Merge branch 'gamepadsupport' of https://github.com/karlmacklin/phaser into karlmacklin-gamepadsupport

Conflicts:
	README.md
This commit is contained in:
photonstorm
2013-12-31 00:43:54 +00:00
parent ba74bea4b4
commit 29d7cc36a0
19 changed files with 3541 additions and 0 deletions
+543
View File
@@ -0,0 +1,543 @@
/**
* @author @karlmacklin <tacklemcclean@gmail.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Gamepad class handles looking after gamepad input for your game.
* Remember to call gamepad.start(); expecting input!
*
* HTML5 GAMEPAD API SUPPORT IS AT AN EXPERIMENTAL STAGE!
* At moment of writing this (end of 2013) only Chrome supports parts of it out of the box. Firefox supports it
* via prefs flags (about:config, search gamepad). The browsers map the same controllers differently.
* This class has constans for Windows 7 Chrome mapping of
* XBOX 360 controller.
*
* @class Phaser.Gamepad
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Gamepad = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Array} _gamepads - The four Phaser Gamepads.
* @private
*/
this._gamepads = [
new Phaser.SinglePad(game,this),
new Phaser.SinglePad(game,this),
new Phaser.SinglePad(game,this),
new Phaser.SinglePad(game,this)
];
/**
* @property {Object} _gamepadIndexMap - Maps the browsers gamepad indices to our Phaser Gamepads
* @private
*/
this._gamepadIndexMap = {};
/**
* @property {Array} _rawPads - The raw state of the gamepads from the browser
* @private
*/
this._rawPads = [];
/**
* @property {boolean} _active - Private flag for whether or not the API is polled
* @private
*/
this._active = false;
/**
* You can disable all Gamepad Input by setting disabled to true. While true all new input related events will be ignored.
* @property {boolean} disabled - The disabled state of the Gamepad.
* @default
*/
this.disabled = false;
/**
* Whether or not gamepads are supported* in current browser. * = This check is actually not accurate at all due to poor implementation.
* @property {boolean} _gamepadSupportAvailable - Gamepad supported in this browser or not.
* @private
* @default
*/
this._gamepadSupportAvailable = !!navigator.webkitGetGamepads || !!navigator.webkitGamepads || (navigator.userAgent.indexOf('Firefox/') != -1);
/**
* Used to check for differences between earlier polls and current state of gamepads.
* @property {Array} _prevRawGamepadTypes
* @private
* @default
*/
this._prevRawGamepadTypes = [];
/**
* Used to check for differences between earlier polls and current state of gamepads.
* @property {Array} _prevTimestamps
* @private
* @default
*/
this._prevTimestamps = [];
/**
* @property {Object} callbackContext - The context under which the callbacks are run.
*/
this.callbackContext = this;
/**
* @property {function} onConnectCallback - This callback is invoked every time any gamepad is connected
*/
this.onConnectCallback = null;
/**
* @property {function} onDisconnectCallback - This callback is invoked every time any gamepad is disconnected
*/
this.onDisconnectCallback = null;
/**
* @property {function} onDownCallback - This callback is invoked every time any gamepad button is pressed down.
*/
this.onDownCallback = null;
/**
* @property {function} onUpCallback - This callback is invoked every time any gamepad button is released.
*/
this.onUpCallback = null;
/**
* @property {function} onAxisCallback - This callback is invoked every time any gamepad axis is changed.
*/
this.onAxisCallback = null;
/**
* @property {function} onFloatCallback - This callback is invoked every time any gamepad button is changed to a value where value > 0 and value < 1.
*/
this.onFloatCallback = null;
/**
* @property {function} _ongamepadconnected - Private callback for Firefox gamepad connection handling
* @private
*/
this._ongamepadconnected = null;
/**
* @property {function} _gamepaddisconnected - Private callback for Firefox gamepad connection handling
* @private
*/
this._gamepaddisconnected = null;
};
Phaser.Gamepad.prototype = {
/**
* Add callbacks to the main Gamepad handler to handle connect/disconnect/button down/button up/axis change/float value buttons
* @method Phaser.Gamepad#addCallbacks
* @param {Object} context - The context under which the callbacks are run.
