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https://github.com/SashLilac/cambridge.git
synced 2024-11-22 17:39:03 -06:00
Changed reserved keys (arrows are no longer reserved) and now F2 always gets to the input config except when in-game.
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parent
e1dc01d0d0
commit
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26
main.lua
26
main.lua
@ -114,14 +114,15 @@ function love.keypressed(key, scancode)
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if scancode == "f4" then
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if scancode == "f4" then
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config["fullscreen"] = not config["fullscreen"]
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config["fullscreen"] = not config["fullscreen"]
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love.window.setFullscreen(config["fullscreen"])
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love.window.setFullscreen(config["fullscreen"])
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-- reserved keys, so the user can always get back to configure input
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elseif scancode == "f2" and scene.title ~= "Input Config" and scene.title ~= "Game" then
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elseif scancode == "return" then
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scene = InputConfigScene()
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scene:onInputPress({input="menu_decide", type="key", key=key, scancode=scancode})
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-- function keys are reserved
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elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
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return
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-- escape is reserved for menu_back
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elseif scancode == "escape" then
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elseif scancode == "escape" then
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scene:onInputPress({input="menu_back", type="key", key=key, scancode=scancode})
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scene:onInputPress({input="menu_back", type="key", key=key, scancode=scancode})
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elseif scancode == "left" or scancode == "right" or scancode == "up" or scancode == "down" then
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-- pass any other key to the scene, with its configured mapping
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scene:onInputPress({input=scancode, type="key", key=key, scancode=scancode})
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-- other keys can be configured
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else
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else
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local input_pressed = nil
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local input_pressed = nil
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if config.input and config.input.keys then
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if config.input and config.input.keys then
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@ -132,14 +133,13 @@ function love.keypressed(key, scancode)
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end
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end
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function love.keyreleased(key, scancode)
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function love.keyreleased(key, scancode)
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-- reserved keys, so the user can always get back to configure input
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-- escape is reserved for menu_back
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if scancode == "return" then
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if scancode == "escape" then
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scene:onInputRelease({input="menu_decide", type="key", key=key, scancode=scancode})
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elseif scancode == "escape" then
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scene:onInputRelease({input="menu_back", type="key", key=key, scancode=scancode})
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scene:onInputRelease({input="menu_back", type="key", key=key, scancode=scancode})
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elseif scancode == "left" or scancode == "right" or scancode == "up" or scancode == "down" then
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-- function keys are reserved
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scene:onInputRelease({input=scancode, type="key", key=key, scancode=scancode})
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elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f[1-9][0-9]+$") then
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-- other keys can be configured
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return
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-- handle all other keys; tab is reserved, but the input config scene keeps it from getting configured as a game input, so pass tab to the scene here
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else
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else
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local input_released = nil
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local input_released = nil
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if config.input and config.input.keys then
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if config.input and config.input.keys then
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@ -1,4 +1,7 @@
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local GameScene = Scene:extend()
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local GameScene = Scene:extend()
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GameScene.title = "Game"
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require 'load.save'
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require 'load.save'
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function GameScene:new(game_mode, ruleset)
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function GameScene:new(game_mode, ruleset)
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@ -61,7 +61,7 @@ function ConfigScene:render()
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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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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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else
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love.graphics.print("press key or joystick 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("press key or joystick 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("enter, delete, backspace, tab, arrows, and escape can't be changed", 0, 20)
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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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end
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end
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end
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@ -76,8 +76,9 @@ end
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function ConfigScene:onInputPress(e)
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function ConfigScene:onInputPress(e)
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if e.type == "key" then
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if e.type == "key" then
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-- enter, delete, backspace, tab, arrows, and escape are reserved and can't be remapped
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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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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 = TitleScene()
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scene = TitleScene()
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elseif self.input_state > table.getn(configurable_inputs) then
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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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if e.scancode == "return" then
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@ -90,23 +91,12 @@ function ConfigScene:onInputPress(e)
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self.input_state = 1
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self.input_state = 1
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self.set_inputs = newSetInputs()
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self.set_inputs = newSetInputs()
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self.new_input = {}
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self.new_input = {}
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elseif 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 = TitleScene()
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end
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end
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elseif
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elseif e.scancode == "tab" then
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e.scancode ~= "delete" and
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e.scancode ~= "backspace" and
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e.scancode ~= "return" and
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e.scancode ~= "left" and
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e.scancode ~= "right" and
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e.scancode ~= "up" and
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e.scancode ~= "down"
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then
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if e.scancode == "tab" then
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self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
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self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
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self.input_state = self.input_state + 1
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self.input_state = self.input_state + 1
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else
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elseif e.scancode ~= "escape" 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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if not self.new_input.keys then
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self.new_input.keys = {}
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self.new_input.keys = {}
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end
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end
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@ -114,7 +104,6 @@ function ConfigScene:onInputPress(e)
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self.new_input.keys[e.scancode] = configurable_inputs[self.input_state]
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self.new_input.keys[e.scancode] = configurable_inputs[self.input_state]
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self.input_state = self.input_state + 1
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self.input_state = self.input_state + 1
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end
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end
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end
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elseif string.sub(e.type, 1, 3) == "joy" then
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elseif string.sub(e.type, 1, 3) == "joy" then
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if self.input_state <= table.getn(configurable_inputs) 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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if e.type == "joybutton" then
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