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Funkin/source/funkin/util/WindowUtil.hx

224 lines
6.3 KiB
Haxe

package funkin.util;
import flixel.util.FlxSignal.FlxTypedSignal;
using StringTools;
/**
* Utilities for operating on the current window, such as changing the title.
*/
@:nullSafety
class WindowUtil
{
/**
* A regex to match valid URLs.
*/
public static final URL_REGEX:EReg = ~/^https?:\/?\/?(?:www\.)?[-a-zA-Z0-9@:%_\+~#=]{1,256}\.[a-zA-Z0-9()]{1,6}\b(?:[-a-zA-Z0-9()@:%_\+.~#?&\/=]*)$/;
/**
* Sanitizes a URL via a regex.
*
* @param targetUrl The URL to sanitize.
* @return The sanitized URL, or an empty string if the URL is invalid.
*/
public static function sanitizeURL(targetUrl:String):String
{
targetUrl = (targetUrl ?? '').trim();
if (targetUrl == '')
{
return '';
}
final lowerUrl:String = targetUrl.toLowerCase();
if (!lowerUrl.startsWith('http:') && !lowerUrl.startsWith('https:'))
{
targetUrl = 'http://' + targetUrl;
}
if (URL_REGEX.match(targetUrl))
{
return URL_REGEX.matched(0);
}
return '';
}
/**
* Runs platform-specific code to open a URL in a web browser.
* @param targetUrl The URL to open.
*/
public static function openURL(targetUrl:String):Void
{
// Ensure you can't open protocols such as steam://, file://, etc
var protocol:Array<String> = targetUrl.split("://");
if (protocol.length == 1) targetUrl = 'https://${targetUrl}';
else if (protocol[0] != 'http' && protocol[0] != 'https') throw "openURL can only open http and https links.";
#if FEATURE_OPEN_URL
targetUrl = sanitizeURL(targetUrl);
if (targetUrl == '')
{
throw 'Invalid URL: "$targetUrl"';
}
#if linux
Sys.command('/usr/bin/xdg-open $targetUrl &');
#else
// This should work on Windows and HTML5.
FlxG.openURL(targetUrl);
#end
#else
throw 'Cannot open URLs on this platform.';
#end
}
#if FEATURE_DEBUG_TRACY
/**
* Initialize Tracy.
* NOTE: Call this from the main thread ONLY!
*/
public static function initTracy():Void
{
var appInfoMessage = funkin.util.logging.CrashHandler.buildSystemInfo();
trace("Friday Night Funkin': Connection to Tracy profiler successful.");
// Post system info like Git hash
cpp.vm.tracy.TracyProfiler.messageAppInfo(appInfoMessage);
cpp.vm.tracy.TracyProfiler.setThreadName("main");
}
#end
/**
* Dispatched when the game window is closed.
*/
public static final windowExit:FlxTypedSignal<Int->Void> = new FlxTypedSignal<Int->Void>();
/**
* Has `initWindowEvents()` been called already?
* This is to prevent multiple instances of the same function.
*/
private static var _initializedWindowEvents:Bool = false;
/**
* Wires up FlxSignals that happen based on window activity.
* For example, we can run a callback when the window is closed.
*/
public static function initWindowEvents():Void
{
if (_initializedWindowEvents) return; // Fix that annoying
// onUpdate is called every frame just before rendering.
// onExit is called when the game window is closed.
openfl.Lib.current.stage.application.onExit.add(function(exitCode:Int) {
windowExit.dispatch(exitCode);
});
#if (desktop || html5)
openfl.Lib.current.stage.addEventListener(openfl.events.KeyboardEvent.KEY_DOWN, (e:openfl.events.KeyboardEvent) -> {
for (key in PlayerSettings.player1.controls.getKeysForAction(WINDOW_FULLSCREEN))
{
// FlxG.stage.focus is set to null by the debug console stuff,
// so when that's in focus, we don't want to toggle fullscreen using F
// (annoying when tying "FlxG" in console... lol)
#if FLX_DEBUG
@:privateAccess
if (FlxG.game.debugger.visible)
{
return;
}
#end
if (e.keyCode == key)
{
openfl.Lib.application.window.fullscreen = !openfl.Lib.application.window.fullscreen;
}
}
});
#end
_initializedWindowEvents = true;
}
/**
* Sets the title of the application window.
* @param value The title to use.
*/
public static function setWindowTitle(value:String):Void
{
lime.app.Application.current.window.title = value;
}
/**
* Shows an error dialog with an error icon.
* @param name The title of the dialog window.
* @param desc The error message to display.
*/
public static function showError(name:String, desc:String):Void
{
#if (windows && cpp)
funkin.external.windows.WinAPI.showError(desc, name);
#else
lime.app.Application.current.window.alert(desc, name);
#end
}
/**
* Shows a warning dialog with a warning icon.
* @param name The title of the dialog window.
* @param desc The warning message to display.
*/
public static function showWarning(name:String, desc:String):Void
{
#if (windows && cpp)
funkin.external.windows.WinAPI.showWarning(desc, name);
#else
lime.app.Application.current.window.alert(desc, name);
#end
}
/**
* Shows an information dialog with an information icon.
* @param name The title of the dialog window.
* @param desc The information message to display.
*/
public static function showInformation(name:String, desc:String):Void
{
#if (windows && cpp)
funkin.external.windows.WinAPI.showInformation(desc, name);
#else
lime.app.Application.current.window.alert(desc, name);
#end
}
/**
* Shows a question dialog with a question icon and OK/Cancel buttons.
* @param name The title of the dialog window.
* @param desc The question message to display.
*/
public static function showQuestion(name:String, desc:String):Void
{
#if (windows && cpp)
funkin.external.windows.WinAPI.showQuestion(desc, name);
#else
lime.app.Application.current.window.alert(desc, name);
#end
}
public static function setVSyncMode(value:lime.ui.WindowVSyncMode):Void
{
// vsync crap dont worky on mac rn derp
#if !mac
var res:Bool = FlxG.stage.application.window.setVSyncMode(value);
// SDL_GL_SetSwapInterval returns the value we assigned on success, https://wiki.libsdl.org/SDL2/SDL_GL_GetSwapInterval#return-value.
// In lime, we can compare this to the original value to get a boolean.
if (!res)
{
trace('Failed to set VSync mode to ' + value);
FlxG.stage.application.window.setVSyncMode(lime.ui.WindowVSyncMode.OFF);
}
#end
}
}