mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-14 02:42:55 +00:00
e84bb65b1d
-added preloader aniamtion -modified export bat, -added right stick controls -switch preorders tagline
743 lines
17 KiB
Haxe
743 lines
17 KiB
Haxe
package;
|
|
|
|
import flixel.FlxG;
|
|
import flixel.input.FlxInput;
|
|
import flixel.input.actions.FlxAction;
|
|
import flixel.input.actions.FlxActionInput;
|
|
import flixel.input.actions.FlxActionInputDigital;
|
|
import flixel.input.actions.FlxActionManager;
|
|
import flixel.input.actions.FlxActionSet;
|
|
import flixel.input.gamepad.FlxGamepadButton;
|
|
import flixel.input.gamepad.FlxGamepadInputID;
|
|
import flixel.input.keyboard.FlxKey;
|
|
|
|
#if (haxe >= "4.0.0")
|
|
enum abstract Action(String) to String from String
|
|
{
|
|
var UP = "up";
|
|
var LEFT = "left";
|
|
var RIGHT = "right";
|
|
var DOWN = "down";
|
|
var UP_P = "up-press";
|
|
var LEFT_P = "left-press";
|
|
var RIGHT_P = "right-press";
|
|
var DOWN_P = "down-press";
|
|
var UP_R = "up-release";
|
|
var LEFT_R = "left-release";
|
|
var RIGHT_R = "right-release";
|
|
var DOWN_R = "down-release";
|
|
var ACCEPT = "accept";
|
|
var BACK = "back";
|
|
var PAUSE = "pause";
|
|
var RESET = "reset";
|
|
var CHEAT = "cheat";
|
|
}
|
|
#else
|
|
@:enum
|
|
abstract Action(String) to String from String
|
|
{
|
|
var UP = "up";
|
|
var LEFT = "left";
|
|
var RIGHT = "right";
|
|
var DOWN = "down";
|
|
var UP_P = "up-press";
|
|
var LEFT_P = "left-press";
|
|
var RIGHT_P = "right-press";
|
|
var DOWN_P = "down-press";
|
|
var UP_R = "up-release";
|
|
var LEFT_R = "left-release";
|
|
var RIGHT_R = "right-release";
|
|
var DOWN_R = "down-release";
|
|
var ACCEPT = "accept";
|
|
var BACK = "back";
|
|
var PAUSE = "pause";
|
|
var RESET = "reset";
|
|
var CHEAT = "cheat";
|
|
}
|
|
#end
|
|
|
|
enum Device
|
|
{
|
|
Keys;
|
|
Gamepad(id:Int);
|
|
}
|
|
|
|
/**
|
|
* Since, in many cases multiple actions should use similar keys, we don't want the
|
|
* rebinding UI to list every action. ActionBinders are what the user percieves as
|
|
* an input so, for instance, they can't set jump-press and jump-release to different keys.
|
|
*/
|
|
enum Control
|
|
{
|
|
UP;
|
|
LEFT;
|
|
RIGHT;
|
|
DOWN;
|
|
RESET;
|
|
ACCEPT;
|
|
BACK;
|
|
PAUSE;
|
|
CHEAT;
|
|
}
|
|
|
|
enum KeyboardScheme
|
|
{
|
|
Solo;
|
|
Duo(first:Bool);
|
|
None;
|
|
Custom;
|
|
}
|
|
|
|
/**
|
|
* A list of actions that a player would invoke via some input device.
|
|
* Uses FlxActions to funnel various inputs to a single action.
