mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-14 10:53:21 +00:00
494 lines
15 KiB
Haxe
494 lines
15 KiB
Haxe
package funkin.input;
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import flixel.FlxG;
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import flixel.input.FlxInput;
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import flixel.input.FlxInput.FlxInputState;
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import flixel.input.FlxKeyManager;
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import flixel.input.gamepad.FlxGamepad;
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import flixel.input.gamepad.FlxGamepadInputID;
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import flixel.input.keyboard.FlxKey;
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import flixel.input.keyboard.FlxKeyboard.FlxKeyInput;
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import flixel.input.keyboard.FlxKeyList;
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import flixel.util.FlxSignal.FlxTypedSignal;
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import funkin.play.notes.NoteDirection;
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import funkin.util.FlxGamepadUtil;
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import haxe.Int64;
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import lime.ui.Gamepad as LimeGamepad;
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import lime.ui.GamepadAxis as LimeGamepadAxis;
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import lime.ui.GamepadButton as LimeGamepadButton;
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import lime.ui.KeyCode;
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import lime.ui.KeyModifier;
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import openfl.events.KeyboardEvent;
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import openfl.ui.Keyboard;
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/**
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* A precise input manager that:
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* - Records the exact timestamp of when a key was pressed or released
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* - Only records key presses for keys bound to game inputs (up/down/left/right)
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*/
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class PreciseInputManager extends FlxKeyManager<FlxKey, PreciseInputList>
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{
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public static var instance(get, null):PreciseInputManager;
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static function get_instance():PreciseInputManager
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{
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return instance ?? (instance = new PreciseInputManager());
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}
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static final DIRECTIONS:Array<NoteDirection> = [NoteDirection.LEFT, NoteDirection.DOWN, NoteDirection.UP, NoteDirection.RIGHT];
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public var onInputPressed:FlxTypedSignal<PreciseInputEvent->Void>;
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public var onInputReleased:FlxTypedSignal<PreciseInputEvent->Void>;
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/**
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* The list of keys that are bound to game inputs (up/down/left/right).
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*/
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var _keyList:Array<FlxKey>;
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/**
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* The direction that a given key is bound to.
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*/
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var _keyListDir:Map<FlxKey, NoteDirection>;
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/**
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* A FlxGamepadID->Array<FlxGamepadInputID>, with FlxGamepadInputID being the counterpart to FlxKey.
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*/
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var _buttonList:Map<Int, Array<FlxGamepadInputID>>;
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var _buttonListArray:Array<FlxInput<FlxGamepadInputID>>;
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var _buttonListMap:Map<Int, Map<FlxGamepadInputID, FlxInput<FlxGamepadInputID>>>;
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/**
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* A FlxGamepadID->FlxGamepadInputID->NoteDirection, with FlxGamepadInputID being the counterpart to FlxKey.
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*/
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var _buttonListDir:Map<Int, Map<FlxGamepadInputID, NoteDirection>>;
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/**
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* The timestamp at which a given note direction was last pressed.
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*/
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var _dirPressTimestamps:Map<NoteDirection, Int64>;
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/**
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* The timestamp at which a given note direction was last released.
