Merge branch 'develop' into JVNPixels-story-menu-scrolling-fixed

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Pixel 2024-06-29 17:00:54 -07:00 committed by GitHub
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5 changed files with 257 additions and 164 deletions

12
.github/changed-lines-count-labeler.yml vendored Normal file
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@ -0,0 +1,12 @@
# Add 'small' to any changes below 10 lines
small:
max: 9
# Add 'medium' to any changes between 10 and 100 lines
medium:
min: 10
max: 99
# Add 'large' to any changes for more than 100 lines
large:
min: 100

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@ -9,6 +9,19 @@ jobs:
pull-requests: write
runs-on: ubuntu-latest
steps:
- uses: actions/labeler@v5
- name: Set basic labels
uses: actions/labeler@v5
with:
sync-labels: true
changed-lines-count-labeler:
permissions:
contents: read
pull-requests: write
runs-on: ubuntu-latest
name: An action for automatically labelling pull requests based on the changed lines count
steps:
- name: Set change count labels
uses: vkirilichev/changed-lines-count-labeler@v0.2
with:
repo-token: ${{ secrets.GITHUB_TOKEN }}
configuration-path: .github/changed-lines-count-labeler.yml

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@ -2,14 +2,16 @@
0. Setup
- Download Haxe from [Haxe.org](https://haxe.org)
1. Cloning the Repository: Make sure when you clone, you clone the submodules to get the assets repo:
- `git clone --recurse-submodules https://github.com/FunkinCrew/funkin.git`
- If you accidentally cloned without the `assets` submodule (aka didn't follow the step above), you can run `git submodule update --init --recursive` to get the assets in a foolproof way.
2. Install `hmm` (run `haxelib --global install hmm` and then `haxelib --global run hmm setup`)
3. Download Git from [git-scm.com](https://www.git-scm.com)
4. Install all haxelibs of the current branch by running `hmm install`
5. Setup lime: `haxelib run lime setup`
6. Platform setup
- Download Git from [git-scm.com](https://www.git-scm.com)
- Do NOT download the repository using the Download ZIP button on GitHub or you may run into errors!
- Instead, open a command prompt and do the following steps...
1. Run `git clone https://github.com/FunkinCrew/funkin.git` to clone the base repository.
2. Run `git submodule update --init --recursive` to download the game's assets.
- NOTE: By performing this operation, you are downloading Content which is proprietary and protected by national and international copyright and trademark laws. See [the LICENSE.md file for the Funkin.assets](https://github.com/FunkinCrew/funkin.assets/blob/main/LICENSE.md) repo for more information.
2. Run `haxelib --global install hmm` and then `haxelib --global run hmm setup` to install hmm.json
3. Run `hmm install` to install all haxelibs of the current branch
4. Run `haxelib run lime setup` to set up lime
5. Platform setup
- For Windows, download the [Visual Studio Build Tools](https://aka.ms/vs/17/release/vs_BuildTools.exe)
- When prompted, select "Individual Components" and make sure to download the following:
- MSVC v143 VS 2022 C++ x64/x86 build tools
@ -17,8 +19,8 @@
- Mac: [`lime setup mac` Documentation](https://lime.openfl.org/docs/advanced-setup/macos/)
- Linux: [`lime setup linux` Documentation](https://lime.openfl.org/docs/advanced-setup/linux/)
- HTML5: Compiles without any extra setup
7. If you are targeting for native, you may need to run `lime rebuild PLATFORM` and `lime rebuild PLATFORM -debug`
8. `lime test PLATFORM` ! Add `-debug` to enable several debug features such as time travel (`PgUp`/`PgDn` in Play State).
6. If you are targeting for native, you may need to run `lime rebuild PLATFORM` and `lime rebuild PLATFORM -debug`
7. `lime test PLATFORM` ! Add `-debug` to enable several debug features such as time travel (`PgUp`/`PgDn` in Play State).
# Troubleshooting

View file

@ -31,6 +31,7 @@ class Controls extends FlxActionSet
* Uses FlxActions to funnel various inputs to a single action.
