fix imports
parent
627a6cb66f
commit
e798f72a63
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@ -1,16 +1,15 @@
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import {GamepadConfig} from "../inputs-controller";
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import {SettingGamepad} from "#app/system/settings-gamepad";
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import {InterfaceConfig} from "../inputs-controller";
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import {Button} from "#app/enums/buttons";
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// Given a button index from an input event, return its naming from the mapping config
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export function getKeyFromInputIndex(config: GamepadConfig, index: number): String | null {
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export function getKeyFromInputIndex(config: InterfaceConfig, index: number): String | null {
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for (const key of Object.keys(config.gamepadMapping)) {
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if (config.gamepadMapping[key] === index) return key;
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}
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return null;
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}
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export function getKeyFromKeyboardKey(config: GamepadConfig, key): String | null {
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export function getKeyFromKeyboardKey(config: InterfaceConfig, key): String | null {
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for (const _key of Object.keys(config.gamepadMapping)) {
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if (config.gamepadMapping[_key] === key) return _key;
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}
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@ -18,7 +17,7 @@ export function getKeyFromKeyboardKey(config: GamepadConfig, key): String | null
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}
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// Given a setting name, return the key assigned to it from the config file
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export function getKeyForSettingName(config: GamepadConfig, settingName: string): String | null {
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export function getKeyForSettingName(config: InterfaceConfig, settingName: string): String | null {
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for (const key of Object.keys(config.setting)) {
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if (config.setting[key] === settingName) return key;
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}
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@ -26,7 +25,7 @@ export function getKeyForSettingName(config: GamepadConfig, settingName: string)
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}
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// Given a Button, return the custom key assigned to it from the config file
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export function getCurrenlyAssignedKeyToAction(config: GamepadConfig, action: Button): String | null {
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export function getCurrenlyAssignedKeyToAction(config: InterfaceConfig, action: Button): String | null {
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for (const key of Object.keys(config.custom)) {
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if (config.custom[key] === action) return key;
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}
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@ -34,7 +33,7 @@ export function getCurrenlyAssignedKeyToAction(config: GamepadConfig, action: Bu
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}
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// Given a setting name, return the custom key for the default action from the config file
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export function getCurrentlyAssignedToSettingName(config: GamepadConfig, settingName: string): String {
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export function getCurrentlyAssignedToSettingName(config: InterfaceConfig, settingName: string): String {
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const oldKey = getKeyForSettingName(config, settingName)
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const action = config.default[oldKey];
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const key = getCurrenlyAssignedKeyToAction(config, action);
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@ -42,18 +41,18 @@ export function getCurrentlyAssignedToSettingName(config: GamepadConfig, setting
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}
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// Given a button index from an input event, return its icon from the config file
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export function getCurrenlyAssignedIconFromInputIndex(config: GamepadConfig, index: number): String {
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export function getCurrenlyAssignedIconFromInputIndex(config: InterfaceConfig, index: number): String {
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const key = getKeyFromInputIndex(config, index);
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return config.icons[key];
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}
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export function getCurrenlyAssignedIconFromKeyboardKey(config: GamepadConfig, key): String {
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export function getCurrenlyAssignedIconFromKeyboardKey(config: InterfaceConfig, key): String {
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const _key = getKeyFromKeyboardKey(config, key);
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return config.icons[_key];
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}
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// Given a setting name, return the icon currently assigned to this setting name
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export function getCurrentlyAssignedIconToSettingName(config: GamepadConfig, settingName: string): string {
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export function getCurrentlyAssignedIconToSettingName(config: InterfaceConfig, settingName: string): string {
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const key = getCurrentlyAssignedToSettingName(config, settingName);
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return config.icons[key];
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}
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@ -12,9 +12,9 @@ import {
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getCurrenlyAssignedIconFromInputIndex, getCurrentlyAssignedIconToSettingName,
