Funkin/source/funkin/Controls.hx

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package funkin;
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import flixel.util.FlxDirectionFlags;
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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.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
{
// List notes in order from left to right on gameplay screen.
NOTE_LEFT;
NOTE_DOWN;
NOTE_UP;
NOTE_RIGHT;
UI_UP;
UI_LEFT;
UI_RIGHT;
UI_DOWN;
RESET;
ACCEPT;
BACK;
PAUSE;
CUTSCENE_ADVANCE;
CUTSCENE_SKIP;
VOLUME_UP;
VOLUME_DOWN;
VOLUME_MUTE;
#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";
var UI_RIGHT_P = "ui_right-press";
var UI_DOWN_P = "ui_down-press";
var UI_UP_R = "ui_up-release";
var UI_LEFT_R = "ui_left-release";
var UI_RIGHT_R = "ui_right-release";
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";
var NOTE_RIGHT_P = "note_right-press";
var NOTE_DOWN_P = "note_down-press";
var NOTE_UP_R = "note_up-release";
var NOTE_LEFT_R = "note_left-release";
var NOTE_RIGHT_R = "note_right-release";
var NOTE_DOWN_R = "note_down-release";
var ACCEPT = "accept";
var BACK = "back";
var PAUSE = "pause";
var CUTSCENE_ADVANCE = "cutscene_advance";
var CUTSCENE_SKIP = "cutscene_skip";
var VOLUME_UP = "volume_up";
var VOLUME_DOWN = "volume_down";
var VOLUME_MUTE = "volume_mute";
var RESET = "reset";
#if CAN_CHEAT
var CHEAT = "cheat";
#end
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}
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enum Device
{
Keys;
Gamepad(id:Int);
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}
enum KeyboardScheme
{
Solo;
Duo(first:Bool);
None;
Custom;
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}
/**
* 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
{
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);
var _ui_rightP = new FlxActionDigital(Action.UI_RIGHT_P);
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);
var _ui_rightR = new FlxActionDigital(Action.UI_RIGHT_R);
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);
var _note_rightP = new FlxActionDigital(Action.NOTE_RIGHT_P);
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);
var _note_rightR = new FlxActionDigital(Action.NOTE_RIGHT_R);
var _note_downR = new FlxActionDigital(Action.NOTE_DOWN_R);
var _accept = new FlxActionDigital(Action.ACCEPT);
var _back = new FlxActionDigital(Action.BACK);
var _pause = new FlxActionDigital(Action.PAUSE);
var _reset = new FlxActionDigital(Action.RESET);
var _cutscene_advance = new FlxActionDigital(Action.CUTSCENE_ADVANCE);
var _cutscene_skip = new FlxActionDigital(Action.CUTSCENE_SKIP);
var _volume_up = new FlxActionDigital(Action.VOLUME_UP);
var _volume_down = new FlxActionDigital(Action.VOLUME_DOWN);
var _volume_mute = new FlxActionDigital(Action.VOLUME_MUTE);
#if CAN_CHEAT
var _cheat = new FlxActionDigital(Action.CHEAT);
#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;
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inline function get_UI_UP()
return _ui_up.check();
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public var UI_LEFT(get, never):Bool;
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inline function get_UI_LEFT()
return _ui_left.check();
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public var UI_RIGHT(get, never):Bool;
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inline function get_UI_RIGHT()
return _ui_right.check();
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public var UI_DOWN(get, never):Bool;
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inline function get_UI_DOWN()
return _ui_down.check();
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public var UI_UP_P(get, never):Bool;
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inline function get_UI_UP_P()
return _ui_upP.check();