*/
var _ui_up = new FunkinAction(Action.UI_UP);
var _ui_left = new FunkinAction(Action.UI_LEFT);
var _ui_right = new FunkinAction(Action.UI_RIGHT);
var _ui_down = new FunkinAction(Action.UI_DOWN);
@ -325,19 +326,18 @@ class Controls extends FlxActionSet
add(_volume_down);
add(_volume_mute);
for (action in digitalActions) {
if (Std.isOfType(action, FunkinAction)) {
for (action in digitalActions)
{
if (Std.isOfType(action, FunkinAction))
{
var funkinAction:FunkinAction = cast action;
byName[funkinAction.name] = funkinAction;
if (funkinAction.namePressed != null)
byName[funkinAction.namePressed] = funkinAction;
if (funkinAction.nameReleased != null)
byName[funkinAction.nameReleased] = funkinAction;
if (funkinAction.namePressed != null) byName[funkinAction.namePressed] = funkinAction;
if (funkinAction.nameReleased != null) byName[funkinAction.nameReleased] = funkinAction;
}
}
if (scheme == null)
scheme = None;
if (scheme == null) scheme = None;
setKeyboardScheme(scheme, false);
}
@ -350,38 +350,38 @@ class Controls extends FlxActionSet
public function check(name:Action, trigger:FlxInputState = JUST_PRESSED, gamepadOnly:Bool = false):Bool
{
#if debug
if (!byName.exists(name))
throw 'Invalid name: $name';
if (!byName.exists(name)) throw 'Invalid name: $name';
#end
var action = byName[name];
if (gamepadOnly)
return action.checkFiltered(trigger, GAMEPAD);
if (gamepadOnly) return action.checkFiltered(trigger, GAMEPAD);
else
return action.checkFiltered(trigger);
}
public function getKeysForAction(name:Action):Array<FlxKey> {
public function getKeysForAction(name:Action):Array<FlxKey>
{
#if debug
if (!byName.exists(name))
throw 'Invalid name: $name';
if (!byName.exists(name)) throw 'Invalid name: $name';
#end
// TODO: Revert to `.map().filter()` once HashLink doesn't complain anymore.
var result:Array<FlxKey> = [];
for (input in byName[name].inputs) {
for (input in byName[name].inputs)
{
if (input.device == KEYBOARD) result.push(input.inputID);
}
return result;
}
public function getButtonsForAction(name:Action):Array<FlxGamepadInputID> {
public function getButtonsForAction(name:Action):Array<FlxGamepadInputID>
{
#if debug
if (!byName.exists(name))
throw 'Invalid name: $name';
if (!byName.exists(name)) throw 'Invalid name: $name';
#end
var result:Array<FlxGamepadInputID> = [];
for (input in byName[name].inputs) {
for (input in byName[name].inputs)
{
if (input.device == GAMEPAD) result.push(input.inputID);
}
return result;
@ -405,7 +405,7 @@ class Controls extends FlxActionSet
function getActionFromControl(control:Control):FlxActionDigital
{
return switch(control)
return switch (control)
{
case UI_UP: _ui_up;
case UI_DOWN: _ui_down;
@ -448,7 +448,7 @@ class Controls extends FlxActionSet
*/
function forEachBound(control:Control, func:FlxActionDigital->FlxInputState->Void)
{
switch(control)
switch (control)
{
case UI_UP:
func(_ui_up, PRESSED);
@ -519,10 +519,9 @@ class Controls extends FlxActionSet
public function replaceBinding(control:Control, device:Device, toAdd:Int, toRemove:Int)
{
if (toAdd == toRemove)
return;
if (toAdd == toRemove) return;
switch(device)
switch (device)
{
case Keys:
forEachBound(control, function(action, state) replaceKey(action, toAdd, toRemove, state));
@ -534,7 +533,8 @@ class Controls extends FlxActionSet
function replaceKey(action:FlxActionDigital, toAdd:FlxKey, toRemove:FlxKey, state:FlxInputState)
{
if (action.inputs.length == 0) {
if (action.inputs.length == 0)
{
// Add the keybind, don't replace.
addKeys(action, [toAdd], state);
return;
@ -548,34 +548,44 @@ class Controls extends FlxActionSet
if (input.device == KEYBOARD && input.inputID == toRemove)
{
if (toAdd == FlxKey.NONE) {
if (toAdd == FlxKey.NONE)
{
// Remove the keybind, don't replace.
action.inputs.remove(input);
} else {
}
else
{
// Replace the keybind.
