266 lines
7.4 KiB
Lua
266 lines
7.4 KiB
Lua
local gc_newQuad=love.graphics.newQuad
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---Get distance between two points
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---@param x1 number
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---@param y1 number
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---@param x2 number
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---@param y2 number
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---@return number
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local function math_distance(x1,y1,x2,y2)
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return ((x1-x2)^2+(y1-y2)^2)^.5
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end
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local function mDrawQ(obj,quad,x,y,a,k)
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local _,_,w,h=quad:getViewport()
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love.graphics.draw(obj,quad,x,y,a,k,nil,w*.5,h*.5)
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end
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local alternativePfunction={}
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local alternativeRfunction={
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touch_settings=function()
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if (
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scene.title ~= 'Game' and
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scene.title ~= TouchConfigScene.title
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) then
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scene = TouchConfigScene()
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end
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scene:onInputRelease{input="touch_settings", type="virtual"}
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end,
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align_view=function()
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if scene.title ~= TouchConfigScene.title then
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scene:onInputRelease{input="align_view", type="virtual"}
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ALIGN_VIEW_RIGHT = ALIGN_VIEW_RIGHT == 1.4 and 0.5 or math.min(ALIGN_VIEW_RIGHT + 0.5,1.4)
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end
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end
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}
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local empty_quad=gc_newQuad(1,1,1,1,1,1)
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-- A table containing quads used to draw icons for virtual control system.
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local virtual_quad=setmetatable((function()
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local t={}
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local w=336
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empty_quad=gc_newQuad(0,0,1,1,5*w,4*w)
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for i,name in next,{
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'left','right','up','down','hold',
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'rotate_left','rotate_left2','rotate_right','rotate_right2','rotate_180',
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'tab','menu_decide','delete','','',
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'retry','align_view','menu_back','','',
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} do if #name>0 then t[name]=gc_newQuad((i-1)%5*w,math.floor((i-1)/5)*w,w,w,5*w,4*w) end end
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return t
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end)(),{
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__index=function() return empty_quad end
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})
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local virtual_texture=love.graphics.newImage('mobile_libs/vctrlTexture.png')
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local control_type={}
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control_type.button={}
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control_type.button.__index=control_type.button
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function control_type.button:new(data)
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local data=data or {}
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return setmetatable({
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show=data.show==nil and true or data.show,
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x=data.x or 320,
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y=data.y or 240,
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r=data.r or 80, -- size
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shape=data.shape or 'square',
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key=data.key or 'X',
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iconSize=data.iconSize or 60,
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alpha=data.alpha or 0.75,
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quad=virtual_quad[data.key],
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},self)
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end
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function control_type.button:export()
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return {
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type = 'button',
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show = self.show,
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x = self.x,
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y = self.y,
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r = self.r,
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shape = self.shape,
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key = self.key,
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iconSize = self.iconSize,
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alpha = self.alpha,
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}
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end
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function control_type.button:reset()
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self.pressed=false
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self.lastPressTime=-1e99
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self.pressingID=false
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end
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function control_type.button:press(_,_,id)
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self.pressed=true
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self.lastPressTime=love.timer.getTime()
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self.pressingID=id
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-- love.keypressed(self.key, love.keyboard.getScancodeFromKey(self.key))
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if alternativePfunction[self.key] then
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alternativePfunction[self.key]()
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else
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scene:onInputPress{input=self.key,type="virtual"}
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end
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end
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function control_type.button:release()
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self.pressed=false
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self.pressingID=false
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-- love.keyreleased(self.key,love.keyboard.getScancodeFromKey(self.key))
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if alternativeRfunction[self.key] then
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alternativeRfunction[self.key]()
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else
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scene:onInputRelease{input=self.key,type="virtual"}
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end
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end
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function control_type.button:drag(dx,dy)
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self.x,self.y=self.x+dx,self.y+dy
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end
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function control_type.button:draw(forceAlpha)
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local alpha = forceAlpha or self.alpha
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love.graphics.setLineWidth(4)
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if self.shape=='circle' then
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love.graphics.setColor(0,0,0,alpha)
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love.graphics.circle('fill',self.x,self.y,self.r-4)
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love.graphics.setColor(1,1,1,self.pressed and .5 or 0)
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love.graphics.circle('fill',self.x,self.y,self.r-4)
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love.graphics.setColor(1,1,1,alpha)
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love.graphics.circle('line',self.x,self.y,self.r-2)
