diff --git a/source/funkin/input/Controls.hx b/source/funkin/input/Controls.hx index 3fa4e0f75..5c761cd19 100644 --- a/source/funkin/input/Controls.hx +++ b/source/funkin/input/Controls.hx @@ -30,47 +30,31 @@ class Controls extends FlxActionSet * A list of actions that a player would invoke via some input device. * Uses FlxActions to funnel various inputs to a single action. */ - var _ui_up = new FlxActionDigital(Action.UI_UP); - var _ui_left = new FlxActionDigital(Action.UI_LEFT); - var _ui_right = new FlxActionDigital(Action.UI_RIGHT); - var _ui_down = new FlxActionDigital(Action.UI_DOWN); - var _ui_upP = new FlxActionDigital(Action.UI_UP_P); - var _ui_leftP = new FlxActionDigital(Action.UI_LEFT_P); - var _ui_rightP = new FlxActionDigital(Action.UI_RIGHT_P); - var _ui_downP = new FlxActionDigital(Action.UI_DOWN_P); - var _ui_upR = new FlxActionDigital(Action.UI_UP_R); - var _ui_leftR = new FlxActionDigital(Action.UI_LEFT_R); - var _ui_rightR = new FlxActionDigital(Action.UI_RIGHT_R); - var _ui_downR = new FlxActionDigital(Action.UI_DOWN_R); - var _note_up = new FlxActionDigital(Action.NOTE_UP); - var _note_left = new FlxActionDigital(Action.NOTE_LEFT); - var _note_right = new FlxActionDigital(Action.NOTE_RIGHT); - var _note_down = new FlxActionDigital(Action.NOTE_DOWN); - var _note_upP = new FlxActionDigital(Action.NOTE_UP_P); - var _note_leftP = new FlxActionDigital(Action.NOTE_LEFT_P); - var _note_rightP = new FlxActionDigital(Action.NOTE_RIGHT_P); - var _note_downP = new FlxActionDigital(Action.NOTE_DOWN_P); - var _note_upR = new FlxActionDigital(Action.NOTE_UP_R); - var _note_leftR = new FlxActionDigital(Action.NOTE_LEFT_R); - var _note_rightR = new FlxActionDigital(Action.NOTE_RIGHT_R); - var _note_downR = new FlxActionDigital(Action.NOTE_DOWN_R); - var _accept = new FlxActionDigital(Action.ACCEPT); - var _back = new FlxActionDigital(Action.BACK); - var _pause = new FlxActionDigital(Action.PAUSE); - var _reset = new FlxActionDigital(Action.RESET); - var _cutscene_advance = new FlxActionDigital(Action.CUTSCENE_ADVANCE); - var _cutscene_skip = new FlxActionDigital(Action.CUTSCENE_SKIP); - var _debug_menu = new FlxActionDigital(Action.DEBUG_MENU); - var _debug_chart = new FlxActionDigital(Action.DEBUG_CHART); - var _debug_stage = new FlxActionDigital(Action.DEBUG_STAGE); - var _volume_up = new FlxActionDigital(Action.VOLUME_UP); - var _volume_down = new FlxActionDigital(Action.VOLUME_DOWN); - var _volume_mute = new FlxActionDigital(Action.VOLUME_MUTE); + var _ui_up = new FunkinAction(Action.UI_UP, Action.UI_UP_P, Action.UI_UP_R); + var _ui_left = new FunkinAction(Action.UI_LEFT, Action.UI_LEFT_P, Action.UI_LEFT_R); + var _ui_right = new FunkinAction(Action.UI_RIGHT, Action.UI_RIGHT_P, Action.UI_RIGHT_R); + var _ui_down = new FunkinAction(Action.UI_DOWN, Action.UI_DOWN_P, Action.UI_DOWN_R); + var _note_up = new FunkinAction(Action.NOTE_UP, Action.NOTE_UP_P, Action.NOTE_UP_R); + var _note_left = new FunkinAction(Action.NOTE_LEFT, Action.NOTE_LEFT_P, Action.NOTE_LEFT_R); + var _note_right = new FunkinAction(Action.NOTE_RIGHT, Action.NOTE_RIGHT_P, Action.NOTE_RIGHT_R); + var _note_down = new FunkinAction(Action.NOTE_DOWN, Action.NOTE_DOWN_P, Action.NOTE_DOWN_R); + var _accept = new FunkinAction(Action.ACCEPT); + var _back = new FunkinAction(Action.BACK); + var _pause = new FunkinAction(Action.PAUSE); + var _reset = new FunkinAction(Action.RESET); + var _cutscene_advance = new FunkinAction(Action.CUTSCENE_ADVANCE); + var _cutscene_skip = new FunkinAction(Action.CUTSCENE_SKIP); + var _debug_menu = new FunkinAction(Action.DEBUG_MENU); + var _debug_chart = new FunkinAction(Action.DEBUG_CHART); + var _debug_stage = new FunkinAction(Action.DEBUG_STAGE); + var _volume_up = new FunkinAction(Action.VOLUME_UP); + var _volume_down = new FunkinAction(Action.VOLUME_DOWN); + var _volume_mute = new FunkinAction(Action.VOLUME_MUTE); #if CAN_CHEAT - var _cheat = new FlxActionDigital(Action.CHEAT); + var _cheat = new FunkinAction(Action.CHEAT); #end - var byName:Map = new Map(); + var byName:Map = new Map(); public var gamepadsAdded:Array = []; public var keyboardScheme = KeyboardScheme.None; @@ -78,122 +62,142 @@ class Controls extends FlxActionSet public var UI_UP(get, never):Bool; inline function get_UI_UP() - return _ui_up.check(); + return _ui_up.checkPressed(); public var UI_LEFT(get, never):Bool; inline function get_UI_LEFT() - return _ui_left.check(); + return _ui_left.checkPressed(); public var UI_RIGHT(get, never):Bool; inline function get_UI_RIGHT() - return _ui_right.check(); + return _ui_right.checkPressed(); public var UI_DOWN(get, never):Bool; inline function get_UI_DOWN() - return _ui_down.check(); + return _ui_down.checkPressed(); public var UI_UP_P(get, never):Bool; inline function get_UI_UP_P() - return _ui_upP.check(); + return _ui_up.checkJustPressed(); public var UI_LEFT_P(get, never):Bool; inline function get_UI_LEFT_P() - return _ui_leftP.check(); + return _ui_left.checkJustPressed(); public var UI_RIGHT_P(get, never):Bool; inline function get_UI_RIGHT_P() - return _ui_rightP.check(); + return _ui_right.checkJustPressed(); public var UI_DOWN_P(get, never):Bool; inline function get_UI_DOWN_P() - return _ui_downP.check(); + return _ui_down.checkJustPressed(); public var UI_UP_R(get, never):Bool; inline function get_UI_UP_R() - return _ui_upR.check(); + return _ui_up.checkJustReleased(); public var UI_LEFT_R(get, never):Bool; inline function get_UI_LEFT_R() - return _ui_leftR.check(); + return _ui_left.checkJustReleased(); public var UI_RIGHT_R(get, never):Bool; inline function get_UI_RIGHT_R() - return _ui_rightR.check(); + return _ui_right.checkJustReleased(); public var UI_DOWN_R(get, never):Bool; inline function get_UI_DOWN_R() - return _ui_downR.check(); + return _ui_down.checkJustReleased(); + + public var UI_UP_GAMEPAD(get, never):Bool; + + inline function get_UI_UP_GAMEPAD() + return _ui_up.checkPressedGamepad(); + + public var UI_LEFT_GAMEPAD(get, never):Bool; + + inline function get_UI_LEFT_GAMEPAD() + return _ui_left.checkPressedGamepad(); + + public var UI_RIGHT_GAMEPAD(get, never):Bool; + + inline function get_UI_RIGHT_GAMEPAD() + return _ui_right.checkPressedGamepad(); + + public var UI_DOWN_GAMEPAD(get, never):Bool; + + inline function get_UI_DOWN_GAMEPAD() + return _ui_down.checkPressedGamepad(); public var NOTE_UP(get, never):Bool; inline function get_NOTE_UP() - return _note_up.check(); + return _note_up.checkPressed(); public var NOTE_LEFT(get, never):Bool; inline function get_NOTE_LEFT() - return _note_left.check(); + return _note_left.checkPressed(); public var NOTE_RIGHT(get, never):Bool; inline function get_NOTE_RIGHT() - return _note_right.check(); + return _note_right.checkPressed(); public var NOTE_DOWN(get, never):Bool; inline function get_NOTE_DOWN() - return _note_down.check(); + return _note_down.checkPressed(); public var NOTE_UP_P(get, never):Bool; inline function get_NOTE_UP_P() - return _note_upP.check(); + return _note_up.checkJustPressed(); public var NOTE_LEFT_P(get, never):Bool; inline function get_NOTE_LEFT_P() - return _note_leftP.check(); + return _note_left.checkJustPressed(); public var NOTE_RIGHT_P(get, never):Bool; inline function get_NOTE_RIGHT_P() - return _note_rightP.check(); + return _note_right.checkJustPressed(); public var NOTE_DOWN_P(get, never):Bool; inline function get_NOTE_DOWN_P() - return _note_downP.check(); + return _note_down.checkJustPressed(); public var NOTE_UP_R(get, never):Bool; inline function get_NOTE_UP_R() - return _note_upR.check(); + return _note_up.checkJustReleased(); public var NOTE_LEFT_R(get, never):Bool; inline function get_NOTE_LEFT_R() - return _note_leftR.check(); + return _note_left.checkJustReleased(); public var NOTE_RIGHT_R(get, never):Bool; inline function get_NOTE_RIGHT_R() - return _note_rightR.check(); + return _note_right.checkJustReleased(); public var NOTE_DOWN_R(get, never):Bool; inline function get_NOTE_DOWN_R() - return _note_downR.check(); + return _note_down.checkJustReleased(); public var ACCEPT(get, never):Bool; @@ -270,26 +274,10 @@ class Controls extends FlxActionSet add(_ui_left); add(_ui_right); add(_ui_down); - add(_ui_upP); - add(_ui_leftP); - add(_ui_rightP); - add(_ui_downP); - add(_ui_upR); - add(_ui_leftR); - add(_ui_rightR); - add(_ui_downR); add(_note_up); add(_note_left); add(_note_right); add(_note_down); - add(_note_upP); - add(_note_leftP); - add(_note_rightP); - add(_note_downP); - add(_note_upR); - add(_note_leftR); - add(_note_rightR); - add(_note_downR); add(_accept); add(_back); add(_pause); @@ -303,8 +291,16 @@ class Controls extends FlxActionSet add(_cheat); #end - for (action in digitalActions) - byName[action.name] = action; + for (action in digitalActions) { + if (Std.isOfType(action, FunkinAction)) { + var funkinAction:FunkinAction = cast action; + byName[funkinAction.name] = funkinAction; + if (funkinAction.namePressed != null) + byName[funkinAction.namePressed] = funkinAction; + if (funkinAction.nameReleased != null) + byName[funkinAction.nameReleased] = funkinAction; + } + } if (scheme == null) scheme = None; @@ -317,14 +313,17 @@ class Controls extends FlxActionSet super.update(); } - // inline - public function checkByName(name:Action):Bool + public function check(name:Action, trigger:FlxInputState = JUST_PRESSED, gamepadOnly:Bool = false):Bool { #if debug if (!byName.exists(name)) throw 'Invalid name: $name'; #end - return byName[name].check(); + var action = byName[name]; + if (gamepadOnly) + return action.checkFiltered(trigger, GAMEPAD); + else + return action.checkFiltered(trigger); } public function getKeysForAction(name:Action):Array { @@ -411,36 +410,36 @@ class Controls extends FlxActionSet { case UI_UP: func(_ui_up, PRESSED); - func(_ui_upP, JUST_PRESSED); - func(_ui_upR, JUST_RELEASED); + func(_ui_up, JUST_PRESSED); + func(_ui_up, JUST_RELEASED); case UI_LEFT: func(_ui_left, PRESSED); - func(_ui_leftP, JUST_PRESSED); - func(_ui_leftR, JUST_RELEASED); + func(_ui_left, JUST_PRESSED); + func(_ui_left, JUST_RELEASED); case UI_RIGHT: func(_ui_right, PRESSED); - func(_ui_rightP, JUST_PRESSED); - func(_ui_rightR, JUST_RELEASED); + func(_ui_right, JUST_PRESSED); + func(_ui_right, JUST_RELEASED); case UI_DOWN: func(_ui_down, PRESSED); - func(_ui_downP, JUST_PRESSED); - func(_ui_downR, JUST_RELEASED); + func(_ui_down, JUST_PRESSED); + func(_ui_down, JUST_RELEASED); case NOTE_UP: func(_note_up, PRESSED); - func(_note_upP, JUST_PRESSED); - func(_note_upR, JUST_RELEASED); + func(_note_up, JUST_PRESSED); + func(_note_up, JUST_RELEASED); case NOTE_LEFT: func(_note_left, PRESSED); - func(_note_leftP, JUST_PRESSED); - func(_note_leftR, JUST_RELEASED); + func(_note_left, JUST_PRESSED); + func(_note_left, JUST_RELEASED); case NOTE_RIGHT: func(_note_right, PRESSED); - func(_note_rightP, JUST_PRESSED); - func(_note_rightR, JUST_RELEASED); + func(_note_right, JUST_PRESSED); + func(_note_right, JUST_RELEASED); case NOTE_DOWN: func(_note_down, PRESSED); - func(_note_downP, JUST_PRESSED); - func(_note_downR, JUST_RELEASED); + func(_note_down, JUST_PRESSED); + func(_note_down, JUST_RELEASED); case ACCEPT: func(_accept, JUST_PRESSED); case BACK: @@ -1053,6 +1052,173 @@ typedef Swipes = ?curTouchPos:FlxPoint }; +/** + * An FlxActionDigital with additional functionality, including: + * - Combining `pressed` and `released` inputs into one action. + * - Filtering by input method (`KEYBOARD`, `MOUSE`, `GAMEPAD`, etc). + */ +class FunkinAction extends FlxActionDigital { + public var namePressed(default, null):Null; + public var nameReleased(default, null):Null; + + var cache:Map = []; + + public function new(?name:String = "", ?namePressed:String, ?nameReleased:String) + { + super(name); + + this.namePressed = namePressed; + this.nameReleased = nameReleased; + } + + /** + * Input checks default to whether the input was just pressed, on any input device. + */ + public override function check():Bool { + return checkFiltered(JUST_PRESSED); + } + + /** + * Check whether the input is currently being held. + */ + public function checkPressed():Bool { + return checkFiltered(PRESSED); + } + + /** + * Check whether the input is currently being held, and was not held last frame. + */ + public function checkJustPressed():Bool { + return checkFiltered(JUST_PRESSED); + } + + /** + * Check whether the input is not currently being held. + */ + public function checkReleased():Bool { + return checkFiltered(RELEASED); + } + + /** + * Check whether the input is not currently being held, and was held last frame. + */ + public function checkJustReleased():Bool { + return checkFiltered(JUST_RELEASED); + } + + /** + * Check whether the input is currently being held by a gamepad device. + */ + public function checkPressedGamepad():Bool { + return checkFiltered(PRESSED, GAMEPAD); + } + + /** + * Check whether the input is currently being held by a gamepad device, and was not held last frame. + */ + public function checkJustPressedGamepad():Bool { + return checkFiltered(JUST_PRESSED, GAMEPAD); + } + + /** + * Check whether the input is not currently being held by a gamepad device. + */ + public function checkReleasedGamepad():Bool { + return checkFiltered(RELEASED, GAMEPAD); + } + + /** + * Check whether the input is not currently being held by a gamepad device, and was held last frame. + */ + public function checkJustReleasedGamepad():Bool { + return checkFiltered(JUST_RELEASED, GAMEPAD); + } + + public function checkMultiFiltered(?filterTriggers:Array, ?filterDevices:Array):Bool { + if (filterTriggers == null) { + filterTriggers = [PRESSED, JUST_PRESSED]; + } + if (filterDevices == null) { + filterDevices = []; + } + + // Perform checkFiltered for each combination. + for (i in filterTriggers) { + if (filterDevices.length == 0) { + if (checkFiltered(i)) { + return true; + } + } else { + for (j in filterDevices) { + if (checkFiltered(i, j)) { + return true; + } + } + } + } + return false; + } + + /** + * Performs