mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2025-12-09 21:48:39 +00:00
remove keyboard "scheme" related code, completely unused
This commit is contained in:
parent
8349999833
commit
8abc9ab306
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@ -12,7 +12,6 @@ import flixel.util.FlxSignal.FlxTypedSignal;
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@:nullSafety
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class PlayerSettings
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{
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// TODO: Finish implementation of second player.
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public static var numPlayers(default, null) = 0;
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public static var numAvatars(default, null) = 0;
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// TODO: Making both of these null makes a lot of errors with the controls.
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@ -101,7 +100,7 @@ class PlayerSettings
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trace('loading player settings for id: $id');
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this.id = id;
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this.controls = new Controls('player$id', None);
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this.controls = new Controls('player$id');
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addKeyboard();
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}
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@ -124,7 +123,7 @@ class PlayerSettings
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if (useDefault)
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{
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trace('Loading default keyboard control scheme');
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controls.setKeyboardScheme(Solo);
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controls.initKeyboardBindings();
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}
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PreciseInputManager.instance.initializeKeys(controls);
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@ -36,9 +36,11 @@ class Controls extends FlxActionSet
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var _back = new FunkinAction(Action.BACK);
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var _pause = new FunkinAction(Action.PAUSE);
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var _reset = new FunkinAction(Action.RESET);
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#if FEATURE_SCREENSHOTS
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var _window_screenshot = new FunkinAction(Action.WINDOW_SCREENSHOT);
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#end
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var _window_fullscreen = new FunkinAction(Action.WINDOW_FULLSCREEN);
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var _freeplay_favorite = new FunkinAction(Action.FREEPLAY_FAVORITE);
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var _freeplay_left = new FunkinAction(Action.FREEPLAY_LEFT);
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@ -64,7 +66,6 @@ class Controls extends FlxActionSet
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var byName:Map<String, FunkinAction> = new Map<String, FunkinAction>();
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public var gamepadsAdded:Array<Int> = [];
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public var keyboardScheme = KeyboardScheme.None;
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public var UI_UP(get, never):Bool;
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@ -334,7 +335,7 @@ class Controls extends FlxActionSet
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inline function get_VOLUME_MUTE()
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return _volume_mute.check();
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public function new(name, ?scheme:KeyboardScheme)
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public function new(name)
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{
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super(name);
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@ -378,9 +379,7 @@ class Controls extends FlxActionSet
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}
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}
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if (scheme == null) scheme = None;
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setKeyboardScheme(scheme, false);
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initKeyboardBindings(false);
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}
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override function update():Void
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@ -710,17 +709,12 @@ class Controls extends FlxActionSet
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switch (device)
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{
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case null:
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case Gamepad(id):
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gamepadsAdded.push(id);
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default:
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// add all
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for (gamepad in controls.gamepadsAdded)
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if (gamepadsAdded.indexOf(gamepad) == -1) gamepadsAdded.push(gamepad);
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mergeKeyboardScheme(controls.keyboardScheme);
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case Gamepad(id):
