Funkin/source/Controls.hx

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package;
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import flixel.FlxObject;
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import flixel.input.FlxInput;
import flixel.input.actions.FlxAction;
import flixel.input.actions.FlxActionInput;
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import flixel.input.actions.FlxActionInputAnalog.FlxActionInputAnalogClickAndDragMouseMotion;
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import flixel.input.actions.FlxActionInputDigital;
import flixel.input.actions.FlxActionManager;
import flixel.input.actions.FlxActionSet;
import flixel.input.android.FlxAndroidKey;
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import flixel.input.gamepad.FlxGamepadButton;
import flixel.input.gamepad.FlxGamepadInputID;
import flixel.input.keyboard.FlxKey;
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import flixel.input.mouse.FlxMouseButton.FlxMouseButtonID;
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import flixel.math.FlxAngle;
import flixel.math.FlxPoint;
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import flixel.ui.FlxVirtualPad;
import flixel.util.FlxColor;
import flixel.util.FlxTimer;
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import lime.ui.Haptic;
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/**
* Since, in many cases multiple actions should use similar keys, we don't want the
* rebinding UI to list every action. ActionBinders are what the user percieves as
* an input so, for instance, they can't set jump-press and jump-release to different keys.
*/
enum Control
{
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// List notes in order from left to right on gameplay screen.
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NOTE_LEFT;
NOTE_DOWN;
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NOTE_UP;
NOTE_RIGHT;
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UI_UP;
UI_LEFT;
UI_RIGHT;
UI_DOWN;
RESET;
ACCEPT;
BACK;
PAUSE;
#if CAN_CHEAT
CHEAT;
#end
}
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@:enum
abstract Action(String) to String from String
{
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var UI_UP = "ui_up";
var UI_LEFT = "ui_left";
var UI_RIGHT = "ui_right";
var UI_DOWN = "ui_down";
var UI_UP_P = "ui_up-press";
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";
var UI_UP_R = "ui_up-release";
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";
var NOTE_UP = "note_up";
var NOTE_LEFT = "note_left";
var NOTE_RIGHT = "note_right";
var NOTE_DOWN = "note_down";
var NOTE_UP_P = "note_up-press";
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";
var NOTE_UP_R = "note_up-release";
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";
var BACK = "back";
var PAUSE = "pause";
var RESET = "reset";
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#if CAN_CHEAT
var CHEAT = "cheat";
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#end
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}
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enum Device
{
Keys;
Gamepad(id:Int);
}
enum KeyboardScheme
{
Solo;
Duo(first:Bool);
None;
Custom;
}
/**
* A list of actions that a player would invoke via some input device.
* Uses FlxActions to funnel various inputs to a single action.
*/
class Controls extends FlxActionSet
{
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var _ui_up = new FlxActionDigital(Action.UI_UP);
var _ui_left = new FlxActionDigital(Action.UI_LEFT);
var _ui_right = new FlxActionDigital(Action.UI_RIGHT);
var _ui_down = new FlxActionDigital(Action.UI_DOWN);
var _ui_upP = new FlxActionDigital(Action.UI_UP_P);
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);
var _ui_upR = new FlxActionDigital(Action.UI_UP_R);
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);
var _note_up = new FlxActionDigital(Action.NOTE_UP);
var _note_left = new FlxActionDigital(Action.NOTE_LEFT);
var _note_right = new FlxActionDigital(Action.NOTE_RIGHT);
var _note_down = new FlxActionDigital(Action.NOTE_DOWN);
var _note_upP = new FlxActionDigital(Action.NOTE_UP_P);
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);
var _note_upR = new FlxActionDigital(Action.NOTE_UP_R);
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);
var _back = new FlxActionDigital(Action.BACK);
var _pause = new FlxActionDigital(Action.PAUSE);
var _reset = new FlxActionDigital(Action.RESET);
