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:
2025-02-21 14:46:54 +00:00
parent 20338996b8
commit b2f58f1c9a
5 changed files with 311 additions and 27 deletions

View File

@@ -10,7 +10,8 @@ sig
| SAVE_BUTTON
| CANCEL_BUTTON
type options_type = {focus: focus, lastUpPress: real, lastDownPress: real}
type options_type =
{focus: focus, isSelected: bool, lastUpPress: real, lastDownPress: real}
val initial: options_type
end
@@ -27,7 +28,13 @@ struct
| SAVE_BUTTON
| CANCEL_BUTTON
type options_type = {focus: focus, lastUpPress: real, lastDownPress: real}
type options_type =
{focus: focus, isSelected: bool, lastUpPress: real, lastDownPress: real}
val initial = {focus = LEFT_KEY, lastUpPress = 0.0, lastDownPress = 0.0}
val initial =
{ focus = LEFT_KEY
, isSelected = false
, lastUpPress = 0.0
, lastDownPress = 0.0
}
end

View File

@@ -1,95 +1,363 @@
signature MAKE_UPDATE_SELECTED_KEY =
sig
val containsEscape: CoreKey.user_key * CoreKey.key_code list -> bool
val updateKeys: CoreKey.key_code * CoreKey.user_key -> CoreKey.user_key
val default: OptionsType.options_type * CoreKey.user_key -> GameType.game_type
val deselect: OptionsType.options_type * CoreKey.user_key
-> GameType.game_type
end
functor MakeUpdateSelectedKey(Fn: MAKE_UPDATE_SELECTED_KEY) =
struct
fun setNewKeys (options, userKeys, time) =
let
val {focus, lastUpPress, lastDownPress, ...} = options
val options =
{ focus = focus
, lastUpPress = time
, lastDownPress = time
, isSelected = false
}
in
{mode = GameType.OPTIONS options, userKeys = userKeys}
end
fun onSelected (options, input: FrameInputType.t, userKeys, time) =
case #newKeys input of
key :: tl =>
(* change key *)
if key = CoreKey.KEY_ESCAPE orelse Fn.containsEscape (userKeys, tl) then
(* deslect as that is the function of the escape key *)
Fn.deselect (options, userKeys)
(* what if new key collides with existing key? todo *)
else
let val userKeys = Fn.updateKeys (key, userKeys)
in setNewKeys (options, userKeys, time)
end
| [] => Fn.default (options, userKeys)
end
structure OptionsUpdate =
struct
open OptionsType
fun default (options: OptionsType.options_type, userKeys) =
let
val {focus, ...} = options
val {focus, isSelected, ...} = options
(* `default` function is called when no keys are pressed
* so set up pressed/down pressed both to 0
* as neither is being pressed. *)
val options = {focus = focus, lastUpPress = 0.0, lastDownPress = 0.0}
val options =
{ focus = focus
, lastUpPress = 0.0
, lastDownPress = 0.0
, isSelected = isSelected
}
in
{mode = GameType.OPTIONS options, userKeys = userKeys}
end
fun moveFocusUp (options, newFocus, userKeys, time) =
fun moveFocusUp (options: OptionsType.options_type, newFocus, userKeys, time) =
let
val {focus, lastUpPress, ...} = options
val {focus, isSelected, lastUpPress, ...} = options
(* only switch to newFocus if it is time for key delay to be triggered.
* We set lastDownPress to 0 because up is currently being pressed instead
* so we don't want to a key delay for down. *)
val options =
if lastUpPress + Constants.keyDelay <= time then
{focus = newFocus, lastUpPress = time, lastDownPress = 0.0}
{ focus = newFocus
, lastUpPress = time
, lastDownPress = 0.0
, isSelected = isSelected
}
else
{focus = focus, lastUpPress = lastUpPress, lastDownPress = 0.0}
{ focus = focus
, lastUpPress = lastUpPress
, lastDownPress = 0.0
, isSelected = isSelected
}
in
{mode = GameType.OPTIONS options, userKeys = userKeys}
end
fun moveFocusDown (options, newFocus, userKeys, time) =
fun moveFocusDown
(options: OptionsType.options_type, newFocus, userKeys, time) =
let
val {focus, lastDownPress, ...} = options
val {focus, isSelected, lastDownPress, ...} = options
val options =
if lastDownPress + Constants.keyDelay <= time then
{focus = newFocus, lastUpPress = 0.0, lastDownPress = time}
{ focus = newFocus
