record and act on selected keys in options (except for save button and cancel button which are not acted upon)
This commit is contained in:
@@ -10,7 +10,8 @@ sig
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| SAVE_BUTTON
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| CANCEL_BUTTON
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type options_type = {focus: focus, lastUpPress: real, lastDownPress: real}
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type options_type =
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{focus: focus, isSelected: bool, lastUpPress: real, lastDownPress: real}
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val initial: options_type
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end
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@@ -27,7 +28,13 @@ struct
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| SAVE_BUTTON
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| CANCEL_BUTTON
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type options_type = {focus: focus, lastUpPress: real, lastDownPress: real}
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type options_type =
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{focus: focus, isSelected: bool, lastUpPress: real, lastDownPress: real}
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val initial = {focus = LEFT_KEY, lastUpPress = 0.0, lastDownPress = 0.0}
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val initial =
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{ focus = LEFT_KEY
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, isSelected = false
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, lastUpPress = 0.0
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, lastDownPress = 0.0
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}
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end
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@@ -1,95 +1,363 @@
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signature MAKE_UPDATE_SELECTED_KEY =
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sig
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val containsEscape: CoreKey.user_key * CoreKey.key_code list -> bool
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val updateKeys: CoreKey.key_code * CoreKey.user_key -> CoreKey.user_key
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val default: OptionsType.options_type * CoreKey.user_key -> GameType.game_type
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val deselect: OptionsType.options_type * CoreKey.user_key
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-> GameType.game_type
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end
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functor MakeUpdateSelectedKey(Fn: MAKE_UPDATE_SELECTED_KEY) =
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struct
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fun setNewKeys (options, userKeys, time) =
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let
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val {focus, lastUpPress, lastDownPress, ...} = options
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val options =
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{ focus = focus
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, lastUpPress = time
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, lastDownPress = time
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, isSelected = false
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}
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in
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{mode = GameType.OPTIONS options, userKeys = userKeys}
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end
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fun onSelected (options, input: FrameInputType.t, userKeys, time) =
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case #newKeys input of
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key :: tl =>
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(* change key *)
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if key = CoreKey.KEY_ESCAPE orelse Fn.containsEscape (userKeys, tl) then
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(* deslect as that is the function of the escape key *)
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Fn.deselect (options, userKeys)
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(* what if new key collides with existing key? todo *)
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else
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let val userKeys = Fn.updateKeys (key, userKeys)
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in setNewKeys (options, userKeys, time)
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end
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| [] => Fn.default (options, userKeys)
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end
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structure OptionsUpdate =
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struct
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open OptionsType
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fun default (options: OptionsType.options_type, userKeys) =
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let
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val {focus, ...} = options
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val {focus, isSelected, ...} = options
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(* `default` function is called when no keys are pressed
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* so set up pressed/down pressed both to 0
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* as neither is being pressed. *)
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val options = {focus = focus, lastUpPress = 0.0, lastDownPress = 0.0}
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val options =
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{ focus = focus
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, lastUpPress = 0.0
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, lastDownPress = 0.0
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, isSelected = isSelected
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}
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in
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{mode = GameType.OPTIONS options, userKeys = userKeys}
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end
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fun moveFocusUp (options, newFocus, userKeys, time) =
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fun moveFocusUp (options: OptionsType.options_type, newFocus, userKeys, time) =
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let
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val {focus, lastUpPress, ...} = options
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val {focus, isSelected, lastUpPress, ...} = options
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(* only switch to newFocus if it is time for key delay to be triggered.
