touch controls in progres

This commit is contained in:
Cameron Taylor
2021-08-22 10:37:06 -04:00
parent 1992d5363e
commit 61ba71d3db
4 changed files with 75 additions and 0 deletions
+20
View File
@@ -3,12 +3,17 @@ package;
import flixel.input.FlxInput;
import flixel.input.actions.FlxAction;
import flixel.input.actions.FlxActionInput;
import flixel.input.actions.FlxActionInputAnalog.FlxActionInputAnalogClickAndDragMouseMotion;
import flixel.input.actions.FlxActionInputDigital;
import flixel.input.actions.FlxActionManager;
import flixel.input.actions.FlxActionSet;
import flixel.input.gamepad.FlxGamepadButton;
import flixel.input.gamepad.FlxGamepadInputID;
import flixel.input.keyboard.FlxKey;
import flixel.input.mouse.FlxMouseButton.FlxMouseButtonID;
import flixel.ui.FlxVirtualPad;
import flixel.util.FlxColor;
import flixel.util.FlxTimer;
/**
* Since, in many cases multiple actions should use similar keys, we don't want the
@@ -611,8 +616,15 @@ class Controls extends FlxActionSet
case None: // nothing
case Custom: // nothing
}
trace('added virtual controls!?');
trace(virutalPad);
if (FlxG.onMobile) {}
}
var virutalPad:FlxVirtualPad;
function removeKeyboard()
{
for (action in this.digitalActions)
@@ -689,6 +701,14 @@ class Controls extends FlxActionSet
forEachBound(control, function(action, state) addButtons(action, buttons, state, id));
}
public function touchShit(control:Control, id)
{
forEachBound(control, function(action, state)
{
// action
});
}
/**
* Sets all actions that pertain to the binder to trigger when the supplied keys are used.
* If binder is a literal you can inline this