mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-05 06:14:36 +00:00
573 lines
13 KiB
Haxe
573 lines
13 KiB
Haxe
package;
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import flixel.FlxG;
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import flixel.input.FlxInput;
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import flixel.input.actions.FlxAction;
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import flixel.input.actions.FlxActionInput;
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import flixel.input.actions.FlxActionInputDigital;
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import flixel.input.actions.FlxActionManager;
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import flixel.input.actions.FlxActionSet;
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import flixel.input.gamepad.FlxGamepadButton;
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import flixel.input.gamepad.FlxGamepadInputID;
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import flixel.input.keyboard.FlxKey;
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enum abstract Action(String) to String from String
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{
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var UP = "up";
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var LEFT = "left";
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var RIGHT = "right";
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var DOWN = "down";
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var UP_P = "up-press";
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var LEFT_P = "left-press";
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var RIGHT_P = "right-press";
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var DOWN_P = "down-press";
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var UP_R = "up-release";
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var LEFT_R = "left-release";
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var RIGHT_R = "right-release";
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var DOWN_R = "down-release";
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var ACCEPT = "accept";
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var BACK = "back";
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var PAUSE = "pause";
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var RESET = "reset";
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}
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enum Device
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{
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Keys;
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Gamepad(id:Int);
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}
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/**
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* Since, in many cases multiple actions should use similar keys, we don't want the
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* rebinding UI to list every action. ActionBinders are what the user percieves as
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* an input so, for instance, they can't set jump-press and jump-release to different keys.
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*/
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enum Control
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{
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UP;
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LEFT;
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RIGHT;
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DOWN;
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RESET;
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ACCEPT;
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BACK;
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PAUSE;
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}
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enum KeyboardScheme
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{
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Solo;
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Duo(first:Bool);
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None;
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Custom;
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}
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/**
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* A list of actions that a player would invoke via some input device.
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* Uses FlxActions to funnel various inputs to a single action.
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*/
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class Controls extends FlxActionSet
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{
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var _up = new FlxActionDigital(Action.UP);
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var _left = new FlxActionDigital(Action.LEFT);
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var _right = new FlxActionDigital(Action.RIGHT);
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var _down = new FlxActionDigital(Action.DOWN);
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var _upP = new FlxActionDigital(Action.UP_P);
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var _leftP = new FlxActionDigital(Action.LEFT_P);
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var _rightP = new FlxActionDigital(Action.RIGHT_P);
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var _downP = new FlxActionDigital(Action.DOWN_P);
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var _upR = new FlxActionDigital(Action.UP_R);
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var _leftR = new FlxActionDigital(Action.LEFT_R);
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var _rightR = new FlxActionDigital(Action.RIGHT_R);
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var _downR = new FlxActionDigital(Action.DOWN_R);
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var _accept = new FlxActionDigital(Action.ACCEPT);
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var _back = new FlxActionDigital(Action.BACK);
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var _pause = new FlxActionDigital(Action.PAUSE);
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var _reset = new FlxActionDigital(Action.RESET);
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var byName:Map<String, FlxActionDigital> = [];
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public var gamepadsAdded:Array<Int> = [];
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public var keyboardScheme = KeyboardScheme.None;
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public var UP(get, never):Bool;
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inline function get_UP()
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return _up.check();
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public var LEFT(get, never):Bool;
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inline function get_LEFT()
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return _left.check();
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public var RIGHT(get, never):Bool;
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inline function get_RIGHT()
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return _right.check();
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public var DOWN(get, never):Bool;
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inline function get_DOWN()
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return _down.check();
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public var UP_P(get, never):Bool;
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inline function get_UP_P()
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return _upP.check();
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public var LEFT_P(get, never):Bool;
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inline function get_LEFT_P()
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return _leftP.check();
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public var RIGHT_P(get, never):Bool;
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inline function get_RIGHT_P()
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return _rightP.check();
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public var DOWN_P(get, never):Bool;
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inline function get_DOWN_P()
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return _downP.check();
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public var UP_R(get, never):Bool;
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inline function get_UP_R()
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return _upR.check();
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public var LEFT_R(get, never):Bool;
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inline function get_LEFT_R()
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return _leftR.check();
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public var RIGHT_R(get, never):Bool;
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inline function get_RIGHT_R()
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return _rightR.check();
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public var DOWN_R(get, never):Bool;
