V0 version

Add ``.gitignore``

Update ``.vscode\settings.json``

Main file changed a bit

Replace every single ``io.open`` into ``fs.read()``

Add ``input.waiting2trigger`` as buffer for too quick inputs

Replace ``binser`` with ``bitser``

Add the missing buffer logical code in training mode

Add a debug connector

Not a big update

Update VirtualControl.lua

Update in vctrl system

Trimming some unnecessary empty lines in classic library

Update virtual control stuff

Replace ``table.getn`` with ``#`` and ``scene`` with ``SCENE``

Renaming and moving some modules

Removing unnecessary ``local mino = {...}``

Add loading screen

Update loading screen

Apply replay patch

Not showing virtual control on computer

Adding touch screen configuration scene (placeholder)

Fix loading screen

update virtual control texture

Do some preparation for touch config screen

Quick patch

Compress background

Not important uodates

Small changes on how virtual key call action

Add ``SCENE:onInputMove``

Apply V2.2 patch

Clean up unnecessary imports

Test

.

Remove a redudant global variable

Small change

Split up alpha number

Sorting code

Update storeInput function

Optimize replay storing, saving and reading

Add VCTRL.export (for saving feature)

Remove unnecessary imports

Redesign loading screen

Replace loading screen

Make a simple BUTTON module

Update BUTTON module

Update button module

Add new callback

Add new callback

TEST

Update simple-button module

Update simple button module

Set default draw function for button

Add scene type notation

TEST

Not important updates

Design a error screen

Small update

Remove error key

Update

TEST

TEST

Test

TEST

TEST

Update button module

TEST

TEST

TEST

TEST

TEST

TEST

TEST

TEST

test

TEST

TEST

TEST

test

TEST

test

Fix a bug in VCTRL module that affect to SCENE:onInputRelease

Moving VCTRL related calls and adding buttons for name entry screen

Add type notation

Update modules

Final update for touch configuration scene

Fix 2 buttons can be highlighted at the same time in simple-button module

Narrow the safe border

Remove id = b (it was there for test)

Update of touch configuration scene

Add touch gesture for replay and input configuration scene

Add buttons for Replay, add MENU to go out after finishing game or in 20G Training mode

TEST

Fix some bugs (TEST)

Fix lỗi giữa đêm

Fix bug again

It should work imo

TEST

Fix SCENE:onInputMove{type="touch"} is not working

Fix bug once again (DONE!)

Temproraily allowing save

Fix settings module

Fix VCTRL.exportAll()

Fix VCTRL.exportAll returns userdata

Reverse a change

Fix forgetting to import virtual control settings

Fix grid drawing

Fix bugs related to the first time launching game

Add README file

Add README file

Update README and add LICENSE files

Update README

Add TV remote code

Disable debug code

Fix Android code

Small fix

Rename LICENSE to COPYING

Moving scene.lua to modules folder

Add new libraries

Make a new FILE API and add a simple error screen in case most thing went down

Change special code, add a way to skip keys

Update icon + README file

Rename screenshot file

Update README

Updating README file

Replace loading screen

Update README

Update virtual control texture

Fix virtual button method

Update README

Add icon font

Add importing and exporting replays

Update touch control

Update conf.lua

Replacing font, to avoid license issue

convert indents to spaces

Update font related stuff

Replace font

Updating README file

Update virtual control texture
This commit is contained in:
Squishy (C6H12O6+NaCl+H2O)
2024-04-11 08:33:58 +07:00
commit 3343d8711b
91 changed files with 12085 additions and 0 deletions

