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Controls

Kindclass
Packagebackend
Full namebackend.Controls
Sourcesource/backend/Controls.hx
ExtendsFlxActionSet

A list of actions that a player would invoke via some input device. Uses FlxActions to funnel various inputs to a single action.

Public fields​

NameTypeStaticDefaultNotes
gamepadsAddedArray<Int>no[]—
keyboardScheme—noKeyboardScheme.None—
UI_UPBoolno—property (get, never)
UI_LEFTBoolno—property (get, never)
UI_RIGHTBoolno—property (get, never)
UI_DOWNBoolno—property (get, never)
UI_UP_PBoolno—property (get, never)
UI_LEFT_PBoolno—property (get, never)
UI_RIGHT_PBoolno—property (get, never)
UI_DOWN_PBoolno—property (get, never)
UI_UP_RBoolno—property (get, never)
UI_LEFT_RBoolno—property (get, never)
UI_RIGHT_RBoolno—property (get, never)
UI_DOWN_RBoolno—property (get, never)
NOTE_UPBoolno—property (get, never)
NOTE_LEFTBoolno—property (get, never)
NOTE_RIGHTBoolno—property (get, never)
NOTE_DOWNBoolno—property (get, never)
NOTE_UP_PBoolno—property (get, never)
NOTE_LEFT_PBoolno—property (get, never)
NOTE_RIGHT_PBoolno—property (get, never)
NOTE_DOWN_PBoolno—property (get, never)
NOTE_UP_RBoolno—property (get, never)
NOTE_LEFT_RBoolno—property (get, never)
NOTE_RIGHT_RBoolno—property (get, never)
NOTE_DOWN_RBoolno—property (get, never)
BOT_ENERGY_PBoolno—property (get, never)
ACCEPTBoolno—property (get, never)
ACCEPT_PBoolno—property (get, never)
BACKBoolno—property (get, never)
PAUSEBoolno—property (get, never)
RESETBoolno—property (get, never)
instanceControlsyes——
trackedInputsUIArray<FlxActionInput>no[]—
trackedInputsNOTESArray<FlxActionInput>no[]—

Public methods​

new (constructor)​

function new(name, scheme = None)
ParameterTypeDefault
nameDynamic—
scheme (optional)DynamicNone

View source

addButtonNOTES​

function addButtonNOTES(action:FlxActionDigital, button:FlxButton, state:FlxInputState):Void
ParameterTypeDefault
actionFlxActionDigital—
buttonFlxButton—
stateFlxInputState—

View source

addButtonUI​

function addButtonUI(action:FlxActionDigital, button:FlxButton, state:FlxInputState):Void
ParameterTypeDefault
actionFlxActionDigital—
buttonFlxButton—
stateFlxInputState—

View source

setHitBox​

function setHitBox(Hitbox:FlxHitbox):Void
ParameterTypeDefault
HitboxFlxHitbox—

View source

setVirtualPadUI​

function setVirtualPadUI(VirtualPad:FlxVirtualPad, DPad:FlxDPadMode, Action:FlxActionMode):Void
ParameterTypeDefault
VirtualPadFlxVirtualPad—
DPadFlxDPadMode—
ActionFlxActionMode—

View source

setVirtualPadNOTES​

function setVirtualPadNOTES(VirtualPad:FlxVirtualPad, DPad:FlxDPadMode, Action:FlxActionMode):Void
ParameterTypeDefault
VirtualPadFlxVirtualPad—
DPadFlxDPadMode—
ActionFlxActionMode—

View source

removeVirtualControlsInput​

function removeVirtualControlsInput(Tinputs:Array<FlxActionInput>):Void
ParameterTypeDefault
TinputsArray<FlxActionInput>—

View source

checkByName​

function checkByName(name:Action):Bool

inline

ParameterTypeDefault
nameAction—

View source

getDialogueName​

function getDialogueName(action:FlxActionDigital):String
ParameterTypeDefault
actionFlxActionDigital—

View source

getDialogueNameFromToken​

function getDialogueNameFromToken(token:String):String
ParameterTypeDefault
tokenString—

View source

replaceBinding​

function replaceBinding(control:Control, device:Device, ?toAdd:Int, ?toRemove:Int)
ParameterTypeDefault
controlControl—
deviceDevice—
toAdd (optional)Int—
toRemove (optional)Int—

View source

copyFrom​

function copyFrom(controls:Controls, ?device:Device)
ParameterTypeDefault
controlsControls—
device (optional)Device—

View source

copyTo​

inline function copyTo(controls:Controls, ?device:Device)
ParameterTypeDefault
controlsControls—
device (optional)Device—

View source

bindKeys​

function bindKeys(control:Control, keys:Array<FlxKey>)

Sets all actions that pertain to the binder to trigger when the supplied keys are used. If binder is a literal you can inline this

