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Merge pull request #385 from FunkinCrew/feature/debugger-popup-fixes
Debugger popup fixes
This commit is contained in:
commit
59752f0d9a
6 changed files with 78 additions and 84 deletions
2
.github/workflows/build-shit.yml
vendored
2
.github/workflows/build-shit.yml
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@ -77,7 +77,7 @@ jobs:
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key: ${{ runner.os }}-build-win-${{ github.ref_name }}
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- name: Build game
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run: |
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haxelib run lime build windows -v -release -DNO_REDIRECT_ASSETS_FOLDER -DGITHUB_BUILD
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haxelib run lime build windows -v -release -DGITHUB_BUILD
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env:
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HXCPP_COMPILE_CACHE: "${{ runner.temp }}\\hxcpp_cache"
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- name: Upload build artifacts
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@ -194,7 +194,7 @@
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<!-- Uncomment this to wipe your input settings. -->
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<!-- <haxedef name="CLEAR_INPUT_SAVE"/> -->
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<section if="debug" unless="NO_REDIRECT_ASSETS_FOLDER || html5">
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<section if="debug" unless="NO_REDIRECT_ASSETS_FOLDER || html5 || GITHUB_BUILD">
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<!--
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Use the parent assets folder rather than the exported one
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No more will we accidentally undo our changes!
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2
assets
2
assets
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@ -1 +1 @@
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Subproject commit f070c4a08fd634dfeb0bdf1fd03579614441722c
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Subproject commit 2599e1b6b039886df62c4d0d19aa14b23708eccd
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@ -90,69 +90,7 @@ class InitState extends FlxState
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// Set the game to a lower frame rate while it is in the background.
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FlxG.game.focusLostFramerate = 30;
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//
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// FLIXEL DEBUG SETUP
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//
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#if (debug || FORCE_DEBUG_VERSION)
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// Disable using ~ to open the console (we use that for the Editor menu)
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FlxG.debugger.toggleKeys = [F2];
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TrackerUtil.initTrackers();
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// Adds an additional Close Debugger button.
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// This big obnoxious white button is for MOBILE, so that you can press it
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// easily with your finger when debug bullshit pops up during testing lol!
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FlxG.debugger.addButton(LEFT, new BitmapData(200, 200), function() {
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FlxG.debugger.visible = false;
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});
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// Adds a red button to the debugger.
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// This pauses the game AND the music! This ensures the Conductor stops.
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FlxG.debugger.addButton(CENTER, new BitmapData(20, 20, true, 0xFFCC2233), function() {
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if (FlxG.vcr.paused)
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{
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FlxG.vcr.resume();
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for (snd in FlxG.sound.list)
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{
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snd.resume();
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}
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FlxG.sound.music.resume();
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}
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else
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{
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FlxG.vcr.pause();
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for (snd in FlxG.sound.list)
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{
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snd.pause();
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}
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FlxG.sound.music.pause();
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}
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});
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// Adds a blue button to the debugger.
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// This skips forward in the song.
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FlxG.debugger.addButton(CENTER, new BitmapData(20, 20, true, 0xFF2222CC), function() {
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FlxG.game.debugger.vcr.onStep();
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for (snd in FlxG.sound.list)
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{
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snd.pause();
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snd.time += FlxG.elapsed * 1000;
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}
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FlxG.sound.music.pause();
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FlxG.sound.music.time += FlxG.elapsed * 1000;
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});
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#end
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// Make errors and warnings less annoying.
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// Forcing this always since I have never been happy to have the debugger to pop up
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LogStyle.ERROR.openConsole = false;
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LogStyle.ERROR.errorSound = null;
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LogStyle.WARNING.openConsole = false;
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LogStyle.WARNING.errorSound = null;
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setupFlixelDebug();
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//
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// FLIXEL TRANSITIONS
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@ -349,6 +287,80 @@ class InitState extends FlxState
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});
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}
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function setupFlixelDebug():Void
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{
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//
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// FLIXEL DEBUG SETUP
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//
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#if (debug || FORCE_DEBUG_VERSION)
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// Make errors and warnings less annoying.
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// Forcing this always since I have never been happy to have the debugger to pop up
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LogStyle.ERROR.openConsole = false;
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LogStyle.ERROR.errorSound = null;
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LogStyle.WARNING.openConsole = false;
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LogStyle.WARNING.errorSound = null;
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// Disable using ~ to open the console (we use that for the Editor menu)
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FlxG.debugger.toggleKeys = [F2];
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TrackerUtil.initTrackers();
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// Adds an additional Close Debugger button.
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// This big obnoxious white button is for MOBILE, so that you can press it
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// easily with your finger when debug bullshit pops up during testing lol!
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FlxG.debugger.addButton(LEFT, new BitmapData(200, 200), function() {
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FlxG.debugger.visible = false;
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// Make errors and warnings less annoying.
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// Forcing this always since I have never been happy to have the debugger to pop up
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LogStyle.ERROR.openConsole = false;
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LogStyle.ERROR.errorSound = null;
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LogStyle.WARNING.openConsole = false;
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LogStyle.WARNING.errorSound = null;
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});
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// Adds a red button to the debugger.
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// This pauses the game AND the music! This ensures the Conductor stops.
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FlxG.debugger.addButton(CENTER, new BitmapData(20, 20, true, 0xFFCC2233), function() {
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if (FlxG.vcr.paused)
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{
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FlxG.vcr.resume();
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for (snd in FlxG.sound.list)
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{
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snd.resume();
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}
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FlxG.sound.music.resume();
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}
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else
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{
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FlxG.vcr.pause();
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for (snd in FlxG.sound.list)
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{
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snd.pause();
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}
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FlxG.sound.music.pause();
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}
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});
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// Adds a blue button to the debugger.
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// This skips forward in the song.
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FlxG.debugger.addButton(CENTER, new BitmapData(20, 20, true, 0xFF2222CC), function() {
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FlxG.game.debugger.vcr.onStep();
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for (snd in FlxG.sound.list)
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{
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snd.pause();
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snd.time += FlxG.elapsed * 1000;
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}
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FlxG.sound.music.pause();
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FlxG.sound.music.time += FlxG.elapsed * 1000;
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});
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#end
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}
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function defineSong():String
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{
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return MacroUtil.getDefine('SONG');
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@ -597,11 +597,6 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
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*/
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var playtestBotPlayMode:Bool = false;
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/**
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* Enables or disables the "debugger" popup that appears when you run into a flixel error.
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*/
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var enabledDebuggerPopup:Bool = true;
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// Visuals
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/**
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@ -5328,9 +5323,6 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
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return;
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}
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LogStyle.WARNING.openConsole = enabledDebuggerPopup;
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LogStyle.ERROR.openConsole = enabledDebuggerPopup;
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// TODO: Rework asset system so we can remove this.
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switch (currentSongStage)
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{
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@ -308,16 +308,6 @@ class ChartEditorToolboxHandler
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state.playtestBotPlayMode = checkboxBotPlay.selected;
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};
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var checkboxDebugger:Null<CheckBox> = toolbox.findComponent('playtestDebuggerCheckbox', CheckBox);
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if (checkboxDebugger == null) throw 'ChartEditorToolboxHandler.buildToolboxPlaytestPropertiesLayout() - Could not find playtestDebuggerCheckbox component.';
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state.enabledDebuggerPopup = checkboxDebugger.selected;
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checkboxDebugger.onClick = _ -> {
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state.enabledDebuggerPopup = checkboxDebugger.selected;
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};
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return toolbox;
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}
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