@:privateAccess
action.inputs[i].inputID = toAdd;
}
hasReplaced = true;
} else if (input.device == KEYBOARD && input.inputID == toAdd) {
}
else if (input.device == KEYBOARD && input.inputID == toAdd)
{
// This key is already bound!
if (hasReplaced) {
if (hasReplaced)
{
// Remove the duplicate keybind, don't replace.
action.inputs.remove(input);
} else {
}
else
{
hasReplaced = true;
}
}
}
if (!hasReplaced) {
if (!hasReplaced)
{
addKeys(action, [toAdd], state);
}
}
function replaceButton(action:FlxActionDigital, deviceID:Int, toAdd:FlxGamepadInputID, toRemove:FlxGamepadInputID, state:FlxInputState)
{
if (action.inputs.length == 0) {
if (action.inputs.length == 0)
{
addButtons(action, [toAdd], state, deviceID);
return;
}
@ -594,7 +604,8 @@ class Controls extends FlxActionSet
}
}
if (!hasReplaced) {
if (!hasReplaced)
{
addButtons(action, [toAdd], state, deviceID);
}
}
@ -606,18 +617,16 @@ class Controls extends FlxActionSet
var action = controls.byName[name];
for (input in action.inputs)
{
if (device == null || isDevice(input, device))
byName[name].add(cast input);
if (device == null || isDevice(input, device)) byName[name].add(cast input);
}
}
switch(device)
switch (device)
{
case null:
// add all
for (gamepad in controls.gamepadsAdded)
if (gamepadsAdded.indexOf(gamepad) == -1)
gamepadsAdded.push(gamepad);
if (gamepadsAdded.indexOf(gamepad) == -1) gamepadsAdded.push(gamepad);
mergeKeyboardScheme(controls.keyboardScheme);
@ -637,7 +646,7 @@ class Controls extends FlxActionSet
{
if (scheme != None)
{
switch(keyboardScheme)
switch (keyboardScheme)
{
case None:
keyboardScheme = scheme;
@ -672,7 +681,8 @@ class Controls extends FlxActionSet
static function addKeys(action:FlxActionDigital, keys:Array<FlxKey>, state:FlxInputState)
{
for (key in keys) {
for (key in keys)
{
if (key == FlxKey.NONE) continue; // Ignore unbound keys.
action.addKey(key, state);
}
@ -684,15 +694,13 @@ class Controls extends FlxActionSet
while (i-- > 0)
{
var input = action.inputs[i];
if (input.device == KEYBOARD && keys.indexOf(cast input.inputID) != -1)
action.remove(input);
if (input.device == KEYBOARD && keys.indexOf(cast input.inputID) != -1) action.remove(input);
}
}
public function setKeyboardScheme(scheme:KeyboardScheme, reset = true)
{
if (reset)
removeKeyboard();
if (reset) removeKeyboard();
keyboardScheme = scheme;
@ -724,10 +732,13 @@ class Controls extends FlxActionSet
bindMobileLol();
}
function getDefaultKeybinds(scheme:KeyboardScheme, control:Control):Array<FlxKey> {
switch (scheme) {
function getDefaultKeybinds(scheme:KeyboardScheme, control:Control):Array<FlxKey>
{
switch (scheme)
{
case Solo:
switch (control) {
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];
@ -754,7 +765,8 @@ class Controls extends FlxActionSet
case Control.VOLUME_MUTE: return [ZERO, NUMPADZERO];
}
case Duo(true):
switch (control) {
switch (control)
{
case Control.UI_UP: return [W];
case Control.UI_DOWN: return [S];
case Control.UI_LEFT: return [A];
@ -779,10 +791,10 @@ class Controls extends FlxActionSet
case Control.VOLUME_UP: return [PLUS];
case Control.VOLUME_DOWN: return [MINUS];
case Control.VOLUME_MUTE: return [ZERO];
}
case Duo(false):
switch (control) {
switch (control)
{
case Control.UI_UP: return [FlxKey.UP];
case Control.UI_DOWN: return [FlxKey.DOWN];
case Control.UI_LEFT: return [FlxKey.LEFT];
@ -807,7 +819,6 @@ class Controls extends FlxActionSet
case Control.VOLUME_UP: return [NUMPADPLUS];
case Control.VOLUME_DOWN: return [NUMPADMINUS];
case Control.VOLUME_MUTE: return [NUMPADZERO];
}
default:
// Fallthrough.
