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shot in the dark 4.0 stuff
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commit
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1 changed files with 21 additions and 5 deletions
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@ -278,7 +278,7 @@ class Controls extends FlxActionSet
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* @param func
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* @return ->Void)
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*/
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function forEachBound(control:Control, func:FlxActionDigital -> Void, func:FlxInputState -> Void)
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function forEachBound(control:Control, func:FlxActionDigital -> Void, func:FlxInputState -> Void)
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{
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switch (control)
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{
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@ -383,7 +383,11 @@ class Controls extends FlxActionSet
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*/
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public function bindKeys(control:Control, keys:Array<FlxKey>)
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{
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inline forEachBound(control, (action, state) -> addKeys(action, keys, state));
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#if (haxe >= "4.0.0")
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inline forEachBound(control, (action, state) -> addKeys(action, keys, state));
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#else
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forEachBound(control, (action, state) -> addKeys(action, keys, state));
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#end
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}
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/**
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@ -392,7 +396,11 @@ class Controls extends FlxActionSet
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*/
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public function unbindKeys(control:Control, keys:Array<FlxKey>)
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{
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inline forEachBound(control, (action, _) -> removeKeys(action, keys));
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#if (haxe >= "4.0.0")
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inline forEachBound(control, (action, _) -> removeKeys(action, keys));
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#else
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forEachBound(control, (action, _) -> removeKeys(action, keys));
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#end
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}
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inline static function addKeys(action:FlxActionDigital, keys:Array<FlxKey>, state:FlxInputState)
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@ -516,7 +524,11 @@ class Controls extends FlxActionSet
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*/
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public function bindButtons(control:Control, id, buttons)
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{
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inline forEachBound(control, (action, state) -> addButtons(action, buttons, state, id));
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#if (haxe >= "4.0.0")
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inline forEachBound(control, (action, state) -> addButtons(action, buttons, state, id));
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#else
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forEachBound(control, (action, state) -> addButtons(action, buttons, state, id));
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#end
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}
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/**
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@ -525,7 +537,11 @@ class Controls extends FlxActionSet
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*/
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public function unbindButtons(control:Control, gamepadID:Int, buttons)
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{
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inline forEachBound(control, (action, _) -> removeButtons(action, gamepadID, buttons));
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#if (haxe >= "4.0.0")
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inline forEachBound(control, (action, _) -> removeButtons(action, gamepadID, buttons));
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#else
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forEachBound(control, (action, _) -> removeButtons(action, gamepadID, buttons));
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#end
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}
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inline static function addButtons(action:FlxActionDigital, buttons:Array<FlxGamepadInputID>, state, id)
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