mirror of
https://gitea.com/SweetSea-ButImNotSweet/tromi_mobile.git
synced 2025-01-08 17:33:09 +08:00
Add buttons to prevent soft-lock in keybind conf.
This commit is contained in:
@@ -15,7 +15,6 @@ local function mDrawQ(obj,quad,x,y,a,k)
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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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ShowLoadingText('virtual key skin')
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local empty_quad
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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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@@ -42,7 +41,7 @@ local virtual_quad=setmetatable((function()
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empty_quad=gc_newQuad(0,0,1,1,5*w,2*w)
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for i,name in next,{
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'left','right','up','down','restart',
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'rotate_right','rotate_left','rotate_right2','rotate_left2','',
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'rotate_right','rotate_left','rotate_right2','rotate_left2'
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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,2*w) end end
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return t
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end)(),{
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@@ -151,7 +151,7 @@ function button:press(x, y, touchID)
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end
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---Trigger release action, don't need ``self._hovering`` to ``true``
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function button:release(x, y, touchID)
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local valid = true
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local valid
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if touchID then
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valid = touchID == self._touchID
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else
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@@ -1,5 +1,6 @@
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local KeyConfigScene = SCENE:extend()
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KeyConfigScene.title = "Key Config"
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local buttonList = {}
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local configurable_inputs = {
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"menu_decide",
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@@ -13,7 +14,6 @@ local configurable_inputs = {
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"rotate_right",
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"rotate_right2",
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}
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local input_names = {
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menu_decide='Confirm Selection',
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menu_back = 'Go Back',
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@@ -40,13 +40,49 @@ function KeyConfigScene:new()
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self.input_state = 1
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self.set_inputs = newSetInputs()
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self.new_input = {}
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BUTTON.reset(buttonList)
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buttonList = { -- Configuring
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BUTTON.new{
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text = CHAR.icon.fastForward.." SKIP",
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x = 40, y = 300, w = 100, h = 30,
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codeWhenPressed = function() self:onInputPress{type = "key", scancode = "tab"} end
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},
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BUTTON.new{
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text = CHAR.icon.cross_thick.." Cancel",
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x = 150, y = 300, w = 100, h = 30,
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codeWhenPressed = function() self:onInputPress{type = "key", scancode = "escape"} end
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},
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}
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end
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function KeyConfigScene:update()
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if self.input_state > #configurable_inputs then
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BUTTON.reset(buttonList)
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buttonList = { -- Confirming
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BUTTON.new{
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text = CHAR.icon.checkMark.." CONFIRM",
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x = 40, y = 300, w = 100, h = 30,
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codeWhenPressed = function() self:onInputPress{type = "key", scancode = "return"} end
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},
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BUTTON.new{
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text = CHAR.icon.retry_spin.." Restart",
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x = 150, y = 300, w = 100, h = 30,
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codeWhenPressed = function() self:onInputPress{type = "key", scancode = "delete"} end
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},
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BUTTON.new{
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text = CHAR.icon.cross_thick.." Cancel",
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x = 260, y = 300, w = 100, h = 30,
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codeWhenPressed = function() self:onInputPress{type = "key", scancode = "escape"} end
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}
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}
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end
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end
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function KeyConfigScene:render()
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MainBackground()
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BUTTON.draw(buttonList)
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for i, input in ipairs(configurable_inputs) do
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drawText(input_names[input], 40, 60 + i * 20, 200, "left")
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if self.set_inputs[input] then
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@@ -62,7 +98,9 @@ function KeyConfigScene:render()
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end
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function KeyConfigScene:onInputPress(e)
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if e.type == "key" then
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if e.type == "mouse" or e.type == "touch" then
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BUTTON.press(buttonList, e.x, e.y, e.id)
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elseif e.type == "key" then
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-- function keys, escape, and tab are reserved and can't be remapped
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if e.scancode == "escape" or (self.input_state > #configurable_inputs and e.input == "menu_back") then
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SCENE = InputConfigScene(SETTINGS.firstTime)
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@@ -72,10 +110,7 @@ function KeyConfigScene:onInputPress(e)
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SCENE = SETTINGS.firstTime and TitleScene() or InputConfigScene()
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SETTINGS.firstTime = false
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elseif e.scancode == "delete" or e.scancode == "backspace" then
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-- retry
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self.input_state = 1
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self.set_inputs = newSetInputs()
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self.new_input = {}
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self:new() -- retry
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end
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elseif e.scancode == "tab" then
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self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
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@@ -92,4 +127,16 @@ function KeyConfigScene:onInputPress(e)
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end
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end
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function KeyConfigScene:onInputRelease(e)
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if e.type == "mouse" or e.type == "touch" then
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BUTTON.release(buttonList, e.x, e.y, e.id)
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end
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end
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function KeyConfigScene:onInputMove(e)
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if e.type == "mouse" then
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BUTTON.checkHovering(buttonList, e.x, e.y)
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end
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end
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return KeyConfigScene
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@@ -42,7 +42,7 @@ function NameEntryScene:new()
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self.char_pos = 1
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self.name_entry = {'A','A','A'}
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self.entry_pos = 1
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self.entry_chars = self.name_entry[1]..self.name_entry[2]..self.name_entry[3]
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self.entry_chars = table.concat(self.name_entry, '', 1, 3)
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self.grid = Grid(10, 20)
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self.repeat_limit = 10
