Controls menu
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44
inc/window/window.controls.lua
Normal file
44
inc/window/window.controls.lua
Normal file
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--- @section ControlsWindow
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local _controls = {
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{ action = "Navigate", keyboard = "Arrow keys", gamepad = "D-pad" },
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{ action = "Select / OK", keyboard = "Space", gamepad = "Z button" },
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{ action = "Back", keyboard = "Backspace", gamepad = "B button" },
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{ action = "Click", keyboard = "Mouse", gamepad = "" },
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}
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--- Draws the controls window.
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--- @within ControlsWindow
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function ControlsWindow.draw()
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UI.draw_top_bar("Controls")
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local col_action = 4
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local col_keyboard = 80
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local col_gamepad = 170
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local row_h = 10
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local y_header = 18
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local y_start = 30
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Print.text("Action", col_action, y_header, Config.colors.light_grey)
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Print.text("Keyboard", col_keyboard, y_header, Config.colors.light_grey)
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Print.text("Gamepad", col_gamepad, y_header, Config.colors.light_grey)
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line(col_action, y_header + 8, Config.screen.width - 4, y_header + 8, Config.colors.dark_grey)
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for i, entry in ipairs(_controls) do
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local y = y_start + (i - 1) * row_h
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Print.text(entry.action, col_action, y, Config.colors.white)
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Print.text(entry.keyboard, col_keyboard, y, Config.colors.light_blue)
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if entry.gamepad ~= "" then
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Print.text(entry.gamepad, col_gamepad, y, Config.colors.light_blue)
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end
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end
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Print.text("Space / Z button or click to go back", col_action, Config.screen.height - 10, Config.colors.light_grey)
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end
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--- Updates the controls window logic.
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--- @within ControlsWindow
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function ControlsWindow.update()
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if Input.back() or Input.select() then
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Window.set_current("menu")
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end
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end
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