mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-25 15:01:11 +02:00
Merge pull request #1715 from caorthann-celt/dev
Enable UWP HTTP requests and Skin Studio controller support
This commit is contained in:
@@ -656,7 +656,7 @@ function love.gamepadpressed(joystick, button)
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end
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end
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return
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return
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end
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end
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if Studio then return end
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if Studio then return Studio.gamepadpressed(joystick, button) end
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if Importer then return Importer:gamepadpressed(joystick, button) end
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if Importer then return Importer:gamepadpressed(joystick, button) end
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if not Game then return end
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if not Game then return end
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Game:gamepadpressed(joystick, button)
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Game:gamepadpressed(joystick, button)
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@@ -676,7 +676,7 @@ function love.gamepadreleased(joystick, button)
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end
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end
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return
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return
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end
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end
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if Studio then return end
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if Studio then return Studio.gamepadreleased(joystick, button) end
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if Importer then return Importer:gamepadreleased(joystick, button) end
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if Importer then return Importer:gamepadreleased(joystick, button) end
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if not Game then return end
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if not Game then return end
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Game:gamepadreleased(joystick, button)
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Game:gamepadreleased(joystick, button)
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@@ -696,7 +696,7 @@ function love.gamepadaxis(joystick, axis, value)
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end
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end
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return
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return
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end
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end
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if Studio then return end
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if Studio then return Studio.gamepadaxis(joystick, axis, value) end
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if Importer then return Importer:gamepadaxis(joystick, axis, value) end
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if Importer then return Importer:gamepadaxis(joystick, axis, value) end
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if not Game then return end
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if not Game then return end
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Game:gamepadaxis(joystick, axis, value)
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Game:gamepadaxis(joystick, axis, value)
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@@ -716,7 +716,7 @@ function love.joystickpressed(joystick, button)
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end
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end
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return
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return
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end
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end
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if Studio then return end
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if Studio then return Studio.joystickpressed(joystick, button) end
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if Importer then return Importer:joystickpressed(joystick, button) end
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if Importer then return Importer:joystickpressed(joystick, button) end
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if not Game then return end
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if not Game then return end
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Game:joystickpressed(joystick, button)
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Game:joystickpressed(joystick, button)
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@@ -736,7 +736,7 @@ function love.joystickreleased(joystick, button)
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end
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end
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return
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return
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end
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end
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if Studio then return end
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if Studio then return Studio.joystickreleased(joystick, button) end
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if Importer then return Importer:joystickreleased(joystick, button) end
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if Importer then return Importer:joystickreleased(joystick, button) end
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if not Game then return end
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if not Game then return end
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Game:joystickreleased(joystick, button)
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Game:joystickreleased(joystick, button)
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@@ -756,7 +756,7 @@ function love.joystickaxis(joystick, axis, value)
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end
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end
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return
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return
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end
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end
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if Studio then return end
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if Studio then return Studio.joystickaxis(joystick, axis, value) end
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if Importer then return Importer:joystickaxis(joystick, axis, value) end
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if Importer then return Importer:joystickaxis(joystick, axis, value) end
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if not Game then return end
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if not Game then return end
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Game:joystickaxis(joystick, axis, value)
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Game:joystickaxis(joystick, axis, value)
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@@ -776,7 +776,7 @@ function love.joystickhat(joystick, hat, direction)
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end
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end
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return
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return
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end
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end
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if Studio then return end
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if Studio then return Studio.joystickhat(joystick, hat, direction) end
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if Importer then return Importer:joystickhat(joystick, hat, direction) end
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if Importer then return Importer:joystickhat(joystick, hat, direction) end
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if not Game then return end
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if not Game then return end
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Game:joystickhat(joystick, hat, direction)
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Game:joystickhat(joystick, hat, direction)
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Vendored
+1
-1
@@ -1,6 +1,6 @@
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# LÖVE UWP binaries
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# LÖVE UWP binaries
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These x64 UWP Release binaries were built from [`caorthann-celt/love-xbox-uwp`](https://github.com/caorthann-celt/love-xbox-uwp) at commit `cdf85f28ed794c95d6f5f7e3a8f23ca9ee1fbdcb`.
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These x64 UWP Release binaries were built from [`caorthann-celt/love-xbox-uwp`](https://github.com/caorthann-celt/love-xbox-uwp) at commit `3f51bf0be5f3f86e5934da3893caba2b817f82c1`.
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The build uses LÖVE 11.5, LuaJIT, SDL2, and ANGLE. Keep the DLLs and import libraries together; they are one binary interface.
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The build uses LÖVE 11.5, LuaJIT, SDL2, and ANGLE. Keep the DLLs and import libraries together; they are one binary interface.
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BIN
Binary file not shown.
BIN
Binary file not shown.
