A bunch of controls fixes

This commit is contained in:
EliteMasterEric 2024-09-25 08:39:57 -04:00
parent ec9b5db210
commit 8d02a3f984
6 changed files with 91 additions and 24 deletions

View file

@ -214,6 +214,12 @@ class Project extends HXProject {
*/
static final FEATURE_OPEN_URL:FeatureFlag = "FEATURE_OPEN_URL";
/**
* `-DFEATURE_SCREENSHOTS`
* If this flag is enabled, the game will support the screenshots feature.
*/
static final FEATURE_SCREENSHOTS:FeatureFlag = "FEATURE_SCREENSHOTS";
/**
* `-DFEATURE_CHART_EDITOR`
* If this flag is enabled, the Chart Editor will be accessible from the debug menu.
@ -494,6 +500,10 @@ class Project extends HXProject {
// Should be true except on web builds.
// Chart editor doesn't work there.
FEATURE_CHART_EDITOR.apply(this, !isWeb());
// Should be true except on web builds.
// Screenshots doesn't work there.
FEATURE_SCREENSHOTS.apply(this, !isWeb());
}
/**

View file

@ -148,10 +148,12 @@ class InitState extends FlxState
#if FEATURE_DEBUG_FUNCTIONS
funkin.util.plugins.MemoryGCPlugin.initialize();
#end
#if FEATURE_SCREENSHOTS
funkin.util.plugins.ScreenshotPlugin.initialize();
#end
funkin.util.plugins.EvacuateDebugPlugin.initialize();
funkin.util.plugins.ForceCrashPlugin.initialize();
funkin.util.plugins.ReloadAssetsDebugPlugin.initialize();
funkin.util.plugins.ScreenshotPlugin.initialize();
funkin.util.plugins.VolumePlugin.initialize();
funkin.util.plugins.WatchPlugin.initialize();

