mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-18 19:54:21 +02:00
on screen controller editing CLOSES #327
This commit is contained in:
@@ -619,6 +619,7 @@ function Game:applyOptions(opts)
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-- fpsCap key pace at the standard rate (issue #88)
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require("src.core.FrameCap").applyOptions(opts)
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Input:applyBindings(opts.bindings)
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TouchControls:applyOptions(opts)
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-- heal soft-bricked APK installs that already saved gbcfx > 0 (#136)
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if gbcCleared then self:writeOptions() end
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end
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@@ -249,6 +249,11 @@ function SaveData.defaultOptions()
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-- Native mod enablement is an installation option, not save-slot data.
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-- Missing entries mean enabled so newly installed mods work by default.
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mods = {},
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-- On-screen touch overlay (Android/iOS; see src/core/TouchControls.lua).
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-- enabled=false hides it permanently (distinct from auto-hide-on-gamepad).
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-- positions are optional normalized centers {x=0..1, y=0..1} per control
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-- (dpad/a/b/start/select); nil means the default layout.
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touchControls = { enabled = true },
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}
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end
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+195
-48
@@ -12,6 +12,11 @@
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-- (main.lua then drives it with the mouse); POKEPORT_TOUCH=0 forces it
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-- off everywhere.
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--
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-- Player preferences (options.touchControls) can permanently disable the
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-- overlay and/or override per-control positions as normalized window
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-- fractions. The launcher editor (src/ui/TouchControlsEditor.lua) writes
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-- those; applyOptions reads them at boot and whenever options change.
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--
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-- Controls press GB buttons through Input:overlayPressed/Released -- their
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-- own input source, not a keyboard alias -- so a held overlay direction
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-- merges cleanly with a keyboard key or stick holding the same button,
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@@ -39,6 +44,7 @@ local DPAD_DEAD = 0.16
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local SLOP = { a = 1.3, b = 1.3, start = 1.4, select = 1.4 }
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local BUTTONS = { "a", "b", "start", "select" }
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local CONTROLS = { "dpad", "a", "b", "start", "select" }
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local IMAGES = {
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dpad = "assets/touch/dpad.png",
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@@ -52,6 +58,12 @@ local IMAGES = {
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select = "assets/touch/select.png",
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}
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local function clamp01(v)
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if v < 0 then return 0 end
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if v > 1 then return 1 end
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return v
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end
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local function wantsOverlay()
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local env = os.getenv("POKEPORT_TOUCH")
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if env == "1" then return true end
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@@ -60,8 +72,59 @@ local function wantsOverlay()
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return osName == "Android" or osName == "iOS"
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end
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-- Normalize a persisted touchControls table into {enabled, positions}.
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-- Unknown / garbage keys are dropped so a bad options.lua cannot brick
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-- the overlay.
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function TouchControls.normalizeConfig(tc)
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local out = { enabled = true, positions = nil }
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if type(tc) ~= "table" then return out end
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if tc.enabled == false then out.enabled = false end
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if type(tc.positions) == "table" then
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local pos = {}
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for _, name in ipairs(CONTROLS) do
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local p = tc.positions[name]
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if type(p) == "table" and type(p.x) == "number" and type(p.y) == "number" then
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pos[name] = { x = clamp01(p.x), y = clamp01(p.y) }
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end
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end
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if next(pos) then out.positions = pos end
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end
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return out
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end
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-- Pure default layout in LOVE units for a given window size. Shared by
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-- layout() and the editor's Reset path so defaults stay in one place.