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*/
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var _dirReleaseTimestamps:Map<NoteDirection, Int64>;
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var _deviceBinds:Map<FlxGamepad,
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{
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onButtonDown:LimeGamepadButton->Int64->Void,
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onButtonUp:LimeGamepadButton->Int64->Void
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}>;
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public function new()
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{
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super(PreciseInputList.new);
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_deviceBinds = [];
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_keyList = [];
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// _keyListMap
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// _keyListArray
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_keyListDir = new Map<FlxKey, NoteDirection>();
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_buttonList = [];
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_buttonListMap = [];
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_buttonListArray = [];
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_buttonListDir = new Map<Int, Map<FlxGamepadInputID, NoteDirection>>();
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_dirPressTimestamps = new Map<NoteDirection, Int64>();
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_dirReleaseTimestamps = new Map<NoteDirection, Int64>();
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// Keyboard
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FlxG.stage.removeEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
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FlxG.stage.removeEventListener(KeyboardEvent.KEY_UP, onKeyUp);
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FlxG.stage.application.window.onKeyDownPrecise.add(handleKeyDown);
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FlxG.stage.application.window.onKeyUpPrecise.add(handleKeyUp);
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preventDefaultKeys = getPreventDefaultKeys();
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onInputPressed = new FlxTypedSignal<PreciseInputEvent->Void>();
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onInputReleased = new FlxTypedSignal<PreciseInputEvent->Void>();
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}
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public static function getKeysForDirection(controls:Controls, noteDirection:NoteDirection)
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{
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return switch (noteDirection)
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{
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case NoteDirection.LEFT: controls.getKeysForAction(NOTE_LEFT);
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case NoteDirection.DOWN: controls.getKeysForAction(NOTE_DOWN);
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case NoteDirection.UP: controls.getKeysForAction(NOTE_UP);
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case NoteDirection.RIGHT: controls.getKeysForAction(NOTE_RIGHT);
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};
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}
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public static function getButtonsForDirection(controls:Controls, noteDirection:NoteDirection)
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{
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return switch (noteDirection)
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{
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case NoteDirection.LEFT: controls.getButtonsForAction(NOTE_LEFT);
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case NoteDirection.DOWN: controls.getButtonsForAction(NOTE_DOWN);
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case NoteDirection.UP: controls.getButtonsForAction(NOTE_UP);
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case NoteDirection.RIGHT: controls.getButtonsForAction(NOTE_RIGHT);
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};
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}
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/**
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* Convert from int to Int64.
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*/
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static final NS_PER_MS:Int64 = Constants.NS_PER_MS;
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/**
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* Returns a precise timestamp, measured in nanoseconds.
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* Timestamp is only useful for comparing against other timestamps.
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*
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* @return Int64
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*/
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@:access(lime._internal.backend.native.NativeCFFI)
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public static function getCurrentTimestamp():Int64
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{
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#if html5
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// NOTE: This timestamp isn't that precise on standard HTML5 builds.
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// This is because of browser safeguards against timing attacks.
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// See https://web.dev/coop-coep to enable headers which allow for more precise timestamps.
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return haxe.Int64.fromFloat(js.Browser.window.performance.now()) * NS_PER_MS;
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#elseif cpp
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// NOTE: If the game hard crashes on this line, rebuild Lime!
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// `lime rebuild windows -clean`
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return lime._internal.backend.native.NativeCFFI.lime_sdl_get_ticks() * NS_PER_MS;
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#else
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throw "Eric didn't implement precise timestamps on this platform!";
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#end
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}
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static function getPreventDefaultKeys():Array<FlxKey>
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{
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return [];
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}
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/**
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* Call this whenever the user's inputs change.
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*/
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public function initializeKeys(controls:Controls):Void
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{
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clearKeys();
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for (noteDirection in DIRECTIONS)
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{
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var keys = getKeysForDirection(controls, noteDirection);
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for (key in keys)
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{
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var input = new FlxKeyInput(key);
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_keyList.push(key);
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_keyListArray.push(input);
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_keyListMap.set(key, input);
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_keyListDir.set(key, noteDirection);
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}
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}
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}
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public function initializeButtons(controls:Controls, gamepad:FlxGamepad):Void
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{
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clearButtons();
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var limeGamepad = FlxGamepadUtil.getLimeGamepad(gamepad);
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var callbacks =
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{
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onButtonDown: handleButtonDown.bind(gamepad),
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onButtonUp: handleButtonUp.bind(gamepad)
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};
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limeGamepad.onButtonDownPrecise.add(callbacks.onButtonDown);
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limeGamepad.onButtonUpPrecise.add(callbacks.onButtonUp);
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for (noteDirection in DIRECTIONS)
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{
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var buttons = getButtonsForDirection(controls, noteDirection);
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for (button in buttons)
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{
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var input = new FlxInput<FlxGamepadInputID>(button);
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var buttonListEntry = _buttonList.get(gamepad.id);
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if (buttonListEntry == null) _buttonList.set(gamepad.id, buttonListEntry = []);
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buttonListEntry.push(button);
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_buttonListArray.push(input);
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var buttonListMapEntry = _buttonListMap.get(gamepad.id);
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if (buttonListMapEntry == null) _buttonListMap.set(gamepad.id, buttonListMapEntry = new Map<FlxGamepadInputID, FlxInput<FlxGamepadInputID>>());
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buttonListMapEntry.set(button, input);
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var buttonListDirEntry = _buttonListDir.get(gamepad.id);
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if (buttonListDirEntry == null) _buttonListDir.set(gamepad.id, buttonListDirEntry = new Map<FlxGamepadInputID, NoteDirection>());
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buttonListDirEntry.set(button, noteDirection);
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}
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}
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}
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/**
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* Get the time, in nanoseconds, since the given note direction was last pressed.
