local KeyConfigScene = Scene:extend() KeyConfigScene.title = "Key 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 KeyConfigScene:new() self.input_state = 1 self.set_inputs = newSetInputs() self.new_input = {} DiscordRPC:update({ details = "In settings", state = "Changing key config", }) end function KeyConfigScene:update() end function KeyConfigScene:render() love.graphics.setColor(1, 1, 1, 1) drawBackground("options_input") 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, escape to cancel", 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" then 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" and not self.new_input[e.scancode] 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