mirror of
https://github.com/ninjamuffin99/Funkin.git
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Added new settings items
This commit is contained in:
parent
8a4f19d603
commit
fbc78adb65
10
source/funkin/ui/options/MenuItemEnums.hx
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10
source/funkin/ui/options/MenuItemEnums.hx
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package funkin.ui.options;
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// Add enums for use with `EnumPreferenceItem` here!
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/* Example:
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class MyOptionEnum
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{
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public static inline var YuhUh = "true"; // "true" is the value's ID
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public static inline var NuhUh = "false";
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}
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*/
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@ -8,6 +8,11 @@ import funkin.ui.AtlasText.AtlasFont;
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import funkin.ui.options.OptionsState.Page;
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import funkin.graphics.FunkinCamera;
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import funkin.ui.TextMenuList.TextMenuItem;
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import funkin.audio.FunkinSound;
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import funkin.ui.options.MenuItemEnums;
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import funkin.ui.options.items.CheckboxPreferenceItem;
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import funkin.ui.options.items.NumberPreferenceItem;
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import funkin.ui.options.items.EnumPreferenceItem;
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class PreferencesMenu extends Page
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{
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@ -69,11 +74,51 @@ class PreferencesMenu extends Page
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}, Preferences.autoPause);
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}
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override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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// Indent the selected item.
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items.forEach(function(daItem:TextMenuItem) {
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var thyOffset:Int = 0;
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// Initializing thy text width (if thou text present)
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var thyTextWidth:Int = 0;
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if (Std.isOfType(daItem, EnumPreferenceItem)) thyTextWidth = cast(daItem, EnumPreferenceItem).lefthandText.getWidth();
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else if (Std.isOfType(daItem, NumberPreferenceItem)) thyTextWidth = cast(daItem, NumberPreferenceItem).lefthandText.getWidth();
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if (thyTextWidth != 0)
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{
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// Magic number because of the weird offset thats being added by default
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thyOffset += thyTextWidth - 75;
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}
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if (items.selectedItem == daItem)
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{
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thyOffset += 150;
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}
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else
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{
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thyOffset += 120;
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}
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daItem.x = thyOffset;
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});
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}
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// - Preference item creation methods -
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// Should be moved into a separate PreferenceItems class but you can't access PreferencesMenu.items and PreferencesMenu.preferenceItems from outside.
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/**
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* Creates a pref item that works with booleans
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* @param onChange Gets called every time the player changes the value; use this to apply the value
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* @param defaultValue The value that is loaded in when the pref item is created (usually your Preferences.settingVariable)
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*/
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function createPrefItemCheckbox(prefName:String, prefDesc:String, onChange:Bool->Void, defaultValue:Bool):Void
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{
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var checkbox:CheckboxPreferenceItem = new CheckboxPreferenceItem(0, 120 * (items.length - 1 + 1), defaultValue);
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items.createItem(120, (120 * items.length) + 30, prefName, AtlasFont.BOLD, function() {
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items.createItem(0, (120 * items.length) + 30, prefName, AtlasFont.BOLD, function() {
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var value = !checkbox.currentValue;
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onChange(value);
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checkbox.currentValue = value;
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@ -82,62 +127,54 @@ class PreferencesMenu extends Page
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preferenceItems.add(checkbox);
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}
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override function update(elapsed:Float)
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/**
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* Creates a pref item that works with general numbers
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* @param onChange Gets called every time the player changes the value; use this to apply the value
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* @param valueFormatter Will get called every time the game needs to display the float value; use this to change how the displayed value looks
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* @param defaultValue The value that is loaded in when the pref item is created (usually your Preferences.settingVariable)
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* @param min Minimum value (example: 0)
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* @param max Maximum value (example: 10)
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* @param step The value to increment/decrement by (default = 0.1)
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* @param precision Rounds decimals up to a `precision` amount of digits (ex: 4 -> 0.1234, 2 -> 0.12)
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*/
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function createPrefItemNumber(prefName:String, prefDesc:String, onChange:Float->Void, ?valueFormatter:Float->String, defaultValue:Int, min:Int, max:Int,
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step:Float = 0.1, precision:Int):Void
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{
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super.update(elapsed);
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var item = new NumberPreferenceItem(0, (120 * items.length) + 30, prefName, defaultValue, min, max, step, precision, onChange, valueFormatter);
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items.addItem(prefName, item);
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preferenceItems.add(item.lefthandText);
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}
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// Indent the selected item.
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// TODO: Only do this on menu change?
