mirror of
https://github.com/wassname/phaser.git
synced 2026-07-13 01:00:12 +08:00
Merge branch 'gamepadsupport' of https://github.com/karlmacklin/phaser into karlmacklin-gamepadsupport
Conflicts: README.md
This commit is contained in:
@@ -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;
|
||||
Reference in New Issue
Block a user