Difference between revisions of "Ftf libs"

From GiderosMobile
 
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end
 
end
 
end)
 
end)
</syntaxhighlight>
 
 
== KEY REMAPPING WITH SAVE DATA ==
 
[[File:keyremapping.png||256px]]
 
 
In this ''Settings'' scene we can remap any predefined keys. You can navigate using the arrows on your keyboard and press '''ENTER''' to remap a key.
 
 
Once you have remapped the keys, the new settings are save to a file which will be read everytime you restart the game.
 
 
'''Code using [[ButtonMonster class|ButtonMonster]]'''
 
<syntaxhighlight lang="lua">
 
-- *** SAVING AND LOADING DATA IN JSON FORMAT ***
 
require "json" -- don't forget to add the JSON plugin in your project
 
 
function saveData(filepath, value)
 
local contents = json.encode(value)
 
local file = io.open(filepath, "w") -- create file
 
file:write(contents) -- save json string in file
 
io.close(file)
 
end
 
 
function getData(filepath)
 
local value
 
local file = io.open(filepath, "r")
 
if file then
 
local contents = file:read("*a") -- read contents
 
value = json.decode(contents) -- decode json
 
io.close(file)
 
end
 
return value
 
end
 
 
-- *** LOADING AND SAVING USER PREFS DATA ***
 
-- global prefs functions
 
function myLoadPrefs(xconfigfilepath)
 
local mydata = getData(xconfigfilepath) -- try to read information from file
 
if not mydata then -- if no prefs file, create it
 
mydata = {}
 
-- set prefs
 
mydata.g_language = g_language
 
-- controls
 
mydata.g_keyleft = g_keyleft
 
mydata.g_keyright = g_keyright
 
mydata.g_keyup = g_keyup
 
mydata.g_keydown = g_keydown
 
mydata.g_keyaction1 = g_keyaction1
 
mydata.g_keyaction2 = g_keyaction2
 
mydata.g_keyaction3 = g_keyaction3
 
-- save prefs
 
saveData(xconfigfilepath, mydata) -- create file and save data
 
else -- prefs file exists, use it!
 
-- set prefs
 
g_language = mydata.g_language
 
-- controls
 
g_keyleft = mydata.g_keyleft
 
g_keyright = mydata.g_keyright
 
g_keyup = mydata.g_keyup
 
g_keydown = mydata.g_keydown
 
g_keyaction1 = mydata.g_keyaction1
 
g_keyaction2 = mydata.g_keyaction2
 
g_keyaction3 = mydata.g_keyaction3
 
end
 
end
 
 
function mySavePrefs(xconfigfilepath)
 
local mydata = {} -- clear the table
 
-- set prefs
 
mydata.g_language = g_language
 
-- controls
 
mydata.g_keyleft = g_keyleft
 
mydata.g_keyright = g_keyright
 
mydata.g_keyup = g_keyup
 
mydata.g_keydown = g_keydown
 
mydata.g_keyaction1 = g_keyaction1
 
mydata.g_keyaction2 = g_keyaction2
 
mydata.g_keyaction3 = g_keyaction3
 
-- save prefs
 
saveData(xconfigfilepath, mydata) -- save new data
 
end
 
 
-- initial default global prefs values
 
g_configfilepath = "|D|configfile.txt" -- data are saved in this file (in the Document app folder)
 
g_language = application:getLanguage()
 
g_keyleft = KeyCode.LEFT
 
g_keyright = KeyCode.RIGHT
 
g_keyup = KeyCode.UP
 
g_keydown = KeyCode.DOWN
 
g_keyaction1 = KeyCode.D -- punch1
 
g_keyaction2 = KeyCode.S -- punch1
 
g_keyaction3 = KeyCode.Q -- jump/jump punch1
 
 
-- load saved prefs from file (|D|configfile.txt)
 