|
|
*/
|
|
class Controls extends FlxActionSet
|
|
{
|
|
var _up = new FlxActionDigital(Action.UP);
|
|
var _left = new FlxActionDigital(Action.LEFT);
|
|
var _right = new FlxActionDigital(Action.RIGHT);
|
|
var _down = new FlxActionDigital(Action.DOWN);
|
|
var _upP = new FlxActionDigital(Action.UP_P);
|
|
var _leftP = new FlxActionDigital(Action.LEFT_P);
|
|
var _rightP = new FlxActionDigital(Action.RIGHT_P);
|
|
var _downP = new FlxActionDigital(Action.DOWN_P);
|
|
var _upR = new FlxActionDigital(Action.UP_R);
|
|
var _leftR = new FlxActionDigital(Action.LEFT_R);
|
|
var _rightR = new FlxActionDigital(Action.RIGHT_R);
|
|
var _downR = new FlxActionDigital(Action.DOWN_R);
|
|
var _accept = new FlxActionDigital(Action.ACCEPT);
|
|
var _back = new FlxActionDigital(Action.BACK);
|
|
var _pause = new FlxActionDigital(Action.PAUSE);
|
|
var _reset = new FlxActionDigital(Action.RESET);
|
|
var _cheat = new FlxActionDigital(Action.CHEAT);
|
|
|
|
#if (haxe >= "4.0.0")
|
|
var byName:Map<String, FlxActionDigital> = [];
|
|
#else
|
|
var byName:Map<String, FlxActionDigital> = new Map<String, FlxActionDigital>();
|
|
#end
|
|
|
|
public var gamepadsAdded:Array<Int> = [];
|
|
public var keyboardScheme = KeyboardScheme.None;
|
|
|
|
public var UP(get, never):Bool;
|
|
|
|
inline function get_UP()
|
|
return _up.check();
|
|
|
|
public var LEFT(get, never):Bool;
|
|
|
|
inline function get_LEFT()
|
|
return _left.check();
|
|
|
|
public var RIGHT(get, never):Bool;
|
|
|
|
inline function get_RIGHT()
|
|
return _right.check();
|
|
|
|
public var DOWN(get, never):Bool;
|
|
|
|
inline function get_DOWN()
|
|
return _down.check();
|
|
|
|
public var UP_P(get, never):Bool;
|
|
|
|
inline function get_UP_P()
|
|
return _upP.check();
|
|
|
|
public var LEFT_P(get, never):Bool;
|
|
|
|
inline function get_LEFT_P()
|
|
return _leftP.check();
|
|
|
|
public var RIGHT_P(get, never):Bool;
|
|
|
|
inline function get_RIGHT_P()
|
|
return _rightP.check();
|
|
|
|
public var DOWN_P(get, never):Bool;
|
|
|
|
inline function get_DOWN_P()
|
|
return _downP.check();
|
|
|
|
public var UP_R(get, never):Bool;
|
|
|
|
inline function get_UP_R()
|
|
return _upR.check();
|
|
|
|
public var LEFT_R(get, never):Bool;
|
|
|
|
inline function get_LEFT_R()
|
|
return _leftR.check();
|
|
|
|
public var RIGHT_R(get, never):Bool;
|
|
|
|
inline function get_RIGHT_R()
|
|
return _rightR.check();
|
|
|
|
public var DOWN_R(get, never):Bool;
|
|
|
|
inline function get_DOWN_R()
|
|
return _downR.check();
|
|
|
|
public var ACCEPT(get, never):Bool;
|
|
|
|
inline function get_ACCEPT()
|
|
return _accept.check();
|
|
|
|
public var BACK(get, never):Bool;
|
|
|
|
inline function get_BACK()
|
|
return _back.check();
|
|
|
|
public var PAUSE(get, never):Bool;
|
|
|
|
inline function get_PAUSE()
|
|
return _pause.check();
