mirror of
https://github.com/ninjamuffin99/Funkin.git
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194 lines
6.5 KiB
Haxe
194 lines
6.5 KiB
Haxe
package funkin.ui.debug.charting.handlers;
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import haxe.ui.focus.FocusManager;
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import flixel.input.gamepad.FlxGamepad;
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import haxe.ui.actions.ActionManager;
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import haxe.ui.actions.IActionInputSource;
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import haxe.ui.actions.ActionType;
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/**
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* Yes, we're that crazy. Gamepad support for the chart editor.
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*/
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// @:nullSafety
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@:access(funkin.ui.debug.charting.ChartEditorState)
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class ChartEditorGamepadHandler
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{
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public static function handleGamepadControls(chartEditorState:ChartEditorState)
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{
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if (FlxG.gamepads.firstActive != null) handleGamepad(chartEditorState, FlxG.gamepads.firstActive);
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}
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/**
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* Handle context-generic binds for the gamepad.
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* @param chartEditorState The chart editor state.
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* @param gamepad The gamepad to handle.
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*/
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static function handleGamepad(chartEditorState:ChartEditorState, gamepad:FlxGamepad):Void
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{
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if (chartEditorState.isHaxeUIFocused)
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{
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ChartEditorGamepadActionInputSource.instance.handleGamepad(gamepad);
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}
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else
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{
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handleGamepadLiveInputs(chartEditorState, gamepad);
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if (gamepad.justPressed.RIGHT_SHOULDER)
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{
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trace('Gamepad: Right shoulder pressed, toggling audio playback.');
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chartEditorState.toggleAudioPlayback();
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}
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if (gamepad.justPressed.START)
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{
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var minimal = gamepad.pressed.LEFT_SHOULDER;
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chartEditorState.hideAllToolboxes();
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trace('Gamepad: Start pressed, opening playtest (minimal: ${minimal})');
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chartEditorState.testSongInPlayState(minimal);
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}
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if (gamepad.justPressed.BACK && !gamepad.pressed.LEFT_SHOULDER)
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{
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trace('Gamepad: Back pressed, focusing on HaxeUI menu.');
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// FocusManager.instance.focus = chartEditorState.menubarMenuFile;
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}
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else if (gamepad.justPressed.BACK && gamepad.pressed.LEFT_SHOULDER)
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{
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trace('Gamepad: Back pressed, unfocusing on HaxeUI menu.');
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FocusManager.instance.focus = null;
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}
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}
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if (gamepad.justPressed.GUIDE)
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{
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trace('Gamepad: Guide pressed, quitting chart editor.');
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chartEditorState.quitChartEditor();
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}
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}
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static function handleGamepadLiveInputs(chartEditorState:ChartEditorState, gamepad:FlxGamepad):Void
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{
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// Place notes at the playhead with the gamepad.
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// Disable when we are interacting with HaxeUI.
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if (!(chartEditorState.isHaxeUIFocused || chartEditorState.isHaxeUIDialogOpen))
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{
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if (gamepad.justPressed.DPAD_LEFT) chartEditorState.placeNoteAtPlayhead(4);
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if (gamepad.justReleased.DPAD_LEFT) chartEditorState.finishPlaceNoteAtPlayhead(4);
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if (gamepad.justPressed.DPAD_DOWN) chartEditorState.placeNoteAtPlayhead(5);
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if (gamepad.justReleased.DPAD_DOWN) chartEditorState.finishPlaceNoteAtPlayhead(5);
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if (gamepad.justPressed.DPAD_UP) chartEditorState.placeNoteAtPlayhead(6);
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if (gamepad.justReleased.DPAD_UP) chartEditorState.finishPlaceNoteAtPlayhead(6);
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if (gamepad.justPressed.DPAD_RIGHT) chartEditorState.placeNoteAtPlayhead(7);
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if (gamepad.justReleased.DPAD_RIGHT) chartEditorState.finishPlaceNoteAtPlayhead(7);
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if (gamepad.justPressed.X) chartEditorState.placeNoteAtPlayhead(0);
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if (gamepad.justReleased.X) chartEditorState.finishPlaceNoteAtPlayhead(0);
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if (gamepad.justPressed.A) chartEditorState.placeNoteAtPlayhead(1);
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if (gamepad.justReleased.A) chartEditorState.finishPlaceNoteAtPlayhead(1);
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if (gamepad.justPressed.Y) chartEditorState.placeNoteAtPlayhead(2);
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if (gamepad.justReleased.Y) chartEditorState.finishPlaceNoteAtPlayhead(2);
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if (gamepad.justPressed.B) chartEditorState.placeNoteAtPlayhead(3);
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if (gamepad.justReleased.B) chartEditorState.finishPlaceNoteAtPlayhead(3);
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}
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}
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}
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class ChartEditorGamepadActionInputSource implements IActionInputSource
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{
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public static var instance:ChartEditorGamepadActionInputSource = new ChartEditorGamepadActionInputSource();
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public function new() {}
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public function start():Void {}
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/**
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* Handle HaxeUI-specific binds for the gamepad.