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#if CAN_CHEAT
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> = [];
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();
public var UI_LEFT(get, never):Bool;
inline function get_UI_LEFT()
return _ui_left.check();
public var UI_RIGHT(get, never):Bool;
inline function get_UI_RIGHT()
return _ui_right.check();
public var UI_DOWN(get, never):Bool;
inline function get_UI_DOWN()
return _ui_down.check();
public var UI_UP_P(get, never):Bool;
inline function get_UI_UP_P()
return _ui_upP.check();
public var UI_LEFT_P(get, never):Bool;
inline function get_UI_LEFT_P()
return _ui_leftP.check();
public var UI_RIGHT_P(get, never):Bool;
inline function get_UI_RIGHT_P()
return _ui_rightP.check();
public var UI_DOWN_P(get, never):Bool;
inline function get_UI_DOWN_P()
return _ui_downP.check();
public var UI_UP_R(get, never):Bool;
inline function get_UI_UP_R()
return _ui_upR.check();
public var UI_LEFT_R(get, never):Bool;
inline function get_UI_LEFT_R()
return _ui_leftR.check();
public var UI_RIGHT_R(get, never):Bool;
inline function get_UI_RIGHT_R()
return _ui_rightR.check();
public var UI_DOWN_R(get, never):Bool;
inline function get_UI_DOWN_R()
return _ui_downR.check();
public var NOTE_UP(get, never):Bool;
inline function get_NOTE_UP()
return _note_up.check();
public var NOTE_LEFT(get, never):Bool;
inline function get_NOTE_LEFT()
return _note_left.check();
public var NOTE_RIGHT(get, never):Bool;
inline function get_NOTE_RIGHT()
return _note_right.check();
public var NOTE_DOWN(get, never):Bool;
inline function get_NOTE_DOWN()
return _note_down.check();
public var NOTE_UP_P(get, never):Bool;
inline function get_NOTE_UP_P()
return _note_upP.check();
public var NOTE_LEFT_P(get, never):Bool;
inline function get_NOTE_LEFT_P()
return _note_leftP.check();
public var NOTE_RIGHT_P(get, never):Bool;
inline function get_NOTE_RIGHT_P()
return _note_rightP.check();
public var NOTE_DOWN_P(get, never):Bool;
inline function get_NOTE_DOWN_P()
return _note_downP.check();
public var NOTE_UP_R(get, never):Bool;
inline function get_NOTE_UP_R()
return _note_upR.check();
public var NOTE_LEFT_R(get, never):Bool;
inline function get_NOTE_LEFT_R()
return _note_leftR.check();
public var NOTE_RIGHT_R(get, never):Bool;
inline function get_NOTE_RIGHT_R()
return _note_rightR.check();
public var NOTE_DOWN_R(get, never):Bool;
inline function get_NOTE_DOWN_R()
return _note_downR.check();
public var ACCEPT(get, never):Bool;
inline function get_ACCEPT()
return _accept.check();
public var BACK(get, never):Bool;
inline function get_BACK()
return _back.check();
public var PAUSE(get, never):Bool;
inline function get_PAUSE()
return _pause.check();
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)
{
super(name);
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add(_ui_up);
add(_ui_left);
add(_ui_right);
add(_ui_down);
add(_ui_upP);
add(_ui_leftP);
add(_ui_rightP);
add(_ui_downP);
add(_ui_upR);
add(_ui_leftR);
add(_ui_rightR);
add(_ui_downR);
add(_note_up);
add(_note_left);
add(_note_right);
add(_note_down);
add(_note_upP);
add(_note_leftP);
add(_note_rightP);
add(_note_downP);
add(_note_upR);
add(_note_leftR);
add(_note_rightR);
add(_note_downR);
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add(_accept);
add(_back);
add(_pause);
add(_reset);
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#if CAN_CHEAT
add(_cheat);
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#end
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for (action in digitalActions)
byName[action.name] = action;
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if (scheme == null)
scheme = None;
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setKeyboardScheme(scheme, false);
}
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override function update()
{
super.update();
}
// inline
public function checkByName(name:Action):Bool
{
#if debug
if (!byName.exists(name))
throw 'Invalid name: $name';
#end
return byName[name].check();
}
public function getDialogueName(action:FlxActionDigital):String
{
var input = action.inputs[0];
return switch input.device
{
case KEYBOARD: return '[${(input.inputID : FlxKey)}]';
case GAMEPAD: return '(${(input.inputID : FlxGamepadInputID)})';
case device: throw 'unhandled device: $device';
}
}
public function getDialogueNameFromToken(token:String):String
{
return getDialogueName(getActionFromControl(Control.createByName(token.toUpperCase())));
}
function getActionFromControl(control:Control):FlxActionDigital
{
