mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2025-12-08 21:18:53 +00:00
more controls.hx cleanup, remove a few unused functions, and add Void return types to make checkstyle happier
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8abc9ab306
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@ -506,9 +506,8 @@ class Controls extends FlxActionSet
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* Calls a function passing each action bound by the specified control
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* @param control
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* @param func
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* @return ->Void)
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*/
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function forEachBound(control:Control, func:FunkinAction->FlxInputState->Void)
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function forEachBound(control:Control, func:FunkinAction->FlxInputState->Void):Void
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{
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switch (control)
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{
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@ -603,7 +602,7 @@ class Controls extends FlxActionSet
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}
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}
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public function replaceBinding(control:Control, device:Device, toAdd:Int, toRemove:Int)
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public function replaceBinding(control:Control, device:Device, toAdd:Int, toRemove:Int):Void
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{
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if (toAdd == toRemove) return;
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@ -617,7 +616,7 @@ class Controls extends FlxActionSet
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}
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}
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function replaceKey(action:FlxActionDigital, toAdd:FlxKey, toRemove:FlxKey, state:FlxInputState)
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function replaceKey(action:FlxActionDigital, toAdd:FlxKey, toRemove:FlxKey, state:FlxInputState):Void
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{
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if (action.inputs.length == 0)
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{
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@ -668,7 +667,7 @@ class Controls extends FlxActionSet
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}
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}
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function replaceButton(action:FlxActionDigital, deviceID:Int, toAdd:FlxGamepadInputID, toRemove:FlxGamepadInputID, state:FlxInputState)
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function replaceButton(action:FlxActionDigital, deviceID:Int, toAdd:FlxGamepadInputID, toRemove:FlxGamepadInputID, state:FlxInputState):Void
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{
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if (action.inputs.length == 0)
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{
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@ -696,7 +695,7 @@ class Controls extends FlxActionSet
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}
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}
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public function copyFrom(controls:Controls, ?device:Device)
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public function copyFrom(controls:Controls, ?device:Device):Void
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{
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for (name in controls.byName.keys())
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{
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@ -718,7 +717,7 @@ class Controls extends FlxActionSet
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}
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}
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inline public function copyTo(controls:Controls, ?device:Device)
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inline public function copyTo(controls:Controls, ?device:Device):Void
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{
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controls.copyFrom(this, device);
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}
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@ -727,7 +726,7 @@ class Controls extends FlxActionSet
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* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
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* If binder is a literal you can inline this
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*/
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public function bindKeys(control:Control, keys:Array<FlxKey>)
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public function bindKeys(control:Control, keys:Array<FlxKey>):Void
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{
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forEachBound(control, function(action, state) addKeys(action, keys, state));
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}
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@ -736,12 +735,12 @@ class Controls extends FlxActionSet
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* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
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* If binder is a literal you can inline this
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*/
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public function unbindKeys(control:Control, keys:Array<FlxKey>)
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public function unbindKeys(control:Control, keys:Array<FlxKey>):Void
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{
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forEachBound(control, function(action, _) removeKeys(action, keys));
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}
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static function addKeys(action:FlxActionDigital, keys:Array<FlxKey>, state:FlxInputState)
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static function addKeys(action:FlxActionDigital, keys:Array<FlxKey>, state:FlxInputState):Void
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{
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for (key in keys)
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{
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@ -750,7 +749,7 @@ class Controls extends FlxActionSet
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}
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}
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static function removeKeys(action:FlxActionDigital, keys:Array<FlxKey>)
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static function removeKeys(action:FlxActionDigital, keys:Array<FlxKey>):Void
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{
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var i = action.inputs.length;
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while (i-- > 0)
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@ -875,7 +874,7 @@ class Controls extends FlxActionSet
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}
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}
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function removeKeyboard()
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function removeKeyboard():Void
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{
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for (action in this.digitalActions)
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{
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@ -895,16 +894,6 @@ class Controls extends FlxActionSet