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public var UI_LEFT_P(get, never):Bool;
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inline function get_UI_LEFT_P()
return _ui_leftP.check();
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public var UI_RIGHT_P(get, never):Bool;
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inline function get_UI_RIGHT_P()
return _ui_rightP.check();
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public var UI_DOWN_P(get, never):Bool;
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inline function get_UI_DOWN_P()
return _ui_downP.check();
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public var UI_UP_R(get, never):Bool;
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inline function get_UI_UP_R()
return _ui_upR.check();
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public var UI_LEFT_R(get, never):Bool;
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inline function get_UI_LEFT_R()
return _ui_leftR.check();
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public var UI_RIGHT_R(get, never):Bool;
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inline function get_UI_RIGHT_R()
return _ui_rightR.check();
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public var UI_DOWN_R(get, never):Bool;
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inline function get_UI_DOWN_R()
return _ui_downR.check();
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public var NOTE_UP(get, never):Bool;
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inline function get_NOTE_UP()
return _note_up.check();
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public var NOTE_LEFT(get, never):Bool;
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inline function get_NOTE_LEFT()
return _note_left.check();
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public var NOTE_RIGHT(get, never):Bool;
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inline function get_NOTE_RIGHT()
return _note_right.check();
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public var NOTE_DOWN(get, never):Bool;
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inline function get_NOTE_DOWN()
return _note_down.check();
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public var NOTE_UP_P(get, never):Bool;
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inline function get_NOTE_UP_P()
return _note_upP.check();
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public var NOTE_LEFT_P(get, never):Bool;
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inline function get_NOTE_LEFT_P()
return _note_leftP.check();
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public var NOTE_RIGHT_P(get, never):Bool;
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inline function get_NOTE_RIGHT_P()
return _note_rightP.check();
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public var NOTE_DOWN_P(get, never):Bool;
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inline function get_NOTE_DOWN_P()
return _note_downP.check();
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public var NOTE_UP_R(get, never):Bool;
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inline function get_NOTE_UP_R()
return _note_upR.check();
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public var NOTE_LEFT_R(get, never):Bool;
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inline function get_NOTE_LEFT_R()
return _note_leftR.check();
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public var NOTE_RIGHT_R(get, never):Bool;
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inline function get_NOTE_RIGHT_R()
return _note_rightR.check();
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public var NOTE_DOWN_R(get, never):Bool;
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inline function get_NOTE_DOWN_R()
return _note_downR.check();
