mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-24 22:26:50 +00:00
inputs null fix
This commit is contained in:
parent
7a2b023f30
commit
80981eee37
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@ -31,6 +31,7 @@ class Controls extends FlxActionSet
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* Uses FlxActions to funnel various inputs to a single action.
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*/
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var _ui_up = new FunkinAction(Action.UI_UP);
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var _ui_left = new FunkinAction(Action.UI_LEFT);
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var _ui_right = new FunkinAction(Action.UI_RIGHT);
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var _ui_down = new FunkinAction(Action.UI_DOWN);
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@ -325,19 +326,18 @@ class Controls extends FlxActionSet
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add(_volume_down);
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add(_volume_mute);
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for (action in digitalActions) {
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if (Std.isOfType(action, FunkinAction)) {
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for (action in digitalActions)
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{
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if (Std.isOfType(action, FunkinAction))
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{
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var funkinAction:FunkinAction = cast action;
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byName[funkinAction.name] = funkinAction;
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if (funkinAction.namePressed != null)
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byName[funkinAction.namePressed] = funkinAction;
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if (funkinAction.nameReleased != null)
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byName[funkinAction.nameReleased] = funkinAction;
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if (funkinAction.namePressed != null) byName[funkinAction.namePressed] = funkinAction;
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if (funkinAction.nameReleased != null) byName[funkinAction.nameReleased] = funkinAction;
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}
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}
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if (scheme == null)
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scheme = None;
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if (scheme == null) scheme = None;
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setKeyboardScheme(scheme, false);
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}
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@ -350,38 +350,38 @@ class Controls extends FlxActionSet
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public function check(name:Action, trigger:FlxInputState = JUST_PRESSED, gamepadOnly:Bool = false):Bool
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{
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#if debug
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if (!byName.exists(name))
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throw 'Invalid name: $name';
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if (!byName.exists(name)) throw 'Invalid name: $name';
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#end
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var action = byName[name];
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if (gamepadOnly)
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return action.checkFiltered(trigger, GAMEPAD);
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if (gamepadOnly) return action.checkFiltered(trigger, GAMEPAD);
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else
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return action.checkFiltered(trigger);
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}
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public function getKeysForAction(name:Action):Array<FlxKey> {
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public function getKeysForAction(name:Action):Array<FlxKey>
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{
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#if debug
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if (!byName.exists(name))
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throw 'Invalid name: $name';
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if (!byName.exists(name)) throw 'Invalid name: $name';
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#end
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// TODO: Revert to `.map().filter()` once HashLink doesn't complain anymore.
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var result:Array<FlxKey> = [];
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for (input in byName[name].inputs) {
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for (input in byName[name].inputs)
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{
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if (input.device == KEYBOARD) result.push(input.inputID);
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}
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return result;
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}
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public function getButtonsForAction(name:Action):Array<FlxGamepadInputID> {
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public function getButtonsForAction(name:Action):Array<FlxGamepadInputID>
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{
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#if debug
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if (!byName.exists(name))
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throw 'Invalid name: $name';
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if (!byName.exists(name)) throw 'Invalid name: $name';
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#end
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var result:Array<FlxGamepadInputID> = [];
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for (input in byName[name].inputs) {
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for (input in byName[name].inputs)
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{
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if (input.device == GAMEPAD) result.push(input.inputID);
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}
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return result;
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@ -519,8 +519,7 @@ class Controls extends FlxActionSet
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public function replaceBinding(control:Control, device:Device, toAdd:Int, toRemove:Int)
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{
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if (toAdd == toRemove)
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return;
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if (toAdd == toRemove) return;
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switch (device)
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{
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@ -534,7 +533,8 @@ class Controls extends FlxActionSet
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function replaceKey(action:FlxActionDigital, toAdd:FlxKey, toRemove:FlxKey, state:FlxInputState)
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{
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if (action.inputs.length == 0) {
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if (action.inputs.length == 0)
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{
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// Add the keybind, don't replace.
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addKeys(action, [toAdd], state);
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return;
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@ -548,34 +548,44 @@ class Controls extends FlxActionSet
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if (input.device == KEYBOARD && input.inputID == toRemove)
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{
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if (toAdd == FlxKey.NONE) {
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if (toAdd == FlxKey.NONE)
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{
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// Remove the keybind, don't replace.
