2023-11-07 04:04:22 -05:00
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package funkin.ui;
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2020-10-28 05:26:33 -04:00
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2024-03-16 22:20:22 -04:00
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import flixel.addons.transition.FlxTransitionableState;
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import flixel.FlxSubState;
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import flixel.text.FlxText;
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import funkin.ui.mainmenu.MainMenuState;
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import flixel.util.FlxColor;
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import funkin.audio.FunkinSound;
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import funkin.modding.events.ScriptEvent;
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import funkin.modding.IScriptedClass.IEventHandler;
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import funkin.modding.module.ModuleHandler;
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import funkin.modding.PolymodHandler;
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import funkin.util.SortUtil;
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import flixel.util.FlxSort;
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2023-10-31 15:30:47 -04:00
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import funkin.input.Controls;
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/**
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* MusicBeatSubState reincorporates the functionality of MusicBeatState into an FlxSubState.
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*/
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class MusicBeatSubState extends FlxSubState implements IEventHandler
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{
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public var leftWatermarkText:FlxText = null;
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public var rightWatermarkText:FlxText = null;
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public var conductorInUse(get, set):Conductor;
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var _conductorInUse:Null<Conductor>;
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function get_conductorInUse():Conductor
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{
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if (_conductorInUse == null) return Conductor.instance;
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return _conductorInUse;
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}
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function set_conductorInUse(value:Conductor):Conductor
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{
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return _conductorInUse = value;
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}
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public function new(bgColor:FlxColor = FlxColor.TRANSPARENT)
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{
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super();
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this.bgColor = bgColor;
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}
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var controls(get, never):Controls;
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inline function get_controls():Controls
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return PlayerSettings.player1.controls;
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override function create():Void
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{
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super.create();
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createWatermarkText();
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Conductor.beatHit.add(this.beatHit);
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Conductor.stepHit.add(this.stepHit);
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}
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public override function destroy():Void
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{
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super.destroy();
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Conductor.beatHit.remove(this.beatHit);
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Conductor.stepHit.remove(this.stepHit);
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}
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override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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// Emergency exit button.
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if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState());
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// Display Conductor info in the watch window.
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FlxG.watch.addQuick("musicTime", FlxG.sound.music?.time ?? 0.0);
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Conductor.watchQuick(conductorInUse);
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dispatchEvent(new UpdateScriptEvent(elapsed));
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}
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function reloadAssets()
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{
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PolymodHandler.forceReloadAssets();
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// Restart the current state, so old data is cleared.
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FlxG.resetState();
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}
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/**
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* Refreshes the state, by redoing the render order of all sprites.
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* It does this based on the `zIndex` of each prop.
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*/
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public function refresh()
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{
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sort(SortUtil.byZIndex, FlxSort.ASCENDING);
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}
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/**
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* Called when a step is hit in the current song.
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* Continues outside of PlayState, for things like animations in menus.
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* @return Whether the event should continue (not canceled).
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*/
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public function stepHit():Bool
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{
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var event:ScriptEvent = new SongTimeScriptEvent(SONG_STEP_HIT, conductorInUse.currentBeat, conductorInUse.currentStep);
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dispatchEvent(event);
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if (event.eventCanceled) return false;
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return true;
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}
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/**
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* Called when a beat is hit in the current song.
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* Continues outside of PlayState, for things like animations in menus.
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* @return Whether the event should continue (not canceled).
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*/
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public function beatHit():Bool
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{
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var event:ScriptEvent = new SongTimeScriptEvent(SONG_BEAT_HIT, conductorInUse.currentBeat, conductorInUse.currentStep);
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dispatchEvent(event);
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if (event.eventCanceled) return false;
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return true;
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}
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public function dispatchEvent(event:ScriptEvent)
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{
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ModuleHandler.callEvent(event);
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}
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function createWatermarkText():Void
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{
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// Both have an xPos of 0, but a width equal to the full screen.
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// The rightWatermarkText is right aligned, which puts the text in the correct spot.
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leftWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
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rightWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
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// 100,000 should be good enough.
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leftWatermarkText.zIndex = 100000;
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rightWatermarkText.zIndex = 100000;
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leftWatermarkText.scrollFactor.set(0, 0);
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rightWatermarkText.scrollFactor.set(0, 0);
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leftWatermarkText.setFormat('VCR OSD Mono', 16, FlxColor.WHITE, LEFT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
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rightWatermarkText.setFormat('VCR OSD Mono', 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
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add(leftWatermarkText);
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add(rightWatermarkText);
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}
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/**
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* Close this substate and replace it with a different one.
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*/
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public function switchSubState(substate:FlxSubState):Void
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{
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this.close();
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this._parentState.openSubState(substate);
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}
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override function startOutro(onComplete:() -> Void):Void
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{
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var event = new StateChangeScriptEvent(STATE_CHANGE_BEGIN, null, true);
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dispatchEvent(event);
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if (event.eventCanceled)
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{
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return;
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}
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else
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{
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FunkinSound.stopAllAudio();
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onComplete();
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}
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}
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public override function openSubState(targetSubState:FlxSubState):Void
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{
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var event = new SubStateScriptEvent(SUBSTATE_OPEN_BEGIN, targetSubState, true);
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dispatchEvent(event);
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if (event.eventCanceled) return;
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super.openSubState(targetSubState);
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}
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function onOpenSubStateComplete(targetState:FlxSubState):Void
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{
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dispatchEvent(new SubStateScriptEvent(SUBSTATE_OPEN_END, targetState, true));
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}
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public override function closeSubState():Void
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{
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var event = new SubStateScriptEvent(SUBSTATE_CLOSE_BEGIN, this.subState, true);
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dispatchEvent(event);
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if (event.eventCanceled) return;
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super.closeSubState();
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}
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function onCloseSubStateComplete(targetState:FlxSubState):Void
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{
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dispatchEvent(new SubStateScriptEvent(SUBSTATE_CLOSE_END, targetState, true));
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}
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2020-10-28 05:26:33 -04:00
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}
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