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public var ACCEPT(get, never):Bool;
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inline function get_ACCEPT()
return _accept.check();
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public var BACK(get, never):Bool;
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inline function get_BACK()
return _back.check();
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public var PAUSE(get, never):Bool;
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inline function get_PAUSE()
return _pause.check();
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public var CUTSCENE_ADVANCE(get, never):Bool;
inline function get_CUTSCENE_ADVANCE()
return _cutscene_advance.check();
public var CUTSCENE_SKIP(get, never):Bool;
inline function get_CUTSCENE_SKIP()
return _cutscene_skip.check();
public var VOLUME_UP(get, never):Bool;
inline function get_VOLUME_UP()
return _volume_up.check();
public var VOLUME_DOWN(get, never):Bool;
inline function get_VOLUME_DOWN()
return _volume_down.check();
public var VOLUME_MUTE(get, never):Bool;
inline function get_VOLUME_MUTE()
return _volume_mute.check();
public var RESET(get, never):Bool;
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inline function get_RESET()
return _reset.check();
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#if CAN_CHEAT
public var CHEAT(get, never):Bool;
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inline function get_CHEAT()
return _cheat.check();
#end
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public function new(name, scheme:KeyboardScheme = null)
{
super(name);
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);
add(_accept);
add(_back);
add(_pause);
add(_cutscene_advance);
add(_cutscene_skip);
add(_volume_up);
add(_volume_down);
add(_volume_mute);
add(_reset);
#if CAN_CHEAT
add(_cheat);
#end
for (action in digitalActions)
byName[action.name] = action;
if (scheme == null)
scheme = None;
setKeyboardScheme(scheme, false);
}
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();
}
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public function getKeysForAction(name:Action):Array<FlxKey> {
#if debug
if (!byName.exists(name))
throw 'Invalid name: $name';
#end
return byName[name].inputs.map(function(input) return (input.device == KEYBOARD) ? input.inputID : null)
.filter(function(key) return key != null);
}
public function getButtonsForAction(name:Action):Array<FlxGamepadInputID> {
#if debug
if (!byName.exists(name))
throw 'Invalid name: $name';
#end
return byName[name].inputs.map(function(input) return (input.device == GAMEPAD) ? input.inputID : null)
.filter(function(key) return key != null);
}
public function getDialogueName(action:FlxActionDigital):String
{
var input = action.inputs[0];
return switch (input.device)
{
case KEYBOARD: return '[${(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)
{
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;
case ACCEPT: _accept;
case BACK: _back;
case PAUSE: _pause;
case RESET: _reset;
case CUTSCENE_ADVANCE: _cutscene_advance;
case CUTSCENE_SKIP: _cutscene_skip;
case VOLUME_UP: _volume_up;
case VOLUME_DOWN: _volume_down;
case VOLUME_MUTE: _volume_mute;
#if CAN_CHEAT
case CHEAT: _cheat;
#end
}
}
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)
*/
function forEachBound(control:Control, func:FlxActionDigital->FlxInputState->Void)
{
switch(control)
{
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);
case ACCEPT:
func(_accept, JUST_PRESSED);
case BACK:
func(_back, JUST_PRESSED);
case PAUSE:
func(_pause, JUST_PRESSED);
case CUTSCENE_ADVANCE:
func(_cutscene_advance, JUST_PRESSED);
case CUTSCENE_SKIP:
func(_cutscene_skip, PRESSED);
case VOLUME_UP:
func(_volume_up, JUST_PRESSED);
case VOLUME_DOWN:
func(_volume_down, JUST_PRESSED);
case VOLUME_MUTE:
func(_volume_mute, JUST_PRESSED);
case RESET:
func(_reset, JUST_PRESSED);
