mirror of
https://gitea.com/SweetSea-ButImNotSweet/tromi_mobile.git
synced 2025-01-08 17:33:09 +08:00
290 lines
9.0 KiB
Lua
290 lines
9.0 KiB
Lua
---@diagnostic disable: cast-local-type
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local TouchConfigScene = SCENE:extend()
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TouchConfigScene.title = "Touchscreen config"
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local Grid = require 'game.grid'
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local buttonList
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local sliderList = {}
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---@class VCTRL.data
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local focusingButton
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---@type number
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local snapUnit = 1
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---@type function
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local function exitSceneFunc(saved)
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VCTRL.release()
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BUTTON.release(buttonList)
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if SETTINGS.firstTime and not saved then
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SCENE = InputConfigScene(true)
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else
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SCENE = TitleScene()
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SETTINGS.firstTime = false
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end
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end
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buttonList = {
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showToggle = BUTTON.new{
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text = function()
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if focusingButton then
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return focusingButton.show and ">SHOW<\nhide" or "show\n>HIDE<"
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else
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return "show\nhide"
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end
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end,
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x = 400, y = 110, w = 60, h = 40,
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codeWhenReleased = function()
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if focusingButton then
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focusingButton.show = not focusingButton.show
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VCTRL.hasChanged = true
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end
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end,
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update = function(self) self.textColor = focusingButton and {1, 1, 1} or {0.5, 0.5, 0.5} end
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},
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previewToggle = BUTTON.new{
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text = "Preview\nON",
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x = 570, y = 60, w = 60, h = 40,
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codeWhenReleased = function()
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VCTRL.release()
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BUTTON.release(buttonList)
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SCENE = TouchConfigPreviewScene()
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end
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},
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resetAll = BUTTON.new{
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text = "RESET\nALL",
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x = 500, y = 110, w = 60, h = 40,
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codeWhenReleased = function()
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local selection = love.window.showMessageBox(
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"Save config?", "Are you really sure about RESETTING ALL touchscreen configuration?",
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{"Yes", "No", escapebutton = 2, enterbutton = 1},
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"info", true
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)
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if selection == 1 then
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VCTRL.focus = nil; focusingButton = nil
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VCTRL.hasChanged = false
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VCTRL.clearAll()
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VCTRL.new(SETTINGS.__default__.input.virtual)
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SETTINGS.input.virtual = SETTINGS.__default__.input.virtual
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end
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end
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},
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menuScreen = BUTTON.new{
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text = "MENU",
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x = 570, y = 10, w = 60, h = 40,
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codeWhenReleased = function()
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if VCTRL.hasChanged or SETTINGS.firstTime then
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local selection = love.window.showMessageBox(
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"Save config?", "Do you want to save your changes before exiting?",
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{"Save", "Discard", "Keep editing", escapebutton = 3, enterbutton = 1},
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"info", true
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)
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if selection == 1 then
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SETTINGS.input.virtual = VCTRL.exportAll()
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-- love.window.showMessageBox("Saved!", "Your changes was saved!")
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exitSceneFunc(true)
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elseif selection == 2 then
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VCTRL.clearAll()
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VCTRL.new(SETTINGS.input.virtual)
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-- love.window.showMessageBox("Discarded!", "Your changes was discarded!")
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exitSceneFunc()
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end
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else
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exitSceneFunc()
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end
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end
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}
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}
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sliderList.buttonSize = newSlider(
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200, 30, 120, 0, 0, 120,
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function(v)
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if focusingButton then
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v = math.roundUnit(v, 5)
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if focusingButton.r ~= v then
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focusingButton.r = v
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VCTRL.hasChanged = true
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end
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sliderList.buttonSize.value = v / 120
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end
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end,
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{width = 40}
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)
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sliderList.iconSize = newSlider(
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480, 30, 120, 0, 0, 100,
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function(v)
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if focusingButton then
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v = math.roundUnit(v, 5)
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if focusingButton.iconSize ~= v then
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focusingButton.iconSize = v
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VCTRL.hasChanged = true
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end
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sliderList.iconSize.value = v / 100
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end
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end,
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{width = 40}
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)
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sliderList.opacity = newSlider(
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200, 80, 120, 0, 0, 1,
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function()
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local v
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if focusingButton then
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v = math.roundUnit(sliderList.opacity.value, 0.01)
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if focusingButton.alpha~=v then
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focusingButton.alpha = v
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VCTRL.hasChanged = true
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end
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sliderList.opacity.value = v
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end
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end,
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{width = 40}
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)
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local gridSizeTable = {1, 2, 5, 10, 20, 50, 100}
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sliderList.gridSize = newSlider(
