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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.
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