#if CAN_CHEAT
case CHEAT:
func(_cheat, JUST_PRESSED);
#end
}
}
public function replaceBinding(control:Control, device:Device, toAdd:Int, toRemove:Int)
{
if (toAdd == toRemove)
return;
switch(device)
{
case Keys:
forEachBound(control, function(action, state) replaceKey(action, toAdd, toRemove, state));
case Gamepad(id):
forEachBound(control, function(action, state) replaceButton(action, id, toAdd, toRemove, state));
}
}
function replaceKey(action:FlxActionDigital, toAdd:FlxKey, toRemove:FlxKey, state:FlxInputState)
{
if (action.inputs.length == 0) {
// Add the keybind, don't replace.
addKeys(action, [toAdd], state);
return;
}
var hasReplaced:Bool = false;
for (i in 0...action.inputs.length)
{
var input = action.inputs[i];
if (input == null) continue;
if (input.device == KEYBOARD && input.inputID == toRemove)
{
if (toAdd == FlxKey.NONE) {
// Remove the keybind, don't replace.
action.inputs.remove(input);
} else {
// Replace the keybind.
@:privateAccess
action.inputs[i].inputID = toAdd;
}
hasReplaced = true;
}
}
if (!hasReplaced) {
addKeys(action, [toAdd], state);
}
}
function replaceButton(action:FlxActionDigital, deviceID:Int, toAdd:FlxGamepadInputID, toRemove:FlxGamepadInputID, state:FlxInputState)
{
if (action.inputs.length == 0) {
addButtons(action, [toAdd], state, deviceID);
return;
}
var hasReplaced:Bool = false;
for (i in 0...action.inputs.length)
{
var input = action.inputs[i];
if (input == null) continue;
if (isGamepad(input, deviceID) && input.inputID == toRemove)
{
@:privateAccess
action.inputs[i].inputID = toAdd;
hasReplaced = true;
}
}
if (!hasReplaced) {
addButtons(action, [toAdd], state, deviceID);
}
}
public function copyFrom(controls:Controls, ?device:Device)
{
for (name in controls.byName.keys())
{
var action = controls.byName[name];
for (input in action.inputs)
{
if (device == null || isDevice(input, device))
byName[name].add(cast input);
}
}
switch(device)
{
case null:
// add all
for (gamepad in controls.gamepadsAdded)
if (gamepadsAdded.indexOf(gamepad) == -1)
gamepadsAdded.push(gamepad);
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>)
{
forEachBound(control, function(action, state) addKeys(action, keys, state));
}
public function bindSwipe(control:Control, swipeDir:Int = FlxDirectionFlags.UP, ?swpLength:Float = 90)
{
forEachBound(control, function(action, press) action.add(new FlxActionInputDigitalMobileSwipeGameplay(swipeDir, press, swpLength)));
}
/**
* 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>)
{
forEachBound(control, function(action, _) removeKeys(action, keys));
}
static function addKeys(action:FlxActionDigital, keys:Array<FlxKey>, state:FlxInputState)
{
for (key in keys) {
if (key == FlxKey.NONE) continue; // Ignore unbound 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;
bindKeys(Control.UI_UP, getDefaultKeybinds(scheme, Control.UI_UP));
bindKeys(Control.UI_DOWN, getDefaultKeybinds(scheme, Control.UI_DOWN));
bindKeys(Control.UI_LEFT, getDefaultKeybinds(scheme, Control.UI_LEFT));
bindKeys(Control.UI_RIGHT, getDefaultKeybinds(scheme, Control.UI_RIGHT));
bindKeys(Control.NOTE_UP, getDefaultKeybinds(scheme, Control.NOTE_UP));
bindKeys(Control.NOTE_DOWN, getDefaultKeybinds(scheme, Control.NOTE_DOWN));
bindKeys(Control.NOTE_LEFT, getDefaultKeybinds(scheme, Control.NOTE_LEFT));
bindKeys(Control.NOTE_RIGHT, getDefaultKeybinds(scheme, Control.NOTE_RIGHT));
bindKeys(Control.ACCEPT, getDefaultKeybinds(scheme, Control.ACCEPT));
bindKeys(Control.BACK, getDefaultKeybinds(scheme, Control.BACK));
bindKeys(Control.PAUSE, getDefaultKeybinds(scheme, Control.PAUSE));
bindKeys(Control.CUTSCENE_ADVANCE, getDefaultKeybinds(scheme, Control.CUTSCENE_ADVANCE));
bindKeys(Control.CUTSCENE_SKIP, getDefaultKeybinds(scheme, Control.CUTSCENE_SKIP));
bindKeys(Control.VOLUME_UP, getDefaultKeybinds(scheme, Control.VOLUME_UP));
bindKeys(Control.VOLUME_DOWN, getDefaultKeybinds(scheme, Control.VOLUME_DOWN));
