Small changes on how virtual key call action

This commit is contained in:
SweetSea-ButImNotSweet
2024-04-28 19:51:01 +07:00
parent 5f2687f855
commit 5eced5bf8d
4 changed files with 61 additions and 85 deletions

View File

@@ -24,12 +24,13 @@ local virtual_quad=setmetatable((function()
for i,name in next,{
'left','right','up','down','',
'rotate_right','rotate_left','','','',
'menu_deicde','','menu_back','','',
'','','','','',
'','','back','','',
'','','','','',
'','','','','select',
'','','menu_back','','',
'','','','','',
'','','','','menu_decide',
} do if #name>0 then t[name]=gc_newQuad((i-1)%5*w,math.floor((i-1)/5)*w,w,w,5*w,7*w) end end
t.rotate_right2, t.rotate_left2 = t.rotate_right, t.rotate_left
return t
end)(),{
__index=function() return empty_quad end
@@ -52,7 +53,7 @@ function control_type.button:new(data)
key=data.key or 'X',
iconSize=data.iconSize or 80,
alpha=data.alpha or 0.75,
quad=virtual_quad[data.icon]
quad=virtual_quad[data.key]
},self)
end
function control_type.button:reset()
@@ -62,11 +63,13 @@ end
function control_type.button:press()
self.pressed=true
self.lastPressTime=love.timer.getTime()
love.keypressed(self.key, love.keyboard.getScancodeFromKey(self.key))
-- love.keypressed(self.key, love.keyboard.getScancodeFromKey(self.key))
SCENE:onInputPress{input=self.key,type="virtual"}
end
function control_type.button:release()
self.pressed=false
love.keyreleased(self.key,love.keyboard.getScancodeFromKey(self.key))
-- love.keyreleased(self.key,love.keyboard.getScancodeFromKey(self.key))
SCENE:onInputRelease{input=self.key,type="virtual"}
end
function control_type.button:drag(dx,dy)
self.x,self.y=self.x+dx,self.y+dy
@@ -74,12 +77,18 @@ end
function control_type.button:draw(forceLight)
love.graphics.setLineWidth(4)
if self.shape=='circle' then
love.graphics.setColor(0,0,0,self.alpha*0.5)
love.graphics.circle('fill',self.x,self.y,self.r-4)
love.graphics.setColor(1,1,1,self.pressed and .5 or .05)
love.graphics.circle('fill',self.x,self.y,self.r-4)
love.graphics.setColor(1,1,1)
love.graphics.circle('line',self.x,self.y,self.r-2)
elseif self.shape=='square' then
love.graphics.setColor(0,0,0,self.alpha*0.5)
love.graphics.rectangle('fill',self.x-self.r-4,self.y-self.r-4,self.r*2+8,self.r*2+8)
love.graphics.setColor(1,1,1,self.pressed and .5 or .05)
love.graphics.rectangle('fill',self.x-self.r-4,self.y-self.r-4,self.r*2+8,self.r*2+8)
@@ -125,6 +134,7 @@ end
---@field key string
---@field iconSize number
---@field alpha number
---@field show boolean
---Adding (multiple) virtual button(s)
function VCTRL.new(...)
for _,d in pairs(...) do

