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Funkin/source/funkin/ui/ControlsMenu.hx

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package funkin.ui;
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import flixel.FlxCamera;
import flixel.FlxObject;
import flixel.FlxSprite;
import flixel.group.FlxGroup;
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import flixel.input.actions.FlxActionInput;
import flixel.input.gamepad.FlxGamepadInputID;
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import flixel.input.keyboard.FlxKey;
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import funkin.Controls;
import funkin.ui.AtlasText;
import funkin.ui.MenuList;
import funkin.ui.TextMenuList;
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class ControlsMenu extends funkin.ui.OptionsState.Page
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{
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inline static public var COLUMNS = 2;
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static var controlList = Control.createAll();
/*
* Defines groups of controls that cannot share inputs, like left and right. Say, if ACCEPT is Z, Back is X,
* if the player sets Back to Z it also set ACCEPT to X. This prevents the player from setting the controls in
* a way the prevents them from changing more controls or exiting the menu.
*/
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static var controlGroups:Array<Array<Control>> = [
[NOTE_UP, NOTE_DOWN, NOTE_LEFT, NOTE_RIGHT],
[UI_UP, UI_DOWN, UI_LEFT, UI_RIGHT, ACCEPT, BACK]
];
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var itemGroups:Array<Array<InputItem>> = [for (i in 0...controlGroups.length) []];
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var controlGrid:MenuTypedList<InputItem>;
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var deviceList:TextMenuList;
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var menuCamera:FlxCamera;
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var prompt:Prompt;
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var camFollow:FlxObject;
var labels:FlxTypedGroup<AtlasText>;
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var currentDevice:Device = Keys;
var deviceListSelected = false;
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public function new()
{
super();
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menuCamera = new FlxCamera();
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FlxG.cameras.add(menuCamera, false);
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menuCamera.bgColor = 0x0;
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camera = menuCamera;
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labels = new FlxTypedGroup<AtlasText>();
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var headers = new FlxTypedGroup<AtlasText>();
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controlGrid = new MenuTypedList(Columns(COLUMNS), Vertical);
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add(labels);
add(headers);
add(controlGrid);
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if (FlxG.gamepads.numActiveGamepads > 0)
{
var devicesBg = new FlxSprite();
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devicesBg.makeGraphic(FlxG.width, 100, 0xFFfafd6d);
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add(devicesBg);
deviceList = new TextMenuList(Horizontal, None);
add(deviceList);
deviceListSelected = true;
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var item;
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item = deviceList.createItem("Keyboard", AtlasFont.BOLD, selectDevice.bind(Keys));
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item.x = FlxG.width / 2 - item.width - 30;
item.y = (devicesBg.height - item.height) / 2;
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item = deviceList.createItem("Gamepad", AtlasFont.BOLD, selectDevice.bind(Gamepad(FlxG.gamepads.firstActive.id)));
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item.x = FlxG.width / 2 + 30;
item.y = (devicesBg.height - item.height) / 2;
}
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// FlxG.debugger.drawDebug = true;
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var y = deviceList == null ? 30 : 120;
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var spacer = 70;
var currentHeader:String = null;
// list order is determined by enum order
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for (i in 0...controlList.length)
{
var control = controlList[i];
var name = control.getName();
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if (currentHeader != "UI_" && name.indexOf("UI_") == 0)
{
currentHeader = "UI_";
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headers.add(new AtlasText(0, y, "UI", AtlasFont.BOLD)).screenCenter(X);
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y += spacer;
}
else if (currentHeader != "NOTE_" && name.indexOf("NOTE_") == 0)
{
currentHeader = "NOTE_";
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headers.add(new AtlasText(0, y, "NOTES", AtlasFont.BOLD)).screenCenter(X);
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y += spacer;
}
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if (currentHeader != null && name.indexOf(currentHeader) == 0)
name = name.substr(currentHeader.length);
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var label = labels.add(new AtlasText(150, y, name, AtlasFont.BOLD));
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label.alpha = 0.6;
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for (i in 0...COLUMNS)
createItem(label.x + 400 + i * 300, y, control, i);
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y += spacer;
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}
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camFollow = new FlxObject(FlxG.width / 2, 0, 70, 70);
if (deviceList != null)
{
camFollow.y = deviceList.selectedItem.y;
controlGrid.selectedItem.idle();
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controlGrid.enabled = false;
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}
else
camFollow.y = controlGrid.selectedItem.y;
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menuCamera.follow(camFollow, null, 0.06);
var margin = 100;
menuCamera.deadzone.set(0, margin, menuCamera.width, menuCamera.height - margin * 2);
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menuCamera.minScrollY = 0;
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controlGrid.onChange.add(function(selected)
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{
camFollow.y = selected.y;
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labels.forEach((label) -> label.alpha = 0.6);
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labels.members[Std.int(controlGrid.selectedIndex / COLUMNS)].alpha = 1.0;
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});
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prompt = new Prompt("\nPress any key to rebind\n\n\n\n Escape to cancel", None);
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prompt.create();
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prompt.createBgFromMargin(100, 0xFFfafd6d);
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prompt.back.scrollFactor.set(0, 0);
prompt.exists = false;
add(prompt);
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}
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function createItem(x = 0.0, y = 0.0, control:Control, index:Int)
{
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var item = new InputItem(x, y, currentDevice, control, index, onSelect);
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for (i in 0...controlGroups.length)
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{
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if (controlGroups[i].contains(control))
itemGroups[i].push(item);
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}
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return controlGrid.addItem(item.name, item);
