Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

FlxUICursor: prevent/remove references to disconnected gamepads #265

Merged
merged 4 commits into from
Jan 2, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
10 changes: 0 additions & 10 deletions flixel/addons/ui/FlxMultiGamepad.hx
Original file line number Diff line number Diff line change
Expand Up @@ -28,36 +28,26 @@ class FlxMultiGamepad extends FlxBaseMultiInput

private override function checkJustPressed():Bool
{
if (gamepad == null)
return false;
return gamepad.checkStatus(input, JUST_PRESSED);
}

private override function checkJustReleased():Bool
{
if (gamepad == null)
return false;
return gamepad.checkStatus(input, JUST_RELEASED);
}

private override function checkPressed():Bool
{
if (gamepad == null)
return false;
return gamepad.checkStatus(input, PRESSED);
}

private override function checkCombos(value:Bool):Bool
{
if (gamepad == null)
return false;
return gamepad.anyPressed(combos) == value;
}

private override function checkForbiddens(value:Bool):Bool
{
if (gamepad == null)
return false;
return gamepad.anyPressed(forbiddens) == value;
}
}
104 changes: 55 additions & 49 deletions flixel/addons/ui/FlxUICursor.hx
Original file line number Diff line number Diff line change
Expand Up @@ -318,13 +318,12 @@ class FlxUICursor extends FlxUISprite
public override function update(elapsed:Float):Void
{
#if FLX_GAMEPAD
if (gamepad == null)
if (gamepad == null || !gamepad.connected)
{
var g = getGamepad(false);
if (g != null)
{
final g = getGamepad(false);
// avoid calling set_gamepad unnecessarily
if (gamepad != g)
gamepad = g;
}
}
#end

Expand Down Expand Up @@ -607,12 +606,14 @@ class FlxUICursor extends FlxUISprite
_defaultCode = code;
_clearKeys();
_newKeys();

if (code.has(KEYS_TAB))
{
_addToKeys(keysRight, new FlxMultiKey(TAB, null, [SHIFT])); // Tab, (but NOT Shift+Tab!)
_addToKeys(keysLeft, new FlxMultiKey(TAB, [SHIFT])); // Shift+Tab
_addToKeys(keysClick, new FlxMultiKey(ENTER));
}

if (code.has(KEYS_ARROWS))
{
_addToKeys(keysRight, new FlxMultiKey(RIGHT));
Expand All @@ -621,6 +622,7 @@ class FlxUICursor extends FlxUISprite
_addToKeys(keysUp, new FlxMultiKey(UP));
_addToKeys(keysClick, new FlxMultiKey(ENTER));
}

if (code.has(KEYS_WASD))
{
_addToKeys(keysRight, new FlxMultiKey(D));
Expand All @@ -629,6 +631,7 @@ class FlxUICursor extends FlxUISprite
_addToKeys(keysUp, new FlxMultiKey(W));
_addToKeys(keysClick, new FlxMultiKey(ENTER));
}

if (code.has(KEYS_NUMPAD))
{
_addToKeys(keysRight, new FlxMultiKey(NUMPADSIX));
Expand All @@ -637,42 +640,46 @@ class FlxUICursor extends FlxUISprite
_addToKeys(keysUp, new FlxMultiKey(NUMPADEIGHT));
_addToKeys(keysClick, new FlxMultiKey(ENTER));
}

#if FLX_GAMEPAD
if (gamepad == null)
{
if (_gamepad == null || !_gamepad.connected)
_gamepad = getGamepad(); // set _gamepad to avoid a stack overflow loop
}

if (code.has(GAMEPAD_DPAD))
{
_addToKeys(keysLeft, new FlxMultiGamepad(gamepad, FlxGamepadInputID.DPAD_LEFT));
_addToKeys(keysRight, new FlxMultiGamepad(gamepad, FlxGamepadInputID.DPAD_RIGHT));
_addToKeys(keysDown, new FlxMultiGamepad(gamepad, FlxGamepadInputID.DPAD_DOWN));
_addToKeys(keysUp, new FlxMultiGamepad(gamepad, FlxGamepadInputID.DPAD_UP));
_addToKeys(keysClick, new FlxMultiGamepad(gamepad, FlxGamepadInputID.A));
}
if (code.has(GAMEPAD_SHOULDER_BUTTONS))
{
_addToKeys(keysLeft, new FlxMultiGamepad(gamepad, FlxGamepadInputID.LEFT_SHOULDER));
_addToKeys(keysRight, new FlxMultiGamepad(gamepad, FlxGamepadInputID.RIGHT_SHOULDER));
_addToKeys(keysClick, new FlxMultiGamepad(gamepad, FlxGamepadInputID.A));
}
if (code.has(GAMEPAD_LEFT_STICK))