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action.inputs.remove(input);
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} else {
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}
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else
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{
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// Replace the keybind.
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@:privateAccess
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action.inputs[i].inputID = toAdd;
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}
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hasReplaced = true;
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} else if (input.device == KEYBOARD && input.inputID == toAdd) {
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}
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else if (input.device == KEYBOARD && input.inputID == toAdd)
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{
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// This key is already bound!
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if (hasReplaced) {
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if (hasReplaced)
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{
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// Remove the duplicate keybind, don't replace.
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action.inputs.remove(input);
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} else {
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}
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else
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{
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hasReplaced = true;
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}
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}
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}
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if (!hasReplaced) {
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if (!hasReplaced)
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{
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addKeys(action, [toAdd], state);
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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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{
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if (action.inputs.length == 0) {
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if (action.inputs.length == 0)
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{
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addButtons(action, [toAdd], state, deviceID);
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return;
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}
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@ -594,7 +604,8 @@ class Controls extends FlxActionSet
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}
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}
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if (!hasReplaced) {
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if (!hasReplaced)
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{
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addButtons(action, [toAdd], state, deviceID);
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}
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}
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@ -606,8 +617,7 @@ class Controls extends FlxActionSet
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var action = controls.byName[name];
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for (input in action.inputs)
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{
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if (device == null || isDevice(input, device))
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byName[name].add(cast input);
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if (device == null || isDevice(input, device)) byName[name].add(cast input);
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}
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}
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@ -616,8 +626,7 @@ class Controls extends FlxActionSet
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case null:
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// add all
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for (gamepad in controls.gamepadsAdded)
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if (gamepadsAdded.indexOf(gamepad) == -1)
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gamepadsAdded.push(gamepad);
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if (gamepadsAdded.indexOf(gamepad) == -1) gamepadsAdded.push(gamepad);
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mergeKeyboardScheme(controls.keyboardScheme);
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@ -672,7 +681,8 @@ class Controls extends FlxActionSet
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static function addKeys(action:FlxActionDigital, keys:Array<FlxKey>, state:FlxInputState)
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{
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for (key in keys) {
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for (key in keys)
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{
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if (key == FlxKey.NONE) continue; // Ignore unbound keys.
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action.addKey(key, state);
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}
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@ -684,15 +694,13 @@ class Controls extends FlxActionSet
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while (i-- > 0)
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{
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var input = action.inputs[i];
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if (input.device == KEYBOARD && keys.indexOf(cast input.inputID) != -1)
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action.remove(input);
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if (input.device == KEYBOARD && keys.indexOf(cast input.inputID) != -1) action.remove(input);
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}
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}
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public function setKeyboardScheme(scheme:KeyboardScheme, reset = true)
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{
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if (reset)
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removeKeyboard();
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if (reset) removeKeyboard();
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keyboardScheme = scheme;
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@ -724,10 +732,13 @@ class Controls extends FlxActionSet
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bindMobileLol();
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}
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function getDefaultKeybinds(scheme:KeyboardScheme, control:Control):Array<FlxKey> {
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switch (scheme) {
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function getDefaultKeybinds(scheme:KeyboardScheme, control:Control):Array<FlxKey>
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{
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switch (scheme)
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{
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case Solo:
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switch (control) {
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switch (control)
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{
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case Control.UI_UP: return [W, FlxKey.UP];
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case Control.UI_DOWN: return [S, FlxKey.DOWN];
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case Control.UI_LEFT: return [A, FlxKey.LEFT];
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@ -754,7 +765,8 @@ class Controls extends FlxActionSet
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case Control.VOLUME_MUTE: return [ZERO, NUMPADZERO];
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}
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case Duo(true):
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switch (control) {
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switch (control)
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{
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case Control.UI_UP: return [W];
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case Control.UI_DOWN: return [S];
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case Control.UI_LEFT: return [A];
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@ -779,10 +791,10 @@ class Controls extends FlxActionSet
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case Control.VOLUME_UP: return [PLUS];
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case Control.VOLUME_DOWN: return [MINUS];
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case Control.VOLUME_MUTE: return [ZERO];
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}
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case Duo(false):
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switch (control) {
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switch (control)
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{
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case Control.UI_UP: return [FlxKey.UP];
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case Control.UI_DOWN: return [FlxKey.DOWN];
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case Control.UI_LEFT: return [FlxKey.LEFT];
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@ -807,7 +819,6 @@ class Controls extends FlxActionSet
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case Control.VOLUME_UP: return [NUMPADPLUS];
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case Control.VOLUME_DOWN: return [NUMPADMINUS];
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case Control.VOLUME_MUTE: return [NUMPADZERO];
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}
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default:
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// Fallthrough.