View File

@@ -66,23 +66,25 @@ function love.load()
SCENE = SETTINGS.firstTime and InputConfigScene(true) or TitleScene()
VCTRL.toggle(love.system.getOS()=='Android' or true)
VCTRL.new{
-- {type='button',x= 100,y=320,key= 'up',icon= 'up',r=35,iconSize=60,alpha=0.75},
-- {type='button',x= 160,y=380,key='right',icon= 'right',r=35,iconSize=60,alpha=0.75},
-- {type='button',x= 100,y=440,key= 'down',icon= 'down',r=35,iconSize=60,alpha=0.75},
-- {type='button',x= 40,y=380,key= 'left',icon= 'left',r=35,iconSize=60,alpha=0.75},
-- {type='button',x=640-100,y=320,key= 'f16',icon='rotate_right2',r=35,iconSize=60,alpha=0.75},
-- {type='button',x=640-160,y=380,key= 'f14',icon= 'rotate_left2',r=35,iconSize=60,alpha=0.75},
-- {type='button',x=640-100,y=440,key= 'f15',icon= 'rotate_right',r=35,iconSize=60,alpha=0.75},
-- {type='button',x=640- 40,y=380,key= 'f13',icon= 'rotate_left',r=35,iconSize=60,alpha=0.75},
{type='button',x= 70,y=280,key= 'up',icon= 'up',r=45,iconSize=60,alpha=0.75},
{type='button',x= 145,y=355,key='right',icon= 'right',r=45,iconSize=60,alpha=0.75},
{type='button',x= 70,y=430,key= 'down',icon= 'down',r=45,iconSize=60,alpha=0.75},
{type='button',x= -5,y=355,key= 'left',icon= 'left',r=45,iconSize=60,alpha=0.75},
{type='button',x=640- 70,y=280,key= 'f16',icon='rotate_right2',r=45,iconSize=60,alpha=0.75},
{type='button',x=640-145,y=355,key= 'f14',icon= 'rotate_left2',r=45,iconSize=60,alpha=0.75},
{type='button',x=640- 70,y=430,key= 'f15',icon= 'rotate_right',r=45,iconSize=60,alpha=0.75},
{type='button',x=640- -5,y=355,key= 'f13',icon= 'rotate_left',r=45,iconSize=60,alpha=0.75},
VCTRL.new{ -- up down left right --- right left down up
-- {type='button',x= 100,y=320,key= 'up',r=35,iconSize=60,alpha=0.75},
-- {type='button',x= 100,y=440,key= 'down',r=35,iconSize=60,alpha=0.75},
-- {type='button',x= 40,y=380,key= 'left',r=35,iconSize=60,alpha=0.75},
-- {type='button',x= 160,y=380,key= 'right',r=35,iconSize=60,alpha=0.75},
-- {type='button',x=640- 40,y=380,key= 'rotate_left',r=35,iconSize=60,alpha=0.75},
-- {type='button',x=640-160,y=380,key= 'rotate_left2',r=35,iconSize=60,alpha=0.75},
-- {type='button',x=640-100,y=440,key= 'rotate_right',r=35,iconSize=60,alpha=0.75},
-- {type='button',x=640-100,y=320,key='rotate_right2',r=35,iconSize=60,alpha=0.75},
{type='button',x= 70,y=280,key= 'up',r=45,iconSize=60,alpha=0.75},
{type='button',x= 70,y=430,key= 'down',r=45,iconSize=60,alpha=0.75},
{type='button',x= -5,y=355,key= 'left',r=45,iconSize=60,alpha=0.75},
{type='button',x= 145,y=355,key= 'right',r=45,iconSize=60,alpha=0.75},
{type='button',x=640- -5,y=355,key= 'rotate_left',r=45,iconSize=60,alpha=0.75},
{type='button',x=640-145,y=355,key= 'rotate_left2',r=45,iconSize=60,alpha=0.75},
{type='button',x=640- 70,y=430,key= 'rotate_right',r=45,iconSize=60,alpha=0.75},
{type='button',x=640- 70,y=280,key='rotate_right2',r=45,iconSize=60,alpha=0.75},
{type='button',x=320- 40,y=420,key= 'menu_decide',r=35,iconSize=60,alpha=0.75},
{type='button',x=320+ 40,y=420,key= 'menu_back',r=35,iconSize=60,alpha=0.75},
}
end
@@ -105,47 +107,39 @@ function love.draw()
VCTRL.draw()
-- -- Grid system
-- local grid_width, grid_height = 40, 20
-- love.graphics.replaceTransform(GLOBAL_TRANSFORM)
-- love.graphics.setColor(1,1,1,0.5)
-- love.graphics.setLineWidth(1)
-- -- From 0 to X
-- for ix=1,math.floor(64) do
-- love.graphics.line(10*ix,0,10*ix,480)
-- for ix=0,math.floor(640 / grid_width) do
-- love.graphics.line(grid_width * ix, 0 , grid_width * ix, 480)
-- end
-- -- From 0 to Y
-- for iy=1,math.floor(48) do
-- love.graphics.line(0,10*iy,640,10*iy)
-- for iy=0,math.floor(480 / grid_height) do
-- love.graphics.line(0, grid_height * iy, 640, grid_height * iy)
-- end
if DEBUG_showKey then
drawText(
"Pressed: "..(LastPressedKey or '[NONE]').." | Released: "..(LastReleasedKey or '[NONE]'),
0,0,1000,"left"
)
end
-- drawText(
-- "Pressed: "..(LastPressedKey or '[NONE]').." | Released: "..(LastReleasedKey or '[NONE]'),
-- 0,0,1000,"left"
-- )
love.graphics.pop()
end
local return_scancode, escape_scancode = love.keyboard.getScancodeFromKey('return'), love.keyboard.getScancodeFromKey('escape')
function love.touchpressed(id,x,y)
local x,y=GLOBAL_TRANSFORM:inverseTransformPoint(x,y)
if not VCTRL.press(x,y,id) then
if x >= 320 and x <= 640 then
love.keypressed('escape', escape_scancode)
elseif x >= 0 and x <= 320 then
love.keypressed('return', return_scancode)
end
SCENE:onInputPress{type = "touch", x = x, y = y, dx = 0, dy = 0, id = id}
end
end
function love.touchreleased(id,x,y)
local x,y=GLOBAL_TRANSFORM:inverseTransformPoint(x,y)
if not VCTRL.release(id) then
if x >= 320 and x <= 640 then
love.keyreleased('escape', escape_scancode)
elseif x >= 0 and x <= 320 then
love.keyreleased('return', return_scancode)
end
SCENE:onInputPress{type = "touch", x = x, y = y, dx = 0, dy = 0, id = id}
end
end
@@ -162,14 +156,14 @@ function love.keypressed(key, scancode)
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f1[0-2]+$") then
return
-- escape is reserved for menu_back
elseif scancode == "escape" or scancode == "acback" then
SCENE:onInputPress({input="menu_back", type="key", key=key, scancode=scancode})
elseif scancode == "escape" then
SCENE:onInputPress{input="menu_back", type="key", key=key, scancode=scancode}
-- pass any other key to the scene, with its configured mapping
else
if SETTINGS.input and SETTINGS.input.keys then
input_pressed = SETTINGS.input.keys[scancode]
end
SCENE:onInputPress({input=input_pressed, type="key", key=key, scancode=scancode})
SCENE:onInputPress{input=input_pressed, type="key", key=key, scancode=scancode}
end
LastPressedKey = input_pressed or scancode
@@ -180,7 +174,7 @@ function love.keyreleased(key, scancode)
-- escape is reserved for menu_back
if scancode == "escape" or scancode == 'acback' then
SCENE:onInputRelease({input="menu_back", type="key", key=key, scancode=scancode})
SCENE:onInputRelease{input="menu_back", type="key", key=key, scancode=scancode}
-- function keys are reserved
elseif string.match(scancode, "^f[1-9]$") or string.match(scancode, "^f1[0-2]+$") then
return
@@ -189,7 +183,7 @@ function love.keyreleased(key, scancode)
if SETTINGS.input and SETTINGS.input.keys then
input_released = SETTINGS.input.keys[scancode]
end
SCENE:onInputRelease({input=input_released, type="key", key=key, scancode=scancode})
SCENE:onInputRelease{input=input_released, type="key", key=key, scancode=scancode}
end
LastReleasedKey = input_released or scancode