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gamepadsAdded.push(id);
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case Keys:
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mergeKeyboardScheme(controls.keyboardScheme);
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}
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}
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@ -729,20 +723,6 @@ class Controls extends FlxActionSet
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controls.copyFrom(this, device);
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}
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function mergeKeyboardScheme(scheme:KeyboardScheme):Void
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{
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if (scheme != None)
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{
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switch (keyboardScheme)
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{
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case None:
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keyboardScheme = scheme;
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default:
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keyboardScheme = Custom;
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}
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}
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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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@ -780,155 +760,119 @@ class Controls extends FlxActionSet
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}
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}
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public function setKeyboardScheme(scheme:KeyboardScheme, reset = true)
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public function initKeyboardBindings(reset = true):Void
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{
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if (reset) removeKeyboard();
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keyboardScheme = scheme;
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bindKeys(Control.UI_UP, getDefaultKeybinds(scheme, Control.UI_UP));
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bindKeys(Control.UI_DOWN, getDefaultKeybinds(scheme, Control.UI_DOWN));
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bindKeys(Control.UI_LEFT, getDefaultKeybinds(scheme, Control.UI_LEFT));
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bindKeys(Control.UI_RIGHT, getDefaultKeybinds(scheme, Control.UI_RIGHT));
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bindKeys(Control.NOTE_UP, getDefaultKeybinds(scheme, Control.NOTE_UP));
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bindKeys(Control.NOTE_DOWN, getDefaultKeybinds(scheme, Control.NOTE_DOWN));
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bindKeys(Control.NOTE_LEFT, getDefaultKeybinds(scheme, Control.NOTE_LEFT));
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bindKeys(Control.NOTE_RIGHT, getDefaultKeybinds(scheme, Control.NOTE_RIGHT));
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bindKeys(Control.ACCEPT, getDefaultKeybinds(scheme, Control.ACCEPT));
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bindKeys(Control.BACK, getDefaultKeybinds(scheme, Control.BACK));
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bindKeys(Control.PAUSE, getDefaultKeybinds(scheme, Control.PAUSE));
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bindKeys(Control.RESET, getDefaultKeybinds(scheme, Control.RESET));
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bindKeys(Control.UI_UP, getDefaultKeybinds(Control.UI_UP));
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bindKeys(Control.UI_DOWN, getDefaultKeybinds(Control.UI_DOWN));
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bindKeys(Control.UI_LEFT, getDefaultKeybinds(Control.UI_LEFT));
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bindKeys(Control.UI_RIGHT, getDefaultKeybinds(Control.UI_RIGHT));
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bindKeys(Control.NOTE_UP, getDefaultKeybinds(Control.NOTE_UP));
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bindKeys(Control.NOTE_DOWN, getDefaultKeybinds(Control.NOTE_DOWN));
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bindKeys(Control.NOTE_LEFT, getDefaultKeybinds(Control.NOTE_LEFT));
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bindKeys(Control.NOTE_RIGHT, getDefaultKeybinds(Control.NOTE_RIGHT));
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bindKeys(Control.ACCEPT, getDefaultKeybinds(Control.ACCEPT));
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bindKeys(Control.BACK, getDefaultKeybinds(Control.BACK));
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bindKeys(Control.PAUSE, getDefaultKeybinds(Control.PAUSE));
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bindKeys(Control.RESET, getDefaultKeybinds(Control.RESET));
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#if FEATURE_SCREENSHOTS
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bindKeys(Control.WINDOW_SCREENSHOT, getDefaultKeybinds(scheme, Control.WINDOW_SCREENSHOT));
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bindKeys(Control.WINDOW_SCREENSHOT, getDefaultKeybinds(Control.WINDOW_SCREENSHOT));
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#end
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bindKeys(Control.WINDOW_FULLSCREEN, getDefaultKeybinds(scheme, Control.WINDOW_FULLSCREEN));
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bindKeys(Control.FREEPLAY_FAVORITE, getDefaultKeybinds(scheme, Control.FREEPLAY_FAVORITE));
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bindKeys(Control.FREEPLAY_LEFT, getDefaultKeybinds(scheme, Control.FREEPLAY_LEFT));