* @param {Object} callbacks - Object that takes six different callbak methods:
* onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback
*/
addCallbacks: function (context, callbacks) {
if (typeof callbacks !== 'undefined') {
this.onConnectCallback = (typeof callbacks.onConnect === 'function') ? callbacks.onConnect : this.onConnectCallback;
this.onDisconnectCallback = (typeof callbacks.onDisconnect === 'function') ? callbacks.onDisconnect : this.onDisconnectCallback;
this.onDownCallback = (typeof callbacks.onDown === 'function') ? callbacks.onDown : this.onDownCallback;
this.onUpCallback = (typeof callbacks.onUp === 'function') ? callbacks.onUp : this.onUpCallback;
this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback;
this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback;
}
},
// /**
// * Removes a Button object from the Gamepad manager.
// *
// * @method Phaser.Gamepad#removeKey
// * @param {number} buttoncode - The buttoncode of the button to remove, i.e. Phaser.Gamepad.0 or Phaser.Gamepad.1
// */
// removeButton: function (buttoncode) {
//
// delete (this._hotbuttons[buttoncode]);
//
// },
/**
* Starts the Gamepad event handling.
* This MUST be called manually before Phaser will start polling the Gamepad API.
*
* @method Phaser.Gamepad#start
*/
start: function () {
this._active = true;
var _this = this;
this._ongamepadconnected = function(event) {
var newPad = event.gamepad;
_this._rawPads.push(newPad);
_this._gamepads[newPad.index].connect(newPad);
};
window.addEventListener('gamepadconnected', this._ongamepadconnected, false);
this._ongamepaddisconnected = function(event) {
var removedPad = event.gamepad;
for (var i in _this._rawPads) {
if(_this._rawPads[i].index === removedPad.index) {
_this._rawPads.splice(i,1);
}
}
_this._gamepads[removedPad.index].disconnect();
};
window.addEventListener('gamepaddisconnected', this._ongamepaddisconnected, false);
},
/**
* Main gamepad update loop. Should not be called manually.
* @method Phaser.Gamepad#update
*/
update: function () {
this._pollGamepads();
for (var i = 0; i < this._gamepads.length; i += 1) {
if(this._gamepads[i]._connected) {
this._gamepads[i].pollStatus();
}
}
},
/**
* Updating connected gamepads (for Google Chrome).
* Should not be called manually.
* @method Phaser.Gamepad#_pollGamepads
*/
_pollGamepads: function () {
var rawGamepads = (navigator.webkitGetGamepads && navigator.webkitGetGamepads()) || navigator.webkitGamepads;
if(rawGamepads) {
this._rawPads = [];
var gamepadsChanged = false;
for (var i = 0; i < rawGamepads.length; i += 1) {
if (typeof rawGamepads[i] !== this._prevRawGamepadTypes[i]) {
gamepadsChanged = true;
this._prevRawGamepadTypes[i] = typeof rawGamepads[i];
}
if (rawGamepads[i]) {
this._rawPads.push(rawGamepads[i]);
}
// Support max 4 pads at the moment
if(i === 3) {
break;
}
}
if(gamepadsChanged) {
var validConnections = {rawIndices:{},padIndices:{}};
var singlePad;
for (var j = 0; j < this._gamepads.length; j += 1) {
singlePad = this._gamepads[j];
if(singlePad.connected) {
for(var k = 0; k < this._rawPads.length; k += 1) {
if(this._rawPads[k].index === singlePad.index) {
validConnections.rawIndices[singlePad.index] = true;
validConnections.padIndices[j] = true;
}
}
}
}
for (var l = 0; l < this._gamepads.length; l += 1) {
singlePad = this._gamepads[l];
if(validConnections.padIndices[l]) {
continue;
}
if(this._rawPads.length < 1) {
singlePad.disconnect();
}
for (var m = 0; m < this._rawPads.length; m +=1) {
if(validConnections.padIndices[l]) {
break;
}
var rawPad = this._rawPads[m];
if (rawPad) {
if(validConnections.rawIndices[rawPad.index]) {
singlePad.disconnect();
continue;
} else {
singlePad.connect(rawPad);
validConnections.rawIndices[rawPad.index] = true;
validConnections.padIndices[l] = true;
}
} else {
singlePad.disconnect();
}
}
}
}
}
},
/**
* Sets the deadZone variable for all four gamepads
* @method Phaser.Gamepad#setDeadZones
*/
setDeadZones: function (value) {
for(var i = 0; i < this._gamepads.length; i += 1) {
this._gamepads[i].deadZone = value;
}
},
/**
* Stops the Gamepad event handling.
