[~] Refactor
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d2/gamepad/game-pad.js
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258
d2/gamepad/game-pad.js
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@ -0,0 +1,258 @@
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(() => {
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const KEYS = {
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"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
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};
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const MAPS = {
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DEFAULT: {
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buttons: [
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// Face buttons
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'PAD_FACE_1',
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'PAD_FACE_2',
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'PAD_FACE_3',
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'PAD_FACE_4',
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// Shoulder buttons
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'PAD_L_SHOULDER_1',
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'PAD_R_SHOULDER_1',
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'PAD_L_SHOULDER_2',
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'PAD_R_SHOULDER_2',
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// Other buttons
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'PAD_SELECT',
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'PAD_START',
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'PAD_L_STICK_BUTTON',
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'PAD_R_STICK_BUTTON',
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// D Pad
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'PAD_UP',
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'PAD_DOWN',
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'PAD_LEFT',
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'PAD_RIGHT',
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// Vendor specific button
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'PAD_VENDOR'
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],
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axes: [
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// Analogue Sticks
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'PAD_L_STICK_X',
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'PAD_L_STICK_Y',
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'PAD_R_STICK_X',
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'PAD_R_STICK_Y'
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]
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},
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PS3: {
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buttons: [
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// X, O, TRI, SQ
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'PAD_FACE_1',
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'PAD_FACE_2',
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'PAD_FACE_4',
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'PAD_FACE_3',
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// Shoulder buttons
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'PAD_L_SHOULDER_1',
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'PAD_R_SHOULDER_1',
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'PAD_L_SHOULDER_2',
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'PAD_R_SHOULDER_2',
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// Other buttons
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'PAD_SELECT',
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'PAD_START',
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'PAD_L_STICK_BUTTON',
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'PAD_R_STICK_BUTTON',
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// D Pad
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'PAD_UP',
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'PAD_DOWN',
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'PAD_LEFT',
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'PAD_RIGHT',
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'PAD_VENDOR'
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],
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axes: [
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// Analogue Sticks
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'PAD_L_STICK_X',
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'PAD_L_STICK_Y',
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'PAD_R_STICK_X',
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'PAD_R_STICK_Y'
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]
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}
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};
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const PRODUCT_CODES = {
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'Product: 0268': 'PS3'
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};
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/**
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* Input handler for accessing GamePad input.
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*/
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class GamePads {
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/**
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* Create a new GamePads instance.
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*/
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constructor() {
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this.gamepadsSupported = !!navigator.getGamepads || !!navigator.webkitGetGamepads;
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this.current = [];
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this.previous = [];
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this.deadZone = 0.25;
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}
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/**
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* Update the current and previous state of the gamepads. This must be called every frame for
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* `wasPressed` to work.
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*/
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update() {
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// move current buttons status into previous array
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for (let i = 0, l = this.current.length; i < l; i++) {
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const buttons = this.current[i].pad.buttons;
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const buttonsLen = buttons.length;
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for (let j = 0; j < buttonsLen; j++) {
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if (this.previous[i] === undefined) {
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this.previous[i] = [];
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}
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this.previous[i][j] = buttons[j].pressed;
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}
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}
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// update current
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this.poll(this.current);
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}
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/**
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* Poll for the latest data from the gamepad API.
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*
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* @param {object[]} [pads] - An optional array used to receive the gamepads mapping. This
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* array will be returned by this function.
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* @returns {object[]} An array of gamepads and mappings for the model of gamepad that is
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* attached.
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* @example
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* var gamepads = new pc.GamePads();
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* var pads = gamepads.poll();
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*/
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poll(pads = []) {
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if (pads.length > 0) {
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pads.length = 0;
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}
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if (this.gamepadsSupported) {
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const padDevices = navigator.getGamepads ? navigator.getGamepads() : navigator.webkitGetGamepads();
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for (let i = 0, len = padDevices.length; i < len; i++) {
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if (padDevices[i]) {
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pads.push({
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map: this.getMap(padDevices[i]),
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pad: padDevices[i]
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});
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}
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}
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}
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return pads;
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}
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getMap(pad) {
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for (const code in PRODUCT_CODES) {
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if (pad.id.indexOf(code) >= 0) {
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return MAPS[PRODUCT_CODES[code]];
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}
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}
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return MAPS.DEFAULT;
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}
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/**
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* Returns true if the button on the pad requested is pressed.