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bindKeys(Control.FREEPLAY_RIGHT, getDefaultKeybinds(scheme, Control.FREEPLAY_RIGHT));
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bindKeys(Control.FREEPLAY_CHAR_SELECT, getDefaultKeybinds(scheme, Control.FREEPLAY_CHAR_SELECT));
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bindKeys(Control.FREEPLAY_JUMP_TO_TOP, getDefaultKeybinds(scheme, Control.FREEPLAY_JUMP_TO_TOP));
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bindKeys(Control.FREEPLAY_JUMP_TO_BOTTOM, getDefaultKeybinds(scheme, Control.FREEPLAY_JUMP_TO_BOTTOM));
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bindKeys(Control.CUTSCENE_ADVANCE, getDefaultKeybinds(scheme, Control.CUTSCENE_ADVANCE));
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bindKeys(Control.WINDOW_FULLSCREEN, getDefaultKeybinds(Control.WINDOW_FULLSCREEN));
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bindKeys(Control.FREEPLAY_FAVORITE, getDefaultKeybinds(Control.FREEPLAY_FAVORITE));
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bindKeys(Control.FREEPLAY_LEFT, getDefaultKeybinds(Control.FREEPLAY_LEFT));
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bindKeys(Control.FREEPLAY_RIGHT, getDefaultKeybinds(Control.FREEPLAY_RIGHT));
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bindKeys(Control.FREEPLAY_CHAR_SELECT, getDefaultKeybinds(Control.FREEPLAY_CHAR_SELECT));
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bindKeys(Control.FREEPLAY_JUMP_TO_TOP, getDefaultKeybinds(Control.FREEPLAY_JUMP_TO_TOP));
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bindKeys(Control.FREEPLAY_JUMP_TO_BOTTOM, getDefaultKeybinds(Control.FREEPLAY_JUMP_TO_BOTTOM));
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bindKeys(Control.CUTSCENE_ADVANCE, getDefaultKeybinds(Control.CUTSCENE_ADVANCE));
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#if FEATURE_DEBUG_MENU
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bindKeys(Control.DEBUG_MENU, getDefaultKeybinds(scheme, Control.DEBUG_MENU));
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bindKeys(Control.DEBUG_MENU, getDefaultKeybinds(Control.DEBUG_MENU));
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#end
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#if FEATURE_CHART_EDITOR
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bindKeys(Control.DEBUG_CHART, getDefaultKeybinds(scheme, Control.DEBUG_CHART));
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bindKeys(Control.DEBUG_CHART, getDefaultKeybinds(Control.DEBUG_CHART));
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#end
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#if FEATURE_STAGE_EDITOR
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bindKeys(Control.DEBUG_STAGE, getDefaultKeybinds(scheme, Control.DEBUG_STAGE));
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bindKeys(Control.DEBUG_STAGE, getDefaultKeybinds(Control.DEBUG_STAGE));
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#end
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bindKeys(Control.DEBUG_DISPLAY, getDefaultKeybinds(scheme, Control.DEBUG_DISPLAY));
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bindKeys(Control.VOLUME_UP, getDefaultKeybinds(scheme, Control.VOLUME_UP));
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bindKeys(Control.VOLUME_DOWN, getDefaultKeybinds(scheme, Control.VOLUME_DOWN));
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bindKeys(Control.VOLUME_MUTE, getDefaultKeybinds(scheme, Control.VOLUME_MUTE));
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bindKeys(Control.DEBUG_DISPLAY, getDefaultKeybinds(Control.DEBUG_DISPLAY));
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bindKeys(Control.VOLUME_UP, getDefaultKeybinds(Control.VOLUME_UP));
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bindKeys(Control.VOLUME_DOWN, getDefaultKeybinds(Control.VOLUME_DOWN));
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bindKeys(Control.VOLUME_MUTE, getDefaultKeybinds(Control.VOLUME_MUTE));
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}
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function getDefaultKeybinds(scheme:KeyboardScheme, control:Control):Array<FlxKey>
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function getDefaultKeybinds(control:Control):Array<FlxKey>
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{
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switch (scheme)
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return switch (control)
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{
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case Solo:
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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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case Control.UI_RIGHT: return [D, FlxKey.RIGHT];
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case Control.NOTE_UP: return [W, FlxKey.UP];
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case Control.NOTE_DOWN: return [S, FlxKey.DOWN];
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case Control.NOTE_LEFT: return [A, FlxKey.LEFT];
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case Control.NOTE_RIGHT: return [D, FlxKey.RIGHT];
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case Control.ACCEPT: return [Z, SPACE, ENTER];
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case Control.BACK: return [X, BACKSPACE, ESCAPE];
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case Control.PAUSE: return [P, ENTER, ESCAPE];
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case Control.RESET: return [R];
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case Control.WINDOW_FULLSCREEN: return [F11]; // We use F for other things LOL.