bindKeys(Control.VOLUME_MUTE, getDefaultKeybinds(scheme, Control.VOLUME_MUTE));
bindMobileLol();
}
function getDefaultKeybinds(scheme:KeyboardScheme, control:Control):Array<FlxKey> {
switch (scheme) {
case Solo:
switch (control) {
case Control.UI_UP: return [W, FlxKey.UP];
case Control.UI_DOWN: return [S, FlxKey.DOWN];
case Control.UI_LEFT: return [A, FlxKey.LEFT];
case Control.UI_RIGHT: return [D, FlxKey.RIGHT];
case Control.NOTE_UP: return [W, FlxKey.UP];
case Control.NOTE_DOWN: return [S, FlxKey.DOWN];
case Control.NOTE_LEFT: return [A, FlxKey.LEFT];
case Control.NOTE_RIGHT: return [D, FlxKey.RIGHT];
case Control.ACCEPT: return [Z, SPACE, ENTER];
case Control.BACK: return [X, BACKSPACE, ESCAPE];
case Control.PAUSE: return [P, ENTER, ESCAPE];
case Control.CUTSCENE_ADVANCE: return [Z, ENTER];
case Control.CUTSCENE_SKIP: return [P, ESCAPE];
case Control.VOLUME_UP: return [PLUS, NUMPADPLUS];
case Control.VOLUME_DOWN: return [MINUS, NUMPADMINUS];
case Control.VOLUME_MUTE: return [ZERO, NUMPADZERO];
case Control.RESET: return [R];
}
case Duo(true):
switch (control) {
case Control.UI_UP: return [W];
case Control.UI_DOWN: return [S];
case Control.UI_LEFT: return [A];
case Control.UI_RIGHT: return [D];
case Control.NOTE_UP: return [W];
case Control.NOTE_DOWN: return [S];
case Control.NOTE_LEFT: return [A];
case Control.NOTE_RIGHT: return [D];
case Control.ACCEPT: return [G, Z];
case Control.BACK: return [H, X];
case Control.PAUSE: return [ONE];
case Control.CUTSCENE_ADVANCE: return [G, Z];
case Control.CUTSCENE_SKIP: return [ONE];
case Control.VOLUME_UP: return [PLUS];
case Control.VOLUME_DOWN: return [MINUS];
case Control.VOLUME_MUTE: return [ZERO];
case Control.RESET: return [R];
}
case Duo(false):
switch (control) {
case Control.UI_UP: return [FlxKey.UP];
case Control.UI_DOWN: return [FlxKey.DOWN];
case Control.UI_LEFT: return [FlxKey.LEFT];
case Control.UI_RIGHT: return [FlxKey.RIGHT];
case Control.NOTE_UP: return [FlxKey.UP];
case Control.NOTE_DOWN: return [FlxKey.DOWN];
case Control.NOTE_LEFT: return [FlxKey.LEFT];
case Control.NOTE_RIGHT: return [FlxKey.RIGHT];
case Control.ACCEPT: return [ENTER];
case Control.BACK: return [ESCAPE];
case Control.PAUSE: return [ONE];
case Control.CUTSCENE_ADVANCE: return [ENTER];
case Control.CUTSCENE_SKIP: return [ONE];
case Control.VOLUME_UP: return [NUMPADPLUS];
case Control.VOLUME_DOWN: return [NUMPADMINUS];
case Control.VOLUME_MUTE: return [NUMPADZERO];
case Control.RESET: return [R];
}
default:
// Fallthrough.
}
return [];
}
function bindMobileLol()
{
#if FLX_TOUCH
// MAKE BETTER TOUCH BIND CODE
bindSwipe(Control.NOTE_UP, FlxDirectionFlags.UP, 40);
bindSwipe(Control.NOTE_DOWN, FlxDirectionFlags.DOWN, 40);
bindSwipe(Control.NOTE_LEFT, FlxDirectionFlags.LEFT, 40);
bindSwipe(Control.NOTE_RIGHT, FlxDirectionFlags.RIGHT, 40);
// feels more like drag when up/down are inversed
bindSwipe(Control.UI_UP, FlxDirectionFlags.DOWN);
bindSwipe(Control.UI_DOWN, FlxDirectionFlags.UP);
bindSwipe(Control.UI_LEFT, FlxDirectionFlags.LEFT);
bindSwipe(Control.UI_RIGHT, FlxDirectionFlags.RIGHT);
#end
#if android
forEachBound(Control.BACK, function(action, pres)
{
action.add(new FlxActionInputDigitalAndroid(FlxAndroidKey.BACK, JUST_PRESSED));
});
#end
}
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 addGamepadWithSaveData(id:Int, ?padData:Dynamic):Void
{
gamepadsAdded.push(id);
fromSaveData(padData, Gamepad(id));
}
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 (isGamepad(input, deviceID))
action.remove(input);
}
}
gamepadsAdded.remove(deviceID);
}
public function addDefaultGamepad(id):Void
{
addGamepadLiteral(id, [
Control.ACCEPT => getDefaultGamepadBinds(Control.ACCEPT),
Control.BACK => getDefaultGamepadBinds(Control.BACK),
Control.UI_UP => getDefaultGamepadBinds(Control.UI_UP),
Control.UI_DOWN => getDefaultGamepadBinds(Control.UI_DOWN),
