Bugfixes. Removed cross-engine support, only Love2D. Added filesystem and keyboard modules in LibLL. Remade input handling in skins. Files and broken folders are not shows in game list. Add MOBILE variable and auto-fullscreen on mobile phones.
159 lines
3.7 KiB
Lua
159 lines
3.7 KiB
Lua
return function(ll)
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-- New UI from Sony PSP
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local sel = 1
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local psel
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local cx, cy, cw, ch, cg
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local css, rcss = 2, 0
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local f, bf
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ll.cfg.pcht = ll.cfg.pcht or 60 * 5
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local pikchv, pikcha = 0, 0
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local pikchao = math.floor(1 / ll.cfg.pcht * 2 * 255 + 0.5)
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local logger = ''
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local chc = '<>><m><'
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function resize()
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r = math.min(W, H) / 30
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cg = H / 64
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cw = W / 5
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ch = (H - cg) / 6
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cx = W / 10
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cy = -H / 2
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f = love.graphics.setNewFont(math.min(W, H) / 30)
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bf = love.graphics.newFont(math.min(W, H) / 20)
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ll.kbInit('v', H / 2 - ch, H / 2 + ch + cg, cx + cw * 2)
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end
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love.window.setMode(800, 600, {resizable = true})
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local sdir
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local function update()
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local ty = H / 2 - (ch + cg) * sel
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cy = cy + (ty - cy) * 0.1
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css = css + (2 - css) * 0.2
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rcss = 2 - css + 1
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local sdi = ll.kbGet()
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if sdi ~= sdir then
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if sdi
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then rcss = css
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css = 1
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psel = sel
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logger = logger .. sdi
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if logger == chc then
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resize()
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ll.devtools()
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end
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end
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sdir = sdi
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if sdi == '<'
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then sel = sel - 1
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elseif sdi == '>'
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then sel = sel + 1
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elseif sdi == 'o' and ll.games[sel]
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then ll.mount(ll.games[sel])
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end
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if sel < 1 then sel = #ll.games end
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if sel > #ll.games then sel = 1 end
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end
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pikchv = pikchv + 1
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if pikchv >= ll.cfg.pcht then
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pikchv = 0
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pikcha = 0
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for _, v in pairs(ll.games) do
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if v.dat.scr then
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v.scrprv = v.scrcur
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v.scrcur = v.scrcur + 1
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if v.scrcur > #v.dat.scr
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then v.scrcur = 1
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end
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end
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end
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else pikcha = math.min(255, pikcha + pikchao)
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end
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end
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local function scrCard(gme, x, y, w, h, a)
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if not gme.dat.scr then return end
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love.graphics.setColor(255, 255, 255, a / COLDIV)
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local p, n = gme.dat.scr[gme.scrprv], gme.dat.scr[gme.scrcur]
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love.graphics.draw(p, x, y, 0, w / p:getWidth(), h / p:getHeight())
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love.graphics.setColor(255, 255, 255, math.min(a, pikcha) / COLDIV)
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love.graphics.draw(n, x, y, 0, w / n:getWidth(), h / n:getHeight())
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love.graphics.setColor(0, 0, 0, 150 / COLDIV)
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love.graphics.rectangle('fill', x, y, w, h)
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end
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local function draw()
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love.graphics.setColor(0 / COLDIV, 50 / COLDIV, 75 / COLDIV)
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love.graphics.rectangle('fill', 0, 0, W, H)
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if ll.games[sel] then
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local cur = ll.games[sel]
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scrCard(cur, 0, 0, W, H, (css - 1) * 255)
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love.graphics.setColor(255, 255, 255, 255)
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love.graphics.setFont(bf)
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love.graphics.printf(cur.desc, cx + cw * 2, cx, W - (cx + cw * 2))
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else love.graphics.setColor(255, 255, 255, 255)
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sel = #ll.games
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end
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love.graphics.setFont(f)
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local oy = 0
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for k, v in pairs(ll.games) do
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local x, w, h, g = cx, cw, ch, cg
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if k == sel then
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x = cx / css
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w = cw * css
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h = ch * css
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g = cg * 3
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oy = oy + cg * css
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elseif k == psel then
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x = cx / rcss
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w = cw * rcss
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h = ch * rcss
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oy = oy + cg * rcss
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end
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love.graphics.stencil(function()
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love.graphics.rectangle('fill', x, cy + oy, w, h, r)
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end)
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love.graphics.setStencilTest('greater', 0)
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love.graphics.setColor(50 / COLDIV, 50 / COLDIV, 50 / COLDIV, 100 / COLDIV)
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love.graphics.rectangle('fill', x, cy + oy, w, h)
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love.graphics.setColor(255, 255, 255, 255)
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scrCard(v, x, cy + oy, w, h, 255)
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love.graphics.setColor(255, 255, 255, 255)
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local th = f:getHeight(v.name)
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love.graphics.print(v.name, x + cg, cy + oy + h - th - cg)
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love.graphics.setStencilTest()
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love.graphics.rectangle('line', x, cy + oy, w, h, r)
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oy = oy + h + g
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end
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if #ll.games == 0 then
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love.graphics.print('No games', cx, cy - ch)
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love.graphics.setFont(bf)
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love.graphics.print('Add some to the library', cx, cy)
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end
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end
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return {
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update = update,
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draw = draw,
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}
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end
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