[~] Refactor

This commit is contained in:
Siarhei Siniak 2022-04-03 16:36:40 +03:00
parent b23c7b4537
commit 251192bdc2
4 changed files with 556 additions and 0 deletions

258
d2/gamepad/game-pad.js Normal file

@ -0,0 +1,258 @@
(() => {
const KEYS = {
"KEY_0":48,"KEY_1":49,"KEY_2":50,"KEY_3":51,"KEY_4":52,"KEY_5":53,"KEY_6":54,"KEY_7":55,"KEY_8":56,"KEY_9":57,"KEY_A":65,"KEY_ADD":107,"KEY_ALT":18,"KEY_B":66,"KEY_BACKSPACE":8,"KEY_BACK_SLASH":220,"KEY_C":67,"KEY_CAPS_LOCK":20,"KEY_CLOSE_BRACKET":221,"KEY_COMMA":188,"KEY_CONTEXT_MENU":93,"KEY_CONTROL":17,"KEY_D":68,"KEY_DECIMAL":110,"KEY_DELETE":46,"KEY_DIVIDE":111,"KEY_DOWN":40,"KEY_E":69,"KEY_END":35,"KEY_ENTER":13,"KEY_EQUAL":61,"KEY_ESCAPE":27,"KEY_F":70,"KEY_F1":112,"KEY_F10":121,"KEY_F11":122,"KEY_F12":123,"KEY_F2":113,"KEY_F3":114,"KEY_F4":115,"KEY_F5":116,"KEY_F6":117,"KEY_F7":118,"KEY_F8":119,"KEY_F9":120,"KEY_G":71,"KEY_H":72,"KEY_HOME":36,"KEY_I":73,"KEY_INSERT":45,"KEY_J":74,"KEY_K":75,"KEY_L":76,"KEY_LEFT":37,"KEY_M":77,"KEY_META":224,"KEY_MULTIPLY":106,"KEY_N":78,"KEY_NUMPAD_0":96,"KEY_NUMPAD_1":97,"KEY_NUMPAD_2":98,"KEY_NUMPAD_3":99,"KEY_NUMPAD_4":100,"KEY_NUMPAD_5":101,"KEY_NUMPAD_6":102,"KEY_NUMPAD_7":103,"KEY_NUMPAD_8":104,"KEY_NUMPAD_9":105,"KEY_O":79,"KEY_OPEN_BRACKET":219,"KEY_P":80,"KEY_PAGE_DOWN":34,"KEY_PAGE_UP":33,"KEY_PAUSE":19,"KEY_PERIOD":190,"KEY_PRINT_SCREEN":44,"KEY_Q":81,"KEY_R":82,"KEY_RETURN":13,"KEY_RIGHT":39,"KEY_S":83,"KEY_SEMICOLON":59,"KEY_SEPARATOR":108,"KEY_SHIFT":16,"KEY_SLASH":191,"KEY_SPACE":32,"KEY_SUBTRACT":109,"KEY_T":84,"KEY_TAB":9,"KEY_U":85,"KEY_UP":38,"KEY_V":86,"KEY_W":87,"KEY_WINDOWS":91,"KEY_X":88,"KEY_Y":89,"KEY_Z":90
};
const MAPS = {
DEFAULT: {
buttons: [
// Face buttons
'PAD_FACE_1',
'PAD_FACE_2',
'PAD_FACE_3',
'PAD_FACE_4',
// Shoulder buttons
'PAD_L_SHOULDER_1',
'PAD_R_SHOULDER_1',
'PAD_L_SHOULDER_2',
'PAD_R_SHOULDER_2',
// Other buttons
'PAD_SELECT',
'PAD_START',
'PAD_L_STICK_BUTTON',
'PAD_R_STICK_BUTTON',
// D Pad
'PAD_UP',
'PAD_DOWN',
'PAD_LEFT',
'PAD_RIGHT',
// Vendor specific button
'PAD_VENDOR'
],
axes: [
// Analogue Sticks
'PAD_L_STICK_X',
'PAD_L_STICK_Y',
'PAD_R_STICK_X',
'PAD_R_STICK_Y'
]
},
PS3: {
buttons: [
// X, O, TRI, SQ
'PAD_FACE_1',
'PAD_FACE_2',
'PAD_FACE_4',
'PAD_FACE_3',
// Shoulder buttons
'PAD_L_SHOULDER_1',
'PAD_R_SHOULDER_1',
'PAD_L_SHOULDER_2',
'PAD_R_SHOULDER_2',
// Other buttons
'PAD_SELECT',
'PAD_START',
'PAD_L_STICK_BUTTON',
'PAD_R_STICK_BUTTON',
// D Pad
'PAD_UP',
'PAD_DOWN',
'PAD_LEFT',
'PAD_RIGHT',
'PAD_VENDOR'
],
axes: [
// Analogue Sticks
'PAD_L_STICK_X',
'PAD_L_STICK_Y',
'PAD_R_STICK_X',
'PAD_R_STICK_Y'
]
}
};
const PRODUCT_CODES = {
'Product: 0268': 'PS3'
};
/**
* Input handler for accessing GamePad input.
*/
class GamePads {
/**
* Create a new GamePads instance.
*/
constructor() {
this.gamepadsSupported = !!navigator.getGamepads || !!navigator.webkitGetGamepads;
this.current = [];
this.previous = [];
this.deadZone = 0.25;
}
/**
* Update the current and previous state of the gamepads. This must be called every frame for
* `wasPressed` to work.
*/
update() {
// move current buttons status into previous array
for (let i = 0, l = this.current.length; i < l; i++) {
const buttons = this.current[i].pad.buttons;
const buttonsLen = buttons.length;
for (let j = 0; j < buttonsLen; j++) {
if (this.previous[i] === undefined) {
this.previous[i] = [];
}
this.previous[i][j] = buttons[j].pressed;
}
}
// update current
this.poll(this.current);
}
/**
* Poll for the latest data from the gamepad API.