myLoadPrefs(g_configfilepath) -- override default values by saved values if any
 
 
-- *** GLOBAL FONT AND UI THEME FOR BUTTONS ***
 
myttf = TTFont.new("fonts/Cabin-Regular-TTF.ttf", 2.8*8) -- UI
 
g_ui_theme = {}
 
g_ui_theme.pixelcolorup = 0x8d595d
 
g_ui_theme.pixelcolordown = 0xc09c98
 
g_ui_theme.textcolorup = 0xd9d2cb
 
g_ui_theme.textcolordown = 0xd9d2cb
 
g_ui_theme._textcolordisabled = 0xd9d2cb
 
g_ui_theme.tooltiptextcolor = 0x3a1d20
 
g_ui_theme.tooltipoffsetx = -7*8
 
g_ui_theme.tooltipoffsety = 1*4
 
 
-- *** THE OPTIONS SCENE (Class) ***
 
Options = Core.class(Sprite)
 
 
local keyNames = { -- display a friendly key name
 
  [KeyCode.LEFT] = "LEFT",
 
  [KeyCode.RIGHT] = "RIGHT",
 
  [KeyCode.UP] = "UP",
 
  [KeyCode.DOWN] = "DOWN",
 
  [KeyCode.NUM0] = "NUMPAD 0",
 
  [KeyCode.NUM1] = "NUMPAD 1",
 
  [KeyCode.NUM2] = "NUMPAD 2",
 
  [KeyCode.NUM3] = "NUMPAD 3",
 
  [KeyCode.NUM4] = "NUMPAD 4",
 
  [KeyCode.NUM5] = "NUMPAD 5",
 
  [KeyCode.NUM6] = "NUMPAD 6",
 
  [KeyCode.NUM7] = "NUMPAD 7",
 
  [KeyCode.NUM8] = "NUMPAD 8",
 
  [KeyCode.NUM9] = "NUMPAD 9",
 
  [KeyCode.SPACE] = "SPACE",
 
  [KeyCode.SHIFT] = "SHIFT",
 
  [KeyCode.CTRL] = "CONTROL",
 
  [KeyCode.ALT] = "ALT",
 
  [KeyCode.TAB] = "TAB",
 
}
 
 
function Options:init()
 
-- bg
 
application:setBackgroundColor(0x232a35)
 
-- tooltip layer
 
local tooltiplayer = Sprite.new()
 
-- buttons
 
local key
 
-- movement
 
if (keyNames[g_keyleft] or 0) == 0 then key = utf8.char(g_keyleft)
 
else key = keyNames[g_keyleft]
 
end -- display a friendly key name
 
self.btnLEFT = ButtonMonster.new({
 
autoscale=false, pixelwidth=17*8, pixelheight=6*8,
 
pixelscalexup=0.8, pixelscalexdown=0.9,
 
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
 
text=key, ttf=myttf, textcolorup=g_ui_theme.textcolorup, textcolordown=g_ui_theme.textcolordown,
 
tooltiptext="left", tooltipttf=myttf, tooltiptextcolor=g_ui_theme.tooltiptextcolor,
 
tooltipoffsetx=g_ui_theme.tooltipoffsetx, tooltipoffsety=g_ui_theme.tooltipoffsety,
 
}, 2, tooltiplayer)
 
if (keyNames[g_keyright] or 0) == 0 then key = utf8.char(g_keyright)
 
else key = keyNames[g_keyright]
 
end -- display a friendly key name
 
self.btnRIGHT = ButtonMonster.new({
 
autoscale=false, pixelwidth=17*8, pixelheight=6*8,
 
pixelscalexup=0.8, pixelscalexdown=0.9,
 
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
 
text=key, ttf=myttf, textcolorup=g_ui_theme.textcolorup, textcolordown=g_ui_theme.textcolordown,
 
tooltiptext="right", tooltipttf=myttf, tooltiptextcolor=g_ui_theme.tooltiptextcolor,
 
tooltipoffsetx=g_ui_theme.tooltipoffsetx, tooltipoffsety=g_ui_theme.tooltipoffsety,
 