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function TouchControls.defaultLayout(ww, wh)
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local short = math.min(ww, wh)
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local dpadW = math.min(180, short * 0.34)
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local abW = dpadW * 0.46
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local ssW = dpadW * 0.30
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local margin = dpadW * 0.12
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return {
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dpad = { cx = margin + dpadW / 2, cy = wh - margin - dpadW / 2, w = dpadW },
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a = { cx = ww - margin - abW * 0.55, cy = wh - margin - abW * 1.75, w = abW },
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b = { cx = ww - margin - abW * 1.60, cy = wh - margin - abW * 0.55, w = abW },
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start = { cx = ww / 2 + ssW * 0.60, cy = wh - margin - ssW * 0.95, w = ssW },
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select = { cx = ww / 2 - ssW * 0.60, cy = wh - margin - ssW * 0.95, w = ssW },
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}
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end
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local function loadImages()
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local img = {}
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for name, path in pairs(IMAGES) do
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local ok, im = pcall(love.graphics.newImage, path)
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if not ok then return nil end
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im:setFilter("linear", "linear")
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img[name] = im
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end
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return img
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end
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function TouchControls:init()
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self.active = wantsOverlay()
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self.enabled = true
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self.positions = nil
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self.preview = false
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self.controllerHidden = false
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self.touches = {}
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-- per-GB-button owner count: two fingers on A must not double-press it,
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@@ -70,51 +133,86 @@ function TouchControls:init()
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self.dpadTouch = nil
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self.layoutW, self.layoutH = nil, nil
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self.img = nil
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if not self.active then return end
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-- soft-fail: a missing/corrupt PNG must never block boot; the overlay
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-- stays off and keyboard/controller play still works
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local img = {}
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for name, path in pairs(IMAGES) do
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local ok, im = pcall(love.graphics.newImage, path)
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if not ok then
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img = nil
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break
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end
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-- smooth UI icons; the global default filter is nearest for GB pixels
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im:setFilter("linear", "linear")
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img[name] = im
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-- Images load whenever the platform wants the overlay OR the launcher
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-- editor forces a preview (desktop testing of the editor).
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if self.active then
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self.img = loadImages()
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end
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end
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-- Ensure art is loaded for the launcher editor even when wantsOverlay()
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-- is false (desktop without POKEPORT_TOUCH).
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function TouchControls:ensureImages()
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if self.img then return true end
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self.img = loadImages()
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return self.img ~= nil
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end
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-- Apply options.touchControls. Called from Game:applyOptions and from
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-- the launcher editor after a save.
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function TouchControls:applyOptions(opts)
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local cfg = TouchControls.normalizeConfig(opts and opts.touchControls)
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self.enabled = cfg.enabled
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self.positions = cfg.positions
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self.layoutW, self.layoutH = nil, nil
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if not self.enabled then
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self.controllerHidden = false
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self:reset()
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end
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end
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function TouchControls:config()
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return {
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enabled = self.enabled ~= false,
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positions = self.positions,
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}
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end
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-- Preview mode: force-draw the overlay for the layout editor, ignoring
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-- platform / enabled / gamepad gates. Gameplay input still respects
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-- enabled via touchpressed.
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function TouchControls:setPreview(on)
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self.preview = on and true or false
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if on then
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self:ensureImages()
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self.controllerHidden = false
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end
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self.img = img
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end
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function TouchControls:visible()
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return self.active and self.img ~= nil and not self.controllerHidden
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if self.preview then return self.img ~= nil end
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return self.active and self.enabled ~= false and self.img ~= nil
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and not self.controllerHidden
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end
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local function clampZone(zone, ww, wh)
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local half = zone.w * 0.5
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zone.cx = math.max(half, math.min(ww - half, zone.cx))
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zone.cy = math.max(half, math.min(wh - half, zone.cy))
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end
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-- Layout in LOVE units (density-independent on mobile), recomputed when
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-- the window size changes (rotation, resize). D-pad bottom-left, B/A
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-- bottom-right with A above B (the Game Boy diagonal), START/SELECT
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-- flanking the bottom center.
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-- the window size changes (rotation, resize). Default: d-pad bottom-left,
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-- B/A bottom-right with A above B (the Game Boy diagonal), START/SELECT
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-- flanking the bottom center. Custom positions (normalized 0..1) override
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-- centers while sizes stay derived from the short edge.