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#if FEATURE_SCREENSHOTS case Control.WINDOW_SCREENSHOT: return [F3]; #end
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case Control.FREEPLAY_FAVORITE: return [F]; // Favorite a song on the menu
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case Control.FREEPLAY_LEFT: return [Q]; // Switch tabs on the menu
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case Control.FREEPLAY_RIGHT: return [E]; // Switch tabs on the menu
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case Control.FREEPLAY_CHAR_SELECT: return [TAB];
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case Control.FREEPLAY_JUMP_TO_TOP: return [HOME];
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case Control.FREEPLAY_JUMP_TO_BOTTOM: return [END];
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case Control.CUTSCENE_ADVANCE: return [Z, ENTER];
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#if FEATURE_DEBUG_MENU case Control.DEBUG_MENU: return [GRAVEACCENT]; #end
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#if FEATURE_CHART_EDITOR case Control.DEBUG_CHART: return []; #end
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#if FEATURE_STAGE_EDITOR case Control.DEBUG_STAGE: return []; #end
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case Control.DEBUG_DISPLAY: return [F6];
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case Control.VOLUME_UP: return [PLUS, NUMPADPLUS];
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case Control.VOLUME_DOWN: return [MINUS, NUMPADMINUS];
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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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{
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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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case Control.UI_RIGHT: return [D];
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case Control.NOTE_UP: return [W];
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case Control.NOTE_DOWN: return [S];
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case Control.NOTE_LEFT: return [A];
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case Control.NOTE_RIGHT: return [D];
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case Control.ACCEPT: return [G, Z];
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case Control.BACK: return [H, X];
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case Control.PAUSE: return [ONE];
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case Control.RESET: return [R];
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#if FEATURE_SCREENSHOTS case Control.WINDOW_SCREENSHOT: return [F3]; #end
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case Control.WINDOW_FULLSCREEN: return [F11];
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case Control.FREEPLAY_FAVORITE: return [F]; // Favorite a song on the menu
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case Control.FREEPLAY_LEFT: return [Q]; // Switch tabs on the menu
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case Control.FREEPLAY_RIGHT: return [E]; // Switch tabs on the menu
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case Control.FREEPLAY_CHAR_SELECT: return [TAB];
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case Control.FREEPLAY_JUMP_TO_TOP: return [HOME];
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case Control.FREEPLAY_JUMP_TO_BOTTOM: return [END];
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case Control.CUTSCENE_ADVANCE: return [G, Z];
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#if FEATURE_DEBUG_MENU case Control.DEBUG_MENU: return [GRAVEACCENT]; #end
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#if FEATURE_CHART_EDITOR case Control.DEBUG_CHART: return []; #end
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#if FEATURE_STAGE_EDITOR case Control.DEBUG_STAGE: return []; #end
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case Control.DEBUG_DISPLAY: return [F6];
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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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{
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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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case Control.UI_RIGHT: return [FlxKey.RIGHT];
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case Control.NOTE_UP: return [FlxKey.UP];
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case Control.NOTE_DOWN: return [FlxKey.DOWN];
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case Control.NOTE_LEFT: return [FlxKey.LEFT];
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case Control.NOTE_RIGHT: return [FlxKey.RIGHT];
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case Control.ACCEPT: return [ENTER];
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case Control.BACK: return [ESCAPE];
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case Control.PAUSE: return [ONE];
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case Control.RESET: return [R];
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#if FEATURE_SCREENSHOTS case Control.WINDOW_SCREENSHOT: return []; #end
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case Control.WINDOW_FULLSCREEN: return [];
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case Control.FREEPLAY_FAVORITE: return [];
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case Control.FREEPLAY_LEFT: return [];
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case Control.FREEPLAY_RIGHT: return [];
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case Control.FREEPLAY_CHAR_SELECT: return [];
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case Control.FREEPLAY_JUMP_TO_TOP: return [];
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case Control.FREEPLAY_JUMP_TO_BOTTOM: return [];
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case Control.CUTSCENE_ADVANCE: return [ENTER];
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#if FEATURE_DEBUG_MENU case Control.DEBUG_MENU: return []; #end
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#if FEATURE_CHART_EDITOR case Control.DEBUG_CHART: return []; #end
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#if FEATURE_STAGE_EDITOR case Control.DEBUG_STAGE: return []; #end
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case Control.DEBUG_DISPLAY: return [];
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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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case Control.UI_UP:
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[W, FlxKey.UP];
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case Control.UI_DOWN:
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[S, FlxKey.DOWN];
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case Control.UI_LEFT:
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[A, FlxKey.LEFT];
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case Control.UI_RIGHT:
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[D, FlxKey.RIGHT];
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case Control.NOTE_UP:
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[W, FlxKey.UP];
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case Control.NOTE_DOWN:
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[S, FlxKey.DOWN];
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case Control.NOTE_LEFT:
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[A, FlxKey.LEFT];
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case Control.NOTE_RIGHT:
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[D, FlxKey.RIGHT];
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case Control.ACCEPT:
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[Z, SPACE, ENTER];
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case Control.BACK:
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[X, BACKSPACE, ESCAPE];
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case Control.PAUSE:
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[P, ENTER, ESCAPE];
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case Control.RESET:
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[R];
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case Control.WINDOW_FULLSCREEN:
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[F11]; // We use F for other things LOL.
