remove the unused _P and _R stuff from the Action enum abstract

This commit is contained in:
Cameron Taylor
2025-11-29 06:41:33 -05:00
committed by Eric
parent 724286f497
commit 6eba4bbeda
+6 -21
View File
@@ -19,19 +19,20 @@ import flixel.math.FlxPoint;
*/
class Controls extends FlxActionSet
{
/**
/*
* A list of actions that a player would invoke via some input device.
* Uses FlxActions to funnel various inputs to a single action.
*/
var _ui_up = new FunkinAction(Action.UI_UP);
var _ui_left = new FunkinAction(Action.UI_LEFT);
var _ui_right = new FunkinAction(Action.UI_RIGHT);
var _ui_down = new FunkinAction(Action.UI_DOWN);
var _note_up = new FunkinAction(Action.NOTE_UP);
var _note_left = new FunkinAction(Action.NOTE_LEFT);
var _note_right = new FunkinAction(Action.NOTE_RIGHT);
var _note_down = new FunkinAction(Action.NOTE_DOWN);
var _accept = new FunkinAction(Action.ACCEPT);
var _back = new FunkinAction(Action.BACK);
var _pause = new FunkinAction(Action.PAUSE);
@@ -1036,7 +1037,7 @@ class Controls extends FlxActionSet
* 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
*/
public function bindButtons(control:Control, id, buttons):Void
public function bindButtons(control:Control, id:Int, buttons):Void
{
forEachBound(control, function(action, state) addButtons(action, buttons, state, id));
}
@@ -1050,7 +1051,7 @@ class Controls extends FlxActionSet
forEachBound(control, function(action, _) removeButtons(action, gamepadID, buttons));
}
inline static function addButtons(action:FlxActionDigital, buttons:Array<FlxGamepadInputID>, state, id):Void
inline static function addButtons(action:FlxActionDigital, buttons:Array<FlxGamepadInputID>, state, id:Int):Void
{
for (button in buttons)
{
@@ -1408,10 +1409,10 @@ enum Control
UI_DOWN;
UI_UP;
UI_RIGHT;
RESET;
ACCEPT;
BACK;
PAUSE;
RESET;
// CUTSCENE
CUTSCENE_ADVANCE;
// FREEPLAY
@@ -1442,27 +1443,11 @@ enum abstract Action(String) to String from String
var NOTE_LEFT = "note_left";
var NOTE_RIGHT = "note_right";
var NOTE_DOWN = "note_down";
var NOTE_UP_P = "note_up-press";
var NOTE_LEFT_P = "note_left-press";
var NOTE_RIGHT_P = "note_right-press";
var NOTE_DOWN_P = "note_down-press";
var NOTE_UP_R = "note_up-release";
var NOTE_LEFT_R = "note_left-release";
var NOTE_RIGHT_R = "note_right-release";
var NOTE_DOWN_R = "note_down-release";
// UI
var UI_UP = "ui_up";
var UI_LEFT = "ui_left";
var UI_RIGHT = "ui_right";
var UI_DOWN = "ui_down";
var UI_UP_P = "ui_up-press";
var UI_LEFT_P = "ui_left-press";
var UI_RIGHT_P = "ui_right-press";
var UI_DOWN_P = "ui_down-press";
var UI_UP_R = "ui_up-release";
var UI_LEFT_R = "ui_left-release";
var UI_RIGHT_R = "ui_right-release";
var UI_DOWN_R = "ui_down-release";
var ACCEPT = "accept";
var BACK = "back";
var PAUSE = "pause";