inputs[input] then
|
||||
love.graphics.printf(self.set_inputs[input], 240, 50 + i * 20, 300, "left")
|
||||
end
|
||||
end
|
||||
if self.input_state > table.getn(configurable_inputs) then
|
||||
love.graphics.print("press enter to confirm, delete/backspace to retry" .. (config.input and ", escape to cancel" or ""))
|
||||
else
|
||||
love.graphics.print("press key input for " .. configurable_inputs[self.input_state] .. ", tab to skip" .. (config.input and ", escape to cancel" or ""), 0, 0)
|
||||
love.graphics.print("function keys (F1, F2, etc.), escape, and tab can't be changed", 0, 20)
|
||||
end
|
||||
end
|
||||
|
||||
function KeyConfigScene:onInputPress(e)
|
||||
if e.type == "key" then
|
||||
-- function keys, escape, and tab are reserved and can't be remapped
|
||||
if e.scancode == "escape" and config.input then
|
||||
-- cancel only if there was an input config already
|
||||
scene = InputConfigScene()
|
||||
elseif self.input_state > table.getn(configurable_inputs) then
|
||||
if e.scancode == "return" then
|
||||
-- save new input, then load next scene
|
||||
local had_config = config.input ~= nil
|
||||
if not config.input then config.input = {} end
|
||||
config.input.keys = self.new_input
|
||||
saveConfig()
|
||||
scene = had_config and InputConfigScene() or TitleScene()
|
||||
elseif e.scancode == "delete" or e.scancode == "backspace" then
|
||||
-- retry
|
||||
self.input_state = 1
|
||||
self.set_inputs = newSetInputs()
|
||||
self.new_input = {}
|
||||
end
|
||||
elseif e.scancode == "tab" then
|
||||
self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
|
||||
self.input_state = self.input_state + 1
|
||||
elseif e.scancode ~= "escape" then
|
||||
-- all other keys can be configured
|
||||
self.set_inputs[configurable_inputs[self.input_state]] = "key " .. love.keyboard.getKeyFromScancode(e.scancode) .. " (" .. e.scancode .. ")"
|
||||
self.new_input[e.scancode] = configurable_inputs[self.input_state]
|
||||
self.input_state = self.input_state + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return KeyConfigScene
|
150
scene/stick_config.lua
Normal file
150
scene/stick_config.lua
Normal file
@ -0,0 +1,150 @@
|
||||
local StickConfigScene = Scene:extend()
|
||||
|
||||
StickConfigScene.title = "Joystick Config"
|
||||
|
||||
require 'load.save'
|
||||
|
||||
local configurable_inputs = {
|
||||
"menu_decide",
|
||||
"menu_back",
|
||||
"left",
|
||||
"right",
|
||||
"up",
|
||||
"down",
|
||||
"rotate_left",
|
||||
"rotate_left2",
|
||||
"rotate_right",
|
||||
"rotate_right2",
|
||||
"rotate_180",
|
||||
"hold",
|
||||
"retry",
|
||||
"pause",
|
||||
}
|
||||
|
||||
local function newSetInputs()
|
||||
local set_inputs = {}
|
||||
for i, input in ipairs(configurable_inputs) do
|
||||
set_inputs[input] = false
|
||||
end
|
||||
return set_inputs
|
||||
end
|
||||
|
||||
function StickConfigScene:new()
|
||||
self.input_state = 1
|
||||
self.set_inputs = newSetInputs()
|
||||
self.new_input = {}
|
||||
self.axis_timer = 0
|
||||
|
||||
DiscordRPC:update({
|
||||
details = "In menus",
|
||||
state = "Changing joystick config",
|
||||
})
|
||||
end
|
||||
|
||||
function StickConfigScene:update()
|
||||
end
|
||||
|
||||
function StickConfigScene:render()
|
||||
love.graphics.setColor(1, 1, 1, 1)
|
||||
love.graphics.draw(
|
||||
backgrounds["input_config"],
|
||||
0, 0, 0,
|
||||
0.5, 0.5
|
||||
)
|
||||
|
||||
love.graphics.setFont(font_3x5_2)
|
||||
for i, input in ipairs(configurable_inputs) do
|
||||
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
|
||||
if self.set_inputs[input] then
|
||||
love.graphics.printf(self.set_inputs[input], 240, 50 + i * 20, 300, "left")
|
||||
end
|
||||
end
|
||||
if self.input_state > table.getn(configurable_inputs) then
|
||||