}, 3, tooltiplayer)
 
if (keyNames[g_keyup] or 0) == 0 then key = utf8.char(g_keyup)
 
else key = keyNames[g_keyup]
 
end -- display a friendly key name
 
self.btnUP = ButtonMonster.new({
 
autoscale=false, pixelwidth=17*8, pixelheight=6*8,
 
pixelscalexup=0.8, pixelscalexdown=0.9,
 
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
 
text=key, ttf=myttf, textcolorup=g_ui_theme.textcolorup, textcolordown=g_ui_theme.textcolordown,
 
tooltiptext="up", tooltipttf=myttf, tooltiptextcolor=g_ui_theme.tooltiptextcolor,
 
tooltipoffsetx=g_ui_theme.tooltipoffsetx, tooltipoffsety=g_ui_theme.tooltipoffsety,
 
}, 1, tooltiplayer)
 
if (keyNames[g_keydown] or 0) == 0 then key = utf8.char(g_keydown)
 
else key = keyNames[g_keydown]
 
end -- display a friendly key name
 
self.btnDOWN = ButtonMonster.new({
 
autoscale=false, pixelwidth=17*8, pixelheight=6*8,
 
pixelscalexup=0.8, pixelscalexdown=0.9,
 
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
 
text=key, ttf=myttf, textcolorup=g_ui_theme.textcolorup, textcolordown=g_ui_theme.textcolordown,
 
tooltiptext="down", tooltipttf=myttf, tooltiptextcolor=g_ui_theme.tooltiptextcolor,
 
tooltipoffsetx=g_ui_theme.tooltipoffsetx, tooltipoffsety=g_ui_theme.tooltipoffsety,
 
}, 4, tooltiplayer)
 
-- actions
 
if (keyNames[g_keyaction1] or 0) == 0 then key = utf8.char(g_keyaction1)
 
else key = keyNames[g_keyaction1]
 
end -- display a friendly key name
 
self.btnACTION1 = ButtonMonster.new({
 
autoscale=false, pixelwidth=17*8, pixelheight=6*8,
 
pixelscalexup=0.8, pixelscalexdown=0.9,
 
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
 
text=key, ttf=myttf, textcolorup=g_ui_theme.textcolorup, textcolordown=g_ui_theme.textcolordown,
 
tooltiptext="punch1", tooltipttf=myttf, tooltiptextcolor=g_ui_theme.tooltiptextcolor,
 
tooltipoffsetx=g_ui_theme.tooltipoffsetx, tooltipoffsety=g_ui_theme.tooltipoffsety,
 
}, 5, tooltiplayer)
 
if (keyNames[g_keyaction2] or 0) == 0 then key = utf8.char(g_keyaction2)
 
else key = keyNames[g_keyaction2]
 
end -- display a friendly key name
 
self.btnACTION2 = ButtonMonster.new({
 
autoscale=false, pixelwidth=17*8, pixelheight=6*8,
 
pixelscalexup=0.8, pixelscalexdown=0.9,
 
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
 
text=key, ttf=myttf, textcolorup=g_ui_theme.textcolorup, textcolordown=g_ui_theme.textcolordown,
 
tooltiptext="punch2", tooltipttf=myttf, tooltiptextcolor=g_ui_theme.tooltiptextcolor,
 
tooltipoffsetx=g_ui_theme.tooltipoffsetx, tooltipoffsety=g_ui_theme.tooltipoffsety,
 
}, 6, tooltiplayer)
 
if (keyNames[g_keyaction3] or 0) == 0 then key = utf8.char(g_keyaction3)
 
else key = keyNames[g_keyaction3]
 
end -- display a friendly key name
 
self.btnACTION3 = ButtonMonster.new({
 
autoscale=false, pixelwidth=17*8, pixelheight=6*8,
 
pixelscalexup=0.8, pixelscalexdown=0.9,
 
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
 
text=key, ttf=myttf, textcolorup=g_ui_theme.textcolorup, textcolordown=g_ui_theme.textcolordown,
 
tooltiptext="jump punch", tooltipttf=myttf, tooltiptextcolor=g_ui_theme.tooltiptextcolor,
 
tooltipoffsetx=g_ui_theme.tooltipoffsetx, tooltipoffsety=g_ui_theme.tooltipoffsety,
 
