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Funkin/source/funkin/mobile/ui/FunkinButton.hx
2025-06-08 04:06:30 +01:00

465 lines
11 KiB
Haxe

package funkin.mobile.ui;
import flixel.FlxCamera;
import flixel.FlxG;
import flixel.util.FlxColor;
import funkin.graphics.FunkinSprite;
import flixel.input.FlxInput;
import flixel.input.IFlxInput;
import flixel.input.touch.FlxTouch;
import flixel.math.FlxPoint;
import flixel.util.FlxDestroyUtil;
import flixel.util.FlxSignal;
import openfl.display.Graphics;
import haxe.ds.Map;
/**
* Enum representing the status of the button.
*/
enum abstract FunkinButtonStatus(Int) from Int to Int
{
var NORMAL = 0;
var PRESSED = 1;
}
/**
* A simple button class that calls a function when touched.
*/
#if !display
@:generic
#end
@:allow(funkin.mobile.ui.FunkinHitbox)
@:allow(funkin.mobile.ui.FunkinButton)
class FunkinButton extends FunkinSprite implements IFlxInput
{
/**
* A map that's storing every active touch's ID that's pressing a button.
*/
public static var buttonsTouchID:Map<Int, FunkinButton> = new Map();
/**
* The current state of the button, either `FunkinButtonStatus.NORMAL` or `FunkinButtonStatus.PRESSED`.
*/
public var status:FunkinButtonStatus;
/**
* The callback function to call when the button is released.
*/
public var onUp(default, null):FlxSignal = new FlxSignal();
/**
* The callback function to call when the button is pressed down.
*/
public var onDown(default, null):FlxSignal = new FlxSignal();
/**
* The callback function to call when the button is no longer hovered over.
*/
public var onOut(default, null):FlxSignal = new FlxSignal();
/**
* Whether the button was just released.
*/
public var justReleased(get, never):Bool;
/**
* Whether the button is currently released.
*/
public var released(get, never):Bool;
/**
* Whether the button is currently pressed.
*/
public var pressed(get, never):Bool;
/**
* Whether the button was just pressed.
*/
public var justPressed(get, never):Bool;
/**
* The touch instance that pressed this button.
*/
public var currentTouch(get, never):Null<FlxTouch>;
/**
* An array of objects that blocks your input.
*/
public var deadZones:Array<FunkinSprite> = [];
/**
* Whether the button should be released if you swiped over somwhere else.
*/
public var limitToBounds:Bool = true;
/**
* A radius for circular buttons.
* If this radius is larger than 0 then the overlap check will look if the touch point is inside this raius.
*/
public var radius:Float = 0;
/**
* The vertices of the polygon defining the button's hitbox.
* The array should contain points in the format: [x1, y1, x2, y2, ...].
* If the array is empty, the polygon is ignored, and the default hitbox is used.
*/
public var polygon:Null<Array<Float>> = null;
/**
* The input associated with the button, using `Int` as the type.
*/
var input:FlxInput<Int>;
/**
* The input currently pressing this button, if none, it's `null`.
* Needed to check for its release.
*/
var currentInput:IFlxInput;
/**
* The ID of the touch object that pressed this button.
*/
var touchID:Int = -1;
/**
* Whether the button should skip calling onDownHandler() on touch.pressed.
*/
public var ignoreDownHandler:Bool = false;
/**
* Creates a new `FunkinButton` object.
*
* @param x The x position of the button.
* @param y The y position of the button.
*/
public function new(x:Float = 0, y:Float = 0):Void
{
super(x, y);
status = FunkinButtonStatus.NORMAL;
solid = false;
immovable = true;
#if FLX_DEBUG
ignoreDrawDebug = true;
#end
scrollFactor.set();
input = new FlxInput(0);
}
/**
* Called by the game state when the state is changed (if this object belongs to the state).
