mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-30 11:26:53 -05:00
304 lines
8.5 KiB
Haxe
304 lines
8.5 KiB
Haxe
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package funkin.input;
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import openfl.ui.Keyboard;
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import funkin.play.notes.NoteDirection;
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import flixel.input.keyboard.FlxKeyboard.FlxKeyInput;
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import openfl.events.KeyboardEvent;
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import flixel.FlxG;
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import flixel.input.FlxInput.FlxInputState;
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import flixel.input.FlxKeyManager;
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import flixel.input.keyboard.FlxKey;
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import flixel.input.keyboard.FlxKeyList;
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import flixel.util.FlxSignal.FlxTypedSignal;
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import haxe.Int64;
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import lime.ui.KeyCode;
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import lime.ui.KeyModifier;
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/**
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* A precise input manager that:
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* - Records the exact timestamp of when a key was pressed or released
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* - Only records key presses for keys bound to game inputs (up/down/left/right)
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*/
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class PreciseInputManager extends FlxKeyManager<FlxKey, PreciseInputList>
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{
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public static var instance(get, null):PreciseInputManager;
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static function get_instance():PreciseInputManager
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{
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return instance ?? (instance = new PreciseInputManager());
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}
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static final MS_TO_US:Int64 = 1000;
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static final US_TO_NS:Int64 = 1000;
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static final MS_TO_NS:Int64 = MS_TO_US * US_TO_NS;
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static final DIRECTIONS:Array<NoteDirection> = [NoteDirection.LEFT, NoteDirection.DOWN, NoteDirection.UP, NoteDirection.RIGHT];
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public var onInputPressed:FlxTypedSignal<PreciseInputEvent->Void>;
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public var onInputReleased:FlxTypedSignal<PreciseInputEvent->Void>;
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/**
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* The list of keys that are bound to game inputs (up/down/left/right).
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*/
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var _keyList:Array<FlxKey>;
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/**
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* The direction that a given key is bound to.
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*/
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var _keyListDir:Map<FlxKey, NoteDirection>;
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/**
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* The timestamp at which a given note direction was last pressed.
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*/
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var _dirPressTimestamps:Map<NoteDirection, Int64>;
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/**
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* The timestamp at which a given note direction was last released.
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*/
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var _dirReleaseTimestamps:Map<NoteDirection, Int64>;
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public function new()
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{
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super(PreciseInputList.new);
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_keyList = [];
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_dirPressTimestamps = new Map<NoteDirection, Int64>();
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_dirReleaseTimestamps = new Map<NoteDirection, Int64>();
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_keyListDir = new Map<FlxKey, NoteDirection>();
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FlxG.stage.removeEventListener(KeyboardEvent.KEY_DOWN, onKeyDown);
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FlxG.stage.removeEventListener(KeyboardEvent.KEY_UP, onKeyUp);
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FlxG.stage.application.window.onKeyDownPrecise.add(handleKeyDown);
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FlxG.stage.application.window.onKeyUpPrecise.add(handleKeyUp);
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preventDefaultKeys = getPreventDefaultKeys();
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onInputPressed = new FlxTypedSignal<PreciseInputEvent->Void>();
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onInputReleased = new FlxTypedSignal<PreciseInputEvent->Void>();
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}
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public static function getKeysForDirection(controls:Controls, noteDirection:NoteDirection)
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{
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return switch (noteDirection)
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{
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case NoteDirection.LEFT: controls.getKeysForAction(NOTE_LEFT);
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case NoteDirection.DOWN: controls.getKeysForAction(NOTE_DOWN);
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case NoteDirection.UP: controls.getKeysForAction(NOTE_UP);
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case NoteDirection.RIGHT: controls.getKeysForAction(NOTE_RIGHT);
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};
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}
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/**
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* Returns a precise timestamp, measured in nanoseconds.
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* Timestamp is only useful for comparing against other timestamps.
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*
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* @return Int64
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*/
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@:access(lime._internal.backend.native.NativeCFFI)
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public static function getCurrentTimestamp():Int64
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{
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#if html5
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// NOTE: This timestamp isn't that precise on standard HTML5 builds.
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// This is because of browser safeguards against timing attacks.
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// See https://web.dev/coop-coep to enable headers which allow for more precise timestamps.
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return js.Browser.window.performance.now() * MS_TO_NS;
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#elseif cpp
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// NOTE: If the game hard crashes on this line, rebuild Lime!
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// `lime rebuild windows -clean`
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return lime._internal.backend.native.NativeCFFI.lime_sdl_get_ticks() * MS_TO_NS;
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#else
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throw "Eric didn't implement precise timestamps on this platform!";
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#end
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}
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static function getPreventDefaultKeys():Array<FlxKey>
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{
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return [];
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}
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/**
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* Call this whenever the user's inputs change.
