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Funkin/source/funkin/util/FlxGamepadUtil.hx

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package funkin.util;
import flixel.input.gamepad.FlxGamepad;
import flixel.input.gamepad.FlxGamepadInputID;
import lime.ui.Gamepad as LimeGamepad;
import lime.ui.GamepadAxis as LimeGamepadAxis;
import lime.ui.GamepadButton as LimeGamepadButton;
/**
* Utilities for working with Flixel gamepads.
*/
class FlxGamepadUtil
{
public static function getInputID(gamepad:FlxGamepad, button:LimeGamepadButton):FlxGamepadInputID
{
#if FLX_GAMEINPUT_API
// FLX_GAMEINPUT_API internally assigns 6 axes to IDs 0-5, which LimeGamepadButton doesn't account for, so we need to offset the ID by 6.
final OFFSET:Int = 6;
#else
final OFFSET:Int = 0;
#end
var result:FlxGamepadInputID = gamepad.mapping.getID(button + OFFSET);
if (result == NONE) return NONE;
return result;
}
public static function getLimeGamepad(input:FlxGamepad):Null<LimeGamepad>
{
#if FLX_GAMEINPUT_API @:privateAccess
return input._device.getLimeGamepad();
#else
return null;
#end
}
@:privateAccess
public static function getFlxGamepadByLimeGamepad(gamepad:LimeGamepad):FlxGamepad
{
// Why is this so elaborate?
@:privateAccess
var gameInputDevice:openfl.ui.GameInputDevice = openfl.ui.GameInput.__getDevice(gamepad);
@:privateAccess
var gamepadIndex:Int = FlxG.gamepads.findGamepadIndex(gameInputDevice);
return FlxG.gamepads.getByID(gamepadIndex);
}
}