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CoolUtil.hx
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1534 lines (1379 loc) · 48.7 KB
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package funkin.backend.utils;
#if cpp
import cpp.Float64;
#end
#if sys
import sys.FileSystem;
#end
import flixel.animation.FlxAnimation;
import flixel.graphics.FlxGraphic;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.graphics.frames.FlxFramesCollection;
import flixel.input.keyboard.FlxKey;
import flixel.math.FlxPoint;
import flixel.sound.FlxSound;
import flixel.sound.FlxSoundGroup;
import flixel.system.frontEnds.SoundFrontEnd;
import flixel.text.FlxText;
import flixel.tweens.FlxTween;
import flixel.util.FlxAxes;
import flixel.util.FlxColor;
import flixel.util.typeLimit.OneOfThree;
import flixel.util.typeLimit.OneOfTwo;
import funkin.backend.system.Conductor;
import funkin.backend.utils.XMLUtil.TextFormat;
import haxe.CallStack;
import haxe.Constraints.IMap;
import haxe.EnumTools.EnumValueTools;
import haxe.Json;
import haxe.io.Bytes;
import haxe.io.Path;
import haxe.xml.Access;
import lime.utils.Assets;
import openfl.display.BitmapData;
import openfl.geom.ColorTransform;
import animate.FlxAnimateJson;
import flixel.animation.FlxAnimationController;
using StringTools;
/**
* Various utilities, that have no specific Util class.
**/
@:allow(funkin.game.PlayState)
final class CoolUtil
{
/**
* Gets the last exception stack. Useful for debugging.
*/
public static function getLastExceptionStack():String {
return CallStack.toString(CallStack.exceptionStack());
}
/*
* Returns `v` if not null
* @param v The value
* @return A bool value
*/
public static inline function isNotNull(v:Null<Dynamic>):Bool {
return v != null && !isNaN(v);
}
/*
* Returns `v` if not null, `defaultValue` otherwise.
* @param v The value
* @param defaultValue The default value
* @return The return value
*/
public static inline function getDefault<T>(v:Null<T>, defaultValue:T):T {
return (v == null || isNaN(v)) ? defaultValue : v;
}
/**
* For use when using Std.parseFloat, if not using that then use `getDefault`.
* @param v The value
* @param defaultValue The default value
* @return The return value
*/
public static inline function getDefaultFloat(v:Float, defaultValue:Float):Float {
return (Math.isNaN(v)) ? defaultValue : v;
}
/**
* Applies the % operator, but without any negatives.
*
* @param dividend The intial value. The left side of the equation.
* @param divisor What to modulo by. The right side of the equation.
* @return A positive reminder of `dividend / divisor`.
*/
public static inline function positiveModulo(dividend:Float, divisor:Float) {
return ((dividend % divisor) + divisor) % divisor;
}
/**
* Applies the % operator, but without any negatives. But it's an int.
*
* @param dividend The intial value. The left side of the equation.
* @param divisor What to modulo by. The right side of the equation.
* @return A positive reminder of `dividend / divisor`.
*/
public static inline function positiveModuloInt(dividend:Int, divisor:Int) {
return ((dividend % divisor) + divisor) % divisor;
}
/**
* Shortcut to parse JSON from an Asset path
* @param assetPath Path to the JSON asset.
*/
public static function parseJson(assetPath:String) {
return Json.parse(Assets.getText(assetPath));
}
/**
* Deletes a folder recursively
* @param delete Path to the folder.
*/
@:noUsing public static function deleteFolder(delete:String) {
#if sys
if (!FileSystem.exists(delete)) return;
var files:Array<String> = FileSystem.readDirectory(delete);
for(file in files) {
if (FileSystem.isDirectory(delete + "/" + file)) {
deleteFolder(delete + "/" + file);
FileSystem.deleteDirectory(delete + "/" + file);
} else {
try FileSystem.deleteFile(delete + "/" + file)
catch(e) Logs.warn("Could not delete " + delete + "/" + file);
}
}
#end
}
/**
* Safe saves a file (even adding eventual missing folders) and shows a warning box instead of making the program crash
* @param path Path to save the file at.
* @param content Content of the file to save (as String or Bytes).