*
* @method Phaser.Gamepad#stop
*/
stop: function () {
this._active = false;
var _this = this;
window.removeEventListener('gamepadconnected', this._ongamepadconnected);
window.removeEventListener('gamepaddisconnected', this._ongamepaddisconnected);
},
/**
* Reset all buttons/axes of all gamepads
* @method Phaser.Gamepad#reset
*/
reset: function () {
this.update();
for(var i = 0; i < this._gamepads.length; i += 1) {
this._gamepads[i].reset();
}
},
/**
* Returns the "just pressed" state of a button from ANY gamepad connected. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
* @method Phaser.Gamepad#justPressed
* @param {number} buttonCode - The buttonCode of the button to check for.
* @param {number} [duration=250] - The duration below which the button is considered as being just pressed.
* @return {boolean} True if the button is just pressed otherwise false.
*/
justPressed: function (buttonCode, duration) {
for(var i = 0; i < this._gamepads.length; i += 1) {
if( this._gamepads[i].justPressed(buttonCode, duration) == true ) {
return true;
}
}
return false;
},
/**
* Returns the "just released" state of a button from ANY gamepad connected. Just released is considered as being true if the button was released within the duration given (default 250ms).
* @method Phaser.Gamepad#justPressed
* @param {number} buttonCode - The buttonCode of the button to check for.
* @param {number} [duration=250] - The duration below which the button is considered as being just released.
* @return {boolean} True if the button is just released otherwise false.
*/
justReleased: function (buttonCode, duration) {
for(var i = 0; i < this._gamepads.length; i += 1) {
if( this._gamepads[i].justReleased(buttonCode, duration) == true ) {
return true;
}
}
return false;
},
/**
* Returns true if the button is currently pressed down, on ANY gamepad.
* @method Phaser.Gamepad#isDown
* @param {number} buttonCode - The buttonCode of the button to check for.
* @return {boolean} True if a button is currently down.
*/
isDown: function (buttonCode) {
for(var i = 0; i < this._gamepads.length; i += 1) {
if( this._gamepads[i].isDown(buttonCode) == true ) {
return true;
}
}
return false;
}
};
/**
* If the gamepad input is active or not - if not active it should not be updated from Input.js
* @name Phaser.Gamepad#active
* @property {boolean} active - If the gamepad input is active or not.
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "active", {
get: function () {
return this._active;
}
});
/**
* Whether or not gamepads are supported in current browser.
* @name Phaser.Gamepad#supported
* @property {boolean} supported - Whether or not gamepads are supported in current browser.
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "supported", {
get: function () {
return this._gamepadSupportAvailable;
}
});
/**
* How many live gamepads are currently connected.
* @name Phaser.Gamepad#padsConnected
* @property {boolean} padsConnected - How many live gamepads are currently connected.
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "padsConnected", {
get: function () {
return this._rawPads.length;
}
});
/**
* Gamepad #1
* @name Phaser.Gamepad#pad1
* @property {boolean} pad1 - Gamepad #1;
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "pad1", {
get: function () {
return this._gamepads[0];
}
});
/**
* Gamepad #2
* @name Phaser.Gamepad#pad2
* @property {boolean} pad2 - Gamepad #2
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "pad2", {
get: function () {
return this._gamepads[1];
}
});
/**
* Gamepad #3
* @name Phaser.Gamepad#pad3
* @property {boolean} pad3 - Gamepad #3
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "pad3", {
get: function () {
return this._gamepads[2];
}
});
/**
* Gamepad #4
* @name Phaser.Gamepad#pad4
* @property {boolean} pad4 - Gamepad #4
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "pad4", {
get: function () {
return this._gamepads[3];
}
});
Phaser.Gamepad.BUTTON_0 = 0;
Phaser.Gamepad.BUTTON_1 = 1;
Phaser.Gamepad.BUTTON_2 = 2;
Phaser.Gamepad.BUTTON_3 = 3;
Phaser.Gamepad.BUTTON_4 = 4;
Phaser.Gamepad.BUTTON_5 = 5;
Phaser.Gamepad.BUTTON_6 = 6;
Phaser.Gamepad.BUTTON_7 = 7;
Phaser.Gamepad.BUTTON_8 = 8;
Phaser.Gamepad.BUTTON_9 = 9;
Phaser.Gamepad.BUTTON_10 = 10;
Phaser.Gamepad.BUTTON_11 = 11;
Phaser.Gamepad.BUTTON_12 = 12;
Phaser.Gamepad.BUTTON_13 = 13;
Phaser.Gamepad.BUTTON_14 = 14;
Phaser.Gamepad.BUTTON_15 = 15;
Phaser.Gamepad.AXIS_0 = 0;
Phaser.Gamepad.AXIS_1 = 1;
Phaser.Gamepad.AXIS_2 = 2;
Phaser.Gamepad.AXIS_3 = 3;
Phaser.Gamepad.AXIS_4 = 4;
Phaser.Gamepad.AXIS_5 = 5;
Phaser.Gamepad.AXIS_6 = 6;
Phaser.Gamepad.AXIS_7 = 7;
Phaser.Gamepad.AXIS_8 = 8;
Phaser.Gamepad.AXIS_9 = 9;
// Below mapping applies to XBOX 360 Wired and Wireless controller on Google Chrome (tested on Windows 7).