|
|
|
|
public var RESET(get, never):Bool;
|
|
|
|
inline function get_RESET()
|
|
return _reset.check();
|
|
|
|
public var CHEAT(get, never):Bool;
|
|
|
|
inline function get_CHEAT()
|
|
return _cheat.check();
|
|
|
|
#if (haxe >= "4.0.0")
|
|
public function new(name, scheme = None)
|
|
{
|
|
super(name);
|
|
|
|
add(_up);
|
|
add(_left);
|
|
add(_right);
|
|
add(_down);
|
|
add(_upP);
|
|
add(_leftP);
|
|
add(_rightP);
|
|
add(_downP);
|
|
add(_upR);
|
|
add(_leftR);
|
|
add(_rightR);
|
|
add(_downR);
|
|
add(_accept);
|
|
add(_back);
|
|
add(_pause);
|
|
add(_reset);
|
|
add(_cheat);
|
|
|
|
for (action in digitalActions)
|
|
byName[action.name] = action;
|
|
|
|
setKeyboardScheme(scheme, false);
|
|
}
|
|
#else
|
|
public function new(name, scheme:KeyboardScheme = null)
|
|
{
|
|
super(name);
|
|
|
|
add(_up);
|
|
add(_left);
|
|
add(_right);
|
|
add(_down);
|
|
add(_upP);
|
|
add(_leftP);
|
|
add(_rightP);
|
|
add(_downP);
|
|
add(_upR);
|
|
add(_leftR);
|
|
add(_rightR);
|
|
add(_downR);
|
|
add(_accept);
|
|
add(_back);
|
|
add(_pause);
|
|
add(_reset);
|
|
add(_cheat);
|
|
|
|
for (action in digitalActions)
|
|
byName[action.name] = action;
|
|
|
|
if (scheme == null)
|
|
scheme = None;
|
|
setKeyboardScheme(scheme, false);
|
|
}
|
|
#end
|
|
|
|
override function update()
|
|
{
|
|
super.update();
|
|
}
|
|
|
|
// inline
|
|
public function checkByName(name:Action):Bool
|
|
{
|
|
#if debug
|
|
if (!byName.exists(name))
|
|
throw 'Invalid name: $name';
|
|
#end
|
|
return byName[name].check();
|
|
}
|
|
|
|
public function getDialogueName(action:FlxActionDigital):String
|
|
{
|
|
var input = action.inputs[0];
|
|
return switch input.device
|
|
{
|
|
case KEYBOARD: return '[${(input.inputID : FlxKey)}]';
|
|
case GAMEPAD: return '(${(input.inputID : FlxGamepadInputID)})';
|
|
case device: throw 'unhandled device: $device';
|
|
}
|
|
}
|
|
|
|
public function getDialogueNameFromToken(token:String):String
|
|
{
|
|
return getDialogueName(getActionFromControl(Control.createByName(token.toUpperCase())));
|
|
}
|
|
|
|
function getActionFromControl(control:Control):FlxActionDigital
|
|
{
|
|
return switch (control)
|
|
{
|
|
case UP: _up;
|
|
case DOWN: _down;
|
|
case LEFT: _left;
|
|
case RIGHT: _right;
|
|
case ACCEPT: _accept;
|
|
case BACK: _back;
|
|
case PAUSE: _pause;
|
|
case RESET: _reset;
|
|
case CHEAT: _cheat;
|
|
}
|
|
}
|
|
|
|
static function init():Void
|
|
{
|
|
var actions = new FlxActionManager();
|
|
FlxG.inputs.add(actions);
|
|
}
|
|
|
|
/**
|
|
* Calls a function passing each action bound by the specified control
|
|
* @param control
|
|
* @param func
|
|
* @return ->Void)
|
|
*/
|
|
function forEachBound(control:Control, func:FlxActionDigital->FlxInputState->Void)
|
|
{
|
|
switch (control)
|
|
{
|
|
case UP:
|
|
func(_up, PRESSED);