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self.repeat_counter = self.repeat_limit-1
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@@ -130,7 +130,7 @@ function NameEntryScene:update()
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end
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self.repeat_counter = self.repeat_counter + 1
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end
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self.entry_chars = self.name_entry[1]..self.name_entry[2]..self.name_entry[3]
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self.entry_chars = table.concat(self.name_entry, '', 1, 3)
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end
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function NameEntryScene:onInputMove(e)
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@@ -146,16 +146,15 @@ function NameEntryScene:getPlayInfo(player_name)
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self.wins = grade_history[2]
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self.plays = grade_history[4]
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else
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self.grade, self.win, self.plays = 0, 0, 0
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self.grade, self.wins, self.plays = 0, 0, 0
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end
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return self.grade, self.win, self.plays
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end
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function NameEntryScene:onInputPress(e)
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local name = string.lower(self.name_entry[1]..self.name_entry[2]..self.name_entry[3])
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local name = string.lower(table.concat(self.name_entry, '', 1, 3))
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if e.type == "mouse" or e.type == "touch" then
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BUTTON.press(buttonList, e.x, e.y, e.id)
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elseif e.key and #e.key == 1 then
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local pos = string.find("ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890.", string.upper(e.key), 1, true)
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local pos = string.find(self.chars, string.upper(e.key), 1, true)
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if pos then
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if self.entry_pos <= 3 then
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self.char_pos = pos
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@@ -1,5 +1,6 @@
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local StickConfigScene = SCENE:extend()
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StickConfigScene.title = "Controller Config"
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local buttonList = {}
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local configurable_inputs = {
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"menu_decide",
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@@ -13,7 +14,6 @@ local configurable_inputs = {
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"rotate_right",
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"rotate_right2",
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}
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local input_names = {
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menu_decide='Confirm Selection',
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menu_back = 'Go Back',
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@@ -40,13 +40,49 @@ function StickConfigScene:new()
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self.set_inputs = newSetInputs()
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self.new_input = {}
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self.axis_timer = 0
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BUTTON.reset(buttonList)
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buttonList = { -- Configuring
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BUTTON.new{
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text = CHAR.icon.fastForward.." SKIP",
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x = 40, y = 300, w = 100, h = 30,
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codeWhenPressed = function() self:onInputPress{type = "key", scancode = "tab"} end
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},
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BUTTON.new{
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text = CHAR.icon.cross_thick.." Cancel",
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x = 150, y = 300, w = 100, h = 30,
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codeWhenPressed = function() self:onInputPress{type = "key", scancode = "escape"} end
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},
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}
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end
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function StickConfigScene:update()
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if self.input_state > #configurable_inputs then
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BUTTON.reset(buttonList)
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buttonList = { -- Confirming
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BUTTON.new{
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text = CHAR.icon.checkMark.." CONFIRM",
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x = 40, y = 300, w = 100, h = 30,
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codeWhenPressed = function() self:onInputPress{type = "key", scancode = "return"} end
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},
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BUTTON.new{
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text = CHAR.icon.retry_spin.." Restart",
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x = 150, y = 300, w = 100, h = 30,
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codeWhenPressed = function() self:onInputPress{type = "key", scancode = "delete"} end
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},
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BUTTON.new{
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text = CHAR.icon.cross_thick.." Cancel",
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x = 260, y = 300, w = 100, h = 30,
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codeWhenPressed = function() self:onInputPress{type = "key", scancode = "escape"} end
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}
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}
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end
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end
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function StickConfigScene:render()
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MainBackground()
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BUTTON.draw(buttonList)
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for i, input in ipairs(configurable_inputs) do
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drawText(input_names[input], 40, 60 + i * 20, 200, "left")
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if self.set_inputs[input] then
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@@ -68,8 +104,11 @@ local function addJoystick(input, name)
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end
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end
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---@param e SCENE_onInput
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function StickConfigScene:onInputPress(e)
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if e.type == "key" then
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if e.type == "mouse" or e.type == "touch" then
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BUTTON.press(buttonList, e.x, e.y, e.id)
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elseif e.type == "key" then
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-- function keys, escape, and tab are reserved and can't be remapped
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if e.scancode == "escape" or (self.input_state > #configurable_inputs and e.input == "menu_back") then
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SCENE = InputConfigScene(SETTINGS.firstTime)
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@@ -79,10 +118,7 @@ function StickConfigScene:onInputPress(e)
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SCENE = SETTINGS.firstTime and TitleScene() or InputConfigScene()
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SETTINGS.firstTime = false
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elseif e.scancode == "delete" or e.scancode == "backspace" then
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-- retry
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self.input_state = 1
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self.set_inputs = newSetInputs()
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self.new_input = {}
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self:new() -- retry
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end
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else -- Other keys - skip
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self.set_inputs[configurable_inputs[self.input_state]] = "skipped"
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@@ -147,4 +183,16 @@ function StickConfigScene:onInputPress(e)
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end
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end
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function StickConfigScene:onInputRelease(e)
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if e.type == "mouse" or e.type == "touch" then
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BUTTON.release(buttonList, e.x, e.y, e.id)
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end
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end
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function StickConfigScene:onInputMove(e)
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if e.type == "mouse" then
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BUTTON.checkHovering(buttonList, e.x, e.y)
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end
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end
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return StickConfigScene
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