Imroved movement
- Player can only move to valid positions. - Bricks are pushed when this is allowed. - Bricks are sunken when they end up over water. Added settings (at runtime). Added new tile (sunken tile). Fixed bug with clearing of console. - When messages changed the new text was rendered on top of clearing the old text without clearing the buffer.
This commit is contained in:
parent
7bd737af94
commit
6cce47198b
@ -55,6 +55,8 @@ func (c *console) Render(ctx *alui.Context, bounds geom.RectangleF32) {
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if messagesN != c.bufferN {
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c.buffer.SetAsTarget()
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allg5.ClearToColor(allg5.NewColorAlpha(0, 0, 0, 0))
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size := geom.PtF32(float32(size.X), float32(size.Y))
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totalHeight := lineHeight * float32(messagesN)
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if totalHeight < size.Y {
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@ -22,6 +22,7 @@ type Context struct {
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Textures map[string]Texture
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Levels map[string]level
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Sprites map[string]sprite
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Settings Settings
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Tick time.Duration
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}
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@ -130,9 +130,9 @@ func (g *Game) loadAssets() error {
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log.Println("Loading textures...")
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err := g.loadTextures(map[string]string{
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"basic_tile.png": "basic_tile",
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"sunken_brick_tile.png": "sunken_brick_tile",
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"water_tile.png": "water_tile",
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// "dragon.png": "dragon",
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"main_character.png": "main_character",
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"villain_character.png": "villain_character",
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@ -174,6 +174,7 @@ func (g *Game) Destroy() {
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func (g *Game) Init(disp *allg5.Display, res vfs.CopyDir, cons *gut.Console, fps *gut.FPS) error {
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log.Print("Initializing game...")
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g.ctx = &Context{Resources: res, Textures: map[string]Texture{}}
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g.ctx.Settings = newDefaultSettings()
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if err := g.initUI(disp, cons, fps); err != nil {
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return err
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}
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@ -1,6 +1,7 @@
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package main
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import (
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"log"
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"sort"
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"time"
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@ -16,6 +17,7 @@ type playLevel struct {
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ctx *Context
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offset geom.PointF32
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scale float32
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keysDown keyPressedState
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level level
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player *entity
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@ -27,6 +29,18 @@ type playLevel struct {
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ani gut.Animations
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}
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type keyPressedState map[allg5.Key]bool
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func (s keyPressedState) CountPressed(keys ...allg5.Key) int {
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var cnt int
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for _, k := range keys {
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if s[k] {
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cnt++
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}
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}
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return cnt
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}
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type entity struct {
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typ entityType
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pos geom.Point
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@ -68,15 +82,88 @@ func (s *playLevel) idxToPos(i int) geom.PointF32 { return s.level.idxToPos(i).T
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func (s *playLevel) isIdle() bool { return s.ani.Idle() }
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func (s *playLevel) canMove(to geom.Point) bool {
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idx := s.level.posToIdx(to)
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func findEntityAt(entities []*entity, pos geom.Point) *entity {
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idx := findEntityIdx(entities, pos)
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if idx == -1 {
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return nil
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}
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return entities[idx]
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}
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func findEntityIdx(entities []*entity, pos geom.Point) int {
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for i, e := range entities {
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if e.pos == pos {
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return i
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}
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}
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return -1
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}
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func (s *playLevel) findEntityAt(pos geom.Point) *entity {
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if s.player.pos == pos {
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return s.player
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}
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brick := findEntityAt(s.bricks, pos)
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if brick != nil {
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return brick
