mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-23 08:07:54 -05:00
216 lines
5.6 KiB
Haxe
216 lines
5.6 KiB
Haxe
package funkin.ui;
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import funkin.modding.IScriptedClass.IEventHandler;
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import funkin.ui.mainmenu.MainMenuState;
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import flixel.FlxState;
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import flixel.FlxSubState;
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import flixel.addons.transition.FlxTransitionableState;
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import flixel.text.FlxText;
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import flixel.util.FlxColor;
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import flixel.util.FlxSort;
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import funkin.modding.PolymodHandler;
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import funkin.modding.events.ScriptEvent;
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import funkin.modding.module.ModuleHandler;
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import funkin.util.SortUtil;
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import funkin.input.Controls;
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/**
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* MusicBeatState actually represents the core utility FlxState of the game.
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* It includes functionality for event handling, as well as maintaining BPM-based update events.
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*/
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class MusicBeatState extends FlxTransitionableState implements IEventHandler
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{
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var controls(get, never):Controls;
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inline function get_controls():Controls
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return PlayerSettings.player1.controls;
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public var leftWatermarkText:FlxText = null;
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public var rightWatermarkText:FlxText = null;
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public function new()
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{
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super();
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initCallbacks();
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}
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function initCallbacks()
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{
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subStateOpened.add(onOpenSubStateComplete);
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subStateClosed.add(onCloseSubStateComplete);
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}
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override function create()
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{
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super.create();
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createWatermarkText();
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Conductor.beatHit.add(this.beatHit);
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Conductor.stepHit.add(this.stepHit);
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}
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public override function destroy():Void
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{
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super.destroy();
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Conductor.beatHit.remove(this.beatHit);
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Conductor.stepHit.remove(this.stepHit);
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}
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function handleControls():Void
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{
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var isHaxeUIFocused:Bool = haxe.ui.focus.FocusManager.instance?.focus != null;
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if (!isHaxeUIFocused)
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{
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// Rebindable volume keys.
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if (controls.VOLUME_MUTE) FlxG.sound.toggleMuted();
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else if (controls.VOLUME_UP) FlxG.sound.changeVolume(0.1);
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else if (controls.VOLUME_DOWN) FlxG.sound.changeVolume(-0.1);
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}
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}
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function handleFunctionControls():Void
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{
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// Emergency exit button.
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if (FlxG.keys.justPressed.F4) FlxG.switchState(new MainMenuState());
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// This can now be used in EVERY STATE YAY!
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if (FlxG.keys.justPressed.F5) debug_refreshModules();
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}
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function handleQuickWatch():Void
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{
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// Display Conductor info in the watch window.
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FlxG.watch.addQuick("songPosition", Conductor.songPosition);
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FlxG.watch.addQuick("bpm", Conductor.bpm);
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FlxG.watch.addQuick("currentMeasureTime", Conductor.currentBeatTime);
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FlxG.watch.addQuick("currentBeatTime", Conductor.currentBeatTime);
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FlxG.watch.addQuick("currentStepTime", Conductor.currentStepTime);
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}
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override function update(elapsed:Float)
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{
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super.update(elapsed);
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handleControls();
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handleFunctionControls();
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handleQuickWatch();
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dispatchEvent(new UpdateScriptEvent(elapsed));
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}
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function createWatermarkText()
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{
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// Both have an xPos of 0, but a width equal to the full screen.
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// The rightWatermarkText is right aligned, which puts the text in the correct spot.
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leftWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
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rightWatermarkText = new FlxText(0, FlxG.height - 18, FlxG.width, '', 12);
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// 100,000 should be good enough.
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leftWatermarkText.zIndex = 100000;
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rightWatermarkText.zIndex = 100000;
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leftWatermarkText.scrollFactor.set(0, 0);
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rightWatermarkText.scrollFactor.set(0, 0);
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leftWatermarkText.setFormat("VCR OSD Mono", 16, FlxColor.WHITE, LEFT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
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rightWatermarkText.setFormat("VCR OSD Mono", 16, FlxColor.WHITE, RIGHT, FlxTextBorderStyle.OUTLINE, FlxColor.BLACK);
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add(leftWatermarkText);
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add(rightWatermarkText);
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}
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public function dispatchEvent(event:ScriptEvent)
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{
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ModuleHandler.callEvent(event);
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}
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function debug_refreshModules()
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{
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PolymodHandler.forceReloadAssets();
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this.destroy();
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// Create a new instance of the current state, so old data is cleared.
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FlxG.resetState();
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}
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public function stepHit():Bool
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{
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var event = new SongTimeScriptEvent(SONG_STEP_HIT, Conductor.currentBeat, Conductor.currentStep);
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dispatchEvent(event);
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if (event.eventCanceled) return false;
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return true;
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}
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public function beatHit():Bool
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{
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var event = new SongTimeScriptEvent(SONG_BEAT_HIT, Conductor.currentBeat, Conductor.currentStep);
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dispatchEvent(event);
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if (event.eventCanceled) return false;
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return true;
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}
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/**
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* Refreshes the state, by redoing the render order of all sprites.
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* It does this based on the `zIndex` of each prop.
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*/
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public function refresh()
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{
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sort(SortUtil.byZIndex, FlxSort.ASCENDING);
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}
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override function startOutro(onComplete:() -> Void):Void
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{
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var event = new StateChangeScriptEvent(STATE_CHANGE_BEGIN, null, true);
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dispatchEvent(event);
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if (event.eventCanceled)
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{
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return;
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}
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else
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{
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onComplete();
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}
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}
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public override function openSubState(targetSubState:FlxSubState):Void
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{
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var event = new SubStateScriptEvent(SUBSTATE_OPEN_BEGIN, targetSubState, true);
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dispatchEvent(event);
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if (event.eventCanceled) return;
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super.openSubState(targetSubState);
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}
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function onOpenSubStateComplete(targetState:FlxSubState):Void
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{
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dispatchEvent(new SubStateScriptEvent(SUBSTATE_OPEN_END, targetState, true));
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}
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public override function closeSubState():Void
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{
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var event = new SubStateScriptEvent(SUBSTATE_CLOSE_BEGIN, this.subState, true);
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dispatchEvent(event);
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if (event.eventCanceled) return;
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super.closeSubState();
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}
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function onCloseSubStateComplete(targetState:FlxSubState):Void
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{
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dispatchEvent(new SubStateScriptEvent(SUBSTATE_CLOSE_END, targetState, true));
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}
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}
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