// - Firefox uses different map! Separate amount of buttons and axes. DPAD = axis and not a button.
// In other words - discrepancies when using gamepads.
Phaser.Gamepad.XBOX360_A = 0;
Phaser.Gamepad.XBOX360_B = 1;
Phaser.Gamepad.XBOX360_X = 2;
Phaser.Gamepad.XBOX360_Y = 3;
Phaser.Gamepad.XBOX360_LEFT_BUMPER = 4;
Phaser.Gamepad.XBOX360_RIGHT_BUMPER = 5;
Phaser.Gamepad.XBOX360_LEFT_TRIGGER = 6;
Phaser.Gamepad.XBOX360_RIGHT_TRIGGER = 7;
Phaser.Gamepad.XBOX360_BACK = 8;
Phaser.Gamepad.XBOX360_START = 9;
Phaser.Gamepad.XBOX360_STICK_LEFT_BUTTON = 10;
Phaser.Gamepad.XBOX360_STICK_RIGHT_BUTTON = 11;
Phaser.Gamepad.XBOX360_DPAD_LEFT = 14;
Phaser.Gamepad.XBOX360_DPAD_RIGHT = 15;
Phaser.Gamepad.XBOX360_DPAD_UP = 12;
Phaser.Gamepad.XBOX360_DPAD_DOWN = 13;
Phaser.Gamepad.XBOX360_STICK_LEFT_X = 0;
Phaser.Gamepad.XBOX360_STICK_LEFT_Y = 1;
Phaser.Gamepad.XBOX360_STICK_RIGHT_X = 2;
Phaser.Gamepad.XBOX360_STICK_RIGHT_Y = 3;
+172
View File
@@ -0,0 +1,172 @@
/**
* @author @karlmacklin <tacklemcclean@gmail.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @class Phaser.GamepadButton
* @classdesc If you need more fine-grained control over the handling of specific buttons you can create and use Phaser.GamepadButton objects.
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {number} buttoncode - The button code this GamepadButton is responsible for.
*/
Phaser.GamepadButton = function (game, buttoncode) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {boolean} isDown - The "down" state of the button.
* @default
*/
this.isDown = false;
/**
* @property {boolean} isUp - The "up" state of the button.
* @default
*/
this.isUp = false;
/**
* @property {number} timeDown - The timestamp when the button was last pressed down.
* @default
*/
this.timeDown = 0;
/**
* If the button is down this value holds the duration of that button press and is constantly updated.
* If the button is up it holds the duration of the previous down session.
* @property {number} duration - The number of milliseconds this button has been held down for.
* @default
*/
this.duration = 0;
/**
* @property {number} timeUp - The timestamp when the button was last released.
* @default
*/
this.timeUp = 0;
/**
* @property {number} repeats - If a button is held down this holds down the number of times the button has 'repeated'.
* @default
*/
this.repeats = 0;
/**
* @property {number} value - Button value. Mainly useful for checking analog buttons (like shoulder triggers)
* @default
*/
this.value = 0;
/**
* @property {number} buttonCode - The buttoncode of this button.
*/
this.buttonCode = buttoncode;
/**
* @property {Phaser.Signal} onDown - This Signal is dispatched every time this GamepadButton is pressed down. It is only dispatched once (until the button is released again).
*/
this.onDown = new Phaser.Signal();
/**
* @property {Phaser.Signal} onUp - This Signal is dispatched every time this GamepadButton is pressed down. It is only dispatched once (until the button is released again).