*
* @param {object[]} [pads] - An optional array used to receive the gamepads mapping. This
* array will be returned by this function.
* @returns {object[]} An array of gamepads and mappings for the model of gamepad that is
* attached.
* @example
* var gamepads = new pc.GamePads();
* var pads = gamepads.poll();
*/
poll(pads = []) {
if (pads.length > 0) {
pads.length = 0;
}
if (this.gamepadsSupported) {
const padDevices = navigator.getGamepads ? navigator.getGamepads() : navigator.webkitGetGamepads();
for (let i = 0, len = padDevices.length; i < len; i++) {
if (padDevices[i]) {
pads.push({
map: this.getMap(padDevices[i]),
pad: padDevices[i]
});
}
}
}
return pads;
}
getMap(pad) {
for (const code in PRODUCT_CODES) {
if (pad.id.indexOf(code) >= 0) {
return MAPS[PRODUCT_CODES[code]];
}
}
return MAPS.DEFAULT;
}
/**
* Returns true if the button on the pad requested is pressed.
*
* @param {number} index - The index of the pad to check, use constants {@link PAD_1},
* {@link PAD_2}, etc.
* @param {number} button - The button to test, use constants {@link PAD_FACE_1}, etc.
* @returns {boolean} True if the button is pressed.
*/
isPressed(index, button) {
if (!this.current[index]) {
return false;
}
const key = this.current[index].map.buttons[button];
return this.current[index].pad.buttons[pc[key]].pressed;
}
/**
* Returns true if the button was pressed since the last frame.
*
* @param {number} index - The index of the pad to check, use constants {@link PAD_1},
* {@link PAD_2}, etc.
* @param {number} button - The button to test, use constants {@link PAD_FACE_1}, etc.
* @returns {boolean} True if the button was pressed since the last frame.
*/
wasPressed(index, button) {
if (!this.current[index]) {
return false;
}
const key = this.current[index].map.buttons[button];
const i = pc[key];
// Previous pad buttons may not have been populated yet
// If this is the first time frame a pad has been detected
return this.current[index].pad.buttons[i].pressed && !(this.previous[index] && this.previous[index][i]);
}
/**
* Returns true if the button was released since the last frame.
*
* @param {number} index - The index of the pad to check, use constants {@link PAD_1},
* {@link PAD_2}, etc.
* @param {number} button - The button to test, use constants {@link PAD_FACE_1}, etc.
* @returns {boolean} True if the button was released since the last frame.
*/
wasReleased(index, button) {
if (!this.current[index]) {
return false;
}
const key = this.current[index].map.buttons[button];
const i = pc[key];
// Previous pad buttons may not have been populated yet
// If this is the first time frame a pad has been detected
return !this.current[index].pad.buttons[i].pressed && (this.previous[index] && this.previous[index][i]);
}
/**
* Get the value of one of the analogue axes of the pad.
*
* @param {number} index - The index of the pad to check, use constants {@link PAD_1},
* {@link PAD_2}, etc.
* @param {number} axes - The axes to get the value of, use constants {@link PAD_L_STICK_X},
* etc.
* @returns {number} The value of the axis between -1 and 1.
*/
getAxis(index, axes) {
if (!this.current[index]) {
return 0;
}
const key = this.current[index].map.axes[axes];
let value = this.current[index].pad.axes[pc[key]];
if (Math.abs(value) < this.deadZone) {
value = 0;
}
return value;
}
}
if (window['context'] == undefined)
{
window.context = {};
}
window.context.game_pad = {
GamePads: GamePads,
MAPS: MAPS,
KEYS: KEYS,
};
})();
//export { GamePads };

