bzr branch
/bzr/ld27
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by Josh C
zoetrope 1.4 |
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-- Class: Gamepad
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by Josh C
cluke009 zoetrope + my spritebatch changes |
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-- This represents a single gamepad connected to the user's computer. This offers the
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by Josh C
zoetrope 1.4 |
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-- usual functions to check on the status of buttons; you can also inspect other
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-- controls, like analog joysticks, by checking properties like <axes> and <hats>.
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cluke009 zoetrope + my spritebatch changes |
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-- (Incidentally, a hat is used for things like a digital control pad.)
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by Josh C
zoetrope 1.4 |
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--
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-- Normally, gamepad buttons are indexed by number. This class also adds virtual buttons
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-- named 'left', 'right', 'up', 'down'. This consults the first two analog axes
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-- and the first hat of the gamepad (if they exist) to set these.
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--
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-- A gamepad is only recognized if it is plugged in when LOVE starts up. There's no way
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-- to tell if the user has unplugged it after that; it just acts inert. A gamepad object
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-- with no connected hardware at startup will exist and respond to calls like <pressed()>,
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-- but it will always return false. You can tell it's unplugged because its active property
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-- will be false, and its name will always be 'NO DEVICE CONNECTED'.
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--
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-- Extends:
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-- <Sprite>
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Gamepad = Sprite:extend |
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{
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-- Property: number
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-- The index of the gamepad, starting at 1.
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-- Property: name
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-- The name of the gamepad, e.g. "XBox Controller".
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-- Property: numAxes
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-- The number of available axes, e.g. for analog controls.
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-- Property: numBalls
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-- The number of available balls.
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-- Property: numButtons
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-- The number of available buttons.
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-- Property: numHats
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-- The number of available hats, e.g. digital movement controls.
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-- Property: axes
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-- The state of all analog axes on the gamepad, indexed by number.
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-- Values range from -1 to 1, where 0 is completely neutral.
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-- Property: balls
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-- The amount of motion by a each ball on the gamepad, indexed by number.
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-- Not sure what the range of values is here.
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-- Property: hats
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-- The state of each hat on the gamepad, indexed by number. Each one has
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-- one of these values: https://love2d.org/wiki/JoystickConstant
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-- Property: deadZone
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-- Any motion by an analog control (from 0 to 1) less than this value is
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-- ignored when simulating digital controls.
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deadZone = 0.1, |
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-- private property: _thisFrame
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-- what keys are pressed this frame
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-- if you are interested in this, use allPressed() instead
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_thisFrame = {}, |
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-- private property: _lastFrame
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-- what buttons were pressed last frame
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_lastFrame = {}, |
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new = function (self, obj) |
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obj = self:extend(obj) |
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assert(type(obj.number) == 'number', 'must set a gamepad number') |
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obj.axes = {} |
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obj.balls = {} |
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obj.hats = {} |
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if obj.number <= love.joystick.getJoystickCount() then |
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-- if not love.joystick.isOpen(obj.number) then love.joystick.open(obj.number) end
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Joystick = love.joystick.getJoysticks()[obj.number] |
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obj.name = Joystick:getName() |
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obj.numAxes = Joystick:getAxisCount() |
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obj.numButtons = Joystick:getButtonCount() |
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obj.numHats = Joystick:getHatCount() |
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by Josh C
zoetrope 1.4 |
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-- set initial values for axes and balls
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-- hat values are strings so nil comparisons are safe
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for i = 1, obj.numAxes do |
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obj.axes[i] = 0 |
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end
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else
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obj.name = 'NO DEVICE CONNECTED' |
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obj.numAxes = 0 |
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obj.numButtons = 0 |
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obj.numHats = 0 |
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end
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love.joystickpressed = Gamepad._dispatchPress |
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love.joystickreleased = Gamepad._dispatchRelease |
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if obj.onNew then obj:onNew() end |
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return obj |
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end, |
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-- Method: pressed
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-- Are *any* of the buttons passed held down this frame?
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--
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-- Arguments:
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-- button numbers passed as individual arguments
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--
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-- Returns:
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-- boolean
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pressed = function (self, ...) |
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local buttons = {...} |
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for _, value in pairs(buttons) do |
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if self._thisFrame[value] 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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-- Method: justPressed
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-- Are *any* of the buttons passed pressed for the first time this frame?
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--
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-- Arguments:
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-- button numbers passed as individual arguments
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--
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-- Returns:
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-- boolean
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justPressed = function (self, ...) |
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local buttons = {...} |
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for _, value in pairs(buttons) do |
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if self._thisFrame[value] and not self._lastFrame[value] then |
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return true |
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end
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end
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cluke009 zoetrope + my spritebatch changes |
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zoetrope 1.4 |
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return false |
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end, |
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-- Method: released
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-- Are *all* of the buttons passed not held down this frame?
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--
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-- Arguments:
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-- button numbers passed as individual arguments
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--
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-- Returns:
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-- boolean
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released = function (self, ...) |
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local buttons = {...} |
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by Josh C
cluke009 zoetrope + my spritebatch changes |
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by Josh C
zoetrope 1.4 |
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for _, value in pairs(buttons) do |
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if self._thisFrame[value] then |
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return false |
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end
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end
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by Josh C
cluke009 zoetrope + my spritebatch changes |
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by Josh C
zoetrope 1.4 |
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return true |
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end, |
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-- Method: justReleased
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-- Are *any* of the buttons passed released after being held last frame?