View File

@@ -6,11 +6,14 @@ require 'settings'
function GameScene:new(player_name, replay_file, replay_grade)
game_mode = require 'game.gamemode'
VCTRL[9].show = false; VCTRL[10].show = false -- Hide SELECT and QUIT button
if PENTO_MODE then
ruleset = require 'game.rotation_pent'
else
ruleset = require 'game.rotation'
end
self.retry_mode = game_mode
self.retry_ruleset = ruleset
self.secret_inputs = inputs
@@ -60,6 +63,9 @@ function GameScene:update(nosound, tas_update)
if not self.paused then
self.game:update(inputs, self.ruleset)
end
if self.game.input_playback or self.game.game_over or self.game.game_completed then
VCTRL[9].show = true; VCTRL[10].show = true
end
end
function GameScene:render()

View File

@@ -1,42 +1,8 @@
local TouchConfigScene = SCENE:extend()
TouchConfigScene.title = "Touchscreen config\n(you can tap anywhere on touch screen to select this)"
local origin_touchPressed, origin_touchReleased, origin_touchMoved
local function onPressed(id, x, y)
if not VCTRL.press(x, y, id) then
-- TODO
end
end
local function onMoved(id, _, _, dx, dy)
VCTRL.drag(dx, dy, id)
end
local function onReleased(id)
if not VCTRL.release(id) then
-- TODO
end
end
function TouchConfigScene:new()
-- TODO
-- Temproraily hijacking game's touch-related functions
origin_touchPressed, origin_touchReleased, origin_touchMoved = love.touchpressed, love.touchreleased, love.touchmoved
SETTINGS.input.keys = table.merge(
SETTINGS.input.keys,
{
enter = 'menu_decide',
acback = 'menu_back',
f13 = 'up',
f14 = 'down',
f15 = 'left',
f16 = 'right',
f17 = 'rotate_left',
f18 = 'rotate_left2',
f19 = 'rotate_right',
f20 = 'rotate_right2',
}
)
end
function TouchConfigScene:update()
-- TODO
@@ -46,8 +12,8 @@ function TouchConfigScene:render()
MainBackground()
end
function TouchConfigScene:onQuit()
love.touchpressed, love.touchreleased, love.touchmoved = origin_touchPressed, origin_touchReleased, origin_touchMoved
function TouchConfigScene:onInputPress(e)
if e.key == 'menu_back' then SCENE = TitleScene() end
end
return TouchConfigScene