*/
@:noUsing public static function safeSaveFile(path:String, content:OneOfTwo<String, Bytes>, showErrorBox:Bool = true) {
#if sys
try {
addMissingFolders(Path.directory(path));
if(content is Bytes) sys.io.File.saveBytes(path, content);
else sys.io.File.saveContent(path, content);
} catch(e) {
var errMsg:String = 'Error while trying to save the file: ${Std.string(e).replace('\n', ' ')}';
Logs.error(errMsg);
if(showErrorBox) funkin.backend.utils.NativeAPI.showMessageBox("Codename Engine Warning", errMsg, MSG_WARNING);
}
#end
}
/**
* Gets file attributes from a file or a folder adding eventual missing folders in the path
* (WARNING: Only works on `windows` for now. On other platforms the attributes' value it's always going to be `0` -thanks to the wrapper you can also use `isNothing` for checking- but still creates eventual missing folders if the platforms allows it to).
* @param path Path to the file or folder
* @param useAbsolute If it should use the absolute path (By default it's `true` but if it's `false` you can use files outside from this program's directory for example)
* @return The attributes through the `FileAttributeWrapper`
*/
@:noUsing public static inline function safeGetAttributes(path:String, useAbsolute:Bool = true):FileAttributeWrapper {
#if sys
addMissingFolders(Path.directory(path));
var result = NativeAPI.getFileAttributes(path, useAbsolute);
if(result.isNothing) Logs.trace('The file where it has been tried to get the attributes from, might be corrupted or inexistent (code: ${result.getValue()})', WARNING);
return result;
#else
return new FileAttributeWrapper(0);
#end
}
/**
* Sets file attributes to a file or a folder adding eventual missing folders in the path
* (WARNING: Only works on `windows` for now. On other platforms the return code it's always going to be `0` but still creates eventual missing folders if the platforms allows it to).
* @param path Path to the file or folder
* @param attrib The attribute(s) to set (WARNING: There are some non settable attributes, such as the `COMPRESSED` one)
* @param useAbsolute If it should use the absolute path (By default it's `true` but if it's `false` you can use files outside from this program's directory for example)
* @return The result code: `0` means that it failed setting
*/
@:noUsing public static inline function safeSetAttributes(path:String, attrib:OneOfThree<NativeAPI.FileAttribute, FileAttributeWrapper, Int>, useAbsolute:Bool = true):Int {
// yes, i'm aware that FileAttribute is also an Int so need to include it too, but at least like this we don't have to make cast sometimes while passing the arguments - Nex
#if sys
addMissingFolders(Path.directory(path));
var result = NativeAPI.setFileAttributes(path, attrib, useAbsolute);
if(result == 0) Logs.trace('Failed to set attributes to $path with a code of: $result', WARNING);
return result;
#else
return 0;
#end
}
/**
* Adds one (or more) file attributes to a file or a folder adding eventual missing folders in the path
* (WARNING: Only works on `windows` for now. On other platforms the return code it's always going to be `0` but still creates eventual missing folders if the platforms allows it to).
* @param path Path to the file or folder
* @param attrib The attribute(s) to add (WARNING: There are some non settable attributes, such as the `COMPRESSED` one)
* @param useAbsolute If it should use the absolute path (By default it's `true` but if it's `false` you can use files outside from this program's directory for example)
* @return The result code: `0` means that it failed setting
*/
@:noUsing public static inline function safeAddAttributes(path:String, attrib:OneOfTwo<NativeAPI.FileAttribute, Int>, useAbsolute:Bool = true):Int {
#if sys
addMissingFolders(Path.directory(path));
var result = NativeAPI.addFileAttributes(path, attrib, useAbsolute);
if (result == 0) Logs.trace('Failed to add attributes to $path with a code of: $result', WARNING);
return result;
#else
return 0;
#end
}
/**
* Removes one (or more) file attributes to a file or a folder adding eventual missing folders in the path
* (WARNING: Only works on `windows` for now. On other platforms the return code it's always going to be `0` but still creates eventual missing folders if the platforms allows it to).
* @param path Path to the file or folder
* @param attrib The attribute(s) to remove (WARNING: There are some non settable attributes, such as the `COMPRESSED` one)
* @param useAbsolute If it should use the absolute path (By default it's `true` but if it's `false` you can use files outside from this program's directory for example)
* @return The result code: `0` means that it failed setting
*/
@:noUsing public static inline function safeRemoveAttributes(path:String, attrib:OneOfTwo<NativeAPI.FileAttribute, Int>, useAbsolute:Bool = true):Int {
#if sys
addMissingFolders(Path.directory(path));
var result = NativeAPI.removeFileAttributes(path, attrib, useAbsolute);
if(result == 0) Logs.trace('Failed to remove attributes to $path with a code of: $result', WARNING);
return result;
#else
return 0;
#end
}
/**
* Creates eventual missing folders to the specified `path`
*
* WARNING: eventual files in `path` will be considered as folders! Just to make possible folders be named as `songs.json` for example
*
* @param path Path to check.
* @return The initial Path.