}, 7, tooltiplayer)
 
-- btn menu
 
self.btnMENU = ButtonMonster.new({
 
autoscale=false, pixelwidth=12*8, pixelheight=6*8,
 
pixelscalexup=0.8, pixelscalexdown=0.9,
 
pixelcolorup=g_ui_theme.pixelcolorup, pixelcolordown=g_ui_theme.pixelcolordown,
 
text="MENU", ttf=myttf, textcolorup=0x0009B3, textcolordown=0x45d1ff,
 
tooltiptext="Enter", tooltipttf=myttf, tooltiptextcolor=g_ui_theme.tooltiptextcolor,
 
tooltipoffsetx=g_ui_theme.tooltipoffsetx, tooltipoffsety=g_ui_theme.tooltipoffsety,
 
}, 8, tooltiplayer)
 
-- btns table
 
self.btns = {}
 
self.btns[#self.btns + 1] = self.btnUP -- 1
 
self.btns[#self.btns + 1] = self.btnLEFT -- 2
 
self.btns[#self.btns + 1] = self.btnRIGHT -- 3
 
self.btns[#self.btns + 1] = self.btnDOWN -- 4
 
self.btns[#self.btns + 1] = self.btnACTION1 -- 5
 
self.btns[#self.btns + 1] = self.btnACTION2 -- 6
 
self.btns[#self.btns + 1] = self.btnACTION3 -- 7
 
self.btns[#self.btns + 1] = self.btnMENU -- 8
 
self.selector = 1 -- starting button
 
-- position
 
self.btnLEFT:setPosition(1.5*myappwidth/10, 6*8+6*myappheight/10) -- 2
 
self.btnRIGHT:setPosition(3.5*myappwidth/10, 6*8+6*myappheight/10) -- 3
 
self.btnUP:setPosition(2.5*myappwidth/10, 6*8+4.6*myappheight/10) -- 1
 
self.btnDOWN:setPosition(2.5*myappwidth/10, 6*8+7.4*myappheight/10) -- 4
 
for i = 5, 7 do -- action buttons
 
self.btns[i]:setPosition(5.6*myappwidth/10, (i-5)*6*8+6*myappheight/10)
 
end
 
self.btnMENU:setPosition(myappwidth - self.btnMENU:getWidth()/2, myappheight - self.btnMENU:getHeight()/2)
 
-- order
 
for k, v in ipairs(self.btns) do self:addChild(v) end
 
self:addChild(tooltiplayer)
 
-- buttons listeners
 
for k, v in ipairs(self.btns) do
 
-- v:addEventListener("pressed", function() self.selector = k self:goto() end)
 
v:addEventListener("clicked", function() self.selector = k self:goto() end)
 
v:addEventListener("hovered", function(e) self.selector = e.currselector end)
 
v.btns = self.btns -- FOR KEYBOARD NAVIGATION!
 
end
 
-- let's go!
 
self.isremapping = false
 
self:myKeysPressed()
 
self:updateButton()
 
end
 
 
-- key remapping
 
function Options:remapKey(xbool)
 
local btn = self.btns[self.selector]
 
if xbool then
 
self.isremapping = true
 
btn:setColorTransform(255/255, 255/255, 0/255, 255/255)
 
else
 
btn:setColorTransform(255/255, 255/255, 255/255, 255/255)
 
end
 
end
 
 
-- update button state
 
function Options:updateButton()
 
for k, v in ipairs(self.btns) do
 
v.currselector = self.selector
 
v:updateVisualState()
 
if k == self.selector then v:selectionSfx() end
 
end
 
end
 
 
-- KEYS HANDLER
 
function Options:myKeysPressed()
 
self:addEventListener(Event.KEY_DOWN, function(e)
 
if self.isremapping then -- KEY REMAPPING
 
if e.keyCode == KeyCode.ESC then
 
self.isremapping = false
 
self:remapKey(self.isremapping)
 
self:updateButton()
 