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480, 80, 120, 1, 1, #gridSizeTable - 1,
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function()
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local f = #gridSizeTable - 1
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local v = math.roundUnit(sliderList.gridSize.value, 1 / f)
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sliderList.gridSize.value = v
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snapUnit = gridSizeTable[math.roundUnit(v * f + 1)]
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end,
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{width = 40}
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); sliderList.gridSize.forceLight = true
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local function sliderList_draw()
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for _, s in pairs(sliderList) do
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if s.forceLight then
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love.graphics.setColor(1, 1, 1)
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else
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love.graphics.setColor(focusingButton and {1, 1, 1} or {0.5, 0.5, 0.5})
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end
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love.graphics.setLineWidth(1)
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s:draw()
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end
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end
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local function sliderList_update()
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local x, y
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if #love.touch.getTouches() == 1 then
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x, y = GLOBAL_TRANSFORM:inverseTransformPoint(love.touch.getPosition(love.touch.getTouches()[1]))
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else
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x, y = GLOBAL_TRANSFORM:inverseTransformPoint(love.mouse.getPosition())
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end
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for _, s in pairs(sliderList) do
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s:update(x, y, #love.touch.getTouches() == 1 or love.mouse.isDown(1))
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end
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end
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function TouchConfigScene:new()
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VCTRL.toggle(true)
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VCTRL.focus = nil
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focusingButton = nil
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Grid:new(10, 20)
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-- TODO
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end
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function TouchConfigScene:update()
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-- TODO
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if VCTRL.focus~=focusingButton then
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focusingButton = VCTRL.focus
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sliderList.opacity.value = focusingButton.alpha
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sliderList.buttonSize.value = focusingButton.r / 120
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sliderList.iconSize.value = focusingButton.iconSize / 100
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end
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BUTTON.update(buttonList)
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sliderList_update()
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end
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local string_format = string.format
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function TouchConfigScene:render()
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MainBackground()
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if snapUnit >= 5 then
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local x1, y1 = GLOBAL_TRANSFORM:inverseTransformPoint(0, 0)
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local x2, y2 = GLOBAL_TRANSFORM:inverseTransformPoint(love.graphics.getDimensions())
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love.graphics.setColor(1,1,1,math.sin(love.timer.getTime()*4)*.1+.25)
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love.graphics.setLineWidth(1)
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-- From 0 to X
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for i=x1, x2+snapUnit, snapUnit do
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local x = i - i % snapUnit
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love.graphics.line(x, y1, x, y2)
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end
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-- From 0 to Y
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for i=y1,y2+snapUnit,snapUnit do
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local y= i - i % snapUnit
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love.graphics.line(x1, y, x2, y)
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end
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end
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love.graphics.setColor(0, 0, 0, 0.7)
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love.graphics.rectangle("fill", 5, 5, 560, 100)
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-- Button Size
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drawText(string_format("Size (buttons)\n%14.1d", focusingButton and focusingButton.r or 0), 10, 13, 100, "left")
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-- Icon size
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drawText(string_format("Size (icons)\n%13.1d%%", focusingButton and focusingButton.iconSize or 0), 290, 13, 100, "left")
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-- Opacity
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drawText(string_format("Opacity\n%13.1d%%", focusingButton and focusingButton.alpha * 100 or 0), 10, 63, 100, "left")
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-- Snap to grid
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drawText(string_format("Snap to grid\n%14.1d", snapUnit), 290, 63, 100, "left")
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for _, v in ipairs(VCTRL) do
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if v ~= focusingButton then
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v:draw(
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focusingButton and
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(v.show and 0.5 or 0.1) or
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(v.show and 1 or 0.5)
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)
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end
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end
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if focusingButton then
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focusingButton:draw(
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math.clamp(
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math.sin(love.timer.getTime()*4)*.5+0.1,
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focusingButton.show and 1 or 0.1, 1
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)
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)
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end
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sliderList_draw()
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BUTTON.draw(buttonList)
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end
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---@param e SCENE_onInput
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function TouchConfigScene:onInputMove(e)
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if e.type == "touch" or (e.type == "mouse" and love.mouse.isDown(1)) then
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if VCTRL.drag(e.dx, e.dy, e.id or 1) then VCTRL.hasChanged = true end
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elseif 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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---@param e SCENE_onInput
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function TouchConfigScene:onInputPress(e)
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if e.type == "mouse" or e.type == "touch" then
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if not (
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VCTRL.press(e.x, e.y, e.id and e.id or 1, true) or
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BUTTON.press(buttonList, e.x, e.y, e.id) or
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(e.x >= 120 and e.x <= 280 and e.y >= 10 and e.y <= 100) or
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(e.x >= 400 and e.x <= 560 and e.y >= 10 and e.y <= 100)
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) then
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VCTRL.focus = nil
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focusingButton = nil
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end
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end
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end
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---@param e SCENE_onInput
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function TouchConfigScene:onInputRelease(e)
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if e.type == "mouse" or e.type == "touch" then
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if not BUTTON.release(buttonList, e.x, e.y, e.id) then
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if focusingButton and VCTRL.release(e.id or 1) then
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focusingButton.x = math.roundUnit(focusingButton.x, snapUnit)
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focusingButton.y = math.roundUnit(focusingButton.y, snapUnit)
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end
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end
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end
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end
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return TouchConfigScene |