*/
@:noUsing public static function addMissingFolders(path:String):String {
#if sys
var folders:Array<String> = path.split("/");
var currentPath:String = "";
for (folder in folders) {
currentPath += folder + "/";
if (!FileSystem.exists(currentPath))
FileSystem.createDirectory(currentPath);
}
#end
return path;
}
/**
* Shortcut to parse a JSON string
* @param str Path to the JSON string
* @return Parsed JSON
*/
public inline static function parseJsonString(str:String)
return Json.parse(str);
/**
* Whenever a value is NaN or not.
* @param v Value
*/
public static inline function isNaN(v:Dynamic):Bool {
return (v is Float) ? Math.isNaN(cast(v, Float)) : false;
}
/**
* Returns the first element of an Array
* @param array Array
* @return T Last element
*/
public static inline function first<T>(array:Array<T>):T {
return array[0];
}
/**
* Returns the last element of an Array
* @param array Array
* @return T Last element
*/
public static inline function last<T>(array:Array<T>):T {
return array[array.length - 1];
}
/**
* Sets a field's default value, and returns it. In case it already exists, returns the existing one.
* @param v Dynamic to set the default value to
* @param name Name of the value
* @param defaultValue Default value
* @return T New/old value.
*/
public static function setFieldDefault<T>(v:Dynamic, name:String, defaultValue:T):T {
if (Reflect.hasField(v, name)) {
var f:Null<Dynamic> = Reflect.field(v, name);
if (f != null)
return cast f;
}
Reflect.setField(v, name, defaultValue);
return defaultValue;
}
/**
* Add several zeros at the beginning of a string, so that `2` becomes `02`.
* @param str String to add zeros
* @param num The length required
*/
public static inline function addZeros(str:String, num:Int) {
while(str.length < num) str = '0${str}';
return str;
}
/**
* Add several zeros at the end of a string, so that `2` becomes `20`, useful for ms.
* @param str String to add zeros
* @param num The length required
*/
public static inline function addEndZeros(str:String, num:Int) {
while(str.length < num) str = '${str}0';
return str;
}
private static var sizeLabels:Array<String> = ["B", "KB", "MB", "GB", "TB"];
/**
* Returns a string representation of a size, following this format: `1.02 GB`, `134.00 MB`
* @param size Size to convert to string
* @return String Result string representation
*/
public static function getSizeString(size:Float):String {
var rSize:Float = size;
var label:Int = 0;
var len = sizeLabels.length;
while(rSize >= 1024 && label < len-1) {
label++;
rSize /= 1024;
}
return Std.int(rSize) + ((label <= 1) ? "" : "." + addZeros(Std.string(Std.int((rSize % 1) * 100)), 2)) + sizeLabels[label];
}
/**
* Returns a string representation of a size, following this format: `1.02 GB`, `134.00 MB`, using Float64 on cpp targets
* @param size Size to convert to string
* @return String Result string representation
*/
public static function getSizeString64(size: #if cpp Float64 #else Float #end):String {
var rSize: #if cpp Float64 #else Float #end = size;
var label:Int = 0;
var len = sizeLabels.length;
while(rSize >= 1024 && label < len-1) {
label++;
rSize /= 1024;
}
return Std.int(rSize) + ((label <= 1) ? "" : "." + addZeros(Std.string(Std.int((rSize % 1) * 100)), 2)) + sizeLabels[label];
}
/**
* Replaces in a string any kind of IP with `[Your IP]` making the string safer to trace.
* @param msg String to check and edit
* @return String Result without any kind of IP
*/
public static inline function removeIP(msg:String):String {
return ~/\d+.\d+.\d+.\d+/.replace(msg, "[Your IP]"); // For now its just IPs but who knows in the future.. - Nex
}
/**
* Alternative linear interpolation function for each frame use, without worrying about framerate changes.
* @param v1 Begin value
* @param v2 End value
* @param ratio Ratio
* @return Float Final value
*/
@:noUsing public static inline function fpsLerp(v1:Float, v2:Float, ratio:Float):Float {
return FlxMath.lerp(v1, v2, getFPSRatio(ratio));
}
/**
* Lerps from color1 into color2 (Shortcut to `FlxColor.interpolate`)
* @param color1 Color 1
* @param color2 Color 2
* @param ratio Ratio
* @param fpsSensitive Whenever the ratio should be fps sensitive (adapted when game is running at 120 instead of 60)
*/
@:noUsing public static inline function lerpColor(color1:FlxColor, color2:FlxColor, ratio:Float, fpsSensitive:Bool = false) {
if (!fpsSensitive)
ratio = getFPSRatio(ratio);
return FlxColor.interpolate(color1, color2, ratio);
}
/**
* Modifies a lerp ratio based on current FPS to keep a stable speed on higher framerate.