return switch (control)
{
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case UI_UP: _ui_up;
case UI_DOWN: _ui_down;
case UI_LEFT: _ui_left;
case UI_RIGHT: _ui_right;
case NOTE_UP: _note_up;
case NOTE_DOWN: _note_down;
case NOTE_LEFT: _note_left;
case NOTE_RIGHT: _note_right;
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case ACCEPT: _accept;
case BACK: _back;
case PAUSE: _pause;
case RESET: _reset;
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#if CAN_CHEAT
case CHEAT: _cheat;
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#end
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}
}
static function init():Void
{
var actions = new FlxActionManager();
FlxG.inputs.add(actions);
}
/**
* Calls a function passing each action bound by the specified control
* @param control
* @param func
* @return ->Void)
*/
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function forEachBound(control:Control, func:FlxActionDigital->FlxInputState->Void)
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{
switch (control)
{
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case UI_UP:
func(_ui_up, PRESSED);
func(_ui_upP, JUST_PRESSED);
func(_ui_upR, JUST_RELEASED);
case UI_LEFT:
func(_ui_left, PRESSED);
func(_ui_leftP, JUST_PRESSED);
func(_ui_leftR, JUST_RELEASED);
case UI_RIGHT:
func(_ui_right, PRESSED);
func(_ui_rightP, JUST_PRESSED);
func(_ui_rightR, JUST_RELEASED);
case UI_DOWN:
func(_ui_down, PRESSED);
func(_ui_downP, JUST_PRESSED);
func(_ui_downR, JUST_RELEASED);
case NOTE_UP:
func(_note_up, PRESSED);
func(_note_upP, JUST_PRESSED);
func(_note_upR, JUST_RELEASED);
case NOTE_LEFT:
func(_note_left, PRESSED);
func(_note_leftP, JUST_PRESSED);
func(_note_leftR, JUST_RELEASED);
case NOTE_RIGHT:
func(_note_right, PRESSED);
func(_note_rightP, JUST_PRESSED);
func(_note_rightR, JUST_RELEASED);
case NOTE_DOWN:
func(_note_down, PRESSED);
func(_note_downP, JUST_PRESSED);
func(_note_downR, JUST_RELEASED);
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case ACCEPT:
func(_accept, JUST_PRESSED);
case BACK:
func(_back, JUST_PRESSED);
case PAUSE:
func(_pause, JUST_PRESSED);
case RESET:
func(_reset, JUST_PRESSED);
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#if CAN_CHEAT
case CHEAT:
func(_cheat, JUST_PRESSED);
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#end
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}
}
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public function replaceBinding(control:Control, device:Device, toAdd:Int, toRemove:Int)
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{
if (toAdd == toRemove)
return;
switch (device)
{
case Keys:
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forEachBound(control, function(action, _) replaceKey(action, toAdd, toRemove));
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case Gamepad(id):
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forEachBound(control, function(action, _) replaceButton(action, id, toAdd, toRemove));
}
}
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function replaceKey(action:FlxActionDigital, toAdd:Int, toRemove:Int)
{
for (i in 0...action.inputs.length)
{
var input = action.inputs[i];
if (input.device == KEYBOARD && input.inputID == toRemove)
{
@:privateAccess
action.inputs[i].inputID = toAdd;
}
}
}
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function replaceButton(action:FlxActionDigital, deviceID:Int, toAdd:Int, toRemove:Int)
{
for (i in 0...action.inputs.length)
{
var input = action.inputs[i];
if (isGamepad(input, deviceID) && input.inputID == toRemove)
{
@:privateAccess
action.inputs[i].inputID = toAdd;
}
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}
}
public function copyFrom(controls:Controls, ?device:Device)
{
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for (name in controls.byName.keys())
{
var action = controls.byName[name];
for (input in action.inputs)
{
if (device == null || isDevice(input, device))
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byName[name].add(cast input);
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}
}
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switch (device)
{
case null:
// add all
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for (gamepad in controls.gamepadsAdded)
if (gamepadsAdded.indexOf(gamepad) == -1)
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gamepadsAdded.push(gamepad);
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mergeKeyboardScheme(controls.keyboardScheme);
case Gamepad(id):