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* We set lastDownPress to 0 because up is currently being pressed instead
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* so we don't want to a key delay for down. *)
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val options =
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if lastUpPress + Constants.keyDelay <= time then
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{focus = newFocus, lastUpPress = time, lastDownPress = 0.0}
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{ focus = newFocus
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, lastUpPress = time
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, lastDownPress = 0.0
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, isSelected = isSelected
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}
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else
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{focus = focus, lastUpPress = lastUpPress, lastDownPress = 0.0}
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{ focus = focus
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, lastUpPress = lastUpPress
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, lastDownPress = 0.0
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, isSelected = isSelected
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}
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in
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{mode = GameType.OPTIONS options, userKeys = userKeys}
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end
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fun moveFocusDown (options, newFocus, userKeys, time) =
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fun moveFocusDown
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(options: OptionsType.options_type, newFocus, userKeys, time) =
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let
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val {focus, lastDownPress, ...} = options
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val {focus, isSelected, lastDownPress, ...} = options
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val options =
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if lastDownPress + Constants.keyDelay <= time then
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{focus = newFocus, lastUpPress = 0.0, lastDownPress = time}
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{ focus = newFocus
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, lastUpPress = 0.0
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, lastDownPress = time
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, isSelected = isSelected
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}
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else
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{focus = focus, lastUpPress = 0.0, lastDownPress = lastDownPress}
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{ focus = focus
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, lastUpPress = 0.0
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, lastDownPress = lastDownPress
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, isSelected = isSelected
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}
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in
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{mode = GameType.OPTIONS options, userKeys = userKeys}
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end
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fun select (options: OptionsType.options_type, userKeys) =
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let
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val {focus, lastUpPress, lastDownPress, ...} = options
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val options =
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{ focus = focus
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, lastUpPress = lastUpPress
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, lastDownPress = lastDownPress
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, isSelected = true
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}
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in
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{mode = GameType.OPTIONS options, userKeys = userKeys}
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end
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fun deselect (options: OptionsType.options_type, userKeys) =
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let
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val {focus, lastUpPress, lastDownPress, ...} = options
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val options =
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{ focus = focus
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, lastUpPress = lastUpPress
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, lastDownPress = lastDownPress
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, isSelected = false
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}
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in
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{mode = GameType.OPTIONS options, userKeys = userKeys}
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end
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fun withLeftKeys (newLeft, userKeys: CoreKey.user_key) =
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let
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val {right, up, down, jump, attack, escape, ...} = userKeys
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in
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{ left = newLeft
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, right = right
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, up = up
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, down = down
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, jump = jump
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, attack = attack
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, escape = escape
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}
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end
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fun withRightKeys (newRight, userKeys: CoreKey.user_key) =
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let
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val {left, up, down, jump, attack, escape, ...} = userKeys
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in
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{ left = left
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, right = newRight
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, up = up
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, down = down
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, jump = jump
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, attack = attack
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, escape = escape
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}
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end
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fun withUpKeys (newUp, userKeys: CoreKey.user_key) =
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let
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val {left, right, down, jump, attack, escape, ...} = userKeys
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in
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{ left = left
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, right = right
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, up = newUp
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, down = down
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, jump = jump
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, attack = attack
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, escape = escape
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}
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end
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fun withDownKeys (newDown, userKeys: CoreKey.user_key) =
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let
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val {left, right, up, jump, attack, escape, ...} = userKeys
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in
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{ left = left
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, right = right
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, up = up
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, down = newDown
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, jump = jump
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, attack = attack
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, escape = escape
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}
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end
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fun withJumpKeys (newJump, userKeys: CoreKey.user_key) =
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let
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val {left, right, up, down, attack, escape, ...} = userKeys
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in
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{ left = left
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, right = right
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, up = up
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, down = down
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, jump = newJump
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, attack = attack
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, escape = escape
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}
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end
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fun withAttackKeys (newAttack, userKeys: CoreKey.user_key) =
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let
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val {left, right, up, down, jump, escape, ...} = userKeys
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in
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{ left = left
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, right = right
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, up = up
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, down = down
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, jump = jump
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, attack = newAttack
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, escape = escape
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}
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end
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(* Sometimes we only want to act on a key's 'press' event,
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* and the list only contains press events. *)
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fun containsKey (searchKey, lst) =
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case lst of
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hd :: tl => hd = searchKey orelse containsKey (searchKey, tl)
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| [] => false
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fun containsAttack (userKeys: CoreKey.user_key, input: FrameInputType.t) =
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containsKey (#attack userKeys, #newKeys input)
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fun containsEscape (userKeys: CoreKey.user_key, tl) =
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containsKey (#escape userKeys, tl)
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structure UpdateLeftKey =
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MakeUpdateSelectedKey
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(struct
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val containsEscape = containsEscape
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val updateKeys = withLeftKeys
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val default = default
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val deselect = deselect
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end)
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structure UpdateRightKey =
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MakeUpdateSelectedKey
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(struct
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val containsEscape = containsEscape
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val updateKeys = withRightKeys
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val default = default
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val deselect = deselect
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end)
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structure UpdateUpKey =
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MakeUpdateSelectedKey
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(struct
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val containsEscape = containsEscape
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val updateKeys = withUpKeys