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libs/simple-button.lua Normal file
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-- SIMPLE-BUTTON.lua<br>
-- A simple module that aims to help you quickly create buttons<br>
-- It is can be used as a base class to help you quickly creating button<br>
-- This module has type notations so IntelliSense should give you some suggestions<br>
local BUTTON = {}
-- MIT License
-- Copyright (c) 2024 SweetSea-ButImNotSweet
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the "Software"), to deal
-- in the Software without restriction, including without limitation the rights
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-- copies of the Software, and to permit persons to whom the Software is
-- furnished to do so, subject to the following conditions:
-- The above copyright notice and this permission notice shall be included in all
-- copies or substantial portions of the Software.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-- SOFTWARE.
local NULL = function() end
local function checkColorTableValidation(C)
if C and type(C) == "table" and (#C == 3 or #C == 4) then
for _, v in pairs(C) do
if type(v) ~= "number" or v<0 or v>1 then return false end
end
else
return false
end
return true
end
---@class BUTTON.button
---@field text? string|function # Name of the button, will be used to show
---@field textOrientation? "center"|"justify"|"left"|"right"
---
---@field x? number # Position of the button (x, y, w, h)
---@field y? number # Position of the button (x, y, w, h)
---@field w? number # Position of the button (x, y, w, h)
---@field h? number # Position of the button (x, y, w, h)
---@field r? number # Radius corner, cannot larger than half of button's width and half of button's height
---
---@field borderWidth? number|1 # Line width will be used to draw button
---@field borderJoin? "bevel"|"miter"|"none"
---@field borderStyle? "rough"|"smooth"
---
---@field font? love.Font
---
---@field backgroundColor? integer[]
---@field textColor? integer[]
---@field borderColor? integer[]
---@field hoverColor? integer[]
---@field pressColor? integer[]
---
---@field codeWhenPressed? function| # Code will be execute when pressed
---@field codeWhenReleased? function| # Code will be execute when released
---@field drawingButtonFunc? function| # The function is used to draw text<br>You can override the default one if you feel the default text drawing function is not suitable for you
---
---@field draw? function
---@field update? function
local button = {
textOrientation = "center",
r = 0,
backgroundColor = {0,0,0,0},
hoverColor = {1,1,1,0.5},
pressColor = {0, 1, 0.5, 0.5},
borderColor = {1,1,1},
textColor = {1,1,1},
font = love.graphics.newFont(15),
borderWidth = 1,
borderJoin = "none",
borderStyle = "smooth",
codeWhenPressed = NULL,
codeWhenReleased = NULL,
update = NULL,
_hovering = false,
_pressed = false,
_touchID = false,
}; button.__index = button
function button:draw()
love.graphics.setLineWidth(self.borderWidth)
love.graphics.setLineStyle(self.borderStyle)
love.graphics.setLineJoin(self.borderJoin)
love.graphics.setColor(self.backgroundColor)
love.graphics.rectangle('fill', self.x, self.y, self.w, self.h, self.r)
if self._pressed then
love.graphics.setColor(self.pressColor)
love.graphics.rectangle('fill', self.x, self.y, self.w, self.h, self.r)
elseif self._hovering then
love.graphics.setColor(self.hoverColor)
love.graphics.rectangle('fill', self.x, self.y, self.w, self.h, self.r)
end
love.graphics.setColor(self.textColor)
love.graphics.setFont(self.font)
local text = type(self.text) == 'function' and self.text() or self.text
local lineAmount
do
local _, t = self.font:getWrap(text, self.w)
lineAmount = #t
end
local textHeight = self.font:getHeight() * (lineAmount * 0.5)
local textPos = self.y + (self.h * 0.5) - textHeight
love.graphics.printf(text, self.x, textPos, self.w, self.textOrientation)
love.graphics.setColor(self.borderColor)
love.graphics.rectangle('line', self.x, self.y, self.w, self.h, self.r)
end
---Check if current position is hovering the button, if it is, return true
function button:isHovering(x,y)
if not y then return false end
if
x >= self.x and
y >= self.y and
x <= self.x + self.w and
y <= self.y + self.h
then
return true
else
return false
end
end
---Trigger press action, only when ``self._hovering`` is true
function button:press(x, y, touchID)
if (touchID and self:isHovering(x, y) or self._hovering) and not self._pressed then
self.codeWhenPressed()
self._touchID = touchID
self._pressed = true
self:draw()
return true
end
end
---Trigger release action, don't need ``self._hovering`` to ``true``
function button:release(x, y, touchID)
local valid = true
if touchID then
valid = touchID == self._touchID
elseif x and y then
valid = true
end
if valid then
self._pressed = false
self._touchID = false
if touchID then
self._hovering = false
else
self._hovering = self:isHovering(x, y)
end
if self:isHovering(x, y) then
self.codeWhenReleased()
return true
end
end
end
---@param D BUTTON.button|BUTTON.newData
---@param safe? boolean @ Creating widget? If not then ignore accept missing important parameters
---@return nil
---Validate the provided data, will be called by ``BUTTON.new`` and ``BUTTON.setDefaultOption``<br>
---***WARNING! THIS FUNCTION WILL RAISE EXCEPTION IF DATA IS INVALID!***
function BUTTON.checkDataValidation(D, safe)
if not safe then
if type(D.text) == 'function' then
assert(type(D.text()) == 'string', "[text] is a function but it doesn't return any string?!")
elseif type(D.text) ~= 'string' then
error("[text] must be a string or a function returns string, got "..type(D.text))
end
assert(type(D.x) == "number" , "[x] must be a integer")
assert(type(D.y) == "number" , "[y] must be a integer")