* @param ratio Ratio
* @param delta Delta/Elapsed for the fps-modified ratio (Optional)
* @return FPS-Modified Ratio
*/
@:noUsing public static inline function getFPSRatio(ratio:Float, ?delta:Float):Float
return 1.0 - Math.pow(1.0 - ratio, (delta == null ? FlxG.elapsed : delta) * 60);
/**
* Tries to get a color from a `Dynamic` variable.
* @param c `Dynamic` color.
* @return The result color, or `null` if invalid.
*/
public static function getColorFromDynamic(c:Dynamic):Null<FlxColor> {
// -1
if (c is Int) return c;
// -1.0
if (c is Float) return Std.int(c);
// "#FFFFFF"
if (c is String) return FlxColor.fromString(c);
// [255, 255, 255]
if (c is Array) {
var r:Int = 0;
var g:Int = 0;
var b:Int = 0;
var a:Int = 255;
var array:Array<Dynamic> = cast c;
for(k=>e in array) {
if (e is Int || e is Float) {
switch(k) {
case 0: r = Std.int(e);
case 1: g = Std.int(e);
case 2: b = Std.int(e);
case 3: a = Std.int(e);
}
}
}
return FlxColor.fromRGB(r, g, b, a);
}
return null;
}
/**
* Plays the main menu theme.
* @param fadeIn
*/
@:noUsing public static function playMenuSong(fadeIn:Bool = false) {
if (FlxG.sound.music == null || !FlxG.sound.music.playing)
{
playMusic(Paths.music(Flags.DEFAULT_MENU_MUSIC), true, fadeIn ? 0 : 1, true, 102);
if (fadeIn)
FlxG.sound.music.fadeIn(4, 0, 0.7);
}
}
/**
* Preloads a character.
* @param name Character name
* @param spriteName (Optional) sprite name.
*/
@:noUsing public static function preloadCharacter(name:String, ?spriteName:String) {
if (name == null) return;
if (spriteName == null)
spriteName = name;
Assets.getText(Paths.xml('characters/$name'));
Paths.getFrames('characters/$spriteName');
}
/**
* Plays music, while resetting the Conductor, and taking info from INI in count.
* @param path Path to the music
* @param Persist Whenever the music should persist while switching states
* @param DefaultBPM Default BPM of the music (102)
* @param Volume Volume of the music (1)
* @param Looped Whenever the music loops (true)
* @param Group A group that this music belongs to (default)
*/
@:noUsing public static function playMusic(path:String, Persist:Bool = false, Volume:Float = 1, Looped:Bool = true, DefaultBPM:Float = 102, ?Group:FlxSoundGroup) {
Conductor.reset();
if (FlxG.sound.music == null || !FlxG.sound.music.exists) FlxG.sound.music = new FlxSound();
else if (FlxG.sound.music.active) FlxG.sound.music.stop();
FlxG.sound.music.loadEmbedded(path, Looped);
FlxG.sound.music.volume = Volume;
FlxG.sound.music.persist = Persist;
FlxG.sound.defaultMusicGroup.add(FlxG.sound.music);
var iniPath = '${Path.withoutExtension(path)}.ini';
var musicData = Assets.exists(iniPath) ? IniUtil.parseAsset(iniPath)["Global"] : null;
if (musicData != null) {
if (musicData["LoopTime"] != null) FlxG.sound.music.loopTime = Std.parseFloat(musicData["LoopTime"]) * 1000;
if (musicData["EndTime"] != null) FlxG.sound.music.endTime = Std.parseFloat(musicData["EndTime"]) * 1000;
if (musicData["Offset"] != null) FlxG.sound.music.offset = Std.parseFloat(musicData["Offset"]) * 1000;
var timeSignParsed:Array<Null<Float>> = musicData["TimeSignature"] == null ? [] : [for(s in musicData["TimeSignature"].split("/")) Std.parseFloat(s)];
var beatsPerMeasure:Float = Flags.DEFAULT_BEATS_PER_MEASURE, stepsPerBeat:Float = Flags.DEFAULT_STEPS_PER_BEAT;
if (timeSignParsed.length == 2) {
beatsPerMeasure = Math.isNaN(timeSignParsed[0]) ? Flags.DEFAULT_BEATS_PER_MEASURE : timeSignParsed[0];
stepsPerBeat = Math.isNaN(timeSignParsed[1]) ? Flags.DEFAULT_STEPS_PER_BEAT : (16 / timeSignParsed[1]); // from denominator
}
var bpm:Float = Std.parseFloat(musicData["BPM"]).getDefault(DefaultBPM);
Conductor.changeBPM(bpm, beatsPerMeasure, Math.floor(stepsPerBeat));
}
else
Conductor.changeBPM(DefaultBPM);
FlxG.sound.music.play();
}
/**
* Plays a specified Menu SFX.