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@ -834,8 +845,7 @@ class Controls extends FlxActionSet
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#end
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#if android
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forEachBound(Control.BACK, function(action, pres)
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{
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forEachBound(Control.BACK, function(action, pres) {
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action.add(new FlxActionInputDigitalAndroid(FlxAndroidKey.BACK, JUST_PRESSED));
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});
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#end
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@ -849,8 +859,7 @@ class Controls extends FlxActionSet
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while (i-- > 0)
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{
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var input = action.inputs[i];
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if (input.device == KEYBOARD)
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action.remove(input);
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if (input.device == KEYBOARD) action.remove(input);
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}
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}
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}
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@ -862,11 +871,13 @@ 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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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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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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@ -886,8 +897,7 @@ class Controls extends FlxActionSet
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while (i-- > 0)
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{
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var input = action.inputs[i];
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if (isGamepad(input, deviceID))
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action.remove(input);
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if (isGamepad(input, deviceID)) action.remove(input);
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}
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}
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@ -924,32 +934,58 @@ class Controls extends FlxActionSet
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]);
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}
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function getDefaultGamepadBinds(control:Control):Array<FlxGamepadInputID> {
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switch(control) {
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case Control.ACCEPT: return [#if switch B #else A #end];
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case Control.BACK: return [#if switch A #else B #end];
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case Control.UI_UP: return [DPAD_UP, LEFT_STICK_DIGITAL_UP];
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case Control.UI_DOWN: return [DPAD_DOWN, LEFT_STICK_DIGITAL_DOWN];
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case Control.UI_LEFT: return [DPAD_LEFT, LEFT_STICK_DIGITAL_LEFT];
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case Control.UI_RIGHT: return [DPAD_RIGHT, LEFT_STICK_DIGITAL_RIGHT];
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case Control.NOTE_UP: return [DPAD_UP, Y, LEFT_STICK_DIGITAL_UP, RIGHT_STICK_DIGITAL_UP];
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case Control.NOTE_DOWN: return [DPAD_DOWN, A, LEFT_STICK_DIGITAL_DOWN, RIGHT_STICK_DIGITAL_DOWN];
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case Control.NOTE_LEFT: return [DPAD_LEFT, X, LEFT_STICK_DIGITAL_LEFT, RIGHT_STICK_DIGITAL_LEFT];
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case Control.NOTE_RIGHT: return [DPAD_RIGHT, B, LEFT_STICK_DIGITAL_RIGHT, RIGHT_STICK_DIGITAL_RIGHT];
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case Control.PAUSE: return [START];
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case Control.RESET: return [FlxGamepadInputID.BACK]; // Back (i.e. Select)
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case Control.WINDOW_FULLSCREEN: [];
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case Control.WINDOW_SCREENSHOT: [];
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case Control.CUTSCENE_ADVANCE: return [A];
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case Control.FREEPLAY_FAVORITE: [FlxGamepadInputID.BACK]; // Back (i.e. Select)
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case Control.FREEPLAY_LEFT: [LEFT_SHOULDER];
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case Control.FREEPLAY_RIGHT: [RIGHT_SHOULDER];
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case Control.VOLUME_UP: [];
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case Control.VOLUME_DOWN: [];
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case Control.VOLUME_MUTE: [];
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case Control.DEBUG_MENU: [];
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case Control.DEBUG_CHART: [];
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case Control.DEBUG_STAGE: [];
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function getDefaultGamepadBinds(control:Control):Array<FlxGamepadInputID>
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{
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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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case Control.BACK:
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return [#if switch A #else B #end];
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case Control.UI_UP:
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return [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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case Control.UI_LEFT:
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return [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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case Control.NOTE_UP:
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return [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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case Control.NOTE_LEFT:
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return [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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case Control.PAUSE:
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return [START];
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case Control.RESET:
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return [FlxGamepadInputID.BACK]; // Back (i.e. Select)
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case Control.WINDOW_FULLSCREEN:
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[];
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case Control.WINDOW_SCREENSHOT:
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[];
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case Control.CUTSCENE_ADVANCE:
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return [A];
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case Control.FREEPLAY_FAVORITE:
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[FlxGamepadInputID.BACK]; // Back (i.e. Select)
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case Control.FREEPLAY_LEFT:
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[LEFT_SHOULDER];
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case Control.FREEPLAY_RIGHT:
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[RIGHT_SHOULDER];
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case Control.VOLUME_UP:
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[];
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case Control.VOLUME_DOWN:
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[];
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case Control.VOLUME_MUTE:
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[];
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case Control.DEBUG_MENU:
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[];
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case Control.DEBUG_CHART:
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[];
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case Control.DEBUG_STAGE:
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[];
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default:
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// Fallthrough.