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--
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-- Arguments:
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-- button numbers passed as individual arguments
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--
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-- Returns:
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-- boolean
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justReleased = function (self, ...) |
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local buttons = {...} |
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cluke009 zoetrope + my spritebatch changes |
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zoetrope 1.4 |
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for _, value in pairs(buttons) do |
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if self._lastFrame[value] and not self._thisFrame[value] then |
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return true |
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end
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end
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by Josh C
cluke009 zoetrope + my spritebatch changes |
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by Josh C
zoetrope 1.4 |
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return false |
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end, |
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-- Method: allPressed
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-- Returns all buttons currently pressed this frame.
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--
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-- Arguments:
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-- none
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--
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-- Returns:
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-- string button descriptions; if nothing is pressed, nil
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allPressed = function (self) |
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local result = {} |
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for key, value in pairs(self._thisFrame) do |
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if value then table.insert(result, key) end |
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end
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cluke009 zoetrope + my spritebatch changes |
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zoetrope 1.4 |
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return unpack(result) |
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end, |
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-- Method: allJustPressed
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-- Returns all buttons just pressed this frame.
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--
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-- Arguments:
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-- none
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--
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-- Returns:
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-- string button descriptions; if nothing is just pressed, nil
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allJustPressed = function (self) |
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local result = {} |
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for key, value in pairs(self._thisFrame) do |
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if value and not self._lastFrame[key] then table.insert(result, key) end |
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end
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cluke009 zoetrope + my spritebatch changes |
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zoetrope 1.4 |
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return unpack(result) |
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end, |
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-- Method: allJustReleased
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-- Returns all buttons just released this frame.
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--
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-- Arguments:
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-- none
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--
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-- Returns:
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-- string button descriptions; if nothing is just pressed, nil
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allJustReleased = function (self) |
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local result = {} |
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for key, value in pairs(self._thisFrame) do |
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if not value and self._lastFrame[key] then table.insert(result, key) end |
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end
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by Josh C
cluke009 zoetrope + my spritebatch changes |
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zoetrope 1.4 |
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return unpack(result) |
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end, |
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buttonPressed = function (self, button) |
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self._thisFrame[button] = true |
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end, |
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buttonReleased = function (self, button) |
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self._thisFrame[button] = false |
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end, |
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endFrame = function (self, elapsed) |
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-- move button values to the previous frame
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for key, value in pairs(self._thisFrame) do |
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self._lastFrame[key] = value |
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end
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-- set values
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for i = 1, self.numAxes do |
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by Josh C
cluke009 zoetrope + my spritebatch changes |
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self.axes[i] = Joystick:getAxis(i) |
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end
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for i = 1, self.numHats do |
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by Josh C
cluke009 zoetrope + my spritebatch changes |
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self.hats[i] = Joystick:getHat(i) |
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zoetrope 1.4 |
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end
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-- simulate digital controls
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self._thisFrame['up'] = false |
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self._thisFrame['down'] = false |
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self._thisFrame['left'] = false |
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self._thisFrame['right'] = false |
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if self.numHats > 0 then |
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local hat = self.hats[1] |
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if hat == 'u' then |
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self._thisFrame['up'] = true |
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elseif hat == 'd' then |
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self._thisFrame['down'] = true |
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elseif hat == 'l' then |
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self._thisFrame['left'] = true |
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elseif hat == 'r' then |
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self._thisFrame['right'] = true |
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elseif hat == 'lu' then |
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self._thisFrame['up'] = true |
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self._thisFrame['left'] = true |
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elseif hat == 'ru' then |
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self._thisFrame['up'] = true |
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self._thisFrame['right'] = true |
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elseif hat == 'ld' then |
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self._thisFrame['down'] = true |
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self._thisFrame['left'] = true |
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elseif hat == 'rd' then |
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self._thisFrame['down'] = true |
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self._thisFrame['right'] = true |
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end
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end
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if self.numAxes > 1 then |
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local xAxis = self.axes[1] |
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local yAxis = self.axes[2] |
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if math.abs(xAxis) > self.deadZone then |
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if xAxis < 0 then |
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self._thisFrame['left'] = true |
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else
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self._thisFrame['right'] = true |
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end
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end
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if math.abs(yAxis) > self.deadZone then |
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if yAxis < 0 then |
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self._thisFrame['up'] = true |
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else
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self._thisFrame['down'] = true |
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end
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end
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end
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by Josh C
cluke009 zoetrope + my spritebatch changes |
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by Josh C
zoetrope 1.4 |
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Sprite.endFrame(self) |
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end, |
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-- private method: _dispatchPress
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-- receives a Love joystickpressed callback and hands it off
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-- to the appropriate gamepad.
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_dispatchPress = function (number, button) |
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if the.gamepads[number] then |
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the.gamepads[number]:buttonPressed(button) |
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end
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end, |
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-- private method: _dispatchRelease
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-- receives a Love joystickreleased callback and hands it off
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-- to the appropriate gamepad.
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_dispatchRelease = function (number, button) |
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if the.gamepads[number] then |
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the.gamepads[number]:buttonReleased(button) |
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end
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end
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}
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