ParameterTypeDefault
controlControl—
keysArray<FlxKey>—

View source

unbindKeys​

function unbindKeys(control:Control, keys:Array<FlxKey>)
ParameterTypeDefault
controlControl—
keysArray<FlxKey>—

View source

setKeyboardScheme​

function setKeyboardScheme(scheme:KeyboardScheme, reset = true)
ParameterTypeDefault
schemeKeyboardScheme—
reset (optional)Dynamictrue

View source

addGamepad​

function addGamepad(id:Int, ?buttonMap:Map<Control, Array<FlxGamepadInputID>>):Void
ParameterTypeDefault
idInt—
buttonMap (optional)Map<Control, Array<FlxGamepadInputID>>—

View source

removeGamepad​

function removeGamepad(deviceID:Int = FlxInputDeviceID.ALL):Void
ParameterTypeDefault
deviceID (optional)IntFlxInputDeviceID.ALL

View source

addDefaultGamepad​

function addDefaultGamepad(id):Void
ParameterTypeDefault
idDynamic—

View source

bindButtons​

function bindButtons(control:Control, id, buttons)

Sets all actions that pertain to the binder to trigger when the supplied keys are used. If binder is a literal you can inline this

ParameterTypeDefault
controlControl—
idDynamic—
buttonsDynamic—

View source

unbindButtons​

function unbindButtons(control:Control, gamepadID:Int, buttons)

Sets all actions that pertain to the binder to trigger when the supplied keys are used. If binder is a literal you can inline this

ParameterTypeDefault
controlControl—
gamepadIDInt—
buttonsDynamic—

View source

getInputsFor​

function getInputsFor(control:Control, device:Device, ?list:Array<Int>):Array<Int>
ParameterTypeDefault
controlControl—
deviceDevice—
list (optional)Array<Int>—

View source

removeDevice​

function removeDevice(device:Device)
ParameterTypeDefault
deviceDevice—

View source

Internals​

Private / internal members
FieldTypeStatic
_ui_up—no
_ui_left—no
_ui_right—no
_ui_down—no
_ui_upP—no
_ui_leftP—no
_ui_rightP—no
_ui_downP—no
_ui_upR—no
_ui_leftR—no
_ui_rightR—no
_ui_downR—no
_note_up—no
_note_left—no
_note_right—no
_note_down—no
_note_upP—no
_note_leftP—no
_note_rightP—no
_note_downP—no
_note_upR—no
_note_leftR—no
_note_rightR—no
_note_downR—no
_bot_energyP—no
_accept—no
_acceptP—no
_back—no
_pause—no
_reset—no
byNameMap<String, FlxActionDigital>no
Method
inline function get_UI_UP()
inline function get_UI_LEFT()
inline function get_UI_RIGHT()
inline function get_UI_DOWN()
inline function get_UI_UP_P()
inline function get_UI_LEFT_P()
inline function get_UI_RIGHT_P()
inline function get_UI_DOWN_P()
inline function get_UI_UP_R()
inline function get_UI_LEFT_R()
inline function get_UI_RIGHT_R()
inline function get_UI_DOWN_R()
inline function get_NOTE_UP()
inline function get_NOTE_LEFT()
inline function get_NOTE_RIGHT()
inline function get_NOTE_DOWN()
inline function get_NOTE_UP_P()
inline function get_NOTE_LEFT_P()
inline function get_NOTE_RIGHT_P()
inline function get_NOTE_DOWN_P()
inline function get_NOTE_UP_R()
inline function get_NOTE_LEFT_R()
inline function get_NOTE_RIGHT_R()
inline function get_NOTE_DOWN_R()
inline function get_BOT_ENERGY_P()
inline function get_ACCEPT()
inline function get_ACCEPT_P()
inline function get_BACK()
inline function get_PAUSE()
inline function get_RESET()
override function update()
function getActionFromControl(control:Control):FlxActionDigital
static function init():Void
function forEachBound(control:Control, func:FlxActionDigital->FlxInputState->Void)
function mergeKeyboardScheme(scheme:KeyboardScheme):Void
static inline function addKeys(action:FlxActionDigital, keys:Array<FlxKey>, state:FlxInputState)
static function removeKeys(action:FlxActionDigital, keys:Array<FlxKey>)
function removeKeyboard()
inline function addGamepadLiteral(id:Int, ?buttonMap:Map<Control, Array<FlxGamepadInputID>>):Void
static inline function addButtons(action:FlxActionDigital, buttons:Array<FlxGamepadInputID>, state, id)
static function removeButtons(action:FlxActionDigital, gamepadID:Int, buttons:Array<FlxGamepadInputID>)
static function isDevice(input:FlxActionInput, device:Device)
static inline function isGamepad(input:FlxActionInput, deviceID:Int)