* @param menuSFX Menu SFX to play
* @param volume At which volume it should play
*/
@:noUsing public static inline function playMenuSFX(menuSFX:CoolSfx = SCROLL, volume:Float = 1):FlxSound {
return FlxG.sound.play(Paths.sound(switch(menuSFX) {
case CONFIRM: Flags.DEFAULT_MENU_CONFIRM_SOUND;
case CANCEL: Flags.DEFAULT_MENU_CANCEL_SOUND;
case SCROLL: Flags.DEFAULT_MENU_SCROLL_SOUND;
case CHECKED: Flags.DEFAULT_EDITOR_CHECKBOXCHECKED_SOUND;
case UNCHECKED: Flags.DEFAULT_EDITOR_CHECKBOXUNCHECKED_SOUND;
case WARNING: Flags.DEFAULT_EDITOR_WARNING_SOUND;
default: Flags.DEFAULT_MENU_SCROLL_SOUND;
}), volume * Options.volumeSFX);
}
/**
* Allows you to split a text file from a path, into a "cool text file", AKA a list. Allows for comments. For example,
* `# comment`
* `test1`
* ` `
* `test2`
* will return `["test1", "test2"]`
* @param path
* @return Array<String>
*/
@:noUsing public static function coolTextFile(path:String):Array<String>
{
var trim:String;
return [for(line in Assets.getText(path).split("\n")) if ((trim = line.trim()) != "" && !trim.startsWith("#")) trim];
}
/**
* Returns an array of number from min to max. Equivalent of `[for (i in min...max) i]`.
* @param max Max value
* @param min Minimal value (0)
* @return Array<Int> Final array
*/
@:noUsing public static inline function numberArray(max:Int, ?min:Int = 0):Array<Int>
{
/*return [for (i in min...max) i];*/
// Reason for change:
// Old one uses push instead of creating an array with the wanted size.
var len:Int = CoolUtil.maxInt(max - min, 0);
#if cpp
var arr:Array<Int> = untyped __cpp__("::Array_obj< int >::__new({0})", len);
#else
var arr:Array<Int> = [];
arr.resize(len);
#end
for(i in 0...len)
arr[i] = i + min;
return arr;
}
@:noUsing public static inline function numberArrayOld(max:Int, ?min:Int = 0):Array<Int>
{
return [for (i in min...max) i];
}
/**
* Switches frames from 2 FlxAnimations.
* @param anim1 First animation
* @param anim2 Second animation
*/
@:noUsing public static function switchAnimFrames(anim1:FlxAnimation, anim2:FlxAnimation) {
if (anim1 == null || anim2 == null) return;
var old = anim1.frames;
anim1.frames = anim2.frames;
anim2.frames = old;
}
/**
* Swaps two animations on an animation controller.
* @param animation Animation controller
* @param anim1 First animation
* @param anim2 Second animation
*/
public static function swapAnims(animation:FlxAnimationController, anim1:String, anim2:String) @:privateAccess {
var flxAnim1 = animation.getByName(anim1);
animation._animations.remove(anim1);
var flxAnim2 = animation.getByName(anim2);
animation._animations.remove(anim2);
if (flxAnim1 != null) {
flxAnim1.name = anim2;
animation._animations.set(anim2, flxAnim1);
}
if (flxAnim2 != null) {
flxAnim2.name = anim1;
animation._animations.set(anim1, flxAnim2);
}
}
/**
* Allows you to set a graphic size (ex: 150x150), with proper hitbox without a stretched sprite.
* @param sprite Sprite to apply the new graphic size to
* @param width Width
* @param height Height
* @param fill Whenever the sprite should fill instead of shrinking (true)
* @param maxScale Maximum scale (0 / none)
*/
public static inline function setUnstretchedGraphicSize(sprite:FlxSprite, width:Int, height:Int, fill:Bool = true, maxScale:Float = 0) {
sprite.setGraphicSize(width, height);
sprite.updateHitbox();
var nScale = (fill ? Math.max : Math.min)(sprite.scale.x, sprite.scale.y);
if (maxScale > 0 && nScale > maxScale) nScale = maxScale;
sprite.scale.set(nScale, nScale);
}
public static function setGraphicSizeFloat(sprite:FlxSprite, Width:Float = 0, Height:Float = 0):Void
{
if (Width <= 0 && Height <= 0)
return;
var newScaleX:Float = Width / sprite.frameWidth;
var newScaleY:Float = Height / sprite.frameHeight;
sprite.scale.set(newScaleX, newScaleY);
if (Width <= 0)
sprite.scale.x = newScaleY;
else if (Height <= 0)
sprite.scale.y = newScaleX;
}
/**
* Returns a simple string representation of a FlxKey. Used in Controls options.
