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funkin.backend.system.Controls

APIWiki

A list of actions that a player would invoke via some input device. Uses FlxActions to funnel various inputs to a single action.

Constructor

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@:value({ scheme : None })new(name:String, scheme:KeyboardScheme = None)

Variables

ACCEPT:Bool

BACK:Bool

CHEAT:Bool

DOWN:Bool

DOWN_P:Bool

DOWN_R:Bool

LEFT:Bool

LEFT_P:Bool

LEFT_R:Bool

NOTE_UP:Bool

PAUSE:Bool

RESET:Bool

RIGHT:Bool

RIGHT_P:Bool

RIGHT_R:Bool

UP:Bool

UP_P:Bool

UP_R:Bool

@:value([])gamepadsAdded:Array<Int> = []

@:value(KeyboardScheme.None)keyboardScheme:KeyboardScheme = KeyboardScheme.None

Methods

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addGamepad(id:Int, ?buttonMap:Map<Control, Array<FlxGamepadInputID>>):Void

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bindButtons(control:Control, id:Int, buttons:Array<FlxGamepadInputID>):Void

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

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bindKeys(control:Control, keys:Array<FlxKey>):Void

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

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copyFrom(controls:Controls, ?device:Device):Void

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inlinecopyTo(controls:Controls, ?device:Device):Void

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getDialogueName(action:FlxActionDigital):String

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getInputsFor(control:Control, device:Device, ?list:Array<Int>):Array<Int>

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@:value({ deviceID : FlxInputDeviceID.ALL })removeGamepad(deviceID:Int = FlxInputDeviceID.ALL):Void

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replaceBinding(control:Control, device:Device, ?toAdd:Int, ?toRemove:Int):Void

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@:value({ reset : true })setKeyboardScheme(scheme:KeyboardScheme, reset:Bool = true):Void

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unbindButtons(control:Control, gamepadID:Int, buttons:Array<FlxGamepadInputID>):Void

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

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unbindKeys(control:Control, keys:Array<FlxKey>):Void

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