added some comment
parent
45e40f66ce
commit
92c493fe83
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@ -91,10 +91,13 @@ export class InputsController {
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}
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setGamepadSupport(value: boolean): void {
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// value is true if we activate gamepad
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// value is false if we deactivate gamepad
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if (value) {
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this.gamepadSupport = true;
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} else {
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this.gamepadSupport = false;
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// if we disable the gamepad, we want to release every key pressed
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this.deactivatePressedKey();
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}
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}
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@ -103,11 +106,17 @@ export class InputsController {
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// reversed to let the cancel button have a kinda priority on the action button
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for (const b of Utils.getEnumValues(Button).reverse()) {
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if (
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this.interactions.hasOwnProperty(b) &&
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this.repeatInputDurationJustPassed(b) &&
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this.interactions[b].isPressed
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this.interactions.hasOwnProperty(b) && // if the button is in the interactions dict
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this.repeatInputDurationJustPassed(b) && // if we hold enough the button
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this.interactions[b].isPressed // if the button is pressed
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) {
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// if the gamepad support is disable and the source is a gamepad
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// we don't want to repeat the button
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// even if we have disabled the gamepad, at the exact moment of the change in the menu
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// we can be here and have an infinite loop since the code can't know we
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// have released the key since the gamepad is not there anymore
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if (!this.gamepadSupport && this.interactions[b].source === 'gamepad') {
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// if we are here and the gamepad is disabled, we delete the latest interracted button
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this.delLastProcessedMovementTime(b);
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return;
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}
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@ -270,6 +279,7 @@ export class InputsController {
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}
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}
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// added source so when we repeat the key, we can also tell from which source the key is from
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setLastProcessedMovementTime(button: Button, source: String = 'keyboard'): void {
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if (!this.interactions.hasOwnProperty(button)) return;
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this.setButtonLock(button);
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@ -149,6 +149,8 @@ export function setSetting(scene: BattleScene, setting: Setting, value: integer)
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return false;
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break;
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case Setting.Gamepad_Support:
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// if we change the value of the gamepad support, we call a method in the inputController to
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// activate or deactivate the controller listener
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scene.inputController.setGamepadSupport(settingOptions[setting][value] !== 'Disabled');
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break;
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case Setting.Swap_A_and_B:
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