mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-26 17:46:08 -05:00
178 lines
4.5 KiB
Haxe
178 lines
4.5 KiB
Haxe
package funkin;
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import funkin.save.Save;
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import funkin.input.Controls;
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import flixel.FlxCamera;
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import funkin.input.PreciseInputManager;
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import flixel.input.actions.FlxActionInput;
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import flixel.input.gamepad.FlxGamepad;
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import flixel.util.FlxSignal;
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/**
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* A core class which represents the current player(s) and their controls and other configuration.
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*/
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class PlayerSettings
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{
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// TODO: Finish implementation of second player.
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public static var numPlayers(default, null) = 0;
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public static var numAvatars(default, null) = 0;
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public static var player1(default, null):PlayerSettings;
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public static var player2(default, null):PlayerSettings;
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public static var onAvatarAdd(default, null) = new FlxTypedSignal<PlayerSettings->Void>();
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public static var onAvatarRemove(default, null) = new FlxTypedSignal<PlayerSettings->Void>();
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/**
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* The player number associated with this settings object.
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*/
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public var id(default, null):Int;
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/**
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* The controls handler for this player.
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*/
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public var controls(default, null):Controls;
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/**
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* Return the PlayerSettings for the given player number, or `null` if that player isn't active.
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*
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* @param id The player number this represents.
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* @return The PlayerSettings for the given player number, or `null` if that player isn't active.
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*/
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public static function get(id:Int):Null<PlayerSettings>
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{
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return switch (id)
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{
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case 1: player1;
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case 2: player2;
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default: null;
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};
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}
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/**
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* Initialize the PlayerSettings singletons for each player.
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*/
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public static function init():Void
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{
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if (player1 == null)
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{
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player1 = new PlayerSettings(1);
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++numPlayers;
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}
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FlxG.gamepads.deviceConnected.add(onGamepadAdded);
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var numGamepads = FlxG.gamepads.numActiveGamepads;
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for (i in 0...numGamepads)
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{
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var gamepad = FlxG.gamepads.getByID(i);
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if (gamepad != null) onGamepadAdded(gamepad);
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}
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}
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/**
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* Forcibly destroy the PlayerSettings singletons for each player.
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*/
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public static function reset():Void
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{
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player1 = null;
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player2 = null;
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numPlayers = 0;
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}
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/**
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* Callback invoked when a gamepad is added.
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* @param gamepad The gamepad that was added.
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*/
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static function onGamepadAdded(gamepad:FlxGamepad):Void
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{
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// TODO: Make this detect and handle multiple players
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player1.addGamepad(gamepad);
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}
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/**
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* @param id The player number this represents. This was refactored to START AT `1`.
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*/
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function new(id:Int)
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{
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trace('loading player settings for id: $id');
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this.id = id;
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this.controls = new Controls('player$id', None);
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addKeyboard();
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}
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function addKeyboard():Void
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{
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var useDefault:Bool = true;
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if (Save.instance.hasControls(id, Keys))
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{
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var keyControlData = Save.instance.getControls(id, Keys);
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trace('Loading keyboard control scheme from user save');
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useDefault = false;
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controls.fromSaveData(keyControlData, Keys);
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}
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else
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{
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useDefault = true;
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}
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if (useDefault)
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{
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trace('Loading default keyboard control scheme');
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controls.setKeyboardScheme(Solo);
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}
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PreciseInputManager.instance.initializeKeys(controls);
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}
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/**
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* Called after an FlxGamepad has been detected.
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* @param gamepad The gamepad that was detected.
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*/
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function addGamepad(gamepad:FlxGamepad):Void
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{
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var useDefault = true;
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if (Save.instance.hasControls(id, Gamepad(gamepad.id)))
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{
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var padControlData = Save.instance.getControls(id, Gamepad(gamepad.id));
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trace('Loading gamepad control scheme from user save');
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useDefault = false;
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controls.addGamepadWithSaveData(gamepad.id, padControlData);
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}
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else
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{
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useDefault = true;
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}
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if (useDefault)
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{
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trace('Loading default gamepad control scheme');
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controls.addDefaultGamepad(gamepad.id);
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}
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PreciseInputManager.instance.initializeButtons(controls, gamepad);
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}
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/**
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* Save this player's controls to the game's persistent save.
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*/
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public function saveControls():Void
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{
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var keyData = controls.createSaveData(Keys);
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if (keyData != null)
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{
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trace('Saving keyboard control scheme to user save');
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Save.instance.setControls(id, Keys, keyData);
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}
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if (controls.gamepadsAdded.length > 0)
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{
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var padData = controls.createSaveData(Gamepad(controls.gamepadsAdded[0]));
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if (padData != null)
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{
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trace('Saving gamepad control scheme to user save');
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Save.instance.setControls(id, Gamepad(controls.gamepadsAdded[0]), padData);
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}
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}
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}
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}
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