From 6eba4bbeda2285826fea6dc6c30f0fa579b5f4e4 Mon Sep 17 00:00:00 2001 From: Cameron Taylor Date: Fri, 21 Nov 2025 02:19:01 -0500 Subject: [PATCH] remove the unused _P and _R stuff from the Action enum abstract --- source/funkin/input/Controls.hx | 27 ++++++--------------------- 1 file changed, 6 insertions(+), 21 deletions(-) diff --git a/source/funkin/input/Controls.hx b/source/funkin/input/Controls.hx index e7f79af31..8e7309af8 100644 --- a/source/funkin/input/Controls.hx +++ b/source/funkin/input/Controls.hx @@ -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, state, id):Void + inline static function addButtons(action:FlxActionDigital, buttons:Array, 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";