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Author SHA1 Message Date
cyn 85aa4a8839
Merge 460ba6733c into d0f0974d1e 2025-07-27 15:47:02 -05:00
Abnormal d0f0974d1e erm...soggy!!! compile error fixie 2025-07-27 15:46:26 -05:00
Abnormal 369b936056 i love mergy conflicties 2025-07-27 01:09:57 -05:00
TechnikTil c40e1e3958 fix fullscreen bug and show clear save data if logged out of ng 2025-07-27 01:09:57 -05:00
TechnikTil 0ade24bac4 HOPEFULLY FIX EVERYTHING WRONG (this time it was tested between two computers) 2025-07-27 01:09:57 -05:00
TechnikTil 7370ef3249 hopefully fix everything with load from ng 2025-07-27 01:09:57 -05:00
TechnikTil b2f162a8ae move clear save data to the top, add clear ng save data 2025-07-27 01:09:57 -05:00
TechnikTil 11fa9b4050 rewrite NGSaveSlot.load to be async, dont precache assets, error handling 2025-07-27 01:09:57 -05:00
TechnikTil 89bd7a3f43 make newgrounds functions in Save static and only available if newgrounds feature flag is enabled, make sure base save slot is loaded and is not empty, and recover save data in case newgrounds doesnt wanna play nice 2025-07-27 01:09:57 -05:00
TechnikTil 942fb5efc9 Add Save Data Options, also allow user to load and save with Newgrounds Save Slots. 2025-07-27 01:09:57 -05:00
cyn0x8 460ba6733c
small script event/module overhaul 2025-07-22 21:19:44 -07:00
Lasercar c2eff142bd Bunker infiltrated 2025-07-22 14:45:47 -07:00
Eric 2784fa18c0
Merge pull request #5476 from Trofem/api-version-example-mods-for-0.7.0
[CHORE] Updates example_mods's API version up to 0.7.0
2025-07-22 12:03:19 -04:00
Eric ad07fddf89
Merge pull request #5489 from FunkinCrew/main
Update develop to latest main
2025-07-22 11:59:29 -04:00
trofim.al 4768eedd5b api version 0.7.0
Update example mod's API version so it actually loads. part 2.
2025-07-22 15:04:20 +11:00
Hyper_ f1c3e99a11 lasercar................................................................................................................................................................................................. 2025-07-22 07:56:29 +08:00
Hyper_ eefe8927c4 The most deranged line loss of all time 2025-07-21 17:43:55 -05:00
cherry 3ff4f14510 Clear key from correct map 2025-07-21 17:13:42 -05:00
Abnormal 955b0db542 THE REALLY COOL STUTTERING FIX!!!!!!!!!!!! 2025-07-21 15:06:19 -05:00
Eric d2df4f0832
Merge pull request #5440 from FunkinCrew/main
Update develop branch
2025-07-21 13:08:44 -04:00
24 changed files with 542 additions and 55 deletions

View file

@ -59,7 +59,7 @@ body:
attributes:
label: Version
description: Which version are you playing on? The game version is in the bottom left corner of the main menu.
placeholder: ex. 0.7.3
placeholder: ex. 0.7.4
validations:
required: true

View file

@ -36,7 +36,7 @@ body:
attributes:
label: Version
description: Which version are you playing on? The game version is in the bottom left corner of the main menu.
placeholder: ex. 0.7.3
placeholder: ex. 0.7.4
validations:
required: true

View file

@ -36,7 +36,7 @@ body:
attributes:
label: Version
description: Which version are you compiling? The game version is in the bottom left corner of the main menu or in the project.hxp file.
placeholder: ex. 0.7.3
placeholder: ex. 0.7.4
validations:
required: true

View file

@ -60,7 +60,7 @@ body:
attributes:
label: Version
description: Which version are you playing on? The game version is in the bottom left corner of the main menu.
placeholder: ex. 0.7.3
placeholder: ex. 0.7.4
validations:
required: true

View file

@ -60,7 +60,7 @@ This section provides guidelines to follow when [opening an issue](https://githu
## Requirements
Make sure you're playing:
- the latest version of the game (currently v0.7.3)
- the latest version of the game (currently v0.7.4)
- without any mods
- on [Newgrounds](https://www.newgrounds.com/portal/view/770371) or downloaded from [itch.io](https://ninja-muffin24.itch.io/funkin)

View file

@ -6,7 +6,7 @@
"name": "EliteMasterEric"
}
],
"api_version": "0.5.0",
"api_version": "0.7.0",
"mod_version": "1.0.0",
"license": "Apache-2.0"
}

View file

@ -6,7 +6,7 @@
"name": "EliteMasterEric"
}
],
"api_version": "0.5.0",
"api_version": "0.7.0",
"mod_version": "1.0.0",
"license": "Apache-2.0"
}

View file

@ -260,7 +260,7 @@ class InitState extends FlxState
ModuleHandler.buildModuleCallbacks();
ModuleHandler.loadModuleCache();
ModuleHandler.callOnCreate();
ModuleHandler.callOnGameInit();
funkin.input.Cursor.hide();

View file

@ -0,0 +1,156 @@
package funkin.api.newgrounds;
#if FEATURE_NEWGROUNDS
import io.newgrounds.utils.SaveSlotList;
import io.newgrounds.objects.SaveSlot;
import io.newgrounds.Call.CallError;
import io.newgrounds.objects.events.Outcome;
import funkin.save.Save;
@:nullSafety
@:access(funkin.save.Save)
class NGSaveSlot
{
public static var instance(get, never):NGSaveSlot;
static var _instance:Null<NGSaveSlot> = null;
static function get_instance():NGSaveSlot
{
if (_instance == null)
{
return loadInstance();
}
return _instance;
}
public static function loadInstance():NGSaveSlot
{
var loadedSave:NGSaveSlot = loadSlot(Save.BASE_SAVE_SLOT);
if (_instance == null) _instance = loadedSave;
return loadedSave;
}
static function loadSlot(slot:Int):NGSaveSlot
{
trace('[NEWGROUNDS] Getting save slot from ID $slot');
var saveSlot:Null<SaveSlot> = NewgroundsClient.instance.saveSlots?.getById(slot);
var saveSlotObj:NGSaveSlot = new NGSaveSlot(saveSlot);
return saveSlotObj;
}
public var ngSaveSlot:Null<SaveSlot> = null;
public function new(?ngSaveSlot:Null<SaveSlot>)
{
this.ngSaveSlot = ngSaveSlot;
#if FLX_DEBUG
FlxG.console.registerClass(NGSaveSlot);
FlxG.console.registerClass(Save);
#end
}
/**
* Saves `data` to the newgrounds save slot.
* @param data The raw save data.
*/
public function save(data:RawSaveData):Void
{
var encodedData:String = haxe.Serializer.run(data);
try
{
ngSaveSlot?.save(encodedData, function(outcome:Outcome<CallError>) {
switch (outcome)
{
case SUCCESS:
trace('[NEWGROUNDS] Successfully saved save data to save slot!');
case FAIL(error):
trace('[NEWGROUNDS] Failed to save data to save slot!');
trace(error);
}
});
}
catch (error:String)
{
trace('[NEWGROUNDS] Failed to save data to save slot!');
trace(error);
}
}
public function load(?onComplete:Null<Dynamic->Void>, ?onError:Null<CallError->Void>):Void
{
try
{
ngSaveSlot?.load(function(outcome:SaveSlotOutcome):Void {
switch (outcome)
{
case SUCCESS(value):
trace('[NEWGROUNDS] Loaded save slot with the ID of ${ngSaveSlot?.id}!');
#if FEATURE_DEBUG_FUNCTIONS
trace('Save Slot Data:');
trace(value);
#end
if (onComplete != null && value != null)
{
var decodedData:Dynamic = haxe.Unserializer.run(value);
onComplete(decodedData);
}
case FAIL(error):
trace('[NEWGROUNDS] Failed to load save slot with the ID of ${ngSaveSlot?.id}!');
trace(error);
if (onError != null)
{
onError(error);
}
}
});
}
catch (error:String)
{
trace('[NEWGROUNDS] Failed to load save slot with the ID of ${ngSaveSlot?.id}!');
trace(error);
if (onError != null)
{
onError(RESPONSE({message: error, code: 500}));
}
}
}
public function clear():Void
{
try
{
ngSaveSlot?.clear(function(outcome:Outcome<CallError>) {
switch (outcome)
{
case SUCCESS:
trace('[NEWGROUNDS] Successfully cleared save slot!');
case FAIL(error):
trace('[NEWGROUNDS] Failed to clear save slot!');
trace(error);
}
});
}
catch (error:String)
{
trace('[NEWGROUNDS] Failed to clear save slot!');
trace(error);
}
}
public function checkSlot():Void
{
trace('[NEWGROUNDS] Checking save slot with the ID of ${ngSaveSlot?.id}...');
trace(' Is null? ${ngSaveSlot == null}');
trace(' Is empty? ${ngSaveSlot?.isEmpty() ?? false}');
}
}
#end

View file

@ -10,6 +10,7 @@ import io.newgrounds.NGLite.LoginOutcome;
import io.newgrounds.NGLite.LoginFail;
import io.newgrounds.objects.events.Outcome;
import io.newgrounds.utils.MedalList;
import io.newgrounds.utils.SaveSlotList;
import io.newgrounds.utils.ScoreBoardList;
import io.newgrounds.objects.User;
@ -29,6 +30,7 @@ class NewgroundsClient
public var user(get, never):Null<User>;
public var medals(get, never):Null<MedalList>;
public var leaderboards(get, never):Null<ScoreBoardList>;
public var saveSlots(get, never):Null<SaveSlotList>;
private function new()
{
@ -236,6 +238,8 @@ class NewgroundsClient
trace('[NEWGROUNDS] Submitting leaderboard request...');
NG.core.scoreBoards.loadList(onFetchedLeaderboards);
trace('[NEWGROUNDS] Submitting save slot request...');
NG.core.saveSlots.loadList(onFetchedSaveSlots);
}
function onLoginFailed(result:LoginFail):Void
@ -301,6 +305,13 @@ class NewgroundsClient
// trace(funkin.api.newgrounds.Leaderboards.listLeaderboardData());
}
function onFetchedSaveSlots(outcome:Outcome<CallError>):Void
{
trace('[NEWGROUNDS] Fetched save slots!');
NGSaveSlot.instance.checkSlot();
}
function get_user():Null<User>
{
if (NG.core == null || !this.isLoggedIn()) return null;
@ -319,6 +330,12 @@ class NewgroundsClient
return NG.core.scoreBoards;
}
function get_saveSlots():Null<SaveSlotList>
{
if (NG.core == null || !this.isLoggedIn()) return null;
return NG.core.saveSlots;
}
static function getSessionId():Null<String>
{
#if js

View file

@ -112,6 +112,16 @@ interface IBPMSyncedScriptedClass extends IScriptedClass
*/
interface IPlayStateScriptedClass extends INoteScriptedClass extends IBPMSyncedScriptedClass
{
/**
* Called after `PlayState` creation, right before the countdown starts.
*/
public function onPlayStateCreate(event:ScriptEvent):Void;
/**
* Called immediately before `PlayState` cleanup.
*/
public function onPlayStateClose(event:ScriptEvent):Void;
/**
* Called when the game is paused.
* Has properties to set whether the pause easter egg will happen,
@ -191,3 +201,21 @@ interface IDialogueScriptedClass extends IScriptedClass
public function onDialogueSkip(event:DialogueScriptEvent):Void;
public function onDialogueEnd(event:DialogueScriptEvent):Void;
}
/**
* Defines a set of callbacks available to scripted classes which are global and not tied to a specific state.
*/
interface IGlobalScriptedClass extends IPlayStateScriptedClass extends IStateChangingScriptedClass
{
/**
* Called when the game is first initialized, before the title screen appears.
* This event is only called once.
*/
public function onGameInit(event:ScriptEvent):Void;
/**
* Called when the game is closed for any reason.
* This event is only called once.
*/
public function onGameClose(event:GameCloseScriptEvent):Void;
}

View file

@ -556,3 +556,20 @@ class PauseScriptEvent extends ScriptEvent
this.gitaroo = gitaroo;
}
}
/**
* An event which is called when the game is closed for any reason.
*/
class GameCloseScriptEvent extends ScriptEvent
{
/**
* The exit code. Any non-zero value is likely an error.
*/
public var exitCode(default, null):Int;
public function new(exitCode:Int):Void
{
super(GAME_CLOSE, false);
this.exitCode = exitCode;
}
}

View file

@ -1,6 +1,5 @@
package funkin.modding.events;
import funkin.modding.IScriptedClass.IPlayStateScriptedClass;
import funkin.modding.IScriptedClass;
/**
@ -118,6 +117,12 @@ class ScriptEventDispatcher
var t:IPlayStateScriptedClass = cast(target, IPlayStateScriptedClass);
switch (event.type)
{
case PLAYSTATE_CREATE:
t.onPlayStateCreate(event);
return;
case PLAYSTATE_CLOSE:
t.onPlayStateClose(event);
return;
case NOTE_GHOST_MISS:
t.onNoteGhostMiss(cast event);
return;
@ -190,6 +195,21 @@ class ScriptEventDispatcher
default: // Continue;
}
}
if (Std.isOfType(target, IGlobalScriptedClass))
{
var t = cast(target, IGlobalScriptedClass);
switch (event.type)
{
case GAME_INIT:
t.onGameInit(event);
return;
case GAME_CLOSE:
t.onGameClose(cast event);
return;
default: // Continue;
}
}
else
{
// Prevent "NO HELPER error."

View file

@ -3,6 +3,22 @@ package funkin.modding.events;
@:nullSafety
enum abstract ScriptEventType(String) from String to String
{
/**
* Called when the game is first initialized, before the title screen appears.
* This event is only called once.
*
* This event is not cancelable.
*/
var GAME_INIT = 'GAME_INIT';
/**
* Called when the game is closed for any reason.
* This event is only called once.
*
* This event is not cancelable.
*/
var GAME_CLOSE = 'GAME_CLOSE';
/**
* Called when the relevant object is created.
* Keep in mind that the constructor may be called before the object is needed,
@ -36,6 +52,20 @@ enum abstract ScriptEventType(String) from String to String
*/
var UPDATE = 'UPDATE';
/**
* Called after `PlayState` creation, right before the countdown starts.
*
* This event is not cancelable.
*/
var PLAYSTATE_CREATE = 'PLAYSTATE_CREATE';
/**
* Called immediately before `PlayState` cleanup.
*
* This event is not cancelable.
*/
var PLAYSTATE_CLOSE = 'PLAYSTATE_CLOSE';
/**
* Called when the player moves to pause the game.
*

View file

@ -1,7 +1,6 @@
package funkin.modding.module;
import funkin.modding.IScriptedClass.IPlayStateScriptedClass;
import funkin.modding.IScriptedClass.IStateChangingScriptedClass;
import funkin.modding.IScriptedClass.IGlobalScriptedClass;
import funkin.modding.events.ScriptEvent;
/**
@ -9,7 +8,7 @@ import funkin.modding.events.ScriptEvent;
* You may have the module active at all times, or only when another script enables it.
*/
@:nullSafety
class Module implements IPlayStateScriptedClass implements IStateChangingScriptedClass
class Module implements IGlobalScriptedClass
{
/**
* Whether the module is currently active.
@ -64,14 +63,26 @@ class Module implements IPlayStateScriptedClass implements IStateChangingScripte
public function onScriptEvent(event:ScriptEvent) {}
/**
* Called when the module is first created.
* This happens before the title screen appears!
* Called when the game is first initialized, before the title screen appears.
* This happens only once, immediately after the module's first `onCreate` event.
*/
public function onGameInit(event:ScriptEvent) {}
/**
* Called when the game is closed for any reason.
* This happens only once, immediately before the module's last `onDestroy` event.
*/
public function onGameClose(event:GameCloseScriptEvent) {}
/**
* Called when the module is created.
* This happens when the game is first initialized or after a mod reload.
*/
public function onCreate(event:ScriptEvent) {}
/**
* Called when a module is destroyed.
* This currently only happens when reloading modules with F5.
* This happens when reloading modules with F5 or when the game is closed.
*/
public function onDestroy(event:ScriptEvent) {}
@ -80,6 +91,16 @@ class Module implements IPlayStateScriptedClass implements IStateChangingScripte
*/
public function onUpdate(event:UpdateScriptEvent) {}
/**
* Called after `PlayState` creation, right before the countdown starts.
*/
public function onPlayStateCreate(event:ScriptEvent) {}
/**
* Called immediately before `PlayState` cleanup.
*/
public function onPlayStateClose(event:ScriptEvent) {}
/**
* Called when the game is paused.
*/

View file

@ -6,6 +6,7 @@ import funkin.modding.events.ScriptEvent;
import funkin.modding.events.ScriptEventDispatcher;
import funkin.modding.module.Module;
import funkin.modding.module.ScriptedModule;
import funkin.util.WindowUtil;
/**
* Utility functions for loading and manipulating active modules.
@ -47,11 +48,15 @@ class ModuleHandler
reorderModuleCache();
trace("[MODULEHANDLER] Module cache loaded.");
callEvent(new ScriptEvent(CREATE, false), true);
}
public static function buildModuleCallbacks():Void
{
FlxG.signals.postStateSwitch.add(onStateSwitchComplete);
WindowUtil.windowExit.add(callOnGameClose);
}
static function onStateSwitchComplete():Void
@ -127,9 +132,14 @@ class ModuleHandler
var event = new ScriptEvent(DESTROY, false);
// Note: Ignore stopPropagation()
for (key => value in moduleCache)
for (i in 0...modulePriorityOrder.length)
{
ScriptEventDispatcher.callEvent(value, event);
final moduleId:String = modulePriorityOrder[modulePriorityOrder.length - 1 - i];
final module:Module = moduleCache.get(moduleId);
if (module != null)
{
ScriptEventDispatcher.callEvent(module, event);
}
}
moduleCache.clear();
@ -137,21 +147,26 @@ class ModuleHandler
}
}
public static function callEvent(event:ScriptEvent):Void
public static function callEvent(event:ScriptEvent, force:Bool = false):Void
{
for (moduleId in modulePriorityOrder)
{
var module:Null<Module> = moduleCache.get(moduleId);
// The module needs to be active to receive events.
if (module != null && module.active)
if (module != null && (module.active || force))
{
ScriptEventDispatcher.callEvent(module, event);
}
}
}
public static inline function callOnCreate():Void
public static inline function callOnGameInit():Void
{
callEvent(new ScriptEvent(CREATE, false));
callEvent(new ScriptEvent(GAME_INIT, false));
}
public static inline function callOnGameClose(exitCode:Int):Void
{
callEvent(new GameCloseScriptEvent(exitCode));
}
}

View file

@ -802,6 +802,9 @@ class PlayState extends MusicBeatSubState
FlxG.worldBounds.set(0, 0, FlxG.width, FlxG.height);
// Dispatch the `PlayState` create event.
dispatchEvent(new ScriptEvent(PLAYSTATE_CREATE, false));
// The song is loaded and in the process of starting.
// This gets set back to false when the chart actually starts.
startingSong = true;
@ -1381,7 +1384,7 @@ class PlayState extends MusicBeatSubState
// Modules should get the first chance to cancel the event.
// super.dispatchEvent(event) dispatches event to module scripts.
super.dispatchEvent(event);
if (event.type != DESTROY) super.dispatchEvent(event);
// Dispatch event to note kind scripts
NoteKindManager.callEvent(event);
@ -3378,11 +3381,18 @@ class PlayState extends MusicBeatSubState
super.close();
}
private var cleanupDone:Bool = false;
/**
* Perform necessary cleanup before leaving the PlayState.
*/
* Perform necessary cleanup before leaving the PlayState.
*/
function performCleanup():Void
{
if (cleanupDone) return;
// Dispatch the `PlayState` close event.
dispatchEvent(new ScriptEvent(PLAYSTATE_CLOSE, false));
// If the camera is being tweened, stop it.
cancelAllCameraTweens();
@ -3443,6 +3453,8 @@ class PlayState extends MusicBeatSubState
// Clear the static reference to this state.
instance = null;
cleanupDone = true;
}
/**

View file

@ -619,6 +619,10 @@ class Song implements IPlayStateScriptedClass implements IRegistryEntry<SongMeta
}
}
public function onPlayStateCreate(event:ScriptEvent):Void {};
public function onPlayStateClose(event:ScriptEvent):Void {};
public function onPause(event:PauseScriptEvent):Void {};
public function onResume(event:ScriptEvent):Void {};

View file

@ -357,6 +357,10 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
return output;
}
public function onPlayStateCreate(event:ScriptEvent) {}
public function onPlayStateClose(event:ScriptEvent) {}
public function onPause(event:PauseScriptEvent) {}
public function onResume(event:ScriptEvent) {}

View file

@ -865,6 +865,10 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
}
}
public function onPlayStateCreate(event:ScriptEvent) {}
public function onPlayStateClose(event:ScriptEvent) {}
public function onPause(event:PauseScriptEvent) {}
public function onResume(event:ScriptEvent) {}

View file

@ -1356,6 +1356,45 @@ class Save
{
FileUtil.saveFile(haxe.io.Bytes.ofString(this.serialize()), [FileUtil.FILE_FILTER_JSON], null, null, './save.json', 'Write save data as JSON...');
}
#if FEATURE_NEWGROUNDS
public static function saveToNewgrounds():Void
{
if (_instance == null) return;
trace('[SAVE] Saving Save Data to Newgrounds...');
funkin.api.newgrounds.NGSaveSlot.instance.save(_instance.data);
}
public static function loadFromNewgrounds(onFinish:Void->Void):Void
{
trace('[SAVE] Loading Save Data from Newgrounds...');
funkin.api.newgrounds.NGSaveSlot.instance.load(function(data:Dynamic) {
FlxG.save.bind('$SAVE_NAME${BASE_SAVE_SLOT}', SAVE_PATH);
if (FlxG.save.status != EMPTY)
{
// best i can do in case the NG file is corrupted or something along those lines
var backupSlot:Int = Save.archiveBadSaveData(FlxG.save.data);
trace('[SAVE] Backed up current save data in case of emergency to $backupSlot!');
}
FlxG.save.erase();
FlxG.save.bind('$SAVE_NAME${BASE_SAVE_SLOT}', SAVE_PATH); // forces regeneration of the file as erase deletes it
var gameSave = SaveDataMigrator.migrate(data);
FlxG.save.mergeData(gameSave.data, true);
_instance = gameSave;
onFinish();
}, function(error:io.newgrounds.Call.CallError) {
var errorMsg:String = io.newgrounds.Call.CallErrorTools.toString(error);
var msg = 'There was an error loading your save data from Newgrounds.';
msg += '\n${errorMsg}';
msg += '\nAre you sure you are connected to the internet?';
lime.app.Application.current.window.alert(msg, "Newgrounds Save Slot Failure");
});
}
#end
}
/**

View file

@ -69,7 +69,8 @@ class OptionsState extends MusicBeatState
optionsCodex = new Codex<OptionsMenuPageName>(Options);
add(optionsCodex);
var options:OptionsMenu = optionsCodex.addPage(Options, new OptionsMenu());
var saveData:SaveDataMenu = optionsCodex.addPage(SaveData, new SaveDataMenu());
var options:OptionsMenu = optionsCodex.addPage(Options, new OptionsMenu(saveData));
var preferences:PreferencesMenu = optionsCodex.addPage(Preferences, new PreferencesMenu());
var controls:ControlsMenu = optionsCodex.addPage(Controls, new ControlsMenu());
#if FEATURE_INPUT_OFFSETS
@ -84,6 +85,7 @@ class OptionsState extends MusicBeatState
#if FEATURE_INPUT_OFFSETS
offsets.onExit.add(exitOffsets);
#end
saveData.onExit.add(optionsCodex.switchPage.bind(Options));
}
else
{
@ -159,7 +161,7 @@ class OptionsMenu extends Page<OptionsMenuPageName>
final CAMERA_MARGIN:Int = 150;
public function new()
public function new(saveDataMenu:SaveDataMenu)
{
super();
add(items = new TextMenuList());
@ -227,9 +229,19 @@ class OptionsMenu extends Page<OptionsMenuPageName>
});
}
#end
createItem("CLEAR SAVE DATA", function() {
promptClearSaveData();
});
// no need to show an entire new menu for just one option
if (saveDataMenu.hasMultipleOptions())
{
createItem("SAVE DATA OPTIONS", function() {
codex.switchPage(SaveData);
});
}
else
{
createItem("CLEAR SAVE DATA", saveDataMenu.openSaveDataPrompt);
}
#if NO_FEATURE_TOUCH_CONTROLS
createItem("EXIT", exit);
#else
@ -277,7 +289,6 @@ class OptionsMenu extends Page<OptionsMenuPageName>
override function update(elapsed:Float):Void
{
enabled = (prompt == null);
#if FEATURE_TOUCH_CONTROLS
backButton.active = (!goingBack) ? !items.busy : true;
#end
@ -298,31 +309,6 @@ class OptionsMenu extends Page<OptionsMenuPageName>
{
return items.length > 2;
}
var prompt:Prompt;
function promptClearSaveData():Void
{
if (prompt != null) return;
prompt = new Prompt("This will delete
\nALL your save data.
\nAre you sure?
", Custom("Delete", "Cancel"));
prompt.create();
prompt.createBgFromMargin(100, 0xFFFAFD6D);
prompt.back.scrollFactor.set(0, 0);
add(prompt);
prompt.onYes = function() {
// Clear the save data.
funkin.save.Save.clearData();
FlxG.switchState(() -> new funkin.InitState());
};
prompt.onNo = function() {
prompt.close();
prompt.destroy();
prompt = null;
};
}
}
enum abstract OptionsMenuPageName(String) to PageName
@ -333,4 +319,5 @@ enum abstract OptionsMenuPageName(String) to PageName
var Mods = "mods";
var Preferences = "preferences";
var Offsets = "offsets";
var SaveData = "saveData";
}