View file

@ -59,7 +59,9 @@ class Controls extends FlxActionSet
var _back = new FunkinAction(Action.BACK);
var _pause = new FunkinAction(Action.PAUSE);
var _reset = new FunkinAction(Action.RESET);
#if FEATURE_SCREENSHOTS
var _window_screenshot = new FunkinAction(Action.WINDOW_SCREENSHOT);
#end
var _window_fullscreen = new FunkinAction(Action.WINDOW_FULLSCREEN);
var _freeplay_favorite = new FunkinAction(Action.FREEPLAY_FAVORITE);
var _freeplay_left = new FunkinAction(Action.FREEPLAY_LEFT);
@ -67,8 +69,12 @@ class Controls extends FlxActionSet
var _freeplay_char_select = new FunkinAction(Action.FREEPLAY_CHAR_SELECT);
var _cutscene_advance = new FunkinAction(Action.CUTSCENE_ADVANCE);
var _debug_menu = new FunkinAction(Action.DEBUG_MENU);
#if FEATURE_CHART_EDITOR
var _debug_chart = new FunkinAction(Action.DEBUG_CHART);
#end
#if FEATURE_STAGE_EDITOR
var _debug_stage = new FunkinAction(Action.DEBUG_STAGE);
#end
var _volume_up = new FunkinAction(Action.VOLUME_UP);
var _volume_down = new FunkinAction(Action.VOLUME_DOWN);
var _volume_mute = new FunkinAction(Action.VOLUME_MUTE);
@ -243,10 +249,12 @@ class Controls extends FlxActionSet
inline function get_WINDOW_FULLSCREEN()
return _window_fullscreen.check();
#if FEATURE_SCREENSHOTS
public var WINDOW_SCREENSHOT(get, never):Bool;
inline function get_WINDOW_SCREENSHOT()
return _window_screenshot.check();
#end
public var FREEPLAY_FAVORITE(get, never):Bool;
@ -278,15 +286,19 @@ class Controls extends FlxActionSet
inline function get_DEBUG_MENU()
return _debug_menu.check();
#if FEATURE_CHART_EDITOR
public var DEBUG_CHART(get, never):Bool;
inline function get_DEBUG_CHART()
return _debug_chart.check();
#end
#if FEATURE_STAGE_EDITOR
public var DEBUG_STAGE(get, never):Bool;
inline function get_DEBUG_STAGE()
return _debug_stage.check();
#end
public var VOLUME_UP(get, never):Bool;
@ -319,7 +331,7 @@ class Controls extends FlxActionSet
add(_back);
add(_pause);
add(_reset);
add(_window_screenshot);
#if FEATURE_SCREENSHOTS add(_window_screenshot); #end
add(_window_fullscreen);
add(_freeplay_favorite);
add(_freeplay_left);
@ -327,8 +339,8 @@ class Controls extends FlxActionSet
add(_freeplay_char_select);
add(_cutscene_advance);
add(_debug_menu);
add(_debug_chart);
add(_debug_stage);
#if FEATURE_CHART_EDITOR add(_debug_chart); #end
#if FEATURE_STAGE_EDITOR add(_debug_stage); #end
add(_volume_up);
add(_volume_down);
add(_volume_mute);
@ -444,7 +456,7 @@ class Controls extends FlxActionSet
case BACK: _back;
case PAUSE: _pause;
case RESET: _reset;
case WINDOW_SCREENSHOT: _window_screenshot;
#if FEATURE_SCREENSHOTS case WINDOW_SCREENSHOT: _window_screenshot; #end
case WINDOW_FULLSCREEN: _window_fullscreen;
case FREEPLAY_FAVORITE: _freeplay_favorite;
case FREEPLAY_LEFT: _freeplay_left;
@ -452,8 +464,8 @@ class Controls extends FlxActionSet
case FREEPLAY_CHAR_SELECT: _freeplay_char_select;
case CUTSCENE_ADVANCE: _cutscene_advance;
case DEBUG_MENU: _debug_menu;
case DEBUG_CHART: _debug_chart;
case DEBUG_STAGE: _debug_stage;
#if FEATURE_CHART_EDITOR case DEBUG_CHART: _debug_chart; #end
#if FEATURE_STAGE_EDITOR case DEBUG_STAGE: _debug_stage; #end
case VOLUME_UP: _volume_up;
case VOLUME_DOWN: _volume_down;
case VOLUME_MUTE: _volume_mute;
@ -516,8 +528,10 @@ class Controls extends FlxActionSet
func(_pause, JUST_PRESSED);
case RESET:
func(_reset, JUST_PRESSED);
#if FEATURE_SCREENSHOTS
case WINDOW_SCREENSHOT:
func(_window_screenshot, JUST_PRESSED);
#end
case WINDOW_FULLSCREEN:
func(_window_fullscreen, JUST_PRESSED);
case FREEPLAY_FAVORITE:
@ -532,10 +546,14 @@ class Controls extends FlxActionSet