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* Only called when the HaxeUI menu is focused.
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* @param chartEditorState The chart editor state.
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* @param gamepad The gamepad to handle.
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*/
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public function handleGamepad(gamepad:FlxGamepad):Void
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{
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if (gamepad.justPressed.DPAD_LEFT)
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{
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trace('Gamepad: DPAD_LEFT pressed, moving left.');
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ActionManager.instance.actionStart(ActionType.LEFT, this);
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}
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else if (gamepad.justReleased.DPAD_LEFT)
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{
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ActionManager.instance.actionEnd(ActionType.LEFT, this);
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}
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if (gamepad.justPressed.DPAD_RIGHT)
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{
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trace('Gamepad: DPAD_RIGHT pressed, moving right.');
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ActionManager.instance.actionStart(ActionType.RIGHT, this);
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}
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else if (gamepad.justReleased.DPAD_RIGHT)
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{
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ActionManager.instance.actionEnd(ActionType.RIGHT, this);
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}
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if (gamepad.justPressed.DPAD_UP)
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{
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trace('Gamepad: DPAD_UP pressed, moving up.');
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ActionManager.instance.actionStart(ActionType.UP, this);
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}
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else if (gamepad.justReleased.DPAD_UP)
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{
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ActionManager.instance.actionEnd(ActionType.UP, this);
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}
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if (gamepad.justPressed.DPAD_DOWN)
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{
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trace('Gamepad: DPAD_DOWN pressed, moving down.');
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ActionManager.instance.actionStart(ActionType.DOWN, this);
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}
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else if (gamepad.justReleased.DPAD_DOWN)
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{
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ActionManager.instance.actionEnd(ActionType.DOWN, this);
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}
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if (gamepad.justPressed.A)
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{
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trace('Gamepad: A pressed, confirmingg.');
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ActionManager.instance.actionStart(ActionType.CONFIRM, this);
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}
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else if (gamepad.justReleased.A)
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{
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ActionManager.instance.actionEnd(ActionType.CONFIRM, this);
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}
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if (gamepad.justPressed.B)
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{
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trace('Gamepad: B pressed, cancelling.');
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ActionManager.instance.actionStart(ActionType.CANCEL, this);
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}
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else if (gamepad.justReleased.B)
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{
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ActionManager.instance.actionEnd(ActionType.CANCEL, this);
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}
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if (gamepad.justPressed.LEFT_TRIGGER)
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{
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trace('Gamepad: LEFT_TRIGGER pressed, moving to previous item.');
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ActionManager.instance.actionStart(ActionType.PREVIOUS, this);
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}
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else if (gamepad.justReleased.LEFT_TRIGGER)
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{
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ActionManager.instance.actionEnd(ActionType.PREVIOUS, this);
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}
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if (gamepad.justPressed.RIGHT_TRIGGER)
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{
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trace('Gamepad: RIGHT_TRIGGER pressed, moving to next item.');
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ActionManager.instance.actionStart(ActionType.NEXT, this);
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}
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else if (gamepad.justReleased.RIGHT_TRIGGER)
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{
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ActionManager.instance.actionEnd(ActionType.NEXT, this);
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}
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}
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}
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