assert(type(D.w) == "number" and D.w > 0, "[w] must be a positive integer")
assert(type(D.h) == "number" and D.h > 0, "[h] must be a positive integer")
assert((type(D.r) == "number" and D.r >= 0 and D.r <= D.w * 0.5 and D.r <= D.h * 0.5) or D.r == nil, "[r] must be a positive integer and cannot larger than half of button's width and half of button's height")
else
assert(type(D.r) == "number" and D.r >= 0 or D.r == nil, "[r] must be a positive integer (CAUTION: a extra condition is temproraily ignored because you are setting default option)")
end
assert(table.contains({"center","justify","left","right"}, D.textOrientation) or D.textOrientation == nil, "[borderJoin] must be 'bevel', 'miter' or 'none")
assert((type(D.borderWidth) == "number" and D.borderWidth > 0) or D.borderWidth == nil, "[borderWidth] must be a postive integer")
assert(table.contains({"bevel", "miter", "none"}, D.borderJoin) or D.borderJoin == nil, "[borderJoin] must be 'bevel', 'miter' or 'none")
assert(table.contains({"rough", "smooth"}, D.borderStyle) or D.borderStyle == nil, "[borderStyle] must be 'rough' or 'smooth'")
assert((D.font and D.font.typeOf and D.font:typeOf("Font")) or D.font == nil, "[font] must be love.Font")
assert(checkColorTableValidation(D.backgroundColor), "[backgroundColor] must be a table with r, g, b (, a) values, all of them must be integers between 0 and 1")
assert(checkColorTableValidation(D.hoverColor), "[hoverColor] must be a table with r, g, b (, a) values, all of them must be integers between 0 and 1")
assert(checkColorTableValidation(D.pressColor), "[hoverColor] must be a table with r, g, b (, a) values, all of them must be integers between 0 and 1")
assert(checkColorTableValidation(D.borderColor), "[borderColor] must be a table with r, g, b (, a) values, all of them must be integers between 0 and 1")
assert(checkColorTableValidation(D.textColor), "[textColor] must be a table with r, g, b (, a) values, all of them must be integers between 0 and 1")
assert(type(D.codeWhenPressed) == "function" or D.codeWhenPressed == nil, "[codeWhenPressed] must be a function or nil")
assert(type(D.codeWhenReleased) == "function" or D.codeWhenReleased == nil, "[codeWhenReleased] must be a function or nil")
assert(type(D.drawingButtonFunc) == "function" or D.drawingButtonFunc == nil, "[drawingButtonFunc] must be a function or nil")
end
---@class BUTTON.newData
---@field text string|function # Name of the button, will be used to show. If function provided, it should return the string!
---@field textOrientation? "center"|"justify"|"left"|"right"
---
---@field x number # Position of the button (x, y, w, h)
---@field y number # Position of the button (x, y, w, h)
---@field w number # Position of the button (x, y, w, h)
---@field h number # Position of the button (x, y, w, h)
---@field r? number # Radius corner, cannot larger than half of button's width and half of button's height
---
---@field borderWidth? number|1 # Line width will be used to draw button
---@field borderJoin? "bevel"|"miter"|"none"
---@field borderStyle? "rough"|"smooth"
---
---@field font? love.Font
---
---@field backgroundColor? integer[]
---@field textColor? integer[]
---@field borderColor? integer[]
---@field hoverColor? integer[]
---@field pressColor? integer[]
---
---@field codeWhenPressed? function| # Code will be execute when pressed
---@field codeWhenReleased? function| # Code will be execute when released
---@field drawingButtonFunc? function| # The function is used to draw text<br>You can override the default one if you feel the default text drawing function is not suitable for you
---
---@field draw? function
---@field update? function
---@param D BUTTON.newData
---@nodiscard
---Create a new button, provide you a table with 4 functions inside: draw and update, press and release<br>
---You need to put them into intended callbacks :)
---
---Remember to fill 5 necessary parameters: name, x, y, w and h
function BUTTON.new(D)
local B = setmetatable(D, button)
BUTTON.checkDataValidation(B)
return B
end
---@param D BUTTON.button
function BUTTON.setDefaultOption(D)
BUTTON.checkDataValidation(setmetatable(D, button), true)
for k, v in pairs(D) do
if button[k] ~= nil then
button[k] = v
else
error("Parameter named ["..k.."] is not existed or cannot be set default value, in BUTTON!")
end
end
end
-- < EXTRA GENERAL OPTIONS >
---Draw all buttons in provided list
---@param list table<any,BUTTON.button>
function BUTTON.draw(list)
for _, v in pairs(list) do v:draw() end
end
---Update all buttons in provided list
---@param list table<any,BUTTON.button>
function BUTTON.update(list)
for _, v in pairs(list) do v:update() end
end
---Check if current mouse position is inside button<br>
---Calling BUTTON.press will trigger this, but you can call it when moving mouse so button can be highlighted when being hovered
---@param list table<BUTTON.button>
---@param x number # Mouse position
---@param y number # Mouse position
function BUTTON.checkHovering(list, x, y)
local highlighted_a_button = false
for _, v in pairs(list) do
if highlighted_a_button then
v._hovering = false
else
v._hovering = v:isHovering(x, y)
end
if not highlighted_a_button and v._hovering then highlighted_a_button = true end
end
end
--- Trigger the press action, only if ``button._hovering == true``
---@param list table<BUTTON.button>
---@param x number # Mouse position
---@param y number # Mouse position
function BUTTON.press(list, x, y, touchID)
for _, v in pairs(list) do if v:press(x, y, touchID) then return true end end
end
---Trigger the release action
---@param list table<BUTTON.button>
function BUTTON.release(list, x, y, touchID)
for _, v in pairs(list) do if v:release(x, y, touchID) then return true end end
end
return BUTTON