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

280
scene/touch_config.lua Normal file
View File

@@ -0,0 +1,280 @@
---@diagnostic disable: cast-local-type
local TouchConfigScene = SCENE:extend()
TouchConfigScene.title = "Touchscreen config"
local Grid = require 'game.grid'
local buttonList
local sliderList
---@class VCTRL.data
local focusingButton
---@type number
local snapUnit = 1
---@type boolean
local hasChanged
---@type function
local function exitSceneFunc(saved)
VCTRL.release()
BUTTON.release(buttonList)
if SETTINGS.firstTime and not saved then
SCENE = InputConfigScene(true)
else
SCENE = TitleScene()
SETTINGS.firstTime = false
end
end
buttonList = {
showToggle = BUTTON.new{
text = function()
if focusingButton then
return focusingButton.show and "[SHOW]\nHide" or "Show\n[HIDE]"
else
return "Show\nHide"
end
end,
x = 275, y = 5, w = 50, h = 75,
codeWhenReleased = function ()
if focusingButton then
focusingButton.show = not focusingButton.show
hasChanged = true
end
end,
update = function(self) self.textColor = focusingButton and {1, 1, 1} or {0.5, 0.5, 0.5} end
},
previewToggle = BUTTON.new{
text = "Preview\nON",
x = 570, y = 35, w = 60, h = 40,
codeWhenReleased = function()
VCTRL.release()
BUTTON.release(buttonList)
SCENE = TouchConfigPreviewScene()
end
},
resetAll = BUTTON.new{
text = "RESET\nALL",
x = 570, y = 80, w = 60, h = 40,
codeWhenReleased = function()
local selection = love.window.showMessageBox(
"Save config?", "Are you really sure about RESETTING ALL touchscreen configuration?",
{"Yes", "No", escapebutton = 2, enterbutton = 1},
"info", true
)
if selection == 1 then
VCTRL.focus = nil; focusingButton = nil
hasChanged = false
VCTRL.clearAll()
VCTRL.new(SETTINGS.__default__.input.virtual)
SETTINGS.input.virtual = SETTINGS.__default__.input.virtual
end
end
},
menuScreen = BUTTON.new{
text = "MENU",
x = 570, y = 5, w = 60, h = 25,
codeWhenReleased = function()
if hasChanged or SETTINGS.firstTime then
local selection = love.window.showMessageBox(
"Save config?", "Do you want to save your changes before exiting?",
{"Save", "Discard", "Keep editing", escapebutton = 3, enterbutton = 1},
"info", true
)
if selection == 1 then
SETTINGS.input.virtual = VCTRL.exportAll()
-- love.window.showMessageBox("Saved!", "Your changes was saved!")
exitSceneFunc(true)
elseif selection == 2 then
VCTRL.clearAll()
VCTRL.new(SETTINGS.input.virtual)
-- love.window.showMessageBox("Discarded!", "Your changes was discarded!")
exitSceneFunc()
end
else
exitSceneFunc()
end
end
}
}
sliderList = {}
sliderList.opacity = newSlider(
155, 20+5, 120, 100, 0, 100,
function()
local v
if focusingButton then
v = math.roundUnit(sliderList.opacity.value, 0.01)
if focusingButton.alpha~=v then
focusingButton.alpha = v
hasChanged = true
end
sliderList.opacity.value = v
end
end,
{width = 30}
)
sliderList.size = newSlider(
155, 60+2.5, 120, 45, 0, 120,
function(v)
if focusingButton then
local v = math.roundUnit(v, 5)
if focusingButton.r ~= v then
focusingButton.r = v
hasChanged = true
end
sliderList.size.value = v / 120
end
end,
{width = 30}
)
local gridSizeTable = {1, 2, 5, 10, 20, 50, 100}
sliderList.gridSize = newSlider(
405, 50, 100, 1, 1, #gridSizeTable - 1,
function()
local v = math.roundUnit(sliderList.gridSize.value, 1 / 6)
sliderList.gridSize.value = v
snapUnit = gridSizeTable[math.roundUnit(v * (#gridSizeTable - 1) + 1)]
end,
{width = 30}
); sliderList.gridSize.forceLight = true