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#if FEATURE_SCREENSHOTS
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case Control.WINDOW_SCREENSHOT:
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[F3];
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#end
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case Control.FREEPLAY_FAVORITE:
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[F]; // Favorite a song on the menu
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case Control.FREEPLAY_LEFT:
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[Q]; // Switch tabs on the menu
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case Control.FREEPLAY_RIGHT:
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[E]; // Switch tabs on the menu
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case Control.FREEPLAY_CHAR_SELECT:
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[TAB];
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case Control.FREEPLAY_JUMP_TO_TOP:
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[HOME];
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case Control.FREEPLAY_JUMP_TO_BOTTOM:
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[END];
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case Control.CUTSCENE_ADVANCE:
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[Z, ENTER];
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#if FEATURE_DEBUG_MENU
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case Control.DEBUG_MENU:
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[GRAVEACCENT];
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#end
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#if FEATURE_CHART_EDITOR
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case Control.DEBUG_CHART:
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[];
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#end
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#if FEATURE_STAGE_EDITOR
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case Control.DEBUG_STAGE:
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[];
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#end
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case Control.DEBUG_DISPLAY:
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[F6];
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case Control.VOLUME_UP:
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[PLUS, NUMPADPLUS];
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case Control.VOLUME_DOWN:
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[MINUS, NUMPADMINUS];
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case Control.VOLUME_MUTE:
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[ZERO, NUMPADZERO];
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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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function removeKeyboard()
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@ -1179,44 +1123,45 @@ class Controls extends FlxActionSet
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{
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var inputs:Array<Int> = Reflect.field(data, control.getName());
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inputs = inputs?.distinct();
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if (inputs != null)
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{
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if (inputs.length == 0)
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{
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trace('Control ${control} is missing bindings, resetting to default.');
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switch (device)
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{
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case Keys:
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bindKeys(control, getDefaultKeybinds(Solo, control));
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case Gamepad(id):
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bindButtons(control, id, getDefaultGamepadBinds(control));
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}
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}
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else if (inputs == [FlxKey.NONE])
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{
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trace('Control ${control} is unbound, leaving it be.');
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}
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else
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{
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switch (device)
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{
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case Keys:
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bindKeys(control, inputs.copy());
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case Gamepad(id):
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bindButtons(control, id, inputs.copy());
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}
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}
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}
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else
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if (inputs == null)
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{
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trace('Control ${control} is missing bindings, resetting to default.');
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switch (device)
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{
|
||||
case Keys:
|
||||
bindKeys(control, getDefaultKeybinds(Solo, control));
|
||||
bindKeys(control, getDefaultKeybinds(control));
|
||||
case Gamepad(id):
|
||||
bindButtons(control, id, getDefaultGamepadBinds(control));
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (inputs.length == 0)
|
||||
{
|
||||
trace('Control ${control} is missing bindings, resetting to default.');
|
||||
switch (device)
|
||||
{
|
||||
case Keys:
|
||||
bindKeys(control, getDefaultKeybinds(control));
|
||||
case Gamepad(id):
|
||||
bindButtons(control, id, getDefaultGamepadBinds(control));
|
||||
}
|
||||
}
|
||||
else if (inputs == [FlxKey.NONE])
|
||||
{
|
||||
trace('Control ${control} is unbound, leaving it be.');
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (device)
|
||||
{
|
||||
case Keys:
|
||||
bindKeys(control, inputs.copy());
|
||||
case Gamepad(id):
|
||||
bindButtons(control, id, inputs.copy());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1580,11 +1525,3 @@ enum Device
|
|||
Keys;
|
||||
Gamepad(id:Int);
|
||||
}
|
||||
|
||||
enum KeyboardScheme
|
||||
{
|
||||
Solo;
|
||||
Duo(first:Bool);
|
||||
None;
|
||||
Custom;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -175,7 +175,7 @@ class OptionsMenu extends Page<OptionsMenuPageName>
|
|||
if (ControlsHandler.hasExternalInputDevice)
|
||||
#end
|
||||
createItem("CONTROLS", function() codex.switchPage(Controls));
|
||||
// createItem("CONTROL SCHEMES", function() {
|
||||
// createItem("MOBILE CONTROL SCHEMES", function() {
|
||||
// FlxG.state.openSubState(new ControlsSchemeMenu());
|
||||
// });
|
||||
#if FEATURE_LAG_ADJUSTMENT
|
||||
|
|
|
|||
Loading…
Reference in a new issue