mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-16 11:53:45 +00:00
643 lines
18 KiB
Haxe
643 lines
18 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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/**
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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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NOTE_UP;
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NOTE_LEFT;
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NOTE_RIGHT;
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NOTE_DOWN;
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UI_UP;
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UI_LEFT;
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UI_RIGHT;
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UI_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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#if CAN_CHEAT
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CHEAT;
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#end
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}
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@:enum
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abstract Action(String) to String from String
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{
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var UI_UP = "ui_up";
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var UI_LEFT = "ui_left";
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var UI_RIGHT = "ui_right";
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var UI_DOWN = "ui_down";
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var UI_UP_P = "ui_up-press";
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var UI_LEFT_P = "ui_left-press";
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var UI_RIGHT_P = "ui_right-press";
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var UI_DOWN_P = "ui_down-press";
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var UI_UP_R = "ui_up-release";
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var UI_LEFT_R = "ui_left-release";
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var UI_RIGHT_R = "ui_right-release";
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var UI_DOWN_R = "ui_down-release";
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var NOTE_UP = "note_up";
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var NOTE_LEFT = "note_left";
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var NOTE_RIGHT = "note_right";
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var NOTE_DOWN = "note_down";
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var NOTE_UP_P = "note_up-press";
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var NOTE_LEFT_P = "note_left-press";
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var NOTE_RIGHT_P = "note_right-press";
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var NOTE_DOWN_P = "note_down-press";
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var NOTE_UP_R = "note_up-release";
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var NOTE_LEFT_R = "note_left-release";
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var NOTE_RIGHT_R = "note_right-release";
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var NOTE_DOWN_R = "note_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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#if CAN_CHEAT
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var CHEAT = "cheat";
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#end
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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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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 _ui_up = new FlxActionDigital(Action.UI_UP);
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var _ui_left = new FlxActionDigital(Action.UI_LEFT);
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var _ui_right = new FlxActionDigital(Action.UI_RIGHT);
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var _ui_down = new FlxActionDigital(Action.UI_DOWN);
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var _ui_upP = new FlxActionDigital(Action.UI_UP_P);
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var _ui_leftP = new FlxActionDigital(Action.UI_LEFT_P);
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var _ui_rightP = new FlxActionDigital(Action.UI_RIGHT_P);
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var _ui_downP = new FlxActionDigital(Action.UI_DOWN_P);
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var _ui_upR = new FlxActionDigital(Action.UI_UP_R);
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var _ui_leftR = new FlxActionDigital(Action.UI_LEFT_R);
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var _ui_rightR = new FlxActionDigital(Action.UI_RIGHT_R);
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var _ui_downR = new FlxActionDigital(Action.UI_DOWN_R);
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var _note_up = new FlxActionDigital(Action.NOTE_UP);
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var _note_left = new FlxActionDigital(Action.NOTE_LEFT);
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var _note_right = new FlxActionDigital(Action.NOTE_RIGHT);
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var _note_down = new FlxActionDigital(Action.NOTE_DOWN);
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var _note_upP = new FlxActionDigital(Action.NOTE_UP_P);
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var _note_leftP = new FlxActionDigital(Action.NOTE_LEFT_P);
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var _note_rightP = new FlxActionDigital(Action.NOTE_RIGHT_P);
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var _note_downP = new FlxActionDigital(Action.NOTE_DOWN_P);
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var _note_upR = new FlxActionDigital(Action.NOTE_UP_R);
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var _note_leftR = new FlxActionDigital(Action.NOTE_LEFT_R);
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var _note_rightR = new FlxActionDigital(Action.NOTE_RIGHT_R);
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var _note_downR = new FlxActionDigital(Action.NOTE_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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#if CAN_CHEAT
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var _cheat = new FlxActionDigital(Action.CHEAT);
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#end
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var byName:Map<String, FlxActionDigital> = new 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 UI_UP (get, never):Bool; inline function get_UI_UP () return _ui_up .check();
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public var UI_LEFT (get, never):Bool; inline function get_UI_LEFT () return _ui_left .check();
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public var UI_RIGHT(get, never):Bool; inline function get_UI_RIGHT() return _ui_right.check();
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public var UI_DOWN (get, never):Bool; inline function get_UI_DOWN () return _ui_down .check();
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public var UI_UP_P (get, never):Bool; inline function get_UI_UP_P () return _ui_upP .check();
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public var UI_LEFT_P (get, never):Bool; inline function get_UI_LEFT_P () return _ui_leftP .check();
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public var UI_RIGHT_P(get, never):Bool; inline function get_UI_RIGHT_P() return _ui_rightP.check();