the functionality of `FlxActionDigital.check()`, but with optional filters. + * @param action The action to check for. + * @param filterTrigger Optionally filter by trigger condition (`JUST_PRESSED`, `PRESSED`, `JUST_RELEASED`, `RELEASED`). + * @param filterDevice Optionally filter by device (`KEYBOARD`, `MOUSE`, `GAMEPAD`, `OTHER`). + */ + public function checkFiltered(?filterTrigger:FlxInputState, ?filterDevice:FlxInputDevice):Bool { + // The normal + + // Make sure we only update the inputs once per frame. + var key = '${filterTrigger}:${filterDevice}'; + var cacheEntry = cache.get(key); + + if (cacheEntry != null && cacheEntry.timestamp == FlxG.game.ticks) { + return cacheEntry.value; + } + // Use a for loop instead so we can remove inputs while iterating. + + // We don't return early because we need to call check() on ALL inputs. + var result = false; + var len = inputs != null ? inputs.length : 0; + for (i in 0...len) + { + var j = len - i - 1; + var input = inputs[j]; + + // Filter out dead inputs. + if (input.destroyed) + { + inputs.splice(j, 1); + continue; + } + + // Update the input. + input.update(); + + // Check whether the input is the right trigger. + if (filterTrigger != null && input.trigger != filterTrigger) { + continue; + } + + // Check whether the input is the right device. + if (filterDevice != null && input.device != filterDevice) { + continue; + } + + // Check whether the input has triggered. + if (input.check(this)) + { + result = true; + } + } + + // We need to cache this result. + cache.set(key, {timestamp: FlxG.game.ticks, value: result}); + + return result; + } +} + class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital { var touchMap:Map = new Map(); @@ -1242,8 +1408,7 @@ enum Control #end } -enum -abstract Action(String) to String from String +enum abstract Action(String) to String from String { // NOTE var NOTE_UP = "note_up"; diff --git a/source/funkin/input/TurboActionHandler.hx b/source/funkin/input/TurboActionHandler.hx new file mode 100644 index 000000000..9425db8cd --- /dev/null +++ b/source/funkin/input/TurboActionHandler.hx @@ -0,0 +1,111 @@ +package funkin.input; + +import flixel.input.keyboard.FlxKey; +import flixel.FlxBasic; +import funkin.input.Controls; +import funkin.input.Controls.Action; + +/** + * Handles repeating behavior when holding down a control action. + * + * When the `action` is pressed, `activated` will be true for the first frame, + * then wait `delay` seconds before becoming true for one frame every `interval` seconds. + * + * Example: Pressing Ctrl+Z will undo, while holding Ctrl+Z will start to undo repeatedly. + */ +class TurboActionHandler extends FlxBasic +{ + /** + * Default delay before repeating. + */ + static inline final DEFAULT_DELAY:Float = 0.4; + + /** + * Default interval between repeats. + */ + static inline final DEFAULT_INTERVAL:Float = 0.1; + + /** + * Whether the action for this handler is pressed. + */ + public var pressed(get, never):Bool; + + /** + * Whether the action for this handler is pressed, + * and the handler is ready to repeat. + */ + public var activated(default, null):Bool = false; + + /** + * The Funkin Controls handler. + */ + var controls(get, never):Controls; + + function get_controls():Controls + { + return PlayerSettings.player1.controls; + } + + var action:Action; + + var delay:Float; + var interval:Float; + var gamepadOnly:Bool; + + var pressedTime:Float = 0; + + function new(action:Action, delay:Float = DEFAULT_DELAY, interval:Float = DEFAULT_INTERVAL, gamepadOnly:Bool = false) + { + super(); + this.action = action; + this.delay = delay; + this.interval = interval; + this.gamepadOnly = gamepadOnly; + } + + function get_pressed():Bool + { + return controls.check(action, PRESSED, gamepadOnly); + } + + public override function update(elapsed:Float):Void + { + super.update(elapsed); + + if (pressed) + { + if (pressedTime == 0) + { + activated = true; + } + else if (pressedTime >= (delay + interval)) + { + activated = true; + pressedTime -= interval; + } + else + { + activated = false; + } + pressedTime += elapsed; + } + else + { + pressedTime = 0; + activated = false; + } + } + + /** + * Builds a TurboActionHandler that monitors from a single key. + * @param inputKey The key to monitor. + * @param delay How long to wait before repeating. + * @param repeatDelay How long to wait between repeats. + * @return A TurboActionHandler + */ + public static overload inline extern function build(action:Action, ?delay:Float = DEFAULT_DELAY, ?interval:Float = DEFAULT_INTERVAL, + ?gamepadOnly:Bool = false):TurboActionHandler + { + return new TurboActionHandler(action, delay, interval); + } +} diff --git a/source/funkin/input/TurboButtonHandler.hx b/source/funkin/input/TurboButtonHandler.hx new file mode 100644 index 000000000..63c2a294b --- /dev/null +++ b/source/funkin/input/TurboButtonHandler.hx @@ -0,0 +1,127 @@ +package funkin.input; + +import flixel.input.gamepad.FlxGamepadInputID; +import flixel.input.gamepad.FlxGamepad; +import flixel.FlxBasic; + +/** + * Handles repeating behavior when holding down a gamepad button or button combination. + * + * When the `inputs` are pressed, `activated` will be true for the first frame, + * then wait `delay` seconds before becoming true for one frame every `interval` seconds. + * + * Example: Pressing Ctrl+Z will undo, while holding Ctrl+Z will start to undo repeatedly. + */ +class TurboButtonHandler extends FlxBasic +{ + /** + * Default delay before repeating. + */ + static inline final DEFAULT_DELAY:Float = 0.4; + + /** + * Default interval between repeats. + */ + static inline final DEFAULT_INTERVAL:Float = 0.1; + + /** + * Whether all of the keys for this handler are pressed. + */ + public var allPressed(get, never):Bool; + + /** + * Whether all of the keys for this handler are activated, + * and the handler is ready to repeat. + */ + public var activated(default, null):Bool = false; + + var inputs:Array; + var delay:Float; + var interval:Float; + var targetGamepad:FlxGamepad; + + var allPressedTime:Float = 0; + + function new(inputs:Array, delay:Float = DEFAULT_DELAY, interval:Float = DEFAULT_INTERVAL, ?targetGamepad:FlxGamepad) + { + super(); + this.inputs = inputs; + this.delay = delay; + this.interval = interval; + this.targetGamepad = targetGamepad ?? FlxG.gamepads.firstActive; + } + + function get_allPressed():Bool + { + if (targetGamepad == null) return false; + if (inputs == null || inputs.length == 0) return false; + if (inputs.length == 1) return targetGamepad.anyPressed(inputs); + + // Check if ANY keys are unpressed + for (input in inputs) + { + if (!targetGamepad.anyPressed([input])) return false; + } + return true; + } + + public override function update(elapsed:Float):Void + { + super.update(elapsed); + + // Try to find a gamepad if we don't have one + if (targetGamepad == null) + { + targetGamepad = FlxG.gamepads.firstActive; + } + + if (allPressed) + { + if (allPressedTime == 0) + { + activated = true; + } + else if (allPressedTime >= (delay + interval)) + { + activated = true; + allPressedTime -= interval; + } + else + { + activated = false; + } + allPressedTime += elapsed; + } + else + { + allPressedTime = 0; + activated = false; + } + } + + /** + * Builds a TurboButtonHandler that monitors from a single input. + * @param input The input to monitor. + * @param delay How long to wait before repeating. + * @param repeatDelay How long to wait between repeats. + * @return A TurboKeyHandler + */ + public static overload inline extern function build(input:FlxGamepadInputID, ?delay:Float = DEFAULT_DELAY, + ?interval:Float = DEFAULT_INTERVAL):TurboButtonHandler + { + return new TurboButtonHandler([input], delay, interval); + } + + /** + * Builds a TurboKeyHandler that monitors a key combination. + * @param inputs The combination of inputs to monitor. + * @param delay How long to wait before repeating. + * @param repeatDelay How long to wait between repeats. + * @return A TurboKeyHandler + */ + public static overload inline extern function build(inputs:Array, ?delay:Float = DEFAULT_DELAY, + ?interval:Float = DEFAULT_INTERVAL):TurboButtonHandler + { + return new TurboButtonHandler(inputs, delay, interval); + } +} diff --git a/source/funkin/ui/debug/charting/ChartEditorState.hx b/source/funkin/ui/debug/charting/ChartEditorState.hx index 1773a84fe..f3236578a 100644 --- a/source/funkin/ui/debug/charting/ChartEditorState.hx +++ b/source/funkin/ui/debug/charting/ChartEditorState.hx @@ -1,24 +1,25 @@ package funkin.ui.debug.charting; -import funkin.util.logging.CrashHandler; -import haxe.ui.containers.HBox; -import haxe.ui.containers.Grid; -import haxe.ui.containers.ScrollView; -import haxe.ui.containers.menus.MenuBar; import flixel.addons.display.FlxSliceSprite; import flixel.addons.display.FlxTiledSprite; import flixel.addons.transition.FlxTransitionableState; import flixel.FlxCamera; import flixel.FlxSprite; import flixel.FlxSubState; +import flixel.graphics.FlxGraphic; +import flixel.group.FlxGroup.FlxTypedGroup; import flixel.group.FlxSpriteGroup; +import flixel.input.gamepad.FlxGamepadInputID; import flixel.input.keyboard.FlxKey; +import flixel.input.mouse.FlxMouseEvent; import flixel.math.FlxMath; import flixel.math.FlxPoint; import flixel.graphics.FlxGraphic; import flixel.math.FlxRect; import flixel.sound.FlxSound; +import flixel.system.debug.log.LogStyle; import flixel.system.FlxAssets.FlxSoundAsset; +import flixel.text.FlxText; import flixel.tweens.FlxEase; import flixel.tweens.FlxTween; import flixel.tweens.misc.VarTween; @@ -26,19 +27,31 @@ import haxe.ui.Toolkit; import flixel.util.FlxColor; import flixel.util.FlxSort; import flixel.util.FlxTimer; -import funkin.audio.visualize.PolygonSpectogram; -import funkin.audio.VoicesGroup; import funkin.audio.FunkinSound; +import funkin.audio.visualize.PolygonSpectogram; +import funkin.audio.visualize.PolygonSpectogram; +import funkin.audio.visualize.PolygonVisGroup; +import funkin.audio.VoicesGroup; import funkin.data.notestyle.NoteStyleRegistry; import funkin.data.song.SongData.SongCharacterData; +import funkin.data.song.SongData.SongCharacterData; +import funkin.data.song.SongData.SongChartData; import funkin.data.song.SongData.SongChartData; import funkin.data.song.SongData.SongEventData; +import funkin.data.song.SongData.SongEventData; import funkin.data.song.SongData.SongMetadata; +import funkin.data.song.SongData.SongMetadata; +import funkin.data.song.SongData.SongNoteData; import funkin.data.song.SongData.SongNoteData; import funkin.data.song.SongData.SongOffsets; import funkin.data.song.SongDataUtils; +import funkin.data.song.SongDataUtils; import funkin.data.song.SongRegistry; +import funkin.data.song.SongRegistry; +import funkin.input.Controls.Action; import funkin.input.Cursor; +import funkin.input.TurboActionHandler; +import funkin.input.TurboButtonHandler; import funkin.input.TurboKeyHandler; import funkin.modding.events.ScriptEvent; import funkin.play.character.BaseCharacter.CharacterType; @@ -48,20 +61,13 @@ import funkin.play.components.HealthIcon; import funkin.play.notes.NoteSprite; import funkin.play.PlayState; import funkin.play.song.Song; -import funkin.data.song.SongData.SongChartData; -import funkin.data.song.SongRegistry; -import funkin.data.song.SongData.SongEventData; -import funkin.data.song.SongData.SongMetadata; -import funkin.data.song.SongData.SongNoteData; -import funkin.data.song.SongData.SongCharacterData; -import funkin.data.song.SongDataUtils; -import funkin.ui.debug.charting.commands.ChartEditorCommand; import funkin.play.stage.StageData; import funkin.save.Save; import funkin.ui.debug.charting.commands.AddEventsCommand; import funkin.ui.debug.charting.commands.AddNotesCommand; import funkin.ui.debug.charting.commands.ChartEditorCommand; import funkin.ui.debug.charting.commands.ChartEditorCommand; +import funkin.ui.debug.charting.commands.ChartEditorCommand; import funkin.ui.debug.charting.commands.CutItemsCommand; import funkin.ui.debug.charting.commands.DeselectAllItemsCommand; import funkin.ui.debug.charting.commands.DeselectItemsCommand; @@ -80,17 +86,20 @@ import funkin.ui.debug.charting.commands.SelectItemsCommand; import funkin.ui.debug.charting.commands.SetItemSelectionCommand; import funkin.ui.debug.charting.components.ChartEditorEventSprite; import funkin.ui.debug.charting.components.ChartEditorHoldNoteSprite; +import funkin.ui.debug.charting.components.ChartEditorMeasureTicks; import funkin.ui.debug.charting.components.ChartEditorNotePreview; import funkin.ui.debug.charting.components.ChartEditorNoteSprite; import funkin.ui.debug.charting.components.ChartEditorMeasureTicks; import funkin.ui.debug.charting.components.ChartEditorPlaybarHead; import funkin.ui.debug.charting.components.ChartEditorSelectionSquareSprite; import funkin.ui.debug.charting.handlers.ChartEditorShortcutHandler; +import funkin.ui.debug.charting.toolboxes.ChartEditorBaseToolbox; import funkin.ui.haxeui.components.CharacterPlayer; import funkin.ui.haxeui.HaxeUIState; import funkin.ui.mainmenu.MainMenuState; import funkin.util.Constants; import funkin.util.FileUtil; +import funkin.util.logging.CrashHandler; import funkin.util.SortUtil; import funkin.util.WindowUtil; import haxe.DynamicAccess; @@ -98,22 +107,25 @@ import haxe.io.Bytes; import haxe.io.Path; import haxe.ui.backend.flixel.UIRuntimeState; import haxe.ui.backend.flixel.UIState; -import haxe.ui.components.DropDown; -import haxe.ui.components.Label; import haxe.ui.components.Button; +import haxe.ui.components.DropDown; +import haxe.ui.components.Image; +import haxe.ui.components.Label; import haxe.ui.components.NumberStepper; import haxe.ui.components.Slider; import haxe.ui.components.TextField; import haxe.ui.containers.dialogs.CollapsibleDialog; import haxe.ui.containers.Frame; +import haxe.ui.containers.Grid; +import haxe.ui.containers.HBox; import haxe.ui.containers.menus.Menu; import haxe.ui.containers.menus.MenuBar; -import