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me sad cause haxe 4.0.0
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@ -108,7 +108,11 @@ class Controls extends FlxActionSet
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var _pause = new FlxActionDigital(Action.PAUSE);
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var _pause = new FlxActionDigital(Action.PAUSE);
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var _reset = new FlxActionDigital(Action.RESET);
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var _reset = new FlxActionDigital(Action.RESET);
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#if (haxe >= "4.0.0")
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var byName:Map<String, FlxActionDigital> = [];
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var byName:Map<String, FlxActionDigital> = [];
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#else
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var byName:Map<String, FlxActionDigital> = new Map<String, FlxActionDigital>();
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#end
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public var gamepadsAdded:Array<Int> = [];
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public var gamepadsAdded:Array<Int> = [];
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public var keyboardScheme = KeyboardScheme.None;
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public var keyboardScheme = KeyboardScheme.None;
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@ -386,7 +390,7 @@ class Controls extends FlxActionSet
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#if (haxe >= "4.0.0")
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#if (haxe >= "4.0.0")
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inline forEachBound(control, (action, state) -> addKeys(action, keys, state));
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inline forEachBound(control, (action, state) -> addKeys(action, keys, state));
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#else
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#else
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forEachBound(control, (action, state) -> addKeys(action, keys, state));
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forEachBound(control, action => addKeys(action, keys, state), state => addKeys(action, keys, state));
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#end
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#end
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}
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}
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@ -399,7 +403,7 @@ class Controls extends FlxActionSet
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#if (haxe >= "4.0.0")
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#if (haxe >= "4.0.0")
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inline forEachBound(control, (action, _) -> removeKeys(action, keys));
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inline forEachBound(control, (action, _) -> removeKeys(action, keys));
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#else
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#else
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forEachBound(control, (action, _) -> removeKeys(action, keys));
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forEachBound(control, action => removeKeys(action, keys), _ => removeKeys(action, keys));
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#end
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#end
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}
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}
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@ -426,6 +430,8 @@ class Controls extends FlxActionSet
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removeKeyboard();
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removeKeyboard();
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keyboardScheme = scheme;
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keyboardScheme = scheme;
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#if (haxe >= "4.0.0")
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switch (scheme)
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switch (scheme)
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{
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{
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case Solo:
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case Solo:
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@ -458,6 +464,40 @@ class Controls extends FlxActionSet
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case None: // nothing
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case None: // nothing
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case Custom: // nothing
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case Custom: // nothing
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}
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}
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#else
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switch (scheme)
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{
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case Solo:
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bindKeys(Control.UP, [W, FlxKey.UP]);
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bindKeys(Control.DOWN, [S, FlxKey.DOWN]);
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bindKeys(Control.LEFT, [A, FlxKey.LEFT]);
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bindKeys(Control.RIGHT, [D, FlxKey.RIGHT]);
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bindKeys(Control.ACCEPT, [Z, SPACE, ENTER]);
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bindKeys(Control.BACK, [BACKSPACE, ESCAPE]);
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bindKeys(Control.PAUSE, [P, ENTER, ESCAPE]);
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bindKeys(Control.RESET, [R]);
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case Duo(true):
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bindKeys(Control.UP, [W]);
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bindKeys(Control.DOWN, [S]);
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bindKeys(Control.LEFT, [A]);
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bindKeys(Control.RIGHT, [D]);
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bindKeys(Control.ACCEPT, [G, Z]);
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bindKeys(Control.BACK, [H, X]);
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bindKeys(Control.PAUSE, [ONE]);
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bindKeys(Control.RESET, [R]);
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case Duo(false):
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bindKeys(Control.UP, [FlxKey.UP]);
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bindKeys(Control.DOWN, [FlxKey.DOWN]);
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bindKeys(Control.LEFT, [FlxKey.LEFT]);
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bindKeys(Control.RIGHT, [FlxKey.RIGHT]);
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bindKeys(Control.ACCEPT, [O]);
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bindKeys(Control.BACK, [P]);
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bindKeys(Control.PAUSE, [ENTER]);
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bindKeys(Control.RESET, [BACKSPACE]);
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case None: // nothing
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case Custom: // nothing
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}
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#end
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}
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}
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function removeKeyboard()
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function removeKeyboard()
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@ -485,7 +525,11 @@ class Controls extends FlxActionSet
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{
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{
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gamepadsAdded.push(id);
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gamepadsAdded.push(id);
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for (control => buttons in buttonMap)
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for (control => buttons in buttonMap)
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#if (haxe >= "4.0.0")
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inline bindButtons(control, id, buttons);
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inline bindButtons(control, id, buttons);
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#else
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bindButtons(control, id, buttons);
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#end
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}
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}
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public function removeGamepad(deviceID:Int = FlxInputDeviceID.ALL):Void
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public function removeGamepad(deviceID:Int = FlxInputDeviceID.ALL):Void
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@ -527,7 +571,7 @@ class Controls extends FlxActionSet
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#if (haxe >= "4.0.0")
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#if (haxe >= "4.0.0")
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inline forEachBound(control, (action, state) -> addButtons(action, buttons, state, id));
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inline forEachBound(control, (action, state) -> addButtons(action, buttons, state, id));
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#else
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#else
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forEachBound(control, (action, state) -> addButtons(action, buttons, state, id));
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forEachBound(control, action => addButtons(action, buttons, state, id), state => addButtons(action, buttons, state, id));
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#end
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#end
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}
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}
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@ -540,7 +584,7 @@ class Controls extends FlxActionSet
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#if (haxe >= "4.0.0")
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#if (haxe >= "4.0.0")
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inline forEachBound(control, (action, _) -> removeButtons(action, gamepadID, buttons));
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inline forEachBound(control, (action, _) -> removeButtons(action, gamepadID, buttons));
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#else
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#else
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forEachBound(control, (action, _) -> removeButtons(action, gamepadID, buttons));
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forEachBound(control, action => removeButtons(action, gamepadID, buttons), _ => removeButtons(action, gamepadID, buttons));
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#end
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#end
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}
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}
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