@ -0,0 +1,14 @@
(() => {
window.context.runtime = {};
window.context.drag_mouse(100, 0, [pc.MOUSEBUTTON_LEFT], $$('canvas')[0])
window.context.runtime.m1_ctx = window.context.c1.m1(
window,
{
"PAD_FACE_1": window.context.game_pad.KEYS.KEY_W,
"PAD_FACE_2": window.context.game_pad.KEYS.KEY_D,
"PAD_FACE_3": window.context.game_pad.KEYS.KEY_S,
"PAD_FACE_4": window.context.game_pad.KEYS.KEY_A,
},
);
})();

89
d2/gamepad/mouse.js Normal file

@ -0,0 +1,89 @@
if (window.context == undefined)
{
window.context = {};
}
window.context.drag_mouse = (dx, dy, buttons, element) => {
let sx = null;
let sy = null;
if (element == undefined)
{
element = document.body;
}
if (buttons == undefined)
{
buttons = []
}
{
let t1 = element.getBoundingClientRect();
sx = t1.left + t1.width / 2;
sy = t1.top + t1.height / 2;
}
//console.log([sx, sy]);
t2 = (btn, mvx, mvy, clx, cly, t) => {
return new MouseEvent(
t,
{
type: t,
button: btn,
target: element,
movementX: mvx,
movementY: mvy,
clientX: clx,
clientY: cly,
shiftKey: false, // you don't need to include values
ctrlKey: false, // if you aren't going to use them.
metaKey: false // these are here for example's sake.
}
);
}
t3 = [
t2(-1, 0, 0, sx, sy, "mousemove"),
t2(pc.MOUSEBUTTON_LEFT, 0, 0, sx, sy, "mousedown"),
t2(-1, 0, 0, sx, sy, "mousemove"),
t2(-1, dx, dy, sx + dx, sy + dy, "mousemove"),
t2(-1, 0, 0, sx + dx, sy + dy, "mousemove"),
t2(-1, 0, 0, sx + dx, sy + dy, "mousemove"),
t2(pc.MOUSEBUTTON_LEFT, 0, 0, sx + dx, sy + dy, "mouseup"),
];
if (true)
{
window.dispatchEvent(t3[0]);
}
if (true)
{
for (let button in buttons)
{
let event = t2(
button, 0, 0, sx, sy, "mousedown"
);
window.dispatchEvent(event);
}
}
t3.slice(3, 4).forEach(
(o) => window.dispatchEvent(o)
);
//t3.slice(4, 5).forEach(
// (o) => window.dispatchEvent(o)
//);
//t3.slice(5, 6).forEach(
// (o) => window.dispatchEvent(o)
//);
if (false)
{
for (let button in buttons)
{
let event = t2(
button, 0, 0, sx + dx, sy + dy, "mouseup",
);
window.dispatchEvent(event);
}
}
window.dispatchEvent(t3[6]);
}