|
|
func(_upP, JUST_PRESSED);
|
|
func(_upR, JUST_RELEASED);
|
|
case LEFT:
|
|
func(_left, PRESSED);
|
|
func(_leftP, JUST_PRESSED);
|
|
func(_leftR, JUST_RELEASED);
|
|
case RIGHT:
|
|
func(_right, PRESSED);
|
|
func(_rightP, JUST_PRESSED);
|
|
func(_rightR, JUST_RELEASED);
|
|
case DOWN:
|
|
func(_down, PRESSED);
|
|
func(_downP, JUST_PRESSED);
|
|
func(_downR, JUST_RELEASED);
|
|
case ACCEPT:
|
|
func(_accept, JUST_PRESSED);
|
|
case BACK:
|
|
func(_back, JUST_PRESSED);
|
|
case PAUSE:
|
|
func(_pause, JUST_PRESSED);
|
|
case RESET:
|
|
func(_reset, JUST_PRESSED);
|
|
case CHEAT:
|
|
func(_cheat, JUST_PRESSED);
|
|
}
|
|
}
|
|
|
|
public function replaceBinding(control:Control, device:Device, ?toAdd:Int, ?toRemove:Int)
|
|
{
|
|
if (toAdd == toRemove)
|
|
return;
|
|
|
|
switch (device)
|
|
{
|
|
case Keys:
|
|
if (toRemove != null)
|
|
unbindKeys(control, [toRemove]);
|
|
if (toAdd != null)
|
|
bindKeys(control, [toAdd]);
|
|
|
|
case Gamepad(id):
|
|
if (toRemove != null)
|
|
unbindButtons(control, id, [toRemove]);
|
|
if (toAdd != null)
|
|
bindButtons(control, id, [toAdd]);
|
|
}
|
|
}
|
|
|
|
public function copyFrom(controls:Controls, ?device:Device)
|
|
{
|
|
#if (haxe >= "4.0.0")
|
|
for (name => action in controls.byName)
|
|
{
|
|
for (input in action.inputs)
|
|
{
|
|
if (device == null || isDevice(input, device))
|
|
byName[name].add(cast input);
|
|
}
|
|
}
|
|
#else
|
|
for (name in controls.byName.keys())
|
|
{
|
|
var action = controls.byName[name];
|
|
for (input in action.inputs)
|
|
{
|
|
if (device == null || isDevice(input, device))
|
|
byName[name].add(cast input);
|
|
}
|
|
}
|
|
#end
|
|
|
|
switch (device)
|
|
{
|
|
case null:
|
|
// add all
|
|
#if (haxe >= "4.0.0")
|
|
for (gamepad in controls.gamepadsAdded)
|
|
if (!gamepadsAdded.contains(gamepad))
|
|
gamepadsAdded.push(gamepad);
|
|
#else
|
|
for (gamepad in controls.gamepadsAdded)
|
|
if (gamepadsAdded.indexOf(gamepad) == -1)
|
|
gamepadsAdded.push(gamepad);
|
|
#end
|
|
|
|
mergeKeyboardScheme(controls.keyboardScheme);
|
|
|
|
case Gamepad(id):
|
|
gamepadsAdded.push(id);
|
|
case Keys:
|
|
mergeKeyboardScheme(controls.keyboardScheme);
|
|
}
|
|
}
|
|
|
|
inline public function copyTo(controls:Controls, ?device:Device)
|
|
{
|
|
controls.copyFrom(this, device);
|
|
}
|
|
|
|
function mergeKeyboardScheme(scheme:KeyboardScheme):Void
|
|
{
|
|
if (scheme != None)
|
|
{
|
|
switch (keyboardScheme)
|
|
{
|
|
case None:
|
|
keyboardScheme = scheme;
|
|
default:
|
|
keyboardScheme = Custom;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
|
|
* If binder is a literal you can inline this
|
|
*/
|
|
public function bindKeys(control:Control, keys:Array<FlxKey>)
|
|
{
|
|
#if (haxe >= "4.0.0")
|
|
inline forEachBound(control, (action, state) -> addKeys(action, keys, state));
|
|
#else
|