return
 
end
 
local keycode = e.keyCode
 
local key = keyNames[keycode]
 
if (keyNames[keycode] or 0) == 0 then key = utf8.char(keycode) end
 
self.btns[self.selector]:changeText(key)
 
if self.selector == 1 then g_keyup = keycode -- follows self.btns order
 
elseif self.selector == 2 then g_keyleft = keycode -- follows self.btns order
 
elseif self.selector == 3 then g_keyright = keycode -- follows self.btns order
 
elseif self.selector == 4 then g_keydown = keycode -- follows self.btns order
 
elseif self.selector == 5 then g_keyaction1 = keycode -- follows self.btns order
 
elseif self.selector == 6 then g_keyaction2 = keycode -- follows self.btns order
 
elseif self.selector == 7 then g_keyaction3 = keycode -- follows self.btns order
 
end
 
self.isremapping = false
 
self:remapKey(self.isremapping)
 
self:updateButton()
 
mySavePrefs(g_configfilepath)
 
else -- NOT KEY REMAPPING
 
if e.keyCode == KeyCode.ESC then self:back() end
 
-- keyboard
 
if e.keyCode == KeyCode.UP or e.keyCode == g_keyup or e.keyCode == KeyCode.LEFT or e.keyCode == g_keyleft then
 
self.selector -= 1 if self.selector < 1 then self.selector = #self.btns end
 
self:updateButton()
 
elseif e.keyCode == KeyCode.DOWN or e.keyCode == g_keydown or e.keyCode == KeyCode.RIGHT or e.keyCode == g_keyright then
 
self.selector += 1 if self.selector > #self.btns then self.selector = 1 end
 
self:updateButton()
 
end
 
-- modifier
 
local modifier = application:getKeyboardModifiers()
 
local alt = (modifier & KeyCode.MODIFIER_ALT) > 0
 
if not alt and (e.keyCode == KeyCode.ENTER or e.keyCode == KeyCode.SPACE or e.keyCode == g_keyaction1) then -- validate
 
self:goto()
 
end
 
end
 
end)
 
end
 
 
-- scenes navigation
 
function Options:goto()
 
for k, v in ipairs(self.btns) do
 
if k == self.selector then
 
if v.isdisabled then print("btn disabled!", k)
 
elseif k >= 1 and k <= #self.btns-1 then self:remapKey(true) -- player1 controls/actions
 
elseif k == #self.btns then self:back() -- last button is go back to menu scene
 
else print("nothing here!", k)
 
end
 
end
 
end
 
end
 
function Options:back()
 
print("SWITCH TO MENU SCENE")
 
-- scenemanager:changeScene("menu", 1, transitions[1], easings[3])
 
end
 
 
-- *** START THE SCENE ***
 
stage:addChild(Options.new())
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  

Latest revision as of 20:20, 27 October 2024

Here are some longer code (classes) from the Gideros forum and some other places :-)

All samples are ready to use. Enjoy!

GFX

Hex to Number / Number to Hex

--[[
Lua Hex v0.4
-------------------
Hex conversion lib for Lua.

How to use:
 lhex.to_hex(n) -- convert a number to a hex string
 lhex.to_dec(hex) -- convert a hex "string" (prefix with "0x..." or "0X...") to number

Part of LuaBit(http://luaforge.net/projects/bit/).

Under the MIT license.

copyright(c) 2006~2007 hanzhao (abrash_han@hotmail.com)
--]]

local function to_bits(n)
	-- checking not float
	if(n - (n//1) > 0) then error("trying to apply bitwise operation on non-integer!") end
	if(n < 0) then return to_bits(~(n//1) + 1) end -- negative
	-- to bits table
	local tbl = {}
	local cnt = 1
	while (n > 0) do
		local last = n%2
		if(last == 1) then tbl[cnt] = 1
		else tbl[cnt] = 0
		end
		n = (n-last)/2
		cnt += 1
	end
	return tbl
end