*/
public override function destroy():Void
{
deadZones = FlxDestroyUtil.destroyArray(deadZones);
currentInput = null;
input = null;
buttonsTouchID.remove(touchID);
touchID = -1;
super.destroy();
}
/**
* Called by the game loop automatically, handles touch over and click detection.
*/
public override function update(elapsed:Float):Void
{
super.update(elapsed);
#if FLX_POINTER_INPUT
// Update the button, but only if touches are enabled
if (visible)
{
final overlapFound:Bool = checkTouchOverlap();
final touchReleased:Bool = (currentTouch != null && currentTouch.justReleased);
if ((currentInput != null && currentInput.justReleased || (!limitToBounds && touchReleased)) && overlapFound)
{
onUpHandler();
}
if (status != FunkinButtonStatus.NORMAL && (!overlapFound || (currentInput != null && currentInput.justReleased)))
{
if (limitToBounds || (!limitToBounds && touchReleased)) onOutHandler();
}
}
#end
input.update();
}
function checkTouchOverlap(?touch:FlxTouch):Bool
{
final touches:Array<FlxTouch> = touch == null ? FlxG.touches.list : [touch];
for (camera in cameras)
{
for (touch in touches)
{
final worldPos:FlxPoint = touch.getWorldPosition(camera, _point);
for (zone in deadZones)
{
if (zone != null && zone.overlapsPoint(worldPos, true, camera)) return false;
}
function updateTouchID():Void
{
touchID = touch.touchPointID;
if (buttonsTouchID.exists(touchID) && buttonsTouchID.get(touchID) != this)
{
final prevButton:Null<FunkinButton> = buttonsTouchID.get(touchID);
if (input != null && prevButton != null && prevButton.input != null && !prevButton.limitToBounds) prevButton.onOutHandler();
}
buttonsTouchID.set(touchID, this);
updateStatus(touch);
}
if (polygon != null && polygon.length >= 6 && polygon.length % 2 == 0)
{
if (polygonOverlapsPoint(worldPos, false, camera))
{
updateTouchID();
return true;
}
}
else if (radius > 0)
{
if (circleOverlapsPoint(worldPos, camera))
{
updateTouchID();
return true;
}
}
else
{
if (overlapsPoint(worldPos, true, camera))
{
updateTouchID();
return true;
}
}
}
}
return false;
}
function circleOverlapsPoint(point:FlxPoint, ?camera:FlxCamera):Bool
{
if (camera == null) camera = FlxG.camera;
final xPos = point.x - camera.scroll.x;
final yPos = point.y - camera.scroll.y;
getScreenPosition(_point, camera);
point.putWeak();
final distanceX = xPos - (_point.x + (width / 2));
final distanceY = yPos - (_point.y + (height / 2));
final distance = Math.sqrt((distanceX * distanceX) + (distanceY * distanceY));
return distance <= radius;
}
function polygonOverlapsPoint(point:FlxPoint, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool
{
if (polygon == null || polygon.length < 6 || polygon.length % 2 != 0) return false;
if (!inScreenSpace) return isPointInPolygon(polygon, point, FlxPoint.weak(x, y));
if (camera == null) camera = FlxG.camera;
final pos:FlxPoint = FlxPoint.weak(point.x - camera.scroll.x, point.y - camera.scroll.y);
point.putWeak();
return isPointInPolygon(polygon, pos, getScreenPosition(_point, camera));
}
static function isPointInPolygon(vertices:Array<Float>, point:FlxPoint, ?offset:FlxPoint):Bool
{
if (offset == null) offset = FlxPoint.weak();
var inside:Bool = false;
final numsPoints:Int = Math.floor(vertices.length / 2);
for (i in 0...numsPoints)
{
