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Funkin/source/funkin/input/TurboButtonHandler.hx

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package funkin.input;
import flixel.input.gamepad.FlxGamepadInputID;
import flixel.input.gamepad.FlxGamepad;
import flixel.FlxBasic;
/**
* Handles repeating behavior when holding down a gamepad button or button combination.
*
* When the `inputs` are pressed, `activated` will be true for the first frame,
* then wait `delay` seconds before becoming true for one frame every `interval` seconds.
*
* Example: Pressing Ctrl+Z will undo, while holding Ctrl+Z will start to undo repeatedly.
*/
class TurboButtonHandler extends FlxBasic
{
/**
* Default delay before repeating.
*/
static inline final DEFAULT_DELAY:Float = 0.4;
/**
* Default interval between repeats.
*/
static inline final DEFAULT_INTERVAL:Float = 0.1;
/**
* Whether all of the keys for this handler are pressed.
*/
public var allPressed(get, never):Bool;
/**
* Whether all of the keys for this handler are activated,
* and the handler is ready to repeat.
*/
public var activated(default, null):Bool = false;
var inputs:Array<FlxGamepadInputID>;
var delay:Float;
var interval:Float;
var targetGamepad:FlxGamepad;
var allPressedTime:Float = 0;
function new(inputs:Array<FlxGamepadInputID>, delay:Float = DEFAULT_DELAY, interval:Float = DEFAULT_INTERVAL, ?targetGamepad:FlxGamepad)
{
super();
this.inputs = inputs;
this.delay = delay;
this.interval = interval;
this.targetGamepad = targetGamepad ?? FlxG.gamepads.firstActive;
}
function get_allPressed():Bool
{
if (targetGamepad == null) return false;
if (inputs == null || inputs.length == 0) return false;
if (inputs.length == 1) return targetGamepad.anyPressed(inputs);
// Check if ANY keys are unpressed
for (input in inputs)
{
if (!targetGamepad.anyPressed([input])) return false;
}
return true;
}
public override function update(elapsed:Float):Void
{
super.update(elapsed);
// Try to find a gamepad if we don't have one
if (targetGamepad == null)
{
targetGamepad = FlxG.gamepads.firstActive;
}
if (allPressed)
{
if (allPressedTime == 0)
{
activated = true;
}
else if (allPressedTime >= (delay + interval))
{
activated = true;
allPressedTime -= interval;
}
else
{
activated = false;
}
allPressedTime += elapsed;
}
else
{
allPressedTime = 0;
activated = false;
}
}
/**
* Builds a TurboButtonHandler that monitors from a single input.
* @param input The input to monitor.
* @param delay How long to wait before repeating.
* @param repeatDelay How long to wait between repeats.
* @return A TurboKeyHandler
*/
public static overload inline extern function build(input:FlxGamepadInputID, ?delay:Float = DEFAULT_DELAY,
?interval:Float = DEFAULT_INTERVAL):TurboButtonHandler
{
return new TurboButtonHandler([input], delay, interval);
}
/**
* Builds a TurboKeyHandler that monitors a key combination.
* @param inputs The combination of inputs to monitor.
* @param delay How long to wait before repeating.
* @param repeatDelay How long to wait between repeats.
* @return A TurboKeyHandler
*/
public static overload inline extern function build(inputs:Array<FlxGamepadInputID>, ?delay:Float = DEFAULT_DELAY,
?interval:Float = DEFAULT_INTERVAL):TurboButtonHandler
{
return new TurboButtonHandler(inputs, delay, interval);
}
}