Files
tromi_mobile/libs/simple-slider.lua
Squishy (C6H12O6+NaCl+H2O) 3343d8711b 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
2024-06-05 18:54:11 +07:00

153 lines
5.2 KiB
Lua

--[[
Copyright (c) 2016 George Prosser
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 slider = {}
slider.__index = slider
---@type table
---@class slider.style
---@field width? number
---@field orientatio? 'horizontal'|'vertical'
---@field track? 'rectangle'|'line'|'roundrect'
---@field knob? 'rectangle'|'circle'
---@param x number
---@param y number
---@param length number
---@param value number
---@param min number
---@param max number
---@param setter? function
---@param style? slider.style
function newSlider(x, y, length, value, min, max, setter, style)
local s = {}
s.value = (value - min) / (max - min)
s.min = min
s.max = max
s.setter = setter
s.x = x
s.y = y
s.length = length
local p = style or {}
s.width = p.width or length * 0.1
s.orientation = p.orientation or 'horizontal'
s.track = p.track or 'rectangle'
s.knob = p.knob or 'rectangle'
s.grabbed = false
s.wasDown = true
s.ox = 0
s.oy = 0
return setmetatable(s, slider)
end
function slider:update(mouseX, mouseY, mouseDown)
local x = mouseX or love.mouse.getX()
local y = mouseY or love.mouse.getY()
local down = love.mouse.isDown(1)
if mouseDown ~= nil then
down = mouseDown
end
local knobX = self.x
local knobY = self.y
if self.orientation == 'horizontal' then
knobX = self.x - self.length/2 + self.length * self.value
elseif self.orientation == 'vertical' then
knobY = self.y + self.length/2 - self.length * self.value
end
local ox = x - knobX
local oy = y - knobY
local dx = ox - self.ox
local dy = oy - self.oy
if down then
if self.grabbed then
if self.orientation == 'horizontal' then
self.value = self.value + dx / self.length
elseif self.orientation == 'vertical' then
self.value = self.value - dy / self.length
end
elseif (x > knobX - self.width/2 and x < knobX + self.width/2 and y > knobY - self.width/2 and y < knobY + self.width/2) and not self.wasDown then
self.ox = ox
self.oy = oy
self.grabbed = true
end
else
self.grabbed = false
end
self.value = math.max(0, math.min(1, self.value))
if self.setter ~= nil then
self.setter(self.min + self.value * (self.max - self.min))
end
self.wasDown = down
end
function slider:draw()
if self.track == 'rectangle' then
if self.orientation == 'horizontal' then
love.graphics.rectangle('line', self.x - self.length/2 - self.width/2, self.y - self.width/2, self.length + self.width, self.width)
elseif self.orientation == 'vertical' then
love.graphics.rectangle('line', self.x - self.width/2, self.y - self.length/2 - self.width/2, self.width, self.length + self.width)
end
elseif self.track == 'line' then
if self.orientation == 'horizontal' then
love.graphics.line(self.x - self.length/2, self.y, self.x + self.length/2, self.y)
elseif self.orientation == 'vertical' then
love.graphics.line(self.x, self.y - self.length/2, self.x, self.y + self.length/2)
end
elseif self.track == 'roundrect' then
if self.orientation == 'horizontal' then
love.graphics.rectangle('line', self.x - self.length/2 - self.width/2, self.y - self.width/2, self.length + self.width, self.width, self.width/2, self.width)
elseif self.orientation == 'vertical' then
love.graphics.rectangle('line', self.x - self.width/2, self.y - self.length/2 - self.width/2, self.width, self.length + self.width, self.width, self.width/2)
end
end
local knobX = self.x
local knobY = self.y
if self.orientation == 'horizontal' then
knobX = self.x - self.length/2 + self.length * self.value
elseif self.orientation == 'vertical' then
knobY = self.y + self.length/2 - self.length * self.value
end
if self.knob == 'rectangle' then
love.graphics.rectangle('fill', knobX - self.width/2, knobY - self.width/2, self.width, self.width)
elseif self.knob == 'circle' then
love.graphics.circle('fill', knobX, knobY, self.width/2)
end
end
function slider:getValue()
return self.min + self.value * (self.max - self.min)
end