mouse handling refact
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@@ -7,3 +7,4 @@ docs
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minify.lua
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*.tic
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*.zip
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NOTES_*
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@@ -144,26 +144,21 @@ function Decision.update(decisions, selected_decision_index)
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selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
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end
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if Mouse.clicked() then
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local mx = Mouse.x()
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local my = Mouse.y()
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local bar_height = 16
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local bar_y = Config.screen.height - bar_height
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if my >= bar_y then
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if mx < 15 then
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local bar_h = 16
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local bar_y = Config.screen.height - bar_h
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local prev_zone = { x = 0, y = bar_y, w = 15, h = bar_h }
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local next_zone = { x = Config.screen.width-15, y = bar_y, w = 15, h = bar_h }
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local confirm_zone = { x = 15, y = bar_y, w = Config.screen.width-30, h = bar_h }
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if Mouse.zone(prev_zone) then
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Audio.sfx_beep()
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Mouse.consume()
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selected_decision_index = Util.safeindex(decisions, selected_decision_index - 1)
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elseif mx > Config.screen.width - 15 then
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elseif Mouse.zone(next_zone) then
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Audio.sfx_beep()
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Mouse.consume()
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selected_decision_index = Util.safeindex(decisions, selected_decision_index + 1)
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else
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Mouse.consume()
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elseif Mouse.zone(confirm_zone) then
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return selected_decision_index, true
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end
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end
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end
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return selected_decision_index, false
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end
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@@ -41,3 +41,36 @@ function Mouse.consume() _consumed = true end
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function Mouse.in_rect(x, y, w, h)
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return _mx >= x and _mx < x + w and _my >= y and _my < y + h
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end
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--- Returns true if the mouse is within the given circle.
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--- @within Mouse
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--- @param cx number Center x.
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--- @param cy number Center y.
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--- @param r number Radius.
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function Mouse.in_circle(cx, cy, r)
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local dx = _mx - cx
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local dy = _my - cy
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return (dx * dx + dy * dy) <= (r * r)
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end
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--- Returns true if the mouse was clicked inside the given rectangle, and consumes the click.
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--- @within Mouse
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--- @param rect table A table with fields: x, y, w, h.
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function Mouse.zone(rect)
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if Mouse.clicked() and Mouse.in_rect(rect.x, rect.y, rect.w, rect.h) then
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Mouse.consume()
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return true
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end
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return false
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end
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--- Returns true if the mouse was clicked inside the given circle, and consumes the click.
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--- @within Mouse
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--- @param circle table A table with fields: x, y, r.
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function Mouse.zone_circle(circle)
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if Mouse.clicked() and Mouse.in_circle(circle.x, circle.y, circle.r) then
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Mouse.consume()
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return true
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end
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return false
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end
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@@ -58,9 +58,7 @@ function UI.update_menu(items, selected_item, x, y, centered)
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end
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end
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if x ~= nil and y ~= nil and Mouse.clicked() then
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local mx = Mouse.x()
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local my = Mouse.y()
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if x ~= nil and y ~= nil then
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local menu_x = x
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if centered then
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local max_w = 0
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@@ -71,9 +69,7 @@ function UI.update_menu(items, selected_item, x, y, centered)
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menu_x = (Config.screen.width - max_w) / 2
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end
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for i, _ in ipairs(items) do
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local item_y = y + (i - 1) * 10
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if my >= item_y and my < item_y + 10 and mx >= menu_x - 8 then
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Mouse.consume()
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if Mouse.zone({ x = menu_x - 8, y = y + (i-1) * 10, w = Config.screen.width, h = 10 }) then
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return i, true
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end
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end
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@@ -355,16 +355,11 @@ function MinigameDDRWindow.update()
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right = Input.right()
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}
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if Mouse.clicked() then
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local mx = Mouse.x()
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local my = Mouse.y()
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for _, target in ipairs(mg.target_arrows) do
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if mx >= target.x and mx < target.x + mg.arrow_size and
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my >= mg.target_y and my < mg.target_y + mg.arrow_size then
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if Mouse.zone({ x = target.x, y = mg.target_y, w = mg.arrow_size, h = mg.arrow_size }) then
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input_map[target.dir] = true
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end
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end
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end
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for dir, pressed in pairs(input_map) do
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if pressed and mg.input_cooldowns[dir] == 0 then
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@@ -83,12 +83,7 @@ function MinigameButtonMashWindow.update()
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return
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end
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local mouse_on_button = false
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if Mouse.clicked() then
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local dx = Mouse.x() - mg.button_x
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local dy = Mouse.y() - mg.button_y
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mouse_on_button = (dx * dx + dy * dy) <= (mg.button_size * mg.button_size)
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end
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local mouse_on_button = Mouse.zone_circle({ x = mg.button_x, y = mg.button_y, r = mg.button_size })
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if Input.select() or mouse_on_button then
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Audio.sfx_drum_high()
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@@ -95,12 +95,7 @@ function MinigameRhythmWindow.update()
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if mg.press_cooldown > 0 then
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mg.press_cooldown = mg.press_cooldown - 1
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end
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local mouse_on_button = false
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if Mouse.clicked() then
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local dx = Mouse.x() - mg.button_x
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local dy = Mouse.y() - mg.button_y
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mouse_on_button = (dx * dx + dy * dy) <= (mg.button_size * mg.button_size)
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end
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local mouse_on_button = Mouse.zone_circle({ x = mg.button_x, y = mg.button_y, r = mg.button_size })
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if (Input.select() or mouse_on_button) and mg.press_cooldown == 0 then
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mg.button_pressed_timer = mg.button_press_duration
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