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}
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return findEntityAt(s.sunken, pos)
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}
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func (s *playLevel) checkTile(pos geom.Point, check func(pos geom.Point, idx int, t tile) bool) bool {
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return s.checkTileNotFound(pos, check, false)
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}
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func (s *playLevel) checkTileNotFound(pos geom.Point, check func(pos geom.Point, idx int, t tile) bool, notFound bool) bool {
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idx := s.level.posToIdx(pos)
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if idx == -1 {
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return notFound
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}
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return check(pos, idx, s.level.tiles[idx])
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}
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func (s *playLevel) isSolidTile(pos geom.Point, idx int, t tile) bool {
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switch t {
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case tileBasic:
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return true
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case tileWater:
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return findEntityAt(s.sunken, pos) != nil
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}
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return false
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}
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func (s *playLevel) wouldBrickSink(pos geom.Point, idx int, t tile) bool {
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return t == tileWater && findEntityAt(s.sunken, pos) == nil
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}
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func (s *playLevel) isObstructed(pos geom.Point, idx int, t tile) bool {
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if findEntityAt(s.bricks, pos) != nil {
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return true // brick
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}
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switch s.level.tiles[idx] {
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case tileWater:
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return findEntityAt(s.sunken, pos) != nil
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case tileBasic:
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return false
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}
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return true
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}
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func (s *playLevel) canMove(from, dir geom.Point) bool {
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to := from.Add(dir)
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if !s.checkTile(to, s.isSolidTile) {
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return false
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}
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brick := findEntityAt(s.bricks, to)
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if brick != nil {
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brickTo := to.Add(dir)
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return !s.checkTileNotFound(brickTo, s.isObstructed, true)
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}
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return true
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}
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func (s *playLevel) loadLevel(name string) {
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s.keysDown = keyPressedState{}
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s.level = s.ctx.Levels[name]
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s.bricks = nil
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s.sunken = nil
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@ -126,40 +213,84 @@ func (s *playLevel) Layout(ctx *alui.Context, bounds geom.RectangleF32) {
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s.ani.Animate(s.ctx.Tick)
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}
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func (s *playLevel) tryPlayerMove(to geom.Point) {
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if s.isIdle() && s.canMove(to) {
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s.ani.Start(s.ctx.Tick, newEntityMoveAnimation(s.player, to))
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func (s *playLevel) tryPlayerMove(dir geom.Point, key allg5.Key) {
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if !s.isIdle() {
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return
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}
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to := s.player.pos.Add(dir)
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if !s.canMove(s.player.pos, dir) {
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log.Printf("Move is not allowed (tried out move to %s after key '%s' was pressed)", to, gut.KeyToString(key))
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return
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}
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log.Printf("Moving player to %s", to)
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s.ani.StartFn(s.ctx.Tick, newEntityMoveAnimation(s.player, to), func() {
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log.Println("Player movement finished")
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if s.keysDown[key] && s.keysDown.CountPressed(s.ctx.Settings.Controls.MovementKeys()...) == 1 {
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log.Printf("Key %s is still down, moving further", gut.KeyToString(key))
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s.tryPlayerMove(dir, key)
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}
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})
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if brick := findEntityAt(s.bricks, to); brick != nil {
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log.Printf("Pushing brick at %s", to)
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brickTo := to.Add(dir)
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s.ani.StartFn(s.ctx.Tick, newEntityMoveAnimation(brick, brickTo), func() {
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log.Println("Brick movement finished")
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if s.checkTile(brickTo, s.wouldBrickSink) {
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log.Println("Sinking brick")
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idx := findEntityIdx(s.bricks, brickTo)
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s.bricks = append(s.bricks[:idx], s.bricks[idx+1:]...)
