mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-22 23:57:50 -05:00
127 lines
3.4 KiB
Haxe
127 lines
3.4 KiB
Haxe
package funkin.input;
|
|
|
|
import flixel.input.gamepad.FlxGamepadInputID;
|
|
import flixel.input.gamepad.FlxGamepad;
|
|
import flixel.FlxBasic;
|
|
|
|
/**
|
|
* Handles repeating behavior when holding down a gamepad button or button combination.
|
|
*
|
|
* When the `inputs` are pressed, `activated` will be true for the first frame,
|
|
* then wait `delay` seconds before becoming true for one frame every `interval` seconds.
|
|
*
|
|
* Example: Pressing Ctrl+Z will undo, while holding Ctrl+Z will start to undo repeatedly.
|
|
*/
|
|
class TurboButtonHandler extends FlxBasic
|
|
{
|
|
/**
|
|
* Default delay before repeating.
|
|
*/
|
|
static inline final DEFAULT_DELAY:Float = 0.4;
|
|
|
|
/**
|
|
* Default interval between repeats.
|
|
*/
|
|
static inline final DEFAULT_INTERVAL:Float = 0.1;
|
|
|
|
/**
|
|
* Whether all of the keys for this handler are pressed.
|
|
*/
|
|
public var allPressed(get, never):Bool;
|
|
|
|
/**
|
|
* Whether all of the keys for this handler are activated,
|
|
* and the handler is ready to repeat.
|
|
*/
|
|
public var activated(default, null):Bool = false;
|
|
|
|
var inputs:Array<FlxGamepadInputID>;
|
|
var delay:Float;
|
|
var interval:Float;
|
|
var targetGamepad:FlxGamepad;
|
|
|
|
var allPressedTime:Float = 0;
|
|
|
|
function new(inputs:Array<FlxGamepadInputID>, delay:Float = DEFAULT_DELAY, interval:Float = DEFAULT_INTERVAL, ?targetGamepad:FlxGamepad)
|
|
{
|
|
super();
|
|
this.inputs = inputs;
|
|
this.delay = delay;
|
|
this.interval = interval;
|
|
this.targetGamepad = targetGamepad ?? FlxG.gamepads.firstActive;
|
|
}
|
|
|
|
function get_allPressed():Bool
|
|
{
|
|
if (targetGamepad == null) return false;
|
|
if (inputs == null || inputs.length == 0) return false;
|
|
if (inputs.length == 1) return targetGamepad.anyPressed(inputs);
|
|
|
|
// Check if ANY keys are unpressed
|
|
for (input in inputs)
|
|
{
|
|
if (!targetGamepad.anyPressed([input])) return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public override function update(elapsed:Float):Void
|
|
{
|
|
super.update(elapsed);
|
|
|
|
// Try to find a gamepad if we don't have one
|
|
if (targetGamepad == null)
|
|
{
|
|
targetGamepad = FlxG.gamepads.firstActive;
|
|
}
|
|
|
|
if (allPressed)
|
|
{
|
|
if (allPressedTime == 0)
|
|
{
|
|
activated = true;
|
|
}
|
|
else if (allPressedTime >= (delay + interval))
|
|
{
|
|
activated = true;
|
|
allPressedTime -= interval;
|
|
}
|
|
else
|
|
{
|
|
activated = false;
|
|
}
|
|
allPressedTime += elapsed;
|
|
}
|
|
else
|
|
{
|
|
allPressedTime = 0;
|
|
activated = false;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Builds a TurboButtonHandler that monitors from a single input.
|
|
* @param input The input to monitor.
|
|
* @param delay How long to wait before repeating.
|
|
* @param repeatDelay How long to wait between repeats.
|
|
* @return A TurboKeyHandler
|
|
*/
|
|
public static overload inline extern function build(input:FlxGamepadInputID, ?delay:Float = DEFAULT_DELAY,
|
|
?interval:Float = DEFAULT_INTERVAL):TurboButtonHandler
|
|
{
|
|
return new TurboButtonHandler([input], delay, interval);
|
|
}
|
|
|
|
/**
|
|
* Builds a TurboKeyHandler that monitors a key combination.
|
|
* @param inputs The combination of inputs to monitor.
|
|
* @param delay How long to wait before repeating.
|
|
* @param repeatDelay How long to wait between repeats.
|
|
* @return A TurboKeyHandler
|
|
*/
|
|
public static overload inline extern function build(inputs:Array<FlxGamepadInputID>, ?delay:Float = DEFAULT_DELAY,
|
|
?interval:Float = DEFAULT_INTERVAL):TurboButtonHandler
|
|
{
|
|
return new TurboButtonHandler(inputs, delay, interval);
|
|
}
|
|
}
|