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Catch up with upstream. #3

Merged
merged 77 commits into from
Mar 17, 2016
Merged

Catch up with upstream. #3

merged 77 commits into from
Mar 17, 2016

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IBwWG
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@IBwWG IBwWG commented Mar 17, 2016

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winterismute and others added 30 commits February 20, 2016 18:51
…bled.

Also, tiny cleanup of some FlxSound things.
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.
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.
Gama11 added 28 commits March 14, 2016 23:08
(embedded by the Readme - lib.haxe.org displays Readmes)
Removing color hack + preventing filter changes every frame
This was probably some leftover debug trace.
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
IBwWG pushed a commit that referenced this pull request Mar 17, 2016
Catch up with upstream.
@IBwWG IBwWG merged commit 77fcb10 into codingthat:dev Mar 17, 2016
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8 participants