195
d2/gamepad/script.js Normal file

@ -0,0 +1,195 @@
(() => {
window.context.c1 = {
m1: (target, key_map, timeout, freq, mouse_amplifier) => {
if (mouse_amplifier == undefined)
{
mouse_amplifier = 100;
}
if (freq == undefined)
{
freq = 50;
}
if (timeout == undefined)
{
timeout = 40;
}
let ctx = {
timer_id: null,
game_pad: null
};
ctx.game_pad = new window.context.game_pad.GamePads();
if (target == undefined)
{
throw "NOT_IMPLEMENTED_ERROR";
}
if (key_map == undefined)
{
throw "NOT_IMPLEMENTED_ERROR";
}
if (timeout == undefined)
{
throw "NOT_IMPLEMENTED_ERROR";
}
let t6 = null;
let t7 = null;
ctx.timer_id = setInterval(
() => {
ctx.game_pad.update();
if (
ctx.game_pad.current.length < 1 &&
ctx.game_pad.previous.length < 1
)
{
return;
}
let o3 = {};
let o4 = {}
let t4 = ctx.game_pad.previous[0];
let t5 = ctx.game_pad.current[0];
if (t4 == undefined || t5 == undefined)
{
return;
}
t6 = t7;
t7 = {};
t5.pad.buttons.forEach(
(o, i) => {
o4[i] = t5.map.buttons[i];
o4[o4[i]] = i;
o3[
t5.map.buttons[i]
] = o.value;
t7[o4[i]] = o.value;
}
);
for (k in o3)
{
if (key_map[k] != undefined)
{
let event_type = null;
if (
o3[k] == 1 && (t6 == null || t6[k] == 0)
)
{
event_type = "keydown";
}
else if (
o3[k] == 0 && (
t6 != null && t6[k] == 1
)
)
{
event_type = "keyup";
}
if (event_type != null)
{
console.log([target, key_map[k], event_type]);
window.context.c1.m2(
target,
key_map[k],
event_type,
);
}
}
}
{
let dx = t5.pad.axes[1];
let dy = t5.pad.axes[2];
if (Math.abs(dx) > 0.05 || Math.abs(dy) > 0.05)
{
window.context.drag_mouse(
dx * mouse_amplifier,
dy * mouse_amplifier,
);
}
}
if (o3.PAD_SELECT == 1)
{
clearInterval(ctx.timer_id);
console.log(
`
d2.gamepad.script window.context.c1.m1
clearInterval ${ctx.timer_id}
`
);
}
},
freq,
);
return ctx;
},
m4: (key_code) => {
let t1 = null;
for (let k in window.context.game_pad.KEYS)
{
if (window.context.game_pad.KEYS[k] == key_code)
{
t1 = k;
}
}
if (t1 == null)
{
throw `NOT_IMPLEMENTED_ERROR`;
}
return {
code: key_code,
lable: t1,
};
},
m3: (target, key_code, timeout) => {
window.context.c1.m2(target, key_code, `keydown`);
if (!(timeout > 0 && timeout < 2000))
{
throw `NOT_IMPLEMENTED_ERROR`;
}
return setTimeout(
() => {
window.context.c1.m2(target, key_code, `keyup`);
},
timeout,
);
},
m5: (a, b) => {
return b.findIndex((o) => o == a);
},
m2: (target, key_code, key_event_name) => {
let t1 = window.context.c1.m4(key_code);
if (
window.context.c1.m5(
key_event_name,
[`keydown`, `keyup`]
) == -1
)
{
throw `NOT_IMPLEMENTED_ERROR`;
}
target.dispatchEvent(
new KeyboardEvent(
key_event_name,
{
key: t1.label,
keyCode: t1.code, // example values.
code: t1.code, // put everything you need in this object.
which: t1.code,
shiftKey: false, // you don't need to include values
ctrlKey: false, // if you aren't going to use them.
metaKey: false // these are here for example's sake.
}
)
);
},
};
})();