package; import flixel.FlxG; import flixel.input.FlxInput; import flixel.input.actions.FlxAction; import flixel.input.actions.FlxActionInput; import flixel.input.actions.FlxActionInputDigital; import flixel.input.actions.FlxActionManager; import flixel.input.actions.FlxActionSet; import flixel.input.gamepad.FlxGamepadButton; import flixel.input.gamepad.FlxGamepadInputID; import flixel.input.keyboard.FlxKey; #if (haxe >= "4.0.0") enum abstract Action(String) to String from String { var UP = "up"; var LEFT = "left"; var RIGHT = "right"; var DOWN = "down"; var UP_P = "up-press"; var LEFT_P = "left-press"; var RIGHT_P = "right-press"; var DOWN_P = "down-press"; var UP_R = "up-release"; var LEFT_R = "left-release"; var RIGHT_R = "right-release"; var DOWN_R = "down-release"; var ACCEPT = "accept"; var BACK = "back"; var PAUSE = "pause"; var RESET = "reset"; } #else @:enum abstract Action(String) to String from String { var UP = "up"; var LEFT = "left"; var RIGHT = "right"; var DOWN = "down"; var UP_P = "up-press"; var LEFT_P = "left-press"; var RIGHT_P = "right-press"; var DOWN_P = "down-press"; var UP_R = "up-release"; var LEFT_R = "left-release"; var RIGHT_R = "right-release"; var DOWN_R = "down-release"; var ACCEPT = "accept"; var BACK = "back"; var PAUSE = "pause"; var RESET = "reset"; } #end enum Device { Keys; Gamepad(id:Int); } /** * 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 { UP; LEFT; RIGHT; DOWN; RESET; ACCEPT; BACK; PAUSE; } enum KeyboardScheme { Solo; Duo(first:Bool); None; Custom; } /** * A list of actions that a player would invoke via some input device. * Uses FlxActions to funnel various inputs to a single action. */ class Controls extends FlxActionSet { var _up = new FlxActionDigital(Action.UP); var _left = new FlxActionDigital(Action.LEFT); var _right = new FlxActionDigital(Action.RIGHT); var _down = new FlxActionDigital(Action.DOWN); var _upP = new FlxActionDigital(Action.UP_P); var _leftP = new FlxActionDigital(Action.LEFT_P); var _rightP = new FlxActionDigital(Action.RIGHT_P); var _downP = new FlxActionDigital(Action.DOWN_P); var _upR = new FlxActionDigital(Action.UP_R); var _leftR = new FlxActionDigital(Action.LEFT_R); var _rightR = new FlxActionDigital(Action.RIGHT_R); var _downR = new FlxActionDigital(Action.DOWN_R); var _accept = new FlxActionDigital(Action.ACCEPT); var _back = new FlxActionDigital(Action.BACK); var _pause = new FlxActionDigital(Action.PAUSE); var _reset = new FlxActionDigital(Action.RESET); var byName:Map = []; public var gamepadsAdded:Array = []; public var keyboardScheme = KeyboardScheme.None; public var UP(get, never):Bool; inline function get_UP() return _up.check(); public var LEFT(get, never):Bool; inline function get_LEFT() return _left.check(); public var RIGHT(get, never):Bool; inline function get_RIGHT() return _right.check(); public var DOWN(get, never):Bool; inline function get_DOWN() return _down.check(); public var UP_P(get, never):Bool; inline function get_UP_P() return _upP.check(); public var LEFT_P(get, never):Bool; inline function get_LEFT_P() return _leftP.check(); public var RIGHT_P(get, never):Bool; inline function get_RIGHT_P() return _rightP.check(); public var DOWN_P(get, never):Bool; inline function get_DOWN_P() return _downP.check(); public var UP_R(get, never):Bool; inline function get_UP_R() return _upR.check(); public var LEFT_R(get, never):Bool; inline function get_LEFT_R() return _leftR.check(); public var RIGHT_R(get, never):Bool; inline function get_RIGHT_R() return _rightR.check(); public var DOWN_R(get, never):Bool; inline function get_DOWN_R() return _downR.check(); 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 function new(name, scheme = None) { super(name); add(_up); add(_left); add(_right); add(_down); add(_upP); add(_leftP); add(_rightP); add(_downP); add(_upR); add(_leftR); add(_rightR); add(_downR); add(_accept); add(_back); add(_pause); add(_reset); for (action in digitalActions) byName[action.name] = action; setKeyboardScheme(scheme, false); } override function update() { super.update(); } // inline public function checkByName(name:Action):Bool { #if debug if (!byName.exists(name)) throw 'Invalid name: $name'; #end return byName[name].check(); } public function getDialogueName(action:FlxActionDigital):String { var input = action.inputs[0]; return switch input.device { case KEYBOARD: return '[${(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 UP: _up; case DOWN: _down; case