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Funkin/source/funkin/ui/MusicBeatState.hx

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package funkin.ui;
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import funkin.modding.IScriptedClass.IEventHandler;
import funkin.ui.mainmenu.MainMenuState;
import flixel.FlxState;
import flixel.FlxSubState;
import flixel.addons.transition.FlxTransitionableState;
import flixel.text.FlxText;
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import flixel.util.FlxColor;
import flixel.util.FlxSort;
import funkin.modding.PolymodHandler;
import funkin.modding.events.ScriptEvent;
import funkin.modding.module.ModuleHandler;
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import funkin.util.SortUtil;
import funkin.input.Controls;
/**
* MusicBeatState actually represents the core utility FlxState of the game.
* It includes functionality for event handling, as well as maintaining BPM-based update events.
*/
class MusicBeatState extends FlxTransitionableState implements IEventHandler
{
var controls(get, never):Controls;
inline function get_controls():Controls
return PlayerSettings.player1.controls;
public var leftWatermarkText:FlxText = null;
public var rightWatermarkText:FlxText = null;
public function new()
{
super();
initCallbacks();
}
function initCallbacks()
{
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subStateOpened.add(onOpenSubStateComplete);
subStateClosed.add(onCloseSubStateComplete);
}
override function create()
{
super.create();
createWatermarkText();
Conductor.beatHit.add(this.beatHit);
Conductor.stepHit.add(this.stepHit);
}
public override function destroy():Void
{
super.destroy();
Conductor.beatHit.remove(this.beatHit);
Conductor.stepHit.remove(this.stepHit);
}
function handleControls():Void
{
var isHaxeUIFocused:Bool = haxe.ui.focus.FocusManager.instance?.focus != null;
if (!isHaxeUIFocused)
{
// Rebindable volume keys.
if (controls.VOLUME_MUTE) FlxG.sound.toggleMuted();
else if (controls.VOLUME_UP) FlxG.sound.changeVolume(0.1);
else if (controls.VOLUME_DOWN) FlxG.sound.changeVolume(-0.1);
}
}
function handleFunctionControls():Void
{
// Emergency exit button.
if (FlxG.keys.justPressed.F4) FlxG.switchState(new MainMenuState());
// This can now be used in EVERY STATE YAY!
if (FlxG.keys.justPressed.F5) debug_refreshModules();
}
function handleQuickWatch():Void
{
// Display Conductor info in the watch window.
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FlxG.watch.addQuick("songPosition", Conductor.songPosition);
FlxG.watch.addQuick("songPositionNoOffset", Conductor.songPosition + Conductor.instrumentalOffset);
FlxG.watch.addQuick("musicTime", FlxG.sound.music?.time ?? 0.0);
FlxG.watch.addQuick("bpm", Conductor.bpm);
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FlxG.watch.addQuick("currentMeasureTime", Conductor.currentBeatTime);
FlxG.watch.addQuick("currentBeatTime", Conductor.currentBeatTime);
FlxG.watch.addQuick("currentStepTime", Conductor.currentStepTime);
}
override function update(elapsed:Float)
{
super.update(elapsed);
handleControls();
handleFunctionControls();
handleQuickWatch();
dispatchEvent(new UpdateScriptEvent(elapsed));
}
function createWatermarkText()
{
// Both have an xPos of 0, but a width equal to the full screen.
// The rightWatermarkText is right aligned, which puts the text in the correct spot.
leftWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
rightWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
// 100,000 should be good enough.
leftWatermarkText.zIndex = 100000;
rightWatermarkText.zIndex = 100000;
leftWatermarkText.scrollFactor.set(0, 0);
rightWatermarkText.scrollFactor.set(0, 0);
leftWatermarkText.setFormat("VCR OSD Mono", 16, FlxColor.WHITE, LEFT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
rightWatermarkText.setFormat("VCR OSD Mono", 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
add(leftWatermarkText);
add(rightWatermarkText);
}
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public function dispatchEvent(event:ScriptEvent)
{
ModuleHandler.callEvent(event);
}
function debug_refreshModules()
{
PolymodHandler.forceReloadAssets();
this.destroy();
// Create a new instance of the current state, so old data is cleared.
FlxG.resetState();
}
public function stepHit():Bool
{
var event = new SongTimeScriptEvent(SONG_STEP_HIT, Conductor.currentBeat, Conductor.currentStep);
dispatchEvent(event);
if (event.eventCanceled) return false;
return true;
}
public function beatHit():Bool
{
var event = new SongTimeScriptEvent(SONG_BEAT_HIT, Conductor.currentBeat, Conductor.currentStep);
dispatchEvent(event);
if (event.eventCanceled) return false;
return true;
}
/**
* Refreshes the state, by redoing the render order of all sprites.
* It does this based on the `zIndex` of each prop.
*/
public function refresh()
{
sort(SortUtil.byZIndex, FlxSort.ASCENDING);
}
override function startOutro(onComplete:() -> Void):Void
{
var event = new StateChangeScriptEvent(STATE_CHANGE_BEGIN, null, true);
dispatchEvent(event);
if (event.eventCanceled)
{
return;
}
else
{
onComplete();
}
}
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public override function openSubState(targetSubState:FlxSubState):Void
{
var event = new SubStateScriptEvent(SUBSTATE_OPEN_BEGIN, targetSubState, true);
dispatchEvent(event);
if (event.eventCanceled) return;
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super.openSubState(targetSubState);
}
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function onOpenSubStateComplete(targetState:FlxSubState):Void
{
dispatchEvent(new SubStateScriptEvent(SUBSTATE_OPEN_END, targetState, true));
}
public override function closeSubState():Void
{
var event = new SubStateScriptEvent(SUBSTATE_CLOSE_BEGIN, this.subState, true);
dispatchEvent(event);
if (event.eventCanceled) return;
super.closeSubState();
}
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function onCloseSubStateComplete(targetState:FlxSubState):Void
{
dispatchEvent(new SubStateScriptEvent(SUBSTATE_CLOSE_END, targetState, true));
}
}