local function tbl_to_number(tbl)
	local n = #tbl
	local rslt = 0
	local power = 1
	for i = 1, n do
		rslt += tbl[i]*power
		power *= 2
	end
	return rslt
end

local function to_hex(n)
	if(type(n) ~= "number") then error("non-number type passed in.") end
	-- checking not float
	if(n - (n//1) > 0) then error("trying to apply bitwise operation on non-integer!") end
	if(n < 0) then -- negative
		n = to_bits(~(-n<>n) + 1)
		n = tbl_to_number(n)
	end
	local hex_tbl = { "A", "B", "C", "D", "E", "F" }
	local hex_str = ""
	while(n ~= 0) do
		local last = n%16
		if(last < 10) then hex_str = tostring(last) .. hex_str
		else hex_str = hex_tbl[last-10+1] .. hex_str
		end
		n = (n/16)//1 -- floor
	end
	if(hex_str == "") then hex_str = "0" end
	return "0x"..hex_str
end

local function to_dec(hexstring)
	if(type(hexstring) ~= "string") then error("non-string type passed in.") end
	local head = string.sub(hexstring, 1, 2)
	if(head ~= "0x" and head ~= "0X") then error("wrong hex format, should lead by 0x or 0X.") end
	return tonumber(hexstring:sub(3), 16) -- base 16
end

--------------------
-- lua hex lib interface
lhex = {
	to_hex=to_hex,
	to_dec=to_dec,
}

--------------------
-- examples
local dec = 4341688
local hex = lhex.to_hex(dec) -- number to hex
print(hex) -- 0x423FB8
local revdec = lhex.to_dec(hex) -- hex string (prefix with "0x" or "0X") to number
print(revdec) -- 4341688

print(lhex.to_dec("0x0")) -- 0, hex string (prefix with "0x" or "0X") to number
print(lhex.to_dec("0x00ff00")) -- 65280, hex string (prefix with "0x" or "0X") to number
print(lhex.to_hex(16777215)) -- 0xFFFFFF, number to hex

local pix = Pixel.new(lhex.to_hex(56816), 1, 32, 32)
stage:addChild(pix)

print("hex is", hex)

FILES

Get Files in Folder @xxx

note: requires the Lfs plugin

Gets all the files in a folder matching a file extension and store them in a list.

local myos = application:getDeviceInfo()
local iswin32 = if myos == "win32" then true else false
--print(iswin32)

function getFilesInFolder(xpath, xlist)
	local lfs = require "lfs"
	for file in lfs.dir(xpath) do
		if file ~= "." and file ~= ".." then
			if file:match(".png$") then -- choose your file extension here
				if iswin32 then
					local f = xpath.."\\"..file
--					print(f)
					xlist[#xlist + 1] = f:gsub("/", "\\")
				else
					local f = xpath.."/"..file
--					print(f)
					xlist[#xlist + 1] = f:gsub("\\", "/")
				end
			end
		end
	end
	lfs = nil
end

Demo code using ButtonMonster

local myos = application:getDeviceInfo()
local iswin32 = if myos == "win32" then true else false
--print(iswin32)

local folderimages = {} -- list all images in user selected folder
local images = {} -- list all images with valid extension
local btnimagefolder = ButtonMonster.new({
	pixelcolorup=0xffaa00, text="import images", textcolorup=0xaa0000, textscalex=3,
	isautoscale=true,
})
btnimagefolder:setPosition(16, 16)
stage:addChild(btnimagefolder)
btnimagefolder:addEventListener("clicked", function()
	local path
	if iswin32 then path = application:get("openDirectoryDialog", "Select Folder", "C:\\tmp\\")
	else path = application:get("openDirectoryDialog", "Select Folder", "C:/tmp/")
	end -- print(path)
	if path then getFilesInFolder(path, folderimages) end
	if folderimages and #folderimages > 0 then
		for i = 1, #folderimages do
			images[i] = Bitmap.new(Texture.new(folderimages[i]), true)
			images[i]:setAnchorPoint(0.5, 1)
			images[i]:setPosition(8, 8)
			-- ...
		end
	end
end)


More to come God's willing...