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https://github.com/bvanroll/3dsStuff.git
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i started creating the gamemanager idea and also the ui, started off with a basic main menu, options light up; added a debug mode which right now displays the name of the key you press, which would be handy for the 3ds
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97
ui.lua
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97
ui.lua
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ui = {
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twidth = 0,
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theight = 0,
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bwidth = 0,
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bheight = 0
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}
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menu = {
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main = {
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items = {
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"select games",
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"settings",
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"about",
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"exit"
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}
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},
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prop = {
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x = 100,
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x2 = 200,
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bars = 50,
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offset = 20,
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xoff = 5,
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cursel = 1,
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curitems = 0
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}
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}
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function ui:load()
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love.graphics.setScreen("top")
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ui.twidth = love.graphics.getWidth()
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ui.theight = love.graphics.getHeight()
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love.graphics.setScreen("bottom")
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ui.bwidth = love.graphics.getWidth()
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ui.bheight = love.graphics.getHeight()
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end
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function ui:draw()
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menu.prop.curitems = table.getn(menu.main.items)
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--sqr =
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for i in ipairs(menu.main.items) do
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temp = ((ui.theight - menu.prop.bars)/(menu.prop.curitems)) * i
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--love.graphics.rectangle("fill", menu.prop.xoff, menu.prop.bars , ui.twidth, menu.prop.bars)
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local x, y = love.mouse.getPosition()
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if i == menu.prop.cursel then
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love.graphics.setColor(255, 0, 0)
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end
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love.graphics.printf(menu.main.items[i], menu.prop.x, temp , menu.prop.x2, "center")
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love.graphics.setColor(255,255,255)
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end
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end
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function ui:update(dt)
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if menu.prop.cursel < 1 then
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menu.prop.cursel = menu.prop.curitems
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elseif menu.prop.cursel > menu.prop.curitems then
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menu.prop.cursel = 1
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end
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end
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function ui:keypressed(key)
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if key == "up" then
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menu.prop.cursel = menu.prop.cursel - 1
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end
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if key == "down" then
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menu.prop.cursel = menu.prop.cursel + 1
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end
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if key == "left" then
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end
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if key == "right" then
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end
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if key == "cpadup" then
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menu.prop.cursel = menu.prop.cursel - 1
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end
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if key == "cpaddown" then
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menu.prop.cursel = menu.prop.cursel + 1
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end
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if key == "cpadleft" then
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end
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if key == "cpadright" then
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end
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end
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function ui:keyreleased(key)
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end
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function ui:mousepressed(x, y)
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end
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