*/
this.onUp = new Phaser.Signal();
/**
* @property {Phaser.Signal} onFloat - This Signal is dispatched every time this GamepadButton changes floating value (between (but not exactly) 0 and 1)
*/
this.onFloat = new Phaser.Signal();
};
Phaser.GamepadButton.prototype = {
/**
* Called automatically by Phaser.SinglePad.
* @method Phaser.GamepadButton#processButtonDown
* @param {Object} value - Button value
* @protected
*/
processButtonDown: function (value) {
if (this.isDown) {
this.duration = this.game.time.now - this.timeDown;
this.repeats++;
}
else {
this.isDown = true;
this.isUp = false;
this.timeDown = this.game.time.now;
this.duration = 0;
this.repeats = 0;
this.value = value;
this.onDown.dispatch(this, value);
}
},
/**
* Called automatically by Phaser.SinglePad.
* @method Phaser.GamepadButton#processButtonUp
* @param {Object} value - Button value
* @protected
*/
processButtonUp: function (value) {
this.isDown = false;
this.isUp = true;
this.timeUp = this.game.time.now;
this.value = value;
this.onUp.dispatch(this, value);
},
/**
* Called automatically by Phaser.Gamepad.
* @method Phaser.GamepadButton#processButtonFloat
* @param {Object} value - Button value
* @protected
*/
processButtonFloat: function (value) {
this.value = value;
this.onFloat.dispatch(this, value);
},
/**
* Returns the "just pressed" state of this button. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
* @method Phaser.GamepadButton#justPressed
* @param {number} [duration=250] - The duration below which the button is considered as being just pressed.
* @return {boolean} True if the button is just pressed otherwise false.
*/
justPressed: function (duration) {
if (typeof duration === "undefined") {
duration = 250;
}
return (this.isDown && this.duration < duration);
},
/**
* Returns the "just released" state of this button. Just released is considered as being true if the button was released within the duration given (default 250ms).
* @method Phaser.GamepadButton#justPressed
* @param {number} [duration=250] - The duration below which the button is considered as being just released.
* @return {boolean} True if the button is just pressed otherwise false.
*/
justReleased: function (duration) {
if (typeof duration === "undefined") {
duration = 250;
}
return (this.isDown === false && (this.game.time.now - this.timeUp < duration));
}
};
+12
View File
@@ -306,6 +306,13 @@ Phaser.Input.prototype = {
*/
mspointer: null,
/**
* The Gamepad Input manager.
* @property {Phaser.Gamepad} gamepad - The Gamepad Input manager.
* @default
*/
gamepad: null,
/**
* A Signal that is dispatched each time a pointer is pressed down.
* @property {Phaser.Signal} onDown
@@ -355,6 +362,7 @@ Phaser.Input.prototype = {
this.keyboard = new Phaser.Keyboard(this.game);
this.touch = new Phaser.Touch(this.game);
this.mspointer = new Phaser.MSPointer(this.game);
this.gamepad = new Phaser.Gamepad(this.game);
this.onDown = new Phaser.Signal();
this.onUp = new Phaser.Signal();
@@ -394,6 +402,7 @@ Phaser.Input.prototype = {
this.keyboard.stop();
this.touch.stop();
this.mspointer.stop();
this.gamepad.stop();
},
@@ -447,6 +456,8 @@ Phaser.Input.prototype = {
this._oldPosition.copyFrom(this.position);
this.mousePointer.update();
if (this.gamepad.active) { this.gamepad.update(); }
this.pointer1.update();
this.pointer2.update();
@@ -478,6 +489,7 @@ Phaser.Input.prototype = {
this.keyboard.reset();
this.mousePointer.reset();
this.gamepad.reset();
for (var i = 1; i <= 10; i++)
{
+517
View File
@@ -0,0 +1,517 @@
/**
* @author @karlmacklin <tacklemcclean@gmail.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @class Phaser.SinglePad
* @classdesc A single Phaser Gamepad
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {Object} padParent - The parent Phaser.Gamepad object (all gamepads reside under this)
*/
Phaser.SinglePad = function (game, padParent) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Phaser.Gamepad} padParent - Main Phaser Gamepad object
*/
this._padParent = padParent;
/**
* @property {number} index - The gamepad index as per browsers data
* @default
*/
this._index = null;
/**
* @property {Object} _rawPad - The 'raw' gamepad data.
* @private
*/
this._rawPad = null;
/**
* @property {boolean} _connected - Is this pad connected or not.
