144 lines
3.7 KiB
Lua
144 lines
3.7 KiB
Lua
Keybind = {}
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Keybind.move = {}
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Keybind.move.left = { demo = "move_left"}
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Keybind.move.right = { demo = "move_right"}
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Keybind.move.up = { demo = "move_up"}
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Keybind.move.down = { demo = "move_down"}
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Keybind.move.jump = { demo = "move_jump"}
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Keybind.move.hook = { demo = "move_hook"}
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Keybind.move.dash = { demo = "move_dash"}
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Keybind.menu = {}
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Keybind.menu.pause = { demo = "menu_pause"}
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Keybind.menu.confirm = { demo = "menu_confirm"}
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Keybind.debug = {}
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Keybind.editor = {}
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Keybind.generic = {}
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function Keybind:checkDown(action)
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if DemoPlayback then
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for _, demo_action in pairs(DemoAction[CurrentDemoFrame]) do
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if demo_action == action.demo then
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return true
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end
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end
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return false
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else
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for _, keyname in pairs(action.keys) do
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local check = false
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if type(keyname) == "string" then
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check = love.keyboard.isDown(keyname)
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else
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check = love.mouse.isDown(keyname)
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end
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if check then
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if action.demo ~= nil then
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Demo:recordAction(action.demo)
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end
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return true
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end
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end
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return false
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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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action.pressed = true
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return true
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end
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else
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action.pressed = nil
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end
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return false
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end
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function Keybind:checkCollision(cat, key)
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for _, action in pairs(cat) do
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for _, keyname in pairs(action.keys) do
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if key == keyname then return true end
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end
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end
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return false
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end
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function Keybind:addKey(action, key)
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table.insert(action.keys, key)
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end
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function Keybind:changeKey(action, position, key)
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action.keys[position] = key
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end
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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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return true
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end
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end
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return false
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end
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function Keybind:default()
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--Menu
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Keybind.menu.pause.keys = {"escape"}
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Keybind.menu.confirm.keys = {"z", "space", 1}
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--Move
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Keybind.move.left.keys = {"left", "a"}
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Keybind.move.right.keys = {"right", "d"}
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Keybind.move.up.keys = {"up", "w"}
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Keybind.move.down.keys = {"down", "s"}
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Keybind.move.jump.keys = {"z", "space"}
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Keybind.move.hook.keys = {"x", 1}
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Keybind.move.dash.keys = {"c", 2}
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--Debug
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Keybind.debug.debug = { keys = {"f1"}}
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Keybind.debug.reposition = { keys = {"f2"}}
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Keybind.debug.reload = { keys = {"f3"}}
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Keybind.debug.editor = { keys = {"f4"}}
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Keybind.debug.recording = { keys = {"f5"}}
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Keybind.debug.playback = { keys = {"f6"}}
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Keybind.debug.respawn = { keys = {"f8"}}
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-- Editor
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Keybind.editor.palette_mode = { keys = {"tab"}}
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Keybind.editor.room_mode = { keys = {"r"}}
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Keybind.editor.entity_mode = { keys = {"e"}}
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Keybind.editor.properties_mode = { keys = {"p"}}
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Keybind.editor.left = { keys = {"left", "a"}}
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Keybind.editor.right = { keys = {"right", "d"}}
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Keybind.editor.up = { keys = {"up", "w"}}
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Keybind.editor.down = { keys = {"down", "s"}}
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Keybind.editor.palette_change = { keys = {"f1"}}
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Keybind.editor.save = { keys = {"f3"}}
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Keybind.editor.tile_set = { keys = {1}}
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Keybind.editor.tile_remove = { keys = {2}}
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Keybind.editor.entity_select = { keys = {1}}
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Keybind.editor.entity_move = { keys = {2}}
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Keybind.editor.entity_modify_archetype = { keys = {"t"}}
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Keybind.editor.entity_modify_data = { keys = {"g"}}
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Keybind.editor.entity_remove = { keys = {"delete"}}
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Keybind.editor.entity_new = { keys = {"n"}}
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-- Generic
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Keybind.generic.lclick = { keys = {1}}
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Keybind.generic.rclick = { keys = {2}}
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Keybind.generic.lshift = { keys = {"lshift"}}
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Keybind.generic.alt = { keys = {"alt"}}
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Keybind.generic.lctrl = { keys = {"lctrl"}}
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end
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-- Set default values at start
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Keybind:default()
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