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44 lines
1.3 KiB
Haxe
44 lines
1.3 KiB
Haxe
package funkin.util;
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import flixel.input.gamepad.FlxGamepad;
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import flixel.input.gamepad.FlxGamepadInputID;
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import lime.ui.Gamepad as LimeGamepad;
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import lime.ui.GamepadAxis as LimeGamepadAxis;
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import lime.ui.GamepadButton as LimeGamepadButton;
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class FlxGamepadUtil
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{
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public static function getInputID(gamepad:FlxGamepad, button:LimeGamepadButton):FlxGamepadInputID
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{
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#if FLX_GAMEINPUT_API
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// FLX_GAMEINPUT_API internally assigns 6 axes to IDs 0-5, which LimeGamepadButton doesn't account for, so we need to offset the ID by 6.
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final OFFSET:Int = 6;
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#else
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final OFFSET:Int = 0;
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#end
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var result:FlxGamepadInputID = gamepad.mapping.getID(button + OFFSET);
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if (result == NONE) return NONE;
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return result;
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}
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public static function getLimeGamepad(input:FlxGamepad):Null<LimeGamepad>
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{
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#if FLX_GAMEINPUT_API @:privateAccess
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return input._device.getLimeGamepad();
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#else
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return null;
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#end
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}
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@:privateAccess
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public static function getFlxGamepadByLimeGamepad(gamepad:LimeGamepad):FlxGamepad
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{
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// Why is this so elaborate?
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@:privateAccess
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var gameInputDevice:openfl.ui.GameInputDevice = openfl.ui.GameInput.__getDevice(gamepad);
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@:privateAccess
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var gamepadIndex:Int = FlxG.gamepads.findGamepadIndex(gameInputDevice);
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return FlxG.gamepads.getByID(gamepadIndex);
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}
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}
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