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*/
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public function initializeKeys(controls:Controls):Void
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{
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clearKeys();
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for (noteDirection in DIRECTIONS)
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{
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var keys = getKeysForDirection(controls, noteDirection);
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for (key in keys)
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{
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var input = new FlxKeyInput(key);
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_keyList.push(key);
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_keyListArray.push(input);
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_keyListMap.set(key, input);
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_keyListDir.set(key, noteDirection);
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}
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}
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}
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/**
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* Get the time, in nanoseconds, since the given note direction was last pressed.
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* @param noteDirection The note direction to check.
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* @return An Int64 representing the time since the given note direction was last pressed.
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*/
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public function getTimeSincePressed(noteDirection:NoteDirection):Int64
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{
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return getCurrentTimestamp() - _dirPressTimestamps.get(noteDirection);
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}
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/**
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* Get the time, in nanoseconds, since the given note direction was last released.
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* @param noteDirection The note direction to check.
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* @return An Int64 representing the time since the given note direction was last released.
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*/
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public function getTimeSinceReleased(noteDirection:NoteDirection):Int64
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{
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return getCurrentTimestamp() - _dirReleaseTimestamps.get(noteDirection);
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}
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// TODO: Why doesn't this work?
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// @:allow(funkin.input.PreciseInputManager.PreciseInputList)
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public function getInputByKey(key:FlxKey):FlxKeyInput
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{
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return _keyListMap.get(key);
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}
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public function getDirectionForKey(key:FlxKey):NoteDirection
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{
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return _keyListDir.get(key);
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}
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function handleKeyDown(keyCode:KeyCode, _:KeyModifier, timestamp:Int64):Void
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{
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var key:FlxKey = convertKeyCode(keyCode);
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if (_keyList.indexOf(key) == -1) return;
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// TODO: Remove this line with SDL3 when timestamps change meaning.
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// This is because SDL3's timestamps are measured in nanoseconds, not milliseconds.
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timestamp *= MS_TO_NS;
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updateKeyStates(key, true);
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if (getInputByKey(key) ?.justPressed ?? false)
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{
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onInputPressed.dispatch(
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{
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noteDirection: getDirectionForKey(key),
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timestamp: timestamp
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});
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_dirPressTimestamps.set(getDirectionForKey(key), timestamp);
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}
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}
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function handleKeyUp(keyCode:KeyCode, _:KeyModifier, timestamp:Int64):Void
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{
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var key:FlxKey = convertKeyCode(keyCode);
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if (_keyList.indexOf(key) == -1) return;
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// TODO: Remove this line with SDL3 when timestamps change meaning.
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// This is because SDL3's timestamps are measured in nanoseconds, not milliseconds.
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timestamp *= MS_TO_NS;
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updateKeyStates(key, false);
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if (getInputByKey(key) ?.justReleased ?? false)
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{
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onInputReleased.dispatch(
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{
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noteDirection: getDirectionForKey(key),
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timestamp: timestamp
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});
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_dirReleaseTimestamps.set(getDirectionForKey(key), timestamp);
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}
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}
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static function convertKeyCode(input:KeyCode):FlxKey
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{
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@:privateAccess
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{
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return Keyboard.__convertKeyCode(input);
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}
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}
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function clearKeys():Void
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{
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_keyListArray = [];
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_keyListMap.clear();
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_keyListDir.clear();
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}
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}
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class PreciseInputList extends FlxKeyList
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{
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var _preciseInputManager:PreciseInputManager;
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public function new(state:FlxInputState, preciseInputManager:FlxKeyManager<Dynamic, Dynamic>)
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{
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super(state, preciseInputManager);
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_preciseInputManager = cast preciseInputManager;
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}
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static function getKeysForDir(noteDir:NoteDirection):Array<FlxKey>
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{
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return PreciseInputManager.getKeysForDirection(PlayerSettings.player1.controls, noteDir);
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}
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function isKeyValid(key:FlxKey):Bool
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{
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@:privateAccess
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{
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return _preciseInputManager._keyListMap.exists(key);
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}
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}
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public function checkFlxKey(key:FlxKey):Bool
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{
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if (isKeyValid(key)) return check(cast key);
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return false;
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}
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public function checkDir(noteDir:NoteDirection):Bool
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{
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for (key in getKeysForDir(noteDir))
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{
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if (check(_preciseInputManager.getInputByKey(key) ?.ID)) return true;
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}
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return false;
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}
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public var NOTE_LEFT(get, never):Bool;
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function get_NOTE_LEFT():Bool
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return checkDir(NoteDirection.LEFT);
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public var NOTE_DOWN(get, never):Bool;
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function get_NOTE_DOWN():Bool
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return checkDir(NoteDirection.DOWN);
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public var NOTE_UP(get, never):Bool;
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function get_NOTE_UP():Bool
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return checkDir(NoteDirection.UP);
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public var NOTE_RIGHT(get, never):Bool;
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function get_NOTE_RIGHT():Bool
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return checkDir(NoteDirection.RIGHT);
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}
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typedef PreciseInputEvent =
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{
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/**
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* The direction of the input.
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*/
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noteDirection:NoteDirection,
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/**
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* The timestamp of the input. Measured in nanoseconds.
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*/
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timestamp:Int64,
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};
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