touch controls in progres
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@@ -3,12 +3,17 @@ package;
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import flixel.input.FlxInput;
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import flixel.input.actions.FlxAction;
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import flixel.input.actions.FlxActionInput;
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import flixel.input.actions.FlxActionInputAnalog.FlxActionInputAnalogClickAndDragMouseMotion;
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import flixel.input.actions.FlxActionInputDigital;
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import flixel.input.actions.FlxActionManager;
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import flixel.input.actions.FlxActionSet;
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import flixel.input.gamepad.FlxGamepadButton;
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import flixel.input.gamepad.FlxGamepadInputID;
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import flixel.input.keyboard.FlxKey;
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import flixel.input.mouse.FlxMouseButton.FlxMouseButtonID;
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import flixel.ui.FlxVirtualPad;
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import flixel.util.FlxColor;
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import flixel.util.FlxTimer;
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/**
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* Since, in many cases multiple actions should use similar keys, we don't want the
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@@ -611,8 +616,15 @@ class Controls extends FlxActionSet
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case None: // nothing
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case Custom: // nothing
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}
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trace('added virtual controls!?');
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trace(virutalPad);
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if (FlxG.onMobile) {}
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}
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var virutalPad:FlxVirtualPad;
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function removeKeyboard()
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{
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for (action in this.digitalActions)
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@@ -689,6 +701,14 @@ class Controls extends FlxActionSet
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forEachBound(control, function(action, state) addButtons(action, buttons, state, id));
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}
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public function touchShit(control:Control, id)
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{
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forEachBound(control, function(action, state)
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{
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// action
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});
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}
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/**
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* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
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* If binder is a literal you can inline this
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