, lastUpPress = 0.0
, lastDownPress = time
, isSelected = isSelected
}
else
{focus = focus, lastUpPress = 0.0, lastDownPress = lastDownPress}
{ focus = focus
, lastUpPress = 0.0
, lastDownPress = lastDownPress
, isSelected = isSelected
}
in
{mode = GameType.OPTIONS options, userKeys = userKeys}
end
fun select (options: OptionsType.options_type, userKeys) =
let
val {focus, lastUpPress, lastDownPress, ...} = options
val options =
{ focus = focus
, lastUpPress = lastUpPress
, lastDownPress = lastDownPress
, isSelected = true
}
in
{mode = GameType.OPTIONS options, userKeys = userKeys}
end
fun deselect (options: OptionsType.options_type, userKeys) =
let
val {focus, lastUpPress, lastDownPress, ...} = options
val options =
{ focus = focus
, lastUpPress = lastUpPress
, lastDownPress = lastDownPress
, isSelected = false
}
in
{mode = GameType.OPTIONS options, userKeys = userKeys}
end
fun withLeftKeys (newLeft, userKeys: CoreKey.user_key) =
let
val {right, up, down, jump, attack, escape, ...} = userKeys
in
{ left = newLeft
, right = right
, up = up
, down = down
, jump = jump
, attack = attack
, escape = escape
}
end
fun withRightKeys (newRight, userKeys: CoreKey.user_key) =
let
val {left, up, down, jump, attack, escape, ...} = userKeys
in
{ left = left
, right = newRight
, up = up
, down = down
, jump = jump
, attack = attack
, escape = escape
}
end
fun withUpKeys (newUp, userKeys: CoreKey.user_key) =
let
val {left, right, down, jump, attack, escape, ...} = userKeys
in
{ left = left
, right = right
, up = newUp
, down = down
, jump = jump
, attack = attack
, escape = escape
}
end
fun withDownKeys (newDown, userKeys: CoreKey.user_key) =
let
val {left, right, up, jump, attack, escape, ...} = userKeys
in
{ left = left
, right = right
, up = up
, down = newDown
, jump = jump
, attack = attack
, escape = escape
}
end
fun withJumpKeys (newJump, userKeys: CoreKey.user_key) =
let
val {left, right, up, down, attack, escape, ...} = userKeys
in
{ left = left
, right = right
, up = up
, down = down
, jump = newJump
, attack = attack
, escape = escape
}
end
fun withAttackKeys (newAttack, userKeys: CoreKey.user_key) =
let
val {left, right, up, down, jump, escape, ...} = userKeys
in
{ left = left
, right = right
, up = up
, down = down
, jump = jump
, attack = newAttack
, escape = escape
}
end
(* Sometimes we only want to act on a key's 'press' event,
* and the list only contains press events. *)
fun containsKey (searchKey, lst) =
case lst of
hd :: tl => hd = searchKey orelse containsKey (searchKey, tl)
| [] => false
fun containsAttack (userKeys: CoreKey.user_key, input: FrameInputType.t) =
containsKey (#attack userKeys, #newKeys input)
fun containsEscape (userKeys: CoreKey.user_key, tl) =
containsKey (#escape userKeys, tl)
structure UpdateLeftKey =
MakeUpdateSelectedKey
(struct
val containsEscape = containsEscape
val updateKeys = withLeftKeys
val default = default
val deselect = deselect
end)
structure UpdateRightKey =
MakeUpdateSelectedKey
(struct
val containsEscape = containsEscape
val updateKeys = withRightKeys
val default = default
val deselect = deselect
end)
structure UpdateUpKey =
MakeUpdateSelectedKey
(struct
val containsEscape = containsEscape
val updateKeys = withUpKeys
val default = default
val deselect = deselect
end)
structure UpdateDownKey =
MakeUpdateSelectedKey
(struct
val containsEscape = containsEscape
val updateKeys = withDownKeys
val default = default
val deselect = deselect
end)
structure UpdateJumpKey =
MakeUpdateSelectedKey
(struct
val containsEscape = containsEscape
val updateKeys = withJumpKeys
val default = default
val deselect = deselect
end)
structure UpdateAttackKey =
MakeUpdateSelectedKey
(struct
val containsEscape = containsEscape
val updateKeys = withAttackKeys
val default = default
val deselect = deselect
end)