func(_cutscene_advance, JUST_PRESSED);
case DEBUG_MENU:
func(_debug_menu, JUST_PRESSED);
#if FEATURE_CHART_EDITOR
case DEBUG_CHART:
func(_debug_chart, JUST_PRESSED);
#end
#if FEATURE_STAGE_EDITOR
case DEBUG_STAGE:
func(_debug_stage, JUST_PRESSED);
#end
case VOLUME_UP:
func(_volume_up, JUST_PRESSED);
case VOLUME_DOWN:
@ -744,7 +762,9 @@ class Controls extends FlxActionSet
bindKeys(Control.BACK, getDefaultKeybinds(scheme, Control.BACK));
bindKeys(Control.PAUSE, getDefaultKeybinds(scheme, Control.PAUSE));
bindKeys(Control.RESET, getDefaultKeybinds(scheme, Control.RESET));
#if FEATURE_SCREENSHOTS
bindKeys(Control.WINDOW_SCREENSHOT, getDefaultKeybinds(scheme, Control.WINDOW_SCREENSHOT));
#end
bindKeys(Control.WINDOW_FULLSCREEN, getDefaultKeybinds(scheme, Control.WINDOW_FULLSCREEN));
bindKeys(Control.FREEPLAY_FAVORITE, getDefaultKeybinds(scheme, Control.FREEPLAY_FAVORITE));
bindKeys(Control.FREEPLAY_LEFT, getDefaultKeybinds(scheme, Control.FREEPLAY_LEFT));
@ -752,8 +772,12 @@ class Controls extends FlxActionSet
bindKeys(Control.FREEPLAY_CHAR_SELECT, getDefaultKeybinds(scheme, Control.FREEPLAY_CHAR_SELECT));
bindKeys(Control.CUTSCENE_ADVANCE, getDefaultKeybinds(scheme, Control.CUTSCENE_ADVANCE));
bindKeys(Control.DEBUG_MENU, getDefaultKeybinds(scheme, Control.DEBUG_MENU));
#if FEATURE_CHART_EDITOR
bindKeys(Control.DEBUG_CHART, getDefaultKeybinds(scheme, Control.DEBUG_CHART));
#end
#if FEATURE_STAGE_EDITOR
bindKeys(Control.DEBUG_STAGE, getDefaultKeybinds(scheme, Control.DEBUG_STAGE));
#end
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));
@ -781,15 +805,15 @@ class Controls extends FlxActionSet
case Control.PAUSE: return [P, ENTER, ESCAPE];
case Control.RESET: return [R];
case Control.WINDOW_FULLSCREEN: return [F11]; // We use F for other things LOL.
case Control.WINDOW_SCREENSHOT: return [F3];
#if FEATURE_SCREENSHOTS case Control.WINDOW_SCREENSHOT: return [F3]; #end
case Control.FREEPLAY_FAVORITE: return [F]; // Favorite a song on the menu
case Control.FREEPLAY_LEFT: return [Q]; // Switch tabs on the menu
case Control.FREEPLAY_RIGHT: return [E]; // Switch tabs on the menu
case Control.FREEPLAY_CHAR_SELECT: return [TAB];
case Control.CUTSCENE_ADVANCE: return [Z, ENTER];
case Control.DEBUG_MENU: return [GRAVEACCENT];
case Control.DEBUG_CHART: return [];
case Control.DEBUG_STAGE: return [];
#if FEATURE_CHART_EDITOR case Control.DEBUG_CHART: return []; #end
#if FEATURE_STAGE_EDITOR case Control.DEBUG_STAGE: return []; #end
case Control.VOLUME_UP: return [PLUS, NUMPADPLUS];
case Control.VOLUME_DOWN: return [MINUS, NUMPADMINUS];
case Control.VOLUME_MUTE: return [ZERO, NUMPADZERO];
@ -809,7 +833,7 @@ class Controls extends FlxActionSet
case Control.BACK: return [H, X];
case Control.PAUSE: return [ONE];
case Control.RESET: return [R];
case Control.WINDOW_SCREENSHOT: return [F3];
#if FEATURE_SCREENSHOTS case Control.WINDOW_SCREENSHOT: return [F3]; #end
case Control.WINDOW_FULLSCREEN: return [F11];
case Control.FREEPLAY_FAVORITE: return [F]; // Favorite a song on the menu
case Control.FREEPLAY_LEFT: return [Q]; // Switch tabs on the menu
@ -817,8 +841,8 @@ class Controls extends FlxActionSet
case Control.FREEPLAY_CHAR_SELECT: return [TAB];
case Control.CUTSCENE_ADVANCE: return [G, Z];
case Control.DEBUG_MENU: return [GRAVEACCENT];
case Control.DEBUG_CHART: return [];
case Control.DEBUG_STAGE: return [];
#if FEATURE_CHART_EDITOR case Control.DEBUG_CHART: return []; #end
#if FEATURE_STAGE_EDITOR case Control.DEBUG_STAGE: return []; #end
case Control.VOLUME_UP: return [PLUS];
case Control.VOLUME_DOWN: return [MINUS];