|
forEachBound(control, function(action, state) addKeys(action, keys, state));
|
|
#end
|
|
}
|
|
|
|
/**
|
|
* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
|
|
* If binder is a literal you can inline this
|
|
*/
|
|
public function unbindKeys(control:Control, keys:Array<FlxKey>)
|
|
{
|
|
#if (haxe >= "4.0.0")
|
|
inline forEachBound(control, (action, _) -> removeKeys(action, keys));
|
|
#else
|
|
forEachBound(control, function(action, _) removeKeys(action, keys));
|
|
#end
|
|
}
|
|
|
|
inline static function addKeys(action:FlxActionDigital, keys:Array<FlxKey>, state:FlxInputState)
|
|
{
|
|
for (key in keys)
|
|
action.addKey(key, state);
|
|
}
|
|
|
|
static function removeKeys(action:FlxActionDigital, keys:Array<FlxKey>)
|
|
{
|
|
var i = action.inputs.length;
|
|
while (i-- > 0)
|
|
{
|
|
var input = action.inputs[i];
|
|
if (input.device == KEYBOARD && keys.indexOf(cast input.inputID) != -1)
|
|
action.remove(input);
|
|
}
|
|
}
|
|
|
|
public function setKeyboardScheme(scheme:KeyboardScheme, reset = true)
|
|
{
|
|
if (reset)
|
|
removeKeyboard();
|
|
|
|
keyboardScheme = scheme;
|
|
|
|
#if (haxe >= "4.0.0")
|
|
switch (scheme)
|
|
{
|
|
case Solo:
|
|
inline bindKeys(Control.UP, [W, FlxKey.UP]);
|
|
inline bindKeys(Control.DOWN, [S, FlxKey.DOWN]);
|
|
inline bindKeys(Control.LEFT, [A, FlxKey.LEFT]);
|
|
inline bindKeys(Control.RIGHT, [D, FlxKey.RIGHT]);
|
|
inline bindKeys(Control.ACCEPT, [Z, SPACE, ENTER]);
|
|
inline bindKeys(Control.BACK, [BACKSPACE, ESCAPE]);
|
|
inline bindKeys(Control.PAUSE, [P, ENTER, ESCAPE]);
|
|
inline bindKeys(Control.RESET, [R]);
|
|
case Duo(true):
|
|
inline bindKeys(Control.UP, [W]);
|
|
inline bindKeys(Control.DOWN, [S]);
|
|
inline bindKeys(Control.LEFT, [A]);
|
|
inline bindKeys(Control.RIGHT, [D]);
|
|
inline bindKeys(Control.ACCEPT, [G, Z]);
|
|
inline bindKeys(Control.BACK, [H, X]);
|
|
inline bindKeys(Control.PAUSE, [ONE]);
|
|
inline bindKeys(Control.RESET, [R]);
|
|
case Duo(false):
|
|
inline bindKeys(Control.UP, [FlxKey.UP]);
|
|
inline bindKeys(Control.DOWN, [FlxKey.DOWN]);
|
|
inline bindKeys(Control.LEFT, [FlxKey.LEFT]);
|
|
inline bindKeys(Control.RIGHT, [FlxKey.RIGHT]);
|
|
inline bindKeys(Control.ACCEPT, [O]);
|
|
inline bindKeys(Control.BACK, [P]);
|
|
inline bindKeys(Control.PAUSE, [ENTER]);
|
|
inline bindKeys(Control.RESET, [BACKSPACE]);
|
|
case None: // nothing
|
|
case Custom: // nothing
|
|
}
|
|
#else
|
|
switch (scheme)
|
|
{
|
|
case Solo:
|
|
bindKeys(Control.UP, [W, FlxKey.UP]);
|
|
bindKeys(Control.DOWN, [S, FlxKey.DOWN]);
|
|
bindKeys(Control.LEFT, [A, FlxKey.LEFT]);
|
|
bindKeys(Control.RIGHT, [D, FlxKey.RIGHT]);
|
|
bindKeys(Control.ACCEPT, [Z, SPACE, ENTER]);
|
|
bindKeys(Control.BACK, [BACKSPACE, ESCAPE]);
|
|
bindKeys(Control.PAUSE, [P, ENTER, ESCAPE]);
|
|
bindKeys(Control.RESET, [R]);