gamepadsAdded.push(id);
case Keys:
mergeKeyboardScheme(controls.keyboardScheme);
}
}
inline public function copyTo(controls:Controls, ?device:Device)
{
controls.copyFrom(this, device);
}
function mergeKeyboardScheme(scheme:KeyboardScheme):Void
{
if (scheme != None)
{
switch (keyboardScheme)
{
case None:
keyboardScheme = scheme;
default:
keyboardScheme = Custom;
}
}
}
/**
* 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 bindKeys(control:Control, keys:Array<FlxKey>)
{
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forEachBound(control, function(action, state) addKeys(action, keys, state));
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}
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public function bindSwipe(control:Control, swipeDir:Int = FlxObject.UP)
{
forEachBound(control, function(action, press) action.add(new FlxActionInputDigitalMobileSwipeGameplay(swipeDir, press)));
}
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/**
* 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 unbindKeys(control:Control, keys:Array<FlxKey>)
{
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forEachBound(control, function(action, _) removeKeys(action, keys));
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}
inline static function addKeys(action:FlxActionDigital, keys:Array<FlxKey>, state:FlxInputState)
{
for (key in keys)
action.addKey(key, state);
}
static function removeKeys(action:FlxActionDigital, keys:Array<FlxKey>)
{
var i = action.inputs.length;
while (i-- > 0)
{
var input = action.inputs[i];
if (input.device == KEYBOARD && keys.indexOf(cast input.inputID) != -1)
action.remove(input);
}
}
public function setKeyboardScheme(scheme:KeyboardScheme, reset = true)
{
if (reset)
removeKeyboard();
keyboardScheme = scheme;
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switch (scheme)
{
case Solo:
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bindKeys(Control.UI_UP, [W, FlxKey.UP]);
bindKeys(Control.UI_DOWN, [S, FlxKey.DOWN]);
bindKeys(Control.UI_LEFT, [A, FlxKey.LEFT]);
bindKeys(Control.UI_RIGHT, [D, FlxKey.RIGHT]);
bindKeys(Control.NOTE_UP, [W, FlxKey.UP]);
bindKeys(Control.NOTE_DOWN, [S, FlxKey.DOWN]);
bindKeys(Control.NOTE_LEFT, [A, FlxKey.LEFT]);
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]);
bindKeys(Control.RESET, [R]);
case Duo(true):
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bindKeys(Control.UI_UP, [W]);
bindKeys(Control.UI_DOWN, [S]);
bindKeys(Control.UI_LEFT, [A]);
bindKeys(Control.UI_RIGHT, [D]);
bindKeys(Control.NOTE_UP, [W]);
bindKeys(Control.NOTE_DOWN, [S]);
bindKeys(Control.NOTE_LEFT, [A]);
bindKeys(Control.NOTE_RIGHT, [D]);
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bindKeys(Control.ACCEPT, [G, Z]);
bindKeys(Control.BACK, [H, X]);
bindKeys(Control.PAUSE, [ONE]);
bindKeys(Control.RESET, [R]);
case Duo(false):
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bindKeys(Control.UI_UP, [FlxKey.UP]);
bindKeys(Control.UI_DOWN, [FlxKey.DOWN]);
bindKeys(Control.UI_LEFT, [FlxKey.LEFT]);
bindKeys(Control.UI_RIGHT, [FlxKey.RIGHT]);
bindKeys(Control.NOTE_UP, [FlxKey.UP]);
bindKeys(Control.NOTE_DOWN, [FlxKey.DOWN]);
bindKeys(Control.NOTE_LEFT, [FlxKey.LEFT]);
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
}
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bindMobileLol();
}
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function bindMobileLol()
{
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#if FLX_TOUCH
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// MAKE BETTER TOUCH BIND CODE
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bindSwipe(Control.NOTE_UP, FlxObject.UP);
bindSwipe(Control.NOTE_DOWN, FlxObject.DOWN);
bindSwipe(Control.NOTE_LEFT, FlxObject.LEFT);
bindSwipe(Control.NOTE_RIGHT, FlxObject.RIGHT);
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bindSwipe(Control.UI_UP, FlxObject.UP);
bindSwipe(Control.UI_DOWN, FlxObject.DOWN);
bindSwipe(Control.UI_LEFT, FlxObject.LEFT);
bindSwipe(Control.UI_RIGHT, FlxObject.RIGHT);
#end
#if android
forEachBound(Control.BACK, function(action, pres)
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{
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action.add(new FlxActionInputDigitalAndroid(FlxAndroidKey.BACK, JUST_PRESSED));
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});
#end
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}
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);
}
}
}
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public function addGamepadWithSaveData(id:Int, ?padData:Dynamic):Void