case Control.VOLUME_MUTE: return [ZERO];
@ -838,7 +862,7 @@ class Controls extends FlxActionSet
case Control.BACK: return [ESCAPE];
case Control.PAUSE: return [ONE];
case Control.RESET: return [R];
case Control.WINDOW_SCREENSHOT: return [];
#if FEATURE_SCREENSHOTS case Control.WINDOW_SCREENSHOT: return []; #end
case Control.WINDOW_FULLSCREEN: return [];
case Control.FREEPLAY_FAVORITE: return [];
case Control.FREEPLAY_LEFT: return [];
@ -846,8 +870,8 @@ class Controls extends FlxActionSet
case Control.FREEPLAY_CHAR_SELECT: return [];
case Control.CUTSCENE_ADVANCE: return [ENTER];
case Control.DEBUG_MENU: return [];
case Control.DEBUG_CHART: return [];
case Control.DEBUG_STAGE: return [];
#if FEATURE_CHART_EDITOR case Control.DEBUG_CHART: return []; #end
#if FEATURE_STAGE_EDITOR case Control.DEBUG_STAGE: return []; #end
case Control.VOLUME_UP: return [NUMPADPLUS];
case Control.VOLUME_DOWN: return [NUMPADMINUS];
case Control.VOLUME_MUTE: return [NUMPADZERO];
@ -952,7 +976,9 @@ class Controls extends FlxActionSet
Control.PAUSE => getDefaultGamepadBinds(Control.PAUSE),
Control.RESET => getDefaultGamepadBinds(Control.RESET),
Control.WINDOW_FULLSCREEN => getDefaultGamepadBinds(Control.WINDOW_FULLSCREEN),
#if FEATURE_SCREENSHOTS
Control.WINDOW_SCREENSHOT => getDefaultGamepadBinds(Control.WINDOW_SCREENSHOT),
#end
Control.CUTSCENE_ADVANCE => getDefaultGamepadBinds(Control.CUTSCENE_ADVANCE),
Control.FREEPLAY_FAVORITE => getDefaultGamepadBinds(Control.FREEPLAY_FAVORITE),
Control.FREEPLAY_LEFT => getDefaultGamepadBinds(Control.FREEPLAY_LEFT),
@ -961,8 +987,12 @@ class Controls extends FlxActionSet
Control.VOLUME_DOWN => getDefaultGamepadBinds(Control.VOLUME_DOWN),
Control.VOLUME_MUTE => getDefaultGamepadBinds(Control.VOLUME_MUTE),
Control.DEBUG_MENU => getDefaultGamepadBinds(Control.DEBUG_MENU),
#if FEATURE_CHART_EDITOR
Control.DEBUG_CHART => getDefaultGamepadBinds(Control.DEBUG_CHART),
#end
#if FEATURE_STAGE_EDITOR
Control.DEBUG_STAGE => getDefaultGamepadBinds(Control.DEBUG_STAGE),
#end
]);
}
@ -996,8 +1026,10 @@ class Controls extends FlxActionSet
return [FlxGamepadInputID.BACK]; // Back (i.e. Select)
case Control.WINDOW_FULLSCREEN:
[];
#if FEATURE_SCREENSHOTS
case Control.WINDOW_SCREENSHOT:
[];
#end
case Control.CUTSCENE_ADVANCE:
return [A];
case Control.FREEPLAY_FAVORITE:
@ -1014,10 +1046,14 @@ class Controls extends FlxActionSet
[];
case Control.DEBUG_MENU:
[];
#if FEATURE_CHART_EDITOR
case Control.DEBUG_CHART:
[];
#end
#if FEATURE_STAGE_EDITOR
case Control.DEBUG_STAGE:
[];
#end
default:
// Fallthrough.
}
@ -1582,7 +1618,7 @@ enum Control
FREEPLAY_RIGHT;
FREEPLAY_CHAR_SELECT;
// WINDOW
WINDOW_SCREENSHOT;
#if FEATURE_SCREENSHOTS WINDOW_SCREENSHOT; #end
WINDOW_FULLSCREEN;
// VOLUME
VOLUME_UP;
@ -1590,8 +1626,8 @@ enum Control
VOLUME_MUTE;
// DEBUG
DEBUG_MENU;
DEBUG_CHART;
DEBUG_STAGE;
#if FEATURE_CHART_EDITOR DEBUG_CHART; #end
#if FEATURE_STAGE_EDITOR DEBUG_STAGE; #end
}
enum abstract Action(String) to String from String
@ -1628,7 +1664,9 @@ enum abstract Action(String) to String from String
var RESET = "reset";
// WINDOW
var WINDOW_FULLSCREEN = "window_fullscreen";
#if FEATURE_SCREENSHOTS
var WINDOW_SCREENSHOT = "window_screenshot";
#end
// CUTSCENE
var CUTSCENE_ADVANCE = "cutscene_advance";
// FREEPLAY
@ -1642,8 +1680,12 @@ enum abstract Action(String) to String from String
var VOLUME_MUTE = "volume_mute";
// DEBUG
var DEBUG_MENU = "debug_menu";
#if FEATURE_CHART_EDITOR
var DEBUG_CHART = "debug_chart";
#end
#if FEATURE_STAGE_EDITOR
var DEBUG_STAGE = "debug_stage";
#end
}
enum Device