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items.forEach(function(daItem:TextMenuItem) {
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if (items.selectedItem == daItem) daItem.x = 150;
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else
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daItem.x = 120;
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});
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}
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}
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class CheckboxPreferenceItem extends FlxSprite
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{
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public var currentValue(default, set):Bool;
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public function new(x:Float, y:Float, defaultValue:Bool = false)
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{
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super(x, y);
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frames = Paths.getSparrowAtlas('checkboxThingie');
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animation.addByPrefix('static', 'Check Box unselected', 24, false);
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animation.addByPrefix('checked', 'Check Box selecting animation', 24, false);
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setGraphicSize(Std.int(width * 0.7));
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updateHitbox();
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this.currentValue = defaultValue;
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}
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override function update(elapsed:Float)
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{
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super.update(elapsed);
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switch (animation.curAnim.name)
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{
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case 'static':
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offset.set();
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case 'checked':
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offset.set(17, 70);
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}
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}
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function set_currentValue(value:Bool):Bool
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{
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if (value)
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{
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animation.play('checked', true);
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}
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else
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{
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animation.play('static');
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}
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return currentValue = value;
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/**
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* Creates a pref item that works with number percentages
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* @param onChange Gets called every time the player changes the value; use this to apply the value
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* @param defaultValue The value that is loaded in when the pref item is created (usually your Preferences.settingVariable)
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* @param min Minimum value (default = 0)
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* @param max Maximum value (default = 100)
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*/
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function createPrefItemPercentage(prefName:String, prefDesc:String, onChange:Int->Void, defaultValue:Int, min:Int = 0, max:Int = 100):Void
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{
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var newCallback = function(value:Float) {
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onChange(Std.int(value));
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};
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var formatter = function(value:Float) {
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return '${value}%';
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};
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var item = new NumberPreferenceItem(0, (120 * items.length) + 30, prefName, defaultValue, min, max, 10, 0, newCallback, formatter);
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items.addItem(prefName, item);
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preferenceItems.add(item.lefthandText);
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}
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/**
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* Creates a pref item that works with enums
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* @param values Maps enum values to display strings _(ex: `NoteHitSoundType.PingPong => "Ping pong"`)_
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* @param onChange Gets called every time the player changes the value; use this to apply the value
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* @param defaultValue The value that is loaded in when the pref item is created (usually your Preferences.settingVariable)
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*/
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function createPrefItemEnum(prefName:String, prefDesc:String, values:Map<String, String>, onChange:String->Void, defaultValue:String):Void
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{
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var item = new EnumPreferenceItem(0, (120 * items.length) + 30, prefName, values, defaultValue, onChange);
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items.addItem(prefName, item);
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preferenceItems.add(item.lefthandText);
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}
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}
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49
source/funkin/ui/options/items/CheckboxPreferenceItem.hx
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49
source/funkin/ui/options/items/CheckboxPreferenceItem.hx
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package funkin.ui.options.items;
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import flixel.FlxSprite.FlxSprite;
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class CheckboxPreferenceItem extends FlxSprite
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{
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public var currentValue(default, set):Bool;
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public function new(x:Float, y:Float, defaultValue:Bool = false)
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{
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super(x, y);
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frames = Paths.getSparrowAtlas('checkboxThingie');
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animation.addByPrefix('static', 'Check Box unselected', 24, false);
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animation.addByPrefix('checked', 'Check Box selecting animation', 24, false);
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setGraphicSize(Std.int(width * 0.7));
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updateHitbox();
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this.currentValue = defaultValue;
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}
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override function update(elapsed:Float)
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{
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super.update(elapsed);
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switch (animation.curAnim.name)
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{
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case 'static':
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offset.set();
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case 'checked':
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offset.set(17, 70);
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}
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}
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function set_currentValue(value:Bool):Bool
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{
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if (value)
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{
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animation.play('checked', true);
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}
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else
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{
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animation.play('static');
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}
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return currentValue = value;
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}
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}
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84
source/funkin/ui/options/items/EnumPreferenceItem.hx
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84
source/funkin/ui/options/items/EnumPreferenceItem.hx
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package funkin.ui.options.items;
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import funkin.ui.TextMenuList;
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import funkin.ui.AtlasText;
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import funkin.input.Controls;
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import funkin.ui.options.MenuItemEnums;
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import haxe.EnumTools;
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/**
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* Preference item that allows the player to pick a value from an enum (list of values)
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*/
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class EnumPreferenceItem extends TextMenuItem
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{
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function controls():Controls
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{
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return PlayerSettings.player1.controls;
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}
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public var lefthandText:AtlasText;
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public var currentValue:String;
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public var onChangeCallback:Null<String->Void>;
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public var map:Map<String, String>;
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public var keys:Array<String> = [];
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var index = 0;
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public function new(x:Float, y:Float, name:String, map:Map<String, String>, defaultValue:String, ?callback:String->Void)
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{
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super(x, y, name, function() {
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callback(this.currentValue);
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});
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updateHitbox();
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this.map = map;
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this.currentValue = defaultValue;
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this.onChangeCallback = callback;
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var i:Int = 0;
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for (key in map.keys())
