improve Prompt and use it to ask for level and file name when exporting
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@ -65,7 +65,21 @@ function stepEditor()
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end
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if Keybind:CheckPressed(Keybind.debug.reload) then
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ExportLevel("test")
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Prompt:new({
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name = "level name",
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input = "unnamed",
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func = function(name_prompt)
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if name_prompt.canceled then return end
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Prompt:new({
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name = "filename",
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input = "level.lua",
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func = function(file_prompt)
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if file_prompt.canceled then return end
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ExportLevel(name_prompt.input, file_prompt.input)
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end,
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}):activate()
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end,
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}):activate()
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end
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if Keybind:CheckPressed(Keybind.debug.editor) then
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@ -44,6 +44,7 @@ function Keybind:CheckDown(action)
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end
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end
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-- relies on being called exactly once per frame to be accurate.
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function Keybind:CheckPressed(action)
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if Keybind:CheckDown(action) then
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if not action.pressed then
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@ -77,6 +78,7 @@ function Keybind:RemoveKeys(action)
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action.keys = {}
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end
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-- this prolly should be used by Prompt:keypressed()
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function Keybind:hasKey(action, key)
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for _, v in pairs(action.keys) do
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if v == key then
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@ -18,6 +18,8 @@ Prompt = {
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pos = { x = 10, y = 10 },
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input = "",
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name = "input",
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canceled = false,
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closing = false,
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active_prompt = nil,
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}
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@ -32,9 +34,12 @@ end
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function Prompt:keypressed(key, scancode, isrepeat)
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if key == "backspace" then
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self.input = backspace(self.input)
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elseif key == "return" or key == "kpenter" then
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elseif key == "return" or key == "kpenter" or key == "escape" then
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if key == "escape" then
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self.canceled = true
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end
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self.closing = true
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self:func()
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Prompt.active_prompt = nil
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end
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end
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8
main.lua
8
main.lua
@ -98,7 +98,13 @@ function love.update(dt)
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end
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if Prompt.active_prompt then
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Prompt.active_prompt:update()
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-- try to stop the keypress that closed the menu from spilling into the rest of the game
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Keybind:CheckPressed(Keybind.menu.pause)
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if Prompt.active_prompt.closing then
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Prompt.active_prompt = nil
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else
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Prompt.active_prompt:update()
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end
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return
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end
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