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public var UI_DOWN_P (get, never):Bool; inline function get_UI_DOWN_P () return _ui_downP .check();
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public var UI_UP_R (get, never):Bool; inline function get_UI_UP_R () return _ui_upR .check();
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public var UI_LEFT_R (get, never):Bool; inline function get_UI_LEFT_R () return _ui_leftR .check();
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public var UI_RIGHT_R(get, never):Bool; inline function get_UI_RIGHT_R() return _ui_rightR.check();
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public var UI_DOWN_R (get, never):Bool; inline function get_UI_DOWN_R () return _ui_downR .check();
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public var NOTE_UP (get, never):Bool; inline function get_NOTE_UP () return _note_up .check();
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public var NOTE_LEFT (get, never):Bool; inline function get_NOTE_LEFT () return _note_left .check();
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public var NOTE_RIGHT(get, never):Bool; inline function get_NOTE_RIGHT() return _note_right.check();
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public var NOTE_DOWN (get, never):Bool; inline function get_NOTE_DOWN () return _note_down .check();
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public var NOTE_UP_P (get, never):Bool; inline function get_NOTE_UP_P () return _note_upP .check();
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public var NOTE_LEFT_P (get, never):Bool; inline function get_NOTE_LEFT_P () return _note_leftP .check();
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public var NOTE_RIGHT_P(get, never):Bool; inline function get_NOTE_RIGHT_P() return _note_rightP.check();
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public var NOTE_DOWN_P (get, never):Bool; inline function get_NOTE_DOWN_P () return _note_downP .check();
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public var NOTE_UP_R (get, never):Bool; inline function get_NOTE_UP_R () return _note_upR .check();
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public var NOTE_LEFT_R (get, never):Bool; inline function get_NOTE_LEFT_R () return _note_leftR .check();
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public var NOTE_RIGHT_R(get, never):Bool; inline function get_NOTE_RIGHT_R() return _note_rightR.check();
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public var NOTE_DOWN_R (get, never):Bool; inline function get_NOTE_DOWN_R () return _note_downR .check();
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public var ACCEPT(get, never):Bool; inline function get_ACCEPT() return _accept.check();
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public var BACK (get, never):Bool; inline function get_BACK () return _back .check();
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public var PAUSE (get, never):Bool; inline function get_PAUSE () return _pause .check();
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public var RESET (get, never):Bool; inline function get_RESET () return _reset .check();
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#if CAN_CHEAT
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public var CHEAT (get, never):Bool; inline function get_CHEAT () return _cheat.check ();
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#end
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public function new(name, scheme:KeyboardScheme = null)
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{
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super(name);
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add(_ui_up);
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add(_ui_left);
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add(_ui_right);
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add(_ui_down);
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add(_ui_upP);
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add(_ui_leftP);
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add(_ui_rightP);
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add(_ui_downP);
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add(_ui_upR);
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add(_ui_leftR);
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add(_ui_rightR);
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add(_ui_downR);
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add(_note_up);
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add(_note_left);
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add(_note_right);
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add(_note_down);
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add(_note_upP);
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add(_note_leftP);
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add(_note_rightP);
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add(_note_downP);
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add(_note_upR);
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add(_note_leftR);
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add(_note_rightR);
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add(_note_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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#if CAN_CHEAT
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add(_cheat);
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#end
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for (action in digitalActions)
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byName[action.name] = action;
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if (scheme == null)
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scheme = None;
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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 UI_UP: _ui_up;
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case UI_DOWN: _ui_down;
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case UI_LEFT: _ui_left;
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case UI_RIGHT: _ui_right;
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case NOTE_UP: _note_up;
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case NOTE_DOWN: _note_down;
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case NOTE_LEFT: _note_left;
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case NOTE_RIGHT: _note_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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#if CAN_CHEAT
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case CHEAT: _cheat;
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#end
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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 UI_UP:
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func(_ui_up, PRESSED);
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func(_ui_upP, JUST_PRESSED);
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func(_ui_upR, JUST_RELEASED);
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case UI_LEFT:
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func(_ui_left, PRESSED);
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func(_ui_leftP, JUST_PRESSED);
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func(_ui_leftR, JUST_RELEASED);
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case UI_RIGHT:
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func(_ui_right, PRESSED);
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func(_ui_rightP, JUST_PRESSED);
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func(_ui_rightR, JUST_RELEASED);