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@ -2578,7 +2578,7 @@ class PlayState extends MusicBeatSubState
*/
function debugKeyShit():Void
{
#if FEATURE_CHART_EDITOR
#if FEATURE_STAGE_EDITOR
// Open the stage editor overlaying the current state.
if (controls.DEBUG_STAGE)
{
@ -2587,7 +2587,9 @@ class PlayState extends MusicBeatSubState
persistentUpdate = false;
openSubState(new StageOffsetSubState());
}
#end
#if FEATURE_CHART_EDITOR
// Redirect to the chart editor playing the current song.
if (controls.DEBUG_CHART)
{
@ -2595,11 +2597,13 @@ class PlayState extends MusicBeatSubState
persistentUpdate = false;
if (isChartingMode)
{
// Close the playtest substate.
FlxG.sound.music?.pause();
this.close();
}
else
{
// Move to the chart editor.
FlxG.switchState(() -> new ChartEditorState(
{
targetSongId: currentSong.id,

View file

@ -28,10 +28,14 @@ class ControlsMenu extends funkin.ui.options.OptionsState.Page
[NOTE_UP, NOTE_DOWN, NOTE_LEFT, NOTE_RIGHT],
[UI_UP, UI_DOWN, UI_LEFT, UI_RIGHT, ACCEPT, BACK],
[CUTSCENE_ADVANCE],
[FREEPLAY_FAVORITE, FREEPLAY_LEFT, FREEPLAY_RIGHT],
[WINDOW_FULLSCREEN, WINDOW_SCREENSHOT],
[FREEPLAY_FAVORITE, FREEPLAY_LEFT, FREEPLAY_RIGHT, FREEPLAY_CHAR_SELECT],
[WINDOW_FULLSCREEN, #if FEATURE_SCREENSHOTS WINDOW_SCREENSHOT, #end],
[VOLUME_UP, VOLUME_DOWN, VOLUME_MUTE],
[DEBUG_MENU, DEBUG_CHART]
[
DEBUG_MENU,
#if FEATURE_CHART_EDITOR DEBUG_CHART, #end
#if FEATURE_STAGE_EDITOR DEBUG_STAGE, #end
]
];
var itemGroups:Array<Array<InputItem>> = [for (i in 0...controlGroups.length) []];
@ -137,7 +141,8 @@ class ControlsMenu extends funkin.ui.options.OptionsState.Page
if (currentHeader != null && name.indexOf(currentHeader) == 0) name = name.substr(currentHeader.length);
var label = labels.add(new AtlasText(100, y, name, AtlasFont.BOLD));
var formatName = name.replace('_', ' ');
var label = labels.add(new AtlasText(100, y, formatName, AtlasFont.BOLD));
label.alpha = 0.6;
for (i in 0...COLUMNS)
createItem(label.x + 550 + i * 400, y, control, i);

View file

@ -103,7 +103,11 @@ class ScreenshotPlugin extends FlxBasic
public function hasPressedScreenshot():Bool
{
#if FEATURE_SCREENSHOTS
return PlayerSettings.player1.controls.WINDOW_SCREENSHOT;
#else
return false;
#end
}
public function updatePreferences():Void