Vendored
+3
-3
@@ -7,7 +7,7 @@
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"love": {
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"love": {
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"version": "11.5",
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"version": "11.5",
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"repository": "https://github.com/caorthann-celt/love-xbox-uwp.git",
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"repository": "https://github.com/caorthann-celt/love-xbox-uwp.git",
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"commit": "cdf85f28ed794c95d6f5f7e3a8f23ca9ee1fbdcb"
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"commit": "3f51bf0be5f3f86e5934da3893caba2b817f82c1"
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},
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},
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"luajit": {
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"luajit": {
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"repository": "https://github.com/LuaJIT/LuaJIT.git",
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"repository": "https://github.com/LuaJIT/LuaJIT.git",
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@@ -99,7 +99,7 @@
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},
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},
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{
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{
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"path": "love/bin/love.dll",
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"path": "love/bin/love.dll",
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"sha256": "A3622828014F03DDB502D2A7807DC8F94432172595BE03508099BD66937FD45F"
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"sha256": "E2CE334817636AA9EFF97E181FB5C33C506971F2AC7C653F2CA751B5CDE2FCE6"
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},
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},
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{
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{
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"path": "love/bin/lua51.dll",
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"path": "love/bin/lua51.dll",
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@@ -111,7 +111,7 @@
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},
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},
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{
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{
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"path": "love/lib/lovestatic.lib",
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"path": "love/lib/lovestatic.lib",
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"sha256": "15FB3A9CB3C3CDAB8B33DE5B1D1F8D8FF6CE9719E9AA7BC2CF3D7B51CDCE0C98"
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"sha256": "3794690ED3F44DB6F0C83BBC1673979922627929E852E7668C9911DE1F72B972"
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},
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},
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{
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{
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"path": "love/lib/lua51.lib",
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"path": "love/lib/lua51.lib",
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+80
-4
@@ -6,6 +6,8 @@ local TouchControls = require("src.core.TouchControls")
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local SaveData = require("src.core.SaveData")
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local SaveData = require("src.core.SaveData")
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local FilePicker = require("src.core.FilePicker")
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local FilePicker = require("src.core.FilePicker")
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local SafeArea = require("src.core.SafeArea")
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local SafeArea = require("src.core.SafeArea")
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local GamepadMap = require("src.core.GamepadMap")
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local PadCursor = require("src.ui.PadCursor")
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local Studio = {}
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local Studio = {}
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@@ -501,6 +503,7 @@ function Studio.load(opts)
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Studio.thumbs = {}
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Studio.thumbs = {}
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Studio.pointerX, Studio.pointerY = nil, nil
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Studio.pointerX, Studio.pointerY = nil, nil
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Studio.pointerDown, Studio.touchId = false, nil
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Studio.pointerDown, Studio.touchId = false, nil
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PadCursor.reset()
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-- Studio always opens on the library. Creating and choosing a skin are
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-- Studio always opens on the library. Creating and choosing a skin are
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-- first-class tasks, not controls buried inside the editor workspace.
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-- first-class tasks, not controls buried inside the editor workspace.
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Studio.mode = "library"
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Studio.mode = "library"
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@@ -758,6 +761,7 @@ function Studio.unload()
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Studio.undoStack, Studio.redoStack = {}, {}
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Studio.undoStack, Studio.redoStack = {}, {}
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Studio.pointerX, Studio.pointerY = nil, nil
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Studio.pointerX, Studio.pointerY = nil, nil
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Studio.pointerDown, Studio.touchId = false, nil
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Studio.pointerDown, Studio.touchId = false, nil
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PadCursor.reset()
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end
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end
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-- The Studio is a real touch editor on Android and iOS. Keeping this here,
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-- The Studio is a real touch editor on Android and iOS. Keeping this here,
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@@ -2678,7 +2682,12 @@ function Studio.draw()
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local f = Studio._frame
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local f = Studio._frame
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Kit.layout(f.w, f.h)
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Kit.layout(f.w, f.h)
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local mx, my = love.mouse.getPosition()
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local mx, my = love.mouse.getPosition()
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if Studio.pointerX ~= nil then mx, my = Studio.pointerX, Studio.pointerY end
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local px, py, padActive = PadCursor.pointer()
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if padActive then
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mx, my = px, py
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elseif Studio.pointerX ~= nil then
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mx, my = Studio.pointerX, Studio.pointerY
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end
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Kit.beginFrame(mx, my, Studio.clicked, Studio.wheel)
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Kit.beginFrame(mx, my, Studio.clicked, Studio.wheel)
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Studio.clicked, Studio.wheel = false, 0
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Studio.clicked, Studio.wheel = false, 0
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Theme.fill(0, 0, W, H, PAL.bg, 1)
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Theme.fill(0, 0, W, H, PAL.bg, 1)
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@@ -2691,19 +2700,26 @@ function Studio.draw()
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Kit.blockClicks = false
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Kit.blockClicks = false
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Studio.drawOverlay(f.w, f.h)
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Studio.drawOverlay(f.w, f.h)
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Kit.endFrame()
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Kit.endFrame()
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PadCursor.draw()
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end
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end