final vertex1:FlxPoint = FlxPoint.weak(vertices[i * 2] + offset.x, vertices[i * 2 + 1] + offset.y);
final vertex2:FlxPoint = FlxPoint.weak(vertices[(i + 1) % numsPoints * 2] + offset.x, vertices[(i + 1) % numsPoints * 2 + 1] + offset.y);
if (checkRayIntersection(vertex1, vertex2, point))
{
inside = !inside;
}
}
point.putWeak();
offset.putWeak();
return inside;
}
static inline function checkRayIntersection(vertex1:FlxPoint, vertex2:FlxPoint, point:FlxPoint):Bool
{
final result:Bool = (vertex1.y > point.y) != (vertex2.y > point.y)
&& point.x < (vertex1.x + ((point.y - vertex1.y) / (vertex2.y - vertex1.y)) * (vertex2.x - vertex1.x));
vertex1.putWeak();
vertex2.putWeak();
return result;
}
function isPressed(check:Bool):Bool
{
return !(status != FunkinButtonStatus.NORMAL && (!check || (currentInput != null && currentInput.justReleased)));
}
function updateStatus(newInput:IFlxInput):Void
{
if (newInput.justPressed)
{
currentInput = newInput;
onDownHandler();
}
else if (status == FunkinButtonStatus.NORMAL && !ignoreDownHandler)
{
if (newInput.pressed)
{
onDownHandler();
}
}
}
function onUpHandler():Void
{
status = FunkinButtonStatus.NORMAL;
input.release();
buttonsTouchID.remove(touchID);
touchID = -1;
currentInput = null;
onUp.dispatch();
}
function onDownHandler():Void
{
status = FunkinButtonStatus.PRESSED;
input.press();
onDown.dispatch();
}
function onOutHandler():Void
{
status = FunkinButtonStatus.NORMAL;
input.release();
buttonsTouchID.remove(touchID);
touchID = -1;
onOut.dispatch();
}
#if FLX_DEBUG
public override function drawDebugOnCamera(camera:FlxCamera):Void
{
if (polygon != null && polygon.length >= 6 && polygon.length % 2 == 0)
{
if (!camera.visible || !camera.exists || !isOnScreen(camera)) return;
getScreenPosition(_point, camera);
final gfx:Graphics = beginDrawDebug(camera);
final boundingBoxColor:Null<FlxColor> = getDebugBoundingBoxColor(allowCollisions);
if (boundingBoxColor != null) drawDebugPolygonColor(gfx, polygon, boundingBoxColor);
endDrawDebug(camera);
}
else if (radius > 0)
{
if (!camera.visible || !camera.exists || !isOnScreen(camera)) return;
getScreenPosition(_point, camera);
final gfx:Graphics = beginDrawDebug(camera);
final boundingBoxColor:Null<FlxColor> = getDebugBoundingBoxColor(allowCollisions);
if (boundingBoxColor != null) drawDebugCircleColor(gfx, boundingBoxColor);
endDrawDebug(camera);
}
else
{
super.drawDebugOnCamera(camera);
}
}
function drawDebugCircleColor(gfx:Graphics, color:FlxColor):Void
{
gfx.lineStyle(2, color, 0.75);
gfx.drawCircle(radius, radius, radius);
}
function drawDebugPolygonColor(gfx:Graphics, vertices:Array<Float>, color:FlxColor):Void
{
gfx.lineStyle(2, color, 0.75);
for (i in 0...Math.floor(vertices.length / 2))
{
if (i == 0)
{
gfx.moveTo(vertices[i * 2] + _point.x, vertices[i * 2 + 1] + _point.y);
}
else
{
gfx.lineTo(vertices[i * 2] + _point.x, vertices[i * 2 + 1] + _point.y);
}
}
}
#end
inline function get_justReleased():Bool
{
return input.justReleased;
}
inline function get_released():Bool
{
return input.released;
}
inline function get_pressed():Bool
{
return input.pressed;
}
inline function get_justPressed():Bool
{
return input.justPressed;
}
inline function get_currentTouch():Null<FlxTouch>
{
return FlxG.touches.getByID(touchID);
}
}