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s.sunken = append(s.sunken, brick)
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}
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})
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}
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}
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func (s *playLevel) Handle(e allg5.Event) {
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switch e := e.(type) {
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case *allg5.KeyCharEvent:
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case *allg5.KeyDownEvent:
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s.keysDown[e.KeyCode] = true
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switch e.KeyCode {
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case allg5.KeyUp:
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s.tryPlayerMove(s.player.pos.Add2D(0, -1))
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case allg5.KeyRight:
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s.tryPlayerMove(s.player.pos.Add2D(1, 0))
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case allg5.KeyDown:
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s.tryPlayerMove(s.player.pos.Add2D(0, 1))
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case allg5.KeyLeft:
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s.tryPlayerMove(s.player.pos.Add2D(-1, 0))
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case s.ctx.Settings.Controls.MoveUp:
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s.tryPlayerMove(geom.Pt(0, -1), e.KeyCode)
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case s.ctx.Settings.Controls.MoveRight:
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s.tryPlayerMove(geom.Pt(1, 0), e.KeyCode)
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case s.ctx.Settings.Controls.MoveDown:
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s.tryPlayerMove(geom.Pt(0, 1), e.KeyCode)
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case s.ctx.Settings.Controls.MoveLeft:
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s.tryPlayerMove(geom.Pt(-1, 0), e.KeyCode)
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}
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case *allg5.KeyUpEvent:
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s.keysDown[e.KeyCode] = false
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}
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}
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func (s *playLevel) Render(ctx *alui.Context, bounds geom.RectangleF32) {
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basicTile := s.ctx.Textures["basic_tile"]
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waterTile := s.ctx.Textures["water_tile"]
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tileBmp := func(t tile) Texture {
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sunkenBrickTile := s.ctx.Textures["sunken_brick_tile"]
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scale := 168 / float32(basicTile.Width())
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// center := disp.Center()
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opts := allg5.DrawOptions{Center: true, Scale: allg5.NewUniformScale(s.scale * scale)}
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level := s.level
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for i, t := range level.tiles {
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pos := geom.Pt(i%level.width, i/level.width)
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scrPos := s.posToScreen(pos)
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switch t {
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case tileBasic:
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return basicTile
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basicTile.DrawOptions(scrPos.X, scrPos.Y, opts)
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case tileWater:
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return waterTile
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default:
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return Texture{}
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scrPos := scrPos.Add2D(0, 8*s.scale)
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if findEntityAt(s.sunken, pos) == nil {
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waterTile.DrawOptions(scrPos.X, scrPos.Y, opts)
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} else {
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sunkenBrickTile.DrawOptions(scrPos.X, scrPos.Y, opts)
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}
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}
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}
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@ -167,38 +298,6 @@ func (s *playLevel) Render(ctx *alui.Context, bounds geom.RectangleF32) {
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villain := s.ctx.Textures["villain_character"]
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brick := s.ctx.Textures["brick"]
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crate := s.ctx.Textures["crate"]
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entityBmp := func(e entityType) Texture {
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switch e {
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case entityTypeCharacter:
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return character
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case entityTypeVillain:
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return villain
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case entityTypeBrick:
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return brick
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case entityTypeCrate:
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return crate
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default:
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return Texture{}