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-- ---------------------------------------------------------------- input
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-- ---------------------------------------------------------------- input
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function Studio.update()
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function Studio.update(dt)
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PadCursor.update(dt or 0)
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local x, y, active = PadCursor.pointer()
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if active and Studio.pointerDown then Studio.mousemoved(x, y) end
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local wheel = PadCursor.takeWheel()
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if wheel ~= 0 then Studio.wheelmoved(0, wheel) end
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if not Studio.pendingPlay then return end
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if not Studio.pendingPlay then return end
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Studio.pendingPlay = false
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Studio.pendingPlay = false
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local onPlay, version, canvas = Studio.onPlay, Studio.version, Studio.canvas()
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local onPlay, version, canvas = Studio.onPlay, Studio.version, Studio.canvas()
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if onPlay then onPlay(version, canvas) end
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if onPlay then onPlay(version, canvas) end
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end
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end
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function Studio.mousepressed(x, y, button)
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function Studio.mousepressed(x, y, button, fromPad)
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if button ~= 1 then return end
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if button ~= 1 then return end
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if not fromPad then PadCursor.yieldToPointer() end
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Studio.pointerX, Studio.pointerY = x, y
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Studio.pointerX, Studio.pointerY = x, y
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Studio.pointerDown = true
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Studio.pointerDown = true
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Studio.clicked = true
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Studio.clicked = true
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@@ -2760,6 +2776,65 @@ function Studio.touchpressed(id, x, y)
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return Studio.mousepressed(x, y, 1)
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return Studio.mousepressed(x, y, 1)
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end
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end
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local function closeFromPad()
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if Studio.confirm then
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Studio.confirmNo()
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elseif Studio.modal then
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Studio.closeModal()
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elseif Studio.mode == "editor" then
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Studio.backToLibrary()
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elseif Studio.onClose then
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Studio.onClose()
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end
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end
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local function handlePadAction(action)
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if action == "a" then
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local x, y = PadCursor.pointer()
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Studio.mousepressed(x, y, 1, true)
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elseif action == "b" then
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closeFromPad()
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end
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end
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function Studio.gamepadpressed(joystick, button)
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handlePadAction(PadCursor.gamepadpressed(joystick, button))
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end
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function Studio.gamepadreleased(joystick, button)
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PadCursor.gamepadreleased(joystick, button)
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if GamepadMap.mapGamepadButton(button) == "a" then
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local x, y = PadCursor.pointer()
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Studio.mousereleased(x, y, 1)
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end
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end
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function Studio.gamepadaxis(joystick, axis, value)
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PadCursor.gamepadaxis(joystick, axis, value)
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end
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function Studio.joystickpressed(joystick, button)
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handlePadAction(PadCursor.joystickpressed(joystick, button))
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end
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function Studio.joystickreleased(joystick, button)
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PadCursor.joystickreleased(joystick, button)
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if GamepadMap.ignoreRawForJoystick(joystick) then return end
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local padButton = GamepadMap.mapRawToGamepadButton(button)
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if padButton and GamepadMap.mapGamepadButton(padButton) == "a" then
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local x, y = PadCursor.pointer()
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Studio.mousereleased(x, y, 1)
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end
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end
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function Studio.joystickaxis(joystick, axis, value)
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PadCursor.joystickaxis(joystick, axis, value)
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end
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function Studio.joystickhat(joystick, hat, direction)
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PadCursor.joystickhat(joystick, hat, direction)
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end
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function Studio.touchmoved(id, x, y)
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function Studio.touchmoved(id, x, y)
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if Studio.touchId ~= id then return end
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if Studio.touchId ~= id then return end
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return Studio.mousemoved(x, y)
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return Studio.mousemoved(x, y)
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@@ -2774,7 +2849,8 @@ end
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function Studio.wheelmoved(_, dy)
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function Studio.wheelmoved(_, dy)
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if Studio.mode == "editor" and not Studio.modalUp() and dy and dy ~= 0 then
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if Studio.mode == "editor" and not Studio.modalUp() and dy and dy ~= 0 then
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local work = Studio.canvasWorkspace
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local work = Studio.canvasWorkspace
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local mx, my = Studio.pointerX, Studio.pointerY
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local mx, my, active = PadCursor.pointer()
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if not active then mx, my = Studio.pointerX, Studio.pointerY end
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if (not mx or not my) and love and love.mouse and love.mouse.getPosition then
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if (not mx or not my) and love and love.mouse and love.mouse.getPosition then
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mx, my = love.mouse.getPosition()
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mx, my = love.mouse.getPosition()
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end
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end
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Reference in New Issue
Block a user