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* @param noteDirection The note direction to check.
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* @return An Int64 representing the time since the given note direction was last pressed.
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*/
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public function getTimeSincePressed(noteDirection:NoteDirection):Int64
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{
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return getCurrentTimestamp() - _dirPressTimestamps.get(noteDirection);
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}
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/**
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* Get the time, in nanoseconds, since the given note direction was last released.
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* @param noteDirection The note direction to check.
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* @return An Int64 representing the time since the given note direction was last released.
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*/
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public function getTimeSinceReleased(noteDirection:NoteDirection):Int64
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{
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return getCurrentTimestamp() - _dirReleaseTimestamps.get(noteDirection);
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}
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// TODO: Why doesn't this work?
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// @:allow(funkin.input.PreciseInputManager.PreciseInputList)
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public function getInputByKey(key:FlxKey):FlxKeyInput
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{
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return _keyListMap.get(key);
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}
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public function getInputByButton(gamepad:FlxGamepad, button:FlxGamepadInputID):FlxInput<FlxGamepadInputID>
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{
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return _buttonListMap.get(gamepad.id).get(button);
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}
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public function getDirectionForKey(key:FlxKey):NoteDirection
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{
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return _keyListDir.get(key);
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}
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public function getDirectionForButton(gamepad:FlxGamepad, button:FlxGamepadInputID):NoteDirection
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{
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return _buttonListDir.get(gamepad.id).get(button);
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}
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function getButton(gamepad:FlxGamepad, button:FlxGamepadInputID):FlxInput<FlxGamepadInputID>
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{
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return _buttonListMap.get(gamepad.id).get(button);
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}
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function updateButtonStates(gamepad:FlxGamepad, button:FlxGamepadInputID, down:Bool):Void
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{
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var input = getButton(gamepad, button);
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if (input == null) return;
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if (down)
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{
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input.press();
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}
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else
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{
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input.release();
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}
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}
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function handleKeyDown(keyCode:KeyCode, _:KeyModifier, timestamp:Int64):Void
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{
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var key:FlxKey = convertKeyCode(keyCode);
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if (_keyList.indexOf(key) == -1) return;
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// TODO: Remove this line with SDL3 when timestamps change meaning.
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// This is because SDL3's timestamps are measured in nanoseconds, not milliseconds.
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timestamp *= Constants.NS_PER_MS;
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updateKeyStates(key, true);
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if (getInputByKey(key)?.justPressed ?? false)
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{
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onInputPressed.dispatch(
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{
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noteDirection: getDirectionForKey(key),
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timestamp: timestamp
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});
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_dirPressTimestamps.set(getDirectionForKey(key), timestamp);
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}
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}
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function handleKeyUp(keyCode:KeyCode, _:KeyModifier, timestamp:Int64):Void
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{
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var key:FlxKey = convertKeyCode(keyCode);
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if (_keyList.indexOf(key) == -1) return;
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// TODO: Remove this line with SDL3 when timestamps change meaning.
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// This is because SDL3's timestamps ar e measured in nanoseconds, not milliseconds.
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timestamp *= Constants.NS_PER_MS;
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updateKeyStates(key, false);
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if (getInputByKey(key)?.justReleased ?? false)
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{
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onInputReleased.dispatch(
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{
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noteDirection: getDirectionForKey(key),
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timestamp: timestamp
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});
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_dirReleaseTimestamps.set(getDirectionForKey(key), timestamp);
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}
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}
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function handleButtonDown(gamepad:FlxGamepad, button:LimeGamepadButton, timestamp:Int64):Void
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{
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var buttonId:FlxGamepadInputID = FlxGamepadUtil.getInputID(gamepad, button);
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var buttonListEntry = _buttonList.get(gamepad.id);
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if (buttonListEntry == null || buttonListEntry.indexOf(buttonId) == -1) return;
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// TODO: Remove this line with SDL3 when timestamps change meaning.
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// This is because SDL3's timestamps ar e measured in nanoseconds, not milliseconds.