* @param key Key
* @return Simple representation
*/
public static inline function keyToString(key:Null<FlxKey>):String {
return switch(key) {
case null | 0 | NONE: "---";
case LEFT: "←";
case DOWN: "↓";
case UP: "↑";
case RIGHT: "→";
case ESCAPE: "ESC";
case BACKSPACE: "[←]";
case NUMPADZERO: "#0";
case NUMPADONE: "#1";
case NUMPADTWO: "#2";
case NUMPADTHREE: "#3";
case NUMPADFOUR: "#4";
case NUMPADFIVE: "#5";
case NUMPADSIX: "#6";
case NUMPADSEVEN: "#7";
case NUMPADEIGHT: "#8";
case NUMPADNINE: "#9";
case NUMPADPLUS: "#+";
case NUMPADMINUS: "#-";
case NUMPADPERIOD: "#.";
case ZERO: "0";
case ONE: "1";
case TWO: "2";
case THREE: "3";
case FOUR: "4";
case FIVE: "5";
case SIX: "6";
case SEVEN: "7";
case EIGHT: "8";
case NINE: "9";
case PERIOD: ".";
default: key.toString();
}
}
/**
* Centers an object in a camera's field, basically `screenCenter()` but `camera.width` and `camera.height` are used instead of `FlxG.width` and `FlxG.height`.
* @param obj Sprite to center
* @param cam Camera
* @param axes Axes (XY)
*/
public static inline function cameraCenter(obj:FlxObject, cam:FlxCamera, axes:FlxAxes = XY) {
switch(axes) {
case XY:
obj.setPosition((cam.width - obj.width) / 2, (cam.height - obj.height) / 2);
case X:
obj.x = (cam.width - obj.width) / 2;
case Y:
obj.y = (cam.height - obj.height) / 2;
case NONE:
}
}
/**
* Equivalent of `setGraphicSize`, except that it can accept floats and automatically updates the hitbox.
* @param sprite Sprite to set the size of
* @param width Width
* @param height Height
*/
public static inline function setSpriteSize(sprite:FlxSprite, width:Float, height:Float) {
sprite.scale.set(width / sprite.frameWidth, height / sprite.frameHeight);
sprite.updateHitbox();
}
/**
* Gets an XML attribute from an `Access` abstract, without throwing an exception if invalid.
* Example: `xml.getAtt("test").getDefault("Hello, World!");`
* @param xml XML to get the attribute from
* @param name Name of the attribute
*/
public static inline function getAtt(xml:Access, name:String) {
/*if (!xml.has.resolve(name)) return null;
return xml.att.resolve(name);*/
// Reason for change:
// Old one has error checking 4 times, this one has it once.
var xml:Xml = xml.x;
if (xml.nodeType != Element) {
throw 'Bad node type, expected Element but found ${xml.nodeType}';
}
@:privateAccess
return xml.attributeMap.exists(name) ? xml.attributeMap.get(name) : null;
}
/**
* Sets automatically all the compatible formats to a text.
*
* WARNING: These are dependant from the font, so if the font doesn't support for example the `bold` format it won't work!