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}
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}
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scale := 168 / float32(basicTile.Width())
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// center := disp.Center()
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level := s.level
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for i, t := range level.tiles {
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tile := tileBmp(t)
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if tile.Bitmap == nil {
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continue
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}
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pos := geom.Pt(i%level.width, i/level.width)
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srcPos := s.posToScreen(pos)
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if t == tileWater {
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srcPos.Y += 8 * s.scale
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}
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tile.DrawOptions(srcPos.X, srcPos.Y, allg5.DrawOptions{Center: true, Scale: allg5.NewUniformScale(s.scale * scale)})
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}
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var entities []*entity
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entities = append(entities, s.player)
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@ -213,11 +312,19 @@ func (s *playLevel) Render(ctx *alui.Context, bounds geom.RectangleF32) {
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})
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for _, e := range entities {
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bmp := entityBmp(e.typ)
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if bmp.Bitmap == nil {
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continue
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}
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scrPos := s.posToScreenF32(e.scr)
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bmp.DrawOptions(scrPos.X, scrPos.Y, allg5.DrawOptions{Center: true, Scale: allg5.NewUniformScale(s.scale * scale)})
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switch e.typ {
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case entityTypeCharacter:
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character.DrawOptions(scrPos.X, scrPos.Y, opts)
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case entityTypeVillain:
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villain.DrawOptions(scrPos.X, scrPos.Y, opts)
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case entityTypeBrick:
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if findEntityAt(s.sunken, e.pos) != nil {
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break
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}
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brick.DrawOptions(scrPos.X, scrPos.Y, opts)
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case entityTypeCrate:
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crate.DrawOptions(scrPos.X, scrPos.Y, opts)
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}
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}
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}
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BIN
cmd/krampus19/res/sunken_brick_tile.png
Normal file
BIN
cmd/krampus19/res/sunken_brick_tile.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 17 KiB |
29
cmd/krampus19/settings.go
Normal file
29
cmd/krampus19/settings.go
Normal file
@ -0,0 +1,29 @@
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package main
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import "opslag.de/schobers/allg5"
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type Settings struct {
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Controls Controls
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}
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func newDefaultSettings() Settings {
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return Settings{
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Controls: Controls{
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MoveUp: allg5.KeyUp,
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MoveRight: allg5.KeyRight,
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MoveDown: allg5.KeyDown,
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MoveLeft: allg5.KeyLeft,
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},
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}
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}
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type Controls struct {
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MoveUp allg5.Key
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MoveRight allg5.Key
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MoveDown allg5.Key
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MoveLeft allg5.Key
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}
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func (c Controls) MovementKeys() []allg5.Key {
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return []allg5.Key{c.MoveUp, c.MoveRight, c.MoveDown, c.MoveLeft}
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}
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@ -6,6 +6,8 @@ type Animation interface {
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Animate(start, now time.Duration) bool
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}
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type AnimationDoneFn func()
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type Animations struct {
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anis []animation
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}
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@ -13,6 +15,7 @@ type Animations struct {
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type animation struct {