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getKeyFromInputIndex, getCurrentlyAssignedToSettingName, getCurrenlyAssignedIconFromKeyboardKey
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} from "./configs/gamepad-utils";
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import SettingsKeyboardUiHandler from "#app/ui/settings/settings-keyboard-ui-handler";
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import cfg_keyboard_azerty from "#app/configs/cfg_keyboard_azerty";
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import {SettingKeyboard} from "#app/system/settings-keyboard";
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import SettingsKeyboardUiHandler from "./ui/settings/settings-keyboard-ui-handler";
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import cfg_keyboard_azerty from "./configs/cfg_keyboard_azerty";
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import {SettingKeyboard} from "./system/settings-keyboard";
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export interface GamepadMapping {
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[key: string]: number;
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@ -32,7 +32,7 @@ export interface MappingLayout {
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[key: string]: Button;
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}
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export interface GamepadConfig {
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export interface InterfaceConfig {
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padID: string;
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padType: string;
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gamepadMapping: GamepadMapping;
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@ -76,8 +76,8 @@ export class InputsController {
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private buttonLock2: Button;
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private interactions: Map<Button, Map<string, boolean>> = new Map();
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private time: Phaser.Time.Clock;
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private configs: Map<string, GamepadConfig> = new Map();
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private keyboardConfigs: Map<string, GamepadConfig> = new Map();
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private configs: Map<string, InterfaceConfig> = new Map();
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private keyboardConfigs: Map<string, InterfaceConfig> = new Map();
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private gamepadSupport: boolean = true;
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@ -204,6 +204,7 @@ export class InputsController {
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this.deactivatePressedKey();
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this.initChosenGamepad(gamepad)
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}
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setChosenKeyboardLayout(layoutKeyboard: String): void {
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this.deactivatePressedKey();
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this.initChosenLayoutKeyboard(layoutKeyboard)
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@ -532,9 +533,9 @@ export class InputsController {
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* If no specific configuration matches, it defaults to a generic gamepad configuration.
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*
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* @param id The identifier string of the gamepad.
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* @returns GamepadConfig The configuration object corresponding to the identified gamepad type.
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* @returns InterfaceConfig The configuration object corresponding to the identified gamepad type.
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*/
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getConfig(id: string): GamepadConfig {
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getConfig(id: string): InterfaceConfig {
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id = id.toLowerCase();
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if (id.includes('081f') && id.includes('e401')) {
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@ -548,7 +549,7 @@ export class InputsController {
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return pad_generic;
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}
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getConfigKeyboard(id: string): GamepadConfig {
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getConfigKeyboard(id: string): InterfaceConfig {
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if (id === 'azerty')
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return cfg_keyboard_azerty;
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@ -699,9 +700,9 @@ export class InputsController {
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* Retrieves the active configuration for the currently chosen gamepad.
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* It checks if a specific gamepad ID is stored under the chosen gamepad's configurations and returns it.
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*
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* @returns GamepadConfig The configuration object for the active gamepad, or null if not set.
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* @returns InterfaceConfig The configuration object for the active gamepad, or null if not set.
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*/
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getActiveConfig(): GamepadConfig | null {
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getActiveConfig(): InterfaceConfig | null {
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if (this.configs[this.chosenGamepad]?.padID) return this.configs[this.chosenGamepad]
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return null;
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}
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@ -710,9 +711,9 @@ export class InputsController {
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* Retrieves the active configuration for the currently chosen gamepad.
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* It checks if a specific gamepad ID is stored under the chosen gamepad's configurations and returns it.
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*
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* @returns GamepadConfig The configuration object for the active gamepad, or null if not set.
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* @returns InterfaceConfig The configuration object for the active gamepad, or null if not set.