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{
gamepadsAdded.push(id);
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fromSaveData(padData, Gamepad(id));
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}
inline function addGamepadLiteral(id:Int, ?buttonMap:Map<Control, Array<FlxGamepadInputID>>):Void
{
gamepadsAdded.push(id);
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for (control in buttonMap.keys())
bindButtons(control, id, buttonMap[control]);
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}
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];
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if (isGamepad(input, deviceID))
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action.remove(input);
}
}
gamepadsAdded.remove(deviceID);
}
public function addDefaultGamepad(id):Void
{
addGamepadLiteral(id, [
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Control.ACCEPT => [#if switch B #else A #end],
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Control.BACK => [#if switch A #else B #end, FlxGamepadInputID.BACK],
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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],
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Control.PAUSE => [START],
Control.RESET => [RIGHT_SHOULDER]
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#if CAN_CHEAT, Control.CHEAT => [X]
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#end
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]);
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}
/**
* 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)
{
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forEachBound(control, function(action, state) addButtons(action, buttons, state, id));
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}
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public function touchShit(control:Control, id)
{
forEachBound(control, function(action, state)
{
// action
});
}
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/**
* 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)
{
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forEachBound(control, function(action, _) removeButtons(action, gamepadID, buttons));
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}
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)
{
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if (isGamepad(input, id))
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list.push(input.inputID);
}
}
return list;
}
public function removeDevice(device:Device)
{
switch (device)
{
case Keys:
setKeyboardScheme(None);
case Gamepad(id):
removeGamepad(id);
}
}
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public function fromSaveData(data:Dynamic, device:Device)
{
for (control in Control.createAll())
{
var inputs:Array<Int> = Reflect.field(data, control.getName());
if (inputs != null)
{
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switch (device)
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{
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case Keys:
bindKeys(control, inputs.copy());
case Gamepad(id):
bindButtons(control, id, inputs.copy());
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}
}
}
}
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public function createSaveData(device:Device):Dynamic
{
var isEmpty = true;
var data = {};
for (control in Control.createAll())
{
var inputs = getInputsFor(control, device);
isEmpty = isEmpty && inputs.length == 0;
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Reflect.setField(data, control.getName(), inputs);
}
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return isEmpty ? null : data;
}
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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);
}
}
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typedef SaveInputLists =
{
?keys:Array<Int>,
?pad:Array<Int>
};
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typedef Swipes =
{
?initTouchPos:FlxPoint,
?touchAngle:Float,
?touchLength:Float,
?curTouchPos:FlxPoint
};
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class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital
{
public function new(swipeDir:Int = FlxObject.ANY, Trigger:FlxInputState)
{
super(MOBILE, swipeDir, Trigger);
}
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// fix right swipe
// fix down swipe on left side of screen?
