-
Notifications
You must be signed in to change notification settings - Fork 454
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
Rudimentary Gamepad Recording and Loading Support for FlxReplay #3330
Open
agmass
wants to merge
7
commits into
HaxeFlixel:dev
Choose a base branch
from
agmass:dev
base: dev
Could not load branches
Branch not found: {{ refName }}
Loading
Could not load tags
Nothing to show
Loading
Are you sure you want to change the base?
Some commits from the old base branch may be removed from the timeline,
and old review comments may become outdated.
Open
Changes from all commits
Commits
Show all changes
7 commits
Select commit
Hold shift + click to select a range
d523576
start some work
agmass 54ed73d
will this fix it
agmass c187165
finished?
agmass 0c2d60c
refactor some comments
agmass aee4fc9
only save inputs when using gameinput_api
agmass be04f00
don't give 0-axis values
agmass 623e68e
change FLX_GAMEINPUT_API to FLX_GAMEPAD
Geokureli File filter
Filter by extension
Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.
Oops, something went wrong.
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Can you talk about why this is needed?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I'm editing the axis list upon playback (i'm not entirely sure if there's a better way to edit the axises of a gamepad, that's just what i was able to find) but if i don't specify the gamepad has to find it's axis from there, the gamepad will pull it directly from the input device. Along with this, the recording could double-up the axis flip as getAxisValue() flips it once during playback and could flip it again if called raw when recording. I wasn't sure if making a new variable inside FlxGamepad or making a new class overriding this was the better choice