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local menu, background = ...
local Button = require "not.Button"
local Selector = require "not.Selector"
local Element = require "not.Element"
local width, height = love.graphics.getWidth()/getRealScale(), love.graphics.getHeight()/getRealScale()
local bx = width/2-29
local keys = {"Left", "Right", "Up", "Down", "Attack", "Jump"}
local dimmer = Element(menu)
:setPosition(width/2, 15)
:set("visible", false)
:set("currentControl", "Left") -- it actually means control that is being set CURRENTLY
:set("previousControl", "") -- it actually means key that was set as this control PREVIOUSLY
:set("draw", function (self, scale)
if self.visible then
love.graphics.setColor(0, 0, 0, 210)
love.graphics.rectangle("fill",0,0,width*getRealScale(),height*getRealScale())
love.graphics.setColor(120, 255, 120, 255)
love.graphics.printf("Press new key for: \n> " .. self.currentControl .. " <", (width/2-110)*scale, (height/2-4)*scale, 220, "center", 0, scale, scale)
love.graphics.setColor(120, 120, 120, 255)
love.graphics.printf("Old: " .. self.previousControl .. "", (width/2-110)*scale, (height/2+16)*scale, 220, "center", 0, scale, scale)
love.graphics.setColor(255, 255, 255, 255)
end
end)
-- CHANGER functions
local isEnabled = function (self)
if Controller.getSets()[self.setNumber()] and not self.inProgress then
return true
else
return false
end
end
local startChange = function (self)
dimmer:set("visible", true):set("currentControl", "Left")
self.parent.allowMove = false
self.inProgress = true
self.currentKey = 0
-- Displaying old key should be done less tricky; REWORK NEEDED
dimmer:set("previousControl", Controller.sets[self.setNumber()][string.lower(keys[self.currentKey+1])])
self.newSet = {}
end
local controlreleased = function(self, set, action, key)
if self.inProgress then
if self.currentKey > 0 and self.currentKey < 7 then
table.insert(self.newSet, key)
dimmer:set("currentControl", keys[self.currentKey+1])
end
-- There is something wrong with this `if` statements... I mean, look at these numbers.
if self.currentKey > 5 then
dimmer:set("visible", false)
self.parent.allowMove = true
self.inProgress = false
table.insert(self.newSet, Controller.getSets()[self.setNumber()].joystick)
print(self.newSet[7])
Settings.change(self.setNumber(), self.newSet[1], self.newSet[2], self.newSet[3], self.newSet[4], self.newSet[5], self.newSet[6], self.newSet[7])
else
dimmer:set("previousControl", Controller.sets[self.setNumber()][string.lower(keys[self.currentKey+1])])
self.currentKey = self.currentKey + 1
end
end
end
if background == nil or not background:is(require "not.MenuBackground") then
background = require "not.MenuBackground"(menu)
end
local displayTypes = {["fullscreen"] = "fullscreen", ["1"] = "1x", ["2"] = "2x", ["3"] = "3x", ["4"] = "4x", ["5"] = "5x"}
local displayButton = Button(menu)
:set("types", displayTypes)
:setText(displayTypes[Settings.current.display])
:setPosition(bx,64)
:set("enabled", true)
:set("isEnabled", function (self) return self.enabled end)
:set("active", function (self)
self.parent.inputBreakTimer = 0.2
if Settings.current.display == "fullscreen" then
Settings.current.display = "1"
elseif Settings.current.display == "5" then
Settings.current.display = "fullscreen"
else
Settings.current.display = tostring(tonumber(Settings.current.display) + 1)
end
self:setText(self.types[Settings.current.display])
Settings.reload()
end)
local a = {
background,
displayButton,
Button(menu)
:setText("Keyboard 1")
:setPosition(bx,80)
:set("setNumber", function () return 1 end)
:set("isEnabled", isEnabled)
:set("controlreleased", controlreleased)
:set("stopChange", stopChange)
:set("active", startChange)
,
Button(menu)
:setText("Keyboard 2")
:setPosition(bx,96)
:set("setNumber", function () return 2 end)
:set("isEnabled", isEnabled)
:set("controlreleased", controlreleased)
:set("stopChange", stopChange)
:set("active", startChange)
,
Button(menu)
:setText("Gamepad 1")
:setPosition(bx,112)
:set("setNumber", function () return 3 end)
:set("isEnabled", isEnabled)
:set("controlreleased", controlreleased)
:set("stopChange", stopChange)
:set("active", startChange)
,
Button(menu)
:setText("Gamepad 2")
:setPosition(bx,128)
:set("setNumber", function () return 4 end)
:set("isEnabled", isEnabled)
:set("controlreleased", controlreleased)
:set("stopChange", stopChange)
:set("active", startChange)
,
Button(menu)
:setText("Go back")
:setPosition(bx,144)
:set("active", function (self)
self.parent:open("main")
end)
,
dimmer
}
return a
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