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{
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this.keys.push(key);
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if (this.currentValue == key) index = i;
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i += 1;
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}
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lefthandText = new AtlasText(15, y, formatted(defaultValue), AtlasFont.DEFAULT);
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}
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override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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// var fancyTextFancyColor:Color;
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if (selected)
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{
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var shouldDecrease:Bool = controls().UI_LEFT_P;
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var shouldIncrease:Bool = controls().UI_RIGHT_P;
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if (shouldDecrease) index -= 1;
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if (shouldIncrease) index += 1;
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if (index > keys.length - 1) index = 0;
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if (index < 0) index = keys.length - 1;
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currentValue = keys[index];
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if (onChangeCallback != null && (shouldIncrease || shouldDecrease))
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{
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onChangeCallback(currentValue);
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}
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}
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lefthandText.text = formatted(currentValue);
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}
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function formatted(value:String):String
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{
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// FIXME: Can't add arrows around the text because the font doesn't support < >
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// var leftArrow:String = selected ? '<' : '';
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// var rightArrow:String = selected ? '>' : '';
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return '${map.get(value) ?? value}';
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}
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}
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136
source/funkin/ui/options/items/NumberPreferenceItem.hx
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136
source/funkin/ui/options/items/NumberPreferenceItem.hx
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package funkin.ui.options.items;
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import funkin.ui.TextMenuList;
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import funkin.ui.AtlasText;
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import funkin.input.Controls;
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/**
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* Preference item that allows the player to pick a value between min and max
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*/
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class NumberPreferenceItem extends TextMenuItem
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{
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function controls():Controls
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{
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return PlayerSettings.player1.controls;
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}
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// Widgets
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public var lefthandText:AtlasText;
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// Constants
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static final HOLD_DELAY:Float = 0.3; // seconds
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static final CHANGE_RATE:Float = 0.08; // seconds
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// Constructor-initialized variables
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public var currentValue:Float;
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public var min:Float;
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public var max:Float;
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public var step:Float;
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public var precision:Int;
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public var onChangeCallback:Null<Float->Void>;
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public var valueFormatter:Null<Float->String>;
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// Variables
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var holdDelayTimer:Float = HOLD_DELAY; // seconds
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var changeRateTimer:Float = 0.0; // seconds
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/**
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* @param min Minimum value (example: 0)
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* @param max Maximum value (example: 100)
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* @param step The value to increment/decrement by (example: 10)
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* @param callback Will get called every time the user changes the setting; use this to apply/save the setting.
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* @param valueFormatter Will get called every time the game needs to display the float value; use this to change how the displayed string looks
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*/
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public function new(x:Float, y:Float, name:String, defaultValue:Float, min:Float, max:Float, step:Float, precision:Int, ?callback:Float->Void,
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?valueFormatter:Float->String):Void
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{
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super(x, y, name, function() {
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callback(this.currentValue);
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});
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lefthandText = new AtlasText(15, y, formatted(defaultValue), AtlasFont.DEFAULT);
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updateHitbox();
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this.currentValue = defaultValue;
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this.min = min;
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this.max = max;
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this.step = step;
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this.precision = precision;
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this.onChangeCallback = callback;
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this.valueFormatter = valueFormatter;
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}
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override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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// var fancyTextFancyColor:Color;
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if (selected)
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{
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holdDelayTimer -= elapsed;
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if (holdDelayTimer <= 0.0)
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{
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changeRateTimer -= elapsed;
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}
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var jpLeft:Bool = controls().UI_LEFT_P;
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var jpRight:Bool = controls().UI_RIGHT_P;
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if (jpLeft || jpRight)
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{
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holdDelayTimer = HOLD_DELAY;
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changeRateTimer = 0.0;
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}
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var shouldDecrease:Bool = jpLeft;
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var shouldIncrease:Bool = jpRight;
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if (controls().UI_LEFT && holdDelayTimer <= 0.0 && changeRateTimer <= 0.0)
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{
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shouldDecrease = true;
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changeRateTimer = CHANGE_RATE;
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}
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else if (controls().UI_RIGHT && holdDelayTimer <= 0.0 && changeRateTimer <= 0.0)
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{
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shouldIncrease = true;
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changeRateTimer = CHANGE_RATE;
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}
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// Actually increasing/decreasing the value
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if (shouldDecrease)
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{
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var isBelowMin:Bool = currentValue - step < min;
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currentValue = (currentValue - step).clamp(min, max);
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if (onChangeCallback != null && !isBelowMin) onChangeCallback(currentValue);
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}
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else if (shouldIncrease)
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{
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var isAboveMax:Bool = currentValue + step > max;
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currentValue = (currentValue + step).clamp(min, max);
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if (onChangeCallback != null && !isAboveMax) onChangeCallback(currentValue);
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}
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}
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lefthandText.text = formatted(currentValue);
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}
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/** Turns the float into a string */
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function formatted(value:Float):String
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{
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var float:Float = toFixed(value);
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if (valueFormatter != null)
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{
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return valueFormatter(float);
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}
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else
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{
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return '${float}';
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}
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}
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function toFixed(value:Float):Float
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{
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var multiplier:Float = Math.pow(10, precision);
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return Math.floor(value * multiplier) / multiplier;
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}
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}
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