shot in the dark 4.0 stuff

This commit is contained in:
Brandon 2020-11-02 00:39:28 -05:00
parent 81db7718d2
commit 88b08d3dc3

View file

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