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}
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function onSelect():Void
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{
controlGrid.enabled = false;
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canExit = false;
prompt.exists = true;
}
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function goToDeviceList()
{
controlGrid.selectedItem.idle();
labels.members[Std.int(controlGrid.selectedIndex / COLUMNS)].alpha = 0.6;
controlGrid.enabled = false;
deviceList.enabled = true;
canExit = true;
camFollow.y = deviceList.selectedItem.y;
deviceListSelected = true;
}
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function selectDevice(device:Device)
{
currentDevice = device;
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for (item in controlGrid.members)
item.updateDevice(currentDevice);
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var inputName = device == Keys ? "key" : "button";
var cancel = device == Keys ? "Escape" : "Back";
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// todo: alignment
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if (device == Keys)
prompt.setText('\nPress any key to rebind\n\n\n\n $cancel to cancel');
else
prompt.setText('\nPress any button\n to rebind\n\n\n $cancel to cancel');
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controlGrid.selectedItem.select();
labels.members[Std.int(controlGrid.selectedIndex / COLUMNS)].alpha = 1.0;
controlGrid.enabled = true;
deviceList.enabled = false;
deviceListSelected = false;
canExit = false;
}
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override function update(elapsed:Float)
{
super.update(elapsed);
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var controls = PlayerSettings.player1.controls;
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if (controlGrid.enabled && deviceList != null && deviceListSelected == false && controls.BACK)
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goToDeviceList();
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if (prompt.exists)
{
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switch (currentDevice)
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{
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case Keys:
{
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// check released otherwise bugs can happen when you change the BACK key
var key = FlxG.keys.firstJustReleased();
if (key != NONE)
{
if (key != ESCAPE)
onInputSelect(key);
closePrompt();
}
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}
case Gamepad(id):
{
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var button = FlxG.gamepads.getByID(id).firstJustReleasedID();
if (button != NONE)
{
if (button != BACK)
onInputSelect(button);
closePrompt();
}
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}
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}
}
}
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function onInputSelect(input:Int)
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{
var item = controlGrid.selectedItem;
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// check if that key is already set for this
var column0 = Math.floor(controlGrid.selectedIndex / 2) * 2;
for (i in 0...COLUMNS)
{
if (controlGrid.members[column0 + i].input == input)
return;
}
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// Check if items in the same group already have the new input
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for (group in itemGroups)
{
if (group.contains(item))
{
for (otherItem in group)
{
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if (otherItem != item && otherItem.input == input)
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{
// replace that input with this items old input.
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PlayerSettings.player1.controls.replaceBinding(otherItem.control, currentDevice, item.input, otherItem.input);
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// Don't use resetItem() since items share names/labels
otherItem.input = item.input;
otherItem.label.text = item.label.text;
}
}
}
}
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PlayerSettings.player1.controls.replaceBinding(item.control, currentDevice, input, item.input);
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// Don't use resetItem() since items share names/labels
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item.input = input;
item.label.text = item.getLabel(input);
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PlayerSettings.player1.saveControls();
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}
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function closePrompt()
{
prompt.exists = false;
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controlGrid.enabled = true;
if (deviceList == null)
canExit = true;
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}
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override function destroy()
{
super.destroy();
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itemGroups = null;
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if (FlxG.cameras.list.contains(menuCamera))
FlxG.cameras.remove(menuCamera);
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}
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override function set_enabled(value:Bool)
{
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if (value == false)
{
controlGrid.enabled = false;
if (deviceList != null)
deviceList.enabled = false;
}
else
{
controlGrid.enabled = !deviceListSelected;
if (deviceList != null)
deviceList.enabled = deviceListSelected;
}
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return super.set_enabled(value);
}
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}
class InputItem extends TextMenuItem
{
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public var device(default, null):Device = Keys;
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public var control:Control;
public var input:Int = -1;
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public var index:Int = -1;
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public function new(x = 0.0, y = 0.0, device, control, index, ?callback)
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{
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this.device = device;
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this.control = control;
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this.index = index;
this.input = getInput();
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super(x, y, getLabel(input), DEFAULT, callback);
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}
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public function updateDevice(device:Device)
{
if (this.device != device)
{
this.device = device;
input = getInput();
label.text = getLabel(input);
}
}
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function getInput()
{
var list = PlayerSettings.player1.controls.getInputsFor(control, device);
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if (list.length > index)
{
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if (list[index] != FlxKey.ESCAPE || list[index] != FlxGamepadInputID.BACK)
return list[index];
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if (list.length > ControlsMenu.COLUMNS)
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// Escape isn't mappable, show a third option, instead.
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return list[ControlsMenu.COLUMNS];
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}
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return -1;
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}
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public function getLabel(input:Int)
{
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return input == -1 ? "---" : InputFormatter.format(input, device);
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}
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}