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*/
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getActiveKeyboardConfig(): GamepadConfig | null {
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getActiveKeyboardConfig(): InterfaceConfig | null {
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if (this.keyboardConfigs[this.chosenKeyboard]?.padID) return this.keyboardConfigs[this.chosenKeyboard]
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return null;
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}
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@ -1,10 +1,9 @@
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import UiHandler from "#app/ui/ui-handler";
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import Phaser from "phaser";
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import BattleScene from "#app/battle-scene";
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import {Mode} from "#app/ui/ui";
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import {addWindow} from "#app/ui/ui-theme";
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import {addTextObject, TextStyle} from "#app/ui/text";
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import {Button} from "#app/enums/buttons";
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import UiHandler from "../ui-handler";
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import BattleScene from "../../battle-scene";
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import {Mode} from "../ui";
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import {addWindow} from "../ui-theme";
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import {addTextObject, TextStyle} from "../text";
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import {Button} from "../../enums/buttons";
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export default abstract class AbstractBindingUiHandler extends UiHandler {
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@ -116,7 +115,7 @@ export default abstract class AbstractBindingUiHandler extends UiHandler {
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this.getUi().bringToTop(this.actionsContainer);
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this.optionSelectContainer.setVisible(true);
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setTimeout(() => this.listening = true, 150);
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setTimeout(() => this.listening = true, 300);
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return true;
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}
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@ -177,6 +176,7 @@ export default abstract class AbstractBindingUiHandler extends UiHandler {
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clear() {
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super.clear();
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this.listening = false;
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this.target = null;
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this.cancelFn = null;
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this.optionSelectContainer.setVisible(false);
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@ -1,11 +1,11 @@
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import UiHandler from "#app/ui/ui-handler";
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import BattleScene from "#app/battle-scene";
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import {Mode} from "#app/ui/ui";
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import {GamepadConfig} from "#app/inputs-controller";
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import {addWindow} from "#app/ui/ui-theme";
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import {addTextObject, TextStyle} from "#app/ui/text";
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import {getCurrentlyAssignedIconToSettingName, getKeyForSettingName} from "#app/configs/gamepad-utils";
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import {Button} from "#app/enums/buttons";
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import UiHandler from "../ui-handler";
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import BattleScene from "../../battle-scene";
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import {Mode} from "../ui";
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import {InterfaceConfig} from "../../inputs-controller";
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import {addWindow} from "../ui-theme";
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import {addTextObject, TextStyle} from "../text";
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import {getCurrentlyAssignedIconToSettingName, getKeyForSettingName} from "../../configs/gamepad-utils";
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import {Button} from "../../enums/buttons";
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export interface InputsIcons {
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[key: string]: Phaser.GameObjects.Sprite;
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@ -151,7 +151,7 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
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continue;
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}
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// For null options, add an icon for the key.
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const key = getKeyForSettingName(config as GamepadConfig, this.settingDevice[setting]);
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const key = getKeyForSettingName(config as InterfaceConfig, this.settingDevice[setting]);
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const icon = this.scene.add.sprite(0, 0, this.textureOverride ? this.textureOverride : config.padType);
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icon.setScale(0.1);
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icon.setOrigin(0, -0.1);
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@ -270,7 +270,7 @@ export default abstract class AbstractSettingsUiUiHandler extends UiHandler {
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return true;
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}
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setLayout(activeConfig: GamepadConfig): boolean {
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setLayout(activeConfig: InterfaceConfig): boolean {
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// Check if there is no active configuration (e.g., no gamepad connected).
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if (!activeConfig) {
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// Retrieve the layout for when no gamepads are connected.
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@ -1,7 +1,6 @@
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import BattleScene from "#app/battle-scene";
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import Phaser from "phaser";
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import AbstractBindingUiHandler from "#app/ui/settings/abrast-binding-ui-handler";
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import {Mode} from "#app/ui/ui";
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import BattleScene from "../../battle-scene";
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import AbstractBindingUiHandler from "../settings/abrast-binding-ui-handler";
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import {Mode} from "../ui";
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export default class GamepadBindingUiHandler extends AbstractBindingUiHandler {
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@ -1,6 +1,6 @@
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import BattleScene from "../../battle-scene";
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import AbstractBindingUiHandler from "../settings/abrast-binding-ui-handler";
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import {Mode} from "../ui";
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import AbstractBindingUiHandler from "#app/ui/settings/abrast-binding-ui-handler";
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export default class KeyboardBindingUiHandler extends AbstractBindingUiHandler {
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@ -6,7 +6,7 @@ import {truncateString} from "../../utils";
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import pad_xbox360 from "#app/configs/pad_xbox360";
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import pad_dualshock from "#app/configs/pad_dualshock";
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import pad_unlicensedSNES from "#app/configs/pad_unlicensedSNES";
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import {GamepadConfig} from "#app/inputs-controller";
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import {InterfaceConfig} from "#app/inputs-controller";
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import AbstractSettingsUiUiHandler from "#app/ui/settings/abstract-settings-ui-handler";
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export default class SettingsGamepadUiHandler extends AbstractSettingsUiUiHandler {
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@ -48,7 +48,7 @@ export default class SettingsGamepadUiHandler extends AbstractSettingsUiUiHandle
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return settings;
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}
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setLayout(activeConfig: GamepadConfig): boolean {
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setLayout(activeConfig: InterfaceConfig): boolean {
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// Check if there is no active configuration (e.g., no gamepad connected).
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if (!activeConfig) {
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// Retrieve the layout for when no gamepads are connected.
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