mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2025-09-01 03:15:53 +00:00
137 lines
4.5 KiB
Haxe
137 lines
4.5 KiB
Haxe
package funkin.mobile.input;
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import funkin.input.Controls;
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import flixel.input.FlxInput;
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import flixel.input.actions.FlxAction;
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import flixel.input.actions.FlxActionInput;
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import flixel.input.actions.FlxActionInputDigital;
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import funkin.mobile.ui.FunkinButton;
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import funkin.mobile.ui.FunkinHitbox;
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import funkin.play.notes.NoteDirection;
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import openfl.events.KeyboardEvent;
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import openfl.events.TouchEvent;
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/**
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* Handles setting up and managing input controls for the game.
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*/
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class ControlsHandler
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{
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/**
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* Returns wether the last input was sent through touch.
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*/
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public static var lastInputTouch(default, null):Bool = true;
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/**
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* Returns wether there's a gamepad or keyboard devices connected and active.
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*/
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public static var hasExternalInputDevice(get, never):Bool;
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/**
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* Returns wether an external input device is currently used as the main input.
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*/
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public static var usingExternalInputDevice(get, never):Bool;
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/**
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* Initialize input trackers used to get the current status of the `lastInputTouch` field.
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*/
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public static function initInputTrackers():Void
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{
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FlxG.stage.addEventListener(KeyboardEvent.KEY_DOWN, (_) -> lastInputTouch = false);
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FlxG.stage.addEventListener(TouchEvent.TOUCH_BEGIN, (_) -> lastInputTouch = true);
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}
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/**
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* Adds a button input to a given FlxActionDigital and caches it.
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*
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* @param action The FlxActionDigital to add the button input to.
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* @param button The FunkinButton associated with the action.
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* @param state The input state to associate with the action.
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* @param cachedInput The array of FlxActionInput objects to cache the input.
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*/
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public static function addButton(action:FlxActionDigital, button:FunkinButton, state:FlxInputState, cachedInput:Array<FlxActionInput>):Void
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{
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if (action == null || button == null || cachedInput == null) return;
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final input:FlxActionInputDigitalIFlxInput = new FlxActionInputDigitalIFlxInput(button, state);
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cachedInput.push(input);
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action.add(input);
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}
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/**
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* Sets up hitbox controls based on game controls and hitbox hints.
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*
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* @param controls The controls instance defining game controls.
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* @param hitbox The hitbox to associate with the controls.
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* @param cachedInput The array of action input objects to cache the input.
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*/
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@:access(funkin.input.Controls)
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public static function setupHitbox(controls:Controls, hitbox:FunkinHitbox, cachedInput:Array<FlxActionInput>):Void
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{
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if (controls == null || hitbox == null) return;
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for (hint in hitbox.members)
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{
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@:privateAccess
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switch (hint.noteDirection)
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{
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case NoteDirection.LEFT:
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controls.forEachBound(Control.NOTE_LEFT, function(action:FlxActionDigital, state:FlxInputState):Void {
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addButton(action, hint, state, cachedInput);
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});
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case NoteDirection.DOWN:
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controls.forEachBound(Control.NOTE_DOWN, function(action:FlxActionDigital, state:FlxInputState):Void {
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addButton(action, hint, state, cachedInput);
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});
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case NoteDirection.UP:
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controls.forEachBound(Control.NOTE_UP, function(action:FlxActionDigital, state:FlxInputState):Void {
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addButton(action, hint, state, cachedInput);
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});
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case NoteDirection.RIGHT:
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controls.forEachBound(Control.NOTE_RIGHT, function(action:FlxActionDigital, state:FlxInputState):Void {
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addButton(action, hint, state, cachedInput);
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});
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}
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}
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}
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/**
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* Removes cached input associated with game controls.
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*
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* @param controls The Controls instance defining game controls.
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* @param cachedInput The array of action input objects to clear cached input from.
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*/
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public static function removeCachedInput(controls:Controls, cachedInput:Array<FlxActionInput>):Void
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{
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for (action in controls.digitalActions)
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{
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var i:Int = action.inputs.length;
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while (i-- > 0)
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{
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var j:Int = cachedInput.length;
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while (j-- > 0)
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{
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if (cachedInput[j] == action.inputs[i])
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{
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action.remove(action.inputs[i]);
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cachedInput.remove(cachedInput[j]);
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}
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}
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}
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}
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}
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@:noCompletion
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private static function get_hasExternalInputDevice():Bool
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{
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return FlxG.gamepads.numActiveGamepads > 0 #if android || extension.androidtools.Tools.isChromebook() #end;
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}
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@:noCompletion
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private static function get_usingExternalInputDevice():Bool
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{
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return ControlsHandler.hasExternalInputDevice && !ControlsHandler.lastInputTouch;
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}
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}
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