|
|
case Duo(true):
|
|
bindKeys(Control.UP, [W]);
|
|
bindKeys(Control.DOWN, [S]);
|
|
bindKeys(Control.LEFT, [A]);
|
|
bindKeys(Control.RIGHT, [D]);
|
|
bindKeys(Control.ACCEPT, [G, Z]);
|
|
bindKeys(Control.BACK, [H, X]);
|
|
bindKeys(Control.PAUSE, [ONE]);
|
|
bindKeys(Control.RESET, [R]);
|
|
case Duo(false):
|
|
bindKeys(Control.UP, [FlxKey.UP]);
|
|
bindKeys(Control.DOWN, [FlxKey.DOWN]);
|
|
bindKeys(Control.LEFT, [FlxKey.LEFT]);
|
|
bindKeys(Control.RIGHT, [FlxKey.RIGHT]);
|
|
bindKeys(Control.ACCEPT, [O]);
|
|
bindKeys(Control.BACK, [P]);
|
|
bindKeys(Control.PAUSE, [ENTER]);
|
|
bindKeys(Control.RESET, [BACKSPACE]);
|
|
case None: // nothing
|
|
case Custom: // nothing
|
|
}
|
|
#end
|
|
}
|
|
|
|
function removeKeyboard()
|
|
{
|
|
for (action in this.digitalActions)
|
|
{
|
|
var i = action.inputs.length;
|
|
while (i-- > 0)
|
|
{
|
|
var input = action.inputs[i];
|
|
if (input.device == KEYBOARD)
|
|
action.remove(input);
|
|
}
|
|
}
|
|
}
|
|
|
|
public function addGamepad(id:Int, ?buttonMap:Map<Control, Array<FlxGamepadInputID>>):Void
|
|
{
|
|
gamepadsAdded.push(id);
|
|
|
|
#if (haxe >= "4.0.0")
|
|
for (control => buttons in buttonMap)
|
|
inline bindButtons(control, id, buttons);
|
|
#else
|
|
for (control in buttonMap.keys())
|
|
bindButtons(control, id, buttonMap[control]);
|
|
#end
|
|
}
|
|
|
|
inline function addGamepadLiteral(id:Int, ?buttonMap:Map<Control, Array<FlxGamepadInputID>>):Void
|
|
{
|
|
gamepadsAdded.push(id);
|
|
|
|
#if (haxe >= "4.0.0")
|
|
for (control => buttons in buttonMap)
|
|
inline bindButtons(control, id, buttons);
|
|
#else
|
|
for (control in buttonMap.keys())
|
|
bindButtons(control, id, buttonMap[control]);
|
|
#end
|
|
}
|
|
|
|
public function removeGamepad(deviceID:Int = FlxInputDeviceID.ALL):Void
|
|
{
|
|
for (action in this.digitalActions)
|
|
{
|
|
var i = action.inputs.length;
|
|
while (i-- > 0)
|
|
{
|
|
var input = action.inputs[i];
|
|
if (input.device == GAMEPAD && (deviceID == FlxInputDeviceID.ALL || input.deviceID == deviceID))
|
|
action.remove(input);
|
|
}
|
|
}
|
|
|
|
gamepadsAdded.remove(deviceID);
|
|
}
|
|
|
|
public function addDefaultGamepad(id):Void
|
|
{
|
|
#if !switch
|
|
addGamepadLiteral(id, [
|
|
Control.ACCEPT => [A],
|
|
Control.BACK => [B],
|
|
Control.UP => [DPAD_UP, LEFT_STICK_DIGITAL_UP],
|
|
Control.DOWN => [DPAD_DOWN, LEFT_STICK_DIGITAL_DOWN],
|
|
Control.LEFT => [DPAD_LEFT, LEFT_STICK_DIGITAL_LEFT],
|
|
Control.RIGHT => [DPAD_RIGHT, LEFT_STICK_DIGITAL_RIGHT],
|
|
Control.PAUSE => [START],
|
|
Control.RESET => [Y]
|
|
]);
|
|
#else
|
|
addGamepadLiteral(id, [
|
|
//Swap A and B for switch
|
|
Control.ACCEPT => [B],
|
|
Control.BACK => [A],
|
|
Control.UP => [DPAD_UP, LEFT_STICK_DIGITAL_UP, RIGHT_STICK_DIGITAL_UP],
|
|
Control.DOWN => [DPAD_DOWN, LEFT_STICK_DIGITAL_DOWN, RIGHT_STICK_DIGITAL_DOWN],
