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111 lines
2.6 KiB
Haxe
111 lines
2.6 KiB
Haxe
package funkin.input;
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import flixel.input.keyboard.FlxKey;
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import flixel.FlxBasic;
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import funkin.input.Controls;
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import funkin.input.Controls.Action;
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/**
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* Handles repeating behavior when holding down a control action.
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*
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* When the `action` is pressed, `activated` will be true for the first frame,
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* then wait `delay` seconds before becoming true for one frame every `interval` seconds.
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*
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* Example: Pressing Ctrl+Z will undo, while holding Ctrl+Z will start to undo repeatedly.
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*/
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class TurboActionHandler extends FlxBasic
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{
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/**
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* Default delay before repeating.
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*/
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static inline final DEFAULT_DELAY:Float = 0.4;
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/**
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* Default interval between repeats.
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*/
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static inline final DEFAULT_INTERVAL:Float = 0.1;
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/**
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* Whether the action for this handler is pressed.
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*/
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public var pressed(get, never):Bool;
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/**
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* Whether the action for this handler is pressed,
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* and the handler is ready to repeat.
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*/
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public var activated(default, null):Bool = false;
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/**
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* The Funkin Controls handler.
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*/
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var controls(get, never):Controls;
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function get_controls():Controls
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{
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return PlayerSettings.player1.controls;
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}
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var action:Action;
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var delay:Float;
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var interval:Float;
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var gamepadOnly:Bool;
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var pressedTime:Float = 0;
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function new(action:Action, delay:Float = DEFAULT_DELAY, interval:Float = DEFAULT_INTERVAL, gamepadOnly:Bool = false)
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{
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super();
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this.action = action;
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this.delay = delay;
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this.interval = interval;
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this.gamepadOnly = gamepadOnly;
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}
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function get_pressed():Bool
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{
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return controls.check(action, PRESSED, gamepadOnly);
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}
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public override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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if (pressed)
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{
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if (pressedTime == 0)
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{
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activated = true;
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}
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else if (pressedTime >= (delay + interval))
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{
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activated = true;
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pressedTime -= interval;
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}
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else
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{
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activated = false;
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}
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pressedTime += elapsed;
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}
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else
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{
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pressedTime = 0;
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activated = false;
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}
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}
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/**
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* Builds a TurboActionHandler that monitors from a single key.
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* @param inputKey The key to monitor.
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* @param delay How long to wait before repeating.
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* @param repeatDelay How long to wait between repeats.
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* @return A TurboActionHandler
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*/
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public static overload inline extern function build(action:Action, ?delay:Float = DEFAULT_DELAY, ?interval:Float = DEFAULT_INTERVAL,
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?gamepadOnly:Bool = false):TurboActionHandler
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{
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return new TurboActionHandler(action, delay, interval);
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}
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}
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