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inline function get_DOWN_R()
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return _downR.check();
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public var ACCEPT(get, never):Bool;
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inline function get_ACCEPT()
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return _accept.check();
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public var BACK(get, never):Bool;
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inline function get_BACK()
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return _back.check();
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public var PAUSE(get, never):Bool;
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inline function get_PAUSE()
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return _pause.check();
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public var RESET(get, never):Bool;
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inline function get_RESET()
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return _reset.check();
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public function new(name, scheme = None)
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{
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super(name);
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add(_up);
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add(_left);
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add(_right);
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add(_down);
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add(_upP);
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add(_leftP);
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add(_rightP);
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add(_downP);
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add(_upR);
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add(_leftR);
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add(_rightR);
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add(_downR);
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add(_accept);
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add(_back);
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add(_pause);
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add(_reset);
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for (action in digitalActions)
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byName[action.name] = action;
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setKeyboardScheme(scheme, false);
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}
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override function update()
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{
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super.update();
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}
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// inline
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public function checkByName(name:Action):Bool
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{
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#if debug
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if (!byName.exists(name))
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throw 'Invalid name: $name';
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#end
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return byName[name].check();
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}
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public function getDialogueName(action:FlxActionDigital):String
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{
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var input = action.inputs[0];
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return switch input.device
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{
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case KEYBOARD: return '[${(input.inputID : FlxKey)}]';
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case GAMEPAD: return '(${(input.inputID : FlxGamepadInputID)})';
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case device: throw 'unhandled device: $device';
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}
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}
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public function getDialogueNameFromToken(token:String):String
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{
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return getDialogueName(getActionFromControl(Control.createByName(token.toUpperCase())));
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}
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function getActionFromControl(control:Control):FlxActionDigital
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{
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return switch (control)
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{
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case UP: _up;
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case DOWN: _down;
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case LEFT: _left;
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case RIGHT: _right;
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case ACCEPT: _accept;
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case BACK: _back;
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case PAUSE: _pause;
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case RESET: _reset;
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}
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}
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static function init():Void
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{
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var actions = new FlxActionManager();
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FlxG.inputs.add(actions);
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}
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/**
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* Calls a function passing each action bound by the specified control
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* @param control
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* @param func
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* @return ->Void)
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*/
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function forEachBound(control:Control, func:(FlxActionDigital, FlxInputState) -> Void)
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{
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switch (control)
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{
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case UP:
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func(_up, PRESSED);
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func(_upP, JUST_PRESSED);
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func(_upR, JUST_RELEASED);
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case LEFT:
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func(_left, PRESSED);
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func(_leftP, JUST_PRESSED);
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func(_leftR, JUST_RELEASED);
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case RIGHT:
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func(_right, PRESSED);
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func(_rightP, JUST_PRESSED);
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func(_rightR, JUST_RELEASED);
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case DOWN:
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func(_down, PRESSED);
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func(_downP, JUST_PRESSED);
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func(_downR, JUST_RELEASED);
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case ACCEPT:
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func(_accept, JUST_PRESSED);
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case BACK:
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func(_back, JUST_PRESSED);
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case PAUSE:
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func(_pause, JUST_PRESSED);
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case RESET:
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func(_reset, JUST_PRESSED);
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}
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}
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public function replaceBinding(control:Control, device:Device, ?toAdd:Int, ?toRemove:Int)
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{
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if (toAdd == toRemove)
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return;
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switch (device)
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{
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case Keys:
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if (toRemove != null)
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unbindKeys(control, [toRemove]);
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if (toAdd != null)