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case UI_DOWN:
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func(_ui_down, PRESSED);
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func(_ui_downP, JUST_PRESSED);
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func(_ui_downR, JUST_RELEASED);
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case NOTE_UP:
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func(_note_up, PRESSED);
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func(_note_upP, JUST_PRESSED);
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func(_note_upR, JUST_RELEASED);
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case NOTE_LEFT:
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func(_note_left, PRESSED);
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func(_note_leftP, JUST_PRESSED);
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func(_note_leftR, JUST_RELEASED);
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case NOTE_RIGHT:
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func(_note_right, PRESSED);
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func(_note_rightP, JUST_PRESSED);
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func(_note_rightR, JUST_RELEASED);
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case NOTE_DOWN:
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func(_note_down, PRESSED);
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func(_note_downP, JUST_PRESSED);
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func(_note_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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#if CAN_CHEAT
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case CHEAT:
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func(_cheat, JUST_PRESSED);
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#end
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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 in controls.byName.keys())
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{
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var action = controls.byName[name];
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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.indexOf(gamepad) == -1)
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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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forEachBound(control, function(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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forEachBound(control, function(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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bindKeys(Control.UI_UP, [W, FlxKey.UP]);
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bindKeys(Control.UI_DOWN, [S, FlxKey.DOWN]);
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bindKeys(Control.UI_LEFT, [A, FlxKey.LEFT]);
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bindKeys(Control.UI_RIGHT, [D, FlxKey.RIGHT]);
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bindKeys(Control.NOTE_UP, [W, FlxKey.UP]);
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bindKeys(Control.NOTE_DOWN, [S, FlxKey.DOWN]);
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bindKeys(Control.NOTE_LEFT, [A, FlxKey.LEFT]);
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bindKeys(Control.NOTE_RIGHT, [D, FlxKey.RIGHT]);
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bindKeys(Control.ACCEPT, [Z, SPACE, ENTER]);
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bindKeys(Control.BACK, [X, BACKSPACE, ESCAPE]);
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bindKeys(Control.PAUSE, [P, ENTER, ESCAPE]);
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bindKeys(Control.RESET, [R]);
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case Duo(true):
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bindKeys(Control.UI_UP, [W]);
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bindKeys(Control.UI_DOWN, [S]);
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bindKeys(Control.UI_LEFT, [A]);
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bindKeys(Control.UI_RIGHT, [D]);
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bindKeys(Control.NOTE_UP, [W]);
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bindKeys(Control.NOTE_DOWN, [S]);
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bindKeys(Control.NOTE_LEFT, [A]);
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bindKeys(Control.NOTE_RIGHT, [D]);
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bindKeys(Control.ACCEPT, [G, Z]);
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bindKeys(Control.BACK, [H, X]);
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bindKeys(Control.PAUSE, [ONE]);
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bindKeys(Control.RESET, [R]);
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case Duo(false):
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bindKeys(Control.UI_UP, [FlxKey.UP]);
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bindKeys(Control.UI_DOWN, [FlxKey.DOWN]);
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bindKeys(Control.UI_LEFT, [FlxKey.LEFT]);
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bindKeys(Control.UI_RIGHT, [FlxKey.RIGHT]);
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bindKeys(Control.NOTE_UP, [FlxKey.UP]);
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bindKeys(Control.NOTE_DOWN, [FlxKey.DOWN]);
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bindKeys(Control.NOTE_LEFT, [FlxKey.LEFT]);
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bindKeys(Control.NOTE_RIGHT, [FlxKey.RIGHT]);
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bindKeys(Control.ACCEPT, [O]);
|
|
bindKeys(Control.BACK, [P]);
|
|
bindKeys(Control.PAUSE, [ENTER]);
|
|
bindKeys(Control.RESET, [BACKSPACE]);
|
|
case None: // nothing
|
|
case Custom: // nothing
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
for (control in buttonMap.keys())
|
|
bindButtons(control, id, buttonMap[control]);
|
|
}
|
|
|
|
inline function addGamepadLiteral(id:Int, ?buttonMap:Map<Control, Array<FlxGamepadInputID>>):Void
|
|
{
|
|
gamepadsAdded.push(id);
|
|
|
|
for (control in buttonMap.keys())
|
|
bindButtons(control, id, buttonMap[control]);
|
|
}
|
|
|
|
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
|
|
{
|
|
addGamepadLiteral(id, [
|
|
#if switch
|
|
Control.ACCEPT => [B],
|
|
Control.BACK => [A],
|
|
#else
|
|
Control.ACCEPT => [A],
|
|
Control.BACK => [B],
|
|
#end
|
|
Control.UI_UP => [DPAD_UP, LEFT_STICK_DIGITAL_UP],
|
|
Control.UI_DOWN => [DPAD_DOWN, LEFT_STICK_DIGITAL_DOWN],
|
|
Control.UI_LEFT => [DPAD_LEFT, LEFT_STICK_DIGITAL_LEFT],
|
|
Control.UI_RIGHT => [DPAD_RIGHT, LEFT_STICK_DIGITAL_RIGHT],
|
|
// don't swap A/B or X/Y for switch on these. A is always the bottom face button
|
|
Control.NOTE_UP => [DPAD_UP, Y, LEFT_STICK_DIGITAL_UP, RIGHT_STICK_DIGITAL_UP],
|
|
Control.NOTE_DOWN => [DPAD_DOWN, A, LEFT_STICK_DIGITAL_DOWN, RIGHT_STICK_DIGITAL_DOWN],
|
|
Control.NOTE_LEFT => [DPAD_LEFT, X, LEFT_STICK_DIGITAL_LEFT, RIGHT_STICK_DIGITAL_LEFT],
|
|
Control.NOTE_RIGHT => [DPAD_RIGHT, B, LEFT_STICK_DIGITAL_RIGHT, RIGHT_STICK_DIGITAL_RIGHT],
|
|
Control.PAUSE => [START],
|
|
Control.RESET => [Y]
|
|
#if CAN_CHEAT
|
|
,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)
|
|
{
|
|
forEachBound(control, function(action, state) addButtons(action, buttons, state, id));
|
|
}
|
|
|
|
/**
|
|
* 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)
|
|
{
|
|
forEachBound(control, function(action, _) removeButtons(action, gamepadID, buttons));
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|