if (_gamepad != null && _gamepad.connected)
{
_addToKeys(keysLeft, new FlxMultiGamepadAnalogStick(gamepad, {id: LEFT_ANALOG_STICK, axis: X, positive: false}));
_addToKeys(keysRight, new FlxMultiGamepadAnalogStick(gamepad, {id: LEFT_ANALOG_STICK, axis: X, positive: true}));
_addToKeys(keysUp, new FlxMultiGamepadAnalogStick(gamepad, {id: LEFT_ANALOG_STICK, axis: Y, positive: false}));
_addToKeys(keysDown, new FlxMultiGamepadAnalogStick(gamepad, {id: LEFT_ANALOG_STICK, axis: Y, positive: true}));
_addToKeys(keysClick, new FlxMultiGamepad(gamepad, FlxGamepadInputID.A));
}
if (code.has(GAMEPAD_RIGHT_STICK))
{
_addToKeys(keysLeft, new FlxMultiGamepadAnalogStick(gamepad, {id: RIGHT_ANALOG_STICK, axis: X, positive: false}));
_addToKeys(keysRight, new FlxMultiGamepadAnalogStick(gamepad, {id: RIGHT_ANALOG_STICK, axis: X, positive: true}));
_addToKeys(keysUp, new FlxMultiGamepadAnalogStick(gamepad, {id: RIGHT_ANALOG_STICK, axis: Y, positive: false}));
_addToKeys(keysDown, new FlxMultiGamepadAnalogStick(gamepad, {id: RIGHT_ANALOG_STICK, axis: Y, positive: true}));
_addToKeys(keysClick, new FlxMultiGamepad(gamepad, FlxGamepadInputID.A));
if (code.has(GAMEPAD_DPAD))
{
_addToKeys(keysLeft, new FlxMultiGamepad(gamepad, FlxGamepadInputID.DPAD_LEFT));
_addToKeys(keysRight, new FlxMultiGamepad(gamepad, FlxGamepadInputID.DPAD_RIGHT));
_addToKeys(keysDown, new FlxMultiGamepad(gamepad, FlxGamepadInputID.DPAD_DOWN));
_addToKeys(keysUp, new FlxMultiGamepad(gamepad, FlxGamepadInputID.DPAD_UP));
_addToKeys(keysClick, new FlxMultiGamepad(gamepad, FlxGamepadInputID.A));
}

if (code.has(GAMEPAD_SHOULDER_BUTTONS))
{
_addToKeys(keysLeft, new FlxMultiGamepad(gamepad, FlxGamepadInputID.LEFT_SHOULDER));
_addToKeys(keysRight, new FlxMultiGamepad(gamepad, FlxGamepadInputID.RIGHT_SHOULDER));
_addToKeys(keysClick, new FlxMultiGamepad(gamepad, FlxGamepadInputID.A));
}

if (code.has(GAMEPAD_LEFT_STICK))
{
_addToKeys(keysLeft, new FlxMultiGamepadAnalogStick(gamepad, {id: LEFT_ANALOG_STICK, axis: X, positive: false}));
_addToKeys(keysRight, new FlxMultiGamepadAnalogStick(gamepad, {id: LEFT_ANALOG_STICK, axis: X, positive: true}));
_addToKeys(keysUp, new FlxMultiGamepadAnalogStick(gamepad, {id: LEFT_ANALOG_STICK, axis: Y, positive: false}));
_addToKeys(keysDown, new FlxMultiGamepadAnalogStick(gamepad, {id: LEFT_ANALOG_STICK, axis: Y, positive: true}));
_addToKeys(keysClick, new FlxMultiGamepad(gamepad, FlxGamepadInputID.A));
}

if (code.has(GAMEPAD_RIGHT_STICK))
{
_addToKeys(keysLeft, new FlxMultiGamepadAnalogStick(gamepad, {id: RIGHT_ANALOG_STICK, axis: X, positive: false}));
_addToKeys(keysRight, new FlxMultiGamepadAnalogStick(gamepad, {id: RIGHT_ANALOG_STICK, axis: X, positive: true}));
_addToKeys(keysUp, new FlxMultiGamepadAnalogStick(gamepad, {id: RIGHT_ANALOG_STICK, axis: Y, positive: false}));
_addToKeys(keysDown, new FlxMultiGamepadAnalogStick(gamepad, {id: RIGHT_ANALOG_STICK, axis: Y, positive: true}));
_addToKeys(keysClick, new FlxMultiGamepad(gamepad, FlxGamepadInputID.A));
}
}
#end
}
Expand Down Expand Up @@ -700,25 +707,24 @@ class FlxUICursor extends FlxUISprite
#if FLX_GAMEPAD
private function getGamepad(exhaustive:Bool = true):FlxGamepad
{
var gamepad = switch (gamepadAutoConnect)
final gamepad = switch (gamepadAutoConnect)
{
case Never: null;
case FirstActive: FlxG.gamepads.getFirstActiveGamepad();
case LastActive: FlxG.gamepads.lastActive;
case GamepadID(i): FlxG.gamepads.getByID(i);
}
if (gamepad == null && exhaustive)

if ((gamepad != null && gamepad.connected) || !exhaustive)
return gamepad;

for (i in 0...FlxG.gamepads.numActiveGamepads)
{
for (i in 0...FlxG.gamepads.numActiveGamepads)
{
gamepad = FlxG.gamepads.getByID(i);
if (gamepad != null)
{
return gamepad;
}
}
final gamepad = FlxG.gamepads.getByID(i);
if (gamepad != null && gamepad.connected)
return gamepad;
}
return gamepad;
return null;
}
#end

Expand Down
Loading