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timestamp *= Constants.NS_PER_MS;
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updateButtonStates(gamepad, buttonId, true);
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if (getInputByButton(gamepad, buttonId)?.justPressed ?? false)
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{
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onInputPressed.dispatch(
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{
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noteDirection: getDirectionForButton(gamepad, buttonId),
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timestamp: timestamp
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});
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_dirPressTimestamps.set(getDirectionForButton(gamepad, buttonId), timestamp);
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}
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}
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function handleButtonUp(gamepad:FlxGamepad, button:LimeGamepadButton, timestamp:Int64):Void
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{
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var buttonId:FlxGamepadInputID = FlxGamepadUtil.getInputID(gamepad, button);
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var buttonListEntry = _buttonList.get(gamepad.id);
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if (buttonListEntry == null || buttonListEntry.indexOf(buttonId) == -1) return;
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// TODO: Remove this line with SDL3 when timestamps change meaning.
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// This is because SDL3's timestamps ar e measured in nanoseconds, not milliseconds.
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timestamp *= Constants.NS_PER_MS;
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updateButtonStates(gamepad, buttonId, false);
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if (getInputByButton(gamepad, buttonId)?.justReleased ?? false)
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{
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onInputReleased.dispatch(
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{
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noteDirection: getDirectionForButton(gamepad, buttonId),
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timestamp: timestamp
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});
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_dirReleaseTimestamps.set(getDirectionForButton(gamepad, buttonId), timestamp);
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}
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}
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static function convertKeyCode(input:KeyCode):FlxKey
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{
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@:privateAccess
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{
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return Keyboard.__convertKeyCode(input);
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}
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}
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function clearKeys():Void
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{
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_keyListArray = [];
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_keyListMap.clear();
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_keyListDir.clear();
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}
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function clearButtons():Void
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{
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_buttonListArray = [];
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_buttonListDir.clear();
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for (gamepad in _deviceBinds.keys())
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{
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var callbacks = _deviceBinds.get(gamepad);
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var limeGamepad = FlxGamepadUtil.getLimeGamepad(gamepad);
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limeGamepad.onButtonDownPrecise.remove(callbacks.onButtonDown);
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limeGamepad.onButtonUpPrecise.remove(callbacks.onButtonUp);
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}
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_deviceBinds.clear();
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}
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public override function destroy():Void
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{
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// Keyboard
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FlxG.stage.application.window.onKeyDownPrecise.remove(handleKeyDown);
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FlxG.stage.application.window.onKeyUpPrecise.remove(handleKeyUp);
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clearKeys();
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clearButtons();
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}
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}
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class PreciseInputList extends FlxKeyList
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{
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var _preciseInputManager:PreciseInputManager;
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public function new(state:FlxInputState, preciseInputManager:FlxKeyManager<Dynamic, Dynamic>)
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{
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super(state, preciseInputManager);
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_preciseInputManager = cast preciseInputManager;
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}
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static function getKeysForDir(noteDir:NoteDirection):Array<FlxKey>
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{
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return PreciseInputManager.getKeysForDirection(PlayerSettings.player1.controls, noteDir);
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}
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function isKeyValid(key:FlxKey):Bool
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{
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@:privateAccess
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{
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return _preciseInputManager._keyListMap.exists(key);
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}
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}
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public function checkFlxKey(key:FlxKey):Bool
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{
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if (isKeyValid(key)) return check(cast key);
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return false;
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}
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public function checkDir(noteDir:NoteDirection):Bool
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{
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for (key in getKeysForDir(noteDir))
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{
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if (check(_preciseInputManager.getInputByKey(key)?.ID)) return true;
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}
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return false;
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}
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public var NOTE_LEFT(get, never):Bool;
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function get_NOTE_LEFT():Bool
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return checkDir(NoteDirection.LEFT);
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public var NOTE_DOWN(get, never):Bool;
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function get_NOTE_DOWN():Bool
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return checkDir(NoteDirection.DOWN);
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public var NOTE_UP(get, never):Bool;
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function get_NOTE_UP():Bool
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return checkDir(NoteDirection.UP);
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public var NOTE_RIGHT(get, never):Bool;
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function get_NOTE_RIGHT():Bool
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return checkDir(NoteDirection.RIGHT);
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}
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typedef PreciseInputEvent =
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{
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/**
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* The direction of the input.
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*/
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noteDirection:NoteDirection,
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/**
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* The timestamp of the input. Measured in nanoseconds.
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*/
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timestamp:Int64,
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};
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