* @param text Text to set the format for
* @param formats Array of the formats (to get the formats from a node, you can use `XMLUtil.getTextFormats(node)`)
*/
public static function autoSetFormat(text:FlxText, formats:Array<TextFormat>) {
var i = 0;
@:privateAccess
for(format in formats) {
var fmtt = format.format;
var start = i;
var end = i + format.text.length;
i = end;
if(Reflect.fields(fmtt).length == 0) continue;
var fmt = new FlxTextFormat();
fmt.format.color = Reflect.hasField(fmtt, "color") ? FlxColor.fromString(fmtt.color) : text.color;
fmt.format.font = Reflect.hasField(fmtt, "font") ? Paths.getFontName(Paths.font(fmtt.font)) : text.font;
fmt.format.size = Reflect.hasField(fmtt, "size") ? Std.parseInt(fmtt.size) : text.size;
fmt.format.italic = Reflect.hasField(fmtt, "italic") ? fmtt.italic == "true" : text.italic;
fmt.format.bold = Reflect.hasField(fmtt, "bold") ? fmtt.bold == "true" : text.bold;
fmt.borderColor = Reflect.hasField(fmtt, "borderColor") ? FlxColor.fromString(fmtt.borderColor) : text.borderColor;
fmt.format.align = Reflect.hasField(fmtt, "align") ? TextFormatAlign.fromString(fmtt.align) : FlxTextAlign.toOpenFL(text.alignment);
if(Reflect.hasField(fmtt, "leading")) fmt.format.leading = Std.parseInt(fmtt.leading);
if(Reflect.hasField(fmtt, "kerning")) fmt.format.kerning = fmtt.kerning == "true";
if(Reflect.hasField(fmtt, "blockIndent")) fmt.format.blockIndent = Std.parseInt(fmtt.blockIndent);
if(Reflect.hasField(fmtt, "bullet")) fmt.format.bullet = fmtt.bullet == "true";
if(Reflect.hasField(fmtt, "indent")) fmt.format.indent = Std.parseInt(fmtt.indent);
if(Reflect.hasField(fmtt, "leftMargin")) fmt.format.leftMargin = Std.parseInt(fmtt.leftMargin);
if(Reflect.hasField(fmtt, "letterSpacing")) fmt.format.letterSpacing = Std.parseFloat(fmtt.letterSpacing);
if(Reflect.hasField(fmtt, "rightMargin")) fmt.format.rightMargin = Std.parseInt(fmtt.rightMargin);
if(Reflect.hasField(fmtt, "tabStops")) fmt.format.tabStops = [for(x in cast(fmtt.tabStops, String).split(",")) Std.parseInt(x)];
if(Reflect.hasField(fmtt, "underline")) fmt.format.underline = fmtt.underline == "true";
text.addFormat(fmt, start, end);
}
return text;
}
/**
* Loads an animated graphic, and automatically animates it.
* @param spr Sprite to load the graphic for
* @param path Path to the graphic
*/
public static function loadAnimatedGraphic(spr:FlxSprite, path:String, fps:Float = 24.0) {
spr.frames = Paths.getFrames(path, true);
if (spr.frames != null && spr.frames.frames != null) {
spr.animation.add("idle", [for(i in 0...spr.frames.frames.length) i], fps, true);
spr.animation.play("idle");
}
return spr;
}
/**
* Copies a color transform from color1 to color2
* @param color1 Color transform to copy to
* @param color2 Color transform to copy from
*/
public static inline function copyColorTransform(color1:ColorTransform, color2:ColorTransform) {
color1.alphaMultiplier = color2.alphaMultiplier;
color1.alphaOffset = color2.alphaOffset;
color1.blueMultiplier = color2.blueMultiplier;
color1.blueOffset = color2.blueOffset;
color1.greenMultiplier = color2.greenMultiplier;
color1.greenOffset = color2.greenOffset;
color1.redMultiplier = color2.redMultiplier;
color1.redOffset = color2.redOffset;
}
/**
* Resets an FlxSprite
* @param spr Sprite to reset
* @param x New X position
* @param y New Y position
*/
public static function resetSprite(spr:FlxSprite, x:Float, y:Float) {
spr.reset(x, y);
spr.alpha = 1;
spr.visible = true;
spr.active = true;
spr.acceleration.set();
spr.velocity.set();
spr.drag.set();
spr.antialiasing = FlxSprite.defaultAntialiasing;
spr.frameOffset.set();
FlxTween.cancelTweensOf(spr);
}
/**
* Gets the macro class created by hscript-improved for an abstract / enum
*/
@:noUsing public static inline function getMacroAbstractClass(className:String) {
return Type.resolveClass(className + '_HSC');
}
/**
* Basically indexOf, but starts from the end.
* @param array Array to scan
* @param element Element
* @return Index, or -1 if unsuccessful.
*/
public static inline function indexOfFromLast<T>(array:Array<T>, element:T):Int {
/*var i = array.length - 1;
while(i >= 0) {
if (array[i] == element)
break;
i--;
}
return i;*/
// Reason for change:
// Old one was made because at the time we didnt know the lastIndexOf function.
return array.lastIndexOf(element);
}
/**
* Clears the content of an array
*/
public static inline function clear<T>(array:Array<T>):Array<T> {
// while(array.length > 0)
// array.shift();
array.resize(0);
return array;
}
/**
* Push an entire group into an array.
* @param array Array to push the group into
* @param ...args Group entries
* @return Array<T>
*/
public static inline function pushGroup<T>(array:Array<T>, ...args:T):Array<T> {
for(a in args)
array.push(a);
return array;
}
/**
* Opens an URL in the browser.