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*
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* @param {number} index - The index of the pad to check, use constants {@link PAD_1},
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* {@link PAD_2}, etc.
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* @param {number} button - The button to test, use constants {@link PAD_FACE_1}, etc.
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* @returns {boolean} True if the button is pressed.
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*/
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isPressed(index, button) {
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if (!this.current[index]) {
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return false;
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}
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const key = this.current[index].map.buttons[button];
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return this.current[index].pad.buttons[pc[key]].pressed;
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}
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/**
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* Returns true if the button was pressed since the last frame.
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*
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* @param {number} index - The index of the pad to check, use constants {@link PAD_1},
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* {@link PAD_2}, etc.
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* @param {number} button - The button to test, use constants {@link PAD_FACE_1}, etc.
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* @returns {boolean} True if the button was pressed since the last frame.
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*/
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wasPressed(index, button) {
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if (!this.current[index]) {
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return false;
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}
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const key = this.current[index].map.buttons[button];
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const i = pc[key];
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// Previous pad buttons may not have been populated yet
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// If this is the first time frame a pad has been detected
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return this.current[index].pad.buttons[i].pressed && !(this.previous[index] && this.previous[index][i]);
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}
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/**
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* Returns true if the button was released since the last frame.
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*
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* @param {number} index - The index of the pad to check, use constants {@link PAD_1},
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* {@link PAD_2}, etc.
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* @param {number} button - The button to test, use constants {@link PAD_FACE_1}, etc.
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* @returns {boolean} True if the button was released since the last frame.
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*/
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wasReleased(index, button) {
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if (!this.current[index]) {
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return false;
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}
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const key = this.current[index].map.buttons[button];
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const i = pc[key];
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// Previous pad buttons may not have been populated yet
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// If this is the first time frame a pad has been detected
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return !this.current[index].pad.buttons[i].pressed && (this.previous[index] && this.previous[index][i]);
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}
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/**
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* Get the value of one of the analogue axes of the pad.
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*
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* @param {number} index - The index of the pad to check, use constants {@link PAD_1},
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* {@link PAD_2}, etc.
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* @param {number} axes - The axes to get the value of, use constants {@link PAD_L_STICK_X},
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* etc.
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* @returns {number} The value of the axis between -1 and 1.
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*/
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getAxis(index, axes) {
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if (!this.current[index]) {
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return 0;
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}
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const key = this.current[index].map.axes[axes];
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let value = this.current[index].pad.axes[pc[key]];
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if (Math.abs(value) < this.deadZone) {
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value = 0;
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}
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return value;
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}
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}
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if (window['context'] == undefined)
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{
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window.context = {};
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}
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window.context.game_pad = {
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GamePads: GamePads,
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MAPS: MAPS,
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KEYS: KEYS,
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};
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})();
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//export { GamePads };
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14
d2/gamepad/miniroyale-io.js
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14
d2/gamepad/miniroyale-io.js
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(() => {
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window.context.runtime = {};
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window.context.drag_mouse(100, 0, [pc.MOUSEBUTTON_LEFT], $$('canvas')[0])
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window.context.runtime.m1_ctx = window.context.c1.m1(
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window,
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{
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"PAD_FACE_1": window.context.game_pad.KEYS.KEY_W,
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"PAD_FACE_2": window.context.game_pad.KEYS.KEY_D,
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"PAD_FACE_3": window.context.game_pad.KEYS.KEY_S,
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"PAD_FACE_4": window.context.game_pad.KEYS.KEY_A,
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},
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);
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})();
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89
d2/gamepad/mouse.js
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89
d2/gamepad/mouse.js
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if (window.context == undefined)
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{
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window.context = {};
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}
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window.context.drag_mouse = (dx, dy, buttons, element) => {
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let sx = null;
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let sy = null;
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if (element == undefined)
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{
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element = document.body;
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}
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if (buttons == undefined)
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{
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buttons = []
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}
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{
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let t1 = element.getBoundingClientRect();
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sx = t1.left + t1.width / 2;
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sy = t1.top + t1.height / 2;
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}
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//console.log([sx, sy]);
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t2 = (btn, mvx, mvy, clx, cly, t) => {
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return new MouseEvent(
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t,
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{
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type: t,
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button: btn,
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target: element,
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movementX: mvx,
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movementY: mvy,
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clientX: clx,
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clientY: cly,
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shiftKey: false, // you don't need to include values
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ctrlKey: false, // if you aren't going to use them.