var touchMap:Map<Int, Swipes> = new Map();
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var initTouchPos:FlxPoint = new FlxPoint();
var touchAngle:Float = 0;
var touchLength:Float = 0;
var curTouchPos:FlxPoint = new FlxPoint();
var vibrationSteps:Int = 5;
var curStep:Int = 5;
var activateLength:Float = 90;
var hapticPressure:Int = 100;
override function update():Void
{
super.update();
#if FLX_TOUCH
for (touch in FlxG.touches.list)
{
if (touch.justPressed)
{
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var pos:FlxPoint = new FlxPoint(touch.screenX, touch.screenY);
var pos2:FlxPoint = new FlxPoint(touch.screenX, touch.screenY);
var swp:Swipes = {
initTouchPos: pos,
curTouchPos: pos2,
touchAngle: 0,
touchLength: 0
};
touchMap[touch.touchPointID] = swp;
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curStep = 1;
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Haptic.vibrate(40, 70);
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}
if (touch.pressed)
{
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var daSwipe = touchMap[touch.touchPointID];
daSwipe.curTouchPos.set(touch.screenX, touch.screenY);
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var dx = daSwipe.initTouchPos.x - touch.screenX;
var dy = daSwipe.initTouchPos.y - touch.screenY;
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daSwipe.touchAngle = Math.atan2(dy, dx);
daSwipe.touchLength = Math.sqrt(dx * dx + dy * dy);
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// FlxG.watch.addQuick("LENGTH", touchLength);
// FlxG.watch.addQuick("ANGLE", FlxAngle.asDegrees(touchLength));
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if (daSwipe.touchLength >= (activateLength / vibrationSteps) * curStep)
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{
curStep += 1;
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// Haptic.vibrate(Std.int(hapticPressure / (curStep * 1.5)), 50);
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}
}
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if (touch.justReleased)
{
touchMap.remove(touch.touchPointID);
}
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/* switch (inputID)
{
case FlxObject.UP:
return
case FlxObject.DOWN:
}
*/
}
#end
}
override public function check(Action:FlxAction):Bool
{
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for (swp in touchMap)
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{
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var degAngle = FlxAngle.asDegrees(swp.touchAngle);
switch (trigger)
{
case JUST_PRESSED:
if (swp.touchLength >= activateLength) // 90 is random ass value lol
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{
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switch (inputID)
{
case FlxObject.UP:
if (degAngle >= 45 && degAngle <= 90 + 45) return properTouch(swp);
case FlxObject.DOWN:
if (-degAngle >= 45 && -degAngle <= 90 + 45) return properTouch(swp);
case FlxObject.LEFT:
if (degAngle <= 45 && -degAngle <= 45) return properTouch(swp);
case FlxObject.RIGHT:
if (degAngle >= 90 + 45 && -degAngle >= 90 + 45) return properTouch(swp);
}
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}
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default:
}
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}
return false;
}
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function properTouch(swipe:Swipes):Bool
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{
curStep = 1;
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Haptic.vibrate(100, 30);
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swipe.initTouchPos.set(curTouchPos.x, curTouchPos.y);
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return true;
}
}
// Maybe this can be committed to main HaxeFlixel repo?
class FlxActionInputDigitalAndroid extends FlxActionInputDigital
{
/**
* Android buttons action input
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* @param androidKeyID Key identifier (FlxAndroidKey.BACK, FlxAndroidKey.MENU... those are the only 2 android specific ones)
* @param Trigger What state triggers this action (PRESSED, JUST_PRESSED, RELEASED, JUST_RELEASED)
*/
public function new(androidKeyID:FlxAndroidKey, Trigger:FlxInputState)
{
super(FlxInputDevice.OTHER, androidKeyID, Trigger);
}
override public function check(Action:FlxAction):Bool
{
return switch (trigger)
{
#if android
case PRESSED: FlxG.android.checkStatus(inputID, PRESSED) || FlxG.android.checkStatus(inputID, PRESSED);
case RELEASED: FlxG.android.checkStatus(inputID, RELEASED) || FlxG.android.checkStatus(inputID, JUST_RELEASED);
case JUST_PRESSED: FlxG.android.checkStatus(inputID, JUST_PRESSED);
case JUST_RELEASED: FlxG.android.checkStatus(inputID, JUST_RELEASED);
#end
default: false;
}
}
}