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bindKeys(control, [toAdd]);
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case Gamepad(id):
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if (toRemove != null)
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unbindButtons(control, id, [toRemove]);
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if (toAdd != null)
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bindButtons(control, id, [toAdd]);
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}
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}
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public function copyFrom(controls:Controls, ?device:Device)
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{
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for (name => action in controls.byName)
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{
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for (input in action.inputs)
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{
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if (device == null || isDevice(input, device))
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byName[name].add(cast input);
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}
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}
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switch (device)
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{
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case null:
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// add all
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for (gamepad in controls.gamepadsAdded)
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if (!gamepadsAdded.contains(gamepad))
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gamepadsAdded.push(gamepad);
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mergeKeyboardScheme(controls.keyboardScheme);
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case Gamepad(id):
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gamepadsAdded.push(id);
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case Keys:
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mergeKeyboardScheme(controls.keyboardScheme);
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}
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}
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inline public function copyTo(controls:Controls, ?device:Device)
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{
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controls.copyFrom(this, device);
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}
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function mergeKeyboardScheme(scheme:KeyboardScheme):Void
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{
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if (scheme != None)
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{
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switch (keyboardScheme)
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{
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case None:
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keyboardScheme = scheme;
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default:
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keyboardScheme = Custom;
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}
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}
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}
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/**
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* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
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* If binder is a literal you can inline this
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*/
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public function bindKeys(control:Control, keys:Array<FlxKey>)
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{
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inline forEachBound(control, (action, state) -> addKeys(action, keys, state));
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}
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/**
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* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
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* If binder is a literal you can inline this
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*/
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public function unbindKeys(control:Control, keys:Array<FlxKey>)
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{
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inline forEachBound(control, (action, _) -> removeKeys(action, keys));
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}
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inline static function addKeys(action:FlxActionDigital, keys:Array<FlxKey>, state:FlxInputState)
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{
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for (key in keys)
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action.addKey(key, state);
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}
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static function removeKeys(action:FlxActionDigital, keys:Array<FlxKey>)
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{
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var i = action.inputs.length;
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while (i-- > 0)
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{
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var input = action.inputs[i];
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if (input.device == KEYBOARD && keys.indexOf(cast input.inputID) != -1)
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action.remove(input);
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}
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}
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public function setKeyboardScheme(scheme:KeyboardScheme, reset = true)
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{
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if (reset)
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removeKeyboard();
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keyboardScheme = scheme;
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switch (scheme)
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{
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case Solo:
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inline bindKeys(Control.UP, [W, FlxKey.UP]);
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inline bindKeys(Control.DOWN, [S, FlxKey.DOWN]);
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inline bindKeys(Control.LEFT, [A, FlxKey.LEFT]);
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inline bindKeys(Control.RIGHT, [D, FlxKey.RIGHT]);
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inline bindKeys(Control.ACCEPT, [Z, SPACE]);
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inline bindKeys(Control.BACK, [X]);
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inline bindKeys(Control.PAUSE, [P, ENTER]);
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inline bindKeys(Control.RESET, [R]);
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case Duo(true):
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inline bindKeys(Control.UP, [W]);
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inline bindKeys(Control.DOWN, [S]);
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inline bindKeys(Control.LEFT, [A]);
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inline bindKeys(Control.RIGHT, [D]);
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inline bindKeys(Control.ACCEPT, [G, Z]);
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inline bindKeys(Control.BACK, [H, X]);
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inline bindKeys(Control.PAUSE, [ONE]);
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inline bindKeys(Control.RESET, [R]);
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case Duo(false):
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inline bindKeys(Control.UP, [FlxKey.UP]);
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inline bindKeys(Control.DOWN, [FlxKey.DOWN]);
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inline bindKeys(Control.LEFT, [FlxKey.LEFT]);
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inline bindKeys(Control.RIGHT, [FlxKey.RIGHT]);
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inline bindKeys(Control.ACCEPT, [O]);
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inline bindKeys(Control.BACK, [P]);
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inline bindKeys(Control.PAUSE, [ENTER]);
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inline bindKeys(Control.RESET, [BACKSPACE]);
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case None: // nothing
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case Custom: // nothing
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}
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}
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function removeKeyboard()
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{
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for (action in this.digitalActions)