* @private
*/
this._connected = false;
/**
* @property {number} _prevTimestamp - Used to check for differences between earlier polls and current state of gamepads.
* @private
*/
this._prevTimestamp = null;
/**
* @property {Array} _rawButtons - The 'raw' button state.
* @private
*/
this._rawButtons = [];
/**
* @property {Array} _buttons - Current Phaser state of the buttons.
* @private
*/
this._buttons = [];
/**
* @property {Array} _axes - Current axes state.
* @private
*/
this._axes = [];
/**
* @property {Array} _hotkeys - Hotkey buttons.
* @private
*/
this._hotkeys = [];
/**
* @property {Object} callbackContext - The context under which the callbacks are run.
*/
this.callbackContext = this;
/**
* @property {function} onConnectCallback - This callback is invoked every time this gamepad is connected
*/
this.onConnectCallback = null;
/**
* @property {function} onDisconnectCallback - This callback is invoked every time this gamepad is disconnected
*/
this.onDisconnectCallback = null;
/**
* @property {function} onDownCallback - This callback is invoked every time a button is pressed down.
*/
this.onDownCallback = null;
/**
* @property {function} onUpCallback - This callback is invoked every time a gamepad button is released.
*/
this.onUpCallback = null;
/**
* @property {function} onAxisCallback - This callback is invoked every time an axis is changed.
*/
this.onAxisCallback = null;
/**
* @property {function} onFloatCallback - This callback is invoked every time a button is changed to a value where value > 0 and value < 1.
*/
this.onFloatCallback = null;
/**
* @property {number} deadZone - Dead zone for axis feedback - within this value you won't trigger updates.
*/
this.deadZone = 0.26;
};
Phaser.SinglePad.prototype = {
/**
* Add callbacks to the this Gamepad to handle connect/disconnect/button down/button up/axis change/float value buttons
* @method Phaser.Gamepad#addCallbacks
* @param {Object} context - The context under which the callbacks are run.
* @param {Object} callbacks - Object that takes six different callbak methods:
* onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback
*/
addCallbacks: function (context, callbacks) {
if (typeof callbacks !== 'undefined') {
this.onConnectCallback = (typeof callbacks.onConnect === 'function') ? callbacks.onConnect : this.onConnectCallback;
this.onDisconnectCallback = (typeof callbacks.onDisconnect === 'function') ? callbacks.onDisconnect : this.onDisconnectCallback;
this.onDownCallback = (typeof callbacks.onDown === 'function') ? callbacks.onDown : this.onDownCallback;
this.onUpCallback = (typeof callbacks.onUp === 'function') ? callbacks.onUp : this.onUpCallback;
this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback;
this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback;
}
},
/**
* If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method.
* The Key object can then be polled, have events attached to it, etc.
*
* @method Phaser.SinglePad#addButton
* @param {number} buttonCode - The buttonCode of the button, i.e. Phaser.Gamepad.BUTTON_0 or Phaser.Gamepad.BUTTON_1
* @return {Phaser.GamepadButton} The GamepadButton object which you can store locally and reference directly.
*/
addButton: function (buttonCode) {
this._hotkeys[buttonCode] = new Phaser.GamepadButton(this.game, buttonCode);
return this._hotkeys[buttonCode];
},
/**
* Main update function, should be called by Phaser.Gamepad
* @method Phaser.SinglePad#pollStatus
*/
pollStatus: function () {
if (this._rawPad.timestamp && (this._rawPad.timestamp == this._prevTimestamp)) {
return;
}
for (var i = 0; i < this._rawPad.buttons.length; i += 1) {
var buttonValue = this._rawPad.buttons[i];
if (this._rawButtons[i] !== buttonValue) {
if (buttonValue === 1) {
this.processButtonDown(i, buttonValue);
}
else if (buttonValue === 0) {
this.processButtonUp(i, buttonValue);
} else {
this.processButtonFloat(i, buttonValue);
}
this._rawButtons[i] = buttonValue;
}
}
var axes = this._rawPad.axes;
for (var j = 0; j < axes.length; j += 1) {
var axis = axes[j];
if (axis > 0 && axis > this.deadZone ||
axis < 0 && axis < -this.deadZone) {
this.processAxisChange({axis: j, value: axis});
} else {
this.processAxisChange({axis: j, value: 0});
}
}
this._prevTimestamp = this._rawPad.timestamp;
},
/**
* Gamepad connect function, should be called by Phaser.Gamepad