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}
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@ -967,8 +1003,7 @@ class Controls extends FlxActionSet
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public function touchShit(control:Control, id)
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{
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forEachBound(control, function(action, state)
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{
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forEachBound(control, function(action, state) {
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// action
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});
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}
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@ -984,7 +1019,8 @@ class Controls extends FlxActionSet
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inline static function addButtons(action:FlxActionDigital, buttons:Array<FlxGamepadInputID>, state, id)
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{
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for (button in buttons) {
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for (button in buttons)
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{
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if (button == FlxGamepadInputID.NONE) continue; // Ignore unbound keys.
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action.addGamepad(button, state, id);
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}
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@ -996,29 +1032,25 @@ class Controls extends FlxActionSet
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while (i-- > 0)
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{
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var input = action.inputs[i];
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if (isGamepad(input, gamepadID) && buttons.indexOf(cast input.inputID) != -1)
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action.remove(input);
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if (isGamepad(input, gamepadID) && buttons.indexOf(cast input.inputID) != -1) action.remove(input);
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}
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}
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public function getInputsFor(control:Control, device:Device, ?list:Array<Int>):Array<Int>
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{
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if (list == null)
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list = [];
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if (list == null) list = [];
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switch (device)
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{
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case Keys:
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for (input in getActionFromControl(control).inputs)
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{
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if (input.device == KEYBOARD)
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list.push(input.inputID);
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if (input.device == KEYBOARD) list.push(input.inputID);
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}
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case Gamepad(id):
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for (input in getActionFromControl(control).inputs)
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{
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if (isGamepad(input, id))
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list.push(input.inputID);
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if (isGamepad(input, id)) list.push(input.inputID);
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}
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}
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return list;
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@ -1040,15 +1072,16 @@ class Controls extends FlxActionSet
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* An EMPTY array means the control is uninitialized and needs to be reset to default.
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* An array with a single FlxKey.NONE means the control was intentionally unbound by the user.
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*/
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||||
public function fromSaveData(data:Dynamic, device:Device)
|
||||
public function fromSaveData(data:Dynamic, device:Device):Void
|
||||
{
|
||||
for (control in Control.createAll())
|
||||
{
|
||||
var inputs:Array<Int> = Reflect.field(data, control.getName());
|
||||
inputs = inputs.distinct();
|
||||
inputs = inputs?.distinct();
|
||||
if (inputs != null)
|
||||
{
|
||||
if (inputs.length == 0) {
|
||||
if (inputs.length == 0)
|
||||
{
|
||||
trace('Control ${control} is missing bindings, resetting to default.');
|
||||
switch (device)
|
||||
{
|
||||
|
@ -1057,9 +1090,13 @@ class Controls extends FlxActionSet
|
|||
case Gamepad(id):
|
||||
bindButtons(control, id, getDefaultGamepadBinds(control));
|
||||
}
|
||||
} else if (inputs == [FlxKey.NONE]) {
|
||||
}
|
||||
else if (inputs == [FlxKey.NONE])
|
||||
{
|
||||
trace('Control ${control} is unbound, leaving it be.');
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (device)
|
||||
{
|
||||
case Keys:
|
||||
|
@ -1068,7 +1105,9 @@ class Controls extends FlxActionSet
|
|||
bindButtons(control, id, inputs.copy());
|
||||
}
|
||||
}
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
trace('Control ${control} is missing bindings, resetting to default.');
|
||||
switch (device)
|
||||
{
|
||||
|
@ -1095,9 +1134,12 @@ class Controls extends FlxActionSet
|
|||
var inputs = getInputsFor(control, device);
|
||||
isEmpty = isEmpty && inputs.length == 0;
|
||||
|
||||
if (inputs.length == 0) {
|
||||
if (inputs.length == 0)
|
||||
{
|
||||
inputs = [FlxKey.NONE];
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
inputs = inputs.distinct();
|
||||
}
|
||||
|
||||
|
@ -1141,7 +1183,8 @@ typedef Swipes =
|
|||
* - Combining `pressed` and `released` inputs into one action.
