259 lines
8.9 KiB
JavaScript
259 lines
8.9 KiB
JavaScript
(() => {
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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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