[ENHANCEMENT] Prevent accidental selecting when tabbing back in (#513)
* prevent accidental selecting * made something better --------- Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
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@@ -49,6 +49,10 @@ class Main extends Sprite
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public static var game:FunkinGame;
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/**
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* The time since the game was focused last time in seconds.
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*/
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public static var timeSinceFocus(get, never):Float;
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public static var time:Int = 0;
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// You can pretty much ignore everything from here on - your code should go in your states.
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@@ -152,6 +156,7 @@ class Main extends Sprite
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Conductor.init();
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AudioSwitchFix.init();
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EventManager.init();
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FlxG.signals.focusGained.add(onFocus);
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FlxG.signals.preStateSwitch.add(onStateSwitch);
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FlxG.signals.postStateSwitch.add(onStateSwitchPost);
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@@ -190,6 +195,10 @@ class Main extends Sprite
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{asset: diamond, width: 32, height: 32}, new FlxRect(-200, -200, FlxG.width * 1.4, FlxG.height * 1.4));
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}
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public static function onFocus() {
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_tickFocused = FlxG.game.ticks;
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}
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private static function onStateSwitch() {
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scaleMode.resetSize();
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}
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@@ -209,4 +218,9 @@ class Main extends Sprite
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MemoryUtil.clearMajor();
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}
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private static var _tickFocused:Float = 0;
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public static function get_timeSinceFocus():Float {
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return (FlxG.game.ticks - _tickFocused) / 1000;
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}
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}
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@@ -45,7 +45,7 @@ class OptionsScreen extends FlxTypedSpriteGroup<OptionType> {
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if (members.length > 0) {
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members[curSelected].selected = true;
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if (controls.ACCEPT || FlxG.mouse.justReleased)
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if (controls.ACCEPT || (FlxG.mouse.justReleased && Main.timeSinceFocus > 0.25))
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members[curSelected].onSelect();
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if (controls.LEFT_P)
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members[curSelected].onChangeSelection(-1);
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