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start time.Duration
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ani Animation
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done AnimationDoneFn
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}
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func (a *Animations) Idle() bool {
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@ -20,15 +23,27 @@ func (a *Animations) Idle() bool {
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}
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func (a *Animations) Start(now time.Duration, ani Animation) {
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a.anis = append(a.anis, animation{now, ani})
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a.StartFn(now, ani, nil)
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}
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func (a *Animations) StartFn(now time.Duration, ani Animation, done AnimationDoneFn) {
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a.anis = append(a.anis, animation{now, ani, done})
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}
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func (a *Animations) Animate(now time.Duration) {
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active := make([]animation, 0, len(a.anis))
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done := make([]animation, 0)
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for _, ani := range a.anis {
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if ani.ani.Animate(ani.start, now) {
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active = append(active, ani)
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} else {
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done = append(done, ani)
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}
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}
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a.anis = active
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for _, ani := range done {
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if ani.done != nil {
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ani.done()
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}
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}
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}
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|
289
gut/keys.go
Normal file
289
gut/keys.go
Normal file
@ -0,0 +1,289 @@
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package gut
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import "opslag.de/schobers/allg5"
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func KeyToString(k allg5.Key) string {
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switch k {
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case allg5.KeyA:
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return "A"
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case allg5.KeyB:
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return "B"
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case allg5.KeyC:
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return "C"
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case allg5.KeyD:
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return "D"
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case allg5.KeyE:
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return "E"
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case allg5.KeyF:
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return "F"
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case allg5.KeyG:
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return "G"
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case allg5.KeyH:
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return "H"
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case allg5.KeyI:
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return "I"
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case allg5.KeyJ:
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return "J"
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case allg5.KeyK:
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return "K"
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case allg5.KeyL:
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return "L"
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case allg5.KeyM:
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return "M"
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case allg5.KeyN:
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return "N"
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case allg5.KeyO:
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return "O"
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case allg5.KeyP:
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return "P"
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case allg5.KeyQ:
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return "Q"
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case allg5.KeyR:
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return "R"
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case allg5.KeyS:
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return "S"
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case allg5.KeyT:
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return "T"
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case allg5.KeyU:
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return "U"
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case allg5.KeyV:
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return "V"
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case allg5.KeyW:
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return "W"
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case allg5.KeyX:
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return "X"
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case allg5.KeyY:
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return "Y"
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case allg5.KeyZ:
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return "Z"
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case allg5.Key0:
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return "0"
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case allg5.Key1:
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return "1"
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case allg5.Key2:
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return "2"
|
||||
case allg5.Key3:
|
||||
return "3"
|
||||
case allg5.Key4:
|
||||
return "4"
|
||||
case allg5.Key5:
|
||||
return "5"
|
||||
case allg5.Key6:
|
||||
return "6"
|
||||
case allg5.Key7:
|
||||
return "7"
|
||||
case allg5.Key8:
|
||||
return "8"
|
||||
case allg5.Key9:
|
||||
return "9"
|
||||
case allg5.KeyPad0:
|
||||
return "Pad 0"
|
||||
case allg5.KeyPad1:
|
||||
return "Pad 1"
|
||||
case allg5.KeyPad2:
|
||||
return "Pad 2"
|
||||
case allg5.KeyPad3:
|
||||
return "Pad 3"
|
||||
case allg5.KeyPad4:
|
||||
return "Pad 4"
|
||||
case allg5.KeyPad5:
|
||||
return "Pad 5"
|
||||
case allg5.KeyPad6:
|
||||
return "Pad 6"
|
||||
case allg5.KeyPad7:
|
||||
return "Pad 7"
|
||||
case allg5.KeyPad8:
|
||||
return "Pad 8"
|
||||
case allg5.KeyPad9:
|
||||
return "Pad 9"
|
||||
case allg5.KeyF1:
|
||||
return "F1"
|
||||
case allg5.KeyF2:
|
||||
return "F2"
|
||||
case allg5.KeyF3:
|
||||
return "F3"
|
||||
case allg5.KeyF4:
|
||||
return "F4"
|
||||
case allg5.KeyF5:
|
||||
return "F5"
|
||||
case allg5.KeyF6:
|
||||
return "F6"
|
||||
case allg5.KeyF7:
|
||||
return "F7"
|
||||
case allg5.KeyF8:
|
||||
return "F8"
|
||||
case allg5.KeyF9:
|
||||
return "F9"
|
||||
case allg5.KeyF10:
|
||||
return "F10"
|
||||
case allg5.KeyF11:
|
||||
return "F11"
|
||||
case allg5.KeyF12:
|
||||
return "F12"
|
||||
case allg5.KeyEscape:
|
||||
return "Escape"
|
||||
case allg5.KeyTilde:
|
||||
return "~"
|
||||
case allg5.KeyMinus:
|
||||
return "-"
|
||||
case allg5.KeyEquals:
|
||||
return "Equals"
|
||||
case allg5.KeyBackspace:
|
||||
return "Backspace"
|
||||
case allg5.KeyTab:
|
||||
return "Tab"
|
||||
case allg5.KeyOpenBrace:
|
||||
return "("
|
||||
case allg5.KeyCloseBrace:
|
||||
return ")"
|
||||
case allg5.KeyEnter:
|
||||
return "Enter"
|
||||
case allg5.KeySemicolon:
|
||||
return ";"
|
||||
case allg5.KeyQuote:
|
||||
return "'"
|
||||
case allg5.KeyBackslash:
|
||||
return "\\"
|
||||
case allg5.KeyBackslash2:
|
||||
return "\\"
|
||||
case allg5.KeyComma:
|
||||
return ","
|
||||
case allg5.KeyFullstop:
|
||||
return "."
|
||||
case allg5.KeySlash:
|
||||
return "/"
|
||||
case allg5.KeySpace:
|
||||
return "Space"
|
||||
case allg5.KeyInsert:
|
||||
return "Insert"
|
||||
case allg5.KeyDelete:
|
||||
return "Delete"
|
||||
case allg5.KeyHome:
|
||||
return "Home"
|
||||
case allg5.KeyEnd:
|
||||
return "End"
|
||||
case allg5.KeyPageUp:
|
||||
return "Page Up"
|
||||
case allg5.KeyPageDown:
|
||||
return "Page Down"
|
||||
case allg5.KeyLeft:
|
||||
return "Left"
|
||||
case allg5.KeyRight:
|
||||
return "Right"
|
||||
case allg5.KeyUp:
|
||||
return "Up"
|
||||
case allg5.KeyDown:
|
||||
return "Down"
|
||||
case allg5.KeyPadSlash:
|
||||
return "Slash"
|
||||
case allg5.KeyPadAsterisk:
|
||||
return "Asterisk"
|
||||
case allg5.KeyPadMinus:
|
||||
return "-"
|
||||
case allg5.KeyPadPlus:
|
||||
return "+"
|
||||
case allg5.KeyPadDelete:
|
||||
return "Delete"
|
||||
case allg5.KeyPadEnter:
|
||||
return "Enter"
|
||||
case allg5.KeyPrintScreen:
|
||||
return "Print Screen"
|
||||
case allg5.KeyPause:
|
||||
return "Pause"
|
||||
case allg5.KeyAbntC1:
|
||||
return "AbntC1"
|
||||
case allg5.KeyYen:
|
||||
return "Yen"
|
||||
case allg5.KeyKana:
|
||||
return "Kana"
|
||||
case allg5.KeyConvert:
|
||||
return "Convert"
|
||||
case allg5.KeyNoConvert:
|
||||
return "NoConvert"
|
||||
case allg5.KeyAt:
|
||||
return "@"
|
||||
case allg5.KeyCircumflex:
|
||||
return "^"
|
||||
case allg5.KeyColon2:
|
||||
return ":"
|
||||
case allg5.KeyKanji:
|
||||
return "Kanji"
|
||||
case allg5.KeyPadEquals:
|
||||
return "="
|
||||
case allg5.KeyBackQuote:
|
||||
return "`"
|
||||
case allg5.KeySemicolon2:
|
||||
return ";"
|
||||
case allg5.KeyCommand:
|
||||
return "Command"
|
||||
case allg5.KeyBack:
|
||||
return "Back"
|
||||
case allg5.KeyVolumeUp:
|
||||
return "Volume Up"
|
||||
case allg5.KeyVolumeDown:
|
||||
return "Volume Down"
|
||||
case allg5.KeySearch:
|
||||
return "Search"
|
||||
case allg5.KeyDPadCenter:
|
||||
return "D-pad Center"
|
||||
case allg5.KeyButtonX:
|
||||
return "Button X"
|
||||
case allg5.KeyButtonY:
|
||||
return "Button Y"
|
||||
case allg5.KeyDPadUp:
|
||||
return "D-pad Up"
|
||||
case allg5.KeyDPadDown:
|
||||
return "D-pad Down"
|
||||
case allg5.KeyDPadLeft:
|
||||
return "D-pad Left"
|
||||
case allg5.KeyDPadRight:
|
||||
return "D-pad Right"
|
||||
case allg5.KeySelect:
|
||||
return "Select"
|
||||
case allg5.KeyStart:
|
||||
return "Start"
|
||||
case allg5.KeyButtonL1:
|
||||
return "Button Left 1"
|
||||
case allg5.KeyButtonR1:
|
||||
return "Button Right 1"
|
||||
case allg5.KeyButtonL2:
|
||||
return "Button Left 2"
|
||||
case allg5.KeyButtonR2:
|
||||
return "Button Right 2"
|
||||
case allg5.KeyButtonA:
|
||||
return "Button A"
|
||||
case allg5.KeyButtonB:
|
||||
return "Button B"
|
||||
case allg5.KeyThumbL:
|
||||
return "Thumb Left"
|
||||
case allg5.KeyThumbR:
|
||||
return "Thumb Right"
|
||||
case allg5.KeyUnknown:
|
||||
return "Unknown"
|
||||
case allg5.KeyLShift:
|
||||
return "Left Shift"
|
||||
case allg5.KeyRShift:
|
||||
return "Right Shift"
|
||||
case allg5.KeyLCtrl:
|
||||
return "Left Control"
|
||||
case allg5.KeyRCtrl:
|
||||
return "Right Control"
|
||||
case allg5.KeyAlt:
|
||||
return "Alt"
|
||||
case allg5.KeyAltGr:
|
||||
return "AltGr"
|
||||
case allg5.KeyLWin:
|
||||
return "Left Windows"
|
||||
case allg5.KeyRWin:
|
||||
return "Right Windows"
|
||||
case allg5.KeyMenu:
|
||||
return "Menu"
|
||||
case allg5.KeyScrollLock:
|
||||
return "ScrollLock"
|
||||
case allg5.KeyNumLock:
|
||||
return "Numlock"
|
||||
case allg5.KeyCapsLock:
|
||||
return "Capslock"
|
||||
}
|
||||
return "Unknown"
|
||||
}
|
Loading…
Reference in New Issue
Block a user