Control.UI_LEFT => getDefaultGamepadBinds(Control.UI_LEFT),
Control.UI_RIGHT => getDefaultGamepadBinds(Control.UI_RIGHT),
// don't swap A/B or X/Y for switch on these. A is always the bottom face button
Control.NOTE_UP => getDefaultGamepadBinds(Control.NOTE_UP),
Control.NOTE_DOWN => getDefaultGamepadBinds(Control.NOTE_DOWN),
Control.NOTE_LEFT => getDefaultGamepadBinds(Control.NOTE_LEFT),
Control.NOTE_RIGHT => getDefaultGamepadBinds(Control.NOTE_RIGHT),
Control.PAUSE => getDefaultGamepadBinds(Control.PAUSE),
// Control.VOLUME_UP => [RIGHT_SHOULDER],
// Control.VOLUME_DOWN => [LEFT_SHOULDER],
// Control.VOLUME_MUTE => [RIGHT_TRIGGER],
Control.CUTSCENE_ADVANCE => getDefaultGamepadBinds(Control.CUTSCENE_ADVANCE),
Control.CUTSCENE_SKIP => getDefaultGamepadBinds(Control.CUTSCENE_SKIP),
Control.RESET => getDefaultGamepadBinds(Control.RESET),
#if CAN_CHEAT, Control.CHEAT => getDefaultGamepadBinds(Control.CHEAT) #end
]);
}
function getDefaultGamepadBinds(control:Control):Array<FlxGamepadInputID> {
switch(control) {
case Control.ACCEPT: return [#if switch B #else A #end];
case Control.BACK: return [#if switch A #else B #end, FlxGamepadInputID.BACK];
case Control.UI_UP: return [DPAD_UP, LEFT_STICK_DIGITAL_UP];
case Control.UI_DOWN: return [DPAD_DOWN, LEFT_STICK_DIGITAL_DOWN];
case Control.UI_LEFT: return [DPAD_LEFT, LEFT_STICK_DIGITAL_LEFT];
case Control.UI_RIGHT: return [DPAD_RIGHT, LEFT_STICK_DIGITAL_RIGHT];
case Control.NOTE_UP: return [DPAD_UP, Y, LEFT_STICK_DIGITAL_UP, RIGHT_STICK_DIGITAL_UP];
case Control.NOTE_DOWN: return [DPAD_DOWN, A, LEFT_STICK_DIGITAL_DOWN, RIGHT_STICK_DIGITAL_DOWN];
case Control.NOTE_LEFT: return [DPAD_LEFT, X, LEFT_STICK_DIGITAL_LEFT, RIGHT_STICK_DIGITAL_LEFT];
case Control.NOTE_RIGHT: return [DPAD_RIGHT, B, LEFT_STICK_DIGITAL_RIGHT, RIGHT_STICK_DIGITAL_RIGHT];
case Control.PAUSE: return [START];
case Control.CUTSCENE_ADVANCE: return [A];
case Control.CUTSCENE_SKIP: return [START];
case Control.RESET: return [RIGHT_SHOULDER];
#if CAN_CHEAT, Control.CHEAT: return [X]; #end
default:
// Fallthrough.
}
return [];
}
/**
* 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));
}
public function touchShit(control:Control, id)
{
forEachBound(control, function(action, state)
{
// action
});
}
/**
* 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) {
if (button == FlxGamepadInputID.NONE) continue; // Ignore unbound keys.
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 (isGamepad(input, id))
list.push(input.inputID);
}
}
return list;
}
public function removeDevice(device:Device)
{
switch(device)
{
case Keys:
setKeyboardScheme(None);
case Gamepad(id):
removeGamepad(id);
}
}
/**
* NOTE: When loading controls:
* An EMPTY array means the control is uninitialized and needs to be reset to default.
* An array with a single FlxKey.NONE means the control was intentionally unbound by the user.
*/
public function fromSaveData(data:Dynamic, device:Device)
{
for (control in Control.createAll())
{
var inputs:Array<Int> = Reflect.field(data, control.getName());
if (inputs != null)
{
if (inputs.length == 0) {
trace('Control ${control} is missing bindings, resetting to default.');
switch(device)
{
case Keys:
bindKeys(control, getDefaultKeybinds(Solo, control));
case Gamepad(id):
bindButtons(control, id, getDefaultGamepadBinds(control));
}
} else if (inputs == [FlxKey.NONE]) {
trace('Control ${control} is unbound, leaving it be.');
} else {
switch(device)
{
case Keys:
bindKeys(control, inputs.copy());
case Gamepad(id):
bindButtons(control, id, inputs.copy());
}
}
} else {
trace('Control ${control} is missing bindings, resetting to default.');
switch(device)
{
case Keys:
bindKeys(control, getDefaultKeybinds(Solo, control));
case Gamepad(id):
bindButtons(control, id, getDefaultGamepadBinds(control));
}
}
}
}
/**
* NOTE: When saving controls:
* An EMPTY array means the control is uninitialized and needs to be reset to default.