|
||||
* - Filtering by input method (`KEYBOARD`, `MOUSE`, `GAMEPAD`, etc).
|
||||
*/
|
||||
class FunkinAction extends FlxActionDigital {
|
||||
class FunkinAction extends FlxActionDigital
|
||||
{
|
||||
public var namePressed(default, null):Null<String>;
|
||||
public var nameReleased(default, null):Null<String>;
|
||||
|
||||
|
@ -1158,83 +1201,102 @@ class FunkinAction extends FlxActionDigital {
|
|||
/**
|
||||
* Input checks default to whether the input was just pressed, on any input device.
|
||||
*/
|
||||
public override function check():Bool {
|
||||
public override function check():Bool
|
||||
{
|
||||
return checkFiltered(JUST_PRESSED);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether the input is currently being held.
|
||||
*/
|
||||
public function checkPressed():Bool {
|
||||
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 {
|
||||
public function checkJustPressed():Bool
|
||||
{
|
||||
return checkFiltered(JUST_PRESSED);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether the input is not currently being held.
|
||||
*/
|
||||
public function checkReleased():Bool {
|
||||
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 {
|
||||
public function checkJustReleased():Bool
|
||||
{
|
||||
return checkFiltered(JUST_RELEASED);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether the input is currently being held by a gamepad device.
|
||||
*/
|
||||
public function checkPressedGamepad():Bool {
|
||||
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 {
|
||||
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 {
|
||||
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 {
|
||||
public function checkJustReleasedGamepad():Bool
|
||||
{
|
||||
return checkFiltered(JUST_RELEASED, GAMEPAD);
|
||||
}
|
||||
|
||||
public function checkMultiFiltered(?filterTriggers:Array<FlxInputState>, ?filterDevices:Array<FlxInputDevice>):Bool {
|
||||
if (filterTriggers == null) {
|
||||
public function checkMultiFiltered(?filterTriggers:Array<FlxInputState>, ?filterDevices:Array<FlxInputDevice>):Bool
|
||||
{
|
||||
if (filterTriggers == null)
|
||||
{
|
||||
filterTriggers = [PRESSED, JUST_PRESSED];
|
||||
}
|
||||
if (filterDevices == null) {
|
||||
if (filterDevices == null)
|
||||
{
|
||||
filterDevices = [];
|
||||
}
|
||||
|
||||
// Perform checkFiltered for each combination.
|
||||
for (i in filterTriggers) {
|
||||
if (filterDevices.length == 0) {
|
||||
if (checkFiltered(i)) {
|
||||
for (i in filterTriggers)
|
||||
{
|
||||
if (filterDevices.length == 0)
|
||||
{
|
||||
if (checkFiltered(i))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
} else {
|
||||
for (j in filterDevices) {
|
||||
if (checkFiltered(i, j)) {
|
||||
}
|
||||
else
|
||||
{
|
||||
for (j in filterDevices)
|
||||
{
|
||||
if (checkFiltered(i, j))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -1249,14 +1311,16 @@ class FunkinAction extends FlxActionDigital {
|
|||
* @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 {
|
||||
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) {
|
||||
if (cacheEntry != null && cacheEntry.timestamp == FlxG.game.ticks)
|
||||
{
|
||||
return cacheEntry.value;
|
||||
}
|
||||
// Use a for loop instead so we can remove inputs while iterating.
|
||||
|
@ -1280,12 +1344,14 @@ class FunkinAction extends FlxActionDigital {
|
|||
input.update();
|
||||
|
||||
// Check whether the input is the right trigger.
|
||||
if (filterTrigger != null && input.trigger != filterTrigger) {
|
||||
if (filterTrigger != null && input.trigger != filterTrigger)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Check whether the input is the right device.
|
||||
if (filterDevice != null && input.device != filterDevice) {
|
||||
if (filterDevice != null && input.device != filterDevice)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue