package funkin.input; import flixel.input.gamepad.FlxGamepad; import flixel.util.FlxDirectionFlags; import flixel.FlxObject; import flixel.input.FlxInput; import flixel.input.actions.FlxAction; import flixel.input.actions.FlxActionInput; import flixel.input.actions.FlxActionInputAnalog.FlxActionInputAnalogClickAndDragMouseMotion; import flixel.input.actions.FlxActionInputDigital; import flixel.input.actions.FlxActionManager; import flixel.input.actions.FlxActionSet; import flixel.input.android.FlxAndroidKey; import flixel.input.gamepad.FlxGamepadButton; import flixel.input.gamepad.FlxGamepadInputID; import flixel.input.keyboard.FlxKey; import flixel.input.mouse.FlxMouseButton.FlxMouseButtonID; import flixel.math.FlxAngle; import flixel.math.FlxPoint; import flixel.util.FlxColor; import flixel.util.FlxTimer; import lime.ui.Haptic; /** * A core class which handles receiving player input and interpreting it into game actions. */ class Controls extends FlxActionSet { /** * A list of actions that a player would invoke via some input device. * Uses FlxActions to funnel various inputs to a single action. */ var _ui_up = new FunkinAction(Action.UI_UP); var _ui_left = new FunkinAction(Action.UI_LEFT); var _ui_right = new FunkinAction(Action.UI_RIGHT); var _ui_down = new FunkinAction(Action.UI_DOWN); var _ui_upP = new FunkinAction(Action.UI_UP_P); var _ui_leftP = new FunkinAction(Action.UI_LEFT_P); var _ui_rightP = new FunkinAction(Action.UI_RIGHT_P); var _ui_downP = new FunkinAction(Action.UI_DOWN_P); var _ui_upR = new FunkinAction(Action.UI_UP_R); var _ui_leftR = new FunkinAction(Action.UI_LEFT_R); var _ui_rightR = new FunkinAction(Action.UI_RIGHT_R); var _ui_downR = new FunkinAction(Action.UI_DOWN_R); var _note_up = new FunkinAction(Action.NOTE_UP); var _note_left = new FunkinAction(Action.NOTE_LEFT); var _note_right = new FunkinAction(Action.NOTE_RIGHT); var _note_down = new FunkinAction(Action.NOTE_DOWN); var _note_upP = new FunkinAction(Action.NOTE_UP_P); var _note_leftP = new FunkinAction(Action.NOTE_LEFT_P); var _note_rightP = new FunkinAction(Action.NOTE_RIGHT_P); var _note_downP = new FunkinAction(Action.NOTE_DOWN_P); var _note_upR = new FunkinAction(Action.NOTE_UP_R); var _note_leftR = new FunkinAction(Action.NOTE_LEFT_R); var _note_rightR = new FunkinAction(Action.NOTE_RIGHT_R); var _note_downR = new FunkinAction(Action.NOTE_DOWN_R); var _accept = new FunkinAction(Action.ACCEPT); var _back = new FunkinAction(Action.BACK); var _pause = new FunkinAction(Action.PAUSE); var _reset = new FunkinAction(Action.RESET); var _screenshot = new FunkinAction(Action.SCREENSHOT); var _cutscene_advance = new FunkinAction(Action.CUTSCENE_ADVANCE); var _debug_menu = new FunkinAction(Action.DEBUG_MENU); var _debug_chart = new FunkinAction(Action.DEBUG_CHART); var _debug_stage = new FunkinAction(Action.DEBUG_STAGE); var _volume_up = new FunkinAction(Action.VOLUME_UP); var _volume_down = new FunkinAction(Action.VOLUME_DOWN); var _volume_mute = new FunkinAction(Action.VOLUME_MUTE); var _fullscreen = new FunkinAction(Action.FULLSCREEN); var byName:Map = new Map(); public var gamepadsAdded:Array = []; public var keyboardScheme = KeyboardScheme.None; public var UI_UP(get, never):Bool; inline function get_UI_UP() return _ui_up.checkPressed(); public var UI_LEFT(get, never):Bool; inline function get_UI_LEFT() return _ui_left.checkPressed(); public var UI_RIGHT(get, never):Bool; inline function get_UI_RIGHT() return _ui_right.checkPressed(); public var UI_DOWN(get, never):Bool; inline function get_UI_DOWN() return _ui_down.checkPressed(); public var UI_UP_P(get, never):Bool; inline function get_UI_UP_P() return _ui_up.checkJustPressed(); public var UI_LEFT_P(get, never):Bool; inline function get_UI_LEFT_P() return _ui_left.checkJustPressed(); public var UI_RIGHT_P(get, never):Bool; inline function get_UI_RIGHT_P() return _ui_right.checkJustPressed(); public var UI_DOWN_P(get, never):Bool; inline function get_UI_DOWN_P() return _ui_down.checkJustPressed(); public var UI_UP_R(get, never):Bool; inline function get_UI_UP_R() return _ui_up.checkJustReleased(); public var UI_LEFT_R(get, never):Bool; inline function get_UI_LEFT_R() return _ui_left.checkJustReleased(); public var UI_RIGHT_R(get, never):Bool; inline function get_UI_RIGHT_R() return _ui_right.checkJustReleased(); public var UI_DOWN_R(get, never):Bool; inline function get_UI_DOWN_R() return _ui_down.checkJustReleased(); public var UI_UP_GAMEPAD(get, never):Bool; inline function get_UI_UP_GAMEPAD() return _ui_up.checkPressedGamepad(); public var UI_LEFT_GAMEPAD(get, never):Bool; inline function get_UI_LEFT_GAMEPAD() return _ui_left.checkPressedGamepad(); public var UI_RIGHT_GAMEPAD(get, never):Bool; inline function get_UI_RIGHT_GAMEPAD() return _ui_right.checkPressedGamepad(); public var UI_DOWN_GAMEPAD(get, never):Bool; inline function get_UI_DOWN_GAMEPAD() return _ui_down.checkPressedGamepad(); public var NOTE_UP(get, never):Bool; inline function get_NOTE_UP() return _note_up.checkPressed(); public var NOTE_LEFT(get, never):Bool; inline function get_NOTE_LEFT() return _note_left.checkPressed(); public var NOTE_RIGHT(get, never):Bool; inline function get_NOTE_RIGHT() return _note_right.checkPressed(); public var NOTE_DOWN(get, never):Bool; inline function get_NOTE_DOWN() return _note_down.checkPressed(); public var NOTE_UP_P(get, never):Bool; inline function get_NOTE_UP_P() return _note_up.checkJustPressed(); public var NOTE_LEFT_P(get, never):Bool; inline function get_NOTE_LEFT_P() return _note_left.checkJustPressed(); public var NOTE_RIGHT_P(get, never):Bool; inline function get_NOTE_RIGHT_P() return _note_right.checkJustPressed(); public var NOTE_DOWN_P(get, never):Bool; inline function get_NOTE_DOWN_P() return _note_down.checkJustPressed(); public var NOTE_UP_R(get, never):Bool; inline function get_NOTE_UP_R() return _note_up.checkJustReleased(); public var NOTE_LEFT_R(get, never):Bool; inline function get_NOTE_LEFT_R() return _note_left.checkJustReleased(); public var NOTE_RIGHT_R(get, never):Bool; inline function get_NOTE_RIGHT_R() return _note_right.checkJustReleased(); public var NOTE_DOWN_R(get, never):Bool; inline function get_NOTE_DOWN_R() return _note_down.checkJustReleased(); public var ACCEPT(get, never):Bool; inline function get_ACCEPT() return _accept.check(); public var BACK(get, never):Bool; inline function get_BACK() return _back.check(); public var PAUSE(get, never):Bool; inline function get_PAUSE() return _pause.check(); public var RESET(get, never):Bool; inline function get_RESET() return _reset.check(); public var SCREENSHOT(get, never):Bool; inline function get_SCREENSHOT() return _screenshot.check(); public var CUTSCENE_ADVANCE(get, never):Bool; inline function get_CUTSCENE_ADVANCE() return _cutscene_advance.check(); public var DEBUG_MENU(get, never):Bool; inline function get_DEBUG_MENU() return _debug_menu.check(); public var DEBUG_CHART(get, never):Bool; inline function get_DEBUG_CHART() return _debug_chart.check(); public var DEBUG_STAGE(get, never):Bool; inline function get_DEBUG_STAGE() return _debug_stage.check(); public var VOLUME_UP(get, never):Bool; inline function get_VOLUME_UP() return _volume_up.check(); public var VOLUME_DOWN(get, never):Bool; inline function get_VOLUME_DOWN() return _volume_down.check(); public var VOLUME_MUTE(get, never):Bool; inline function get_VOLUME_MUTE() return _volume_mute.check(); public var FULLSCREEN(get, never):Bool; inline function get_FULLSCREEN() return _fullscreen.check(); public function new(name, scheme:KeyboardScheme = null) { super(name); add(_ui_up); add(_ui_left); add(_ui_right); add(_ui_down); add(_note_up); add(_note_left); add(_note_right); add(_note_down); add(_accept); add(_back); add(_pause); add(_reset); add(_screenshot); add(_cutscene_advance); add(_debug_menu); add(_debug_chart); add(_debug_stage); add(_volume_up); add(_volume_down); add(_volume_mute); add(_fullscreen); for (action in digitalActions) { if (Std.isOfType(action, FunkinAction)) { var funkinAction:FunkinAction = cast action; byName[funkinAction.name] = funkinAction; if (funkinAction.namePressed != null) byName[funkinAction.namePressed] = funkinAction; if (funkinAction.nameReleased != null) byName[funkinAction.nameReleased] = funkinAction; } } if (scheme == null) scheme = None; setKeyboardScheme(scheme, false); } override function update() { super.update(); } public function check(name:Action, trigger:FlxInputState = JUST_PRESSED, gamepadOnly:Bool = false):Bool { #if debug if (!byName.exists(name)) throw 'Invalid name: $name'; #end var action = byName[name]; if (gamepadOnly) return action.checkFiltered(trigger, GAMEPAD); else return action.checkFiltered(trigger); } public function getKeysForAction(name:Action):Array { #if debug if (!byName.exists(name)) throw 'Invalid name: $name'; #end // TODO: Revert to `.map().filter()` once HashLink doesn't complain anymore. var result:Array = []; for (input in byName[name].inputs) { if (input.device == KEYBOARD) result.push(input.inputID); } return result; } public function getButtonsForAction(name:Action):Array { #if debug if (!byName.exists(name)) throw 'Invalid name: $name'; #end var result:Array = []; for (input in byName[name].inputs) { if (input.device == GAMEPAD) result.push(input.inputID); } return result; } public function getDialogueName(action:FlxActionDigital):String { var input = action.inputs[0]; return switch (input.device) { case KEYBOARD: return '[${(input.inputID : FlxKey)}]'; case GAMEPAD: return '(${(input.inputID : FlxGamepadInputID)})'; case device: throw 'unhandled device: $device'; } } public function getDialogueNameFromToken(token:String):String { return getDialogueName(getActionFromControl(Control.createByName(token.toUpperCase()))); } function getActionFromControl(control:Control):FlxActionDigital { return switch(control) { case UI_UP: _ui_up; case UI_DOWN: _ui_down; case UI_LEFT: _ui_left; case UI_RIGHT: _ui_right; case NOTE_UP: _note_up; case NOTE_DOWN: _note_down; case NOTE_LEFT: _note_left; case NOTE_RIGHT: _note_right; case ACCEPT: _accept; case BACK: _back; case PAUSE: _pause; case RESET: _reset; case SCREENSHOT: _screenshot; case CUTSCENE_ADVANCE: _cutscene_advance; case DEBUG_MENU: _debug_menu; case DEBUG_CHART: _debug_chart; case DEBUG_STAGE: _debug_stage; case VOLUME_UP: _volume_up; case VOLUME_DOWN: _volume_down; case VOLUME_MUTE: _volume_mute; case FULLSCREEN: _fullscreen; } } static function init():Void { var actions = new FlxActionManager(); FlxG.inputs.add(actions); } /** * Calls a function passing each action bound by the specified control * @param control * @param func * @return ->Void) */ function forEachBound(control:Control, func:FlxActionDigital->FlxInputState->Void) { switch(control) { case UI_UP: func(_ui_up, PRESSED); func(_ui_up, JUST_PRESSED); func(_ui_up, JUST_RELEASED); case UI_LEFT: func(_ui_left, PRESSED); func(_ui_left, JUST_PRESSED); func(_ui_left, JUST_RELEASED); case UI_RIGHT: func(_ui_right, PRESSED); func(_ui_right, JUST_PRESSED); func(_ui_right, JUST_RELEASED); case UI_DOWN: func(_ui_down, PRESSED); func(_ui_down, JUST_PRESSED); func(_ui_down, JUST_RELEASED); case NOTE_UP: func(_note_up, PRESSED); func(_note_up, JUST_PRESSED); func(_note_up, JUST_RELEASED); case NOTE_LEFT: func(_note_left, PRESSED); func(_note_left, JUST_PRESSED); func(_note_left, JUST_RELEASED); case NOTE_RIGHT: func(_note_right, PRESSED); func(_note_right, JUST_PRESSED); func(_note_right, JUST_RELEASED); case NOTE_DOWN: func(_note_down, PRESSED); func(_note_down, JUST_PRESSED); func(_note_down, JUST_RELEASED); case ACCEPT: func(_accept, JUST_PRESSED); case BACK: func(_back, JUST_PRESSED); case PAUSE: func(_pause, JUST_PRESSED); case RESET: func(_reset, JUST_PRESSED); case SCREENSHOT: func(_screenshot, JUST_PRESSED); case CUTSCENE_ADVANCE: func(_cutscene_advance, JUST_PRESSED); case DEBUG_MENU: func(_debug_menu, JUST_PRESSED); case DEBUG_CHART: func(_debug_chart, JUST_PRESSED); case DEBUG_STAGE: func(_debug_stage, JUST_PRESSED); case VOLUME_UP: func(_volume_up, JUST_PRESSED); case VOLUME_DOWN: func(_volume_down, JUST_PRESSED); case VOLUME_MUTE: func(_volume_mute, JUST_PRESSED); case FULLSCREEN: func(_fullscreen, JUST_PRESSED); } } public function replaceBinding(control:Control, device:Device, toAdd:Int, toRemove:Int) { if (toAdd == toRemove) return; switch(device) { case Keys: forEachBound(control, function(action, state) replaceKey(action, toAdd, toRemove, state)); case Gamepad(id): forEachBound(control, function(action, state) replaceButton(action, id, toAdd, toRemove, state)); } } function replaceKey(action:FlxActionDigital, toAdd:FlxKey, toRemove:FlxKey, state:FlxInputState) { if (action.inputs.length == 0) { // Add the keybind, don't replace. addKeys(action, [toAdd], state); return; } var hasReplaced:Bool = false; for (i in 0...action.inputs.length) { var input = action.inputs[i]; if (input == null) continue; if (input.device == KEYBOARD && input.inputID == toRemove) { if (toAdd == FlxKey.NONE) { // Remove the keybind, don't replace. action.inputs.remove(input); } else { // Replace the keybind. @:privateAccess action.inputs[i].inputID = toAdd; } hasReplaced = true; } else if (input.device == KEYBOARD && input.inputID == toAdd) { // This key is already bound! if (hasReplaced) { // Remove the duplicate keybind, don't replace. action.inputs.remove(input); } else { hasReplaced = true; } } } if (!hasReplaced) { addKeys(action, [toAdd], state); } } function replaceButton(action:FlxActionDigital, deviceID:Int, toAdd:FlxGamepadInputID, toRemove:FlxGamepadInputID, state:FlxInputState) { if (action.inputs.length == 0) { addButtons(action, [toAdd], state, deviceID); return; } var hasReplaced:Bool = false; for (i in 0...action.inputs.length) { var input = action.inputs[i]; if (input == null) continue; if (isGamepad(input, deviceID) && input.inputID == toRemove) { @:privateAccess action.inputs[i].inputID = toAdd; hasReplaced = true; } } if (!hasReplaced) { addButtons(action, [toAdd], state, deviceID); } } public function copyFrom(controls:Controls, ?device:Device) { for (name in controls.byName.keys()) { var action = controls.byName[name]; for (input in action.inputs) { if (device == null || isDevice(input, device)) byName[name].add(cast input); } } switch(device) { case null: // add all for (gamepad in controls.gamepadsAdded) if (gamepadsAdded.indexOf(gamepad) == -1) gamepadsAdded.push(gamepad); mergeKeyboardScheme(controls.keyboardScheme); case Gamepad(id): gamepadsAdded.push(id); case Keys: mergeKeyboardScheme(controls.keyboardScheme); } } inline public function copyTo(controls:Controls, ?device:Device) { controls.copyFrom(this, device); } function mergeKeyboardScheme(scheme:KeyboardScheme):Void { if (scheme != None) { switch(keyboardScheme) { case None: keyboardScheme = scheme; default: keyboardScheme = Custom; } } } /** * Sets all actions that pertain to the binder to trigger when the supplied keys are used. * If binder is a literal you can inline this */ public function bindKeys(control:Control, keys:Array) { forEachBound(control, function(action, state) addKeys(action, keys, state)); } public function bindSwipe(control:Control, swipeDir:Int = FlxDirectionFlags.UP, ?swpLength:Float = 90) { forEachBound(control, function(action, press) action.add(new FlxActionInputDigitalMobileSwipeGameplay(swipeDir, press, swpLength))); } /** * Sets all actions that pertain to the binder to trigger when the supplied keys are used. * If binder is a literal you can inline this */ public function unbindKeys(control:Control, keys:Array) { forEachBound(control, function(action, _) removeKeys(action, keys)); } static function addKeys(action:FlxActionDigital, keys:Array, state:FlxInputState) { for (key in keys) { if (key == FlxKey.NONE) continue; // Ignore unbound keys. action.addKey(key, state); } } static function removeKeys(action:FlxActionDigital, keys:Array) { var i = action.inputs.length; while (i-- > 0) { var input = action.inputs[i]; if (input.device == KEYBOARD && keys.indexOf(cast input.inputID) != -1) action.remove(input); } } public function setKeyboardScheme(scheme:KeyboardScheme, reset = true) { if (reset) removeKeyboard(); keyboardScheme = scheme; bindKeys(Control.UI_UP, getDefaultKeybinds(scheme, Control.UI_UP)); bindKeys(Control.UI_DOWN, getDefaultKeybinds(scheme, Control.UI_DOWN)); bindKeys(Control.UI_LEFT, getDefaultKeybinds(scheme, Control.UI_LEFT)); bindKeys(Control.UI_RIGHT, getDefaultKeybinds(scheme, Control.UI_RIGHT)); bindKeys(Control.NOTE_UP, getDefaultKeybinds(scheme, Control.NOTE_UP)); bindKeys(Control.NOTE_DOWN, getDefaultKeybinds(scheme, Control.NOTE_DOWN)); bindKeys(Control.NOTE_LEFT, getDefaultKeybinds(scheme, Control.NOTE_LEFT)); bindKeys(Control.NOTE_RIGHT, getDefaultKeybinds(scheme, Control.NOTE_RIGHT)); bindKeys(Control.ACCEPT, getDefaultKeybinds(scheme, Control.ACCEPT)); bindKeys(Control.BACK, getDefaultKeybinds(scheme, Control.BACK)); bindKeys(Control.PAUSE, getDefaultKeybinds(scheme, Control.PAUSE)); bindKeys(Control.RESET, getDefaultKeybinds(scheme, Control.RESET)); bindKeys(Control.SCREENSHOT, getDefaultKeybinds(scheme, Control.SCREENSHOT)); bindKeys(Control.CUTSCENE_ADVANCE, getDefaultKeybinds(scheme, Control.CUTSCENE_ADVANCE)); bindKeys(Control.DEBUG_MENU, getDefaultKeybinds(scheme, Control.DEBUG_MENU)); bindKeys(Control.DEBUG_CHART, getDefaultKeybinds(scheme, Control.DEBUG_CHART)); bindKeys(Control.DEBUG_STAGE, getDefaultKeybinds(scheme, Control.DEBUG_STAGE)); bindKeys(Control.VOLUME_UP, getDefaultKeybinds(scheme, Control.VOLUME_UP)); bindKeys(Control.VOLUME_DOWN, getDefaultKeybinds(scheme, Control.VOLUME_DOWN)); bindKeys(Control.VOLUME_MUTE, getDefaultKeybinds(scheme, Control.VOLUME_MUTE)); bindKeys(Control.FULLSCREEN, getDefaultKeybinds(scheme, Control.FULLSCREEN)); bindMobileLol(); } function getDefaultKeybinds(scheme:KeyboardScheme, control:Control):Array { switch (scheme) { case Solo: switch (control) { case Control.UI_UP: return [W, FlxKey.UP]; case Control.UI_DOWN: return [S, FlxKey.DOWN]; case Control.UI_LEFT: return [A, FlxKey.LEFT]; case Control.UI_RIGHT: return [D, FlxKey.RIGHT]; case Control.NOTE_UP: return [W, FlxKey.UP]; case Control.NOTE_DOWN: return [S, FlxKey.DOWN]; case Control.NOTE_LEFT: return [A, FlxKey.LEFT]; case Control.NOTE_RIGHT: return [D, FlxKey.RIGHT]; case Control.ACCEPT: return [Z, SPACE, ENTER]; case Control.BACK: return [X, BACKSPACE, ESCAPE]; case Control.PAUSE: return [P, ENTER, ESCAPE]; case Control.RESET: return [R]; case Control.SCREENSHOT: return [F3]; // TODO: Change this back to PrintScreen case Control.CUTSCENE_ADVANCE: return [Z, ENTER]; case Control.DEBUG_MENU: return [GRAVEACCENT]; case Control.DEBUG_CHART: return []; case Control.DEBUG_STAGE: return []; case Control.VOLUME_UP: return [PLUS, NUMPADPLUS]; case Control.VOLUME_DOWN: return [MINUS, NUMPADMINUS]; case Control.VOLUME_MUTE: return [ZERO, NUMPADZERO]; case Control.FULLSCREEN: return [FlxKey.F]; } case Duo(true): switch (control) { case Control.UI_UP: return [W]; case Control.UI_DOWN: return [S]; case Control.UI_LEFT: return [A]; case Control.UI_RIGHT: return [D]; case Control.NOTE_UP: return [W]; case Control.NOTE_DOWN: return [S]; case Control.NOTE_LEFT: return [A]; case Control.NOTE_RIGHT: return [D]; case Control.ACCEPT: return [G, Z]; case Control.BACK: return [H, X]; case Control.PAUSE: return [ONE]; case Control.RESET: return [R]; case Control.SCREENSHOT: return [PRINTSCREEN]; case Control.CUTSCENE_ADVANCE: return [G, Z]; case Control.DEBUG_MENU: return [GRAVEACCENT]; case Control.DEBUG_CHART: return []; case Control.DEBUG_STAGE: return []; case Control.VOLUME_UP: return [PLUS]; case Control.VOLUME_DOWN: return [MINUS]; case Control.VOLUME_MUTE: return [ZERO]; case Control.FULLSCREEN: return [FlxKey.F]; } case Duo(false): switch (control) { case Control.UI_UP: return [FlxKey.UP]; case Control.UI_DOWN: return [FlxKey.DOWN]; case Control.UI_LEFT: return [FlxKey.LEFT]; case Control.UI_RIGHT: return [FlxKey.RIGHT]; case Control.NOTE_UP: return [FlxKey.UP]; case Control.NOTE_DOWN: return [FlxKey.DOWN]; case Control.NOTE_LEFT: return [FlxKey.LEFT]; case Control.NOTE_RIGHT: return [FlxKey.RIGHT]; case Control.ACCEPT: return [ENTER]; case Control.BACK: return [ESCAPE]; case Control.PAUSE: return [ONE]; case Control.RESET: return [R]; case Control.SCREENSHOT: return [PRINTSCREEN]; case Control.CUTSCENE_ADVANCE: return [ENTER]; case Control.DEBUG_MENU: return [GRAVEACCENT]; case Control.DEBUG_CHART: return []; case Control.DEBUG_STAGE: return []; case Control.VOLUME_UP: return [NUMPADPLUS]; case Control.VOLUME_DOWN: return [NUMPADMINUS]; case Control.VOLUME_MUTE: return [NUMPADZERO]; case Control.FULLSCREEN: return []; } default: // Fallthrough. } return []; } function bindMobileLol() { #if FLX_TOUCH // MAKE BETTER TOUCH BIND CODE bindSwipe(Control.NOTE_UP, FlxDirectionFlags.UP, 40); bindSwipe(Control.NOTE_DOWN, FlxDirectionFlags.DOWN, 40); bindSwipe(Control.NOTE_LEFT, FlxDirectionFlags.LEFT, 40); bindSwipe(Control.NOTE_RIGHT, FlxDirectionFlags.RIGHT, 40); // feels more like drag when up/down are inversed bindSwipe(Control.UI_UP, FlxDirectionFlags.DOWN); bindSwipe(Control.UI_DOWN, FlxDirectionFlags.UP); bindSwipe(Control.UI_LEFT, FlxDirectionFlags.LEFT); bindSwipe(Control.UI_RIGHT, FlxDirectionFlags.RIGHT); #end #if android forEachBound(Control.BACK, function(action, pres) { action.add(new FlxActionInputDigitalAndroid(FlxAndroidKey.BACK, JUST_PRESSED)); }); #end } function removeKeyboard() { for (action in this.digitalActions) { var i = action.inputs.length; while (i-- > 0) { var input = action.inputs[i]; if (input.device == KEYBOARD) action.remove(input); } } } public function addGamepadWithSaveData(id:Int, ?padData:Dynamic):Void { gamepadsAdded.push(id); fromSaveData(padData, Gamepad(id)); } public function getGamepadIds():Array { return gamepadsAdded; } public function getGamepads():Array { return [for (id in gamepadsAdded) FlxG.gamepads.getByID(id)]; } inline function addGamepadLiteral(id:Int, ?buttonMap:Map>):Void { gamepadsAdded.push(id); for (control in buttonMap.keys()) bindButtons(control, id, buttonMap[control]); } public function removeGamepad(deviceID:Int = FlxInputDeviceID.ALL):Void { for (action in this.digitalActions) { var i = action.inputs.length; while (i-- > 0) { var input = action.inputs[i]; if (isGamepad(input, deviceID)) action.remove(input); } } gamepadsAdded.remove(deviceID); } public function addDefaultGamepad(id):Void { addGamepadLiteral(id, [ Control.ACCEPT => getDefaultGamepadBinds(Control.ACCEPT), Control.BACK => getDefaultGamepadBinds(Control.BACK), Control.UI_UP => getDefaultGamepadBinds(Control.UI_UP), Control.UI_DOWN => getDefaultGamepadBinds(Control.UI_DOWN), Control.UI_LEFT => getDefaultGamepadBinds(Control.UI_LEFT), Control.UI_RIGHT => getDefaultGamepadBinds(Control.UI_RIGHT), // don't swap A/B or X/Y for switch on these. A is always the bottom face button Control.NOTE_UP => getDefaultGamepadBinds(Control.NOTE_UP), Control.NOTE_DOWN => getDefaultGamepadBinds(Control.NOTE_DOWN), Control.NOTE_LEFT => getDefaultGamepadBinds(Control.NOTE_LEFT), Control.NOTE_RIGHT => getDefaultGamepadBinds(Control.NOTE_RIGHT), Control.PAUSE => getDefaultGamepadBinds(Control.PAUSE), Control.RESET => getDefaultGamepadBinds(Control.RESET), // Control.SCREENSHOT => [], // Control.VOLUME_UP => [RIGHT_SHOULDER], // Control.VOLUME_DOWN => [LEFT_SHOULDER], // Control.VOLUME_MUTE => [RIGHT_TRIGGER], Control.CUTSCENE_ADVANCE => getDefaultGamepadBinds(Control.CUTSCENE_ADVANCE), // Control.DEBUG_MENU // Control.DEBUG_CHART ]); } function getDefaultGamepadBinds(control:Control):Array { switch(control) { case Control.ACCEPT: return [#if switch B #else A #end]; case Control.BACK: return [#if switch A #else B #end, FlxGamepadInputID.BACK]; case Control.UI_UP: return [DPAD_UP, LEFT_STICK_DIGITAL_UP]; case Control.UI_DOWN: return [DPAD_DOWN, LEFT_STICK_DIGITAL_DOWN]; case Control.UI_LEFT: return [DPAD_LEFT, LEFT_STICK_DIGITAL_LEFT]; case Control.UI_RIGHT: return [DPAD_RIGHT, LEFT_STICK_DIGITAL_RIGHT]; case Control.NOTE_UP: return [DPAD_UP, Y, LEFT_STICK_DIGITAL_UP, RIGHT_STICK_DIGITAL_UP]; case Control.NOTE_DOWN: return [DPAD_DOWN, A, LEFT_STICK_DIGITAL_DOWN, RIGHT_STICK_DIGITAL_DOWN]; case Control.NOTE_LEFT: return [DPAD_LEFT, X, LEFT_STICK_DIGITAL_LEFT, RIGHT_STICK_DIGITAL_LEFT]; case Control.NOTE_RIGHT: return [DPAD_RIGHT, B, LEFT_STICK_DIGITAL_RIGHT, RIGHT_STICK_DIGITAL_RIGHT]; case Control.PAUSE: return [START]; case Control.RESET: return [RIGHT_SHOULDER]; case Control.SCREENSHOT: return []; case Control.VOLUME_UP: return []; case Control.VOLUME_DOWN: return []; case Control.VOLUME_MUTE: return []; case Control.CUTSCENE_ADVANCE: return [A]; case Control.DEBUG_MENU: return []; case Control.DEBUG_CHART: return []; case Control.FULLSCREEN: return []; default: // Fallthrough. } return []; } /** * Sets all actions that pertain to the binder to trigger when the supplied keys are used. * If binder is a literal you can inline this */ public function bindButtons(control:Control, id, buttons) { forEachBound(control, function(action, state) addButtons(action, buttons, state, id)); } public function touchShit(control:Control, id) { forEachBound(control, function(action, state) { // action }); } /** * Sets all actions that pertain to the binder to trigger when the supplied keys are used. * If binder is a literal you can inline this */ public function unbindButtons(control:Control, gamepadID:Int, buttons) { forEachBound(control, function(action, _) removeButtons(action, gamepadID, buttons)); } inline static function addButtons(action:FlxActionDigital, buttons:Array, state, id) { for (button in buttons) { if (button == FlxGamepadInputID.NONE) continue; // Ignore unbound keys. action.addGamepad(button, state, id); } } static function removeButtons(action:FlxActionDigital, gamepadID:Int, buttons:Array) { var i = action.inputs.length; while (i-- > 0) { var input = action.inputs[i]; if (isGamepad(input, gamepadID) && buttons.indexOf(cast input.inputID) != -1) action.remove(input); } } public function getInputsFor(control:Control, device:Device, ?list:Array):Array { if (list == null) list = []; switch(device) { case Keys: for (input in getActionFromControl(control).inputs) { if (input.device == KEYBOARD) list.push(input.inputID); } case Gamepad(id): for (input in getActionFromControl(control).inputs) { if (isGamepad(input, id)) list.push(input.inputID); } } return list; } public function removeDevice(device:Device) { switch(device) { case Keys: setKeyboardScheme(None); case Gamepad(id): removeGamepad(id); } } /** * NOTE: When loading controls: * An EMPTY array means the control is uninitialized and needs to be reset to default. * An array with a single FlxKey.NONE means the control was intentionally unbound by the user. */ public function fromSaveData(data:Dynamic, device:Device) { for (control in Control.createAll()) { var inputs:Array = Reflect.field(data, control.getName()); inputs = inputs.unique(); if (inputs != null) { if (inputs.length == 0) { trace('Control ${control} is missing bindings, resetting to default.'); switch(device) { case Keys: bindKeys(control, getDefaultKeybinds(Solo, 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()); } } } else { trace('Control ${control} is missing bindings, resetting to default.'); switch(device) { case Keys: bindKeys(control, getDefaultKeybinds(Solo, control)); case Gamepad(id): bindButtons(control, id, getDefaultGamepadBinds(control)); } } } } /** * NOTE: When saving controls: * An EMPTY array means the control is uninitialized and needs to be reset to default. * An array with a single FlxKey.NONE means the control was intentionally unbound by the user. */ public function createSaveData(device:Device):Dynamic { var isEmpty = true; var data = {}; for (control in Control.createAll()) { var inputs = getInputsFor(control, device); isEmpty = isEmpty && inputs.length == 0; if (inputs.length == 0) { inputs = [FlxKey.NONE]; } else { inputs = inputs.unique(); } Reflect.setField(data, control.getName(), inputs); } return isEmpty ? null : data; } static function isDevice(input:FlxActionInput, device:Device) { return switch(device) { case Keys: input.device == KEYBOARD; case Gamepad(id): isGamepad(input, id); } } inline static function isGamepad(input:FlxActionInput, deviceID:Int) { return input.device == GAMEPAD && (deviceID == FlxInputDeviceID.ALL || input.deviceID == deviceID); } } typedef SaveInputLists = { ?keys:Array, ?pad:Array }; typedef Swipes = { ?initTouchPos:FlxPoint, ?touchAngle:Float, ?touchLength:Float, ?curTouchPos:FlxPoint }; /** * An FlxActionDigital with additional functionality, including: * - Combining `pressed` and `released` inputs into one action. * - Filtering by input method (`KEYBOARD`, `MOUSE`, `GAMEPAD`, etc). */ class FunkinAction extends FlxActionDigital { public var namePressed(default, null):Null; public var nameReleased(default, null):Null; var cache:Map = []; public function new(?name:String = "", ?namePressed:String, ?nameReleased:String) { super(name); this.namePressed = namePressed; this.nameReleased = nameReleased; } /** * Input checks default to whether the input was just pressed, on any input device. */ public override function check():Bool { return checkFiltered(JUST_PRESSED); } /** * Check whether the input is currently being held. */ public function checkPressed():Bool { return checkFiltered(PRESSED); } /** * Check whether the input is currently being held, and was not held last frame. */ public function checkJustPressed():Bool { return checkFiltered(JUST_PRESSED); } /** * Check whether the input is not currently being held. */ public function checkReleased():Bool { return checkFiltered(RELEASED); } /** * Check whether the input is not currently being held, and was held last frame. */ public function checkJustReleased():Bool { return checkFiltered(JUST_RELEASED); } /** * Check whether the input is currently being held by a gamepad device. */ public function checkPressedGamepad():Bool { return checkFiltered(PRESSED, GAMEPAD); } /** * Check whether the input is currently being held by a gamepad device, and was not held last frame. */ public function checkJustPressedGamepad():Bool { return checkFiltered(JUST_PRESSED, GAMEPAD); } /** * Check whether the input is not currently being held by a gamepad device. */ public function checkReleasedGamepad():Bool { return checkFiltered(RELEASED, GAMEPAD); } /** * Check whether the input is not currently being held by a gamepad device, and was held last frame. */ public function checkJustReleasedGamepad():Bool { return checkFiltered(JUST_RELEASED, GAMEPAD); } public function checkMultiFiltered(?filterTriggers:Array, ?filterDevices:Array):Bool { if (filterTriggers == null) { filterTriggers = [PRESSED, JUST_PRESSED]; } if (filterDevices == null) { filterDevices = []; } // Perform checkFiltered for each combination. for (i in filterTriggers) { if (filterDevices.length == 0) { if (checkFiltered(i)) { return true; } } else { for (j in filterDevices) { if (checkFiltered(i, j)) { return true; } } } } return false; } /** * Performs the functionality of `FlxActionDigital.check()`, but with optional filters. * @param action The action to check for. * @param filterTrigger Optionally filter by trigger condition (`JUST_PRESSED`, `PRESSED`, `JUST_RELEASED`, `RELEASED`). * @param filterDevice Optionally filter by device (`KEYBOARD`, `MOUSE`, `GAMEPAD`, `OTHER`). */ public function checkFiltered(?filterTrigger:FlxInputState, ?filterDevice:FlxInputDevice):Bool { // The normal // Make sure we only update the inputs once per frame. var key = '${filterTrigger}:${filterDevice}'; var cacheEntry = cache.get(key); if (cacheEntry != null && cacheEntry.timestamp == FlxG.game.ticks) { return cacheEntry.value; } // Use a for loop instead so we can remove inputs while iterating. // We don't return early because we need to call check() on ALL inputs. var result = false; var len = inputs != null ? inputs.length : 0; for (i in 0...len) { var j = len - i - 1; var input = inputs[j]; // Filter out dead inputs. if (input.destroyed) { inputs.splice(j, 1); continue; } // Update the input. input.update(); // Check whether the input is the right trigger. if (filterTrigger != null && input.trigger != filterTrigger) { continue; } // Check whether the input is the right device. if (filterDevice != null && input.device != filterDevice) { continue; } // Check whether the input has triggered. if (input.check(this)) { result = true; } } // We need to cache this result. cache.set(key, {timestamp: FlxG.game.ticks, value: result}); return result; } } class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital { var touchMap:Map = new Map(); var vibrationSteps:Int = 5; var curStep:Int = 5; var activateLength:Float = 90; var hapticPressure:Int = 100; public function new(swipeDir:Int = FlxDirectionFlags.ANY, Trigger:FlxInputState, ?swipeLength:Float = 90) { super(OTHER, swipeDir, Trigger); activateLength = swipeLength; } // fix right swipe // make so cant double swipe during gameplay // hold notes? override function update():Void { super.update(); #if FLX_TOUCH for (touch in FlxG.touches.list) { if (touch.justPressed) { var pos:FlxPoint = new FlxPoint(touch.screenX, touch.screenY); var pos2:FlxPoint = new FlxPoint(touch.screenX, touch.screenY); var swp:Swipes = { initTouchPos: pos, curTouchPos: pos2, touchAngle: 0, touchLength: 0 }; touchMap[touch.touchPointID] = swp; curStep = 1; Haptic.vibrate(40, 70); } if (touch.pressed) { var daSwipe = touchMap[touch.touchPointID]; daSwipe.curTouchPos.set(touch.screenX, touch.screenY); var dx = daSwipe.initTouchPos.x - touch.screenX; var dy = daSwipe.initTouchPos.y - touch.screenY; daSwipe.touchAngle = Math.atan2(dy, dx); daSwipe.touchLength = Math.sqrt(dx * dx + dy * dy); FlxG.watch.addQuick("LENGTH", daSwipe.touchLength); FlxG.watch.addQuick("ANGLE", FlxAngle.asDegrees(daSwipe.touchAngle)); if (daSwipe.touchLength >= (activateLength / vibrationSteps) * curStep) { curStep += 1; // Haptic.vibrate(Std.int(hapticPressure / (curStep * 1.5)), 50); } } if (touch.justReleased) { touchMap.remove(touch.touchPointID); } /* switch (inputID) { case FlxDirectionFlags.UP: return case FlxDirectionFlags.DOWN: } */ } #end } override public function check(Action:FlxAction):Bool { for (swp in touchMap) { var degAngle = FlxAngle.asDegrees(swp.touchAngle); switch(trigger) { case JUST_PRESSED: if (swp.touchLength >= activateLength) { switch(inputID) { case FlxDirectionFlags.UP: if (degAngle >= 45 && degAngle <= 90 + 45) return properTouch(swp); case FlxDirectionFlags.DOWN: if (-degAngle >= 45 && -degAngle <= 90 + 45) return properTouch(swp); case FlxDirectionFlags.LEFT: if (degAngle <= 45 && -degAngle <= 45) return properTouch(swp); case FlxDirectionFlags.RIGHT: if (degAngle >= 90 + 45 && degAngle <= -90 + -45) return properTouch(swp); } } default: } } return false; } function properTouch(swipe:Swipes):Bool { curStep = 1; Haptic.vibrate(100, 30); swipe.initTouchPos.set(swipe.curTouchPos.x, swipe.curTouchPos.y); return true; } } // Maybe this can be committed to main HaxeFlixel repo? #if android class FlxActionInputDigitalAndroid extends FlxActionInputDigital { /** * Android buttons action input * @param androidKeyID Key identifier (FlxAndroidKey.BACK, FlxAndroidKey.MENU... those are the only 2 android specific ones) * @param Trigger What state triggers this action (PRESSED, JUST_PRESSED, RELEASED, JUST_RELEASED) */ public function new(androidKeyID:FlxAndroidKey, Trigger:FlxInputState) { super(FlxInputDevice.OTHER, androidKeyID, Trigger); } override public function check(Action:FlxAction):Bool { returnswitch(trigger) { #if android case PRESSED: FlxG.android.checkStatus(inputID, PRESSED) || FlxG.android.checkStatus(inputID, PRESSED); case RELEASED: FlxG.android.checkStatus(inputID, RELEASED) || FlxG.android.checkStatus(inputID, JUST_RELEASED); case JUST_PRESSED: FlxG.android.checkStatus(inputID, JUST_PRESSED); case JUST_RELEASED: FlxG.android.checkStatus(inputID, JUST_RELEASED); #end default: false; } } } #end /** * Since, in many cases multiple actions should use similar keys, we don't want the * rebinding UI to list every action. ActionBinders are what the user percieves as * an input so, for instance, they can't set jump-press and jump-release to different keys. */ enum Control { // NOTE NOTE_LEFT; NOTE_DOWN; NOTE_UP; NOTE_RIGHT; // UI UI_UP; UI_LEFT; UI_RIGHT; UI_DOWN; RESET; SCREENSHOT; ACCEPT; BACK; PAUSE; FULLSCREEN; // CUTSCENE CUTSCENE_ADVANCE; // SCREENSHOT // VOLUME VOLUME_UP; VOLUME_DOWN; VOLUME_MUTE; // DEBUG DEBUG_MENU; DEBUG_CHART; DEBUG_STAGE; } enum abstract Action(String) to String from String { // NOTE var NOTE_UP = "note_up"; var NOTE_LEFT = "note_left"; var NOTE_RIGHT = "note_right"; var NOTE_DOWN = "note_down"; var NOTE_UP_P = "note_up-press"; var NOTE_LEFT_P = "note_left-press"; var NOTE_RIGHT_P = "note_right-press"; var NOTE_DOWN_P = "note_down-press"; var NOTE_UP_R = "note_up-release"; var NOTE_LEFT_R = "note_left-release"; var NOTE_RIGHT_R = "note_right-release"; var NOTE_DOWN_R = "note_down-release"; // UI var UI_UP = "ui_up"; var UI_LEFT = "ui_left"; var UI_RIGHT = "ui_right"; var UI_DOWN = "ui_down"; var UI_UP_P = "ui_up-press"; var UI_LEFT_P = "ui_left-press"; var UI_RIGHT_P = "ui_right-press"; var UI_DOWN_P = "ui_down-press"; var UI_UP_R = "ui_up-release"; var UI_LEFT_R = "ui_left-release"; var UI_RIGHT_R = "ui_right-release"; var UI_DOWN_R = "ui_down-release"; var ACCEPT = "accept"; var BACK = "back"; var PAUSE = "pause"; var RESET = "reset"; var FULLSCREEN = "fullscreen"; // SCREENSHOT var SCREENSHOT = "screenshot"; // CUTSCENE var CUTSCENE_ADVANCE = "cutscene_advance"; // VOLUME var VOLUME_UP = "volume_up"; var VOLUME_DOWN = "volume_down"; var VOLUME_MUTE = "volume_mute"; // DEBUG var DEBUG_MENU = "debug_menu"; var DEBUG_CHART = "debug_chart"; var DEBUG_STAGE = "debug_stage"; } enum Device { Keys; Gamepad(id:Int); } enum KeyboardScheme { Solo; Duo(first:Bool); None; Custom; }