LEFT: _left; case RIGHT: _right; case ACCEPT: _accept; case BACK: _back; case PAUSE: _pause; case RESET: _reset; } } 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 -> Void, func:FlxInputState -> Void) { switch (control) { case UP: func(_up, PRESSED); func(_upP, JUST_PRESSED); func(_upR, JUST_RELEASED); case LEFT: func(_left, PRESSED); func(_leftP, JUST_PRESSED); func(_leftR, JUST_RELEASED); case RIGHT: func(_right, PRESSED); func(_rightP, JUST_PRESSED); func(_rightR, JUST_RELEASED); case DOWN: func(_down, PRESSED); func(_downP, JUST_PRESSED); func(_downR, 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); } } public function replaceBinding(control:Control, device:Device, ?toAdd:Int, ?toRemove:Int) { if (toAdd == toRemove) return; switch (device) { case Keys: if (toRemove != null) unbindKeys(control, [toRemove]); if (toAdd != null) bindKeys(control, [toAdd]); case Gamepad(id): if (toRemove != null) unbindButtons(control, id, [toRemove]); if (toAdd != null) bindButtons(control, id, [toAdd]); } } public function copyFrom(controls:Controls, ?device:Device) { for (name => action in controls.byName) { 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.contains(gamepad)) 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) { inline forEachBound(control, (action, state) -> addKeys(action, keys, state)); } /** * 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) { inline forEachBound(control, (action, _) -> removeKeys(action, keys)); } inline static function addKeys(action:FlxActionDigital, keys:Array, state:FlxInputState) { for (key in 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; switch (scheme) { case Solo: inline bindKeys(Control.UP, [W, FlxKey.UP]); inline bindKeys(Control.DOWN, [S, FlxKey.DOWN]); inline bindKeys(Control.LEFT, [A, FlxKey.LEFT]); inline bindKeys(Control.RIGHT, [D, FlxKey.RIGHT]); inline bindKeys(Control.ACCEPT, [Z, SPACE, ENTER]); inline bindKeys(Control.BACK, [BACKSPACE, ESCAPE]); inline bindKeys(Control.PAUSE, [P, ENTER, ESCAPE]); inline bindKeys(Control.RESET, [R]); case Duo(true): inline bindKeys(Control.UP, [W]); inline bindKeys(Control.DOWN, [S]); inline bindKeys(Control.LEFT, [A]); inline bindKeys(Control.RIGHT, [D]); inline bindKeys(Control.ACCEPT, [G, Z]); inline bindKeys(Control.BACK, [H, X]); inline bindKeys(Control.PAUSE, [ONE]); inline bindKeys(Control.RESET, [R]); case Duo(false): inline bindKeys(Control.UP, [FlxKey.UP]); inline bindKeys(Control.DOWN, [FlxKey.DOWN]); inline bindKeys(Control.LEFT, [FlxKey.LEFT]); inline bindKeys(Control.RIGHT, [FlxKey.RIGHT]); inline bindKeys(Control.ACCEPT, [O]); inline bindKeys(Control.BACK, [P]); inline bindKeys(Control.PAUSE, [ENTER]); inline bindKeys(Control.RESET, [BACKSPACE]); case None: // nothing case Custom: // nothing } } 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 addGamepad(id:Int, ?buttonMap:Map>):Void { gamepadsAdded.push(id); for (control => buttons in buttonMap) bindButtons(control, id, buttons); } inline function addGamepadLiteral(id:Int, ?buttonMap:Map>):Void { gamepadsAdded.push(id); for (control => buttons in buttonMap) inline bindButtons(control, id, buttons); } 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 (input.device == GAMEPAD && (deviceID == FlxInputDeviceID.ALL || input.deviceID == deviceID)) action.remove(input); } } gamepadsAdded.remove(deviceID); } public function addDefaultGamepad(id):Void { addGamepadLiteral(id, [ Control.ACCEPT => [A], Control.BACK => [B], Control.UP => [DPAD_UP, LEFT_STICK_DIGITAL_UP], Control.DOWN => [DPAD_DOWN, LEFT_STICK_DIGITAL_DOWN], Control.LEFT => [DPAD_LEFT, LEFT_STICK_DIGITAL_LEFT], Control.RIGHT => [DPAD_RIGHT, LEFT_STICK_DIGITAL_RIGHT], Control.PAUSE => [START], Control.RESET => [Y] ]); } /** * 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) { inline forEachBound(control, (action, state) -> addButtons(action, buttons, state, id)); } /** * 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) { inline forEachBound(control, (action, _) -> removeButtons(action, gamepadID, buttons)); } inline static function addButtons(action:FlxActionDigital, buttons:Array, state, id) { for (button in buttons) 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 (input.deviceID == id) list.push(input.inputID); } } return list; } public function removeDevice(device:Device) { switch (device) { case Keys: setKeyboardScheme(None); case Gamepad(id): removeGamepad(id); } } 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); } }