Brand new Gamepad API support fully implemented (thanks to Karl Macklin), with examples to show use.

This commit is contained in:
photonstorm
2013-12-31 01:45:30 +00:00
parent 29d7cc36a0
commit 3b87ce9fc9
7 changed files with 562 additions and 456 deletions
+192 -157
View File
@@ -26,32 +26,33 @@ Phaser.Gamepad = function (game) {
this.game = game;
/**
* @property {Array} _gamepads - The four Phaser Gamepads.
* @private
*/
* @property {Array<Phaser.SinglePad>} _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)
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
*/
* @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
*/
* @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
*/
* @property {boolean} _active - Private flag for whether or not the API is polled
* @private
* @default
*/
this._active = false;
/**
@@ -62,28 +63,26 @@ Phaser.Gamepad = function (game) {
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
*/
* Whether or not gamepads are supported in the current browser. Note that as of Dec. 2013 this check is actually not accurate at all due to poor implementation.
* @property {boolean} _gamepadSupportAvailable - Are gamepads supported in this browser or not?
* @private
*/
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
*/
* 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
*/
* Used to check for differences between earlier polls and current state of gamepads.
* @property {Array} _prevTimestamps
* @private
* @default
*/
this._prevTimestamps = [];
/**
@@ -92,46 +91,45 @@ Phaser.Gamepad = function (game) {
this.callbackContext = this;
/**
* @property {function} onConnectCallback - This callback is invoked every time any gamepad is connected
*/
* @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
*/
* @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.
*/
* @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.
*/
* @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.
*/
* @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.
*/
* @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
*/
* @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
*/
* @property {function} _gamepaddisconnected - Private callback for Firefox gamepad connection handling
* @private
*/
this._gamepaddisconnected = null;
};
@@ -141,12 +139,13 @@ 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:
* @param {Object} callbacks - Object that takes six different callback methods:
* onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback
*/
addCallbacks: function (context, callbacks) {
if (typeof callbacks !== 'undefined') {
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;
@@ -154,22 +153,9 @@ Phaser.Gamepad.prototype = {
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.
@@ -186,73 +172,97 @@ Phaser.Gamepad.prototype = {
_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) {
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
*/
* Main gamepad update loop. Should not be called manually.
* @method Phaser.Gamepad#update
* @private
*/
update: function () {
this._pollGamepads();
for (var i = 0; i < this._gamepads.length; i += 1) {
if(this._gamepads[i]._connected) {
for (var i = 0; i < this._gamepads.length; i++)
{
if (this._gamepads[i]._connected)
{
this._gamepads[i].pollStatus();
}
}
},
/**
* Updating connected gamepads (for Google Chrome).
* Should not be called manually.
* @method Phaser.Gamepad#_pollGamepads
*/
* Updating connected gamepads (for Google Chrome).
* Should not be called manually.
* @method Phaser.Gamepad#_pollGamepads
* @private
*/
_pollGamepads: function () {
var rawGamepads = (navigator.webkitGetGamepads && navigator.webkitGetGamepads()) || navigator.webkitGamepads;
if(rawGamepads) {
if (rawGamepads)
{
this._rawPads = [];
var gamepadsChanged = false;
for (var i = 0; i < rawGamepads.length; i += 1) {
if (typeof rawGamepads[i] !== this._prevRawGamepadTypes[i]) {
for (var i = 0; i < rawGamepads.length; i++)
{
if (typeof rawGamepads[i] !== this._prevRawGamepadTypes[i])
{
gamepadsChanged = true;
this._prevRawGamepadTypes[i] = typeof rawGamepads[i];
}
if (rawGamepads[i]) {
if (rawGamepads[i])
{
this._rawPads.push(rawGamepads[i]);
}
// Support max 4 pads at the moment
if(i === 3) {
if (i === 3)
{
break;
}
}
if(gamepadsChanged) {
var validConnections = {rawIndices:{},padIndices:{}};
if (gamepadsChanged)
{
var validConnections = { rawIndices: {}, padIndices: {} };
var singlePad;
for (var j = 0; j < this._gamepads.length; j += 1) {
for (var j = 0; j < this._gamepads.length; j++)
{
singlePad = this._gamepads[j];
if(singlePad.connected) {
for(var k = 0; k < this._rawPads.length; k += 1) {
if(this._rawPads[k].index === singlePad.index) {
if (singlePad.connected)
{
for (var k = 0; k < this._rawPads.length; k++)
{
if (this._rawPads[k].index === singlePad.index)
{
