cambridge/scene/input_config.lua
Oshisaure 5d32b6a3e7 Discord RPC cleanup
- Loading Discord RPC is now handled by `load/rpc.lua`
- Removed `presence` global, call `DiscordRPC:update()` directly with what needs updating
- Game doesn't crash anymore if the Discord RPC fails to load
- Added RPC variables in the gamemode superclass to let each gamemode handle its special case
2020-10-11 02:17:48 +01:00

81 lines
1.8 KiB
Lua

local ConfigScene = Scene:extend()
ConfigScene.title = "Input Config"
require 'load.save'
local configurable_inputs = {
"left",
"right",
"up",
"down",
"rotate_left",
"rotate_left2",
"rotate_right",
"rotate_right2",
"rotate_180",
"hold",
"retry",
}
function ConfigScene:new()
-- load current config
self.config = config.input
self.input_state = 1
DiscordRPC:update({
details = "In menus",
state = "Changing input config",
})
end
function ConfigScene:update()
end
function ConfigScene: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 pairs(configurable_inputs) do
love.graphics.printf(input, 40, 50 + i * 20, 200, "left")
if config.input[input] then
love.graphics.printf(
love.keyboard.getKeyFromScancode(config.input[input]) .. " (" .. config.input[input] .. ")",
240, 50 + i * 20, 200, "left"
)
end
end
if self.input_state > table.getn(configurable_inputs) then
love.graphics.print("press enter to confirm, delete to retry")
else
love.graphics.print("press key for " .. configurable_inputs[self.input_state])
end
end
function ConfigScene:onKeyPress(e)
if self.input_state > table.getn(configurable_inputs) then
if e.scancode == "return" then
-- save, then load next scene
saveConfig()
scene = TitleScene()
elseif e.scancode == "delete" or e.scancode == "backspace" then
self.input_state = 1
end
else
if e.scancode == "escape" then
loadSave()
scene = TitleScene()
else
config.input[configurable_inputs[self.input_state]] = e.scancode
self.input_state = self.input_state + 1
end
end
end
return ConfigScene