@ -834,8 +845,7 @@ class Controls extends FlxActionSet
#end
#if android
forEachBound(Control.BACK, function(action, pres)
{
forEachBound(Control.BACK, function(action, pres) {
action.add(new FlxActionInputDigitalAndroid(FlxAndroidKey.BACK, JUST_PRESSED));
});
#end
@ -849,8 +859,7 @@ class Controls extends FlxActionSet
while (i-- > 0)
{
var input = action.inputs[i];
if (input.device == KEYBOARD)
action.remove(input);
if (input.device == KEYBOARD) action.remove(input);
}
}
}
@ -862,11 +871,13 @@ class Controls extends FlxActionSet
fromSaveData(padData, Gamepad(id));
}
public function getGamepadIds():Array<Int> {
public function getGamepadIds():Array<Int>
{
return gamepadsAdded;
}
public function getGamepads():Array<FlxGamepad> {
public function getGamepads():Array<FlxGamepad>
{
return [for (id in gamepadsAdded) FlxG.gamepads.getByID(id)];
}
@ -886,8 +897,7 @@ class Controls extends FlxActionSet
while (i-- > 0)
{
var input = action.inputs[i];
if (isGamepad(input, deviceID))
action.remove(input);
if (isGamepad(input, deviceID)) action.remove(input);
}
}
@ -924,32 +934,58 @@ class Controls extends FlxActionSet
]);
}
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];
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.RESET: return [FlxGamepadInputID.BACK]; // Back (i.e. Select)
case Control.WINDOW_FULLSCREEN: [];
case Control.WINDOW_SCREENSHOT: [];
case Control.CUTSCENE_ADVANCE: return [A];
case Control.FREEPLAY_FAVORITE: [FlxGamepadInputID.BACK]; // Back (i.e. Select)
case Control.FREEPLAY_LEFT: [LEFT_SHOULDER];
case Control.FREEPLAY_RIGHT: [RIGHT_SHOULDER];
case Control.VOLUME_UP: [];
case Control.VOLUME_DOWN: [];
case Control.VOLUME_MUTE: [];
case Control.DEBUG_MENU: [];
case Control.DEBUG_CHART: [];
case Control.DEBUG_STAGE: [];
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];
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.RESET:
return [FlxGamepadInputID.BACK]; // Back (i.e. Select)
case Control.WINDOW_FULLSCREEN:
[];
case Control.WINDOW_SCREENSHOT:
[];
case Control.CUTSCENE_ADVANCE:
return [A];
case Control.FREEPLAY_FAVORITE:
[FlxGamepadInputID.BACK]; // Back (i.e. Select)
case Control.FREEPLAY_LEFT:
[LEFT_SHOULDER];
case Control.FREEPLAY_RIGHT:
[RIGHT_SHOULDER];
case Control.VOLUME_UP:
[];
case Control.VOLUME_DOWN:
[];
case Control.VOLUME_MUTE:
[];
case Control.DEBUG_MENU:
[];
case Control.DEBUG_CHART:
[];
case Control.DEBUG_STAGE:
[];
default:
// Fallthrough.
}
@ -967,8 +1003,7 @@ class Controls extends FlxActionSet
public function touchShit(control:Control, id)
{
forEachBound(control, function(action, state)
{
forEachBound(control, function(action, state) {
// action
});
}
@ -984,7 +1019,8 @@ class Controls extends FlxActionSet
inline static function addButtons(action:FlxActionDigital, buttons:Array<FlxGamepadInputID>, state, id)
{
for (button in buttons) {
for (button in buttons)
{
if (button == FlxGamepadInputID.NONE) continue; // Ignore unbound keys.