love.graphics.print("press enter to confirm, delete/backspace to retry" .. (config.input and ", escape to cancel" or ""))
|
||||
else
|
||||
love.graphics.print("press joystick input for " .. configurable_inputs[self.input_state] .. ", tab to skip" .. (config.input and ", escape to cancel" or ""), 0, 0)
|
||||
end
|
||||
|
||||
self.axis_timer = self.axis_timer + 1
|
||||
end
|
||||
|
||||
local function addJoystick(input, name)
|
||||
if not input[name] then
|
||||
input[name] = {}
|
||||
end
|
||||
end
|
||||
|
||||
function StickConfigScene:onInputPress(e)
|
||||
if e.type == "key" then
|
||||
-- function keys, escape, and tab are reserved and can't be remapped
|
||||
if e.scancode == "escape" then
|
||||
scene = InputConfigScene()
|
||||
elseif self.input_state > table.getn(configurable_inputs) then
|
||||
if e.scancode == "return" then
|
||||
-- save new input, then load next scene
|
||||
config.input.joysticks = self.new_input
|
||||
saveConfig()
|
||||
scene = InputConfigScene()
|
||||
elseif e.scancode == "delete" or e.scancode == "backspace" then
|
||||
-- retry
|
||||
self.input_state = 1
|
||||
self.set_inputs = newSetInputs()
|
||||
self.new_input = {}
|
||||
end
|
||||
elseif e.scancode == "tab" then
|
||||
self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
|
||||
self.input_state = self.input_state + 1
|
||||
end
|
||||
elseif string.sub(e.type, 1, 3) == "joy" then
|
||||
if self.input_state <= table.getn(configurable_inputs) then
|
||||
if e.type == "joybutton" then
|
||||
addJoystick(self.new_input, e.name)
|
||||
if not self.new_input[e.name].buttons then
|
||||
self.new_input[e.name].buttons = {}
|
||||
end
|
||||
self.set_inputs[configurable_inputs[self.input_state]] =
|
||||
"jbtn " ..
|
||||
e.button ..
|
||||
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
|
||||
self.new_input[e.name].buttons[e.button] = configurable_inputs[self.input_state]
|
||||
self.input_state = self.input_state + 1
|
||||
elseif e.type == "joyaxis" then
|
||||
if (e.axis ~= self.last_axis or self.axis_timer > 30) and e.value >= 1 then
|
||||
addJoystick(self.new_input, e.name)
|
||||
if not self.new_input[e.name].axes then
|
||||
self.new_input[e.name].axes = {}
|
||||
end
|
||||
if not self.new_input[e.name].axes[e.axis] then
|
||||
self.new_input[e.name].axes[e.axis] = {}
|
||||
end
|
||||
self.set_inputs[configurable_inputs[self.input_state]] =
|
||||
"jaxis " ..
|
||||
e.axis ..
|
||||
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
|
||||
self.new_input[e.name].axes[e.axis]["positive"] = configurable_inputs[self.input_state]
|
||||
self.input_state = self.input_state + 1
|
||||
self.last_axis = e.axis
|
||||
self.axis_timer = 0
|
||||
end
|
||||
elseif e.type == "joyhat" then
|
||||
if e.direction ~= "c" then
|
||||
addJoystick(self.new_input, e.name)
|
||||
if not self.new_input[e.name].hats then
|
||||
self.new_input[e.name].hats = {}
|
||||
end
|
||||
if not self.new_input[e.name].hats[e.hat] then
|
||||
self.new_input[e.name].hats[e.hat] = {}
|
||||
end
|
||||
self.set_inputs[configurable_inputs[self.input_state]] =
|
||||
"jhat " ..
|
||||
e.hat .. " " .. e.direction ..
|
||||
" " .. string.sub(e.name, 1, 10) .. (string.len(e.name) > 10 and "..." or "")
|
||||
self.new_input[e.name].hats[e.hat][e.direction] = configurable_inputs[self.input_state]
|
||||
self.input_state = self.input_state + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return StickConfigScene
|
@ -254,8 +254,8 @@ function Ruleset:initializePiece(
|
||||
local spawn_x
|
||||
if (grid.width ~= 10) then
|
||||
local percent = spawn_positions[data.shape].x / 10
|
||||
for i = 0, grid.width - 1 do
|
||||
if i / grid.width >= percent then
|
||||
for i = grid.width - 1, 0, -1 do
|
||||
if i / grid.width <= percent then
|
||||
spawn_x = i
|
||||
break
|
||||
end
|
||||
|
Loading…
Reference in New Issue
Block a user