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{
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var i = action.inputs.length;
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while (i-- > 0)
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{
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var input = action.inputs[i];
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if (input.device == KEYBOARD)
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action.remove(input);
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}
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}
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}
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public function addGamepad(id:Int, ?buttonMap:Map<Control, Array<FlxGamepadInputID>>):Void
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{
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gamepadsAdded.push(id);
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for (control => buttons in buttonMap)
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bindButtons(control, id, buttons);
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}
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inline function addGamepadLiteral(id:Int, ?buttonMap:Map<Control, Array<FlxGamepadInputID>>):Void
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{
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gamepadsAdded.push(id);
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for (control => buttons in buttonMap)
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inline bindButtons(control, id, buttons);
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}
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public function removeGamepad(deviceID:Int = FlxInputDeviceID.ALL):Void
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{
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for (action in this.digitalActions)
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{
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var i = action.inputs.length;
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while (i-- > 0)
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{
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var input = action.inputs[i];
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if (input.device == GAMEPAD && (deviceID == FlxInputDeviceID.ALL || input.deviceID == deviceID))
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action.remove(input);
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}
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}
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gamepadsAdded.remove(deviceID);
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}
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public function addDefaultGamepad(id):Void
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{
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addGamepadLiteral(id, [
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Control.ACCEPT => [A],
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Control.BACK => [B],
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Control.UP => [DPAD_UP, LEFT_STICK_DIGITAL_UP],
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Control.DOWN => [DPAD_DOWN, LEFT_STICK_DIGITAL_DOWN],
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Control.LEFT => [DPAD_LEFT, LEFT_STICK_DIGITAL_LEFT],
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Control.RIGHT => [DPAD_RIGHT, LEFT_STICK_DIGITAL_RIGHT],
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Control.PAUSE => [START],
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Control.RESET => [Y]
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]);
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}
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/**
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* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
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* If binder is a literal you can inline this
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*/
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public function bindButtons(control:Control, id, buttons)
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{
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inline forEachBound(control, (action, state) -> addButtons(action, buttons, state, id));
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}
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/**
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* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
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* If binder is a literal you can inline this
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*/
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public function unbindButtons(control:Control, gamepadID:Int, buttons)
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{
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inline forEachBound(control, (action, _) -> removeButtons(action, gamepadID, buttons));
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}
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inline static function addButtons(action:FlxActionDigital, buttons:Array<FlxGamepadInputID>, state, id)
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{
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for (button in buttons)
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action.addGamepad(button, state, id);
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}
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static function removeButtons(action:FlxActionDigital, gamepadID:Int, buttons:Array<FlxGamepadInputID>)
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{
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var i = action.inputs.length;
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while (i-- > 0)
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{
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var input = action.inputs[i];
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if (isGamepad(input, gamepadID) && buttons.indexOf(cast input.inputID) != -1)
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action.remove(input);
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}
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}
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public function getInputsFor(control:Control, device:Device, ?list:Array<Int>):Array<Int>
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{
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if (list == null)
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list = [];
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switch (device)
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{
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case Keys:
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for (input in getActionFromControl(control).inputs)
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{
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if (input.device == KEYBOARD)
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list.push(input.inputID);
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}
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case Gamepad(id):
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for (input in getActionFromControl(control).inputs)
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{
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if (input.deviceID == id)
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list.push(input.inputID);
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}
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}
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return list;
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}
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public function removeDevice(device:Device)
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{
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switch (device)
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{
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case Keys:
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setKeyboardScheme(None);
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case Gamepad(id):
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removeGamepad(id);
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}
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}
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static function isDevice(input:FlxActionInput, device:Device)
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{
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return switch device
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{
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case Keys: input.device == KEYBOARD;
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case Gamepad(id): isGamepad(input, id);
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}
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}
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inline static function isGamepad(input:FlxActionInput, deviceID:Int)
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{
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return input.device == GAMEPAD && (deviceID == FlxInputDeviceID.ALL || input.deviceID == deviceID);
|
|
}
|
|
}
|