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elseif self.shape=='square' then
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love.graphics.setColor(0,0,0,alpha)
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love.graphics.rectangle('fill',self.x-self.r-4,self.y-self.r-4,self.r*2+8,self.r*2+8)
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love.graphics.setColor(1,1,1,self.pressed and .5 or 0)
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love.graphics.rectangle('fill',self.x-self.r-4,self.y-self.r-4,self.r*2+8,self.r*2+8)
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love.graphics.setColor(1,1,1,alpha)
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love.graphics.rectangle('line',self.x-self.r-2,self.y-self.r-2,self.r*2+4,self.r*2+4)
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end
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if self.iconSize>0 and self.quad then
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love.graphics.setColor(1,1,1,alpha)
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local _,_,w,h=self.quad:getViewport()
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mDrawQ(
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virtual_texture,
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self.quad,
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self.x,self.y,0,
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self.iconSize/100*math.min(self.r*2/w,self.r*2/h)
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)
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end
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end
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function control_type.button:getDistance(x,y)
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if self.shape=='circle' then
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return math_distance(x,y,self.x,self.y)/self.r
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elseif self.shape=='square' then
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return math.max(math.abs(x-self.x),math.abs(y-self.y))/self.r
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end
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end
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local touches={}
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local global_toggle=false
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VCTRL={}
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VCTRL.focus=nil -- Focusing buttons
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VCTRL.hasChanged = false
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---@class VCTRL.data
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---@field type 'button'
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---@field x number
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---@field y number
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---@field shape? string
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---@field key? string
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---@field iconSize? number
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---@field alpha? number
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---@field show? boolean
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---@field pressFunc function|nil
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---@field releaseFunc function|nil
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---@param ... VCTRL.data[]
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---Adding (multiple) virtual button(s)
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function VCTRL.new(...)
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for _,d in pairs(...) do table.insert(VCTRL,control_type[d.type]:new(d)) end
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end
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---@param key string
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---@param pfunc function|nil
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---@param rfunc function|nil
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function VCTRL.setAltFunction(key,pfunc,rfunc)
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alternativePfunction[key] = pfunc
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alternativeRfunction[key] = rfunc
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end
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---@param toggle boolean|false
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---Enabling virtual control or not
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function VCTRL.toggle(toggle)
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if not toggle then
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-- Release all buttons to prevent button ghost situation
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for id, b in pairs(touches) do
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b:release(id)
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touches[id]=nil
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end
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end
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global_toggle=toggle
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end
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function VCTRL.clearAll()
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local toggle = global_toggle
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VCTRL.toggle(false)
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global_toggle = toggle
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for i=#VCTRL,1,-1 do VCTRL[i] = nil end
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collectgarbage()
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end
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---@param force? boolean Forcing click on hidden widgets?
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function VCTRL.press(x,y,id,force)
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if not (global_toggle and id) then return end
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local obj,closestDist=false,1e99
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for _, w in ipairs(VCTRL) do
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if w.show or force then
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local d=w:getDistance(x,y)
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if d<=1 and d<closestDist then
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obj,closestDist=w,d
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end
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end
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end
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if obj then
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touches[id]=obj
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obj:press(x,y,id)
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VCTRL.focus=obj
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return true
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end
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end
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function VCTRL.release(id)
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if not (global_toggle and id) then return end
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if touches[id] then
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touches[id]:release()
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touches[id]=nil
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return true
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end
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end
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function VCTRL.drag(dx,dy,id)
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if not global_toggle then return end
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if touches[id] then
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touches[id]:drag(dx,dy)
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return true
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end
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end
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function VCTRL.draw(forceAlpha)
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if not global_toggle then return end
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for _, w in ipairs(VCTRL) do
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if w.show then w:draw(forceAlpha) end
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end
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end
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function VCTRL.reset()
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for _, w in ipairs(VCTRL) do
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if w.pressingID then touches[w.pressingID] = nil end
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w:reset()
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end
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end
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function VCTRL.exportAll()
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local t = {}
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for o, k in ipairs(VCTRL) do t[o] = k:export() end
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return t
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end |