validConnections.rawIndices[singlePad.index] = true;
validConnections.padIndices[j] = true;
}
@@ -260,32 +270,45 @@ Phaser.Gamepad.prototype = {
}
}
for (var l = 0; l < this._gamepads.length; l += 1) {
for (var l = 0; l < this._gamepads.length; l++)
{
singlePad = this._gamepads[l];
if(validConnections.padIndices[l]) {
if (validConnections.padIndices[l])
{
continue;
}
if(this._rawPads.length < 1) {
if (this._rawPads.length < 1)
{
singlePad.disconnect();
}
for (var m = 0; m < this._rawPads.length; m +=1) {
if(validConnections.padIndices[l]) {
for (var m = 0; m < this._rawPads.length; m++)
{
if (validConnections.padIndices[l])
{
break;
}
var rawPad = this._rawPads[m];
if (rawPad) {
if(validConnections.rawIndices[rawPad.index]) {
if (rawPad)
{
if (validConnections.rawIndices[rawPad.index])
{
singlePad.disconnect();
continue;
} else {
}
else
{
singlePad.connect(rawPad);
validConnections.rawIndices[rawPad.index] = true;
validConnections.padIndices[l] = true;
}
} else {
}
else
{
singlePad.disconnect();
}
}
@@ -295,13 +318,16 @@ Phaser.Gamepad.prototype = {
},
/**
* Sets the deadZone variable for all four gamepads
* @method Phaser.Gamepad#setDeadZones
*/
* 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) {
for (var i = 0; i < this._gamepads.length; i++)
{
this._gamepads[i].deadZone = value;
}
},
/**
@@ -312,23 +338,25 @@ Phaser.Gamepad.prototype = {
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) {
for (var i = 0; i < this._gamepads.length; i++)
{
this._gamepads[i].reset();
}
},
/**
@@ -340,12 +368,14 @@ Phaser.Gamepad.prototype = {
*/
justPressed: function (buttonCode, duration) {
for(var i = 0; i < this._gamepads.length; i += 1) {
if( this._gamepads[i].justPressed(buttonCode, duration) == true ) {
for (var i = 0; i < this._gamepads.length; i++)
{
if (this._gamepads[i].justPressed(buttonCode, duration) === true)
{
return true;
}
}
return false;
},
@@ -359,41 +389,47 @@ Phaser.Gamepad.prototype = {
*/
justReleased: function (buttonCode, duration) {
for(var i = 0; i < this._gamepads.length; i += 1) {
if( this._gamepads[i].justReleased(buttonCode, duration) == true ) {
for (var i = 0; i < this._gamepads.length; i++)
{
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.
*/
* 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 ) {
for (var i = 0; i < this._gamepads.length; i++)
{
if (this._gamepads[i].isDown(buttonCode) === true)
{
return true;
}
}
return false;
}
};
Phaser.Gamepad.prototype.constructor = Phaser.Gamepad;
/**
* 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
*/
* 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 () {
@@ -403,11 +439,11 @@ Object.defineProperty(Phaser.Gamepad.prototype, "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
*/
* 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 () {
@@ -417,11 +453,11 @@ Object.defineProperty(Phaser.Gamepad.prototype, "supported", {
});
/**
* How many live gamepads are currently connected.
* @name Phaser.Gamepad#padsConnected
* @property {boolean} padsConnected - How many live gamepads are currently connected.
* @readonly
*/
* 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 () {
@@ -431,11 +467,11 @@ Object.defineProperty(Phaser.Gamepad.prototype, "padsConnected", {
});
/**
* Gamepad #1
* @name Phaser.Gamepad#pad1
* @property {boolean} pad1 - Gamepad #1;
* @readonly
*/
* Gamepad #1
* @name Phaser.Gamepad#pad1
* @property {boolean} pad1 - Gamepad #1;
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "pad1", {
get: function () {
@@ -445,11 +481,11 @@ Object.defineProperty(Phaser.Gamepad.prototype, "pad1", {
});
/**
* Gamepad #2
* @name Phaser.Gamepad#pad2
* @property {boolean} pad2 - Gamepad #2
* @readonly
*/
* Gamepad #2
* @name Phaser.Gamepad#pad2
* @property {boolean} pad2 - Gamepad #2
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "pad2", {
get: function () {
@@ -459,11 +495,11 @@ Object.defineProperty(Phaser.Gamepad.prototype, "pad2", {
});
/**
* Gamepad #3
* @name Phaser.Gamepad#pad3
* @property {boolean} pad3 - Gamepad #3
* @readonly
*/
* Gamepad #3
* @name Phaser.Gamepad#pad3
* @property {boolean} pad3 - Gamepad #3
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "pad3", {
get: function () {
@@ -473,11 +509,11 @@ Object.defineProperty(Phaser.Gamepad.prototype, "pad3", {
});
/**
* Gamepad #4
* @name Phaser.Gamepad#pad4
* @property {boolean} pad4 - Gamepad #4
* @readonly
*/
* Gamepad #4
* @name Phaser.Gamepad#pad4
* @property {boolean} pad4 - Gamepad #4
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "pad4", {
get: function () {
@@ -486,7 +522,6 @@ Object.defineProperty(Phaser.Gamepad.prototype, "pad4", {
});
Phaser.Gamepad.BUTTON_0 = 0;
Phaser.Gamepad.BUTTON_1 = 1;
Phaser.Gamepad.BUTTON_2 = 2;
@@ -540,4 +575,4 @@ 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;
Phaser.Gamepad.XBOX360_STICK_RIGHT_Y = 3;