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val default = default
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val deselect = deselect
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end)
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structure UpdateDownKey =
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MakeUpdateSelectedKey
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(struct
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val containsEscape = containsEscape
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val updateKeys = withDownKeys
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val default = default
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val deselect = deselect
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end)
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structure UpdateJumpKey =
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MakeUpdateSelectedKey
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(struct
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val containsEscape = containsEscape
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val updateKeys = withJumpKeys
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val default = default
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val deselect = deselect
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end)
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structure UpdateAttackKey =
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MakeUpdateSelectedKey
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(struct
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val containsEscape = containsEscape
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val updateKeys = withAttackKeys
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val default = default
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val deselect = deselect
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end)
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fun update (options, input: FrameInputType.t, userKeys, time) =
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case #focus options of
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LEFT_KEY =>
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if #downHeld input then
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if #isSelected options then
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UpdateLeftKey.onSelected (options, input, userKeys, time)
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else if containsAttack (userKeys, input) then
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select (options, userKeys)
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else if #downHeld input then
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moveFocusDown (options, RIGHT_KEY, userKeys, time)
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else
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default (options, userKeys)
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| RIGHT_KEY =>
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if #upHeld input then
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if #isSelected options then
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UpdateRightKey.onSelected (options, input, userKeys, time)
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else if containsAttack (userKeys, input) then
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select (options, userKeys)
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else if #upHeld input then
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moveFocusUp (options, LEFT_KEY, userKeys, time)
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else if #downHeld input then
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moveFocusDown (options, UP_KEY, userKeys, time)
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else
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default (options, userKeys)
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| UP_KEY =>
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if #upHeld input then
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if #isSelected options then
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UpdateUpKey.onSelected (options, input, userKeys, time)
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else if containsAttack (userKeys, input) then
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select (options, userKeys)
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else if #upHeld input then
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moveFocusUp (options, RIGHT_KEY, userKeys, time)
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else if #downHeld input then
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moveFocusDown (options, DOWN_KEY, userKeys, time)
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else
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default (options, userKeys)
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| DOWN_KEY =>
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if #upHeld input then
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if #isSelected options then
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UpdateDownKey.onSelected (options, input, userKeys, time)
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else if containsAttack (userKeys, input) then
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select (options, userKeys)
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else if #upHeld input then
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moveFocusUp (options, UP_KEY, userKeys, time)
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else if #downHeld input then
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moveFocusDown (options, JUMP_KEY, userKeys, time)
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else
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default (options, userKeys)
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| JUMP_KEY =>
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if #upHeld input then
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if #isSelected options then
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UpdateJumpKey.onSelected (options, input, userKeys, time)
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else if containsAttack (userKeys, input) then
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select (options, userKeys)
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else if #upHeld input then
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moveFocusUp (options, DOWN_KEY, userKeys, time)
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else if #downHeld input then
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moveFocusDown (options, ATTACK_KEY, userKeys, time)
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else
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default (options, userKeys)
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| ATTACK_KEY =>
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if #upHeld input then
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if #isSelected options then
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UpdateAttackKey.onSelected (options, input, userKeys, time)
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else if containsAttack (userKeys, input) then
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select (options, userKeys)
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else if #upHeld input then
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moveFocusUp (options, JUMP_KEY, userKeys, time)
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else if #downHeld input then
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moveFocusDown (options, SAVE_BUTTON, userKeys, time)
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else
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default (options, userKeys)
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| SAVE_BUTTON =>
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if #upHeld input then
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if containsAttack (userKeys, input) then
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select (options, userKeys)
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else if #upHeld input then
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moveFocusUp (options, ATTACK_KEY, userKeys, time)
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else if #downHeld input then
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moveFocusDown (options, CANCEL_BUTTON, userKeys, time)
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else
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default (options, userKeys)
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| CANCEL_BUTTON =>
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if #upHeld input then moveFocusUp (options, SAVE_BUTTON, userKeys, time)
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else default (options, userKeys)
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if containsAttack (userKeys, input) then
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select (options, userKeys)
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else if #upHeld input then
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moveFocusUp (options, SAVE_BUTTON, userKeys, time)
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else
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default (options, userKeys)
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end
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@@ -7,8 +7,13 @@ struct
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* the branch prediction cost *)
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fun drawLeftKey (options, width, height) =
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let
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val acc = MakeTextVec.make
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(155, 35, width, height, "Left key", 0.3, 0.3, 0.7, [])
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val acc =
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if #isSelected options then
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MakeTextVec.make
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(155, 35, width, height, "Left key", 0.7, 0.7, 0.3, [])
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else
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MakeTextVec.make
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(155, 35, width, height, "Left key", 0.3, 0.3, 0.7, [])
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val acc = MakeTextVec.make
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(155, 95, width, height, "Right key", 0.0, 0.0, 0.0, acc)
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@@ -7,7 +7,7 @@ struct
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START_BUTTON =>
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let
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val mode =
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if #attackHeld input orelse #jumpHeld input then
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if #attackHeld input then
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GameType.LEVEL LevelType.initial
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else
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let
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@@ -23,7 +23,7 @@ struct
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| OPTIONS_BUTTON =>
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let
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val mode =
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if #attackHeld input orelse #jumpHeld input then
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if #attackHeld input then
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(* placeholder: go to configure screen instead once that is implemented *)
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GameType.OPTIONS OptionsType.initial
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else
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@@ -51,7 +51,11 @@ struct
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case GlfwKeyMap.codeFromKey key of
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SOME code =>
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let
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val () = #newKeys state := code :: !(#newKeys state)
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val () =
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if action = Input.PRESS then
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#newKeys state := code :: !(#newKeys state)
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else
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()
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val {left, right, down, up, attack, jump, escape} = !keyMappings
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val action = actionToBool action
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in
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Reference in New Issue
Block a user