220 lines
6.5 KiB
Haxe
220 lines
6.5 KiB
Haxe
package funkin.play.event;
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import flixel.tweens.FlxEase;
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// Data from the chart
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import funkin.data.song.SongData.SongEventData;
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// Data from the event schema
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import funkin.data.event.SongEventSchema;
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import funkin.data.event.SongEventSchema.SongEventFieldType;
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import funkin.modding.events.ScriptEvent.SongTimeScriptEvent;
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/**
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* This class handles song events which change the camera focus.
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* This lets you center the camera on a character, on a stage prop, or a specific position on the screen,
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* as well as apply relative offsets, and even determine the speed and manner with which
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* the camera moves into place.
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*
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* Example: Focus on Boyfriend:
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* ```
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* {
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* "e": "FocusCamera",
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* "v": {
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* "char": 0,
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* }
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* }
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* ```
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*
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* Example: Focus on 10px above Girlfriend:
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* ```
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* {
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* "e": "FocusCamera",
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* "v": {
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* "char": 2,
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* "y": -10,
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* }
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* }
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* ```
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*
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* Example: Focus on (100, 100):
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* ```
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* {
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* "e": "FocusCamera",
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* "v": {
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* "char": -1,
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* "x": 100,
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* "y": 100,
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* }
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* }
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* ```
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*/
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class FocusCameraSongEvent extends SongEvent
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{
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public function new()
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{
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super('FocusCamera', {
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processOldEvents: true
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});
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}
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static final DEFAULT_X_POSITION:Float = 0.0;
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static final DEFAULT_Y_POSITION:Float = 0.0;
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static final DEFAULT_DURATION:Float = 4.0;
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static final DEFAULT_CAMERA_EASE:String = 'CLASSIC';
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static final DEFAULT_TARGET:Int = 0; // Boyfriend
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public override function handleEvent(data:SongEventData):Void
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{
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// Does nothing if there is no PlayState camera or stage.
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if (PlayState.instance == null || PlayState.instance.currentStage == null) return;
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// Does nothing if we are minimal mode.
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if (PlayState.instance.isMinimalMode) return;
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var posX:Null<Float> = data.getFloat('x');
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if (posX == null) posX = DEFAULT_X_POSITION;
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var posY:Null<Float> = data.getFloat('y');
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if (posY == null) posY = DEFAULT_Y_POSITION;
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var char:Null<Int> = data.getInt('char');
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if (char == null) char = cast data.value;
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if (char == null) char = DEFAULT_TARGET;
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var duration:Null<Float> = data.getFloat('duration');
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if (duration == null) duration = DEFAULT_DURATION;
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var ease:Null<String> = data.getString('ease');
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if (ease == null) ease = DEFAULT_CAMERA_EASE; // No linear in defaults lol
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var easeDir:String = data.getString('easeDir') ?? SongEvent.DEFAULT_EASE_DIR;
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if (SongEvent.EASE_TYPE_DIR_REGEX.match(ease) || ease == "linear") easeDir = "";
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var currentStage = PlayState.instance.currentStage;
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// Get target position based on char.
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var targetX:Float = posX;
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var targetY:Float = posY;
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switch (char)
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{
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case -1: // Position ("focus" on origin)
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trace('Focusing camera on static position.');
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case 0: // Boyfriend (focus on player)
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if (currentStage.getBoyfriend() == null)
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{
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trace('No BF to focus on.');
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return;
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}
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trace('Focusing camera on player.');
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var bfPoint = currentStage.getBoyfriend().cameraFocusPoint;
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targetX += bfPoint.x;
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targetY += bfPoint.y;
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case 1: // Dad (focus on opponent)
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if (currentStage.getDad() == null)
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{
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trace('No dad to focus on.');
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return;
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}
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trace('Focusing camera on opponent.');
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var dadPoint = currentStage.getDad().cameraFocusPoint;
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targetX += dadPoint.x;
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targetY += dadPoint.y;
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case 2: // Girlfriend (focus on girlfriend)
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if (currentStage.getGirlfriend() == null)
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{
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trace('No GF to focus on.');
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return;
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}
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trace('Focusing camera on girlfriend.');
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var gfPoint = currentStage.getGirlfriend().cameraFocusPoint;
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targetX += gfPoint.x;
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targetY += gfPoint.y;
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default:
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trace('Unknown camera focus: ' + data);
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}
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// Apply tween based on ease.
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switch (ease)
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{
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case 'CLASSIC': // Old-school. No ease. Just set follow point.
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PlayState.instance.resetCamera(false, false, false);
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PlayState.instance.cancelCameraFollowTween();
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PlayState.instance.cameraFollowPoint.setPosition(targetX, targetY);
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case 'INSTANT': // Instant ease. Duration is automatically 0.
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PlayState.instance.tweenCameraToPosition(targetX, targetY, 0);
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default:
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var durSeconds = Conductor.instance.stepLengthMs * duration / 1000;
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var easeFunctionName = '$ease$easeDir';
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var easeFunction:Null<Float->Float> = Reflect.field(FlxEase, easeFunctionName);
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if (easeFunction == null)
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{
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trace('Invalid ease function: $easeFunctionName');
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return;
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}
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PlayState.instance.tweenCameraToPosition(targetX, targetY, durSeconds, easeFunction);
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}
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}
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public override function getTitle():String
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{
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return 'Focus Camera';
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}
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/**
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* ```
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* {
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* "char": ENUM, // Which character to point to
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* "x": FLOAT, // Optional x offset
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* "y": FLOAT, // Optional y offset
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* }
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* @return SongEventSchema
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*/
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public override function getEventSchema():SongEventSchema
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{
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return new SongEventSchema([{
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name: "char",
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title: "Target",
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defaultValue: DEFAULT_TARGET,
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type: SongEventFieldType.ENUM,
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keys: ["Position" => -1, "Player" => 0, "Opponent" => 1, "Girlfriend" => 2]
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}, {
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name: "x",
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title: "X Position",
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defaultValue: DEFAULT_X_POSITION,
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step: 10.0,
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type: SongEventFieldType.FLOAT,
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units: "px"
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}, {
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name: "y",
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title: "Y Position",
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defaultValue: DEFAULT_Y_POSITION,
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step: 10.0,
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type: SongEventFieldType.FLOAT,
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units: "px"
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}, {
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name: 'duration',
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title: 'Duration',
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defaultValue: DEFAULT_DURATION,
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min: 0,
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step: 0.5,
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type: SongEventFieldType.FLOAT,
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units: 'steps'
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}, {
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name: 'ease',
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title: 'Easing Type',
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defaultValue: DEFAULT_CAMERA_EASE,
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type: SongEventFieldType.ENUM,
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keys: ['Linear' => 'linear', 'Instant (Ignores duration)' => 'INSTANT', 'Classic (Ignores duration)' => 'CLASSIC', 'Sine' => 'sine', 'Quad' => 'quad', 'Cube' => 'cube', 'Quart' => 'quart', 'Quint' => 'quint', 'Expo' => 'expo', 'Smooth Step' => 'smoothStep', 'Smoother Step' => 'smootherStep', 'Elastic' => 'elastic', 'Back' => 'back', 'Bounce' => 'bounce', 'Circ ' => 'circ',]
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}, {
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name: 'easeDir',
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title: 'Easing Direction',
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defaultValue: SongEvent.DEFAULT_EASE_DIR,
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type: SongEventFieldType.ENUM,
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keys: ['In' => 'In', 'Out' => 'Out', 'In/Out' => 'InOut']
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}]);
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}
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}
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