View file

@ -0,0 +1,125 @@
package funkin.ui.options;
#if FEATURE_NEWGROUNDS
import funkin.api.newgrounds.NewgroundsClient;
#end
import funkin.save.Save;
class SaveDataMenu extends Page<OptionsState.OptionsMenuPageName>
{
var items:TextMenuList;
public function new()
{
super();
add(items = new TextMenuList());
createItem("CLEAR SAVE DATA", openSaveDataPrompt);
#if FEATURE_NEWGROUNDS
if (NewgroundsClient.instance.isLoggedIn())
{
createItem("LOAD FROM NG", function() {
openConfirmPrompt("This will overwrite
\nALL your save data.
\nAre you sure?
", "Overwrite", function() {
Save.loadFromNewgrounds(function() {
FlxG.switchState(() -> new funkin.InitState());
});
});
});
createItem("SAVE TO NG", function() {
openConfirmPrompt("This will overwrite
\nALL save data saved
\non NG. Are you sure?", "Overwrite", function() {
Save.saveToNewgrounds();
});
});
createItem("CLEAR NG SAVE DATA", function() {
openConfirmPrompt("This will delete
\nALL save data saved
\non NG. Are you sure?", "Delete", function() {
funkin.api.newgrounds.NGSaveSlot.instance.clear();
});
});
}
#end
createItem("EXIT", exit);
}
function createItem(name:String, callback:Void->Void, fireInstantly = false)
{
var item = items.createItem(0, 100 + items.length * 100, name, BOLD, callback);
item.fireInstantly = fireInstantly;
item.screenCenter(X);
return item;
}
override function update(elapsed:Float)
{
enabled = (prompt == null);
super.update(elapsed);
}
override function set_enabled(value:Bool)
{
items.enabled = value;
return super.set_enabled(value);
}
var prompt:Prompt;
function openConfirmPrompt(text:String, yesText:String, onYes:Void->Void, ?groupToOpenOn:Null<flixel.group.FlxGroup>):Void
{
if (prompt != null) return;
prompt = new Prompt(text, Custom(yesText, "Cancel"));
prompt.create();
prompt.createBgFromMargin(100, 0xFFFAFD6D);
prompt.back.scrollFactor.set(0, 0);
FlxG.state.add(prompt);
prompt.onYes = function() {
onYes();
if (prompt != null)
{
prompt.close();
prompt.destroy();
prompt = null;
}
};
prompt.onNo = function() {
prompt.close();
prompt.destroy();
prompt = null;
}
}
public function openSaveDataPrompt()
{
openConfirmPrompt("This will delete
\nALL your save data.
\nAre you sure?
", "Delete", function() {
// Clear the save data.
Save.clearData();
FlxG.switchState(() -> new funkin.InitState());
});
}
/**
* True if this page has multiple options, excluding the exit option.
* If false, there's no reason to ever show this page.
*/
public function hasMultipleOptions():Bool
{
return items.length > 2;
}
}

View file

@ -102,12 +102,19 @@ class WindowUtil
*/
public static final windowExit:FlxTypedSignal<Int->Void> = new FlxTypedSignal<Int->Void>();
/**
* Has `initWindowEvents()` been called already?
* This is to prevent multiple instances of the same function.
*/
private static var _initializedWindowEvents:Bool = false;
/**
* Wires up FlxSignals that happen based on window activity.
* For example, we can run a callback when the window is closed.
*/
public static function initWindowEvents():Void
{
if (_initializedWindowEvents) return; // Fix that annoying
// onUpdate is called every frame just before rendering.
// onExit is called when the game window is closed.
@ -137,6 +144,7 @@ class WindowUtil
}
});
#end
_initializedWindowEvents = true;
}
/**