fun update (options, input: FrameInputType.t, userKeys, time) =
case #focus options of
LEFT_KEY =>
if #downHeld input then
if #isSelected options then
UpdateLeftKey.onSelected (options, input, userKeys, time)
else if containsAttack (userKeys, input) then
select (options, userKeys)
else if #downHeld input then
moveFocusDown (options, RIGHT_KEY, userKeys, time)
else
default (options, userKeys)
| RIGHT_KEY =>
if #upHeld input then
if #isSelected options then
UpdateRightKey.onSelected (options, input, userKeys, time)
else if containsAttack (userKeys, input) then
select (options, userKeys)
else if #upHeld input then
moveFocusUp (options, LEFT_KEY, userKeys, time)
else if #downHeld input then
moveFocusDown (options, UP_KEY, userKeys, time)
else
default (options, userKeys)
| UP_KEY =>
if #upHeld input then
if #isSelected options then
UpdateUpKey.onSelected (options, input, userKeys, time)
else if containsAttack (userKeys, input) then
select (options, userKeys)
else if #upHeld input then
moveFocusUp (options, RIGHT_KEY, userKeys, time)
else if #downHeld input then
moveFocusDown (options, DOWN_KEY, userKeys, time)
else
default (options, userKeys)
| DOWN_KEY =>
if #upHeld input then
if #isSelected options then
UpdateDownKey.onSelected (options, input, userKeys, time)
else if containsAttack (userKeys, input) then
select (options, userKeys)
else if #upHeld input then
moveFocusUp (options, UP_KEY, userKeys, time)
else if #downHeld input then
moveFocusDown (options, JUMP_KEY, userKeys, time)
else
default (options, userKeys)
| JUMP_KEY =>
if #upHeld input then
if #isSelected options then
UpdateJumpKey.onSelected (options, input, userKeys, time)
else if containsAttack (userKeys, input) then
select (options, userKeys)
else if #upHeld input then
moveFocusUp (options, DOWN_KEY, userKeys, time)
else if #downHeld input then
moveFocusDown (options, ATTACK_KEY, userKeys, time)
else
default (options, userKeys)
| ATTACK_KEY =>
if #upHeld input then
if #isSelected options then
UpdateAttackKey.onSelected (options, input, userKeys, time)
else if containsAttack (userKeys, input) then
select (options, userKeys)
else if #upHeld input then
moveFocusUp (options, JUMP_KEY, userKeys, time)
else if #downHeld input then
moveFocusDown (options, SAVE_BUTTON, userKeys, time)
else
default (options, userKeys)
| SAVE_BUTTON =>
if #upHeld input then
if containsAttack (userKeys, input) then
select (options, userKeys)
else if #upHeld input then
moveFocusUp (options, ATTACK_KEY, userKeys, time)
else if #downHeld input then
moveFocusDown (options, CANCEL_BUTTON, userKeys, time)
else
default (options, userKeys)
| CANCEL_BUTTON =>
if #upHeld input then moveFocusUp (options, SAVE_BUTTON, userKeys, time)
else default (options, userKeys)
if containsAttack (userKeys, input) then
select (options, userKeys)
else if #upHeld input then
moveFocusUp (options, SAVE_BUTTON, userKeys, time)
else
default (options, userKeys)
end

View File

@@ -7,8 +7,13 @@ struct
* the branch prediction cost *)
fun drawLeftKey (options, width, height) =
let
val acc = MakeTextVec.make
(155, 35, width, height, "Left key", 0.3, 0.3, 0.7, [])
val acc =
if #isSelected options then
MakeTextVec.make
(155, 35, width, height, "Left key", 0.7, 0.7, 0.3, [])
else
MakeTextVec.make
(155, 35, width, height, "Left key", 0.3, 0.3, 0.7, [])
val acc = MakeTextVec.make
(155, 95, width, height, "Right key", 0.0, 0.0, 0.0, acc)

View File

@@ -7,7 +7,7 @@ struct
START_BUTTON =>
let
val mode =
if #attackHeld input orelse #jumpHeld input then
if #attackHeld input then
GameType.LEVEL LevelType.initial
else
let
@@ -23,7 +23,7 @@ struct
| OPTIONS_BUTTON =>
let
val mode =
if #attackHeld input orelse #jumpHeld input then
if #attackHeld input then
(* placeholder: go to configure screen instead once that is implemented *)
GameType.OPTIONS OptionsType.initial
else