local function sliderList_draw()
for _, s in pairs(sliderList) do
if s.forceLight then
love.graphics.setColor(1, 1, 1)
else
love.graphics.setColor(focusingButton and {1, 1, 1} or {0.5, 0.5, 0.5})
end
love.graphics.setLineWidth(1)
s:draw()
end
end
local function sliderList_update()
local x, y
if #love.touch.getTouches() == 1 then
x, y = GLOBAL_TRANSFORM:inverseTransformPoint(love.touch.getPosition(love.touch.getTouches()[1]))
else
x, y = GLOBAL_TRANSFORM:inverseTransformPoint(love.mouse.getPosition())
end
for _, s in pairs(sliderList) do
s:update(x, y, #love.touch.getTouches() == 1 or love.mouse.isDown(1))
end
end
function TouchConfigScene:new()
VCTRL.toggle(true)
VCTRL.focus = nil
focusingButton = nil
Grid:new(10, 20)
-- TODO
end
function TouchConfigScene:update()
-- TODO
if VCTRL.focus~=focusingButton then
focusingButton = VCTRL.focus
sliderList.opacity.value = focusingButton.alpha
sliderList.size.value = focusingButton.r / 120
end
BUTTON.update(buttonList)
sliderList_update()
end
function TouchConfigScene:render()
MainBackground()
if snapUnit >= 5 then
local x1, y1 = GLOBAL_TRANSFORM:inverseTransformPoint(0, 0)
local x2, y2 = GLOBAL_TRANSFORM:inverseTransformPoint(love.graphics.getDimensions())
love.graphics.setColor(1,1,1,math.sin(love.timer.getTime()*4)*.1+.25)
love.graphics.setLineWidth(1)
-- From 0 to X
for i=x1, x2+snapUnit, snapUnit do
local x = i - i % snapUnit
love.graphics.line(x, y1, x, y2)
end
-- From 0 to Y
for i=y1,y2+snapUnit,snapUnit do
local y= i - i % snapUnit
love.graphics.line(x1, y, x2, y)
end
end
love.graphics.setColor(0, 0, 0, 0.7)
-- Opacity and Size
love.graphics.rectangle("fill", 10, 5, 267, 75)
-- Snap to grid
love.graphics.rectangle("fill", 330, 5, 150, 75)
-- Opacity
drawText("Opacity", 20, 15, 100, "left")
drawText(string.format("%3.1d%%", focusingButton and focusingButton.alpha * 100 or 0), 225, 15, 40, "left")
-- Size
drawText("Size", 20, 55, 100, "left")
drawText(string.format("%3.1dpx", focusingButton and focusingButton.r or 0), 225, 55, 40, "left")
-- Snap to grid
drawText(string.format("Snap to grid: %3s", snapUnit), 345, 15, 140, "left")
for _, v in ipairs(VCTRL) do
if v ~= focusingButton then
v:draw(
focusingButton and
(v.show and 0.5 or 0.1) or
(v.show and 1 or 0.5)
)
end
end
if focusingButton then
focusingButton:draw(
math.clamp(
math.sin(love.timer.getTime()*4)*.5+0.1,
focusingButton.show and 1 or 0.1, 1
)
)
end
sliderList_draw()
BUTTON.draw(buttonList)
end
---@param e SCENE_onInput
function TouchConfigScene:onInputMove(e)
if e.type == "touch" or (e.type == "mouse" and love.mouse.isDown(1)) then
if VCTRL.drag(e.dx, e.dy, e.id or 1) then hasChanged = true end
end
if e.type == "mouse" then
BUTTON.checkHovering(buttonList, e.x, e.y)
end
end
---@param e SCENE_onInput
function TouchConfigScene:onInputPress(e)
if e.type == "mouse" or e.type == "touch" then
if not (
VCTRL.press(e.x, e.y, e.id and e.id or 1, true) or
BUTTON.press(buttonList, e.x, e.y, e.id) or
(e.x >= 80 and e.x <= 230 and e.y >= 10 and e.y <= 77)
) then
VCTRL.focus = nil
focusingButton = nil
end
end
end
---@param e SCENE_onInput
function TouchConfigScene:onInputRelease(e)
if e.type == "mouse" or e.type == "touch" then
if not BUTTON.release(buttonList, e.x, e.y, e.id) then
if focusingButton and VCTRL.release(e.id or 1) then
focusingButton.x = math.roundUnit(focusingButton.x, snapUnit)
focusingButton.y = math.roundUnit(focusingButton.y, snapUnit)
end
end
end
end
return TouchConfigScene