mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2025-08-30 18:34:51 +00:00
224 lines
6.3 KiB
Haxe
224 lines
6.3 KiB
Haxe
package funkin.util;
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import flixel.util.FlxSignal.FlxTypedSignal;
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using StringTools;
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/**
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* Utilities for operating on the current window, such as changing the title.
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*/
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@:nullSafety
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class WindowUtil
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{
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/**
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* A regex to match valid URLs.
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*/
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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()@:%_\+.~#?&\/=]*)$/;
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/**
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* Sanitizes a URL via a regex.
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*
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* @param targetUrl The URL to sanitize.
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* @return The sanitized URL, or an empty string if the URL is invalid.
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*/
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public static function sanitizeURL(targetUrl:String):String
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{
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targetUrl = (targetUrl ?? '').trim();
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if (targetUrl == '')
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{
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return '';
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}
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final lowerUrl:String = targetUrl.toLowerCase();
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if (!lowerUrl.startsWith('http:') && !lowerUrl.startsWith('https:'))
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{
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targetUrl = 'http://' + targetUrl;
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}
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if (URL_REGEX.match(targetUrl))
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{
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return URL_REGEX.matched(0);
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}
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return '';
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}
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/**
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* Runs platform-specific code to open a URL in a web browser.
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* @param targetUrl The URL to open.
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*/
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public static function openURL(targetUrl:String):Void
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{
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// Ensure you can't open protocols such as steam://, file://, etc
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var protocol:Array<String> = targetUrl.split("://");
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if (protocol.length == 1) targetUrl = 'https://${targetUrl}';
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else if (protocol[0] != 'http' && protocol[0] != 'https') throw "openURL can only open http and https links.";
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#if FEATURE_OPEN_URL
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targetUrl = sanitizeURL(targetUrl);
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if (targetUrl == '')
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{
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throw 'Invalid URL: "$targetUrl"';
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}
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#if linux
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Sys.command('/usr/bin/xdg-open $targetUrl &');
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#else
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// This should work on Windows and HTML5.
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FlxG.openURL(targetUrl);
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#end
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#else
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throw 'Cannot open URLs on this platform.';
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#end
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}
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#if FEATURE_DEBUG_TRACY
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/**
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* Initialize Tracy.
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* NOTE: Call this from the main thread ONLY!
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*/
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public static function initTracy():Void
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{
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var appInfoMessage = funkin.util.logging.CrashHandler.buildSystemInfo();
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trace("Friday Night Funkin': Connection to Tracy profiler successful.");
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// Post system info like Git hash
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cpp.vm.tracy.TracyProfiler.messageAppInfo(appInfoMessage);
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cpp.vm.tracy.TracyProfiler.setThreadName("main");
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}
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#end
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/**
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* Dispatched when the game window is closed.
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*/
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public static final windowExit:FlxTypedSignal<Int->Void> = new FlxTypedSignal<Int->Void>();
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/**
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* Has `initWindowEvents()` been called already?
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* This is to prevent multiple instances of the same function.
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*/
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private static var _initializedWindowEvents:Bool = false;
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/**
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* Wires up FlxSignals that happen based on window activity.
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* For example, we can run a callback when the window is closed.
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*/
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public static function initWindowEvents():Void
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{
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if (_initializedWindowEvents) return; // Fix that annoying
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// onUpdate is called every frame just before rendering.
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// onExit is called when the game window is closed.
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openfl.Lib.current.stage.application.onExit.add(function(exitCode:Int) {
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windowExit.dispatch(exitCode);
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});
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#if (desktop || html5)
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openfl.Lib.current.stage.addEventListener(openfl.events.KeyboardEvent.KEY_DOWN, (e:openfl.events.KeyboardEvent) -> {
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for (key in PlayerSettings.player1.controls.getKeysForAction(WINDOW_FULLSCREEN))
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{
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// FlxG.stage.focus is set to null by the debug console stuff,
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// so when that's in focus, we don't want to toggle fullscreen using F
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// (annoying when tying "FlxG" in console... lol)
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#if FLX_DEBUG
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@:privateAccess
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if (FlxG.game.debugger.visible)
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{
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return;
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}
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#end
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if (e.keyCode == key)
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{
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openfl.Lib.application.window.fullscreen = !openfl.Lib.application.window.fullscreen;
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}
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}
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});
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#end
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_initializedWindowEvents = true;
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}
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/**
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* Sets the title of the application window.
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* @param value The title to use.
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*/
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public static function setWindowTitle(value:String):Void
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{
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lime.app.Application.current.window.title = value;
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}
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/**
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* Shows an error dialog with an error icon.
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* @param name The title of the dialog window.
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* @param desc The error message to display.
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*/
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public static function showError(name:String, desc:String):Void
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{
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#if (windows && cpp)
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funkin.external.windows.WinAPI.showError(desc, name);
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#else
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lime.app.Application.current.window.alert(desc, name);
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#end
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}
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/**
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* Shows a warning dialog with a warning icon.
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* @param name The title of the dialog window.
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* @param desc The warning message to display.
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*/
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public static function showWarning(name:String, desc:String):Void
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{
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#if (windows && cpp)
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funkin.external.windows.WinAPI.showWarning(desc, name);
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#else
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lime.app.Application.current.window.alert(desc, name);
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#end
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}
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/**
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* Shows an information dialog with an information icon.
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* @param name The title of the dialog window.
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* @param desc The information message to display.
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*/
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public static function showInformation(name:String, desc:String):Void
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{
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#if (windows && cpp)
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funkin.external.windows.WinAPI.showInformation(desc, name);
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#else
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lime.app.Application.current.window.alert(desc, name);
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#end
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}
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/**
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* Shows a question dialog with a question icon and OK/Cancel buttons.
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* @param name The title of the dialog window.
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* @param desc The question message to display.
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*/
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public static function showQuestion(name:String, desc:String):Void
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{
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#if (windows && cpp)
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funkin.external.windows.WinAPI.showQuestion(desc, name);
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#else
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lime.app.Application.current.window.alert(desc, name);
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#end
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}
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public static function setVSyncMode(value:lime.ui.WindowVSyncMode):Void
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{
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// vsync crap dont worky on mac rn derp
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#if !mac
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var res:Bool = FlxG.stage.application.window.setVSyncMode(value);
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// SDL_GL_SetSwapInterval returns the value we assigned on success, https://wiki.libsdl.org/SDL2/SDL_GL_GetSwapInterval#return-value.
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// In lime, we can compare this to the original value to get a boolean.
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if (!res)
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{
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trace('Failed to set VSync mode to ' + value);
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FlxG.stage.application.window.setVSyncMode(lime.ui.WindowVSyncMode.OFF);
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}
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#end
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}
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}
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