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Catch up with upstream. #3
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…bled. Also, tiny cleanup of some FlxSound things.
OCD cleanup.
Squashed commit: [08aa03d] better "null" check [dc9a674] fix ifs [1c9febd] fix crash on legacy [ffe6838] minor cleanup [f72cace] this needs to be outside the #if flash conditional, that's probably why I had it at the bottom before [3ded9b2] style fixes / cleanup [4d1dd74] quick fix [7c77870] Make analog sticks emit "fake" digital actions for left/right/up/down movement, and add ID's that make it simple to use them. Makes it easy to use an Analog stick as if it were a DPAD, a very popular input pattern. This behavior was already implemented on legacy, but the API for it was buried. I added top level FlxGamepadInputID's for the digital events, and refactored things so that Next can emit these events as well. Also, I added a "value" property to the FlxGamepadButton for storing last frame's analog input value, which should remove the requirement for FlxActions to call check() every frame in order to get accurate JUST_MOVED / JUST_STOPPED behavior. (+6 squashed commit) Squashed commit: [1c9febd] fix crash on legacy [ffe6838] minor cleanup [f72cace] this needs to be outside the #if flash conditional, that's probably why I had it at the bottom before [3ded9b2] style fixes / cleanup [4d1dd74] quick fix [7c77870] Make analog sticks emit "fake" digital actions for left/right/up/down movement, and add ID's that make it simple to use them. Makes it easy to use an Analog stick as if it were a DPAD, a very popular input pattern. This behavior was already implemented on legacy, but the API for it was buried. I added top level FlxGamepadInputID's for the digital events, and refactored things so that Next can emit these events as well. Also, I added a "value" property to the FlxGamepadButton for storing last frame's analog input value, which should remove the requirement for FlxActions to call check() every frame in order to get accurate JUST_MOVED / JUST_STOPPED behavior. (+4 squashed commit) Squashed commit: [f72cace] this needs to be outside the #if flash conditional, that's probably why I had it at the bottom before [3ded9b2] style fixes / cleanup [4d1dd74] quick fix [7c77870] Make analog sticks emit "fake" digital actions for left/right/up/down movement, and add ID's that make it simple to use them. Makes it easy to use an Analog stick as if it were a DPAD, a very popular input pattern. This behavior was already implemented on legacy, but the API for it was buried. I added top level FlxGamepadInputID's for the digital events, and refactored things so that Next can emit these events as well. Also, I added a "value" property to the FlxGamepadButton for storing last frame's analog input value, which should remove the requirement for FlxActions to call check() every frame in order to get accurate JUST_MOVED / JUST_STOPPED behavior. (+2 squashed commit) Squashed commit: [4d1dd74] quick fix [7c77870] Make analog sticks emit "fake" digital actions for left/right/up/down movement, and add ID's that make it simple to use them. Makes it easy to use an Analog stick as if it were a DPAD, a very popular input pattern. This behavior was already implemented on legacy, but the API for it was buried. I added top level FlxGamepadInputID's for the digital events, and refactored things so that Next can emit these events as well. Also, I added a "value" property to the FlxGamepadButton for storing last frame's analog input value, which should remove the requirement for FlxActions to call check() every frame in order to get accurate JUST_MOVED / JUST_STOPPED behavior.
gamepad analog dpads (squashed)
This causes issues with checkstyle (HaxeCheckstyle/haxe-checkstyle#44). [skip ci]
This causes issues with checkstyle (HaxeCheckstyle/haxe-checkstyle#43) and is bad style to begin with (cast is not a function). [skip ci]
checkstyle "EmptyLines" check. [skip ci]
checkstyle "IndentationCharacter" check. [skip ci]
checkstyle "ConstantName" check.
checkstyle "LocalVariableName" check.
These were previously not added because of checkstyle bugs that are now fixed. [skip ci]
Otherwise this appears as the doc for new() when generating docs for web targets.
(embedded by the Readme - lib.haxe.org displays Readmes)
Removing color hack + preventing filter changes every frame
FlxSound: add loopTime, closes #1662
This was probably some leftover debug trace.
[skip ci]
… cursors related to #1775
Only happened on Flash with the native cursor API. closes #1775
Conflicts: flixel/system/debug/log/BitmapLog.hx
This is useful to avoid hacky code for the debugger and VCR.
Makes conditionals more readable / easier to write.
Not opposed to NME support in principle, but there are other compilation issues, so this was just dead code.
Conflicts: CHANGELOG.md flixel/FlxG.hx
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