* @param {Object} rawPad - The raw gamepad object
* @method Phaser.SinglePad#connect
*/
connect: function (rawPad) {
var triggerCallback = !this._connected;
this._index = rawPad.index;
this._connected = true;
this._rawPad = rawPad;
this._rawButtons = rawPad.buttons;
this._axes = rawPad.axes;
if (triggerCallback && this._padParent.onConnectCallback) {
this._padParent.onConnectCallback.call(this._padParent.callbackContext, this._index);
}
if (triggerCallback && this.onConnectCallback) {
this.onConnectCallback.call(this.callbackContext);
}
},
/**
* Gamepad disconnect function, should be called by Phaser.Gamepad
* @method Phaser.SinglePad#disconnect
*/
disconnect: function () {
var triggerCallback = this._connected;
this._connected = false;
this._rawPad = undefined;
this._rawButtons = [];
this._buttons = [];
var disconnectingIndex = this._index;
this._index = null;
if (triggerCallback && this._padParent.onDisconnectCallback) {
this._padParent.onDisconnectCallback.call(this._padParent.callbackContext, disconnectingIndex);
}
if (triggerCallback && this.onDisconnectCallback) {
this.onDisconnectCallback.call(this.callbackContext);
}
},
/**
* Handles changes in axis
* @param {Object} axisState - State of the relevant axis
* @method Phaser.SinglePad#processAxisChange
*/
processAxisChange: function (axisState) {
if (this.game.input.disabled || this.game.input.gamepad.disabled) {
return;
}
if (this._axes[axisState.axis] === axisState.value) {
return;
}
this._axes[axisState.axis] = axisState.value;
if (this._padParent.onAxisCallback) {
this._padParent.onAxisCallback.call(this._padParent.callbackContext, axisState, this._index);
}
if (this.onAxisCallback) {
this.onAxisCallback.call(this.callbackContext, axisState);
}
},
/**
* Handles button down press
* @param {number} buttonCode - Which buttonCode of this button
* @param {Object} value - Button value
* @method Phaser.SinglePad#processButtonDown
*/
processButtonDown: function (buttonCode, value) {
if (this.game.input.disabled || this.game.input.gamepad.disabled) {
return;
}
if (this._padParent.onDownCallback) {
this._padParent.onDownCallback.call(this._padParent.callbackContext, buttonCode, value, this._index);
}
if (this.onDownCallback) {
this.onDownCallback.call(this.callbackContext, buttonCode, value);
}
if (this._buttons[buttonCode] && this._buttons[buttonCode].isDown) {
// Key already down and still down, so update
this._buttons[buttonCode].duration = this.game.time.now - this._buttons[buttonCode].timeDown;
}
else {
if (!this._buttons[buttonCode]) {
// Not used this button before, so register it
this._buttons[buttonCode] = {
isDown: true,
timeDown: this.game.time.now,
timeUp: 0,
duration: 0,
value: value
};
}
else {
// Button used before but freshly down
this._buttons[buttonCode].isDown = true;
this._buttons[buttonCode].timeDown = this.game.time.now;
this._buttons[buttonCode].duration = 0;
this._buttons[buttonCode].value = value;
}
}
if (this._hotkeys[buttonCode]) {
this._hotkeys[buttonCode].processButtonDown(value);
}
},
/**
* Handles button release
* @param {number} buttonCode - Which buttonCode of this button
* @param {Object} value - Button value
* @method Phaser.SinglePad#processButtonUp
*/
processButtonUp: function (buttonCode, value) {
if (this.game.input.disabled || this.game.input.gamepad.disabled) {
return;
}
if (this._padParent.onUpCallback) {
this._padParent.onUpCallback.call(this._padParent.callbackContext, buttonCode, value, this._index);
}
if (this.onUpCallback) {
this.onUpCallback.call(this.callbackContext, buttonCode, value);
}
if (this._hotkeys[buttonCode]) {
this._hotkeys[buttonCode].processButtonUp(value);
}
if (this._buttons[buttonCode]) {
this._buttons[buttonCode].isDown = false;
this._buttons[buttonCode].timeUp = this.game.time.now;
this._buttons[buttonCode].value = value;
}
else {
// Not used this key before, so register it
this._buttons[buttonCode] = {
isDown: false,
timeDown: this.game.time.now,
timeUp: this.game.time.now,
duration: 0,
value: value
};
}
},
/**
* Handles buttons with floating values (like analog buttons that acts almost like an axis but still registers like a button)
* @param {number} buttonCode - Which buttonCode of this button
* @param {Object} value - Button value (will range somewhere between 0 and 1, but not specifically 0 or 1.