haxe.ui.containers.menus.MenuItem; +import haxe.ui.containers.menus.MenuBar; import haxe.ui.containers.menus.MenuCheckBox; +import haxe.ui.containers.menus.MenuItem; +import haxe.ui.containers.ScrollView; import haxe.ui.containers.TreeView; import haxe.ui.containers.TreeViewNode; -import haxe.ui.components.Image; -import funkin.ui.debug.charting.toolboxes.ChartEditorBaseToolbox; import haxe.ui.core.Component; import haxe.ui.core.Screen; import haxe.ui.events.DragEvent; @@ -122,12 +134,6 @@ import haxe.ui.events.UIEvent; import haxe.ui.events.UIEvent; import haxe.ui.focus.FocusManager; import openfl.display.BitmapData; -import funkin.audio.visualize.PolygonSpectogram; -import flixel.group.FlxGroup.FlxTypedGroup; -import funkin.audio.visualize.PolygonVisGroup; -import flixel.input.mouse.FlxMouseEvent; -import flixel.text.FlxText; -import flixel.system.debug.log.LogStyle; using Lambda; @@ -360,6 +366,8 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState } } + updatePlayheadGhostHoldNotes(); + // Move the rendered notes to the correct position. renderedNotes.setPosition(gridTiledSprite?.x ?? 0.0, gridTiledSprite?.y ?? 0.0); renderedHoldNotes.setPosition(gridTiledSprite?.x ?? 0.0, gridTiledSprite?.y ?? 0.0); @@ -429,6 +437,8 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState // Move the playhead sprite to the correct position. gridPlayhead.y = this.playheadPositionInPixels + (MENU_BAR_HEIGHT + GRID_TOP_PAD); + updatePlayheadGhostHoldNotes(); + return this.playheadPositionInPixels; } @@ -720,6 +730,13 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState */ var currentPlaceNoteData:Null = null; + /** + * The SongNoteData which is currently being placed, for each column. + * `null` if the user isn't currently placing a note. + * As the user moves down, we will update this note's sustain length, and finalize the note when they release. + */ + var currentLiveInputPlaceNoteData:Array = []; + // Note Movement /** @@ -750,6 +767,12 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState */ var dragLengthCurrent:Float = 0; + /** + * The current length of the hold note we are placing with the playhead, in steps. + * Play a sound when this value changes. + */ + var playheadDragLengthCurrent:Array = []; + /** * Flip-flop to alternate between two stretching sounds. */ @@ -1020,6 +1043,66 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState */ var pageDownKeyHandler:TurboKeyHandler = TurboKeyHandler.build(FlxKey.PAGEDOWN); + /** + * Variable used to track how long the user has been holding up on the dpad. + */ + var dpadUpGamepadHandler:TurboButtonHandler = TurboButtonHandler.build(FlxGamepadInputID.DPAD_UP); + + /** + * Variable used to track how long the user has been holding down on the dpad. + */ + var dpadDownGamepadHandler:TurboButtonHandler = TurboButtonHandler.build(FlxGamepadInputID.DPAD_DOWN); + + /** + * Variable used to track how long the user has been holding left on the dpad. + */ + var dpadLeftGamepadHandler:TurboButtonHandler = TurboButtonHandler.build(FlxGamepadInputID.DPAD_LEFT); + + /** + * Variable used to track how long the user has been holding right on the dpad. + */ + var dpadRightGamepadHandler:TurboButtonHandler = TurboButtonHandler.build(FlxGamepadInputID.DPAD_RIGHT); + + /** + * Variable used to track how long the user has been holding up on the left stick. + */ + var leftStickUpGamepadHandler:TurboButtonHandler = TurboButtonHandler.build(FlxGamepadInputID.LEFT_STICK_DIGITAL_UP); + + /** + * Variable used to track how long the user has been holding down on the left stick. + */ + var leftStickDownGamepadHandler:TurboButtonHandler = TurboButtonHandler.build(FlxGamepadInputID.LEFT_STICK_DIGITAL_DOWN); + + /** + * Variable used to track how long the user has been holding left on the left stick. + */ + var leftStickLeftGamepadHandler:TurboButtonHandler = TurboButtonHandler.build(FlxGamepadInputID.LEFT_STICK_DIGITAL_LEFT); + + /** + * Variable used to track how long the user has been holding right on the left stick. + */ + var leftStickRightGamepadHandler:TurboButtonHandler = TurboButtonHandler.build(FlxGamepadInputID.LEFT_STICK_DIGITAL_RIGHT); + + /** + * Variable used to track how long the user has been holding up on the right stick. + */ + var rightStickUpGamepadHandler:TurboButtonHandler = TurboButtonHandler.build(FlxGamepadInputID.RIGHT_STICK_DIGITAL_UP); + + /** + * Variable used to track how long the user has been holding down on the right stick. + */ + var rightStickDownGamepadHandler:TurboButtonHandler = TurboButtonHandler.build(FlxGamepadInputID.RIGHT_STICK_DIGITAL_DOWN); + + /** + * Variable used to track how long the user has been holding left on the right stick. + */ + var rightStickLeftGamepadHandler:TurboButtonHandler = TurboButtonHandler.build(FlxGamepadInputID.RIGHT_STICK_DIGITAL_LEFT); + + /** + * Variable used to track how long the user has been holding right on the right stick. + */ + var rightStickRightGamepadHandler:TurboButtonHandler = TurboButtonHandler.build(FlxGamepadInputID.RIGHT_STICK_DIGITAL_RIGHT); + /** * AUDIO AND SOUND DATA */ @@ -1733,10 +1816,15 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState var gridGhostNote:Null = null; /** - * A sprite used to indicate the note that will be placed on click. + * A sprite used to indicate the hold note that will be placed on click. */ var gridGhostHoldNote:Null = null; + /** + * A sprite used to indicate the hold note that will be placed on button release. + */ + var gridPlayheadGhostHoldNotes:Array = []; + /** * A sprite used to indicate the event that will be placed on click. */ @@ -2126,11 +2214,23 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState gridGhostHoldNote = new ChartEditorHoldNoteSprite(this); gridGhostHoldNote.alpha = 0.6; - gridGhostHoldNote.noteData = new SongNoteData(0, 0, 0, ""); + gridGhostHoldNote.noteData = null; gridGhostHoldNote.visible = false; add(gridGhostHoldNote); gridGhostHoldNote.zIndex = 11; + while (gridPlayheadGhostHoldNotes.length < (STRUMLINE_SIZE * 2)) + { + var ghost = new ChartEditorHoldNoteSprite(this); + ghost.alpha = 0.6; + ghost.noteData = null; + ghost.visible = false; + add(ghost); + ghost.zIndex = 11; + + gridPlayheadGhostHoldNotes.push(ghost); + } + gridGhostEvent = new ChartEditorEventSprite(this); gridGhostEvent.alpha = 0.6; gridGhostEvent.eventData = new SongEventData(-1, '', {}); @@ -2702,6 +2802,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState */ function setupTurboKeyHandlers():Void { + // Keyboard shortcuts add(undoKeyHandler); add(redoKeyHandler); add(upKeyHandler); @@ -2710,6 +2811,20 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState add(sKeyHandler); add(pageUpKeyHandler); add(pageDownKeyHandler); + + // Gamepad inputs + add(dpadUpGamepadHandler); + add(dpadDownGamepadHandler); + add(dpadLeftGamepadHandler); + add(dpadRightGamepadHandler); + add(leftStickUpGamepadHandler); + add(leftStickDownGamepadHandler); + add(leftStickLeftGamepadHandler); + add(leftStickRightGamepadHandler); + add(rightStickUpGamepadHandler); + add(rightStickDownGamepadHandler); + add(rightStickLeftGamepadHandler); + add(rightStickRightGamepadHandler); } /** @@ -2865,6 +2980,8 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState handleTestKeybinds(); handleHelpKeybinds(); + this.handleGamepadControls(); + #if debug handleQuickWatch(); #end @@ -3370,32 +3487,56 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState // Up Arrow = Scroll Up if (upKeyHandler.activated && currentLiveInputStyle == None) { - scrollAmount = -GRID_SIZE * 0.25 * 25.0; + scrollAmount = -GRID_SIZE * 4; shouldPause = true; } // Down Arrow = Scroll Down if (downKeyHandler.activated && currentLiveInputStyle == None) { - scrollAmount = GRID_SIZE * 0.25 * 25.0; + scrollAmount = GRID_SIZE * 4; shouldPause = true; } // W = Scroll Up (doesn't work with Ctrl+Scroll) if (wKeyHandler.activated && currentLiveInputStyle == None && !FlxG.keys.pressed.CONTROL) { - scrollAmount = -GRID_SIZE * 0.25 * 25.0; + scrollAmount = -GRID_SIZE * 4; shouldPause = true; } // S = Scroll Down (doesn't work with Ctrl+Scroll) if (sKeyHandler.activated && currentLiveInputStyle == None && !FlxG.keys.pressed.CONTROL) { - scrollAmount = GRID_SIZE * 0.25 * 25.0; + scrollAmount = GRID_SIZE * 4; shouldPause = true; } - // PAGE UP = Jump up to nearest measure - if (pageUpKeyHandler.activated) + // GAMEPAD LEFT STICK UP = Scroll Up by 1 note snap + if (leftStickUpGamepadHandler.activated) { + scrollAmount = -GRID_SIZE * noteSnapRatio; + shouldPause = true; + } + // GAMEPAD LEFT STICK DOWN = Scroll Down by 1 note snap + if (leftStickDownGamepadHandler.activated) + { + scrollAmount = GRID_SIZE * noteSnapRatio; + shouldPause = true; + } + + // GAMEPAD RIGHT STICK UP = Scroll Up by 1 note snap (playhead only) + if (rightStickUpGamepadHandler.activated) + { + playheadAmount = -GRID_SIZE * noteSnapRatio; + shouldPause = true; + } + // GAMEPAD RIGHT STICK DOWN = Scroll Down by 1 note snap (playhead only) + if (rightStickDownGamepadHandler.activated) + { + playheadAmount = GRID_SIZE * noteSnapRatio; + shouldPause = true; + } + + var funcJumpUp = (playheadOnly:Bool) -> { var measureHeight:Float = GRID_SIZE * 4 * Conductor.instance.beatsPerMeasure; var playheadPos:Float = scrollPositionInPixels + playheadPositionInPixels; var targetScrollPosition:Float = Math.floor(playheadPos / measureHeight) * measureHeight; @@ -3405,20 +3546,37 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState { targetScrollPosition -= GRID_SIZE * Constants.STEPS_PER_BEAT * Conductor.instance.beatsPerMeasure; } - scrollAmount = targetScrollPosition - playheadPos; + if (playheadOnly) + { + playheadAmount = targetScrollPosition - playheadPos; + } + else + { + scrollAmount = targetScrollPosition - playheadPos; + } + } + + // PAGE UP = Jump up to nearest measure + // GAMEPAD LEFT STICK LEFT = Jump up to nearest measure + if (pageUpKeyHandler.activated || leftStickLeftGamepadHandler.activated) + { + funcJumpUp(false); + shouldPause = true; + } + if (rightStickLeftGamepadHandler.activated) + { + funcJumpUp(true); shouldPause = true; } if (playbarButtonPressed == 'playbarBack') { playbarButtonPressed = ''; - scrollAmount = -GRID_SIZE * 4 * Conductor.instance.beatsPerMeasure; + funcJumpUp(false); shouldPause = true; } - // PAGE DOWN = Jump down to nearest measure - if (pageDownKeyHandler.activated) - { + var funcJumpDown = (playheadOnly:Bool) -> { var measureHeight:Float = GRID_SIZE * 4 * Conductor.instance.beatsPerMeasure; var playheadPos:Float = scrollPositionInPixels + playheadPositionInPixels; var targetScrollPosition:Float = Math.ceil(playheadPos / measureHeight) * measureHeight; @@ -3428,26 +3586,46 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState { targetScrollPosition += GRID_SIZE * Constants.STEPS_PER_BEAT * Conductor.instance.beatsPerMeasure; } - scrollAmount = targetScrollPosition - playheadPos; + if (playheadOnly) + { + playheadAmount = targetScrollPosition - playheadPos; + } + else + { + scrollAmount = targetScrollPosition - playheadPos; + } + } + + // PAGE DOWN = Jump down to nearest measure + // GAMEPAD LEFT STICK RIGHT = Jump down to nearest measure + if (pageDownKeyHandler.activated || leftStickRightGamepadHandler.activated) + { + funcJumpDown(false); + shouldPause = true; + } + if (rightStickRightGamepadHandler.activated) + { + funcJumpDown(true); shouldPause = true; } if (playbarButtonPressed == 'playbarForward') { playbarButtonPressed = ''; - scrollAmount = GRID_SIZE * 4 * Conductor.instance.beatsPerMeasure; + funcJumpDown(false); shouldPause = true; } // SHIFT + Scroll = Scroll Fast - if (FlxG.keys.pressed.SHIFT) + // GAMEPAD LEFT STICK CLICK + Scroll = Scroll Fast + if (FlxG.keys.pressed.SHIFT || (FlxG.gamepads.firstActive?.pressed?.LEFT_STICK_CLICK ?? false)) { scrollAmount *= 2; } // CONTROL + Scroll = Scroll Precise if (FlxG.keys.pressed.CONTROL) { - scrollAmount /= 10; + scrollAmount /= 4; } // Alt + Drag = Scroll but move the playhead the same amount. @@ -4520,37 +4698,77 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState function handlePlayhead():Void { - // Place notes at the playhead. + // Place notes at the playhead with the keyboard. switch (currentLiveInputStyle) { case ChartEditorLiveInputStyle.WASD: if (FlxG.keys.justPressed.A) placeNoteAtPlayhead(4); + if (FlxG.keys.justReleased.A) finishPlaceNoteAtPlayhead(4); if (FlxG.keys.justPressed.S) placeNoteAtPlayhead(5); + if (FlxG.keys.justReleased.S) finishPlaceNoteAtPlayhead(5); if (FlxG.keys.justPressed.W) placeNoteAtPlayhead(6); + if (FlxG.keys.justReleased.W) finishPlaceNoteAtPlayhead(6); if (FlxG.keys.justPressed.D) placeNoteAtPlayhead(7); + if (FlxG.keys.justReleased.D) finishPlaceNoteAtPlayhead(7); if (FlxG.keys.justPressed.LEFT) placeNoteAtPlayhead(0); + if (FlxG.keys.justReleased.LEFT) finishPlaceNoteAtPlayhead(0); if (FlxG.keys.justPressed.DOWN) placeNoteAtPlayhead(1); + if (FlxG.keys.justReleased.DOWN) finishPlaceNoteAtPlayhead(1); if (FlxG.keys.justPressed.UP) placeNoteAtPlayhead(2); + if (FlxG.keys.justReleased.UP) finishPlaceNoteAtPlayhead(2); if (FlxG.keys.justPressed.RIGHT) placeNoteAtPlayhead(3); + if (FlxG.keys.justReleased.RIGHT) finishPlaceNoteAtPlayhead(3); case ChartEditorLiveInputStyle.NumberKeys: // Flipped because Dad is on the left but represents data 0-3. if (FlxG.keys.justPressed.ONE) placeNoteAtPlayhead(4); + if (FlxG.keys.justReleased.ONE) finishPlaceNoteAtPlayhead(4); if (FlxG.keys.justPressed.TWO) placeNoteAtPlayhead(5); + if (FlxG.keys.justReleased.TWO) finishPlaceNoteAtPlayhead(5); if (FlxG.keys.justPressed.THREE) placeNoteAtPlayhead(6); + if (FlxG.keys.justReleased.THREE) finishPlaceNoteAtPlayhead(6); if (FlxG.keys.justPressed.FOUR) placeNoteAtPlayhead(7); + if (FlxG.keys.justReleased.FOUR) finishPlaceNoteAtPlayhead(7); if (FlxG.keys.justPressed.FIVE) placeNoteAtPlayhead(0); + if (FlxG.keys.justReleased.FIVE) finishPlaceNoteAtPlayhead(0); if (FlxG.keys.justPressed.SIX) placeNoteAtPlayhead(1); if (FlxG.keys.justPressed.SEVEN) placeNoteAtPlayhead(2); + if (FlxG.keys.justReleased.SEVEN) finishPlaceNoteAtPlayhead(2); if (FlxG.keys.justPressed.EIGHT) placeNoteAtPlayhead(3); + if (FlxG.keys.justReleased.EIGHT) finishPlaceNoteAtPlayhead(3); case ChartEditorLiveInputStyle.None: // Do nothing. } + + // Place notes at the playhead with the gamepad. + if (FlxG.gamepads.firstActive != null) + { + if (FlxG.gamepads.firstActive.justPressed.DPAD_LEFT) placeNoteAtPlayhead(4); + if (FlxG.gamepads.firstActive.justReleased.DPAD_LEFT) finishPlaceNoteAtPlayhead(4); + if (FlxG.gamepads.firstActive.justPressed.DPAD_DOWN) placeNoteAtPlayhead(5); + if (FlxG.gamepads.firstActive.justReleased.DPAD_DOWN) finishPlaceNoteAtPlayhead(5); + if (FlxG.gamepads.firstActive.justPressed.DPAD_UP) placeNoteAtPlayhead(6); + if (FlxG.gamepads.firstActive.justReleased.DPAD_UP) finishPlaceNoteAtPlayhead(6); + if (FlxG.gamepads.firstActive.justPressed.DPAD_RIGHT) placeNoteAtPlayhead(7); + if (FlxG.gamepads.firstActive.justReleased.DPAD_RIGHT) finishPlaceNoteAtPlayhead(7); + + if (FlxG.gamepads.firstActive.justPressed.X) placeNoteAtPlayhead(0); + if (FlxG.gamepads.firstActive.justReleased.X) finishPlaceNoteAtPlayhead(0); + if (FlxG.gamepads.firstActive.justPressed.A) placeNoteAtPlayhead(1); + if (FlxG.gamepads.firstActive.justReleased.A) finishPlaceNoteAtPlayhead(1); + if (FlxG.gamepads.firstActive.justPressed.Y) placeNoteAtPlayhead(2); + if (FlxG.gamepads.firstActive.justReleased.Y) finishPlaceNoteAtPlayhead(2); + if (FlxG.gamepads.firstActive.justPressed.B) placeNoteAtPlayhead(3); + if (FlxG.gamepads.firstActive.justReleased.B) finishPlaceNoteAtPlayhead(3); + } } function placeNoteAtPlayhead(column:Int):Void { + // SHIFT + press or LEFT_SHOULDER + press to remove notes instead of placing them. + var removeNoteInstead:Bool = FlxG.keys.pressed.SHIFT || (FlxG.gamepads.firstActive?.pressed?.LEFT_SHOULDER ?? false); + var playheadPos:Float = scrollPositionInPixels + playheadPositionInPixels; var playheadPosFractionalStep:Float = playheadPos / GRID_SIZE / noteSnapRatio; var playheadPosStep:Int = Std.int(Math.floor(playheadPosFractionalStep)); @@ -4561,10 +4779,18 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState playheadPosSnappedMs + Conductor.instance.stepLengthMs * noteSnapRatio); notesAtPos = SongDataUtils.getNotesWithData(notesAtPos, [column]); - if (notesAtPos.length == 0) + if (notesAtPos.length == 0 && !removeNoteInstead) { var newNoteData:SongNoteData = new SongNoteData(playheadPosSnappedMs, column, 0, noteKindToPlace); performCommand(new AddNotesCommand([newNoteData], FlxG.keys.pressed.CONTROL)); + currentLiveInputPlaceNoteData[column] = newNoteData; + gridPlayheadGhostHoldNotes[column].noteData = newNoteData.clone(); + gridPlayheadGhostHoldNotes[column].noteDirection = newNoteData.getDirection(); + } + else if (removeNoteInstead) + { + trace('Removing existing note at position.'); + performCommand(new RemoveNotesCommand(notesAtPos)); } else { @@ -4572,6 +4798,87 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState } } + function updatePlayheadGhostHoldNotes():Void + { + // Update playhead ghost hold notes. + for (index in 0...gridPlayheadGhostHoldNotes.length) + { + var ghostHold = gridPlayheadGhostHoldNotes[index]; + if (ghostHold == null) continue; + + if (ghostHold.noteData == null) + { + ghostHold.visible = false; + ghostHold.setHeightDirectly(0); + playheadDragLengthCurrent[index] = 0; + continue; + }; + + var playheadPos:Float = scrollPositionInPixels + playheadPositionInPixels; + var playheadPosFractionalStep:Float = playheadPos / GRID_SIZE / noteSnapRatio; + var playheadPosStep:Int = Std.int(Math.floor(playheadPosFractionalStep)); + var playheadPosSnappedMs:Float = playheadPosStep * Conductor.instance.stepLengthMs * noteSnapRatio; + + var newNoteLength:Float = playheadPosSnappedMs - ghostHold.noteData.time; + trace('newNoteLength: ${newNoteLength}'); + + if (newNoteLength > 0) + { + ghostHold.noteData.length = newNoteLength; + var targetNoteLengthSteps:Float = ghostHold.noteData.getStepLength(true); + var targetNoteLengthStepsInt:Int = Std.int(Math.floor(targetNoteLengthSteps)); + var targetNoteLengthPixels:Float = targetNoteLengthSteps * GRID_SIZE; + + if (playheadDragLengthCurrent[index] != targetNoteLengthStepsInt) + { + stretchySounds = !stretchySounds; + this.playSound(Paths.sound('chartingSounds/stretch' + (stretchySounds ? '1' : '2') + '_UI')); + playheadDragLengthCurrent[index] = targetNoteLengthStepsInt; + } + ghostHold.visible = true; + trace('newHeight: ${targetNoteLengthPixels}'); + ghostHold.setHeightDirectly(targetNoteLengthPixels, true); + ghostHold.updateHoldNotePosition(renderedHoldNotes); + } + else + { + ghostHold.visible = false; + ghostHold.setHeightDirectly(0); + playheadDragLengthCurrent[index] = 0; + } + } + } + + function finishPlaceNoteAtPlayhead(column:Int):Void + { + if (currentLiveInputPlaceNoteData[column] == null) return; + + var playheadPos:Float = scrollPositionInPixels + playheadPositionInPixels; + var playheadPosFractionalStep:Float = playheadPos / GRID_SIZE / noteSnapRatio; + var playheadPosStep:Int = Std.int(Math.floor(playheadPosFractionalStep)); + var playheadPosSnappedMs:Float = playheadPosStep * Conductor.instance.stepLengthMs * noteSnapRatio; + + var newNoteLength:Float = playheadPosSnappedMs - currentLiveInputPlaceNoteData[column].time; + trace('finishPlace newNoteLength: ${newNoteLength}'); + + if (newNoteLength < Conductor.instance.stepLengthMs) + { + // Don't extend the note if it's too short. + trace('Not extending note.'); + currentLiveInputPlaceNoteData[column] = null; + gridPlayheadGhostHoldNotes[column].noteData = null; + } + else + { + // Extend the note to the playhead position. + trace('Extending note.'); + this.playSound(Paths.sound('chartingSounds/stretchSNAP_UI')); + performCommand(new ExtendNoteLengthCommand(currentLiveInputPlaceNoteData[column], newNoteLength)); + currentLiveInputPlaceNoteData[column] = null; + gridPlayheadGhostHoldNotes[column].noteData = null; + } + } + /** * Handle aligning the health icons next to the grid. */ diff --git a/source/funkin/ui/debug/charting/commands/RemoveEventsCommand.hx b/source/funkin/ui/debug/charting/commands/RemoveEventsCommand.hx index 7e620c210..102257fc8 100644 --- a/source/funkin/ui/debug/charting/commands/RemoveEventsCommand.hx +++ b/source/funkin/ui/debug/charting/commands/RemoveEventsCommand.hx @@ -20,6 +20,8 @@ class RemoveEventsCommand implements ChartEditorCommand public function execute(state:ChartEditorState):Void { + if (events.length == 0) return; + state.currentSongChartEventData = SongDataUtils.subtractEvents(state.currentSongChartEventData, events); state.currentEventSelection = []; @@ -34,6 +36,8 @@ class RemoveEventsCommand implements ChartEditorCommand public function undo(state:ChartEditorState):Void { + if (events.length == 0) return; + for (event in events) { state.currentSongChartEventData.push(event); diff --git