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fromSaveData(padData, Gamepad(id));
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}
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public function getGamepadIds():Array<Int>
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{
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return gamepadsAdded;
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}
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public function getGamepads():Array<FlxGamepad>
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{
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return [for (id in gamepadsAdded) FlxG.gamepads.getByID(id)];
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}
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inline function addGamepadLiteral(id:Int, ?buttonMap:Map<Control, Array<FlxGamepadInputID>>):Void
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{
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gamepadsAdded.push(id);
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@ -928,7 +917,7 @@ class Controls extends FlxActionSet
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gamepadsAdded.remove(deviceID);
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}
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public function addDefaultGamepad(id):Void
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public function addDefaultGamepad(id:Int):Void
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{
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addGamepadLiteral(id, [
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Control.ACCEPT => getDefaultGamepadBinds(Control.ACCEPT),
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@ -972,32 +961,32 @@ class Controls extends FlxActionSet
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function getDefaultGamepadBinds(control:Control):Array<FlxGamepadInputID>
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{
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switch (control)
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return switch (control)
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{
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case Control.ACCEPT:
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return [#if switch B #else A #end];
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[A];
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case Control.BACK:
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return [#if switch A #else B #end];
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[B];
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case Control.UI_UP:
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return [DPAD_UP, LEFT_STICK_DIGITAL_UP];
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[DPAD_UP, LEFT_STICK_DIGITAL_UP];
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case Control.UI_DOWN:
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return [DPAD_DOWN, LEFT_STICK_DIGITAL_DOWN];
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[DPAD_DOWN, LEFT_STICK_DIGITAL_DOWN];
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case Control.UI_LEFT:
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return [DPAD_LEFT, LEFT_STICK_DIGITAL_LEFT];
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[DPAD_LEFT, LEFT_STICK_DIGITAL_LEFT];
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case Control.UI_RIGHT:
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return [DPAD_RIGHT, LEFT_STICK_DIGITAL_RIGHT];
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[DPAD_RIGHT, LEFT_STICK_DIGITAL_RIGHT];
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case Control.NOTE_UP:
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return [DPAD_UP, Y, LEFT_STICK_DIGITAL_UP, RIGHT_STICK_DIGITAL_UP];
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[DPAD_UP, Y, LEFT_STICK_DIGITAL_UP, RIGHT_STICK_DIGITAL_UP];
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case Control.NOTE_DOWN:
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return [DPAD_DOWN, A, LEFT_STICK_DIGITAL_DOWN, RIGHT_STICK_DIGITAL_DOWN];
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[DPAD_DOWN, A, LEFT_STICK_DIGITAL_DOWN, RIGHT_STICK_DIGITAL_DOWN];
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case Control.NOTE_LEFT:
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return [DPAD_LEFT, X, LEFT_STICK_DIGITAL_LEFT, RIGHT_STICK_DIGITAL_LEFT];
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[DPAD_LEFT, X, LEFT_STICK_DIGITAL_LEFT, RIGHT_STICK_DIGITAL_LEFT];
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case Control.NOTE_RIGHT:
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return [DPAD_RIGHT, B, LEFT_STICK_DIGITAL_RIGHT, RIGHT_STICK_DIGITAL_RIGHT];
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[DPAD_RIGHT, B, LEFT_STICK_DIGITAL_RIGHT, RIGHT_STICK_DIGITAL_RIGHT];
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case Control.PAUSE:
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return [START];
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[START];
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case Control.RESET:
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return [FlxGamepadInputID.BACK]; // Back (i.e. Select)
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[FlxGamepadInputID.BACK]; // Back (i.e. Select)
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case Control.WINDOW_FULLSCREEN:
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[];
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#if FEATURE_SCREENSHOTS
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@ -1005,19 +994,19 @@ class Controls extends FlxActionSet
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[];
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#end
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case Control.CUTSCENE_ADVANCE:
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return [A];
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[A];
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case Control.FREEPLAY_FAVORITE:
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return [Y]; // Back (i.e. Select)
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[Y]; // Back (i.e. Select)
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case Control.FREEPLAY_LEFT:
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return [LEFT_SHOULDER];
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[LEFT_SHOULDER];
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case Control.FREEPLAY_RIGHT:
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return [RIGHT_SHOULDER];
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[RIGHT_SHOULDER];
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case Control.FREEPLAY_CHAR_SELECT:
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return [X];
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[X];
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case Control.FREEPLAY_JUMP_TO_TOP:
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return [RIGHT_STICK_DIGITAL_UP];
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[RIGHT_STICK_DIGITAL_UP];
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case Control.FREEPLAY_JUMP_TO_BOTTOM:
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return [RIGHT_STICK_DIGITAL_DOWN];
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[RIGHT_STICK_DIGITAL_DOWN];
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case Control.VOLUME_UP:
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[];
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case Control.VOLUME_DOWN:
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@ -1039,16 +1028,15 @@ class Controls extends FlxActionSet
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case Control.DEBUG_DISPLAY:
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[];
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default:
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// Fallthrough.