* @method Phaser.SinglePad#processButtonFloat
*/
processButtonFloat: function (buttonCode, value) {
if (this.game.input.disabled || this.game.input.gamepad.disabled) {
return;
}
if (this._padParent.onFloatCallback) {
this._padParent.onFloatCallback.call(this._padParent.callbackContext, buttonCode, value, this._index);
}
if (this.onFloatCallback) {
this.onFloatCallback.call(this.callbackContext, buttonCode, value);
}
if (!this._buttons[buttonCode]) {
// Not used this button before, so register it
this._buttons[buttonCode] = {
value: value
};
}
else {
// Button used before but freshly down
this._buttons[buttonCode].value = value;
}
if (this._hotkeys[buttonCode]) {
this._hotkeys[buttonCode].processButtonFloat(value);
}
},
/**
* Returns value of requested axis
* @method Phaser.SinglePad#isDown
* @param {number} axisCode - The index of the axis to check
* @return {number} Axis value if available otherwise false
*/
axis: function (axisCode) {
if (this._axes[axisCode]) {
return this._axes[axisCode];
}
return false;
},
/**
* Returns true if the button is currently pressed down.
* @method Phaser.SinglePad#isDown
* @param {number} buttonCode - The buttonCode of the key to check.
* @return {boolean} True if the key is currently down.
*/
isDown: function (buttonCode) {
if (this._buttons[buttonCode]) {
return this._buttons[buttonCode].isDown;
}
return false;
},
/**
* Returns the "just released" state of a button from this gamepad. Just released is considered as being true if the button was released within the duration given (default 250ms).
* @method Phaser.SinglePad#justPressed
* @param {number} buttonCode - The buttonCode of the button to check for.
* @param {number} [duration=250] - The duration below which the button is considered as being just released.
* @return {boolean} True if the button is just released otherwise false.
*/
justReleased: function (buttonCode, duration) {
if (typeof duration === "undefined") {
duration = 250;
}
if (this._buttons[buttonCode] && this._buttons[buttonCode].isDown === false && (this.game.time.now - this._buttons[buttonCode].timeUp < duration)) {
return true;
}
return false;
},
/**
* Returns the "just pressed" state of a button from this gamepad. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
* @method Phaser.SinglePad#justPressed
* @param {number} buttonCode - The buttonCode of the button to check for.
* @param {number} [duration=250] - The duration below which the button is considered as being just pressed.
* @return {boolean} True if the button is just pressed otherwise false.
*/
justPressed: function (buttonCode, duration) {
if (typeof duration === "undefined") {
duration = 250;
}
if (this._buttons[buttonCode] && this._buttons[buttonCode].isDown && this._buttons[buttonCode].duration < duration) {
return true;
}
return false;
},
/**
* Returns the value of a gamepad button. Intended mainly for cases when you have floating button values, for example
* analog trigger buttons on the XBOX 360 controller
* @method Phaser.SinglePad#buttonValue
* @param {number} buttonCode - The buttonCode of the button to check.
* @return {boolean} Button value if available otherwise false.
*/
buttonValue: function (buttonCode) {
if (this._buttons[buttonCode]) {
return this._buttons[buttonCode].value;
}
return false;
},
/**
* Reset all buttons/axes of this gamepad
* @method Phaser.SinglePad#reset
*/
reset: function () {
for (var i = 0; i < this._buttons.length; i += 1) {
this._buttons[i] = 0;
}
for (var j = 0; j < this._axes.length; j += 1) {
this._axes[j] = 0;
}
}
};
/**
* Whether or not this particular gamepad is connected or not.
* @name Phaser.SinglePad#connected
* @property {boolean} connected - Whether or not this particular gamepad is connected or not.
* @readonly
*/
Object.defineProperty(Phaser.SinglePad.prototype, "connected", {
get: function () {
return this._connected;
}
});
/**
* Gamepad index as per browser data
* @name Phaser.SinglePad#index
* @property {number} index - The gamepad index, used to identify specific gamepads in the browser
* @readonly
*/
Object.defineProperty(Phaser.SinglePad.prototype, "index", {
get: function () {
return this._index;
}
});