a/source/funkin/ui/debug/charting/commands/RemoveItemsCommand.hx b/source/funkin/ui/debug/charting/commands/RemoveItemsCommand.hx index 77184209e..376908726 100644 --- a/source/funkin/ui/debug/charting/commands/RemoveItemsCommand.hx +++ b/source/funkin/ui/debug/charting/commands/RemoveItemsCommand.hx @@ -23,6 +23,8 @@ class RemoveItemsCommand implements ChartEditorCommand public function execute(state:ChartEditorState):Void { + if ((notes.length + events.length) == 0) return; + state.currentSongChartNoteData = SongDataUtils.subtractNotes(state.currentSongChartNoteData, notes); state.currentSongChartEventData = SongDataUtils.subtractEvents(state.currentSongChartEventData, events); @@ -40,6 +42,8 @@ class RemoveItemsCommand implements ChartEditorCommand public function undo(state:ChartEditorState):Void { + if ((notes.length + events.length) == 0) return; + for (note in notes) { state.currentSongChartNoteData.push(note); diff --git a/source/funkin/ui/debug/charting/commands/RemoveNotesCommand.hx b/source/funkin/ui/debug/charting/commands/RemoveNotesCommand.hx index e189be83e..4e7b480dd 100644 --- a/source/funkin/ui/debug/charting/commands/RemoveNotesCommand.hx +++ b/source/funkin/ui/debug/charting/commands/RemoveNotesCommand.hx @@ -20,6 +20,8 @@ class RemoveNotesCommand implements ChartEditorCommand public function execute(state:ChartEditorState):Void { + if (notes.length == 0) return; + state.currentSongChartNoteData = SongDataUtils.subtractNotes(state.currentSongChartNoteData, notes); state.currentNoteSelection = []; state.currentEventSelection = []; @@ -35,6 +37,8 @@ class RemoveNotesCommand implements ChartEditorCommand public function undo(state:ChartEditorState):Void { + if (notes.length == 0) return; + for (note in notes) { state.currentSongChartNoteData.push(note); diff --git a/source/funkin/ui/debug/charting/components/ChartEditorHoldNoteSprite.hx b/source/funkin/ui/debug/charting/components/ChartEditorHoldNoteSprite.hx index e5971db08..193390341 100644 --- a/source/funkin/ui/debug/charting/components/ChartEditorHoldNoteSprite.hx +++ b/source/funkin/ui/debug/charting/components/ChartEditorHoldNoteSprite.hx @@ -43,11 +43,16 @@ class ChartEditorHoldNoteSprite extends SustainTrail * Set the height directly, to a value in pixels. * @param h The desired height in pixels. */ - public function setHeightDirectly(h:Float, ?lerp:Bool = false) + public function setHeightDirectly(h:Float, lerp:Bool = false) { - if (lerp != null && lerp) sustainLength = FlxMath.lerp(sustainLength, h / (getScrollSpeed() * Constants.PIXELS_PER_MS), 0.25); + if (lerp) + { + sustainLength = FlxMath.lerp(sustainLength, h / (getScrollSpeed() * Constants.PIXELS_PER_MS), 0.25); + } else + { sustainLength = h / (getScrollSpeed() * Constants.PIXELS_PER_MS); + } fullSustainLength = sustainLength; } diff --git a/source/funkin/ui/debug/charting/handlers/ChartEditorGamepadHandler.hx b/source/funkin/ui/debug/charting/handlers/ChartEditorGamepadHandler.hx new file mode 100644 index 000000000..896e2df68 --- /dev/null +++ b/source/funkin/ui/debug/charting/handlers/ChartEditorGamepadHandler.hx @@ -0,0 +1,133 @@ +package funkin.ui.debug.charting.handlers; + +/** + * Yes, we're that crazy. Gamepad support for the chart editor. + */ +@:nullSafety +@:access(funkin.ui.debug.charting.ChartEditorState) +class ChartEditorGamepadHandler +{ + public static function handleGamepadControls(chartEditorState:ChartEditorState) + { + if (FlxG.gamepads.firstActive == null) return; + + if (FlxG.gamepads.firstActive.justPressed.A) + { + // trace('Gamepad: A pressed'); + } + if (FlxG.gamepads.firstActive.justPressed.B) + { + // trace('Gamepad: B pressed'); + } + if (FlxG.gamepads.firstActive.justPressed.X) + { + // trace('Gamepad: X pressed'); + } + if (FlxG.gamepads.firstActive.justPressed.Y) + { + // trace('Gamepad: Y pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.LEFT_SHOULDER) + { + // trace('Gamepad: LEFT_SHOULDER pressed'); + } + if (FlxG.gamepads.firstActive.justPressed.RIGHT_SHOULDER) + { + // trace('Gamepad: RIGHT_SHOULDER pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.LEFT_STICK_CLICK) + { + // trace('Gamepad: LEFT_STICK_CLICK pressed'); + } + if (FlxG.gamepads.firstActive.justPressed.RIGHT_STICK_CLICK) + { + // trace('Gamepad: RIGHT_STICK_CLICK pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.LEFT_TRIGGER) + { + // trace('Gamepad: LEFT_TRIGGER pressed'); + } + if (FlxG.gamepads.firstActive.justPressed.RIGHT_TRIGGER) + { + // trace('Gamepad: RIGHT_TRIGGER pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.START) + { + // trace('Gamepad: START pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.BACK) + { + // trace('Gamepad: BACK pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.GUIDE) + { + // trace('Gamepad: GUIDE pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.DPAD_UP) + { + // trace('Gamepad: DPAD_UP pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.DPAD_DOWN) + { + // trace('Gamepad: DPAD_DOWN pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.DPAD_LEFT) + { + // trace('Gamepad: DPAD_LEFT pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.DPAD_RIGHT) + { + // trace('Gamepad: DPAD_RIGHT pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.LEFT_STICK_DIGITAL_UP) + { + // trace('Gamepad: LEFT_STICK_DIGITAL_UP pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.LEFT_STICK_DIGITAL_DOWN) + { + // trace('Gamepad: LEFT_STICK_DIGITAL_DOWN pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.LEFT_STICK_DIGITAL_LEFT) + { + // trace('Gamepad: LEFT_STICK_DIGITAL_LEFT pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.LEFT_STICK_DIGITAL_RIGHT) + { + // trace('Gamepad: LEFT_STICK_DIGITAL_RIGHT pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.RIGHT_STICK_DIGITAL_UP) + { + // trace('Gamepad: RIGHT_STICK_DIGITAL_UP pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.RIGHT_STICK_DIGITAL_DOWN) + { + // trace('Gamepad: RIGHT_STICK_DIGITAL_DOWN pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.RIGHT_STICK_DIGITAL_LEFT) + { + // trace('Gamepad: RIGHT_STICK_DIGITAL_LEFT pressed'); + } + + if (FlxG.gamepads.firstActive.justPressed.RIGHT_STICK_DIGITAL_RIGHT) + { + // trace('Gamepad: RIGHT_STICK_DIGITAL_RIGHT pressed'); + } + } +} diff --git a/source/funkin/ui/debug/charting/import.hx b/source/funkin/ui/debug/charting/import.hx index b0569e3bb..2c3d59ef7 100644 --- a/source/funkin/ui/debug/charting/import.hx +++ b/source/funkin/ui/debug/charting/import.hx @@ -5,6 +5,7 @@ package funkin.ui.debug.charting; using funkin.ui.debug.charting.handlers.ChartEditorAudioHandler; using funkin.ui.debug.charting.handlers.ChartEditorContextMenuHandler; using funkin.ui.debug.charting.handlers.ChartEditorDialogHandler; +using funkin.ui.debug.charting.handlers.ChartEditorGamepadHandler; using funkin.ui.debug.charting.handlers.ChartEditorImportExportHandler; using funkin.ui.debug.charting.handlers.ChartEditorNotificationHandler; using funkin.ui.debug.charting.handlers.ChartEditorShortcutHandler;