allow me to use my mouse scroll wheel in the mod menu (+ more menus) (#450)
* Update ModSwitchMenu.hx * fixed * adding wheel to more menus * forgor pixel --------- Co-authored-by: ⍚~Nex <87421482+NexIsDumb@users.noreply.github.com>
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@@ -92,15 +92,11 @@ function update(elapsed) {
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if (!canDoShit) return;
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var oldSec = curSelected;
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if (controls.DOWN_P)
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changeSelection(1, false);
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if (controls.UP_P)
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changeSelection(-1);
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if (oldSec != curSelected) {
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changeSelection((controls.UP_P ? -1 : 0) + (controls.DOWN_P ? 1 : 0) - FlxG.mouse.wheel);
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if (oldSec != curSelected)
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FlxG.sound.play(Paths.sound(isThorns ? 'pixel/type' : 'pixel/pixelText'));
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}
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if (controls.ACCEPT) {
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FlxG.sound.play(Paths.sound(isThorns ? 'pixel/ANGRY' : 'pixel/clickText'));
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@@ -118,7 +114,7 @@ function update(elapsed) {
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}
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}
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function changeSelection(change) {
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function changeSelection(change) { // this overrides the function inside of the normal pause btw, so no event gets called - Nex
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curSelected += change;
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if (curSelected < 0)
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@@ -216,7 +216,7 @@ class FreeplayState extends MusicBeatState
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lerpScore = intendedScore;
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if (canSelect) {
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changeSelection((controls.UP_P ? -1 : 0) + (controls.DOWN_P ? 1 : 0));
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changeSelection((controls.UP_P ? -1 : 0) + (controls.DOWN_P ? 1 : 0) - FlxG.mouse.wheel);
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changeDiff((controls.LEFT_P ? -1 : 0) + (controls.RIGHT_P ? 1 : 0));
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changeCoopMode((FlxG.keys.justPressed.TAB ? 1 : 0));
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// putting it before so that its actually smooth
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@@ -109,11 +109,12 @@ class MainMenuState extends MusicBeatState
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*/
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}
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if (controls.UP_P)
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changeItem(-1);
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var upP = controls.UP_P;
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var downP = controls.DOWN_P;
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var scroll = FlxG.mouse.wheel;
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if (controls.DOWN_P)
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changeItem(1);
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if (upP || downP || scroll != 0) // like this we wont break mods that expect a 0 change event when calling sometimes - Nex
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changeItem((upP ? -1 : 0) + (downP ? 1 : 0) - scroll);
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if (controls.BACK)
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FlxG.switchState(new TitleState());
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@@ -127,9 +128,7 @@ class MainMenuState extends MusicBeatState
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#end
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if (controls.ACCEPT)
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{
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selectItem();
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}
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}
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super.update(elapsed);
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@@ -39,7 +39,7 @@ class ModSwitchMenu extends MusicBeatSubstate {
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public override function update(elapsed:Float) {
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super.update(elapsed);
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changeSelection((controls.DOWN_P ? 1 : 0) + (controls.UP_P ? -1 : 0));
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changeSelection((controls.DOWN_P ? 1 : 0) + (controls.UP_P ? -1 : 0) - FlxG.mouse.wheel);
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if (controls.ACCEPT) {
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ModsFolder.switchMod(mods[curSelected]);
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@@ -64,4 +64,4 @@ class ModSwitchMenu extends MusicBeatSubstate {
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alphabets.members[curSelected].alpha = 1;
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}
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}
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#end
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#end
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@@ -124,13 +124,12 @@ class PauseSubState extends MusicBeatSubstate
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var upP = controls.UP_P;
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var downP = controls.DOWN_P;
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var accepted = controls.ACCEPT;
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var scroll = FlxG.mouse.wheel;
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if (upP)
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changeSelection(-1);
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if (downP)
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changeSelection(1);
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if (accepted)
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if (upP || downP || scroll != 0) // like this we wont break mods that expect a 0 change event when calling sometimes - Nex
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changeSelection((upP ? -1 : 0) + (downP ? 1 : 0) - scroll);
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if (controls.ACCEPT)
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selectOption();
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}
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@@ -142,7 +142,7 @@ class StoryMenuState extends MusicBeatState {
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}
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changeDifficulty((controls.LEFT_P ? -1 : 0) + (controls.RIGHT_P ? 1 : 0));
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changeWeek((controls.UP_P ? -1 : 0) + (controls.DOWN_P ? 1 : 0));
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changeWeek((controls.UP_P ? -1 : 0) + (controls.DOWN_P ? 1 : 0) - FlxG.mouse.wheel);
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if (controls.ACCEPT)
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selectWeek();
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