action.addGamepad(button, state, id);
}
@ -996,29 +1032,25 @@ class Controls extends FlxActionSet
while (i-- > 0)
{
var input = action.inputs[i];
if (isGamepad(input, gamepadID) && buttons.indexOf(cast input.inputID) != -1)
action.remove(input);
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 = [];
if (list == null) list = [];
switch(device)
switch (device)
{
case Keys:
for (input in getActionFromControl(control).inputs)
{
if (input.device == KEYBOARD)
list.push(input.inputID);
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);
if (isGamepad(input, id)) list.push(input.inputID);
}
}
return list;
@ -1026,7 +1058,7 @@ class Controls extends FlxActionSet
public function removeDevice(device:Device)
{
switch(device)
switch (device)
{
case Keys:
setKeyboardScheme(None);
@ -1040,27 +1072,32 @@ class Controls extends FlxActionSet
* 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)
public function fromSaveData(data:Dynamic, device:Device):Void
{
for (control in Control.createAll())
{
var inputs:Array<Int> = Reflect.field(data, control.getName());
inputs = inputs.distinct();
inputs = inputs?.distinct();
if (inputs != null)
{
if (inputs.length == 0) {
if (inputs.length == 0)
{
trace('Control ${control} is missing bindings, resetting to default.');
switch(device)
switch (device)
{
case Keys:
bindKeys(control, getDefaultKeybinds(Solo, control));
case Gamepad(id):
bindButtons(control, id, getDefaultGamepadBinds(control));
}
} else if (inputs == [FlxKey.NONE]) {
}
else if (inputs == [FlxKey.NONE])
{
trace('Control ${control} is unbound, leaving it be.');
} else {
switch(device)
}
else
{
switch (device)
{
case Keys:
bindKeys(control, inputs.copy());
@ -1068,9 +1105,11 @@ class Controls extends FlxActionSet
bindButtons(control, id, inputs.copy());
}
}
} else {
}
else
{
trace('Control ${control} is missing bindings, resetting to default.');
switch(device)
switch (device)
{
case Keys:
bindKeys(control, getDefaultKeybinds(Solo, control));
@ -1095,9 +1134,12 @@ class Controls extends FlxActionSet
var inputs = getInputsFor(control, device);
isEmpty = isEmpty && inputs.length == 0;
if (inputs.length == 0) {
if (inputs.length == 0)
{
inputs = [FlxKey.NONE];
} else {
}
else
{
inputs = inputs.distinct();
}
@ -1109,7 +1151,7 @@ class Controls extends FlxActionSet
static function isDevice(input:FlxActionInput, device:Device)
{
return switch(device)
return switch (device)
{
case Keys: input.device == KEYBOARD;
case Gamepad(id): isGamepad(input, id);
@ -1141,7 +1183,8 @@ typedef Swipes =
* - Combining `pressed` and `released` inputs into one action.
* - Filtering by input method (`KEYBOARD`, `MOUSE`, `GAMEPAD`, etc).
*/
class FunkinAction extends FlxActionDigital {
class FunkinAction extends FlxActionDigital
{
public var namePressed(default, null):Null<String>;
public var nameReleased(default, null):Null<String>;
@ -1158,83 +1201,102 @@ class FunkinAction extends FlxActionDigital {
/**
* Input checks default to whether the input was just pressed, on any input device.
*/
public override function check():Bool {
public override function check():Bool
{
return checkFiltered(JUST_PRESSED);
}
/**
* Check whether the input is currently being held.
*/
public function checkPressed():Bool {
public function checkPressed():Bool
{
return checkFiltered(PRESSED);
}
/**
* Check whether the input is currently being held, and was not held last frame.
*/
public function checkJustPressed():Bool {
public function checkJustPressed():Bool
{
return checkFiltered(JUST_PRESSED);
}
/**
* Check whether the input is not currently being held.
*/
public function checkReleased():Bool {
public function checkReleased():Bool
{
return checkFiltered(RELEASED);
}
/**
* Check whether the input is not currently being held, and was held last frame.
*/
public function checkJustReleased():Bool {
public function checkJustReleased():Bool
{
return checkFiltered(JUST_RELEASED);
}
/**
* Check whether the input is currently being held by a gamepad device.
*/
public function checkPressedGamepad():Bool {
public function checkPressedGamepad():Bool
{
return checkFiltered(PRESSED, GAMEPAD);
}
/**
* Check whether the input is currently being held by a gamepad device, and was not held last frame.
*/
public function checkJustPressedGamepad():Bool {
public function checkJustPressedGamepad():Bool
{
return checkFiltered(JUST_PRESSED, GAMEPAD);
}
/**
* Check whether the input is not currently being held by a gamepad device.
*/
public function checkReleasedGamepad():Bool {
public function checkReleasedGamepad():Bool
{
return checkFiltered(RELEASED, GAMEPAD);
}
/**
* Check whether the input is not currently being held by a gamepad device, and was held last frame.