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function TouchControls:layout()
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local ww, wh = love.graphics.getDimensions()
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if self.layoutW == ww and self.layoutH == wh then return self.L end
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if self.layoutW == ww and self.layoutH == wh and self.L then return self.L end
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self.layoutW, self.layoutH = ww, wh
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local short = math.min(ww, wh)
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-- ~a third of the short edge, capped so tablets don't get a dinner plate
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local dpadW = math.min(180, short * 0.34)
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local abW = dpadW * 0.46
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local ssW = dpadW * 0.30
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local margin = dpadW * 0.12
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-- START/SELECT hug the bottom center: on a narrow portrait phone the
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-- d-pad and B leave little room, so a tight pair is what keeps them off
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-- the neighboring controls
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self.L = {
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dpad = { cx = margin + dpadW / 2, cy = wh - margin - dpadW / 2, w = dpadW },
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a = { cx = ww - margin - abW * 0.55, cy = wh - margin - abW * 1.75, w = abW },
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b = { cx = ww - margin - abW * 1.60, cy = wh - margin - abW * 0.55, w = abW },
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start = { cx = ww / 2 + ssW * 0.60, cy = wh - margin - ssW * 0.95, w = ssW },
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select = { cx = ww / 2 - ssW * 0.60, cy = wh - margin - ssW * 0.95, w = ssW },
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}
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self.L = TouchControls.defaultLayout(ww, wh)
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if self.positions then
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for _, name in ipairs(CONTROLS) do
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local p = self.positions[name]
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local zone = self.L[name]
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if p and zone then
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zone.cx = p.x * ww
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zone.cy = p.y * wh
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clampZone(zone, ww, wh)
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end
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end
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end
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local ssW = self.L.start.w
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local fontSize = math.max(8, math.floor(ssW * 0.26))
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if not self.labelFont or self.fontSize ~= fontSize then
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self.fontSize = fontSize
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@@ -123,12 +221,45 @@ function TouchControls:layout()
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return self.L
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end
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-- Move one control to a screen-space point and persist its normalized
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-- position. Used by the layout editor while dragging.
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function TouchControls:setControlCenter(name, cx, cy)
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local ww, wh = love.graphics.getDimensions()
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local L = self:layout()
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local zone = L[name]
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if not zone then return end
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zone.cx, zone.cy = cx, cy
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clampZone(zone, ww, wh)
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self.positions = self.positions or {}
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self.positions[name] = { x = zone.cx / ww, y = zone.cy / wh }
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end
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function TouchControls:clearPositions()
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self.positions = nil
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self.layoutW, self.layoutH = nil, nil
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end
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local function inCircle(zone, x, y, slop)
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local r = zone.w * 0.5 * slop
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local dx, dy = x - zone.cx, y - zone.cy
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return dx * dx + dy * dy <= r * r
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end
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-- Which control (if any) contains (x, y). Prefer face buttons over the
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-- d-pad when they overlap, matching touchpressed's order.
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function TouchControls:hitTest(x, y)
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local L = self:layout()
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for _, btn in ipairs(BUTTONS) do
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if inCircle(L[btn], x, y, SLOP[btn]) then return btn end
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end
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local dz = L.dpad
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local half = dz.w * 0.65
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if math.abs(x - dz.cx) <= half and math.abs(y - dz.cy) <= half then
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return "dpad"
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end
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return nil
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end
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local function dpadDir(zone, x, y)
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local dx, dy = x - zone.cx, y - zone.cy
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local dead = zone.w * DPAD_DEAD
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@@ -165,7 +296,9 @@ local function setDpad(self, touch, dir)
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end
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function TouchControls:touchpressed(id, x, y)
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if not (self.active and self.img) then return end
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-- preview mode is layout-edit only: never press GB buttons
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if self.preview then return end
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if not (self.active and self.enabled ~= false and self.img) then return end
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-- a controller hid the overlay; the first touch only brings it back
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if self.controllerHidden then
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self.controllerHidden = false
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@@ -192,6 +325,7 @@ function TouchControls:touchpressed(id, x, y)
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end
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function TouchControls:touchmoved(id, x, y)
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if self.preview then return end
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local touch = self.touches[id]
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-- only the d-pad tracks movement (slide between directions without
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-- lifting); buttons hold until release wherever the finger wanders
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@@ -200,6 +334,7 @@ function TouchControls:touchmoved(id, x, y)
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end
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function TouchControls:touchreleased(id, x, y)
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if self.preview then return end
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local touch = self.touches[id]
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if not touch then return end
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self.touches[id] = nil
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@@ -216,7 +351,7 @@ end
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-- touchreleased and would strand its button held forever. Called from
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-- Game alongside Input:reset() on focus/visibility loss.