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metaKey: false // these are here for example's sake.
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}
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);
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}
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t3 = [
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t2(-1, 0, 0, sx, sy, "mousemove"),
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t2(pc.MOUSEBUTTON_LEFT, 0, 0, sx, sy, "mousedown"),
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t2(-1, 0, 0, sx, sy, "mousemove"),
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t2(-1, dx, dy, sx + dx, sy + dy, "mousemove"),
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t2(-1, 0, 0, sx + dx, sy + dy, "mousemove"),
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t2(-1, 0, 0, sx + dx, sy + dy, "mousemove"),
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t2(pc.MOUSEBUTTON_LEFT, 0, 0, sx + dx, sy + dy, "mouseup"),
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];
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if (true)
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{
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window.dispatchEvent(t3[0]);
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}
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if (true)
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{
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for (let button in buttons)
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{
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let event = t2(
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button, 0, 0, sx, sy, "mousedown"
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);
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window.dispatchEvent(event);
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}
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}
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t3.slice(3, 4).forEach(
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(o) => window.dispatchEvent(o)
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);
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//t3.slice(4, 5).forEach(
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// (o) => window.dispatchEvent(o)
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//);
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//t3.slice(5, 6).forEach(
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// (o) => window.dispatchEvent(o)
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//);
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if (false)
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{
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for (let button in buttons)
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{
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let event = t2(
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button, 0, 0, sx + dx, sy + dy, "mouseup",
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);
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window.dispatchEvent(event);
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}
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}
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window.dispatchEvent(t3[6]);
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}
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195
d2/gamepad/script.js
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195
d2/gamepad/script.js
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(() => {
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window.context.c1 = {
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m1: (target, key_map, timeout, freq, mouse_amplifier) => {
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if (mouse_amplifier == undefined)
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{
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mouse_amplifier = 100;
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}
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if (freq == undefined)
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{
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freq = 50;
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}
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if (timeout == undefined)
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{
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timeout = 40;
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}
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let ctx = {
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timer_id: null,
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game_pad: null
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};
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ctx.game_pad = new window.context.game_pad.GamePads();
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if (target == undefined)
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{
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throw "NOT_IMPLEMENTED_ERROR";
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}
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if (key_map == undefined)
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{
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throw "NOT_IMPLEMENTED_ERROR";
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}
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if (timeout == undefined)
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{
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throw "NOT_IMPLEMENTED_ERROR";
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}
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let t6 = null;
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let t7 = null;
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ctx.timer_id = setInterval(
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() => {
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ctx.game_pad.update();
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if (
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ctx.game_pad.current.length < 1 &&
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ctx.game_pad.previous.length < 1
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)
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{
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return;
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}
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let o3 = {};
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let o4 = {}
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let t4 = ctx.game_pad.previous[0];
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let t5 = ctx.game_pad.current[0];
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if (t4 == undefined || t5 == undefined)
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{
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return;
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}
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t6 = t7;
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t7 = {};
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t5.pad.buttons.forEach(
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(o, i) => {
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o4[i] = t5.map.buttons[i];
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o4[o4[i]] = i;
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o3[
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t5.map.buttons[i]
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] = o.value;
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t7[o4[i]] = o.value;
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}
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);
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for (k in o3)
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{
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if (key_map[k] != undefined)
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{
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let event_type = null;
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if (
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o3[k] == 1 && (t6 == null || t6[k] == 0)
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)
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{
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event_type = "keydown";
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}
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else if (
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o3[k] == 0 && (
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t6 != null && t6[k] == 1
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)
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)
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{
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event_type = "keyup";
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}
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if (event_type != null)
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{
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console.log([target, key_map[k], event_type]);
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window.context.c1.m2(
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target,
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key_map[k],
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event_type,
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);
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}
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}
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}
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{
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let dx = t5.pad.axes[1];
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let dy = t5.pad.axes[2];
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if (Math.abs(dx) > 0.05 || Math.abs(dy) > 0.05)
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{
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window.context.drag_mouse(
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dx * mouse_amplifier,
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dy * mouse_amplifier,
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);
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}
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}
|
||||
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.
|
||||
}
|
||||
)
|
||||
);
|
||||
},
|
||||
};
|
||||
})();
|
Loading…
Reference in New Issue
Block a user