|
|
Control.LEFT => [DPAD_LEFT, LEFT_STICK_DIGITAL_LEFT, RIGHT_STICK_DIGITAL_LEFT],
|
|
Control.RIGHT => [DPAD_RIGHT, LEFT_STICK_DIGITAL_RIGHT, RIGHT_STICK_DIGITAL_RIGHT],
|
|
Control.PAUSE => [START],
|
|
//Swap Y and X for switch
|
|
Control.RESET => [Y],
|
|
Control.CHEAT => [X]
|
|
]);
|
|
#end
|
|
}
|
|
|
|
/**
|
|
* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
|
|
* If binder is a literal you can inline this
|
|
*/
|
|
public function bindButtons(control:Control, id, buttons)
|
|
{
|
|
#if (haxe >= "4.0.0")
|
|
inline forEachBound(control, (action, state) -> addButtons(action, buttons, state, id));
|
|
#else
|
|
forEachBound(control, function(action, state) addButtons(action, buttons, state, id));
|
|
#end
|
|
}
|
|
|
|
/**
|
|
* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
|
|
* If binder is a literal you can inline this
|
|
*/
|
|
public function unbindButtons(control:Control, gamepadID:Int, buttons)
|
|
{
|
|
#if (haxe >= "4.0.0")
|
|
inline forEachBound(control, (action, _) -> removeButtons(action, gamepadID, buttons));
|
|
#else
|
|
forEachBound(control, function(action, _) removeButtons(action, gamepadID, buttons));
|
|
#end
|
|
}
|
|
|
|
inline static function addButtons(action:FlxActionDigital, buttons:Array<FlxGamepadInputID>, state, id)
|
|
{
|
|
for (button in buttons)
|
|
action.addGamepad(button, state, id);
|
|
}
|
|
|
|
static function removeButtons(action:FlxActionDigital, gamepadID:Int, buttons:Array<FlxGamepadInputID>)
|
|
{
|
|
var i = action.inputs.length;
|
|
while (i-- > 0)
|
|
{
|
|
var input = action.inputs[i];
|
|
if (isGamepad(input, gamepadID) && buttons.indexOf(cast input.inputID) != -1)
|
|
action.remove(input);
|
|
}
|
|
}
|
|
|
|
public function getInputsFor(control:Control, device:Device, ?list:Array<Int>):Array<Int>
|
|
{
|
|
if (list == null)
|
|
list = [];
|
|
|
|
switch (device)
|
|
{
|
|
case Keys:
|
|
for (input in getActionFromControl(control).inputs)
|
|
{
|
|
if (input.device == KEYBOARD)
|
|
list.push(input.inputID);
|
|
}
|
|
case Gamepad(id):
|
|
for (input in getActionFromControl(control).inputs)
|
|
{
|
|
if (input.deviceID == id)
|
|
list.push(input.inputID);
|
|
}
|
|
}
|
|
return list;
|
|
}
|
|
|
|
public function removeDevice(device:Device)
|
|
{
|
|
switch (device)
|
|
{
|
|
case Keys:
|
|
setKeyboardScheme(None);
|
|
case Gamepad(id):
|
|
removeGamepad(id);
|
|
}
|
|
}
|
|
|
|
static function isDevice(input:FlxActionInput, device:Device)
|
|
{
|
|
return switch device
|
|
{
|
|
case Keys: input.device == KEYBOARD;
|
|
case Gamepad(id): isGamepad(input, id);
|
|
}
|
|
}
|
|
|
|
inline static function isGamepad(input:FlxActionInput, deviceID:Int)
|
|
{
|
|
return input.device == GAMEPAD && (deviceID == FlxInputDeviceID.ALL || input.deviceID == deviceID);
|
|
}
|
|
}
|