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Funkin/source/funkin/ui/MusicBeatSubState.hx

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package funkin.ui;
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import flixel.addons.transition.FlxTransitionableState;
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import flixel.FlxSubState;
import flixel.text.FlxText;
import funkin.ui.mainmenu.MainMenuState;
import flixel.util.FlxColor;
import funkin.audio.FunkinSound;
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import funkin.modding.events.ScriptEvent;
import funkin.modding.IScriptedClass.IEventHandler;
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import funkin.modding.module.ModuleHandler;
import funkin.modding.PolymodHandler;
import funkin.util.SortUtil;
import flixel.util.FlxSort;
import funkin.input.Controls;
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/**
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* MusicBeatSubState reincorporates the functionality of MusicBeatState into an FlxSubState.
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*/
class MusicBeatSubState extends FlxSubState implements IEventHandler
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{
public var leftWatermarkText:FlxText = null;
public var rightWatermarkText:FlxText = null;
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public var conductorInUse(get, set):Conductor;
var _conductorInUse:Null<Conductor>;
function get_conductorInUse():Conductor
{
if (_conductorInUse == null) return Conductor.instance;
return _conductorInUse;
}
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function set_conductorInUse(value:Conductor):Conductor
{
return _conductorInUse = value;
}
public function new(bgColor:FlxColor = FlxColor.TRANSPARENT)
{
super();
this.bgColor = bgColor;
}
var controls(get, never):Controls;
inline function get_controls():Controls
return PlayerSettings.player1.controls;
override function create():Void
{
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);
}
override function update(elapsed:Float):Void
{
super.update(elapsed);
// 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();
// Display Conductor info in the watch window.
FlxG.watch.addQuick("musicTime", FlxG.sound.music?.time ?? 0.0);
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Conductor.watchQuick(conductorInUse);
dispatchEvent(new UpdateScriptEvent(elapsed));
}
function debug_refreshModules()
{
PolymodHandler.forceReloadAssets();
// Restart the current state, so old data is cleared.
FlxG.resetState();
}
/**
* 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);
}
/**
* Called when a step is hit in the current song.
* Continues outside of PlayState, for things like animations in menus.
* @return Whether the event should continue (not canceled).
*/
public function stepHit():Bool
{
var event:ScriptEvent = new SongTimeScriptEvent(SONG_STEP_HIT, conductorInUse.currentBeat, conductorInUse.currentStep);
dispatchEvent(event);
if (event.eventCanceled) return false;
return true;
}
/**
* Called when a beat is hit in the current song.
* Continues outside of PlayState, for things like animations in menus.
* @return Whether the event should continue (not canceled).
*/
public function beatHit():Bool
{
var event:ScriptEvent = new SongTimeScriptEvent(SONG_BEAT_HIT, conductorInUse.currentBeat, conductorInUse.currentStep);
dispatchEvent(event);
if (event.eventCanceled) return false;
return true;
}
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public function dispatchEvent(event:ScriptEvent)
{
ModuleHandler.callEvent(event);
}
function createWatermarkText():Void
{
// 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);
}
/**
* Close this substate and replace it with a different one.
*/
public function switchSubState(substate:FlxSubState):Void
{
this.close();
this._parentState.openSubState(substate);
}
override function startOutro(onComplete:() -> Void):Void
{
var event = new StateChangeScriptEvent(STATE_CHANGE_BEGIN, null, true);
dispatchEvent(event);
if (event.eventCanceled)
{
return;
}
else
{
FunkinSound.stopAllAudio();
onComplete();
}
}
public override function openSubState(targetSubState:FlxSubState):Void
{
var event = new SubStateScriptEvent(SUBSTATE_OPEN_BEGIN, targetSubState, true);
dispatchEvent(event);
if (event.eventCanceled) return;
super.openSubState(targetSubState);
}
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();
}
function onCloseSubStateComplete(targetState:FlxSubState):Void
{
dispatchEvent(new SubStateScriptEvent(SUBSTATE_CLOSE_END, targetState, true));
}
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}