package funkin.ui; import flixel.addons.transition.FlxTransitionableState; import flixel.FlxSubState; import flixel.text.FlxText; import funkin.ui.mainmenu.MainMenuState; import flixel.util.FlxColor; import funkin.audio.FunkinSound; import funkin.modding.events.ScriptEvent; import funkin.modding.IScriptedClass.IEventHandler; import funkin.modding.module.ModuleHandler; import funkin.modding.PolymodHandler; import funkin.util.SortUtil; import flixel.util.FlxSort; import funkin.input.Controls; /** * MusicBeatSubState reincorporates the functionality of MusicBeatState into an FlxSubState. */ class MusicBeatSubState extends FlxSubState implements IEventHandler { public var leftWatermarkText:FlxText = null; public var rightWatermarkText:FlxText = null; public var conductorInUse(get, set):Conductor; var _conductorInUse:Null; function get_conductorInUse():Conductor { if (_conductorInUse == null) return Conductor.instance; return _conductorInUse; } function set_conductorInUse(value:Conductor):Conductor { return _conductorInUse = value; } public function new(bgColor:FlxColor = FlxColor.TRANSPARENT) { super(); this.bgColor = bgColor; } var controls(get, never):Controls; inline function get_controls():Controls return PlayerSettings.player1.controls; override function create():Void { super.create(); createWatermarkText(); Conductor.beatHit.add(this.beatHit); Conductor.stepHit.add(this.stepHit); } public override function destroy():Void { super.destroy(); Conductor.beatHit.remove(this.beatHit); Conductor.stepHit.remove(this.stepHit); } override function update(elapsed:Float):Void { super.update(elapsed); // Emergency exit button. if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState()); // This can now be used in EVERY STATE YAY! if (FlxG.keys.justPressed.F5) debug_refreshModules(); // Display Conductor info in the watch window. FlxG.watch.addQuick("musicTime", FlxG.sound.music?.time ?? 0.0); Conductor.watchQuick(conductorInUse); dispatchEvent(new UpdateScriptEvent(elapsed)); } function debug_refreshModules() { PolymodHandler.forceReloadAssets(); // Restart the current state, so old data is cleared. FlxG.resetState(); } /** * Refreshes the state, by redoing the render order of all sprites. * It does this based on the `zIndex` of each prop. */ public function refresh() { sort(SortUtil.byZIndex, FlxSort.ASCENDING); } /** * Called when a step is hit in the current song. * Continues outside of PlayState, for things like animations in menus. * @return Whether the event should continue (not canceled). */ public function stepHit():Bool { var event:ScriptEvent = new SongTimeScriptEvent(SONG_STEP_HIT, conductorInUse.currentBeat, conductorInUse.currentStep); dispatchEvent(event); if (event.eventCanceled) return false; return true; } /** * Called when a beat is hit in the current song. * Continues outside of PlayState, for things like animations in menus. * @return Whether the event should continue (not canceled). */ public function beatHit():Bool { var event:ScriptEvent = new SongTimeScriptEvent(SONG_BEAT_HIT, conductorInUse.currentBeat, conductorInUse.currentStep); dispatchEvent(event); if (event.eventCanceled) return false; return true; } public function dispatchEvent(event:ScriptEvent) { ModuleHandler.callEvent(event); } function createWatermarkText():Void { // Both have an xPos of 0, but a width equal to the full screen. // The rightWatermarkText is right aligned, which puts the text in the correct spot. leftWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12); rightWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12); // 100,000 should be good enough. leftWatermarkText.zIndex = 100000; rightWatermarkText.zIndex = 100000; leftWatermarkText.scrollFactor.set(0, 0); rightWatermarkText.scrollFactor.set(0, 0); leftWatermarkText.setFormat('VCR OSD Mono', 16, FlxColor.WHITE, LEFT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK); rightWatermarkText.setFormat('VCR OSD Mono', 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK); add(leftWatermarkText); add(rightWatermarkText); } /** * Close this substate and replace it with a different one. */ public function switchSubState(substate:FlxSubState):Void { this.close(); this._parentState.openSubState(substate); } override function startOutro(onComplete:() -> Void):Void { var event = new StateChangeScriptEvent(STATE_CHANGE_BEGIN, null, true); dispatchEvent(event); if (event.eventCanceled) { return; } else { FunkinSound.stopAllAudio(); onComplete(); } } public override function openSubState(targetSubState:FlxSubState):Void { var event = new SubStateScriptEvent(SUBSTATE_OPEN_BEGIN, targetSubState, true); dispatchEvent(event); if (event.eventCanceled) return; super.openSubState(targetSubState); } function onOpenSubStateComplete(targetState:FlxSubState):Void { dispatchEvent(new SubStateScriptEvent(SUBSTATE_OPEN_END, targetState, true)); } public override function closeSubState():Void { var event = new SubStateScriptEvent(SUBSTATE_CLOSE_BEGIN, this.subState, true); dispatchEvent(event); if (event.eventCanceled) return; super.closeSubState(); } function onCloseSubStateComplete(targetState:FlxSubState):Void { dispatchEvent(new SubStateScriptEvent(SUBSTATE_CLOSE_END, targetState, true)); } }