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function TouchControls:reset()
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for btn in pairs(self.held) do
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for btn in pairs(self.held or {}) do
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Input:overlayReleased(btn)
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end
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self.held = {}
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@@ -225,9 +360,13 @@ function TouchControls:reset()
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end
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-- a gamepad is being used: hide the overlay (dropping anything it held)
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-- until the next screen touch asks for it back
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-- until the next screen touch asks for it back. No-op when the player
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-- permanently disabled the overlay -- there is nothing to hide, and a
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-- later accidental touch must not resurrect it.
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function TouchControls:noteGamepad()
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if not self.active or self.controllerHidden then return end
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if not self.active or self.enabled == false or self.controllerHidden then
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return
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end
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self.controllerHidden = true
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self:reset()
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end
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@@ -242,40 +381,46 @@ function TouchControls:joystickremoved()
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end
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end
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local function drawIcon(img, zone, pressed)
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love.graphics.setColor(1, 1, 1, pressed and BACK_PRESSED or BACK)
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local function drawIcon(img, zone, pressed, alphaMul)
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alphaMul = alphaMul or 1
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love.graphics.setColor(1, 1, 1, (pressed and BACK_PRESSED or BACK) * alphaMul)
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love.graphics.circle("fill", zone.cx, zone.cy, zone.w * 0.58)
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local scale = zone.w / img:getWidth()
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love.graphics.setColor(1, 1, 1, pressed and ALPHA_PRESSED or ALPHA)
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love.graphics.setColor(1, 1, 1, (pressed and ALPHA_PRESSED or ALPHA) * alphaMul)
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love.graphics.draw(img, zone.cx - zone.w / 2,
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zone.cy - img:getHeight() * scale / 2, 0, scale, scale)
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end
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-- Screen-space, called by Game:draw after Renderer:endFrame so the
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-- overlay rides on top of everything (world, UI, CRT/GBC FX included).
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-- Also used by the launcher layout editor under preview mode.
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function TouchControls:draw()
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if not self:visible() then return end
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local L = self:layout()
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-- when the player disabled the overlay but the editor is previewing,
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-- draw dimmed so the layout is still editable
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local alphaMul = (self.preview and self.enabled == false) and 0.45 or 1
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love.graphics.push("all")
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love.graphics.origin()
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local dpadTouch = self.dpadTouch and self.touches[self.dpadTouch]
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local dir = dpadTouch and dpadTouch.dir
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drawIcon(dir and self.img["dpad_" .. dir] or self.img.dpad, L.dpad,
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dir ~= nil)
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dir ~= nil, alphaMul)
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for _, btn in ipairs(BUTTONS) do
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drawIcon(self.img[btn], L[btn], self.held[btn] ~= nil)
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drawIcon(self.img[btn], L[btn], self.held[btn] ~= nil, alphaMul)
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end
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-- the +/- glyphs alone don't say which is which; shadowed so the text
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-- reads on both the black letterbox and battle's white one
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-- reads on both the black letterbox and battle's white one. Each label
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-- tracks its own control's cy/w so dragging START cannot move SELECT.
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love.graphics.setFont(self.labelFont)
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local ly = L.start.cy + L.start.w * 0.66
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local function label(text, zone)
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local ly = zone.cy + zone.w * 0.66
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local w = self.labelFont:getWidth(text)
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love.graphics.setColor(0, 0, 0, 0.6)
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love.graphics.setColor(0, 0, 0, 0.6 * alphaMul)
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love.graphics.print(text, zone.cx - w / 2 + 1, ly + 1)
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love.graphics.setColor(1, 1, 1, ALPHA + 0.2)
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love.graphics.setColor(1, 1, 1, (ALPHA + 0.2) * alphaMul)
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love.graphics.print(text, zone.cx - w / 2, ly)
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end
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label("START", L.start)
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@@ -284,4 +429,6 @@ function TouchControls:draw()
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love.graphics.pop()
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end
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TouchControls.CONTROLS = CONTROLS
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return TouchControls
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Block a user