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https://github.com/ninjamuffin99/Funkin.git
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128 lines
3.4 KiB
Haxe
128 lines
3.4 KiB
Haxe
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package funkin.input;
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import flixel.input.gamepad.FlxGamepadInputID;
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import flixel.input.gamepad.FlxGamepad;
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import flixel.FlxBasic;
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/**
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* Handles repeating behavior when holding down a gamepad button or button combination.
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*
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* When the `inputs` are pressed, `activated` will be true for the first frame,
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* then wait `delay` seconds before becoming true for one frame every `interval` seconds.
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*
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* Example: Pressing Ctrl+Z will undo, while holding Ctrl+Z will start to undo repeatedly.
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*/
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class TurboButtonHandler extends FlxBasic
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{
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/**
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* Default delay before repeating.
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*/
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static inline final DEFAULT_DELAY:Float = 0.4;
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/**
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* Default interval between repeats.
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*/
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static inline final DEFAULT_INTERVAL:Float = 0.1;
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/**
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* Whether all of the keys for this handler are pressed.
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*/
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public var allPressed(get, never):Bool;
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/**
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* Whether all of the keys for this handler are activated,
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* and the handler is ready to repeat.
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*/
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public var activated(default, null):Bool = false;
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var inputs:Array<FlxGamepadInputID>;
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var delay:Float;
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var interval:Float;
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var targetGamepad:FlxGamepad;
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var allPressedTime:Float = 0;
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function new(inputs:Array<FlxGamepadInputID>, delay:Float = DEFAULT_DELAY, interval:Float = DEFAULT_INTERVAL, ?targetGamepad:FlxGamepad)
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{
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super();
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this.inputs = inputs;
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this.delay = delay;
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this.interval = interval;
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this.targetGamepad = targetGamepad ?? FlxG.gamepads.firstActive;
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}
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function get_allPressed():Bool
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{
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if (targetGamepad == null) return false;
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if (inputs == null || inputs.length == 0) return false;
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if (inputs.length == 1) return targetGamepad.anyPressed(inputs);
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// Check if ANY keys are unpressed
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for (input in inputs)
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{
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if (!targetGamepad.anyPressed([input])) return false;
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}
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return true;
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}
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public override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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// Try to find a gamepad if we don't have one
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if (targetGamepad == null)
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{
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targetGamepad = FlxG.gamepads.firstActive;
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}
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if (allPressed)
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{
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if (allPressedTime == 0)
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{
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activated = true;
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}
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else if (allPressedTime >= (delay + interval))
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{
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activated = true;
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allPressedTime -= interval;
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}
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else
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{
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activated = false;
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}
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allPressedTime += elapsed;
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}
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else
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{
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allPressedTime = 0;
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activated = false;
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}
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}
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/**
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* Builds a TurboButtonHandler that monitors from a single input.
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* @param input The input to monitor.
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* @param delay How long to wait before repeating.
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* @param repeatDelay How long to wait between repeats.
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* @return A TurboKeyHandler
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*/
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public static overload inline extern function build(input:FlxGamepadInputID, ?delay:Float = DEFAULT_DELAY,
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?interval:Float = DEFAULT_INTERVAL):TurboButtonHandler
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{
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return new TurboButtonHandler([input], delay, interval);
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}
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/**
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* Builds a TurboKeyHandler that monitors a key combination.
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* @param inputs The combination of inputs to monitor.
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* @param delay How long to wait before repeating.
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* @param repeatDelay How long to wait between repeats.
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* @return A TurboKeyHandler
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*/
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public static overload inline extern function build(inputs:Array<FlxGamepadInputID>, ?delay:Float = DEFAULT_DELAY,
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?interval:Float = DEFAULT_INTERVAL):TurboButtonHandler
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{
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return new TurboButtonHandler(inputs, delay, interval);
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}
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}
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