* @param url
*/
@:noUsing public static inline function openURL(url:String) {
#if linux
// generally `xdg-open` should work in every distro
var cmd = Sys.command("xdg-open", [url]);
// run old command JUST IN CASE it fails, which it shouldn't
if (cmd != 0) cmd = Sys.command("/usr/bin/xdg-open", [url]);
#else
FlxG.openURL(url);
#end
}
/**
* Browse a path in the operating system's explorer
* @param path
*/
public static inline function browsePath(path:String) {
var formattedPath:String = Path.normalize(path);
#if windows
formattedPath = formattedPath.replace("/", "\\");
Sys.command("explorer", [formattedPath]);
#elseif mac
Sys.command("open", [formattedPath]);
#elseif linux
var cmd = Sys.command("xdg-open", [formattedPath]);
if (cmd != 0) cmd = Sys.command("/usr/bin/xdg-open", [formattedPath]);
#end
}
/**
* Converts a timestamp to a readable format such as `01:22` (`mm:ss`)
*/
public static inline function timeToStr(time:Float)
return '${Std.string(Std.int(time / 60000)).addZeros(2)}:${Std.string(Std.int(time / 1000) % 60).addZeros(2)}.${Std.string(Std.int(time % 1000)).addZeros(3)}';
/**
* Stops a sound, set its time to 0 then play it again.
* @param sound Sound to replay.
*/
public static inline function replay(sound:FlxSound) sound.play(true, 0);
/**
* Equivalent of `Math.max`, except doesn't require a Int -> Float -> Int conversion.
* @param p1
* @param p2
* @return return p1 < p2 ? p2 : p1
*/
@:noUsing public static inline function maxInt(p1:Int, p2:Int)
return p1 < p2 ? p2 : p1;
/**
* Equivalent of `Math.min`, except doesn't require a Int -> Float -> Int conversion.
* @param p1
* @param p2
* @return return p1 > p2 ? p2 : p1
*/
@:noUsing public static inline function minInt(p1:Int, p2:Int)
return p1 > p2 ? p2 : p1;
/**
* Equivalent of `Math.floor`, except doesn't require a Int -> Float -> Int conversion.
* @param e Value to get the floor of.
*/
public static inline function floorInt(e:Float) {
var r = Std.int(e);
if (e < 0 && r != e)
r--;
return r;
}
/**
* Quantizes a value to a certain amount.
* Example: `quantize(2.5543, 1)` will return `2.0`
* Example: `quantize(2.5543, 10)` will return `2.5`
* Example: `quantize(2.5543, 100)` will return `2.55`
*
* @param Value Value to quantize
* @param Quant Quantization amount
*/
@:noUsing public static inline function quantize(Value:Float, Quant:Float) {
return Math.fround(Value * Quant) / Quant;
}
/**
* Sets a SoundFrontEnd's music to a FlxSound.
* Example: `FlxG.sound.setMusic(music);`
* @param frontEnd SoundFrontEnd to set the music of
* @param music Music
*/
public static inline function setMusic(frontEnd:SoundFrontEnd, music:FlxSound) {
if (frontEnd.music == music) return;
if (frontEnd.music != null) @:privateAccess frontEnd.destroySound(frontEnd.music);
frontEnd.list.remove(music);
frontEnd.defaultMusicGroup.add(frontEnd.music = music);
}
/**
* Gets the FlxEase from a string.
* @param mainEase Main ease
* @param suffix Suffix (Ignored if `mainEase` is `linear`)
*/
@:noUsing public static inline function flxeaseFromString(mainEase:String, ?suffix:String)
return Reflect.field(FlxEase, mainEase + (mainEase == "linear" || suffix == null ? "" : suffix));
/*
* Returns the filename of a path, without the extension.
* @param path Path to get the filename from
* @return Filename
*/
@:noUsing public static inline function getFilename(file:String) {
var file = new haxe.io.Path(file);
return file.file;
}
@:noUsing public static function getClosestAngle(angle:Float, targetAngle:Float):Float {
var diff:Float = angle - targetAngle;
if (diff < -180) diff += 360;
else if (diff > 180) diff -= 360;
return angle - diff;
}
/**
* Returns the screen position of an object, while taking the camera zoom into account.
*
* @param object Any `FlxObject`
* @param camera The desired "screen" coordinate space. If `null`, `FlxG.camera` is used.
* @param result Optional arg for the returning point
* @return The screen position of the object.
*/
public static function worldToScreenPosition(object:FlxObject, ?camera:FlxCamera, ?result:FlxPoint) {
if (result == null)
result = FlxPoint.get();
if (camera == null)
camera = FlxG.camera;