*/
public function checkJustReleasedGamepad():Bool {
public function checkJustReleasedGamepad():Bool
{
return checkFiltered(JUST_RELEASED, GAMEPAD);
}
public function checkMultiFiltered(?filterTriggers:Array<FlxInputState>, ?filterDevices:Array<FlxInputDevice>):Bool {
if (filterTriggers == null) {
public function checkMultiFiltered(?filterTriggers:Array<FlxInputState>, ?filterDevices:Array<FlxInputDevice>):Bool
{
if (filterTriggers == null)
{
filterTriggers = [PRESSED, JUST_PRESSED];
}
if (filterDevices == null) {
if (filterDevices == null)
{
filterDevices = [];
}
// Perform checkFiltered for each combination.
for (i in filterTriggers) {
if (filterDevices.length == 0) {
if (checkFiltered(i)) {
for (i in filterTriggers)
{
if (filterDevices.length == 0)
{
if (checkFiltered(i))
{
return true;
}
} else {
for (j in filterDevices) {
if (checkFiltered(i, j)) {
}
else
{
for (j in filterDevices)
{
if (checkFiltered(i, j))
{
return true;
}
}
@ -1249,52 +1311,56 @@ class FunkinAction extends FlxActionDigital {
* @param filterTrigger Optionally filter by trigger condition (`JUST_PRESSED`, `PRESSED`, `JUST_RELEASED`, `RELEASED`).
* @param filterDevice Optionally filter by device (`KEYBOARD`, `MOUSE`, `GAMEPAD`, `OTHER`).
*/
public function checkFiltered(?filterTrigger:FlxInputState, ?filterDevice:FlxInputDevice):Bool {
public function checkFiltered(?filterTrigger:FlxInputState, ?filterDevice:FlxInputDevice):Bool
{
// The normal
// Make sure we only update the inputs once per frame.
var key = '${filterTrigger}:${filterDevice}';
var cacheEntry = cache.get(key);
if (cacheEntry != null && cacheEntry.timestamp == FlxG.game.ticks) {
if (cacheEntry != null && cacheEntry.timestamp == FlxG.game.ticks)
{
return cacheEntry.value;
}
// Use a for loop instead so we can remove inputs while iterating.
// We don't return early because we need to call check() on ALL inputs.
var result = false;
var len = inputs != null ? inputs.length : 0;
for (i in 0...len)
{
var j = len - i - 1;
var input = inputs[j];
var len = inputs != null ? inputs.length : 0;
for (i in 0...len)
{
var j = len - i - 1;
var input = inputs[j];
// Filter out dead inputs.
if (input.destroyed)
{
inputs.splice(j, 1);
continue;
}
if (input.destroyed)
{
inputs.splice(j, 1);
continue;
}
// Update the input.
input.update();
// Check whether the input is the right trigger.
if (filterTrigger != null && input.trigger != filterTrigger) {
if (filterTrigger != null && input.trigger != filterTrigger)
{
continue;
}
// Check whether the input is the right device.
if (filterDevice != null && input.device != filterDevice) {
if (filterDevice != null && input.device != filterDevice)
{
continue;
}
// Check whether the input has triggered.
if (input.check(this))
{
result = true;
}
}
if (input.check(this))
{
result = true;
}
}
// We need to cache this result.
cache.set(key, {timestamp: FlxG.game.ticks, value: result});
@ -1391,12 +1457,12 @@ class FlxActionInputDigitalMobileSwipeGameplay extends FlxActionInputDigital
{
var degAngle = FlxAngle.asDegrees(swp.touchAngle);
switch(trigger)
switch (trigger)
{
case JUST_PRESSED:
if (swp.touchLength >= activateLength)
{
switch(inputID)
switch (inputID)
{
case FlxDirectionFlags.UP:
if (degAngle >= 45 && degAngle <= 90 + 45) return properTouch(swp);
@ -1440,7 +1506,7 @@ class FlxActionInputDigitalAndroid extends FlxActionInputDigital
override public function check(Action:FlxAction):Bool
{
return switch(trigger)
return switch (trigger)
{
#if android
case PRESSED: FlxG.android.checkStatus(inputID, PRESSED) || FlxG.android.checkStatus(inputID, PRESSED);

View file

@ -51,7 +51,7 @@ class AnsiTrace
public static function traceBF()
{
#if sys
#if (sys && debug)
if (colorSupported)
{
for (line in ansiBF)