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[];
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}
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return [];
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}
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/**
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* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
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* If binder is a literal you can inline this
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*/
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public function bindButtons(control:Control, id, buttons)
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public function bindButtons(control:Control, id, buttons):Void
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{
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forEachBound(control, function(action, state) addButtons(action, buttons, state, id));
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}
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@ -1057,12 +1045,12 @@ class Controls extends FlxActionSet
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* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
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* If binder is a literal you can inline this
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*/
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public function unbindButtons(control:Control, gamepadID:Int, buttons)
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public function unbindButtons(control:Control, gamepadID:Int, buttons):Void
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{
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forEachBound(control, function(action, _) removeButtons(action, gamepadID, buttons));
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}
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inline static function addButtons(action:FlxActionDigital, buttons:Array<FlxGamepadInputID>, state, id)
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inline static function addButtons(action:FlxActionDigital, buttons:Array<FlxGamepadInputID>, state, id):Void
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{
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for (button in buttons)
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{
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@ -1071,7 +1059,7 @@ class Controls extends FlxActionSet
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}
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}
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static function removeButtons(action:FlxActionDigital, gamepadID:Int, buttons:Array<FlxGamepadInputID>)
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static function removeButtons(action:FlxActionDigital, gamepadID:Int, buttons:Array<FlxGamepadInputID>):Void
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{
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var i = action.inputs.length;
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while (i-- > 0)
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@ -1101,17 +1089,6 @@ class Controls extends FlxActionSet
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return list;
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}
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public function removeDevice(device:Device)
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{
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switch (device)
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{
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case Keys:
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setKeyboardScheme(None);
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case Gamepad(id):
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removeGamepad(id);
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}
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}
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/**
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* NOTE: When loading controls:
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* An EMPTY array means the control is uninitialized and needs to be reset to default.
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@ -1195,7 +1172,7 @@ class Controls extends FlxActionSet
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return isEmpty ? null : data;
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}
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static function isDevice(input:FlxActionInput, device:Device)
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static function isDevice(input:FlxActionInput, device:Device):Bool
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{
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return switch (device)
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{
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@ -1204,7 +1181,7 @@ class Controls extends FlxActionSet
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}
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}
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inline static function isGamepad(input:FlxActionInput, deviceID:Int)
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inline static function isGamepad(input:FlxActionInput, deviceID:Int):Bool
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{
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return input.device == GAMEPAD && (deviceID == FlxInputDeviceID.ALL || input.deviceID == deviceID);
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}
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@ -1367,6 +1344,7 @@ class FunkinAction extends FlxActionDigital
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{
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return cacheEntry.value;
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}
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// Use a for loop instead so we can remove inputs while iterating.
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// We don't return early because we need to call check() on ALL inputs.
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