* An array with a single FlxKey.NONE means the control was intentionally unbound by the user.
*/
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;
if (inputs.length == 0) inputs = [FlxKey.NONE];
Reflect.setField(data, control.getName(), inputs);
}
return isEmpty ? null : data;
}
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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}
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typedef SaveInputLists =
{
?keys:Array<Int>,
?pad:Array<Int>
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};
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typedef Swipes =
{
?initTouchPos:FlxPoint,
?touchAngle:Float,
?touchLength:Float,
?curTouchPos:FlxPoint
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};
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class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital
{
var touchMap:Map<Int, Swipes> = new Map();
var vibrationSteps:Int = 5;
var curStep:Int = 5;
var activateLength:Float = 90;
var hapticPressure:Int = 100;
public function new(swipeDir:Int = FlxDirectionFlags.ANY, Trigger:FlxInputState, ?swipeLength:Float = 90)
{
super(OTHER, swipeDir, Trigger);
activateLength = swipeLength;
}
// fix right swipe
// make so cant double swipe during gameplay
// hold notes?
override function update():Void
{
super.update();
#if FLX_TOUCH
for (touch in FlxG.touches.list)
{
if (touch.justPressed)
{
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;
curStep = 1;
Haptic.vibrate(40, 70);
}
if (touch.pressed)
{
var daSwipe = touchMap[touch.touchPointID];
daSwipe.curTouchPos.set(touch.screenX, touch.screenY);
var dx = daSwipe.initTouchPos.x - touch.screenX;
var dy = daSwipe.initTouchPos.y - touch.screenY;
daSwipe.touchAngle = Math.atan2(dy, dx);
daSwipe.touchLength = Math.sqrt(dx * dx + dy * dy);
FlxG.watch.addQuick("LENGTH", daSwipe.touchLength);
FlxG.watch.addQuick("ANGLE", FlxAngle.asDegrees(daSwipe.touchAngle));
if (daSwipe.touchLength >= (activateLength / vibrationSteps) * curStep)
{
curStep += 1;
// Haptic.vibrate(Std.int(hapticPressure / (curStep * 1.5)), 50);
}
}
if (touch.justReleased)
{
touchMap.remove(touch.touchPointID);
}
/* switch (inputID)
{
case FlxDirectionFlags.UP:
return
case FlxDirectionFlags.DOWN:
}
*/
}
#end
}
override public function check(Action:FlxAction):Bool
{
for (swp in touchMap)
{
var degAngle = FlxAngle.asDegrees(swp.touchAngle);
switch(trigger)
{
case JUST_PRESSED:
if (swp.touchLength >= activateLength)
{
switch(inputID)
{
case FlxDirectionFlags.UP:
if (degAngle >= 45 && degAngle <= 90 + 45) return properTouch(swp);
case FlxDirectionFlags.DOWN:
if (-degAngle >= 45 && -degAngle <= 90 + 45) return properTouch(swp);
case FlxDirectionFlags.LEFT:
if (degAngle <= 45 && -degAngle <= 45) return properTouch(swp);
case FlxDirectionFlags.RIGHT:
if (degAngle >= 90 + 45 && degAngle <= -90 + -45) return properTouch(swp);
}
}
default:
}
}
return false;
}
function properTouch(swipe:Swipes):Bool
{
curStep = 1;
Haptic.vibrate(100, 30);
swipe.initTouchPos.set(swipe.curTouchPos.x, swipe.curTouchPos.y);
return true;
}
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}
// Maybe this can be committed to main HaxeFlixel repo?
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#if android
class FlxActionInputDigitalAndroid extends FlxActionInputDigital
{
/**
* Android buttons action input
* @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
{
returnswitch(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;
}
}
}
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#end